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 611

_id ecaade2013_105
id ecaade2013_105
authors Schaffranek, Richard
year 2013
title Inventing Circulation Patterns using Available Metaheuristic Solvers
doi https://doi.org/10.52842/conf.ecaade.2013.1.347
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. 347-355
summary The way people navigate through spaces has been studied for quite a while. Different models have been described and validated through empirical studies.This paper explores the use of such models in an ‘inverse design’ (Faucher and Nivet, 2000) process, applying available metaheuristic-solvers. More detailed, it showcases the description of an ambiguous fitness function as base to invent a new circulation pattern. As such technics are time consuming compared to the use of readily available patterns, an attempt is made to analyse and understand the invented circulation patterns, in order to come up with a procedural algorithm that would generate circulation pattern with the same characteristics.
wos WOS:000340635300036
keywords Procedural; circulation; inverse; metaheuristic; prototypical.
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2013_034
id caadria2013_034
authors Arenas, Ubaldo and José Manuel Falcón
year 2013
title ALOPS Constructive Systems – Towards the Design and Fabrication of Unsupervised Learning Construction Systems
doi https://doi.org/10.52842/conf.caadria.2013.905
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. 905-914
summary In this paper we explore the concept and design guidelines for an Autonomous Learning Oriented Proto System (ALOPS), a construction system designed to enhance its own performance through time. Our research has been focused on the fabrication of a prototype for a porous wall system which reacts to light intensities by closing or opening its apertures. Taking that aim, we used a combination of robotics, programing, and material behaviour to endow the system with the capacity to record reactions towards encountered sets of conditions during its active energy periods, allowing the system to use this knowledge database to evolve autonomously by feeding this information back into the computation process. This approach in construction systems opens up the architectural design processes to address the creation of digital memory structures rather than complex algorithms in order to operate specific functions. With this development, the architect could think of architectures constantly evolving by learning from their environments as well as of users forming symbiotic and behavioural bonds with the emergent spatial personalities, thus affecting the underpinning relationships between architecture, user and context.  
wos WOS:000351496100093
keywords erformance architecture, Unsupervised learning, Machine learning 
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia13_319
id acadia13_319
authors Mehanna, Ryan
year 2013
title Resilient Structures Through Machine Learning And Evolution
doi https://doi.org/10.52842/conf.acadia.2013.319
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. 319-326
summary In the context of the growing usefulness of computation within architecture, structures face the potential for being conceived of as intelligent entities capable of resilient, adaptive behavior.Building on this idea, this work explores the use of machine learning for structures that may learn to autonomously “stand up”. The hypothesis is that a neural network with genetically optimized weights would be capable of teaching lightweight, flexible, and unanchored structures to self-rectify after falling, through their interactions with their environment. The experiment devises a physical and a simulated prototype. The machine-learning algorithm is implemented on the virtual model in a three-dimensional physics environment, and a solution emerges after a number of tests. The learned behavior is transferred to the physical prototype to test its performance in reality. This method succeeds in allowing the physical prototype to stand up. The findings of this process may have useful implications for developing embodied dynamic structures that are enabled with adaptive behavior.
keywords complex systems, neural networks, genetic algorithms, actuated structures, particle-spring systems
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:58

_id ecaade2013_115
id ecaade2013_115
authors Barczik, Günter
year 2013
title Continuous Oscillations
doi https://doi.org/10.52842/conf.ecaade.2013.2.571
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
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.
wos WOS:000340643600058
keywords Design curriculum; tools; shape studies.
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2013r_020
id ecaade2013r_020
authors Bello Diaz, Gabriel; Dubor, Alexandre
year 2013
title Magnetic architecture. A new order in design
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. 237-245
summary With the exploration of additive manufacturing, Magnetic Architecture develops different systems and strategies to use magnetic fields for controlling material through construction. In this research we utilize the overlapping of different technologies and digital tools that participate in the innovation of architecture. Thanks to hacked 6-axis robots, Magnetic Architecture approaches decision making from a top/down and bottom/up process. These new processes and conclusions are continuously leading to more areas of research and new design processes, which begins to question the role of the architect with these emerging technologies.
keywords Additive Manufacturing; Sensor Logic; Incremental Coding; Dynamic Blueprints (DBP)
email
last changed 2013/10/07 19:08

