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 601

_id ecaadesigradi2019_334
id ecaadesigradi2019_334
authors Dembski, Fabian, Wössner, Uwe and Letzgus, Mike
year 2019
title The Digital Twin - Tackling Urban Challenges with Models, Spatial Analysis and Numerical Simulations in Immersive Virtual Environments.
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. 795-804
doi https://doi.org/10.52842/conf.ecaade.2019.1.795
summary For the built environment's transformation we are confronted with complex dynamics connected to economic, ecologic and demographic change (Czerkauer-Yamu et al., 2013; Yamu, 2014). In general, cities are complex systems being a "heterogeneous mosaic" of a variety of cultures and functions, characterised by diverging perceptions and interests (ibid). The juxtaposed perceptions and interests in relation to ongoing spatial processes of change create a particularly complex situation. Thus, for planning processes we are in need of approaches that are able to cope not only with the urban complexity but also allow for participatory processes to empower citizens. This paper presents the approach of using Digital Twins in virtual reality (VR) for civic engagement in urban planning, enriched with quantitative and qualitative empirical data as one promising approach to tackle not only the complexity of cities but also involve citizens in the planning process.
keywords Digital Twin; Collaborative Planning; Planning and Decision Support; Participation; Virtual Reality; Global System Science
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaade2022_001
id ecaade2022_001
authors Pak, Burak, Wurzer, Gabriel and Stouffs, Rudi
year 2022
title eCAADe 2022 Co-creating the Future: Inclusion in and through Design- Volume 2
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, 646 p.
doi https://doi.org/10.52842/conf.ecaade.2022.2
summary Spatial design is becoming an increasingly social, participatory and inclusive practice. In the last decade, ordinary people all around the world have started to claim a shaping power over the processes of urbanization; over the ways in which our cities are made and remade (Harvey, 2013). There has been a resurgence in the number of do-it-yourself cooperatives initiated by non-designer citizens, activists, artists and designers. In parallel to these developments, a plethora of social technologies, tools and platforms have been developed to include a variety of stakeholders in the architectural design, urban design, planning and decision-making processes. Crowdsourcing and crowdfunding applications started to be widely used to tap into the wisdom of the crowd. Novel developments in parametric design and digital fabrication created possibilities for user participation in the making of customized and highly diversified products. With the combination of artificial intelligence and the Internet of Things, smart buildings, autonomous devices, robots and software started to transform into agents and active participants. The attempts to harness collective human and artificial intelligence opened up new avenues for combining practice, research and education. On the other hand, there is a growing concern over the possible negative impact of the digital devices, tools, platforms and agents integrated in the making of our buildings and cities, public, private and collective spaces. Examples of those are the potential exclusion of vulnerable and disadvantaged citizens, transfer of citizen power to the corporations, privatization of personal life and data, as well as spatial exclusion through increased technological control and surveillance.
keywords Proceedings, Front Matter
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_000
id ecaade2022_000
authors Pak, Burak, Wurzer, Gabriel and Stouffs, Rudi
year 2022
title eCAADe 2022 Co-creating the Future: Inclusion in and through Design - Volume 1
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, 672 p.
doi https://doi.org/10.52842/conf.ecaade.2022.1
summary Spatial design is becoming an increasingly social, participatory and inclusive practice. In the last decade, ordinary people all around the world have started to claim a shaping power over the processes of urbanization; over the ways in which our cities are made and remade (Harvey, 2013). There has been a resurgence in the number of do-it-yourself cooperatives initiated by non-designer citizens, activists, artists and designers. In parallel to these developments, a plethora of social technologies, tools and platforms have been developed to include a variety of stakeholders in the architectural design, urban design, planning and decision-making processes. Crowdsourcing and crowdfunding applications started to be widely used to tap into the wisdom of the crowd. Novel developments in parametric design and digital fabrication created possibilities for user participation in the making of customized and highly diversified products. With the combination of artificial intelligence and the Internet of Things, smart buildings, autonomous devices, robots and software started to transform into agents and active participants. The attempts to harness collective human and artificial intelligence opened up new avenues for combining practice, research and education. On the other hand, there is a growing concern over the possible negative impact of the digital devices, tools, platforms and agents integrated in the making of our buildings and cities, public, private and collective spaces. Examples of those are the potential exclusion of vulnerable and disadvantaged citizens, transfer of citizen power to the corporations, privatization of personal life and data, as well as spatial exclusion through increased technological control and surveillance.
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2013_181
id caadria2013_181
authors Santo, Yasu; Susan Loh and Ruwan Fernando
year 2013
title Open Up the Building – Architectural Relevance of Building-Users and Their Participations
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. 385-394
doi https://doi.org/10.52842/conf.caadria.2013.385
wos WOS:000351496100038
summary As buildings have become more advanced and complex, our ability to understand how they are operated and managed has diminished. Modern technologies have given us systems to look after us but it appears to have taken away our say in how we like our environment to be managed. The aim of this paper is to discuss our research concerning spaces that are sensitive to changing needs and allow building-users to have a certain level of freedom to understand and control their environment. We discuss why, what we call the Active Layer, is needed in modern buildings; how building inhabitants are to interact with it; and the development of interface prototypes to test consequences of having the Active Layer in our environment.  
keywords Active layer, Participation, Sensors, Interface, BIM, BMS 
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2013_115
id ecaade2013_115
authors Barczik, Günter
year 2013
title Continuous Oscillations
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. 571-578
doi https://doi.org/10.52842/conf.ecaade.2013.2.571
wos WOS:000340643600058
summary We present and discuss a didactic for augmenting architectural design education with computational design techniques via integrative feedback loops and show examples of student projects. Our goal is to embed new technical skills into existing design abilities as quickly as possible, in order to enable our students to exploit and explore the extended capabilities of digital design techniques within the framework of architectural design projects. We instigate a process of continuous mutual feedback between different fields: on the one hand between technique-based exercises and design-related steps, and on the other hand between the digital and the physical. Through oscillation and feedback, the newly learned skills are directly interwoven with the existing ones. Special emphasis is put on the illuminative effects of transitions between different media and on issues of fabrication.
keywords Design curriculum; tools; shape studies.
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia13_000
id acadia13_000
authors Beesley, Philip; Omar Khan, Michael Stacey
year 2013
title ACADIA 13: Adaptive Architecture
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), 472 p.
doi https://doi.org/10.52842/conf.acadia.2013
summary ACADIA 2013 Adaptive Architecture, the 33rd International Conference of the Association for Computer-Aided Design in Architecture, focuses on the computational design of environmen- tally responsive, intelligent, interactive, and reconfigurable archi- tecture. Organising this conference we perceive new intellectual territories opening, arising both from technology and from our native inventiveness. In 2013, humankind benefits from millennia of cultural continuity while it faces profound challenges and opportunities. Fuelled by potent new research tools and techniques the discipline of architecture is ripe with potential. New modes of practice offer mod- els where research, design and development are seen as one, and where knowledge passes with extraordinary fluidity, as if by osmosis, from practice to academia, from teacher to pupil and from the future architect to the architect-academic. The future is now.
series ACADIA
last changed 2022/06/07 07:49

