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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_id caadria2012_094
id caadria2012_094
authors Roupé, Mattias; Mikael Johansson, Mikael Viklund Tallgren and Mathias Gustaffson
year 2012
title Using the human body as an interactive interface for navigation in VR models
doi https://doi.org/10.52842/conf.caadria.2012.079
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 79–88
summary The use of Virtual Reality (VR) and interactive real-time rendering in urban planning and building design are becoming more and more common. However, the integration of VR in the urban planning process suffers from the complicated interaction handling of the virtual environment. In particular, people unfamiliar to gaming environments and computers are less prone to interact with a VR visualisation using keyboard and mouse as controlling devices. This paper addresses this issue by presenting an implementation of the XBOX 360 Kinect sensor system, which uses the human body to interact with the virtual environment. This type of interaction interface enables a more natural and user-friendly way of interacting with the virtual environment. The validation of the system shows that respondents perceived the interface as non-demanding and easy to use. The implemented interface to switch between different architecture proposals gave a better understanding and spatial reasoning for the respondent. The study also shows that males perceived the system as more demanding than females. The users also associated and compared their body with virtual environment, which could indicate that they used their body during spatial reasoning. This type of spatial reasoning has been agued to enhance the spatial-perception.
keywords Virtual reality; XBOX Kinect; perception; navigation
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2012_189
id ecaade2012_189
authors Lonsing, Werner
year 2012
title The Infliction of Reality Upon Virtual Architectural Models
doi https://doi.org/10.52842/conf.ecaade.2012.2.385
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. 385-389
summary The inevitable and obvious distinction between virtual and real worlds is a result of an assumption, that objects in computation are either digital or not. With new concepts like Mixed- or Augmented-Realities this simple standardized differentiation has become questionable. The infl iction of real objects upon virtual models can not be ignored.
wos WOS:000330320600040
keywords Augmented Reality; Mixed Reality, Post Desktop Era; Human User Interface
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2012_058
id caadria2012_058
authors Matthews, Linda and Gavin Perin
year 2012
title Materialising the pixel: A productive synergy
doi https://doi.org/10.52842/conf.caadria.2012.475
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 475–484
summary The composite photoreceptive field of the human eye receives photons emitted from a source and converts this energy into image information within the brain. The internal mechanisms of the contemporary camera imaging technologies represent yet another in a long history of attempts to technically replicate this procedure. The critical difference between the capacity of the human eye to receive quanta events or photons and that of a camera transmitting to a digital display device, rests in how much of the original signal can be recovered. This paper aims to show how the ‘information deficit’ associated with this technological conversion can be enhanced by the deliberate exploitation and re-arrangement of the camera’s image sensor mechanism. The paper will discuss how the mapping of pixel grid geometries and colour filter array patterns at the vastly increased scale of building façades, imparts a materiality to urban form that modifies the visibility and performance of the corresponding virtual screen image. The exploration of the material adaptation of pixel geometries leads to a new technique that extends the working gamut of pixel-based RGB colour space and both establishes an index to develop material performance criteria and modifies the limitations of traditional viewing technologies.
keywords Pixels; sensor; CCTV; imaging; array; façades
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2012_199
id ecaade2012_199
authors Varoudis, Tasos
year 2012
title Augmented Visibility: A Visibility Graph Analysis for Hybrid Architectural Spaces
doi https://doi.org/10.52842/conf.ecaade.2012.2.401
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. 401-409
summary The introduction of digital technologies in architecture formed new relations between space and people that are affected by the redefi nitionof the spatial properties. Ambient projections can augment walls creating hybrid spatial confi gurations without changing the physical morphology of space. Such augmentations allow space to be transformed into a dynamic environment where visual boundaries are dissolved. This paper argues that in order to adapt our understanding of spatial analysis we need to look space as a dual system of physical and virtual properties incorporating human’s behavioural and perceptional changes.Extending the idea of visibility graph analysis by using the ‘augmented visibility’ representation, which includes a joined set of spaces in both physical and virtual domain, the paper presents interesting fi nding and correlations with data fromexperiment observations.