_id ecaade2013_009
id ecaade2013_009
authors Cutellic, Pierre and Lotte, Fabien
year 2013
title Augmented Iterations
doi https://doi.org/10.52842/conf.ecaade.2013.1.393
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. 393-401
summary The principle of Augmented Iterations is to create shapes of progressively higher complexity, thanks to a fast neuronal selection of shapes among several possible evolving designs. Such a process is made possible by the use of a brain signal known as P300, which appears when a user perceives a rare and relevant stimulus and can be used for intricate pattern recognition and human computation systems. We aim at using this P300 signal to identify the (re)cognition of shapes or designs that a user finds almost instantaneously relevant and noticeable, when exposed to a rapid visual flow of variations of such shapes or designs. Using evolutionary algorithms, the shapes identified as those triggering a P300 in the user’s EEG signals is selected and combined to give rise to geometrical aggregations of a higher complexity. These new shapes replace the previous ones in the rapid flow of variations presented to the user, hence iterating the evolutionary design.
wos WOS:000340635300041
keywords Neurodesign; generative design; integrated cognition; evolutionary computation.
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2013_028
id ecaade2013_028
authors Fricker, Pia; Girot, Christophe and Munkel, Georg
year 2013
title How to Teach ‘New Tools’ in Landscape Architecture in the Digital Overload
doi https://doi.org/10.52842/conf.ecaade.2013.2.545
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. 545-553
summary The central theme of the paper is the introduction of hands-on tools showing the integration of information technology within a postgraduate study program (MAS LA) for landscape architects. What has already become a part of the discourse in the field of architecture – generic design – is now also finding more resonance in the context of large-scale landscape architectural design. If one studies the educational backgrounds of landscape architects, however, they often do not match the same standard as those of architects. A solid background in the area of innovative use of information technology, especially computer-assisted design and CAD/CAM construction is only at a preliminary state at most universities. The critical arguments in the choice of the selected medium and the building up of a continuous digital chain stand here in the forefront. The aim is not to improve the quality of the landscape design based on the variety of the applied tools, but rather through the sensible use of the said. Reflections as well as questions of method and theory stand at the forefront of our efforts. 
wos WOS:000340643600055
keywords Design tool development; computational design research and teaching; new design concepts and strategies; parametric and evolutionary design.
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2013_389
id sigradi2013_389
authors Gelpi, Nick; Shahin Vassigh
year 2013
title Kinetic Forms of Knowledge
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. 510 - 514
summary The introduction of Kinetic design processes, particularly through computer aided programming of input and output relationships has created a unique territory for design. This new design territory offers architects a unique opportunity to rethink discreet typological design by fostering more active engagements and interventions with design. Unlike discrete-typological design thinking, which may be transmitted by books or lectures, these new Kinetic interactions with design are taught by example and are learned by doing, representing new emergent forms of design knowledge which allow us to reengage and reinvent the process of design.
keywords Kinetic architecture; Personal fabrication; Action research; Constructivist learning theory; Computation
series SIGRADI
email
last changed 2016/03/10 09:52

_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 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 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
doi https://doi.org/10.52842/conf.ecaade.2022.1
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.
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 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
doi https://doi.org/10.52842/conf.ecaade.2022.2
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.
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 acadia13_347
id acadia13_347
authors Sabin, Jenny E.
year 2013
title myThread Pavilion: Generative Fabrication in Knitting Processes
doi https://doi.org/10.52842/conf.acadia.2013.347
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
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 ecaade2013_296
id ecaade2013_296
authors Vidmar, Jernej
year 2013
title Parametric Maps for Performance-Based Urban Design
doi https://doi.org/10.52842/conf.ecaade.2013.1.311
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. 311-316
summary Urban design is a complex process which deals with multitude of aspects to shape quality urban space. On one hand, we have quantitative aspects such as land use, building heights or floor space index which are tackled on top-down approach. On the other hand, we need to take into consideration more subjective, qualitative aspects such as building shapes and space between them based on bottom-up principle.In order to connect both principles, a new, performance-based parametric urban design method is proposed. It is based on a concept of parametric maps, which represent spatial distribution of key building parameters (quantitative criteria, top-down) throughout the area and are preliminary loaded into the virtual urban development area. Once parametric maps are loaded, we begin designing a development by placing the buildings (qualitative criteria, bottom-up), which adapt their parameters while changing their locations. Parametric maps thus represent a link between a set of spatial parameters and the actual shape of each building in a way, which connects both, top-down and bottom-up principles of urban design into a single conceptual framework.In order to evaluate this new method, an interactive prototype application has been developed in Maya (3D modeling software) and the following results were obtained: 1.) a significant speedup is possible in the creation of different design alternatives in early stage of urban design process; 2.) use of parametric maps is most suitable for mid- to large-scale projects (+15 buildings), while they can be redundant for small-scale areas; 3.) possibility of inconsistency with site regulations is diminished.
wos WOS:000340635300032
keywords Parametric; map; performance-based; urban design; urbanism.
series eCAADe
type normal paper
email
last changed 2022/06/07 07:58

