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 acadia13_301
id acadia13_301
authors Dierichs, Karola; Menges, Achim
year 2013
title Aggregate Architecture: Simulation Models for Synthetic Non-convex Granulates
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. 301-310
doi https://doi.org/10.52842/conf.acadia.2013.301
summary Aggregate Architectures challenge the common notion of architectural structures as being immutable, permanent and controllable. Aggregate Architectures are understood as material systems consisting of large masses of granules—designed or natural—interacting with each other only through loose, frictional contact. As a consequence, they take the realm of structural stability and architectural planning into entire re-configurability and into merely probable predictions of their prospective behavior. This renders them relevant within the paradigm of Adaptive Architecture.The challenge to the designer is to move away from thinking in terms of clearly defined local and global assembly systems and to acquire tools and modes of design that allow for observation and interaction with the evolving granular architectures. In this context, the focus of the presented researchproject is on the relevance of mathematically based simulations as tools of investigation and design.The paper introduces the field of Aggregate Architectures. Consequently experimental and simulation methods for granulates will be outlined and compared. Different modeling and collision-detection methods for non-convex particles are shown and applied in benchmarking simulations for a full-scale architectural prototype. The potential for micro-mechanical simulation analysis within architectural applications are demonstrated and further areas of research outlined.
keywords Tools and Interfaces; aggregate architecture, designed granular matter, discrete element modeling, non-convex particles
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:55

_id ijac201310105
id ijac201310105
authors Agkathidis, Asterios and Andre_ Brown
year 2013
title Tree-Structure Canopy:A Case Study in Design and Fabrication of Complex Steel Structures using Digital Tools
source International Journal of Architectural Computing vol. 11 - no. 1, 87-104
summary This paper describes and reflects on the design and manufacturing process of the Tree-Structure canopy for the WestendGate Tower in Frankfurt upon Main, completed early 2011.The project investigated fabrication and assembly principles of complex steel structures as well as the integration of contemporary computational design, engineering, optimization and simulation techniques in a collaborative design approach. This paper focuses on the notion of modular standardization as opposed to non standard customized components. It also engages with issues relating to digital production tools and their impact on construction cost, material performance and tolerances. In addition it examines the reconfiguration of liability during a planning and construction process, an aspect which can be strongly determined by fabrication companies rather than the architect or designer.This paper is written as a reflection on the complete building process when contemporary digital tools are used from design through to fabrication. It studies both the generation of the steel structure as well the ETFE cushion skin. It reports on a collaborative project, where the main author was responsible for the canopies design, parameterization, digitalization and fabrication, as well as for the dissemination of the outcomes and findings during the design and realization process.As such it represents an example of research through design in a contemporary and evolving field.The canopy received a design award by the Hellenic Architecture Association.
series journal
last changed 2019/05/24 09:55

_id acadia14_199
id acadia14_199
authors Bieg, Kory
year 2014
title Caret 6 and the Digital Revival of Gothic Vaults
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 199-208
doi https://doi.org/10.52842/conf.acadia.2014.199
summary Caret 6 in an installation and exhibition designed and curated by Kory Bieg and his students from the University of Texas at Austin Studio he taught in the fall of 2013. The installation supports prototypes and the winning project from the Tex-Fab 2013 SKIN Competition.
keywords Digital Fabrication and Construction, Vault, Kangaroo, Grasshopper, Parametric, Installation
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:52

_id acadia14projects_07
id acadia14projects_07
authors Bieg, Kory
year 2014
title Caret 6
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 07-10
doi https://doi.org/10.52842/conf.acadia.2014.007
summary Caret 6 in an installation and exhibition designed and curated by Kory Bieg and his students from the University of Texas at Austin Studio he taught in the fall of 2013. The installation supports prototypes and the winning project from the Tex-Fab 2013 SKIN Competition.
keywords Digital Fabrication and Construction, Vault, Kangaroo, Grasshopper, Parametric, Installation
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:52

