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 551

_id ecaade2008_190
id ecaade2008_190
authors Russell, Peter; Elger, Dietrich
year 2008
title The Meaning of BIM
doi https://doi.org/10.52842/conf.ecaade.2008.531
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 531-536
summary The paper is a position paper, not a report about a research project. It concerns the paradigm-shift that is taking place in the CAAD software and its implications for the business of architecture and more importantly, for the education of future members of the profession. Twenty years ago the use of CAAD software as a replacement for hand drafting was starting. Since then the transformation is complete: hardly a final project in the universities is drawn by hand. Currently, we are witnessing a second paradigm shift and its name is BIM. The meaning of BIM is rooted in two significant differences to current CAAD software and this will have implications for teaching and practicing architecture. The first difference is the way the software structures information in the CAAD file. The standard way to save CAAD information was to organise simple geometric objects according to membership in groups and to sort them according to a layer-metaphor, which primarily controlled the visibility of the geometric elements. Three-dimensional modelling is/was nothing more than the same structure with a more complex geometry. BIM software changes this structure by storing classes of geometries and then to store the specific values of individual geometries according to factors that can be determined by external or internal logical factors. The implication for architects is that we have the chance to be the people in control of the building information model, so long as we invest the time and energy to fully understand what is happening to the building information during the planning process. If we ignore this, the real danger exists that the last control of the building’s final configuration will be usurped. As educators we are currently teaching students that will be leaving the schools in 2012 and beyond. By then, the paradigm-shift will be in full motion and so it behoves us to consider which skill sets we want the next generation of architects to possess. This means not just teaching students about how to use particular BIM software or how to program a certain parametric/genetic algorithm in a form-finding process. We need to teach our students to take the leadership in building information management and that means understanding and controlling how the building information flows, how the methodologies that are used by the consulting engineers affect our building models, and knowing what kind of logical inconsistencies (internal or external) can threaten the design intention.
keywords Building Information Modelling, Digital Curriculum, Architectural Pedagogy
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2012_298
id ecaade2012_298
authors Zarzycki, Andrzej
year 2012
title Urban Games: Inhabiting Real and Virtual Cities
doi https://doi.org/10.52842/conf.ecaade.2012.1.755
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. 755-764.
summary Virtual environments, originally seen as less-than-perfect replicas of physical world, acquire their own identity with unique visual and spatial logic. Identity that now starts permeating back into everyday life and informing what is expected or acceptable within physical reality. The distinction between the actual and virtual fades when seen through the screen of a smartphone, experienced through a navigational system of the video game console, or manifested by media rich culture often confusing a product with an image. The paper considers massive multiplayer online role playing games (MMORPG) as the analogy to an urban ritual/happening and places AR in the broader context of the mobility-on-demand culture, location-based and ubiquitous technologies, and the authoring of the public realm. It also explores how we can take an advantage of the urban mobility for crowd sourcing, social networking, and multi-player gaming as well as non-normative use of public spaces.
wos WOS:000330322400080
keywords Interactive environments: Video games: Electronic social networks: Massive Multiplayer Online (MMO) Games: Virtual Urbanism
series eCAADe
email
last changed 2022/06/07 07:57

_id acadia12_15
id acadia12_15
authors Johnson, Jason Kelly; Cabrinha, Mark; Steinfeld, Kyle
year 2012
title Synthetic Digital Ecologies
doi https://doi.org/10.52842/conf.acadia.2012.015
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. 15-17
summary Why use the terms synthetic and ecology in the context of a conference dedicated to the field of digital architecture, computation and fabrication? How do we begin to unpack the synthetic union of diverse elements, processes, collaborators, and code underlying any single contemporary design or research project? What could our field gain by interrogating these diverse ecologies? What are the relationships and interactions between our design processes, including our various tools and techniques, and the multiple environments with which we routinely work, collaborate and make? It is these questions and more that we hope to address at this year’s “Synthetic Digital Ecologies” conference. A quick scan of the papers and projects that will be presented at ACADIA reveals an extraordinary ecology of experimental research that emerged by working between messy labs, studios, workshops, hacker spaces and the like. In many ways today’s so-called “digital architects” do not feel compelled to distinguish between what is digitally designed and what is not. They are leading the way through a promiscuous and synthetic mixing of skill sets, of pens and paper, hardware and software, electronics and g-code. In a single research project these designers might collaborate with a computer scientist, a robotics expert and a glass blower, and in many cases they might even attempt to do all of these things themselves. It was with this in mind that we put forth an international call inviting, “… architects, fabricators, engineers, media artists, technologists, software developers, hackers and others in related fields of inquiry …” to submit papers and projects for this year’s conference. This year the proceedings have been organized into twelve synthetic categories based around the potential for diverse research topics to inform new and unexpected conversations. Instead of organizing peer-reviewed papers and projects through their formal characteristics, we were interested in forming new synthetic categories by curating unexpected juxtapositions. This ecology of ideas and research was meant to provoke and inspire new ways of thinking, making, building and collaborating.
