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 658

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

_id acadia23_v2_294
id acadia23_v2_294
authors Matharu, Sumer; Crawford, Joe; Ohakim, Ugonna
year 2023
title Techno Relics: A Framework for Computation, Materiality, and Fabrication in the Anthropocene
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 294-303.
summary This paper explores the potential of material, computation, and fabrication methodologies broadly engaging a critical understanding of the human epoch, also known as the anthro- pocene era, and its impact on Earth’s geology. Man-made materials have arguably become ubiquitous and a massively distributed part of the environment, while also placing an involuntary burden on local ecologies. Nature has taken its course and swallowed these synthetic materials to create new compositions of complex conglomerations, thereby blur- ring the boundaries between the agency of man, nature, and technology (Corcoran et al. 2014). The discipline of architecture, too, must reconsider its own boundaries, and evolve to design and fabricate with these techno relics, defined here as a remnant of the techno- logical impact on our planet. In order to understand how these techno relics can be used by designers, this paper pres- ents a general framework for the research, discovery, and validation of computational and fabrication processes. This is done through the examination of the background research in using aluminum waste by leveraging pre-existing digital and physical processes. Furthermore, the paper situates the background work within the broader context of how these techno relics can be mined, or collected. This is done through the examination of a case study that follows plastic waste in the Pacific Northwest through an Indigenous lens, providing possible architectural solutions that are relevant to the building typology in the remote communities most affected.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id ecaade2014_121
id ecaade2014_121
authors Omar Al Faleh
year 2014
title Responsive Architecture - A Conceptual Framework for the Re-examination of Space, Embodyment, and Perception.
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 577-585
doi https://doi.org/10.52842/conf.ecaade.2014.2.577
wos WOS:000361385100060
summary This paper is a discussion and a re-examination of the materiality and the perception of architecture and architectural spaces beyond the physicality of bricks and mortar and beyond the geometrical delineation of walls and ceilings. This paper presents our research in responsive architecture, computational and interactive media, and the phenomenology of space perception, presence, and embodiment. We will introduce some of our experiments where we design and implement immaterial spaces and potential architectures through sensing, moving, and non-linear narratives, and attempt to revisit concepts of perception, space, and spatiality, when technology is used in architecture not as tools for design and visualization, rather as a framework for designing of engaging and meaningful experiences.
keywords Architecture; computational media; perception; embodied experience; space
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2014_152
id ecaade2014_152
authors Paolo Alborghetti and Alessio Erioli
year 2014
title The Red Queen Hypothesis - Chemotaxic stigmergic systems and Embodied Embedded Cognition-based strategies in architectural design
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 97-105
doi https://doi.org/10.52842/conf.ecaade.2014.2.097
wos WOS:000361385100009
summary The Red Queen Hypothesis is a research project on parasitic architecture, developed as a case study application of knowledge inherited from the fields of stigmergy-based systems, swarm intelligence and Embodied Embedded Cognition. The project aims to provide a possible answer to the increasing demand for the redevelopment of abandoned post-WW2 buildings in northern Italy, proposing an alternative to preservation logics in through strategies based on intrusion, adaptation and growth focusing on the relationships between different systems (host/parasite) and innovative fabrication techniques. Implementing such approach in a non-trivial way entails enabling access to increasing degrees of complexity and self-organization in the computational design approach while keeping the whole process coherent throughout its unfolding. The case study is an abandoned factory in Bergamo (which has become an urban landmark for a socially intricate community) a multi-agent system based parasitism strategy was implemented as design process for its transformation and reuse as spaces for community and cultural expression.
keywords Stigmergy; multi-agent systems; architecture; computation; parasitism
series eCAADe
email
last changed 2022/06/07 08:00

_id acadia14_317
id acadia14_317
authors Andrew, Mullenix, Ryan
year 2014
title Digitally Designing Collaboration: Computational Approaches to Process, Practice, and Product
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. 317-326
doi https://doi.org/10.52842/conf.acadia.2014.317
summary In this paper we present recent experiences, research and thinking at NBBJ on the topic of collaboration, and how parametric models and algorithmic tools can facilitate and shape the collaboration between designers, between designers and clients, and between the end users of architecture.
keywords Design Computation Best Practices, Collaborative Design Agency, Parametric Modeling, Architect-Client Relationships, Multi-User Parametric Modeling, Practice-based computational design research, Design Decision Making
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:54