_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 acadia13_243
id acadia13_243
authors Khoo, Chin Koi; Salim, Flora
year 2013
title Responsive Materiality for Morphing Architectural Skins
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. 243-252
doi https://doi.org/10.52842/conf.acadia.2013.243
summary This paper presents the design of a novel material system with sensing, form-changing and luminous capacities for responsive and kinetic architecture. This aim is explored and evaluated through an experimental design investigation in the form of an architectural skin. Through experimentation with alternative materials and a rigorous process of designing the responsive material systems,a new architectural skin, namely Blanket, emerged from this research. The newly developed responsive material system is an amalgamation of silicone rubbers and glowing pigments, molded and fabricated in a prescribed way—embedded with shape memory alloys on a tensegrity skeletal structure to achieve the desired morphing properties and absorb solar energy to glow in the dark.Thus, the design investigation explores the potential of the use of form-changing materials with capacitance sensing, energy absorbing and illumination capabilities for a morphing architectural skin that is capable of responding to proximity and lighting stimuli. This lightweight, flexible and elastic architectural morphing skin is designed to minimize the use of discrete mechanical components. It moves towards an integrated “synthetic” morphing architecture that can sense and respond to environmental and occupancy conditions.
keywords next generation technology; responsive material system; morphing architectural skin; kinetic structure; physical computing in architectural design; sensing and luminous material
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:52

_id caadria2014_150
id caadria2014_150
authors Knapp, Chris; Jonathan Neslon and Michael Parsons
year 2014
title Constructing Atmospheres
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 149–158
doi https://doi.org/10.52842/conf.caadria.2014.149
summary This paper documents and critically reflects upon the design, development, fabrication, and implementation of three pavilion projects developed during 2013-14. The core investigation of this work is the production of architectural spaces characterized by a quality of enveloping, diffuse, visual and spatial atmospheres. The principal activity of the research is aimed at refining methods for software-based exploration of formal complexities and the subsequent need to control variability and efficiency in fabrication output, using Grasshopper for Rhino to develop customized definitions particular to each specific project scenario. Linking the projects together are issues of scale, resolution of effect, and intent to move from disparate assemblies of structure and skin toward composite, manifold construction techniques that address multiple concerns (gravity, bracing, affect, etc) with a minimum of assembly. A material palette common to the current vernacular of CNC-based projects such as plywood, plastics, and other sheet materials is utilised. This work is invested in extending the possibilities of the architect and architecture as a discipline, extrapolating the workflow from these successive projects to the speculative impact of the work upon emerging possibilities of architectural construction and craft.
keywords 3d modelling; Digital fabrication; Rhinoceros; Grasshopper; Tessellation
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2013_075
id ecaade2013_075
authors Mohammed-Amin, Rozhen K.; von Mammen, Sebastian and Boyd, Jeffrey E.
year 2013
title ARCS Architectural Chameleon Skin
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. 467-475
doi https://doi.org/10.52842/conf.ecaade.2013.1.467
wos WOS:000340635300049
summary Traditionally, interactivity in architecture has been suppressed by its materiality. Building structures that can transform and change themselves have been the dream of many architects for centuries. With the continuous advancements in technology and the paradigm shift from mechanics to electronics, this dream is becoming reality. Today, it is possible to have building facades that can visually animate themselves, change their appearance, or even interact with their surroundings. In this paper, we introduce Architectural Chameleon Skin (ARCS), an installation that has the ability to transform static, motionless architectural surfaces into interactive and engaging skins. Swarm algorithms drive the interactivity and responsiveness of this “virtual skin”. In particular, the virtual skin responds to colour, movements, and distance of surrounding objects. We provide a comprehensive description and analysis of the ARCS installation.
keywords Interactive architecture; responsive facade; swarm-based projection; virtual skin; interactive installation.
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2013_272
id ecaade2013_272
authors Ozel, Filiz
year 2013
title SolarPierce: A Solar Path Based Generative System
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. 127-134
doi https://doi.org/10.52842/conf.ecaade.2013.1.127
wos WOS:000340635300012
summary In hot and arid climates, limiting solar heat gain while also providing daylight into a structure is a major concern in building design. Building skin that gradually changes in porosity can help limit solar heat gain. Since solar heat gain is primarily a problem during summer, the path the sun follows during summer must be taken into account in determining opening sizes. In this paper, the researcher reports on a study where a generative system called SolarPierce was developed using AutoLISP, the scripting language of AutoCAD, to generate solid geometry for a building skin based on the sun’s path in a given geographical area. The system automatically punches different size openings in a given shell structure where openings facing the sun are the smallest and those fully facing away from the sun are the largest. Opening sizes gradually change from a given minimum to a given maximum depending on how much they face the sun.
keywords Solar; generative system; building skin; dome; shell structure.
series eCAADe
email
last changed 2022/06/07 08:00

