CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 352

_id ecaade2012_39
id ecaade2012_39
authors Asanowicz, Aleksander
year 2012
title Design: Analogue, Digital, and Somewhere in Between
doi https://doi.org/10.52842/conf.ecaade.2012.2.273
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 273-280
summary The problem considered in this paper is: “In what way do we design?” This paper concentrates on the early creative stages of the design process during which the designer gradually gathers the information about the problem, applying appropriate rules, tools and media. If the tools are chosen as a starting point of consideration, designing may be analysed as manual or digital. If we chose the medium - design may be considered as physical or virtual. The main thesis of this paper is that designing proceeds somewhere in between. “Somewhere in between” means the space where manual, digital, virtual are mixing, overlapping, and transforming one into the other. As a case study the process of designing of blurred function object is presented. In this experimental design studio we paid particular attention to the design process and we searched for the answer to the following questions: how to find an idea (what tools/media are helpful), how to express, fi x and transform that idea? In the paper the examples of students’ work will be presented and discussed.
wos WOS:000330320600027
keywords Creativity; digital design methods; mixed methods of design
series eCAADe
email
last changed 2022/06/07 07:54

_id lasg_whitepapers_2019_367
id lasg_whitepapers_2019_367
authors Atelier Iris van Herpen
year 2019
title Exploring New Forms of Craft
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.367 - 392
summary Dutch fashion designer Iris van Herpen and Canadian architect Philip Beesley have been united by friendship and a mutual interest in esoteric, experimental craft since 2012. Together they collaborated on various dresses, techniques and materials, featured in six of Iris van Herpen's Couture collections. Since her first show in 2007, van Herpen has been preoccupied with inventing new forms and methods of sartorial expression by combining the most traditional and the most radical materials and garment construction methods into her unique aesthetic vision.
keywords living architecture systems group, organicism, intelligent systems, design methods, engineering and art, new media art, interactive art, dissipative systems, technology, cognition, responsiveness, biomaterials, artificial natures, 4DSOUND, materials, virtual projections,
email
last changed 2019/07/29 14:02

_id ecaade2012_223
id ecaade2012_223
authors Chien, Sheng-Fen ; Yeh, Yee-Tai
year 2012
title On Creativity and Parametric Design: A preliminary study of designer’s behaviour when employing parametric design tools
doi https://doi.org/10.52842/conf.ecaade.2012.1.245
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 245-253
summary This research explores the relationship between unexpected outcomes generated through parametric design tools and the design creative process. We conducted an empirical study to observe how designers behave while encountering unexpected outcomes using parametric design tools as well as other kinds of design tools. From our study, there are some indications that the space of possible design solutions of the participants was expanded with the existence of unexpected outcomes. The preliminary result is encouraging. Further studies may need to address experience designers and novice designers separately.
wos WOS:000330322400024
keywords Parametric design; unexpected outcome; creativity; protocol analysis
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia12_109
id acadia12_109
authors Comodromos, Demetrios A ; Ellinger, Jefferson
year 2012
title Material Intensities
doi https://doi.org/10.52842/conf.acadia.2012.109
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 109-113
summary As host organizers of the Smartgeometry 2012 Conference, professors of Architecture, and as principals in design firms, our work aims to use as a productive resistance the notion of Material Intensity described below as both a foil and measure to current concepts of simulation and intensive modeling in architectural computation. The holding of SG 2012 aimed to stage this resistance in the form of workshop, round-table discussions, lectures and symposia, with the outcome attempting to define a new synthetic notion of material intensities in modes of architectural production. This paper aims to form the basis of a continued exploration and development of this work. In summary we focused on: 1-Intensive thinking as derived from the material sciences as an actual and philosophical framework that emphasizes qualitative attributes, which is likened to behavior, simulation, and dynamic modeling. Extensive attributes lead to analytical, representational and static modeling. 2-Material practices can also be formed and as a result of this method of thinking. As demonstrated by the glasswork of Evan Douglis, ‘paintings’ by Perry Hall—the managed complexity possible by working with materials during intensive states of change allow for scalar, morphological and performative shifts according to a designer’s criteria. 3- Although both are necessary and actually complement each other, architects need to ‘catch-up’ to intensive thinking in process and modeling strategies. Our methods rely on static modeling that yield often complicated frameworks and results, wherein accepting methods of dynamic modeling suggests the capacity to propose complex and nuanced relationships and frameworks.