_id ecaade2014_162
id ecaade2014_162
authors Andrzej Zarzycki
year 2014
title Teaching and Designing for Augmented Reality
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 357-364
doi https://doi.org/10.52842/conf.ecaade.2014.1.357
wos WOS:000361384700035
summary This paper discusses ways emerging interactive technologies are adopted by designers and extended into areas of design, education, entertainment, and commerce. It looks, in detail, at various project development stages and methodologies used to engage design focused students into, often complex, technological issues. The discussion is contextualized through a number of case studies of mobile and marker-based augmented reality (AR) applications developed by students. These applications include an app for a fashion based social event that allows participants to preview recent collection additions, an info-navigational app for the High Line elevated urban park in New York City, a marker-based maze game, and an interior decorating interface to visualize various furnishing scenarios. While a number of case studies will be discussed from a developer perspective, the primary focus is on the concept and content development, interface design, and user participation.
keywords Augmented reality; ar; gamification; mobile culture
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2014_339
id sigradi2014_339
authors Arenas Bahamondes, Felipe Ignacio; Claudio Andrés Fredes Osses
year 2014
title Principios de diseño de juegos ubicuos: Modelo para la implementación de juegos de infraestructura multimedial en espacios aumentados [Design principles of ubiquitous games: A model for implementing games of multimedia infrastructure in augmented spaces]
source siGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 450-454
summary This research aims to build a method for making ubiquitous games using urban screens. It explores the boundaries between the fields of architecture, new media art and design, describing a theoretical framework that illustrates the potentials of designing game systems in the public space as well as the benefits that include the use of public screens to construct social interaction. Through the analysis and interpretation of several case studies we were able to determine the key aspects that designers should consider developing this kind of projects.
keywords Ubiquitous games; Augmented spaces; Urban screens; Public space; Active citizenship
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2014_053
id ecaade2014_053
authors Baris Cokcan, Johannes Braumann and Sigrid Brell-Cokcan
year 2014
title Performative Wood
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 131-138
doi https://doi.org/10.52842/conf.ecaade.2014.2.131
wos WOS:000361385100013
summary This research builds upon projects from both university and practice to explore new approaches on how the multifunctionality, flexibility, and performance of wood can be utilized to inform new approaches towards both design and fabrication. The following projects use physical prototypes to bend wood just within its tolerances, design with the high precision of multi-axis robotic fabrication in mind, and finally inform the shape of a large free-form structure through material properties.
keywords Wood; high-performance material; cnc; robotic fabrication; geometric design
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2014_142
id caadria2014_142
authors Chandra, Daniels and Ning Zhou
year 2014
title BIM Add-on Tool for Automated CUI Calculation
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. 305–314
doi https://doi.org/10.52842/conf.caadria.2014.305
summary The Building and Construction Authority (BCA) of Singapore established Sustainable Construction Master Plan with the goal of achieving a Sustainable Singapore Blueprint. The Concrete Usage Index (CUI) is a part of Sustainable Construction scoring under Singapore’s ‘Green Mark’ system. Since computation of CUI score was formerly calculated manually without the use of BIM software, it was an inaccurate and tedious process. Although calculation of CUI is currently much faster through the use of BIM software, it still faces challenges. The objective of this project is to address those challenges by creating a BIM addon tool which is capable of automating the process of CUI calculation with minimum user input. Our intention is to help the industry to calculate CUI systematically and efficiently while promoting the adoption of BIM.
keywords CUI; Concrete Usage Index; BIM; Green Mark; sustainable design
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia21_444
id acadia21_444
authors Crawford, Assia
year 2021
title Mitochondrial Matrix
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 444-453.
doi https://doi.org/10.52842/conf.acadia.2021.444
summary The following project was created as part of an art residency with the Wellcome Centre for Mitochondrial Research (WCMR) at Newcastle University. The WCMR specializes in leading-edge research into mitochondrial disease, investigating causes, treatments, and ways of avoiding hereditary transmission. Mitochondria is believed to have started off as a separate species that through symbiosis came to be the powerhouse of each cell in our bodies (Hird 2009). Mitochondrial disease is a genetic disorder that is caused by genetic mutations of the DNA of the mitochondria or the cell that in turn affects the mitochondria (Bolano 2018). Mitochondria is a hereditary condition and can affect people at different stages in their lives. It can affect various organs and has a link to various types of conditions. Therefore, the patient experience is unique to each individual and the elusive nature of the condition can make it particularly challenging due to the complexity of the disorder as well as the inaccessible scale on which these variations occur (Chinnery 2014)
series ACADIA
type project
email
last changed 2023/10/22 12:06