_id acadia13_327
id acadia13_327
authors Raspall, Felix; Imbern, Matías; Choi, William
year 2013
title Adaptive Tectonic Systems: Parametric Modeling and Digital Fabrication of Precast Roofing Assemblies Toward Site-Specific Design Response
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. 327-336
doi https://doi.org/10.52842/conf.acadia.2013.327
summary In order to design adaptable systems, the requirements include flexible models to generate a range of alternative configurations, analytical engines to evaluate performance, and well-defined selection criteria to identify suitable options. In most cases, design processes driven by performance concentrate on environmental or structural parameters; fabrication often remains disconnected from the generative process. Nonetheless, as design-to-fabrication methods become more robust, it is possible to extend the digital process to introduce fabrication variables to the definition of the project. The main focus of the research presented in this paper is the development of a digital and material workflow that connects design, structural and climate-specific topics (such as sun lighting and water drainage) toward producing a range of efficient structural and spatial assemblies.A case study serves as the main support for this investigation. Miguel Fisac’s “bones” is a light-weight roof system developed during the 1960’s, which had a very well-calibrated structural, natural-lighting, drainage and construction performance, as well as a highly refined spatial output. The system, despite its intelligence, lacked the flexibility possible today: using digital technologies, it can adapt to a significantly wider range of applications. Using “bones” as a starting point, this research develops a design-to-fabrication workflow that attempts to move forward tools, material systems and processes to enable an adaptable tectonic system.This paper describes the background research, concept, form-finding, construction process, methodology, results and conclusions of the investigation.
keywords complex systems, parametric design, integrated design and fabrication, mass customization, Miguel Fisac bones, adaptive material system
series ACADIA
type Normal Paper
email
last changed 2022/06/07 08:00

_id ecaade2015_286
id ecaade2015_286
authors Safarova, Bara; Ledesma, Edna, Luhan, Gregory, Caffey, Stephen and Giusti, Cecilia
year 2015
title Learning from Collaborative Integration:The Hackathon as Design Charrette
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. 233-240
doi https://doi.org/10.52842/conf.ecaade.2015.2.233
wos WOS:000372316000028
summary This paper examines the application of innovative and interdisciplinary collaboration methods that emerged from the rapidly developing field of information technology and its intersection within the realm of design and architecture. These events, also referred to as hackathons, have risen in popularity in recent years (Artiles & Wallace, 2013) and stem from a design response for the increasing demand for accelerated design decisions within the field of architecture. This paper examines the potential of hackathons as a platform for rapid development of design ideas into prototypes within a time constraint of 24 hours. The paper explores the hackathon as a robust foundational element for pedagogical approaches rooted in interdisciplinary collaboration. Using a case-study research methodology, this paper probes the framework of the event, the outcomes, and the lessons learned. As this paper demonstrates, the hackathon required participants to identify and explore shifting territories through interdisciplinary teamwork to arrive at innovative solutions. In this setting, the format of the hackathon serves as a vibrant territory that enables a concrete theoretical contribution to design pedagogy, CAAD education, and collaborative professional practice.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=499d55fa-6e91-11e5-ae6e-00190f04dc4c
last changed 2022/06/07 07:56