series ACADIA
type introduction
email
last changed 2022/06/07 07:52

_id acadia12_000
id acadia12_000
authors Johnson, Jason; Cabrina, Mark and Steinfeld, Kyle (eds.)
year 2012
title ACADIA 12: Synthetic Digital Ecologies
doi https://doi.org/10.52842/conf.acadia.2012
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), 588p.
summary Why use the terms synthetic and ecology in the context of a conference dedicated to the field of digital architecture, computation and fabrication? How do we begin to unpack the synthetic union of diverse elements, processes, collaborators, and code underlying any single contemporary design or research project? What could our field gain by interrogating these diverse ecologies? What are the relationships and interactions between our design processes, including our various tools and techniques, and the multiple environments with which we routinely work, collaborate and make? It is these questions and more that we hope to address at this year’s “Synthetic Digital Ecologies” conference. A quick scan of the papers and projects that will be presented at ACADIA reveals an extraordinary ecology of experimental research that emerged by working between messy labs, studios, workshops, hacker spaces and the like. In many ways today’s so-called “digital architects” do not feel compelled to distinguish between what is digitally designed and what is not. They are leading the way through a promiscuous and synthetic mixing of skill sets, of pens and paper, hardware and software, electronics and g-code. In a single research project these designers might collaborate with a computer scientist, a robotics expert and a glass blower, and in many cases they might even attempt to do all of these things themselves. It was with this in mind that we put forth an international call inviting, “... architects, fabricators, engineers, media artists, technologists, software developers, hackers and others in related fields of inquiry ...” to submit papers and projects for this year’s conference. This year the proceedings have been organized into twelve synthetic categories based around the potential for diverse research topics to inform new and unexpected conversations. Instead of organizing peer-reviewed papers and projects through their formal characteristics, we were interested in forming new synthetic categories by curating unexpected juxtapositions. This ecology of ideas and research was meant to provoke and inspire new ways of thinking, making, building and collaborating.
series ACADIA
email
last changed 2022/06/07 07:49

_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 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 sigradi2012_235
id sigradi2012_235
authors Polo, Pablo Herrera
year 2012
title Reutilizando códigos como mecanismo de información y conocimiento: Programación en arquitectura [Reusing codes as a mechanism of information and cognition: Scripting in architecture]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 74-78
summary Differently from other regions in the Planet, since 2010, in Latin America textual programming language (Rhinoscripting) is being replaced by its visual equivalent (Grasshopper). This is a consequence of our preference for an interactive platform, and because our design problems are not as complex, so we aim to control geometrical problems or aspects belonging to an product scale instead of an architectural one. Problems emerging when creating code could be improved by modifying and reusing existing solutions as a starting point, since learning would not be centered in the object but in the process of creating it, using a suitable instrument.
