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 ecaade2018_243
id ecaade2018_243
authors Gardner, Nicole
year 2018
title Architecture-Human-Machine (re)configurations - Examining computational design in practice
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 139-148
doi https://doi.org/10.52842/conf.ecaade.2018.2.139
summary This paper outlines a research project that explores the participation in, and perception of, advanced technologies in architectural professional practice through a sociotechnical lens and presents empirical research findings from an online survey distributed to employees in five large-scale architectural practices in Sydney, Australia. This argues that while the computational design paradigm might be well accepted, understood, and documented in academic research contexts, the extent and ways that computational design thinking and methods are put-into-practice has to date been less explored. In engineering and construction, technology adoption studies since the mid 1990s have measured information technology (IT) use (Howard et al. 1998; Samuelson and Björk 2013). In architecture, research has also focused on quantifying IT use (Cichocka 2017), as well as the examination of specific practices such as building information modelling (BIM) (Cardoso Llach 2017; Herr and Fischer 2017; Son et al. 2015). With the notable exceptions of Daniel Cardoso Llach (2015; 2017) and Yanni Loukissas (2012), few scholars have explored advanced technologies in architectural practice from a sociotechnical perspective. This paper argues that a sociotechnical lens can net valuable insights into advanced technology engagement to inform pedagogical approaches in architectural education as well as strategies for continuing professional development.
keywords Computational design; Sociotechnical system; Technology adoption
series eCAADe
email
last changed 2022/06/07 07:51

_id ijac201513202
id ijac201513202
authors Su; Zhouzhou and Wei Yan
year 2015
title Creating and Improving a Closed Loop: Design Optimization and Knowledge Discovery in Architecture
source International Journal of Architectural Computing vol. 13 - no. 2, 123-142
summary This paper presents computational methods for creating and improving a closed loop of design optimization and knowledge discovery in architecture. It first introduces a design knowledge-assisted optimization improvement method with the technique - offline simulation - to reduce the computing time and improve the efficiency of the design optimization process utilizing architectural domain knowledge. It then describes a new design knowledge discovery system where design knowledge can be discovered from optimization through an automatic data mining approach. The discovered knowledge has the potential to further help improve the efficiency of the optimization method, thus forming a closed loop of improving optimization and knowledge discovery. The demonstration and validation of both methods are presented in the context of a case study with parametric form-finding for a nursing unit design with two design objectives: minimizing the nurses’ travel distance and maximizing daylighting performance in patient rooms.
series journal
last changed 2019/05/24 09:55

_id sigradi2015_11.34
id sigradi2015_11.34
authors Bacinoglu, Saadet Zeynep
year 2015
title From material to material with new abilities. Performative Skin: an unfinished product derived through the organizational logic as developed through research on ‘movement’
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 631-636.
summary This paper presents the process and products from research on ‘a movement behavior’, transforming the initial surface from one state to other states. The study developed an initial model of material organization inspired by nature: the adaptable exoskeleton of the armadillium vulgare. Through geometric analysis of functional variation in the exoskeleton’s unit shape, and physical model making, the underlying principle is translated into design & production rules. The generative model of ‘an adaptable segmented system’ is constructed through a geometric abstraction of the exoskeleton, achieving diverse functions such as variability in form, volume, porosity, flexibility and strength, through a distribution of ‘material geometry’ with the folding technique. The potentiality of this parametric physical model (based on simple systematicity) is questioned in relation to diverse situations that result in complex surface adaptations. This research shows the formulation of a design intention.
keywords Digital Craft, Folding, Material Computation, Informed Matter
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2015_8.192
id sigradi2015_8.192
authors Braida, Frederico; Rosa, Ashiley Adelaide; Silva, Izabela Ferreira; Homem, Diogo Machado; Jardim, Artur da Silva
year 2015
title The exploration of the projetual world of the building blocks through the interactive digital game Minecraft
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 371-377.
summary This article proposes a reflection on the possibilities of using games that explore architectural design world of building blocks applied to the universe of Architecture and Urbanism design, both from a literature search and through empirical data collected from a workshop coordinated by the Research Group of Languages and Expressions of Architecture, Urbanism and Design. The objective is to highlight the possibilities and limitations of using the projetual world of building blocks as an academic material for Architecture and Urbanism, especially after the experience of the interactive game Minecraft based on the Grammar Shape.
series SIGRADI
email
last changed 2016/03/10 09:47

_id eaea2015_t3_paper05
id eaea2015_t3_paper05
authors Bussiere, Simon M.
year 2015
title Global Perspectives on Critical Practice: Envisioning Heritage in New Landscapes
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.319-328
summary This paper discusses current design and communication imaging techniques in a comparative analysis between three contemporary projects - the first, a new hotel concept in Sardinia, Italy, the second, an urban park in Mumbai, India, and the third, a new housing community in La Prusia, Nicaragua. Starting with an overview discussion problematizing the roots and current state of envisioning heritage, the paper first questions the common oversimplification of envisioning heritage as a strictly aesthetic or stylistic act. Next the paper explores the complex interplay between the design communication methods in each of the three case study projects, situating each in a critical global context. From there, the paper concludes with an expanded discussion of imaging as it relates to design thinking and communication through an examination of the techniques that were employed to graphically communicate each individual project.
keywords design; communication; heritage
series EAEA
email
last changed 2016/04/22 11:52

