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 9 of 9

_id caadria2014_000
id caadria2014_000
authors Gu, Ning; Shun Watanabe, Halil Erhan, Matthias Hank Haeusler, Weixin Huang and Ricardo Sosa (eds.)
year 2014
title Rethinking Comprehensive Design: Speculative Counterculture
doi https://doi.org/10.52842/conf.caadria.2014
source Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, 994 p.
summary Rethinking Comprehensive Design—the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014)—emphasises a cross-disciplinary context to challenge the mainstream culture of computational design in architecture. It aims to (re)explore the potential of computational design methods and technologies in architecture from a holistic perspective. The conference provides an international forum where academics and practitioners share their novel research development and reflection for defining the future of computation in architectural design. Hosted by the Department of Design, Engineering and Management at the Kyoto Institute of Technology, CAADRIA 2014 presents 88 peer-reviewed full papers from all over the world. These high-quality research papers are complimented by 34 short work-in-progress papers submitted for the poster session of the conference. The conference proceedings were produced by a motivated team of volunteers from the CAADRIA community through an extensive collaboration. The 88 full papers rigorously double-blind reviewed by the dedicated International Review Committee (consisting of 74 experts), testify to CAADRIA’s highly respectable international standing. Call for abstracts sent out in July 2013 attracted 298 submissions. They were initially reviewed by the Paper Selection Committee who accepted 198 abstracts for further development. Of these, 118 full papers were eventually submitted in the final stage. Each submitted paper was then assessed by at least two members of the International Review Committee. Following the reviewers’ recommendations, 91 papers were accepted by the conference, of which 88 are included in this volume and for presentation in CAADRIA 2014. Collectively, these 88 papers define Rethinking Comprehensive Design in terms of the following research streams: Shape Studies; User Participation in Design; Human-Computer Interaction; Digital Fabrication and Construction; Computational Design Analysis; New Digital Design Concepts and Strategies; Practice-Based and Interdisciplinary Computational Design Research; Collaborative and Collective Design; Generative, Parametric and Evolutionary Design; Design Cognition and Creativity; Virtual / Augmented Reality and Interactive Environments; Computational Design Research and Education; and Theory, Philosophy and Methodology of Computational Design Research. In the following pages, you will find a wide range of scholarly papers organised under these streams that truly capture the quintessence of the research concepts. This volume will certainly inspire you and facilitate your journey in Rethinking Comprehensive Design.
series CAADRIA
last changed 2022/06/07 07:49

_id caadria2018_134
id caadria2018_134
authors Kawabe, Akihiro and Watanabe, Shun
year 2018
title An Analysis of Mixed Land Use Toward Designing the Compact City
doi https://doi.org/10.52842/conf.caadria.2018.2.493
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 493-502
summary Applying the method of "Land-Use Mix" (Amindabari et al. (2013)) and Focusing on changes in highly mixed land use areas within an extensive survey area and detailed analytical unit, the analysis in this study revealed some trends of distribution of mixed land use areas and their declining patterns in the eastern part of Saitama Prefecture, Japan. For example, among the changing land use patterns of Highly-Mixed-Points-as-of-1994, the pattern that a decreasing mixture index was associated with increasing residential land and decreasing commercial land occurred most often, and the points that changed with that pattern accounted for about 32% of all the Highly Mixed Points, and about 51% of the decrease in mixture index points.
keywords Metropolitan Form Analysis; Land-Use Mix; GIS; Mixed land use; Compact City
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia13_129
id acadia13_129
authors Farahi Bouzanjani, Behnaz; Leach, Neil; Huang, Alvin; Fox, Michael
year 2013
title Alloplastic Architecture: The Design of an Interactive Tensegrity Structure
doi https://doi.org/10.52842/conf.acadia.2013.129
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 129-136
summary This paper attempts to document the crucial questions addressed and analyze the decisions made in the design of an interactive structure. One of the main contributions of this paper is to explore how a physical environment can change its shape to accommodate various spatial performances based on the movement of the user’s body. The central focus is on the relationship between materials, form and interactive systems of control.Alloplastic Architecture is a project involving an adaptive tensegrity structure that responds to human movement. The intention is to establish a scenario whereby a dancer can dance with the structure such that it reacts to her presence without any physical contact. Thus, three issues within the design process need to be addressed: what kind of structure might be most appropriate for form transformation (structure), how best to make it adaptive (adaptation) and how to control the movement of the structure (control). Lessons learnt from this project, in terms of its structural adaptability, language of soft form transformation and the technique of controlling the interaction will provide new possibilities for enriching human-environment interactions.
keywords tools and interfaces, choreography in space, dynamic tensegrity structure, smart material, SMA, kinect
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:55