keywords Visual Programming Language; Textual Programming Language; Scripting; Grasshopper; Rhinoscripting
series SIGRADI
email
last changed 2016/03/10 09:57

_id ecaade2012_128
id ecaade2012_128
authors Ryu, Jung Rim; Kim, Seung Bae; Kim, Jun Gyu; Lee, Sang Bok; Choo, Seung Yeon
year 2012
title Everyone has Idea, Everyone Can Be Architect: Our First Step for Finding a Good Architecture
doi https://doi.org/10.52842/conf.ecaade.2012.2.667
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. 667-676
summary It is an immutable truth that architecture ultimately exists for humans. Similarly, it is a well-known fact that countless architectural concepts derived and evolved to restrain development, to control building projects and to consider environment are eventually for the benefit of humans. Architecture today, however, is in the hands of a few renowned architects even though it is supposed to refl ect human beings and times and to work for everyone. Is it too much to say that everyone should have a say in the space used by many? In that respect, we have devised DADL System. Anyone, Anytime, Anywhere. The system is an architectural game that stimulates human instincts, has online communities and is easily accessible by Anyone Anytime and Anywhere (3A Rules). DADL System aims to gather users’ ideas and develop architecture, which is essentially enabled by the ‘Advise’ feature. Advise is designed to lead users to think about architecture voluntarily and to guide them to express their ideas. The structure and contents of Advises are very important factors in DADL System. Also, it is divided into two domains, i.e. Web and Mobile, where data exchange is enabled via cloud computing, establishing a base in compliance with the ‘3A’ Rules. The DADL System supports the architecture of everyone without relying on opinions of a few, so as to open the infi nitive potential for communication between architecture and humans, which today’s architecture should advocate.
wos WOS:000330320600072
keywords Digital Architecture; Design Creativity; Social Network Service; Web-based Design; Communication
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2012_225
id ecaade2012_225
authors Santos, Luís; Lopes, José; Leitao, António
year 2012
title Collaborative Digital Design: When the Architect Meets the Software Engineer
doi https://doi.org/10.52842/conf.ecaade.2012.2.087
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. 87-96
summary Increasingly more architects use programming as a means for form finding and design exploration, a tendency that is expected to continue. Even though significant progress has been made in the simplifi cation of programming languages, complex design tasks might still require large coding efforts. We do not think it is wise to force architects to also become experts in programming languages and software engineering. Instead, similarly to what happened with other design and building disciplines, we think that the future of digital design lies in the collaborative effort of architects and software engineers. In this paper we analyze different situations where such collaboration increases productivity and frees the architect to more creative tasks.
wos WOS:000330320600008
keywords Architecture; Software Engineering; Design; Collaborative process; CAD tools
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2012_032
id ecaade2012_032
authors Zee, Aant van der ; Vries, Bauke de
year 2012
title Modeling of RL- cities
doi https://doi.org/10.52842/conf.ecaade.2012.1.375
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. 375-380
summary In this paper we present an outline of a newly started project to develop a city generator for use in urban planning. The aim of the project is to develop a rule-based system which is capable of generation lookalike cities. Lookalike cities are cities which resemble real life cities without being an exact copy of it. A city consists of several zones; each zone has it own identity. In order to generate lookalike cities, these zone-identities need to be capture into rules which the system can ‘read’.
wos WOS:000330322400038
keywords Procedural modeling; urban development; L-systems; architecture, city generator
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2012_002
id ecaade2012_002
authors Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejdan, Dana (eds.)
year 2012
title Physical Digitality
doi https://doi.org/10.52842/conf.ecaade.2012.2
source Proceedings of the 30th International Conference on Education and research in Computer Aided Architectural Design in Europe - Volume 2 [ISBN 978-9-4912070-3-7], Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, 714 p.
