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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_id acadia14_479
id acadia14_479
authors Achten, Henri
year 2014
title One and Many: An Agent Perspective on Interactive Architecture
doi https://doi.org/10.52842/conf.acadia.2014.479
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. 479-486
summary Agent theory from Distributed Artificial Intelligence can form a strong theoretical foundation for the conception and following the design of interactive architecture. New concepts are introduced: style of interaction and attitude. For design support they can be unified under the notion of intentionality.
keywords Interactive Architecture, Interaction Style, Building Attitude, Multi Agent Systems in Design
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:54

_id ascaad2014_033
id ascaad2014_033
authors Al-Mousa , Sukainah Adnan
year 2014
title Temporary Architecture: An urban mirage
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. 405-413
summary One of the emerging multidisciplinary contemporary art practices is interactive installation art, which is concerned with constructing a temporary artistic environment that is digital, responsive and engaging. It is usually displayed within existing architectural context whether indoor in a gallery space or outdoor in a public space. Recent examples of such art projects show that interactivity and illusion are effectively present and highly influential in the perception and memory of the place. A digital display on a building façade can remain attached to the history of the site in the spectator’s memory even after the display is removed. An interactive space that involves body response and emotional sensory interaction can determine the narrative perceived from the experience. These trends seemingly bring together the physical context and the digital space to contain the spectator. The two mediums are merged to provide a new genre of space, hence a new mode of perception where the art space mediates people’s movement and overlay the context with new meanings. Multiple backgrounds are involved in the creative process of interactive installation art, all of which involve examining various concepts through artistic engagement with temporary spaces. Here, particularly because of interactivity and immerseveness, the spectator becomes part of the performance (the subject); with his moving and reacting he activates the narrative and probably gives it its shape. This paper aims to explore the potentials of the digital spatial display to enhance or weaken our sense of belonging to the surrounding environments while creating an illusionary space within the real physical one. It also aims to discuss how this influence would affect the memory of the mixed experience; the installation being digital, temporary and illusive and the space being physical, permanent and real. What happens to the “spectator” when contained by the digital-interactive and the physical medium(s)?. In order to unfold the mentioned questions, the study uses theories of perception and performance reflected on live case studies of recent art projects where the researcher becomes a member of the audience and an observer at the same time in order to trace the journey inside this new medium. In an era where time is being more difficult to grasp and identities of visual culture is becoming more difficult to define, temporary responsive environments can provide some openings where space becomes durational, yet, influential, and where people’s movements become more meaningful in the visual terrain.
series ASCAAD
email
last changed 2016/02/15 13:09

_id acadia14projects_143
id acadia14projects_143
authors Robinson, Alexander
year 2014
title Calibrating Agencies in a Territoy of Instrumentality
doi https://doi.org/10.52842/conf.acadia.2014.143
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. 143-146
summary Exhibited is an interactive landscape player and public outreach tool for robotically sand modeled and vacuum formed designs for dust control mitigation landscapes for the Owens Lake in Lone Pine, California. This system engages users and stakeholders with the tools and products of a digitally augmented rapid landscape prototyping machine built to create agency for multiple values in the design of dust control infrastructure for the dry lake.
keywords Robotics and Autonomous Design Systems, Simulation + Intuition, Material Logics and Tectonics, Multidisciplinary Design Optimization, User participation in design, Virtual/augmented reality and interactive environments
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:56