_id acadia14_473
id acadia14_473
authors Cutellic, Pierre
year 2014
title Le Cube d'Après, Integrated Cognition for Iterative and generative Designs.
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. 473-478
doi https://doi.org/10.52842/conf.acadia.2014.473
summary This paper describes the work in progress of a research on Neurodesign and a previously described process entitled Augmented Iterations [Cutellic and Lotte, 2013]. Within this broader field of research and design explorations, we will focus on describing and comment results obtained in the neuroselection of shapes among a continuously varying flow of visual stimuli. Eventually, these results will lead to the identification of a non-linear and non-convergent potential for the human-based computation of iterative and generative designs.
keywords Human Computer Interaction, Augmented Iteration, Neurodesign, Generative Design, Integrated Cognition, Evolutionary Computation, Design Computing and Cognition
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:56

_id ecaade2014_096
id ecaade2014_096
authors Daniel Norell and Einar Rodhe
year 2014
title Erratic - The Material Simulacra of Pliable Surfaces
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 145-152
doi https://doi.org/10.52842/conf.ecaade.2014.2.145
wos WOS:000361385100015
summary This paper examines how designers can invigorate designs with a sense of liveliness and indeterminacy through manipulation of pliable materials. Two approaches to material manipulation are defined and juxtaposed in the paper: The control associated with Frei Otto's elegantly tensioned membranes and the noise associated with Sigurd Lewerentz's intensely material brick walls. These historical approaches become pertinent in relation to current opportunities offered by material simulation software in architecture. Simulation may be used to increase control over the materialization of design, but is at the same time a way to introduce the noise of real-time, real-world experiments into digital design. The paper presents this discussion in parallel with documentation of the research project 'Erratic', a recent installation carried out by the authors' practice Norell/Rodhe. Constructed from polyurethane cold foam, the project combines analogue experiments with digital simulations to target architectural qualities like mass, figuration and relief.
keywords Control; material manipulation; material simulation; noise; pliable surfaces
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, 905 p.
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, 899 p.
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

_id ecaade2014_078
id ecaade2014_078
authors Elif Erdine and Evan Greenberg
year 2014
title Computing the Urban Block - Local Climate Analysis and Design Strategies
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 145-152
doi https://doi.org/10.52842/conf.ecaade.2014.1.145
wos WOS:000361384700014
summary This research develops a method for the analysis, integration and visualisation of climatic parameters in a dense urban block. In order to test this method, a typical urban block in Manila, Philippines, is investigated and results are represented through computational simulation. The translation of latent spatial qualities into visual data with common tools and techniques allows designers to gain an understanding of how to design local microclimates, and inhabitants to gain greater knowledge of the environment. In this regard, this research proposes, contrary to conventional methodologies, the use of analytical tools as the impetus to, rather than the outcome of, architectural design.
keywords Computation; urban design; environmental analysis; computational fluid dynamics; simulation
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2014_233
id ecaade2014_233
authors Evangelos Pantazis and David Gerber
year 2014
title Material Swarm Articulations - New View Reciprocal Frame Canopy
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 463-473
doi https://doi.org/10.52842/conf.ecaade.2014.1.463
wos WOS:000361384700046
summary Material Swarm Articulations, is an experiment in developing a multi-objective optimization system that incorporates bottom up approaches for informing architectural design. The paper presents an initial built project that demonstrates the combination of a structural form finding method, with an agent based design system through the digital fabrication processes. The objective of this research is to develop a workflow combined with material and construction constraints that has the potential to increase performance objectives while enabling geometric complexity and design driven articulation of a traditional tectonic system. The emphasis of the research at this stage is to take advantage of material properties and assembly methods applied to a digital design and simulation workflow that enables emergent patterns to influence the performance of the space.The paper illustrates the research through a prototype of a self standing canopy structure in 1:1 scale. It presents results of the form finding, generative patterning, digital fabrication affordances and sets and agenda for next steps in the use of multi-agent systems for design purposes.
keywords Computational design; agent-based system; digital fabrication; parametric design; reciprocal frames; form finding; multi-objective optimization, multi-agent systems for design
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia14_601
id acadia14_601
authors Globa, Anastasia; Donn, Michael; Moloney, Jules
year 2014
title Abstraction versus Case-Based: A Comparative Study of Two Approaches to Support Parametric Design
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. 601-608
doi https://doi.org/10.52842/conf.acadia.2014.601
summary The paper investigates two approaches to reduce the barriers to the use of programming in design through utilising existing parametric design solutions. The first approach is the re-use of abstract algorithmic ‘patterns’, the second approach is the re-use of parametric solutions from specific design cases (case-based design).
keywords Parametric design in architecture, Parametric modelling, Programming, Design patterns, Case-based design, Abstraction, Computational design research and education
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:51