_id ijac201311302
id ijac201311302
authors Meagher, Mark; David van der Maas, Christian Abegg, Jeffrey Huang
year 2013
title Dynamic ornament: An investigation of responsive thermochromic surfaces in architecture
source International Journal of Architectural Computing vol. 11 - no. 3, 301-318
summary This paper describes the use of environmental sensor data as a basis for the design of architectural ornament that takes on a distinctive appearance in response to the atmospheric conditions where it is located. Among the goals of the project were the identification of inexpensive fabrication methods that could be used to build responsive surfaces at the scale of a room, and the identification of material and tectonic strategies for integrating dynamic information displays in buildings. A series of prototypes were constructed to explore the benefits and limitations of thermochromic ink as a material for visualizing dynamic data, and a method is proposed for building thermochromic surfaces based on printed circuit boards (PCB's) that is cost-effective and allows the fabrication of large surfaces through tiling. The limitations of this method include high power consumption, a short lifespan and difficulties in controlling the surface temperature.
series journal
last changed 2019/05/24 09:55

_id ecaadesigradi2019_449
id ecaadesigradi2019_449
authors Becerra Santacruz, Axel
year 2019
title The Architecture of ScarCity Game - The craft and the digital as an alternative design process
doi https://doi.org/10.52842/conf.ecaade.2019.3.045
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 45-52
summary The Architecture of ScarCity Game is a board game used as a pedagogical tool that challenges architecture students by involving them in a series of experimental design sessions to understand the design process of scarcity and the actual relation between the craft and the digital. This means "pragmatic delivery processes and material constraints, where the exchange between the artisan of handmade, representing local skills and technology of the digitally conceived is explored" (Huang 2013). The game focuses on understanding the different variables of the crafted design process of traditional communities under conditions of scarcity (Michel and Bevan 1992). This requires first analyzing the spatial environmental model of interaction, available human and natural resources, and the dynamic relationship of these variables in a digital era. In the first stage (Pre-Agency), the game set the concept of the craft by limiting students design exploration from a minimum possible perspective developing locally available resources and techniques. The key elements of the design process of traditional knowledge communities have to be identified (Preez 1984). In other words, this stage is driven by limited resources + chance + contingency. In the second stage (Post-Agency) students taking the architects´ role within this communities, have to speculate and explore the interface between the craft (local knowledge and low technological tools), and the digital represented by computation data, new technologies available and construction. This means the introduction of strategy + opportunity + chance as part of the design process. In this sense, the game has a life beyond its mechanics. This other life challenges the participants to exploit the possibilities of breaking the actual boundaries of design. The result is a tool to challenge conventional methods of teaching and leaning controlling a prescribed design process. It confronts the rules that professionals in this field take for granted. The game simulates a 'fake' reality by exploring in different ways with surveyed information. As a result, participants do not have anything 'real' to lose. Instead, they have all the freedom to innovate and be creative.
keywords Global south, scarcity, low tech, digital-craft, design process and innovation by challenge.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id caadria2013_123
id caadria2013_123
authors Erhan, Halil I.; David Botta, Andy T. Huang and Robert F. Woodbury
year 2013
title Peripheral Tools to Support Collaboration: Probing to Design Collaboration Through Role-Playing
doi https://doi.org/10.52842/conf.caadria.2013.241
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 241-250
summary Peripheral devices like smart phones offer an opportunity to lower the barrier to spontaneous collection and sharing of information during distributed collaboration. We have completed development of guidelines and a framework that focuses on peripheral devices in collaboration. In order to explore the design space generated by our principles, we conducted a role-playing experiment about commissioning a building, in which an “on-site” team and a “design” team were expected to find and resolve discrepancies between requirements, design documents, and the actual site. The teams were given Styrofoam panels to act as pretend smart peripherals to invoke play and help probe the design space. We found that “reflection on action” (debriefing and subsequent brainstorming) was fruitful for ideation and theorem building about interaction, but “reflection in action” failed. Yet, reflection in action, particularly with such probes, is important to capture the “mechanics of collaboration”. Therefore, we are considering adapting improvisational theatre to our study of distributed collaboration.  