wos WOS:000330320600042
keywords Augmented visibility; ambient displays; human navigation; hybrid space; visibility graph analysis
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia12_87
id acadia12_87
authors Menicovich, David ; Gallardo, Daniele ; Bevilaqua, Riccardo ; Vollen, Jason
year 2012
title Generation and Integration of an Aerodynamic Performance Data Base Within the Concept Design Phase of Tall Buildings
doi https://doi.org/10.52842/conf.acadia.2012.087
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. 87-96
summary Despite the fact that tall buildings are the most wind affected architectural typology, testing for aerodynamic performance is conducted during the later design phases well after the overall geometry has been developed. In this context, aerodynamic performance studies are limited to evaluating an existing design rather than a systematic performance study of design options driving form generation. Beyond constrains of time and cost of wind tunnel testing, which is still more reliable than Computational Fluid Dynamics (CFD) simulations for wind conditions around buildings, aerodynamic performance criteria lack an immediate interface with parametric design tools. This study details a framework for empirical data collection through wind tunnel testing of building mechatronic models and the expansion of the collected dataset by determining a mathematical interpolating model using an Artificial Neural Network (ANN) algorithm developing an Aerodynamic Performance Data Base (APDB). Frederick Keisler called the interacting of forces CO-REALITY, which he defined as The Science of Relationships. In the same article Keisler proclaims that the Form Follows Function is an outmoded understanding that design must demonstrate continuous variability in response to interactions of competing forces. This topographic space is both constant and fleeting where form is developed through the broadcasting of conflict and divergence as a system seeks balance and where one state of matter is passing by another; a decidedly fluid system. However, in spite of the fact that most of our environment consists of fluids or fluid reactions, instantaneous and geologic, natural and engineered, we have restricted ourselves to approaching the design of buildings and their interactions with the environment through solids, their properties and geometry; flow is considered well after the concept design stage and as validation of form. The research described herein explores alternative relations between the object and the flows around it as an iterative process, moving away from the traditional approach of Form Follows Function to Form Follows Flow.
keywords Tall Buildings , Mechatronics , Artificial Neural Network , Aerodynamic Performance Data Base
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ijac201210203
id ijac201210203
authors Abdelhameed, Wael A.
year 2012
title Micro-Simulation Function to Display Textual Data in Virtual Reality
source International Journal of Architectural Computing vol. 10 - no. 2, 205-218
summary Virtual reality creates an effective communication platform with a high degree of perception and exploration, increasing the benefits of VR applied functions.This research paper reports a virtual reality function of using the micro-simulation editor-player with XML file in the virtual reality environment.The details of the function are presented.The function aiming at combining visual and textual data in VR model visualisation, was developed by the researcher, and was included in the micro-simulation plug-in of a virtual reality program,VR Studio version 6, previously known as UC-Win/Road, by the program developers.The research paper discusses the computer simulation techniques and uses in virtual reality in general.The research paper proceeds to introduce a case study of construction process visualization in the virtual reality environment, in which the newly developed function is utilized to simultaneously visualise data reports related to the stages of VR model visualisation.The concluding remarks accentuate this micro-simulation function with its potential uses in different fields.
keywords Micro-Simulation, XML,Virtual Reality, Construction Process Visualisation
series journal
last changed 2019/05/24 09:55

_id ecaade2012_161
id ecaade2012_161
authors Araujo, Bruno; Jorge, Joaquim; Duarte, Jose
year 2012
title Combining Virtual Environments and Direct Manipulation for Architectural Modeling
doi https://doi.org/10.52842/conf.ecaade.2012.2.419
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. 419-428
summary In this paper we present an environment for conceptual design which mimicsthe interaction of designers with physical mockups. We present novel three dimensional on-and-above-the-surface interactive techniques which combine asymmetric bimanual operations with multi-touch direct manipulation on a fl at surface and depth cameras. These take advantage of a continuous interaction space to create and edit 3D models in a stereoscopic environment. To allow modeling architectural shapes directly, we combine hand and finger tracking in the space above the table with multi-touch on its surface without the need to change modes. This provides an alternative design environment where users can seamlessly switch between interacting on the surface or in the space above it depending on the task, which makes it easier to model complex shapes using simple operations.
