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 599

_id acadia23_v3_19
id acadia23_v3_19
authors Dickey, Rachel
year 2023
title Material Interfaces
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary Based on our current daily rate, 85,410 hours is the average amount of time that an adult in the United States will spend on their phone in a lifetime (Howarth 2023). This is time spent texting, tweeting, emailing, snapping, chatting, posting, and interacting with an interface which each of us carry in our pocket. Kelly Dobson explains, “We psychologically view the cell phone as an extension of our bodies, which is why when you accidentally forget it or leave it behind you feel you have lost apart of yourself” (2013). In reality, this device is just one of many technologies which affect our relationship with our bodies and the physical world. Additionally, Zoom meetings, social media networks, on-line shopping, and delivery robots, all increasingly detach our bodies and our senses from our everyday experiences and interactions. In response to digital culture, Liam Young writes, “Perhaps the day will come when we turn off our target ads, navigational prompts, Tinder match notifications, and status updates to find a world stripped bare, where nothing is left but scaffolds and screens” (2015). Make no mistake; the collection of projects shared in these field notes is intended to be a counterpoint to such a prophesied future. However, the intent is not to try to compete with technology, but rather, to consider the built environment itself as an interface, encouraging interaction through feedback and responsivity directly related to human factors, finding ways to re-engage the body through design.
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id ecaade2013r_017
id ecaade2013r_017
authors Meghna, Saiqa I.; Chowdhury, Suvro S.
year 2013
title Contextual customization of design process. Design through the digital and the material
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. 205-216
summary In contemporary world, digital technologies have initiated new architectural languages and have eased the way to communicate them directly from initial design phase to production facilities, allowing for the construction of complex geometries with the use of ever evolving techniques and tools. When the emergence of a substance depends on the material behavior, the design interest shifts towards the ‘formation’ instead of the ‘final form’. Regarding these the design procedures will be discussed from the premise where architecture will be perceived through an evolution process that deals with the coherent variables of elements and shifting parameters within a context. However, there are crucial questions about its application in the contexts which have lower access to contemporary technologies although digital technology has already influenced almost every aspects of the culture of the respective context. Besides, the huge production cost has limited its adaptability in many under developed and developing countries where the construction field relies mainly on traditional and low-tech methods. The paper is an effort to give attention on exploration of the new-found freedoms of material computation in close connection with the respective context by inventing new design processes, material applications and custom devices. It is the time to experiment with flexible, mobile and low-cost fabrication methods applicable to different scenarios while achieving the complexity of the contemporary architectural ge¬ometries. Thus an equal focus has to be given to speculate about projects that are site-specific, custom¬ized and adapted to local climatic conditions and technical know-how, in areas that traditionally have limited access to new technologies.
keywords Complex geometries, material behavior, custom devices, low-cost fabrication, design process
email
last changed 2013/10/07 19:08