_id caadria2013_001
id caadria2013_001
authors Doelling, Max C. and Ben Jastram
year 2013
title Daylight Prototypes: From Simulation Data to Four-Dimensional Artefact-Physical Metrics  Models in Sustainable Design Education
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. 159-168
doi https://doi.org/10.52842/conf.caadria.2013.159
wos WOS:000351496100016
summary The increasing use of building performance simulation in architectural design enriches digital models and derived prototyping geometries with performance data that makes them analytically powerful artefacts serving sustainable design. In our class “Parametric Design”, students perform concurrent thermal and daylight optimization during the architectural ideation process, employing digital simulation tools, and also utilize rapid prototyping techniques to produce process artefacts and whole-building analysis models with climate-based day-light metrics physically embedded. Simulation metrics are merged with prototyping geometries to be output on a colour-capable Zprinter; the resultant hybrid artefacts simultaneously allow three-dimensional formal as well as whole-year daylight performance evaluation, rendering analysis scope four-dimensional. They embody a specific epistemological type that we compare to other model instances and posit to be an example of multivalent representation, a formal class that aids knowledge accretion in  workflows and allows designers to gain a physically reframed understanding of geometry-performance relationships.
keywords Rapid prototyping, Building performance modelling, Daylight simulation, Physical data models, Design representation 
series CAADRIA
email
last changed 2022/06/07 07:55