summary Physical Digitality is the second volume of the conference proceedings of the 30th eCAADe conference, held from 12-14 september 2012 in Prague at the Faculty of Architecture of Czech Technical University in Prague. The companion volume is called Digital Physicality. Together, both volumes contain 154 papers that were submitted to this conference. Digitality is the condition of living in a world where ubiquitous information and communication technology is embedded in the physical world. Although it is possible to point out what is “digital” and what is “real,” the distinction has become pointless, and it has no more explanatory power for our environment, buildings, and behaviour. Material objects are invested with communication possibilities, teams are communicating even when not together, and buildings can sense and respond to the environment, each other, and to inhabitants. Digital is no longer an add-on, extra, or separate software. Reality is partly digital and partly physical. The implication of this condition is not clear however, and it is necessary to investigate its potential. New strategies are necessary that acknowledge the synergetic qualities of the physical and the digital. This is not limited to our designs but it also infl uences the process, methods, and what or how we teach. The subdivision of papers in these volumes follow the distinction made in the conference theme. The papers in Physical Digitality have their orientation mainly in the physical realm, and reach towards the digital part. It has to be granted that this distinction is rather crude, because working from two extremes (digital versus physical) tends to ignore the arguably most interesting middle ground.
keywords Digital physicality; physical digitality
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2012_247
id ecaade2012_247
authors Balaban, Özgün; Kilimci, Elif Sezen Yagmur; Cagdas, Gülen
year 2012
title Automated Code Compliance Checking Model for Fire Egress Codes
doi https://doi.org/10.52842/conf.ecaade.2012.2.117
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. 117-125
summary Architecture today has come to its most complex form. There are lots of criteria such as fi re safety, structure, sustainability etc… which must be controlled by the designers. To improve the performance and accessibility of buildings, governing bodies publish different codes for each of the different criteria. Buildings must comply with these codes to get a permit for construction. The checking of the buildings according the codes is done manually by code offi cials. This process is time consuming, high in cost and prone to errors. To remedy this problem by using the tools like BIM and AI, systems that can automatically check the code compliance of projects are being developed. In this paper we provide an overview of the structures and capabilities of these systems and present the automated code compliance checking system that we develop for checking building models against some parts of the Turkish Fire Codes.
wos WOS:000330320600011
keywords Automated Code Compliance Checking; Fire Codes; BIM
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2012_012
id ascaad2012_012
authors Bhzad Sidawi
year 2012
title The Possible Role of CAAD Systems in Initiating Innovation in the Design Studio
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. 117-128
summary Design is a social phenomenon and the previous research highlights that design precedents and social interaction between designers including negotiation, collaboration and communications is essential to initiate creativity and the production of innovative design products. CAAD systems aim is to help the architect in formulating and developing design ideas. Researchers suggest that knowledge based systems can be integrated with CAAD systems so it would provide the architect with design knowledge that would him/ her to recall design precedents/ solutions thus link it to the design problems. Nevertheless, CAAD systems can provide limited help regarding the production of innovative design. Furthermore, the attention of the designers of knowledge based systems is focused on architects rather than the end product. On the other hand, most of the CAAD systems have web communication tools that enable designers to communicate their with colleagues and partners in business. However, none of these systems have the capability to capture useful knowledge from the design negotiations. Students of the third to fifth year at College of Architecture, University of Dammam were surveyed and interviewed to find out how far design tools, communications and resources would impact the production of innovative design projects. The survey results show that knowledge extracted from design negotiations would impact the innovative design outcome. It highlights also that present design precedents are not very helpful and design negotiations between students, tutors and other students are not documented thus fully incorporated into the design scheme. The paper argues that the future CAAD systems should be capable to recognize innovative design precedents, and incorporate knowledge that is resulted from design negotiations. This would help students to produce innovative design products.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_012.pdf
last changed 2012/05/15 20:46

_id ecaade2012_057
id ecaade2012_057
authors Bielik, Martin ; Schneider, Sven ; König, Reinhard
year 2012
title Parametric Urban Patterns: Exploring and integrating graph-based spatial properties in parametric urban modelling
doi https://doi.org/10.52842/conf.ecaade.2012.1.701
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. 701-708.
summary The article presents a graph-based spatial analysis toolset (“decoding spaces”components) which we have recently developed as an extension of the visual scripting language Grasshopper3D for Rhino. These tools directly integrate spatial analysis methods into CAD design software which can have a signifi cant effect on current design workfl ows. However,grasshopper doesn’t only enable the results of analyses to be used in the standard Rhino modelling environment. It also makes it possible to integrate spatial analysis into a parametric design approach as discussed in this paper. The functionality of this toolset is demonstrated using a simple urban design scenario where we introduce the idea of parametric patterns based on graph-measures.