keywords Material Intensities , Intensive Thinking , Material Practice
series ACADIA
type panel paper
email
last changed 2022/06/07 07:56

_id c4bd
id c4bd
authors Derix C, Gamlesæter A, Miranda P, Helme L and Kropf K
year 2012
title Simulation Heuristics for Urban Design
source In Mueller Arisona et al (eds), Digital Urban Modelling and Simulation: Communications in Computer and Information Science, Springer, Heidelberg, 2012
summary Designing simulations for urban design not only requires explicit performance criteria of planning standards but a synthesis of implicit design objectives, that we will call ‘purpose rules’, with computational approaches. The former would at most lead to automation of the existing planning processes for speed and evaluation, the latter to an understanding of perceived urban qualities and their effect on the planning of cities. In order to transform purpose rules into encoded principles we argue that the focus should not be on defining parametric constraints and quantities, but on aligning the perceptual properties of the simulations with the strategies of the stakeholders (planner/ urban designer/ architect/ developer/ community). Using projects from the Computational Design and Research group at Aedas [CDR] as examples, this chapter will discuss how an open framework of lightweight applications with simple functionality can be integrated into the design and planning process by using computational simulations as urban design heuristics.
keywords urban design, design heuristics, meta-heuristics, simulation, algorithm visualization
series book
type normal paper
email
more http://www.springerlink.com/content/g58114676q4228h8/?MUD=MP
last changed 2012/09/20 14:17

_id caadria2012_080
id caadria2012_080
authors Dounas, Theodoros
year 2012
title Tactics of interactivity in Virtual Reality: Learning from 3d game tools
doi https://doi.org/10.52842/conf.caadria.2012.223
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 223–232
summary The present paper tries to explore the potential of visual-heavy tools in the creation of virtual reality worlds, with an emphasis on tools borrowed from 3d electronic games. Compared to earlier approaches in virtual reality creation the paper focuses on game design tools and provides a basic framework for interaction in virtual reality, based on classic rather than digital representations, which is then expanded using digital representations. In the second part of the paper a game creation tool is assessed based on its potential not only of usability but also on guiding the designer in specific paths to designing virtual worlds. The assessment is based on a case study of interaction design.
keywords Virtual reality; 3d game design; open source
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2012_002
id caadria2012_002
authors Elkhaldi, Maher S. and Ellen Y. Do
year 2012
title Generative synthesis systems: A framework
doi https://doi.org/10.52842/conf.caadria.2012.399
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 399–408
summary Responses delivered by a generative synthesis system (GSS) vary between creative solutions and unusable outcomes. The type of GSS response is driven by many factors such as: the design context, designer’s interpretation, implementation environments, design language, and the GSS composition, among many factors. In this paper, we describe a GSS framework to provide a recipe for delivering responses, which can be qualified as solutions. The framework focuses on GSS composition. It includes descriptions for: building blocks, components, and building strategy. The framework is informed by generative design literature and by our experimentation. We present the framework through: a brief background to GSS, metrics, building blocks, components, and building strategy. We also show an example of GSS implementation and offer a brief discussion.