_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
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
doi https://doi.org/10.52842/conf.caadria.2013.241
wos WOS:000351496100024
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.  
keywords Collaborative design, Design support tool, Interactive media, Role-playing, Extended cognition 
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2013_10
id sigradi2013_10
authors Gomez, Paula; Matthew Swarts; Pedro Soza; Jonathan Shaw; James MacDaniel; David Moore
year 2013
title Campus Landscape Information Modeling: Intermediate Scale Model that Embeds Information and Multidisciplinary Knowledge for Landscape Planning
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. 61 - 65
summary Building Information Modeling (BIM) and Geographic Information Systems (GIS), as their names imply, are models of information at different scales that usually appear segregated. Our proposal is to integrate both scales of information in a Campus Information Model (CIM). This paper focuses on the description of this integration in terms of information and knowledge models, from the point of view of landscape design. We emphasize on the description of CLIM, an interactive tabletop we have developed to support collaboration and planning of landscape, which is constructed using models of information and knowledge to perform assessments, including quantitative aspects of effectiveness, efficiency and satisfaction of certain features of the Georgia Tech Campus.
keywords Campus Information Modeling; Landscape Modeling; Landscape Planning; Knowledge-based Design; Interactive Tabletop
series SIGRADI
email
last changed 2016/03/10 09:52

_id ecaade2013_156
id ecaade2013_156
authors Gün, Onur Yüce
year 2013
title Performing Realism
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. 61-68
doi https://doi.org/10.52842/conf.ecaade.2013.1.061
wos WOS:000340635300005
summary Realistic renderings contain a large amount of information about the spatial, geometric and material properties of prospective buildings that can directly affect design decisions, yet these images are most of the time used as after-the-fact representational visualizations. In this paper we propose a model to make the realistic images a very part of the design and decision making process. If we are to utilize realistic images during earlier decision making stages of the design processes, then we should develop experiential workflows in which we can create and interact with immersive realistic images real-time. We take several steps towards establishing an interactive rendering-animating-editing workflow that enables the designers to work with real-time rendered stereoscopic animations. In our system, we use realism to create an immersive exploration environment, as opposed to underutilizing it to represent a static moment.
keywords Visualization; stereoscopy; computation; interaction; immersion.
series eCAADe
email
last changed 2022/06/07 07:49

_id ijac201310104
id ijac201310104
authors Indraprastha, Aswin and Michihiko Shinozaki
year 2013
title Computing Level of Privacy in a Virtual Environment
source International Journal of Architectural Computing vol. 11 - no. 1, 65-86
summary This paper presents a computational model designed to analyze architectural space and to a develop privacy level using two methods: visual distance method and viewing angle method as those are primary cognitive mechanism to experience architectural space.We suggest that the result will offer possibilities for quantitative design analysis of privacy that influenced by architectural elements.The proposed method consists of two stages: determination of subdivided enclosed spaces and measuring privacy level on each subdivided enclosed space. Previous models showed that spatial quality is related to the visual distance to the architectural elements. In addition to distance variables, our model includes viewing angle variables to determine area and the direction angle from any observation point to the architectural elements on the boundary of an interior space.The case study evaluation is able to rank the quality of design of interior spaces with respect to their privacy level.
series journal
last changed 2019/05/24 09:55

_id caadria2013_042
id caadria2013_042
authors Kaijima, Sawako; Roland Bouffanais and Karen Willcox
year 2013
title Computational Fluid Dynamics for Architectural Design
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. 169-178
doi https://doi.org/10.52842/conf.caadria.2013.169
wos WOS:000351496100017
summary Computational Fluid Dynamics (CFD) is a cost-effective, well-known technique widely employed in industrial design. While indoor analysis can be achieved via CFD, Wind Tunnel Testing (WTT) is still the prevailing mode of analysis for outdoor studies. WTT is often only performed a few times during the course of a building design/construction cycle and primarily for verification purposes. This paper presents a cross-disciplinary research initiative aiming to make CFD understandable and accessible to the architecture community. Our particular interest is in the incorporation of CFD into the early stages of architectural design. Many critical decisions, including those pertaining to building performance, are made during these stages, and we believe access to wind/airflow information during these stages will help architects make responsible design decisions. As a first step, we designed a passive cooling canopy for a bus stop based on the equatorial climatic conditions of Singapore where wind/airflow was a driving factor for geometry generation. We discuss our strategies for overcoming the two bottlenecks we identified when utilising CFD for this framework: mesh generation and result comprehension/visualisation.  
keywords CFD, Simulation, Visualization, Concept design 
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2013r_007
id ecaade2013r_007
authors Leitão, António M.
year 2013
title Teaching computer science for architecture - A proposal
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. 95-104
summary Computers have profoundly changed the way architects work. Computer science is nowadays recognized as one of the fundamental sciences that must be taught in architecture. Unfortunately, computer science is usually taught just like Physics or Probability Theory, without really preparing the students for the tremendous impact that it will have in architecture in the near future. In this paper we analyze that impact and we discuss some of the approaches that are currently being used for teaching computer science in architecture. Our main contribution is a proposal for teaching computer science in architecture using the principles of functional programming and, particularly, higher-order programming, while avoiding being dependent of specific CAD tools. We claim that this approach gives the student the ability to think, design, and explore designs more effectively than using previous approaches. We validate our claims using data from our own teaching experience during the last five years.
keywords Architecture, Generative Design; Computer Science; Learning
email
last changed 2013/10/07 19:08