_id ecaade2013_030
id ecaade2013_030
authors Marques, Rui and Eloy, Sara
year 2013
title Customized Cork Façade
doi https://doi.org/10.52842/conf.ecaade.2013.2.621
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 621-626
summary The propose paper presents an ongoing research which main goal is to use cork in a customized modular façade system. Cork is used due to its ecological value, renewable characteristic, insulation properties and aesthetic value. The modular system design is bio-inspired in the microscopic cork pattern and the study aims at reproducing in the façade some of the natural characteristics that enable cork to be suitable for the function it plays in construction. Façades are design by a generative design process based on a parametric shape grammar which encodes shape rules and an algorithm to guide the generation. The developed cork modules are part of a back-ventilated façade system which is assembled upon a substructure that reproduces the cork cell structure and enables both the assemblage of the modules to the support wall and the connection between them.
wos WOS:000340643600064
keywords Shape grammar; generative design; cork; façade; digital fabrication.
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2013_023
id ecaade2013_023
authors Biloria, Nimish and Chang, Jia-Rey
year 2013
title Hyper-Morphology
doi https://doi.org/10.52842/conf.ecaade.2013.1.529
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 529-537
summary Hyper-Morphology is an on-going research outlining a bottom-up evolutionary design process based on autonomous cellular building components. The research interfaces critical operational traits of the natural world (Evolutionary Development Biology, Embryology and Cellular Differentiation) with Evolutionary Computational techniques driven design methodologies. In the Hyper-Morphology research, genetic sequences are considered as sets of locally coded relational associations between multiple factors such as the amount of components, material based constraints, and geometric adaptation/degrees of freedom based adaptation abilities etc, which are embedded autonomously within each HyperCell component. Collective intelligence driven decision-making processes are intrinsic to the Hyper-Morphology logic for intelligently operating with autonomous componential systems (akin to swarm systems). This subsequently results in user and activity centric global morphology generation in real-time. Practically, the Hyper-Morphology research focuses on a 24/7 economy loop wherein real-time adaptive spatial usage interfaces with contemporary culture of flexible living within spatial constraints in a rapidly urbanizing world.
wos WOS:000340635300055
keywords Evo-devo; cellular differentiation; self-organization; evolutionary computation; adaptive architecture.
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia20_688
id acadia20_688
authors del Campo, Matias; Carlson, Alexandra; Manninger, Sandra
year 2020
title 3D Graph Convolutional Neural Networks in Architecture Design
doi https://doi.org/10.52842/conf.acadia.2020.1.688
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 688-696.
summary The nature of the architectural design process can be described along the lines of the following representational devices: the plan and the model. Plans can be considered one of the oldest methods to represent spatial and aesthetic information in an abstract, 2D space. However, to be used in the design process of 3D architectural solutions, these representations are inherently limited by the loss of rich information that occurs when compressing the three-dimensional world into a two-dimensional representation. During the first Digital Turn (Carpo 2013), the sheer amount and availability of models increased dramatically, as it became viable to create vast amounts of model variations to explore project alternatives among a much larger range of different physical and creative dimensions. 3D models show how the design object appears in real life, and can include a wider array of object information that is more easily understandable by nonexperts, as exemplified in techniques such as building information modeling and parametric modeling. Therefore, the ground condition of this paper considers that the inherent nature of architectural design and sensibility lies in the negotiation of 3D space coupled with the organization of voids and spatial components resulting in spatial sequences based on programmatic relationships, resulting in an assemblage (DeLanda 2016). These conditions constitute objects representing a material culture (the built environment) embedded in a symbolic and aesthetic culture (DeLanda 2016) that is created by the designer and captures their sensibilities.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_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 ecaade2013_002
id ecaade2013_002
authors Hanzl, Ma_gorzata
year 2013
title Modelling of Public Spaces
doi https://doi.org/10.52842/conf.ecaade.2013.1.319
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 319-327
summary The relationship between the material settings and situational belonging to a more general notion of the culture of a given community remains the subject of inquiry of at least two scientific disciplines: anthropology and urban morphology studies. In this study an assessment of the various modelling platforms is performed with the objective of finding the most efficient method which allows the description of the semiotic features of urbanscapes. The ideal system should link the parametric definition of urban geometry with the high flexibility of data input and easy manipulation. In order to enable culture related analyses of urbanscapes, analyses should be performed which refers to the semiotics of morphological structures in the detailed scale of urban enclosure, which are streets or squares. Some elements of the proposed method of index key analyses are explained as one possible solution for the problems posed.
wos WOS:000340635300033
keywords Urban design; urban morphology; anthropology; parametric modelling; outdoor space.
series eCAADe
email
last changed 2022/06/07 07:49

_id acadia13_397
id acadia13_397
authors Luzar, Brigitte
year 2013
title Sheltering the Permeable Body
doi https://doi.org/10.52842/conf.acadia.2013.397
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. 397-398
summary The house provides an urban refuge from electro pollution produced by mechanical equipment, wiring, electrical power distribution lines (extremely low frequency) and wireless communication networks (microwaves).
keywords Next Generation Technology, Complex Systems, Social Forms, Theory and Culture
series ACADIA
type Design Poster
email
last changed 2022/06/07 07:51