_id caadria2013_000
id caadria2013_000
authors Stouffs, Rudi; Patrick Janssen, Stanislav Roudavski and Bige Tunçer (eds.)
year 2013
title Open Systems
source Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2012, 977 p.
doi https://doi.org/10.52842/conf.caadria.2013
summary Contemporary challenges require inclusively integrated approaches to designing. Constrained by established modes of practice, such integration is impossible without a radical commitment to openness. In response to this need, the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) brought together contributions that engage with open systems in all aspects of architectural and urban design: open with respect to the scale of the design objectives and the context, from a building component within a building system to a neighbourhood or city within its urban and rural context; open with respect to the domains being considered, from planning to sustainable performance of a building or city; open with respect to the collaboration of disciplines and participants, from ad-hoc brainstorming to a rigorous process of consultation and feedback; open with respect to design methods and techniques, from physical modelling to digital prototyping; open with respect to design models and representations being adopted, from a parametric exploration to an ontological delineation considering Building Information Modelling, Built Environment Modelling or City Information Modelling; open with respect to the tools and applications being adopted, despite interoperability issues, from modelling to simulation and assessment; open with respect to the learning approach being adopted, from informal interaction and sharing to formal design education; open with respect to the open source approach being adopted in research and development, in order to gather community involvement and use. The conference was held 15-18 May 2013 at the Department of Architecture, School of Design and Environment, at National University of Singapore.By focusing on the theme of Open Systems, CAADRIA 2013 aimed to explore all these aspects and more, and raise awareness to the need of breaching disciplinary boundaries and reaching creative communities at all levels of expertise, by pooling resources, knowledge and practices, and integrating them through the adoption of open systems.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ijac201311402
id ijac201311402
authors Yu, Rongrong; Ning Gu, Ju Hyun Lee
year 2013
title Comparing designers' behavior in responding to unexpected discoveries in parametric design environments and geometry modeling environments
source International Journal of Architectural Computing vol. 11 - no. 4, 393-414
summary This paper presents a protocol study which compares designers' behaviors when unexpected discoveries appear in a parametric design environment (PDE) and a traditional geometry modeling environment (GME). From the view of design situatedness, designers tend to adapt and respond to the design situation as it continuously changes during the design process. The hypothesis is that when unexpected discoveries appear, these changing design situations can significantly affect designers' cognitive activities. In this study, we are interested in exploring designers' behaviors in responding to these unexpected discoveries in PDEs, and further, to compare those behaviors in GMEs. An experiment was conducted in which five designers completed two similar design tasks respectively in a PDE and a GME. Applying the research method of protocol analysis, designers' behaviors in response to unexpected discoveries in these two design environments are compared and discussed.
series journal
last changed 2019/05/24 09:55

_id caadria2013_061
id caadria2013_061
authors Lyu Junchao, Sun Chengyu and Zhao Qi
year 2013
title Does the Debate on Stress Effect Lead Evacuation Simulation Models to Different Performances?
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. 179-187
doi https://doi.org/10.52842/conf.caadria.2013.179
wos WOS:000351496100018
summary There exists a long time debate over the rational state of the evacuees in the evacuation simulation. Sime et al. insisted that the evacuees behave rationally in most cases. Following this argument Arthur and Passini concluded that if a setting works well under normal conditions, it will have a better chance of working well in emergency conditions. Such an argument for rational decision-making makes statistical models, such as Utility Maximizing Model (UMM), acting as proper framework for choice modelling in evacuation. However, on the other side, some people pointed out that there exists panic in the evacuation and bounded rationality theory, represented by pruned Decision Tree Model (DTM), should be adapted in choice modelling instead. Such a debate over stress effect causes hesitations and uncertainties when researchers try to select a proper model framework for their practical simulation. This study compared the performances (prediction accuracies) of the UMM and DTM with the same set of choice data collected in a virtual evacuation experiment. With a similar level of performance on both sides, it is suggested that the on-going debate does NOT bring any difference to the choice modelling in practical evacuation simulation. It is time to improve the performance rather than to continue the debate.  
keywords vacuation, Architectural cue, Machine learning, Bounded rationality 
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2013_052
id ecaade2013_052
authors Strobbe, Tiemen; De Meyer, Ronald and Van Campenhout, Jan
year 2013
title A Generative Approach towards Performance-Based Design
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. 627-633
doi https://doi.org/10.52842/conf.ecaade.2013.2.627
wos WOS:000340643600065
summary Due to a growing number of regulations and standards, building performance becomes equally important as traditional design drivers. Therefore, it is necessary to quickly explore design alternatives that meet these performance requirements. To support this complex design task, a rule-based design system is proposed that is founded on a shape grammar. This paper describes a graph-based implementation of this shape grammar that allows subshape detection, parametric rules and attributed shapes. The implementation described in this paper forms the basis to further investigate to what extent rule-based design systems can support a generative approach towards performance-based design.
keywords Shape grammar, evolutionary algorithm, performance-based design, implementation, generative design.
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2013r_011
id ecaade2013r_011
authors Varela, Pedro
year 2013
title Genetic algorithms in architecture. History and relevance
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. 133-142
summary This work has its goal in clarifying hypothesis in using search computational power in the form of genetic algo-rithms to find geometric solutions while designing architecture. We will start by roughly explaining the fundamen-tals of this type of algorithms and its mechanics and ensue by exploring some uses of this technology in architecture. A clear separation between the traditional self-builder and the architect as a profession, in their ways of designing, cannot be denied. Christopher Alexander has a clear view on the mechanics behind these processes, in which repeti-tion over time drives perfection and self-awareness in error detection. Some years before Alexander, computation brought technological possibilities of brute force solution finding, only to be “evolved” into evolutionary strategies – as predicted by Turing. Bringing biology and genetics concepts into the fields of computation, Holland creates ge-netic algorithms, a simulation of the laws of Mendel and Darwin applied to solutions finding. Architecture design, in its pursuit of finding good project solutions, started using these computing strategies recently. Over the last years, the complexity of design levels in which these algorithms have been applied has increased steadily, giving us a glimpse of the future of computing architecture.
keywords Genetic Algorithms; Evolutionary; Bottom-up; Computation; History
email
last changed 2013/10/07 19:08