_id ecaade2013_152
id ecaade2013_152
authors Oprean, Danielle and Balakrishnan, Bimal
year 2013
title Quest for Efficiency: Examining Cognitive Processes Underlying the Use of 3D Modeling Tools
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. 101-107
doi https://doi.org/10.52842/conf.ecaade.2013.1.101
wos WOS:000340635300009
summary In this paper we examine the strategies used in 3D modeling for their efficiency. Our study explores the underlying cognitive process that drives design thinking as well the choice of strategies for using specific features in a given CAD software. We take a cognitive task analysis approach to examine our question. Of a total sample of 19 participants, the strategies of the fastest and slowest users are compared to identify areas of improvement for software development as well as user training.
keywords Modeling strategies; task-analysis; CAD; design cognition; efficiency.
series eCAADe
email
last changed 2022/06/07 08:00

_id acadia13_347
id acadia13_347
authors Sabin, Jenny E.
year 2013
title myThread Pavilion: Generative Fabrication in Knitting Processes
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. 347-354
doi https://doi.org/10.52842/conf.acadia.2013.347
summary Advancements in weaving, knitting and braiding technologies have brought to surface high-tech and high- performance composite fabrics. These products have historically infiltrated the aerospace, automobile, sports and marine industries, but architecture has not yet fully benefitted from these lightweight freeform surface structures. myThread, a commission from the Nike FlyKnit Collective, features knitted textile structures at the scale of a pavilion. The evolution of digital tools in architecture has prompted new techniques of fabrication alongside new understandings in the organization of material through its properties and potential for assemblage. No longer privileging column, beam and arch, our definition of architectural tectonics has broadened alongside advancements made in computational design. Internal geometries inherent to natural forms, whose complexity could not be computed with the human mind alone, may now be explored synthetically through mathematics and generative systems. Textiles offer architecture a robust design process whereby computational techniques, pattern manipulation, material production and fabrication are explored as an interconnected loop that may feed back upon itself in no particular linear fashion. The myThread Pavilion integrates emerging technologies in design through the materialization of dynamic data sets generated by the human body engaged in sport and movement activities in the city.
keywords next generation technology, textiles, responsive material, knitting, data visualization, generative design, bio-data
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:59