_id ecaade2013_116
id ecaade2013_116
authors Yoshida, Hironori and In, Jessica
year 2013
title Rethinking Prototyping: Scan to Production
doi https://doi.org/10.52842/conf.ecaade.2013.1.665
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. 665-672
summary This paper examines how digital scanning techniques can be utilised in the digital fabrication of hybrid materials. It explores how ‘imperfections’ discovered in natural materials can inform unique design solutions. In the first part of this paper, the technical scan-to-production process is explained. Secondly, the paper discusses this new production model against current standardised production processes. Third, the paper introduces ways in which the proposed research method can be incorporated into emerging design practices through three realised projects – Digitized Grain, STP @ Milano Design Week, and Timber X-Ray Scanning; Finally, an assessment of the Research through Design Production over the course of these projects details the key changes in each stage of the STP process.
wos WOS:000340635300069
keywords Digital fabrication; material production; scanning.
series eCAADe
email
last changed 2022/06/07 07:57

_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 acadia13_253
id acadia13_253
authors Krieg, Oliver David; Menges, Achim
year 2013
title HygroSkin: A climate-responsive prototype project based on the elastic and hygroscopic properties of wood
doi https://doi.org/10.52842/conf.acadia.2013.023
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. 23-260
summary The paper presents current research into architectural potentials of robotic fabrication in wood construction based on elastically bent timber sheets with robotically fabricated finger joints. Current developments in computational design and digital fabrication propose an integrative design approach contrary to classical, hierarchical architectural design processes. Architecture related fields, such as material science, engineering and fabrication have been seen as separate disciplines in a linear design process since the Industrialization era. However, current research in computational design reveals the potentials of their integration and interconnection for the development of material-oriented and performance-based architectural design.In the first part, the paper discusses the potentials of robotic fabrication based on its extended design space. The robot’s high degree of kinematic freedom opens up the possibility of developing complex and highly performative mono-material connections for wood plate structures. In the second part, the integration of material behavior is presented. Through the development of robotically fabricated, curved finger joints, that interlock elastically bent plywood sheets, a bending-active construction system is being developed (Figure 1,Figure 2). In the third part, the system’s architectural application and related constructional performance is discussed.
keywords Robotic Fabrication; Finger Joints; Material Computation; Wood Construction; Computational Design
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:51

_id caadria2013_262
id caadria2013_262
authors Alston, Mark E.
year 2013
title Space Emergent Field
doi https://doi.org/10.52842/conf.caadria.2013.715
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. 715-724
summary Architecture has always been founded upon ideologies. However could the influence of human interactions create a new perspective for space form evolution? To create a spatial adaptive system, to the influence of culture and behaviour of human being? The output of this spatial system is the determination of optimised values for spatial configurations by biomolecular, self-assembly computation for emergent spatial forms.  
wos WOS:000351496100070
keywords Spatial, Adaptive, Biomolecular computations, Self-assembly 
series CAADRIA
email
last changed 2022/06/07 07:54

_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 sigradi2013_189
id sigradi2013_189
authors Bruscato, Underléa; Clariana Fischer Brendler; Felipe Schneider Viaro; Fábio Gonçalves Teixeira; Régio Pierre da Silva
year 2013
title Uso da Fabricação Digital e Prototipagem no Desenvolvimento do Projeto de Produto: Análises do Produto através de Simulações Digitais [Digital Manufacture and Rapid Prototyping in Product Design Development: Product Analysis through Digital Simulation]
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. 459 - 463
summary The aim of this paper is to design a public facilitie using both digital manufacture and rapid prototyping design methods. These new technologies have been used in product design development by some ways: helping in the comprehension of complex geometries; used as tools for analyzing the design process, thus avoiding errors in the project. The analysis were carried out using virtual simulation tests and physical prototype in reduced scale. The prototype was manufactured using the 3D printer V-Flash in the Virtual Design Laboratory – UFRGS, where positive and negatives aspects were identified and described.
keywords Digital manufacture; Rapid prototyping; Virtual simulation; Product design; Urban facilities
series SIGRADI
email
last changed 2016/03/10 09:47

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