_id ascaad2014_027
id ascaad2014_027
authors Hadilou, Arman
year 2014
title Flexible Formwork: A methodology for casting funicular structures
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 345-352
summary This paper describes a method for design and fabrication of funicular structures from discrete precast concrete components. It has a critical look over traditional casting techniques and proposes a new methodology to fabricate a flexible formwork. The design process is engaged with a thorough series of analytical models and employs digital computation techniques to test their structural efficiency. Scripting, modeling and prototyping have been integrated to investigate several case studies through which a set of criteria was developed. Digital modeling tries to keep a limited number of varied components that have certain conditions at joints and flexible in other parts. This variation helps to meet the structural criterion and the flexibility of formwork results the efficiency of fabrication.
series ASCAAD
email
last changed 2016/02/15 13:09

_id sigradi2014_132
id sigradi2014_132
authors Hu, Yongheng; Qinying Li, Feng Yuang, Han Li
year 2014
title The BIM based Responsive Environmental Performance Design Methodology
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay- Montevideo 12,13,14 November 2014, pp. 120-125
summary The concept of “families” lies in the core of internal data structure in Building Information Modeling (BIM). The elements of this modeling platform are all associated with each other as parts of the “families”, independent of their geometrical structure, materiality, parametric dependencies or their physical connection to other elements. Through the associations introduced among the parameters of the ‘families’ members, this study aims at establishing a methodology for a multi-objective evaluation of the environmental performance of the building as an organism. The methodology is founded on a system of different values and weights attributed to the parameters of the families members which are adjusted and fine-tuned through a series of iterations, thus affecting the overall building performance towards an optimum goal. The performance evaluation method used in the “families” methodology is not limited to the individual assessment of the environmental performance objectives or to an integrated multi-objective weighting mechanism; as an overall evaluation platform it checks and balances the individual characteristics of the system not as static conclusive results but as dynamic criteria intended to guide the overall design and building process. The importance of this paper lies in the construction of a concrete methodological set of tools for the assessment of the environmental performance of the building. It will lead the way in independent research in the field of architectural design and the development of ecological thinking and building in China.
keywords BIM ‘families’; Multi-Objective Generic Algorithm; Environmental Performance Simulation; Multi-Objective Environmental Performance Optimization
series SIGRADI
email
last changed 2016/03/10 09:53

_id acadia14projects_173
id acadia14projects_173
authors Huang, Alvin
year 2014
title Daegu Gosan Public Library
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. 173-176
doi https://doi.org/10.52842/conf.acadia.2014.173
summary A proposal for a public library with intelligent, open and integrated systems which supersedes the media storage methods of the past and changes the library space into a hybrid environment through ubiquitous information resources, integrated furnishings and active communal social spaces
keywords Intelligent Environments, Computational design analysis, New digital design concepts and strategies, Computational design research and education, Virtual/augmented reality and interactive environments, Practice-based and interdisciplinary computational design research
series ACADIA
type Practice Projects
email
last changed 2022/06/07 07:49

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