wos WOS:000330320600044
keywords 3D Modeling; 3D User Interfaces; Virtual Reality; Procedural Modeling
series eCAADe
email
last changed 2022/06/07 07:55

_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_119
id caadria2012_119
authors Fukuda, Tomohiro; Masaharu Taguchi, Ayako Shimizu and Lei Sun
year 2012
title Availability of a distributed and synchronised type meeting by using cloud computing type VR for spatial design study
doi https://doi.org/10.52842/conf.caadria.2012.203
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 203–210
summary The mobility of people's activities, and cloud computing technologies are becoming advanced in the modern age of information and globalisation. This study describes the availability of discussing spatial design while sharing a 3-dimensional virtual space with stakeholders in a distributed and synchronised environment. First of all, a townscape design support system based on a cloud computing type VR system is constructed. Next, an experiment of a distributed and synchronised discussion of townscape design is executed with subjects who are specialists in the townscape design field. After the experiment, both qualitative mental evaluation and quantitative evaluation were carried out. The conclusions are as follows: 1. Users who use VR frequently and who use videoconferencing consider that the difference with face-to-face discussion is small. 2. A Moiré pattern may occur in a gradation picture. 3. The availability of distributed and synchronised discussions with cloud computing type VR is high.
keywords Spatial design; distributed and synchronised environment; communication; cloud computing; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2012_120
id caadria2012_120
authors Fukuda, Tomohiro; Tian Zhang, Ayako Shimizu, Masaharu Taguchi, Lei Sun and Nobuyoshi Yabuki
year 2012
title SOAR: Sensor oriented mobile augmented reality for urban landscape assessment
doi https://doi.org/10.52842/conf.caadria.2012.387
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 387–396
summary This research presents the development of a sensor oriented mobile AR system which realises geometric consistency using GPS, a gyroscope and a video camera which are mounted in a smartphone for urban landscape assessment. A low cost AR system with high flexibility is realised. Consistency of the viewing angle of a video camera and a CG virtual camera, and geometric consistency between a video image and 3DCG are verified. In conclusion, the proposed system was evaluated as feasible and effective.
keywords Landscape assessment; augmented reality; mobile device; geometric consistency; GPS
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2012_234
id ecaade2012_234
authors Pak, Burak ; Newton, Caroline ; Verbeke, Johan
year 2012
title Virtual Worlds and Architectural Education: A Typological Framework
doi https://doi.org/10.52842/conf.ecaade.2012.1.739
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. 739-746.
summary This study introduces a conceptual analysis, a typological framework which aims to map a wide array of possible virtual worlds into a larger frame and explore their signifi cance for architectural education. Using this analysis, we discuss the properties of virtual worlds in four groups: “the real virtual, virtual augmented real, real augmented virtual and fantastic virtual”. Based on these, we propose four different strategies for integrating virtual worlds into architectural education. Overall, this contribution can be seen as a small step towards the revitalization of the architectural design curriculum.
wos WOS:000330322400078
keywords Virtual Worlds; Architectural Education; Reality-virtuality Continuum; Simulacrum
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2012_279
id sigradi2012_279
authors Paraizo, Rodrigo; Medeiros, Marina Lima; Rodrigues, Cecilia Baptista; de Sá, Leandro Martins
year 2012
title A cidade como interface em jogos urbanos [The city as interface in urban games]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 123-126
summary Contemporary cities scanned by GPS machines are continually redefined by collaborative comments. New kinds of games such as location-based games, urban hunting games and even alternate reality games show a different way of using and understanding the city. This article analyses these different interactive narratives of games that use the city as a platform for devices and applications sensitive to geographic location. The objective is to identify some of these practices that are appropriate to create applications for the dissemination of information about architecture and heritage, using buildings, events and places to enhance the knowledge about the city.