_id ecaade2013_015
id ecaade2013_015
authors Roman, Miro
year 2013
title Four Chairs and All the Others - Eigenchair
doi https://doi.org/10.52842/conf.ecaade.2013.2.405
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 405-414
summary By contemplating on the Eigenchair project, we ponder upon strategies and concepts of designing by using information technologies. What are the potentials of data driven design? What happens with objects when they are abstracted and reduced to a set of data? The emphasis is no longer on the creation of physical objects, but on conceiving meta-objects in the possibility space. Furthermore, this enables us to manipulate with a whole population of objects, instead of a single object. How do we get this abstract system to relate to the real world? Information technologies have opened up a number of new ways of thinking about the world and the object and they, by far, surpassed the formally simplified expression in design and architecture. Based on intellectual heritage of history and culture, information technologies can, by utilizing and recycling various elements and information, explore the 21st century object.
wos WOS:000340643600041
keywords Eigenchair; eigenvector; Principal Component Analysis; data; indexing.
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2013_224
id ecaade2013_224
authors Xiong, Lu; Xiong, Wei and Zhang, Hongxia
year 2013
title Gulou Structure Grammar and its Computer Implementation
doi https://doi.org/10.52842/conf.ecaade.2013.2.725
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 725-733
summary Gulou is a type of building found in ethnic Dong people’s settlements in south west China. It plays a significant role in the traditional Dong architecture and shows both social and technical values. In the near future the technique as an intangible culture heritage would face the risk of extinction because of globalization. The paper argues that the use of formal grammar and computer tools could help the preservation and learning of the design knowledge of Gulou Structure and develop Gulou designs which would be adapted to modern needs. A shape grammar called Gulou Structure Grammar (GSG) and its computer implementation are made to achieve the goals of capturing the design knowledge of Gulou structure, generating new Gulou designs and promoting the education of Gulou building techniques.
wos WOS:000340643600075
keywords Gulou structure; shape grammar; parametric model; ethnic building technique.
series eCAADe
email
last changed 2022/06/07 07:57

_id sigradi2013_342
id sigradi2013_342
authors Bruscato, Underléa; Sandro J. Rigo; Cristiano A. Costa; Humberto J. M. Costa
year 2013
title Visualização de Informações Geográficas no Turismo Ubíquo de Itinerários Culturais [Visualization of Geographic Information of Ubiquitous Tourism in Cultural Routes]
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 153 - 157
summary This paper presents a practical experience developed within the framework of a network of researchers dedicated to develop projects of technology transfer, training and research in the field of innovation, involving virtual reality, augmented reality and advanced interaction. The group develops visualization oriented technologies and aim to socialize the experiences developed. In this sense was created an Electronic Guide to cultural routes in southern Brazil, exploiting the contemporary concept of ubiquitous tourism, in which users access tourism content with mobile devices, using sensitivity to context, semantic web and advanced visualization, thus rescuing the memory and regional architectural heritage.
keywords Ubiquitous tourism; Mobile computing, Memory
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaadesigradi2019_405
id ecaadesigradi2019_405
authors da Cunha Teixeira, Luísa and Cury Paraizo, Rodrigo
year 2019
title Caronae - ridesharing and first steps into commuting opportunitie of academic exchange
doi https://doi.org/10.52842/conf.ecaade.2019.1.805
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 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 805-816
summary Location-based mobile applications have been a rising theme for academics in the field of urbanism and in urban and transportation, because of the potential of transformation they might bring to the urban landscape (De Souza e Silva, 2013). One of the possibilities we study here is to observe social encounters fostered by commuting rides. In this paper, we try to examine the practice from the broad perspective of estimating the environmental benefits, in a context where digital information technology is wielded to address problems old and new (Townsend, 2014). This paper aims to analyze the potential of transformations that new ICTs bring to urban mobility, using as case study the official ridesharing system of the Federal University of Rio de Janeiro, the Carona? project. The system was developed focusing on the reduction of the number of motorized trips to the University, as well as the amount of CO2 generated by them. Here we analyze the dynamics of ridesharing, using the system data, and also try to observe the role it may play towards the promotion of integration in the UFRJ community.
keywords mobile apps; urban mobility; ridesharing; caronae ufrj
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id ecaade2015_120
id ecaade2015_120
authors Daoud, Bassam and Voordouw, Johan
year 2015
title Making Machines that Make Buildings - Constructing a Mobile 3D Printer for Concrete Elements
doi https://doi.org/10.52842/conf.ecaade.2015.2.355
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 355-359
summary This paper is both a fundamental and applied study of the multi-faceted design and fabrication issues related to the construction of a mobile 3D printer. The paper signifies the halfway point in a project initiated at the Azrieli School of Architecture and Urbanism at Carleton University starting in 2013. The printer, entitled 3DB, intends to print concrete elements for the Architecture, Engineering and Construction industry. The printer frame was designed to fit within the bed of a typical half-ton pick up truck or contract trailer. The paper describes the design, simulation and construction of the steel frame, gantry and extruder and makes speculation on future research including improved design of the extruder and nozzle mechanism.
wos WOS:000372316000041
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2013r_018
id ecaade2013r_018
authors Goyal, Akshay
year 2013
title Field condition and the robotic urban landscapes
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. 217-228
summary The paper explores the concept of the ‘field condition’ in recent urban discourse and its implication with respect to emerging technologies in the domains of robotics and AI. The author argues that the notion of ‘field condition’ as one of ‘loosely bound aggregates characterized by porosity and local interconnectivity defined not by overarching geometrical schemas but by intricate local connections’1, has inherent limitations in its contemporary manifestation. The paper then discusses the discourse of the field theory in architecture & urbanism in context with recent developments in swarm robotics, modular self reconfiguring robotic systems and distributed intelligence. Recent design proposals that explore the idea of the city informed by such technologies are also analyzed. The author then argues for a ‘Robotic Urban Landscape’ that builds on the notion of the field as a possibility in the near future. In such a theoretical construct the city consists of a field of ‘nomadic’ mobile technological artifacts that respond to a complex set of parameters and act as a collective whole. The ‘robotic field condition’ in this respect has both physical and virtual dimensions, is both machinic and biological, and has fuzzy binary condition, effectively dematerializing its identity as part of the larger whole. Such fields of mini robots, which collectively are able to perform complex task systems, get intrinsically linked to the city fabric and result in a new urban ecology. The impact on the urban condition as a result of these ‘robotic fields’ of loosely bound mobile artificial constructs that respond in the mathematical matrix of urban ecology and socio economic parameters, is also discussed. Lastly the author suggests a provocative likelihood of a ‘singularity’ moment in light of these developments and the need to relook at contemporary architectural discourse
keywords Field theory, robotics, artificial intelligence, robotic ecology, emerging technology, emergent urbanism
email
last changed 2013/10/07 19:08