wos WOS:000351496100024
keywords Collaborative design, Design support tool, Interactive media, Role-playing, Extended cognition 
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2014_044
id caadria2014_044
authors Huang, Alvin; Stephen Lewis and Jason Gillette
year 2014
title Pure Tension: Intuition, Engineering & Fabrication
doi https://doi.org/10.52842/conf.caadria.2014.171
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 171–180
summary The "PURE Tension" Pavilion is a lightweight, rapidly deployable, tensioned membrane structure and portable charging station commissioned by Volvo Car Italia to showcase the new Volvo V60 Hybrid Electric Diesel car. Officially launched in Milan, Italy in October 2013, this experimental structure was developed through a process of rigorous research and development that investigated methods of associative modelling, dynamic mesh relaxation, geometric rationalization, solar incidence analysis, membrane panelling, and material performance. It is an experimental structure that, similar to a concept car, is a working prototype that speculates on the potential future of personal mobility and alternative energy sources for transportation while also exploring digital design methodologies and innovative structural solutions. This paper will illustrate the design, development and fabrication processes involved in realizing this structure.
keywords Form-finding; dynamic-mesh relaxation; geometric rationalisation; patterning, digital fabrication
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia23_v2_340
id acadia23_v2_340
authors Huang, Lee-Su; Spaw, Gregory
year 2023
title Augmented Reality Assisted Robotic: Tube Bending
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 340-349.
summary The intent of this research is to study potential improvements and optimizations in the context of robotic fabrication paired with Augmented Reality (AR), leveraging the technology in the fabrication of the individual part, as well as guiding the larger assembly process. AR applications within the Architecture, Engineering, and Construction (AEC) industry have seen constant research and development as designers, fabricators, and contractors seek methods to reduce errors, minimize waste, and optimize efficiency to lower costs (Chi, Kang, and Wang 2013). Recent advancements have made the technology very accessible and feasible for use in the field, as demonstrated by seminal projects such as the Steampunk Pavilion in Tallinn, Estonia (Jahn, Newnham, and Berg 2022). These types of projects typically improve manual craft processes. They often provide projective guidelines, and make possible complex geometries that would otherwise be painstakingly slow to complete and require decades of artisanal experience (Jahn et al. 2019). Building upon a previously developed robotic tube bending workflow, our research implements a custom AR interface to streamline the bending process for multiple, large, complex parts with many bends, providing a pre-visualization of the expected fabrication process for safety and part-verification purposes. We demonstrate the utility of this AR overlay in the part fabrication setting and in an inadvertent, human-robot, collaborative process when parts push the fabrication method past its limits. The AR technology is also used to facilitate the assembly process of a spatial installation exploring a unique aesthetic with subtle bends, loops, knots, bundles, and weaves utilizing a rigid tube material.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id ecaade2013r_014
id ecaade2013r_014
authors Sempere, Andrew; Savic, Selena; Huang, Jeffrey; Badura, Jens; Barchiesi, Alex
year 2013
title Experience Catalysts and Architecture. Towards a new tradition
source FUTURE TRADITIONS [1st eCAADe Regional International Workshop Proceedings / ISBN 978-989-8527-03-5], University of Porto, Faculty of Architecture (Portugal), 4-5 April 2013, pp. 171-182
summary This paper describes two research projects in the field of interactive architecture, both examples of experience catalysts; Settings which allow new insights in the aesthetic constitution and perception of environments. This term can be thought of as somewhat synonymous with artistic intervention, but is used instead to recognize that the participants might not self-identify as artists. We are working with architectural notions of space and place, but are interested in the experience of place more than its formal structure. We wish to emphasize the dynamic and are interested in transitions not as the pauses between states but as destinations worth exploring. Quadricone by Selena Savic is an actual experience catalyst: a physical manifestation of a digital “material” (in this case network traffic.) The goal is less data visualization and more an attempt to understand what it means to physically experience something normally invisible. Inter-Actor by Andrew Sempere casts architecture as an ongoing event which might benefit from the flexibility of the digital. The idea is to create a combination of software and hardware that allows for “rapid prototyping” of interactive space. Inter-Actor is not an experience catalyst but a toolkit for creating them.
keywords Interaction; Design; Flux; Experience Catalyst
email
last changed 2013/10/07 19:08

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