keywords realidade aumentada; jogos baseados em locação; patrimônio virtual
series SIGRADI
email
last changed 2016/03/10 09:57

_id sigradi2012_72
id sigradi2012_72
authors Cote, Eduardo; Pinzón, Andrés Augusto
year 2012
title Reverberación sonora: parámetros en modelación digital y física [Sound Reverberation: Parameters in Digital and Physical Modeling]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 444-448
summary This is a study of the reverberation phenomena into a space. Digital and physical methods are employed as a way to understand the parameters that determine the reverberation time in an indoor space. The comparison of the results between digital and physical modeling permit to establish actions of acoustic control. The surfaces of the space are modified using sounds diffusers.
keywords Tiempo de reverberación (RT60), Parámetros sonoros, Ecotect, Prototipado rápido.
series SIGRADI
email
last changed 2016/03/10 09:49

_id acadia12_139
id acadia12_139
authors Erioli, Alessio ; Zomparelli, Alessandro
year 2012
title Emergent Reefs
doi https://doi.org/10.52842/conf.acadia.2012.139
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. 139-148
summary The Emergent Reefs project thrives on the potential that emerge from a coherent utilization of the environment’s inherent ecological structure for its own transformation and evolution, using an approach based on digitally simulated ecosystems and sparkled by the possibilities and potential of large-scale 3D printing technology. Considering tourism as an inevitable vector of environmental change, the project aims to direct its potential and economic resources towards a positive transformation, providing a material substrate for the human-marine ecosystem integration with the realization of spaces for an underwater sculpture exhibition. Such structures will also provide a pattern of cavities which, expanding the gradient of microenvironmental conditions, break the existing homogeneity in favor of systemic heterogeneity, providing the spatial and material preconditions for the repopulation of marine biodiversity. Starting from a digital simulation of a synthetic local ecosystem, a generative technique based on multi-agent systems and continuous cellular automata (put into practice from the theoretical premises in Alan Turing’s paper “The Chemical basis of Morphogenesis” through reaction-diffusion simulation) is implemented in a voxel field at several scales giving the project a twofold quality: the implementation of reaction diffusion generative strategy within a non-isotropic 3-dimensional field and integration with the large-scale 3D printing fabrication system patented by D-Shape®. Out of these assumptions and in the intent of exploiting the expressive and tectonic potential of such technology, the project has been tackled exploring voxel-based generative strategies. Working with a discrete lattice eases the simulation of complex systems and processes across multiple scales (including non-linear simulations such as Computational Fluid-Dynamics) starting from local interactions using, for instance, algorithms based on cellular automata, which then can be translated directly to the physical production system. The purpose of Emergent-Reefs is to establish, through strategies based on computational design tools and machine-based fabrication, seamless relationships between three different aspects of the architectural process: generation, simulation and construction, which in the case of the used technology can be specified as guided growth.
keywords emergence , reef , underwater , 3D printing , ecology , ecosystem , CFD , agency , architecture , tourism , culture , Open Source
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id caadria2012_108
id caadria2012_108
authors Gerber, David and Shih-Hsin (Eve) Lin
year 2012
title Designing-in performance through parameterisation, automation, and evolutionary algorithms: ‘H.D.S. BEAGLE 1.0’
doi https://doi.org/10.52842/conf.caadria.2012.141
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 141–150
summary Design is both a goal oriented and decision making activity. It is ill-defined by nature as designing includes weighing and understanding trade-offs amongst soft and hard objectives or in other words vague or imprecise and computationally definable criteria and goals. In this regard designers in most contemporary practices face a crisis of sorts. How do we achieve performance or sustainability under these large degrees of uncertainty or with limited design cycle times? Fundamentally design collaborations, teams of domain experts, are not typically given enough time to design-explore, generate design alternatives in order to find or evolve solution quality through expansive design search spaces. Given these limitations of time and the ever more complex criteria for ‘designing-in’ performance our research approach provides a computational strategy to expand the solution space as well as pre-sort and qualify candidate designs. The research presents a novel methodology and technology framework and an initial implementation that was developed to enhance the human activity of design exploration, domain integration, and further evolve design process for performance goals. The research does so through generating and optimising a highly correlated solution space in conjunction with a near simultaneous evaluation of design alternative fitness.