keywords Generative; building blocks; components; strategy
series CAADRIA
email
last changed 2022/06/07 07:55

_id ascaad2012_003
id ascaad2012_003
authors Elseragy, Ahmed
year 2012
title Creative Design Between Representation and Simulation
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 11-12
summary Milestone figures of architecture all have their different views on what comes first, form or function. They also vary in their definitions of creativity. Apparently, creativity is very strongly related to ideas and how they can be generated. It is also correlated with the process of thinking and developing. Creative products, whether architectural or otherwise, and whether tangible or intangible, are originated from ‘good ideas’ (Elnokaly, Elseragy and Alsaadani, 2008). On one hand, not any idea, or any good idea, can be considered creative but, on the other hand, any creative result can be traced back to a good idea that initiated it in the beginning (Goldschmit and Tatsa, 2005). Creativity in literature, music and other forms of art is immeasurable and unbounded by constraints of physical reality. Musicians, painters and sculptors do not create within tight restrictions. They create what becomes their own mind’s intellectual property, and viewers or listeners are free to interpret these creations from whichever angle they choose. However, this is not the case with architects, whose creations and creative products are always bound with different physical constraints that may be related to the building location, social and cultural values related to the context, environmental performance and energy efficiency, and many more (Elnokaly, Elseragy and Alsaadani, 2008). Remarkably, over the last three decades computers have dominated in almost all areas of design, taking over the burden of repetitive tasks so that the designers and students can focus on the act of creation. Computer aided design has been used for a long time as a tool of drafting, however in this last decade this tool of representation is being replaced by simulation in different areas such as simulation of form, function and environment. Thus, the crafting of objects is moving towards the generation of forms and integrated systems through designer-authored computational processes. The emergence and adoption of computational technologies has significantly changed design and design education beyond the replacement of drawing boards with computers or pens and paper with computer-aided design (CAD) computer-aided engineering (CAE) applications. This paper highlights the influence of the evolving transformation from Computer Aided Design (CAD) to Computational Design (CD) and how this presents a profound shift in creative design thinking and education. Computational-based design and simulation represent new tools that encourage designers and artists to continue progression of novel modes of design thinking and creativity for the 21st century designers. Today computational design calls for new ideas that will transcend conventional boundaries and support creative insights through design and into design. However, it is still believed that in architecture education one should not replace the design process and creative thinking at early stages by software tools that shape both process and final product which may become a limitation for creative designs to adapt to the decisions and metaphors chosen by the simulation tool. This paper explores the development of Computer Aided Design (CAD) to Computational Design (CD) Tools and their impact on contemporary design education and creative design.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_003.pdf
last changed 2012/05/15 20:46

_id ecaade2012_318
id ecaade2012_318
authors Fioravanti, Antonio ; Loffreda, Gianluigi ; Simeone, Davide ; Trento, Armando
year 2012
title “Divide et Impera” to dramatically and consciously simplify design: The mental/instance path - How reasoning among spaces, components and goals
doi https://doi.org/10.52842/conf.ecaade.2012.1.269
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 269-278
summary In our times, in a complex and universal village where problems are intertwined and pervasive beyond our imagination, we need new approaches to deal with them – appropriately. In a previous work we highlighted the importance to reason ontologies: a ‘world’ f.i. a building – as a mental image – is not a Linnaeus’s classifi cation (structured set of entities) but a system (goals oriented set of classes) able to reasoning upon selectively chosen entities belonging to different Realms (ontology universes) (Fioravanti et al., 2011a). The general aim of our research– to be an effective aid to design – is to simulate wo/man as designer and user of designed spaces, hence how mental skill can be computably included in new tools able to tackle these problems. This paper is focused on the fi rst role: how actor-designers approach design problems and how the inference mechanism can help them and affect the design process. A ‘Building Object’ - the dual system of Spaces and Technology elements – is inferred in several ways according to different goals and the inference mechanism can, simulating human mental shortcuts, optimize thinking.
wos WOS:000330322400027
keywords Design process; design operational theory; thinking optimization; inferential mechanisms; human-machine collaboration
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2012_164
id sigradi2012_164
authors Kim, Sun-Joong; Lee, Ji-Hyun
year 2012
title How Biomimetic Approach Enlarges Morphological Solution Space
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 538-542
summary Ordinarily, high-speed train design methodology has been modeled to guide designer’s problem solving and design thinking. However, the current methodology cannot guide designers in very detail due to the reason of the difficulties in bridging gap between pure engineering-knowledge and design-knowledge. In other words, these two knowledge are disconnected each other in a whole frame of design process. But, the paradigm shift that was induced by biomimetic approach has demanded an interdisciplinary approach for a generation of new geometrical characteristics that were impossible to be handled in the current design methodology. In this research, as a case study, we quantify the front-head design of high-speed trains to check the impacts of biomimetic approach. Quantitative methodology of the landmark based morphometric design analysis is introduced and adapted on the study.