_id ecaade2016_048
id ecaade2016_048
authors Abramovic, Vasilija and Achten, Henri
year 2016
title From Moving Cube to Urban Interactive Structures - A case study
doi https://doi.org/10.52842/conf.ecaade.2016.1.661
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 1, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 661-668
summary When thinking about the future vision of a city, having in mind recent development in digital technologies and digital design tools we are inclined to expect new building structures which incorporate this technology to better help us manage the complexity of life, and to simplify our daily lives and tasks. The idea behind this research paper lies in design of such structures, which could be put inside an urban context and engage in creating a built environment that can add more to the quality of life. For us Interactive architecture is architecture that is responsive, flexible, changing, always moving and adapting to the needs of today. The world is becoming more dynamic, society is constantly changing and the new needs it develops need to be accommodated. As a result architecture has to follow. Spaces have to become more adaptive, responsive and nature concerned, while having the ability for metamorphosis, flexibility and interactivity. Taken as a starting point of this idea is a specific module from graduation project in 2014 "The Unexpected city", where it was possible to test out first ideas about interactive and flexible objects in an urban environment.
wos WOS:000402063700071
keywords Flexible architecture; Interactive architecture; Responsive systems
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2014_004
id ascaad2014_004
authors Afsari, Kereshmeh; Matthew E. Swarts and T. Russell Gentry
year 2014
title Integrated Generative Technique for Interactive Design of Brickworks
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. 49-64
summary Bricks have been used in the construction industry as a building medium for millennia. Distinct patterns of bricks depict the unique aesthetic intentions found in Roman, Gothic and Islamic architecture. In contemporary practice, the use of digital tools in design has enabled methodologies for creating new forms in architecture. CAD and BIM systems provide new opportunities for designers to create parametric objects for building form generation. In masonry design, there exists an inherent contradiction between traditional patterns in brick design, which are formal and prescribed, and the potential for new patterns generated using design scripting. In addition, current tools do not provide interactive techniques for the design of brickwork patterns that can manage constant changes parametrically, to inform and influence design process, by providing design feedback on the constructive and structural aspects of the proposed brick pattern and geometry. This research looks into the parametric techniques that can be applied to create different kinds of patterns on brick walls. It discusses a methodology for an interactive brickwork design within generative techniques. By integrating data between two computational platforms – the first based on image analysis and the second on parametric modeling, we demonstrate a methodology and application that can generate interactive arbitrary patterns and map it to the brick wall in real-time.
series ASCAAD
email
last changed 2016/02/15 13:09

_id sigradi2014_271
id sigradi2014_271
authors Alvarez, Marcelo Paysse
year 2014
title Relevamiento con drones; el caso Real de San Carlos [Drone mapping; case study: Real de San Carlos]
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. 649-652
summary Cultural landscapes, although complex realities, give shape and meaning to the tangible and intangible components which form the foundations of human cultural background. The architecture of the city of Colonia del Sacramento fits within this context, and builds up a unique cultural landscape inserted in the logic of the historical heritage protection system. This concept, which implies wealth but also conflicts, demands a multidisciplinary approach grounded on a wide vision of this issue. Likewise, this comprehensive approach contributes to reverse and correct the lack of capacity and/or interest to save these examples of man-made landscape (prefabrication, mega-projects of the beginnings of the 20th Century, etc.), which are essential pieces of heritage conservation. Since 1943 the bullring is owned by the Municipality of Colonia. In the last decade the building was fenced to prevent breakdown risk. Still, illegal access occurs quite easily, increasing the risk and potential damage, in addition to the spoilage caused by more than one hundred years of inactivity and lack of maintenance. This paper proposes a method to survey and record the current status of the building, from photos taken by unmanned aerial vehicles (UAV, drones), allowing the registry without the need of direct access to the site. The survey will enable three types of results: series of mapped photographs, 3D models and an interactive platform for aerial view. The aim is to provide valuable and essential documentation for next stages of consolidation works, competitions and eventualy, new uses of the heritage building.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2014_128
id sigradi2014_128
authors Alves Veloso, Pedro Luís
year 2014
title Explorando o diagrama de bolhas [Exploring the bubble diagram]
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. 115-119
summary This paper presents an interactive bubble diagram developed to support design exploration. The proposed diagram consists of multiple goal-oriented agents, whose interaction with the user stimulates the analysis and exploration of new spatial patterns. Until now, there are two versions implemented. The first was developed combining scripting language and a graphical editor of algorithms embedded in modeling software. The second was developed with event-driven programming techniques emphasizing functions to amplify the interaction between user and agents. Finally, as the result of this exploratory stage of the research, we propose new paths of development for the next versions of the diagram.
keywords Architectural design; bubble diagram; graph; interaction
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2014_162
id ecaade2014_162
authors Andrzej Zarzycki
year 2014
title Teaching and Designing for Augmented Reality
doi https://doi.org/10.52842/conf.ecaade.2014.1.357
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
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.
wos WOS:000361384700035
keywords Augmented reality; ar; gamification; mobile culture
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia14projects_123
id acadia14projects_123
authors Bogosian, Biayna; Sanchez, Jose
year 2014
title DOT/O
doi https://doi.org/10.52842/conf.acadia.2014.123
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. 123-126
summary DOT/O is an interactive installation as social experiment/game exploring the capacity and interest of a crowd to ‘complete’ a suggested structure.
keywords Gaming and Social Design, Interactive Architecture, Design Decision Making, Collective Intelligence in Design, Collaborative and collective design, User participation in design,
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:52