keywords Parametric design; multi-disciplinary design optimisation (MDO); evolutionary algorithms; performative design process
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2012_147
id ecaade2012_147
authors Huang, Yinghsiu; Hsieh, Kai-Wei; Chen, Huan-Nian
year 2012
title The Emotional Design by Combining Interactive Technologies and Imaginations
doi https://doi.org/10.52842/conf.ecaade.2012.2.361
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. 361-368
summary In product design domain, designers have to deal with not only the interface between human and hardware, but also the emotions while using products. However, imagination is an important ability in all design stages. How designers could combine interactive devices and emotions with their imaginations is the main problem of this research. At the end of this paper, the result will demonstrate an interactive and emotional design by combining some sensors to receive the usage from people, and some reactions to express products’ emotions. By wiring photosensitive resistor, pressure sensor, red LED, speakers, and programing in ARDUINO, this study assembled an emotional alarm, which can express his angry emotions by different levels of noise, lighting, and shocking. In this study, we conducted a workshop not only for combining interactive sensors into products, but also for expressing emotions in viewpoints from products. During this workshop, students have to trigger their imaginations for conceiving emotional products, which they have never seen and thought of.
wos WOS:000330320600037
keywords Imagination; product design; emotional; interactive design; ARDUINO
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2012_377
id sigradi2012_377
authors Jerez, Felipe; Narbona, Paloma; Valenzuela, Nicolás
year 2012
title Ventajas y desventajas de pizarra interactiva de bajo costo en comparación a otros dispositivos de interfaz humana, enfocado al sketching y planificación de diseño [Advantages and disadvantages of Low-cost-infrared-interactive-whiteboard in comparison to other devices of human interface, focused to sketching and planning of design]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 196-199
summary This research tends to adapt and apply a evaluative analysis method, refered to Human Interface Devices in the area of computer assisted design (CAD). For this evaluation, user based experiences will be developed, where digital sketching task will be done, using HID devices as Mouse, Wacom tablet and Low-cost-infrared-interactive-whiteboard developed by Johnny Chung Lee (WiiMote Whiteboard). Goal is to determine comparative benefits and downsides between this HID devices in digital sketching.
keywords Pizarra interactiva de bajo coste; Dispositivos de Interfaz Humana HID; Interacción Humano – Computador HCI; Bocetaje digital
series SIGRADI
email
last changed 2016/03/10 09:53

_id ecaade2012_83
id ecaade2012_83
authors Jones, Paulo; Eloy, Sara; Ricardo, Rui; Dias, Miguel Sales
year 2012
title Architectural Rehabilitation and Conservation Processes Informed by Augmented Reality
doi https://doi.org/10.52842/conf.ecaade.2012.2.411
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. 411-418
summary The goal of the presented research is to explore human-machine interaction and to study how Augmented Reality (AR) may be a potential tool to inform Architectural Rehabilitation and Conservation processes. Nowadays obtaining data to inform both marchitecture projects and real estate investments is a very bureaucratic process. City councils technicians suffers from the same diffi culties when are in fi eldwork to do inspections and lack a complete sort of information. This proposal considers that the use of mobile technologies as smart phones and tablets can empower these technicians to obtain building related data. The specifi c goal of the study aims to develop a data model and an interface that can be made available to professionals which allows an efficiently reply to the user’s needs as the system enables the gathering of updated information considering a particular building.