keywords Biomimetics; Design Analysis; Morphometrics; High-speed Train Design
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2012_043
id caadria2012_043
authors Lan, Wei-Hsien and Teng-Wen Chang
year 2012
title Visualising the design process with dynamic graph
doi https://doi.org/10.52842/conf.caadria.2012.111
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 111–120
summary Design Process is a continuous decision-making movement. Yet, the designer usually executes the process in a jumping way, from state to the other. Nevertheless, this kind of jumping process would cause loss of some essential information, such as a glance of design, or certain process of shape evolvement which designers want to know. Those unrecorded and therefore missing statistics information are very important to the research of design thinking and process. This study employs an animation and comic as research objects. In addition to utilising the methods of thinking aloud and protocol analysis, as well as recording the progress of this experiment, the information is digitalised. By using computer to develop a webpage-interface visualisation cloud system, called Dynamic Graph System which records and collects the evolving data generated from the space design process and stores this information into the cloud database. The system, then, uses the State space as a base, and utilises the derivative Dynamic Graph of spatial style which is evolved from the collected data of the Design Process. By studying and analysing the dynamic graphs, to investigate whether we can acquire more information of design process by using information visualisation approach to record of the evolution of the design process and helped the designers or not. This study intends to explore whether Dynamic Graph System helps and assists the designer to be more efficient in completing his/her work from the interaction between Dynamic Graph System and the designer.
keywords Design process; information visualisation; state space search; dynamic graph
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia15_211
id acadia15_211
authors Melsom, James; Girot, Christophe; Hurkxkens, Ilmar
year 2015
title Directed Deposition: Exploring the Roles of Simulation and Design in Erosion and Landslide Processes
doi https://doi.org/10.52842/conf.acadia.2015.211
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 211-221
summary Working with and against environmental processes, such as the movement of water, earth, and rock, and terrain, has been a perpetual challenge since the dawn of civilisation. While it has been possible to gradually tame many landscapes to perform in a predictable manner, there are many circumstances where we are forced to live with and around such processes in everyday life. This research is primarily interested in the potential of design to interact with such processes. Specifically, we are interested in the designed redirection of erosion and landslide processes already observable in nature, taking the urbanised hillsides of the Alps as test case scenario. The research specialisation continues a research and design focus specialised on processes material deposition of river and flood systems, further down the water catchment chain (REF: ANON 2012). This specific alpine research is compelling in the context of Anthropocene processes, we are specifically focussed in the appraisal, harnessing and redirection of existing environmental phenomena, given what can be understood as our inevitable interaction with these processes (Sijmons 2015). Within this broader research, which has ecological, cultural, and formal potential, this paper shall explore the practical aspects of connecting design, and the designer, with the potential for understanding and designing these evolving mountain landscapes. There is a long history behind the development of landscape elements which control avalanches, mud, rock, and landslides. The cultural, functional and aesthetic role of such elements in the landscape is relatively undiscussed, epitomising an approach that is primarily pragmatic in both engineering and expense. It is perhaps no surprise that these elements have a dominant physical and visual presence in the contemporary landscape. Through the investigation of synergies with other systems, interests, and design potential for such landscape elements, it is proposed that new potential can be found in their implementation. This research proposes that the intuitive linking of common design software to direct landslide simulation, design of and cultural use can interact with these natural processes. This paper shall demonstrate methods to within which design can enter the process of landscape management, linking the modelling processes of the landscape designer with the simulation capabilities of the specialised engineer.
keywords Landscape Design Workflows, Landscape Simulation, Terrain Displacement, Material Flow, Erosion Processes, Interdisciplinary Workflows
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ecaade2012_069
id ecaade2012_069
authors Pitts, Gregg ; Luther, Mark
year 2012
title A Parametric Approach to 3D Massing and Density Modelling
doi https://doi.org/10.52842/conf.ecaade.2012.1.157
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp.157-165
summary This paper addresses the current void between social agendas, environmental criteria and design methodology in urban planning through the implementation of new computational systems. It considers the application of digital design tools such as GIS and parametric systems towards more effi cient and effective design solutions. The digital design methods have been developed and tested within Grimshaw Architects Design Technology Group on both Australian and international urban development projects. A methodology for the use of parametric design for urban design development is suggested for defi ning, simplifying and categorising planning and design strategies. The following tools are a means of generating urban design concepts as digital forms in order to better inform the designer during the design process.