_id sigradi2014_338
id sigradi2014_338
authors Borges de Vasconselos, Tássia; Adriane Borda Almeida da Silva, Luisa Rodrigues Félix Dalla Vecchia
year 2014
title A parametrização como experiência prévia para a estruturação de métodos projetuais em arquitetura [Parametrization as previous experience for structuring design methods in Architecture]
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. 297-301
summary This study describes a didactic method for the introduction of parametric design in graphic and digital geometry courses in architectural training. It started with the recognition of the concept of parametric design and the investment in the appropriation of Grasshopper associated with Rhinoceros. Paper folding exercises were configured both physically and in the digital space. Through an interactive dynamic between traditional processes, by hand and digital, and parametric design, a learning path was defined in a playful manner which highlights the differences between methods of representation and its implications for the design action starting from a first semester of training.
keywords Parametric Design; Teaching/learning; Graphic and Digital Geometry; Architecture; Paper Folding
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2014_208
id ecaade2014_208
authors Bruno Figueiredo, Eduardo Castro e Costa, Bruno Araújo, Fernando Fonseca, Daniel Mendes, Joaquim A Jorge and José Pinto Duarte
year 2014
title Interactive Tabletops for Architectural Visualization - Combining Stereoscopy and Touch Interfaces for Cultural Heritage
doi https://doi.org/10.52842/conf.ecaade.2014.1.585
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. 585-592
summary This paper presents an interactive apparatus to didactically explore Alberti's treatise on architecture, De re aedificatoria, as generative design systems, namely shape grammars. This apparatus allows users to interactively explore such architectonical knowledge in both appealing and informal ways, by enabling them to visualize and manipulate in real-time different design solutions. The authors identify the difficulties on encoding the architectural knowledge of a parametric design model into an interactive apparatus to be used by laypeople. At last, the authors discuss the results of a survey conducted to users that interacted with the prototype in order to assess its ability to communicate the knowledge of an architectural language.
wos WOS:000361384700058
keywords Alberti; generative design; multi-modal interfaces; shape grammars; user experience
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id ecaade2014_146
id ecaade2014_146
authors Davide Ventura and Matteo Baldassari
year 2014
title Grow: Generative Responsive Object for Web-based design - Methodology for generative design and interactive prototyping
doi https://doi.org/10.52842/conf.ecaade.2014.2.587
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. 587-594
summary This paper is part of the research on Generative Design and is inspired by the ideas spread by the following paradigms: the Internet of Things (Auto-ID Center, 1999) and the Pervasive/Ubiquitous Computing (Weiser, 1993). Particularly, the research describes a number of case studies and, in detail, the experimental prototype of an interactive-design object: “Grow-1”. The general assumptions of the study are as follows: a) Developing the experimental prototype of a smart-design object (Figure 1) in terms of interaction with man, with regard to the specific conditions of the indoor environment as well as in relation to the internet/web platforms. b) Setting up a project research based on the principles of Generative Design.c) Formulating and adopting a methodology where computational design techniques and interactive prototyping ones converge, in line with the principles spread by the new paradigms like the Internet of Things.
wos WOS:000361385100061
keywords Responsive environments and smart spaces; ubiquitous pervasive computing; internet of things; generative design; parametric modelling
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia14_339
id acadia14_339
authors De la Cruz Laureano, Eliel; Tomitsch, Martin; Maher, Mary Lou
year 2014
title Easy To Use Yet Not Necessarily Useful: New technology in the architectural schematic design process.
doi https://doi.org/10.52842/conf.acadia.2014.339
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. 339-346
summary This paper discusses the relationship between new interactive technologies and current design practice, focusing on understanding the variables that determine the adoption of new technologies in the schematic design process.
keywords Design Computing, Schematic Design, New Technology, Digital Sketching, HCI, Architecture, Computational design research and education
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:55

_id acadia14projects_251
id acadia14projects_251
authors Farahi, Behnaz
year 2014
title Breathing Wall
doi https://doi.org/10.52842/conf.acadia.2014.251
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. 251-262
summary This installation is aiming to imagine a space that can develop an understanding of its users through their hand/bodily movements and respond accordingly?
keywords Interactive architecture, Kinetic Installation, Human- Building Interaction, Projection mapping, Leap Motion, User participation in design.
series ACADIA
type Student's Research Projects
email
last changed 2022/06/07 07:55