_id acadia13_445
id acadia13_445
authors Silver, Mike
year 2013
title Off-Road City
doi https://doi.org/10.52842/conf.acadia.2013.445
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. 445-446
summary Our work explores the potential impact of situationally aware, bipedal robots on architecture and town planning. Rather than developing new forms of decoration with mobile CNC machines this project looks at how new technologies could be used to create greener ways of life.
keywords Robots, Machine Vision, Sustainable Design, Nomadic Urbanism, Modular Housing
series ACADIA
type Research Poster
email
last changed 2022/06/07 07:56

_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 ijac201310102
id ijac201310102
authors Kocaturk, Tuba
year 2013
title Emerging Socio-Technical Networks of Innovation in Architectural Practice
source International Journal of Architectural Computing vol. 11 - no. 1, 21-36
summary This article reports on the initial analyses and findings of on-going research project which investigates the socio-technical transformation of Architectural practice due to technology adoption.A conceptual framework is developed as a tool to identify, analyse, and characterize the different socio-technical networks in current practice, and the ways in which these networks are being developed and coordinated. Highly technology- mediated and interdisciplinary architectural/engineering practices have been monitored and studied in their real-life project contexts.Through comparative case analyses, a conceptual framework has been developed and used to represent and analyse emerging socio- technical networks and the ways in which these networks facilitate innovation. In this context, new modes/practices of innovations are identified through the diverse and dynamic relationships emerging between architects, digital tools/systems, the design artefact, and the various multi-disciplinary knowledge/actors in a socio-technical setting.
series journal
last changed 2019/05/24 09:55