wos WOS:000330322400015
keywords Parametric; Urbanism; Sustainability
series eCAADe
last changed 2022/06/07 08:00

_id acadia20_340
id acadia20_340
authors Soana, Valentina; Stedman, Harvey; Darekar, Durgesh; M. Pawar, Vijay; Stuart-Smith, Robert
year 2020
title ELAbot
doi https://doi.org/10.52842/conf.acadia.2020.1.340
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 340-349.
summary This paper presents the design, control system, and elastic behavior of ELAbot: a robotic bending active textile hybrid (BATH) structure that can self-form and transform. In BATH structures, equilibrium emerges from interaction between tensile (form active) and elastically bent (bending active) elements (Ahlquist and Menges 2013; Lienhard et al. 2012). The integration of a BATH structure with a robotic actuation system that controls global deformations enables the structure to self-deploy and achieve multiple three-dimensional states. Continuous elastic material actuation is embedded within an adaptive cyber-physical network, creating a novel robotic architectural system capable of behaving autonomously. State-of-the-art BATH research demonstrates their structural efficiency, aesthetic qualities, and potential for use in innovative architectural structures (Suzuki and Knippers 2018). Due to the lack of appropriate motor-control strategies that exert dynamic loading deformations safely over time, research in this field has focused predominantly on static structures. Given the complexity of controlling the material behavior of nonlinear kinetic elastic systems at an architectural scale, this research focuses on the development of a cyber-physical design framework where physical elastic behavior is integrated into a computational design process, allowing the control of large deformations. This enables the system to respond to conditions that could be difficult to predict in advance and to adapt to multiple circumstances. Within this framework, control values are computed through continuous negotiation between exteroceptive and interoceptive information, and user/designer interaction.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia12_373
id acadia12_373
authors Thün, Geoffrey ; Velikov, Kathy ; Sauvé, Lisa ; McGee, Wes
year 2012
title Design Ecologies for Responsive Environments: Resonant Chamber, an Acoustically Performative System"
doi https://doi.org/10.52842/conf.acadia.2012.373
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 373-382
summary This paper positions the development and performance of a responsive acoustic envelope system, called Resonant Chamber, within significant discourses in ecology, systems theory and cybernetics. The project is developed through two dominant threads. First, the synthetic design process that entails engaging simultaneous computational and physical investigations which inform each other through various feedback and control regimes - from simulation and testing frameworks to material limits and behaviors to geometric, technological and manufacturing limitations or constraints. Second, the paper elaborates on the system's embedded sensing, communication, feedback and actuation system that transforms its performance to a kinetic, responsive environment that opens up possibilities for active acoustic control, as well as open-ended interaction and play with inhabitants. Within this paradigm, the designer operates through an adaptive mode, between control and the dynamic shaping of possibilities within digital, physical and effective logics, constraints and opportunities.
keywords Responsive Systems , Acoustic Environments , Kinetic Architecture , Digital Prototyping , Material Performance , Rigid Origami , Interaction
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ecaade2013_136
id ecaade2013_136
authors Vasku, Michael
year 2013
title Generative Improvement of Street Networks Based on Space Syntax
doi https://doi.org/10.52842/conf.ecaade.2013.1.367
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 367-374
summary Space syntax is supposed to be an objective method for evaluating spatial configurations. Its contribution to a design process is dependent on the designer’s estimation. The paper describes a generative approach to finding particularly good interventions based on space syntax analyses of axial maps. More precisely, a case study was undertaken through applying such a strategy to improve and connect a segregated street network of an informal settlement to its neighbourhood. Controlling and redirecting movement in slums may cause positive effects. This research is based on and inspired by a consulting project by the company Space Syntax Limited for the Municipality of Jeddah, Saudi Arabia, in which the consulting company designed a regeneration program for declining informal settlements. (Karimi and Parham, 2012)
wos WOS:000340635300038
keywords Space syntax; slum upgrading; design computing; urban design.