wos WOS:000330320600043
keywords Augmented reality; interface; architecture; rehabilitation; data
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia12_269
id acadia12_269
authors Lally, Sean
year 2012
title Architecture of an Active Context
doi https://doi.org/10.52842/conf.acadia.2012.269
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. 269-276
summary As we stand with our feet on earth’s outermost surface we build an architecture today that is much like it was several thousand years earlier, in an attempt to extend that outer shell with one of our own making. Artificial masses are built from a refinement of this existing geologic layer into materials of stone, steel, concrete, and glass that assemble to produce new pockets of space through the buildings they create. However, the sixth century BC writer Thales of Miletus put a different perspective on this: he insisted that we live, in reality, not on the summit of a solid earth but at the bottom of an ocean of air (Holmyard 1931). And so, as architecture continues to build up the outermost layer of earth’s surface through a mimicking, embellishing, and enhancing of the materials which it comes from, it raises the question of why we have not brought a similar relationship to the materialities at the bottom of this “ocean” of air to create the spaces we call architecture. If you were looking to level a complaint with the architectural profession, stating that it has not been ambitious enough in scope would not be one. Architects have never shied away from the opportunity to design everything from the building’s shell to the teaspoon used to stir your sugar in its matching cup. But it would seem that the profession has developed a rather large blind spot in terms of what it sees as a malleable material with which to engage. Architects have made assumptions as to what is beyond our scope of action, refraining from engaging a range of material variables due to a belief that the task would be too great or simply beyond our physical control. So even though we are enveloped by them continuously, both on the exterior as well as the interior of our buildings, it must be assumed that the particles, waves, and frequencies of energy that move around us are thought by architects to be too faint and shaky to unload upon them any heavy obligations, that they are too unwieldy for us to control to create the physical boundaries of separation, security, and movement required of architecture. This has resulted in a cultivated set of blinders that essentially defines architecture as a set of mediation devices (surfaces, walls, and inert masses) for tempering the environmental context it is situated in from the individuals and activities within. The spaces we inhabit are defined by their ability to decide what gets in and what stays out (sunlight, precipitation, winds). We place our organizational demands and aesthetic opinions on the surfaces that mediate these variables rather than seeing them as available for manipulation as a building material on their own. The intention here is to recalibrate the materialities that make up that environmental context to build architecture. The starting point is a rather naive question: can we design the energy systems that course in and around us daily as an architectural material so as to take on the needs of activities, securities, and lifestyles associated with architecture? Can the variables that we would normally mediate against instead be heightened and amplified so as to become the architecture itself? That which many would incorrectly dismiss as simply “air” today—thought to be homogeneous, scale-less, and vacant due in part to the limits of our human sensory system to perceive more fully otherwise—might tomorrow be further articulated, populated, and layered so as to become a materiality that will build spatial boundaries, define activities of individuals and movement, and act as architectural space. Our environmental context consists of a diverse range of materials (particles and waves of energy, spectrum of light, sound waves, and chemical particles) that can be manipulated and formed to meet our needs. The opportunity before us today is to embrace the needs of organizational structures and aesthetics by designing the active context that surrounds us through the material energies that define it.
keywords Material energies
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id ijac201210306
id ijac201210306
authors Leach, Neil; Anders Carlson, Behrokh Khoshnevis, et al.
year 2012
title Robotic Construction by Contour Crafting: The Case of Lunar Construction
source International Journal of Architectural Computing vol. 10 - no. 3, 423-438
summary Contour Crafting is a digitally controlled construction process invented by Professor Behrokh Khoshnevis that fabricates components directly from computer models, using layered fabrication technology. By obviating the need for formwork used in traditional concrete construction, CC can reduce costs and construction times significantly. The technique has great potential as a robotic form of construction reliant on relatively minimal human labor as a form of construction in relatively hazardous environments, such as the Moon with its radiation levels that can prove highly damaging. Current research funded by NASA has been exploring the potential for using CC on the Moon to build structures making use of readily available regolith that is found in great abundance on the surface of the Moon. This article offers an overview of this research and evaluates the merits of using CC on the Moon.
series journal
last changed 2019/05/24 09:55

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