wos WOS:000330322400074
keywords Spatial analysis; parametric modelling; urban layout; design process; decoding spaces
series eCAADe
email
last changed 2022/06/07 07:52

_id ascaad2012_019
id ascaad2012_019
authors Blibli, Mustapha; Ammar Bouchair and Faouzi Hannouf
year 2012
title Three Dimensional Reconstitution of an Old Town from Historical Documents: Case of the Medina of Jijel in Algeria
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. 191; 285-303
summary The three-dimensional reconstitution of cities and urban tissues was the subject of several studies and researches. In order to obtain the acquisition of the geometry of architectural or urban sets, some studies are based on Photogrammetric or on computer vision. Others have focused on the development of tools of acquisition from a laser providing a 3D scatter plot. Some of them yet focused towards the development of CAD software. The automatic generation for morphological 3D representation based on the exploitation of the architectural knowledge basis is also an option. This type of work becomes more relevant and legitimate when it concerns old cities in state of ruin or more simply missing whose remains only prints or literary descriptions similar to our case study; the old town of Jijel that many people ignore its existence. The aim of this work is to achieve a 3D reconstitution of buildings of this town based on historical documents, mostly prints, digitized old maps and plans, as well as literary texts (tales of travelers, military records, and history books). The method developed can solve and generate possible urban volumes in the most frequent cases. The 3D model obtained, despite its geometric simplicity, can view the city from different angles and open new opportunities for research in history, architecture and town planning.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_019.pdf
last changed 2012/05/15 20:46

_id sigradi2012_88
id sigradi2012_88
authors Borda, Adriane; Pires, Janice; de Vasconselos, Tássia Borges
year 2012
title O Desenho (didático) para o Insight [Drawing didactic for Insight]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 277-280
summary Knowledge of geometric drawing, hitherto considered previous in the training context in architecture, has little emphasis in the school curriculum. In the context this work, were recognized approaches such as shape grammar, which explain design practices, unveiling relationships of the geometric form. It was also identified practices of the Gestalt, established under the modern architecture, which sought to stimulate the student to have insights to think about geometric structures implicit in the form. From these references and digital tools, it is demonstrated the types of concepts and some of the exercises that are being used for the configuration of an learning for the insight.
keywords Geometric drawing, insight, architectural design.
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia12_511
id acadia12_511
authors Borowski, Darrick ; Poulimeni, Nikoletta ; Janssen, Jeroen
year 2012
title Edible Infrastructures: Emergent Organizational Patterns for the Productive City
doi https://doi.org/10.52842/conf.acadia.2012.511
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. 511-526
summary Edible Infrastructures is an investigation into a projective mode of urbanism which considers food as an integral part of a city's metabolic infrastructure. Working with algorithms as design tools, we explore the generative potential of such a system to create an urban ecology that: provides for its residents via local, multi-scalar, distributed food production, reconnects urbanites with their food sources, and de-couples food costs from fossil fuels by limiting transportation at all levels, from source to table. The research is conducted through the building up of a sequence of algorithms, beginning with the ‘Settlement Simulation’, which couples consumers to productive surface area within a cellular automata type computational model. Topological analysis informs generative operations, as each stage builds on the output of the last. In this way we explore the hierarchical components for a new Productive City, including: the structure and programming of the urban circulatory network, an emergent urban morphology based around productive urban blocks, and opportunities for new architectural typologies. The resulting prototypical Productive City questions the underlying mechanisms that shape modern urban space and demonstrates the architectural potential of mathematical modeling and simulation in addressing complex urban spatial and programmatic challenges.