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2012_108
id sigradi2012_108
authors Vaz, Carlos Eduardo; Celani, Gabriela
year 2012
title Gramáticas da forma e modelagem paramétrica – uma aplicação na área da arquitetura paisagística [Shape grammars and parametric modeling – an application in the field of landscape design]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 397-400
summary The objective of the present paper is to propose a design solution database to help students learn basic landscape design concepts and help them apply this new knowledge by using examples developed by an experienced designer. The system is based on an ontology that contains classes of design concepts and design instances. Beyond the structure to search for design concepts and precedents, it’s also proposed an interactive module implemented in a parametric design tool. This module allows students generate and insert automatically different parametric components, such as a group of trees, bushes, sculptures, in a digital model. The system efficacy was verified in a workshop performed with undergraduate students.
keywords Burle Marx, ontology, parametric modeling
series SIGRADI
email
last changed 2016/03/10 10:02

_id ecaade2012_138
id ecaade2012_138
authors Veliz, Alejandro; Kocaturk, Tuba; Medjdoub, Benachir; Balbo, Riccardo
year 2012
title Dialogs Between Physical and Digital Modelling Methods on Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2012.2.281
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 281-289
summary As the current digitally-mediated architectural practice evolves, architectural models, regardless of their expressiveness or type, are a way to craft the interaction between the designer and the designed object. Models become artefacts that engage on a continuous interaction with the designer via different media, interpretation and knowledge retrieval schemes, organizational fl ows and tools. These interactions have recently been facilitated by the use of physical and digital production and analysis methods. In this report, we introduce a novel understanding of the relationships between physical and digital modelling techniques. We propose an updated framework that allocates these relationships into four categories: directed production, non-directed production, dual modelling, and mixed modelling. A review of different modelling classifications and frameworks is presented and exemplary case studies from the design domain are introduced for each category.
wos WOS:000330320600028
keywords Architectural modelling; interreality systems; CAAD tools and artefacts; grounded theory
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2012_124
id ecaade2012_124
authors Wierzbicki-Neagu, Madalina ; Silva, Clarence Wilfred de
year 2012
title Application of Fuzzy Logic for Optimizing Foldable Freeform Geometries: An example of a practical application – a foldable window shade
doi https://doi.org/10.52842/conf.ecaade.2012.1.709
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 709-717.
summary This paper concerns the current discourse on computer-aided design tools for architectural design. There are drawbacks of purely analytic design tools which hinder a system-level, end-effect oriented ideation. For instance, most freeform quadrilateral meshes are fully constrained and therefore not capable of folding. They can only fold under special circumstances – when their geometry satisfi es the conditions of over-constrained kinematics. However, such intent of folding cannot be captured using simple modeling based on parameters and constraints. Furthermore, algorithmization of mesh kinematics using formulas is infl exible, it cannot handle topological variations, and it inhibits the interactive control of the model. In this paper, a fuzzy logic algorithm which uses a goal-oriented, human-like reasoning to control the parametric model is proposed. The algorithm applies easily observable behaviors of the geometry to adjust the selected patches until the entire shell can be folded. The algorithm relies on designer-observable characteristics of motion rather than on formulaic representations. Such approach directs the designers’ focus on the desired outcome while avoiding the drawbacks of analytic modeling of complex kinematics.
wos WOS:000330322400075
keywords Folding structures; fuzzy logic; intent-driven design; freeform quadrilateral mesh
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2012_062
id caadria2012_062
authors Warnock, Finnian and Stanislav Roudavski
year 2012
title Local optioneering: Producing complex geometries through opportunistic networking
doi https://doi.org/10.52842/conf.caadria.2012.485
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 485–494
summary How can small architectural practices participate in contemporary architectural experimentation? One route is through engagement with complex, parametrically controlled geometries. However, the utilisation of such geometries by small practices is comparatively rare. We sought to explore the circumstances of such engagements with the hope of finding what can make them more feasible. To this end, we developed a purpose-specific methodology based on the simulation of an integrated design workflow. To develop and assess this simulation, we exposed a hypothetical project to multiple stakeholders including fabricators, engineers, architects, builders, clients, planning authorities and researchers. The outcomes suggest that the conceptual stance described as optioneering in application to large projects can also be productive at smaller scales.
keywords Digital architectural design; digital fabrication; local expertise; parametric geometry; design innovation; optioneering
series CAADRIA
email
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