_id caadria2013_223
id caadria2013_223
authors Schimek, Heimo; Albert Wiltsche, Markus Manahl and Christoph Pfaller
year 2013
title Full Scale Prototyping – Logistic and Construction Challenges Realising Digitally Designed Timber Prototypes
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. 653-662
doi https://doi.org/10.52842/conf.caadria.2013.653
wos WOS:000351496100064
summary This paper reports on the final stage of a research project with the realization of a real scale prototype and ties an empirical finale to the project, which started as a fundamental research project three years ago. The scope of this research project was to explore new ways, how Non-Standard Architecture can be build with standard building elements using contemporary building processes and materials resource efficiently. Mass Customization and File to Factory, concepts where a continuous digital workflow is applied, were fundamental to our approach. Within this framework we developed generic parametric details and made them part of the whole process from the beginning of the design to the manufacturing. The present paper describes a strategy for the assembly of a large prototype, consisting of approximately 50 flat timber panels that are being assembled to a structure of the size of a small house. The paper focuses especially on the customized falsework, we designed for the construction of the prototype, which became a crucial part of the assembling process besides the assembly of the actual prototype.  
keywords Digital fabrication and construction, Precedence and prototypes, Mass customization 
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2013_178
id caadria2013_178
authors Stavric, Milena and Albert Wiltsche
year 2013
title Investigations on Quadrilateral Patterns for Rigid Folding Structures – Folding Strategies - Rigid and Curved Folding
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. 893-902
doi https://doi.org/10.52842/conf.caadria.2013.893
wos WOS:000351496100092
summary A rigid spatial structure represents a three-dimensional structural system in which the size of the singular planar elements is very small related to the whole construction. In this paper we will do investigations of quadrilateral patterns and we will propose an analytical method for designing structural rigid folding with quadrilateral patterns following geometrical surfaces of different topology. Our method offers folding structures with four fold lines meeting in one node which allows a simpler solution of join connections and assembling of the whole spatial and structural system. As the physical characteristics of paper can lead to all kinds of wrong conclusions it is necessary to use CAD tools in addition to scale models, where the entire folding element is reconstructed and its geometric characteristics are controlled. This kind of control reflects on the scale model. Models are then adjusted, examined and built to reach certain conclusions that are once more tested in CAD software.  
keywords Rigid and curved folding, Quadrilateral folding pattern 
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia13_269
id acadia13_269
authors Swackhamer, Marc; Satterfield, Blair
year 2013
title Breaking the Mold: Variable Vacuum Forming
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. 269-278
doi https://doi.org/10.52842/conf.acadia.2013.269
summary Our research explores the growth of surface complexity through careful attention to program and performance criteria. As this complexity emerges, however, we are repeatedly confronted with the realization that its cost compromises any of its performance gains. While the aggregation of repeatable units with variation from one unit to the next is achievable at a low cost through subtractive fabrication technologies (CNC milling, laser cutting, waterjet cutting), it is more difficult to achieve through casting or forming technologies (concrete casting, injection molding, vacuum forming). This is because formwork is not adaptable. Once you produce a mold, typically at a high cost, that mold makes one component only. If you want variation, a new mold must be produced for each new component. With the projects Hexwall and VarVac Wall we put forward a simple question: can an intelligent, adaptable vacuum-forming mold be developed that allows for difference from one component to another without the necessity for multiple molds? The research positions our design efforts strategically at the front end of the fabrication process. Our goal is to develop a malleable tool that allows for endless variation in a fabrication process where variation is typically impractical.
keywords tools and interfaces; vacuum forming, variable, plastic, fabrication, surface, custom tools
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:56

_id sigradi2022_51
id sigradi2022_51
authors Varsami, Constantina; Tsamis, Alexandros; Logan, Timothy
year 2022
title Gaming Engine as a Tool for Designing Smart, Interactive, Light-Sculpting Systems
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 617–628
summary Even though interactive (Offermans et.al., 2013), adaptive (Viani et.al., 2017), and self-optimizable (Sun et.al., 2020) lighting systems are becoming readily available, designing system automations, and evaluating their impact on user experience significantly challenges designers. In this paper we demonstrate the use of a gaming engine as a platform for designing, simulating, and evaluating autonomous smart lighting behaviors. We establish the Human - Lighting System Interaction Framework, a computational framework for developing a Light Sculpting Engine and for designing occupant-system interactions. Our results include a. a method for combining in real-time lighting IES profiles into a single ‘combined’ profile - b. algorithms that optimize in real-time, lighting configurations - c. direct glare elimination algorithms, and d. system energy use optimization algorithms. Overall, the evolution from designing static building components to designing interactive systems necessitates the reconsideration of methods and tools that allow user experience and system performance to be tuned by design.
keywords User Experience, Human-Building Interaction, Smart Lighting, Lighting Simulation, Gaming Engine
series SIGraDi
email
last changed 2023/05/16 16:56

_id caadria2013_162
id caadria2013_162
authors Weng, Yueh-Sung; Jia-Yih Chen, Yu-Pin Ma, Cheng-An Pan and Tay-Sheng Jeng
year 2013
title Eco-Machine: A Green Robotic Ecosystem for Sustainable Environments
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. 925-934
doi https://doi.org/10.52842/conf.caadria.2013.925
wos WOS:000351496100095
summary This paper focuses on developing a kinetic system with responsive solutions for sustainable environments. The emphasis of our work is to develop a zero-energy interactive ecosystem called an “eco-machine”. We setup a conceptual framework and investigate how to integrate sensors and actuators into green building tectonics to achieve a sustainable kinetic system. The operational scenario and prototype implementation are reported in this paper. 
keywords Eco-machine, Sustainable environment, Interactive architecture  
series CAADRIA
email
last changed 2022/06/07 07:57

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