keywords Urban Agriculture , Urban Ecologies and Food Systems , Productive Cities , Urban Metabolism , Computational Modeling and Simulation , Algorithmic/ Procedural Design Methodologies , Emergent Organization , Self-Organizing Systems
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id ecaade2012_267
id ecaade2012_267
authors Caldas, Luísa G. ; Santos, Luís
year 2012
title Generation of Energy-Efficient Patio Houses with GENE_ARCH: Combining an Evolutionary Generative Design System with a Shape Grammar
doi https://doi.org/10.52842/conf.ecaade.2012.1.459
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. 459-470
summary GENE_ARCH is a Generative Design System that combines Pareto Genetic Algorithms with an advanced building energy simulation engine. This work explores its integration with a Shape Grammar, acting as GENE_ARCH’s shape generation module. The urban patio house typology is readdressed in a contemporary context, both by improving its energy-effi ciency standards, and by rethinking its role in the genesis of high-density urban areas, while respecting its specifi c spatial organization and cultural grounding. Field work was carried out in Marrakesh, surveying a number of patio houses which became the Corpus of Design, from where a Shape Grammar was extracted. The computational implementation of the patio house grammar was done within GENE_ARCH. The resulting program was able to generate new, alternative patio houses designs that were more energy effi cient, while respecting the traditional rules captured from the analysis of existing houses. After the computational system was fully implemented, it was possible to complete different sets of experiments. The first experiments kept more restrained rules, thus generating new designs that closer resembled the existing ones. The progressive relaxation of rules and constraints allowed for a larger number of variations to emerge. Analysis of energy results provide insight into the main patterns resulting from the evolutionary search processes, namely in terms of form factors of generated solutions, and urban densities achieved.
wos WOS:000330322400047
keywords Generative Design Systems; Genetic Algorithms; Shape Grammars; Patio Houses; Energy Efficiency
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2012_043
id ecaade2012_043
authors Chase, Scott ; Scopes, Lesley
year 2012
title Cybergogy as a framework for teaching design students in virtual worlds
doi https://doi.org/10.52842/conf.ecaade.2012.1.125
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. 125-133
summary In recent years, 3D virtual worlds have been explored for design teaching, yet it is unclear whether a specifi c pedagogy is used or adapted for such activities. Here we describe the pedagogical model of Cybergogy of Learning Archetypes and Learning Domains, developed specifically for teaching in 3D immersive virtual worlds, and its application to introductory building classes in the virtual world Second Life for architectural design students and teachers as part of the ARCHI21 project.
wos WOS:000330322400012
keywords Architectural education; Cybergogy; language learning; virtual worlds; Second Life
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2021_257
id ecaade2021_257
authors Cichocka, Judyta Maria, Loj, Szymon and Wloczyk, Marta Magdalena
year 2021
title A Method for Generating Regular Grid Configurations on Free-From Surfaces for Structurally Sound Geodesic Gridshells
doi https://doi.org/10.52842/conf.ecaade.2021.2.493
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 493-502
summary Gridshells are highly efficient, lightweight structures which can span long distances with minimal use of material (Vassallo & Malek 2017). One of the most promising and novel categories of gridshells are bending-active (elastic) systems (Lienhard & Gengnagel 2018), which are composed of flexible members (Kuijenhoven & Hoogenboom 2012). Timber elastic gridshells can be site-sprung or sequentially erected (geodesic). While a lot of research focus is on the site-sprung ones, the methods for design of sequentially-erected geodesic gridshells remained underdeveloped (Cichocka 2020). The main objective of the paper is to introduce a method of generating regular geodesic grid patterns on free-form surfaces and to examine its applicability to design structurally feasible geodesic gridshells. We adopted differential geometry methods of generating regular bidirectional geodesic grids on free-form surfaces. Then, we compared the structural performance of the regular and the irregular grids of the same density on three free-form surfaces. The proposed method successfully produces the regular geodesic grid patterns on the free-form surfaces with varying curvature-richness. Our analysis shows that gridshells with regular grid configurations perform structurally better than those with irregular patterns. We conclude that the presented method can be readily used and can expand possibilities of application of geodesic gridshells.
keywords elastic timber gridshell; bending-active structure; grid configuration optimization; computational differential geometry; material-based design methodology; free-form surface; pattern; geodesic
series eCAADe
email
last changed 2022/06/07 07:56

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