_id ecaade2013_096
id ecaade2013_096
authors Achten, Henri
year 2013
title Buildings with an Attitude
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. 477-485
doi https://doi.org/10.52842/conf.ecaade.2013.1.477
wos WOS:000340635300050
summary In order to achieve interactive architecture it is necessary to consider more than the technological components of sensors, controllers, and actuators. The interaction can be focused to different interaction activities: instructing, conversing, manipulating, and exploring (we propose to call this the interaction view). Additionally, the purpose of the building may range from performing, sustaining, servicing, symbolising, to entertaining (we propose to call this the world view). Combined, the interaction view and world view establish 20 different attitudes, which are flavours of behaviour for the interactive building. Through attitudes interaction profiles can be established and criteria derived for the design of interactive buildings.
keywords Interactive architecture; design theory; Human-Computer Interaction; augmented reality; mixed reality.
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2013_030
id caadria2013_030
authors Adamantidis, Ermis; Madhav Kidao and Marios Tsiliakos
year 2013
title Siphonophore – A Physical Computing Simulation of Colonial Intelligence Organisms
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. 355-364
doi https://doi.org/10.52842/conf.caadria.2013.355
wos WOS:000351496100035
summary This paper sets out to document the procedural design and implementation of “Siphonophore” a multisensory digital ecology, mimicking colonial-ordered behaviour systems. The exploration of the notion of “self” in a complex system of highly integrated individuals with reference to the emergence of behaviours from the human-machine-context interaction, is engaged by this open system’s hierarchical articulation of electronics, Arduino boards, sensors and programming routines. User interaction and recorded statistics from the system’s core algorithm are assessed, in relation to the capacity of this prototype to provide an alternative methodology of describing collective intelligence, while presenting a non-standard perspective of body-space interaction and design as entertaining art. The overall impact is discussed in relation to the examined observations, towards a potential advancement to a system of superior contextual understanding.  
keywords Colonial intelligence, Multisensory installation, Physical computing, Spatial sensing, Human-machine interaction 
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2013_297
id ecaade2013_297
authors Aish, Robert
year 2013
title DesignScript: Scalable Tools for Design Computation
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. 87-95
doi https://doi.org/10.52842/conf.ecaade.2013.2.087
wos WOS:000340643600008
summary Design computation based on data flow graph diagramming is a well-established technique. The intention of DesignScript is to recognise this type of data flow modeling as a form of ‘associative’ programming and to combine this with the more conventional ‘imperative’ form of programming into a single unified computational design application. The use of this application is intended to range from very simple graph based exploratory ‘proto-programming’ as used by novice end-user programmers to multi-disciplinary design optimisation as used by more experienced computational designers.
keywords Graph; scripting; associative; imperative.
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia13_161
id acadia13_161
authors Akbarzadeh; Masoud
year 2013
title Performative Surfaces: Generating complex geometries using planar flow patterns
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. 161-172
doi https://doi.org/10.52842/conf.acadia.2013.161
summary This research explains the development process of a design tool that can construct complex surface geometries using only two-dimensional plan drawings. The intention behind this tool is to address certain complex behavior of surface geometries such as hydrological characteristics. This paper briefly explains the historic and mathematic description of surface data structures, according to Cayley, Maxwell and Morse. This is followed by a brief introduction of the surface network/critical graph extraction technique in GIS. Additionally, the algorithm of contour extraction from asimple critical graph to reconstruct a surface is explained. In the final section the lessons learnedfrom the previous sections are used to develop algorithms for a tool which uses only plan drawings to construct complex surfaces. Three algorithms are explained in the final section among which the third one is considered to be the most complete and promising approach. Therefore,some design examples are presented to show the flexibility of the tool. At the end, this paper provides suggestions and discussions to reflect further ideas in order to improve the tool in future.
keywords Tools and Interfaces, complex surface, drainage patterns, discrete flow diagram, surface networks, critical graph, and surface generation
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:54

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