_id ecaade2014_029
id ecaade2014_029
authors Filipa Osório, Alexandra Paio and Sancho Oliveira
year 2014
title Interaction with a Kinetic Folded Surface
doi https://doi.org/10.52842/conf.ecaade.2014.2.605
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. 605-612
summary Kinetic systems offers new perspectives and design innovation in research and practice. These systems have been used by architects as an approach that embeds computation intelligence to create flexible and adaptable architectural spaces according to users changing needs and desires as a way to respond to an increasingly technological society. The presented research attempts to answer to this question based on the results of a multidisciplinary on-going work developed at digital fabrication laboratory Vitruvius Fablab-IUL in Lisbon. The main goal is to explore the transformation of the shape of a construction by mechanisms which allow adaptation either to environmental conditions or to the needs of the user. This paper reports the initial development of a kinetic system based on an origami foldable surface actuated by a user. The user can manipulate a small scale model of the surface and evaluate at all times if it is achieving the desired geometry.
wos WOS:000361385100063
keywords Kinetic systems; interactive architecture; responsive surfaces; origami geometry; folded surfaces
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia14_347
id acadia14_347
authors Fivet, Corentin; Zastavni, Denis
year 2014
title Interactive Shaping of Forces
doi https://doi.org/10.52842/conf.acadia.2014.347
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. 347-356
summary This paper discusses the interactive design exploration of static equilibria using constraint-based graphic statics.
keywords structural design explorationcomputer-aided graphical design methodsgraphic staticsparametric designdesign decision making
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:51

_id acadia14_417
id acadia14_417
authors Fox, Michael
year 2014
title Peristalsis: A Real-World Lesson in Adaptable Space
doi https://doi.org/10.52842/conf.acadia.2014.417
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.417-426
summary This paper outlines the design, prototyping and construction process of a dynamically morphing, spatially adaptable wedding hall / event space.
keywords Kinetic Design, Interactive Architecture, Arduino Prototyping, Adaptive Design, Adaptable Space, Performance in Design
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:51

_id caadria2014_264
id caadria2014_264
authors Gannon, Madeline and Eric Brockmeyer
year 2014
title Teaching CAD/CAM Workflows to Nascent Designers
doi https://doi.org/10.52842/conf.caadria.2014.801
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. 801–810
summary The following paper presents a suite of custom software environments that make advanced techniques in digital fabrication accessible to novice, first-year designers. The collective design aides facilitate a number of digital-to-physical workflows, including 3D modeling for CNC milling and 3D printing, 2D patterning for laser cutting, and interactive visualization for projection mapping. Each of the workflows illustrate pedagogical principles for embedding tacit and tactile knowledge into computational frameworks: balancing complexity against functional limits, revealing the underlying abstractions connecting digital geometry to CNC machines, engaging the designer through intuitive and responsive environments, and leveraging generative and interactive digital modeling for serial variation. These digital design and fabrication aides have been used to facilitate formal and material explorations for groups of pre-college and freshmen students, aged 16 to 19. Their resulting tangible artifacts—made from foam, birch plywood, paper, plastic, and light—show that CAD/CAM workflows can be an accessible subject matter for students without prior experience in digital modeling or fabrication.
keywords CAD/CAM; computational design education; digital fabrication; design aides; generative design
series CAADRIA
email
last changed 2022/06/07 07:50

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

_id ecaade2014_042
id ecaade2014_042
authors Henri Achten
year 2014
title The Psychology of Buildings - Computational cognitive strategies for interactive buildings
doi https://doi.org/10.52842/conf.ecaade.2014.2.621
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. 621-627
summary Buildings have to respond to changes in order to remain functional. Traditional means to adapt to change are to design relatively static shells that can accommodate to some degree changes. Recently a number of technologies have come into existence that extend the capacity of buildings to change in a more autonomous way. Such buildings are responsive buildings. In this paper we deal with a special case of such responsive buildings: interactive buildings. Interactive buildings engage in a dialogue with the user and have an internal representation of the user. Interactive buildings can display a variety of 'styles' how they interact with people - these are known as attitudes. As a building may go through a number of attitudes during the interaction with the user, control structures are necessary to determine this change. The mechanisms for these changes are the 'psychology' of the building.
wos WOS:000361385100065
keywords Interactive architecture; building attitudes; computational cognition
series eCAADe
email
last changed 2022/06/07 07:49

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