_id acadia20_574
id acadia20_574
authors Nguyen, John; Peters, Brady
year 2020
title Computational Fluid Dynamics in Building Design Practice
doi https://doi.org/10.52842/conf.acadia.2020.1.574
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 574-583.
summary This paper provides a state-of-the-art of computational fluid dynamics (CFD) in the building industry. Two methods were used to find this new knowledge: a series of interviews with leading architecture, engineering, and software professionals; and a series of tests in which CFD software was evaluated using comparable criteria. The paper reports findings in technology, workflows, projects, current unmet needs, and future directions. In buildings, airflow is fundamental for heating and cooling, as well as occupant comfort and productivity. Despite its importance, the design of airflow systems is outside the realm of much of architectural design practice; but with advances in digital tools, it is now possible for architects to integrate air flow into their building design workflows (Peters and Peters 2018). As Chen (2009) states, “In order to regulate the indoor air parameters, it is essential to have suitable tools to predict ventilation performance in buildings.” By enabling scientific data to be conveyed in a visual process that provides useful analytical information to designers (Hartog and Koutamanis 2000), computer performance simulations have opened up new territories for design “by introducing environments in which we can manipulate and observe” (Kaijima et al. 2013). Beyond comfort and productivity, in recent months it has emerged that air flow may also be a matter of life and death. With the current global pandemic of SARS-CoV-2, it is indoor environments where infections most often happen (Qian et al. 2020). To design architecture in a post-COVID-19 environment will require an in-depth understanding of how air flows through space.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2013_039
id ecaade2013_039
authors Papadonikolaki, Eleni; Koutamanis, Alexander and Wamelink, J. W. F. (Hans)
year 2013
title Attaining Performance with Building Information Modelling
doi https://doi.org/10.52842/conf.ecaade.2013.2.475
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 475-483
summary The paper presents the findings of a systematic literature review of approximately 200 scientific sources. It is designed with the aim to identify the current benefits and factors of high performance in Architecture, Engineering, Construction (AEC) since the introduction of Building Information Modelling (BIM). We formed and confirmed two main propositions associating the performance of the AEC to the use of BIM. The mapping of the current impact and benefits of BIM showed that the role of the managers, suppliers, owners and authorities is underestimated, as well as the initiation and use stage of project development. At the same time, the performance in the AEC industry can be improved by an array of possibilities where IT research and policy-making authorities contribute – from establishing new collaboration protocols until improving existing or creating new BIM tools.
wos WOS:000340643600048
keywords Building Information Modelling (BIM); Architecture, Engineering and Construction (AEC); supply chain management; life-cycle phases; stakeholders.
series eCAADe
email
last changed 2022/06/07 08:00

_id ascaad2022_099
id ascaad2022_099
authors Sencan, Inanc
year 2022
title Progeny: A Grasshopper Plug-in that Augments Cellular Automata Algorithms for 3D Form Explorations
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 377-391
summary Cellular automata (CA) is a well-known computation method introduced by John von Neumann and Stanislaw Ulam in the 1940s. Since then, it has been studied in various fields such as computer science, biology, physics, chemistry, and art. The Classic CA algorithm is a calculation of a grid of cells' binary states based on neighboring cells and a set of rules. With the variation of these parameters, the CA algorithm has evolved into alternative versions such as 3D CA, Multiple neighborhood CA, Multiple rules CA, and Stochastic CA (Url-1). As a rule-based generative algorithm, CA has been used as a bottom-up design approach in the architectural design process in the search for form (Frazer,1995; Dinçer et al., 2014), in simulating the displacement of individuals in space, and in revealing complex relations at the urban scale (Güzelci, 2013). There are implementations of CA tools in 3D design software for designers as additional scripts or plug-ins. However, these often have limited ability to create customized CA algorithms by the designer. This study aims to create a customizable framework for 3D CA algorithms to be used in 3D form explorations by designers. Grasshopper3D, which is a visual scripting environment in Rhinoceros 3D, is used to implement the framework. The main difference between this work and the current Grasshopper3D plug-ins for CA simulation is the customizability and the real-time control of the framework. The parameters that allow the CA algorithm to be customized are; the initial state of the 3D grid, neighborhood conditions, cell states and rules. CA algorithms are created for each customizable parameter using the framework. Those algorithms are evaluated based on the ability to generate form. A voxel-based approach is used to generate geometry from the points created by the 3D cellular automata. In future, forms generated using this framework can be used as a form generating tool for digital environments.
series ASCAAD
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