_id ascaad2010_097
id ascaad2010_097
authors Kenzari, Bechir
year 2010
title Generative Design and the Reduction of Presence
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 97-106
summary Digital design/fabrication is slowly emancipating architectural design from its traditional static/representational role and endowing it instead with a new, generative function. In opposition to the classical isomorphism between drawings and buildings, wherein the second stand as translations of the first, the digital design/fabrication scenario does not strictly fall within a semiotic frame as much as within a quasi biological context, reminiscent of the Aristotelian notion of entelechy. For the digital data does not represent the building as much it actively works to become the building itself. Only upon sending a given file to a machine does the building begin to materialize as an empirical reality, And eventually a habitable space as we empirically know it. And until the digital data actualizes itself, the building qua building is no more than one single, potential possibility among many others. This new universe of digital design/fabrication does not only cause buildings to be produced as quick, precise, multiply-generated objects but also reduces their presence as original entities. Like cars and fashion items, built structures will soon be manufactured as routinely-consumed items that would look original only through the subtle mechanisms of flexibility: frequent alteration of prototype design (Style 2010, Style 2015..) and “perpetual profiling” (mine, yours, hers,..). The generic will necessarily take over the circumstantial. But this truth will be veiled since “customized prototypes” will be produced or altered to individual or personal specifications. This implies that certain “myths” have to be generated to speed up consumption, to stimulate excessive use and to lock people into a continuous system which can generate consumption through a vocabulary of interchangeable, layered and repeatable functions. Samples of “next season’s buildings” will be displayed and disseminated to enforce this strategy of stimulating and channeling desire. A degree of manipulation is involved, and the consumer is flattered into believing that his or her own free assessment of and choice between the options on offer will lead him or her to select the product the advertiser is seeking to sell. From the standpoint of the architect as a maker, the rising upsurge of digital design and fabrication could leave us mourning the loss of what has been a personal stomping ground, namely the intensity of the directly lived experiences of design and building. The direct, sensuous contact with drawings, models and materials is now being lost to a (digital) realm whose attributes refer to physical reality only remotely. Unlike (analogue) drawings and buildings, digital manipulations and prototypes do not exercise themselves in a real space, and are not subjected in the most rigorous way to spatial information. They denote in this sense a loss of immediacy and a withering of corporal thought. This flexible production of space and the consequent loss of immediate experience from the part of the designer will be analyzed within a theoretical framework underpinned mainly by the works of Walter Benjamin. Samples of digitally-produced objects will be used to illustrate this argument.
series ASCAAD
email
last changed 2011/03/01 07:36

_id acadia15_407
id acadia15_407
authors Kim, Dongil; Lee, Seojoo
year 2015
title A Systemized Aggregation with Generative Growth Mechanism in Solar Environment
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 407-415
doi https://doi.org/10.52842/conf.acadia.2015.407
summary The paper demonstrates a work-in-progress research on an agent-based aggregation model for architectural applications with a system of assembly based on environmental data acted as a driver for a growth mechanism. Even though the generative design and algorithms have been widely employed in the field of art and architecture, such applications tend to stay in morphological explorations. This paper examines an aggregation model based on Diffusion Limited Aggregation system incorporating solar environment analysis for global perspective of aggregation, the geometry research for lattice systems, and morphological principles of unit module in agent scale. The later part of this research paper demonstrates the potential of a design process through the “Constructed Cloud” case study, including site-specific applications and the implementation of the systematized rule set.
keywords Aggregation, Generative Algorithm, Diffusion Limited Aggregation, Responsive Growth Mechanism, Solar Environment, Responsive System / Algorithm, Adaptable Architecture, Data Analysis, Systemized Architecture, Truncated Octahedron, Sun Oriented Aggregation
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id ijac201513103
id ijac201513103
authors Kobayashi, Yuki; Naoki Katoh, Tomohiro Okano, Atsushi Takizawa
year 2015
title An Inductive Construction of Rigid Panel-Hinge Graphs and Their Applications to Form Design
source International Journal of Architectural Computing vol. 13 - no. 1, 45–64
summary A panel-hinge framework is a structure composed of rigid panels connected by hinges. It was recently proved that at a generic position, the rigidity of panel-hinge frameworks can be predicted by examining a certain combinatorial property of the underlying graph. In this study, we apply such combinatorial characteristics to create design forms. When considering the application of design forms, we must also take into account non-generic cases. In this paper we develop two new approaches; the first one that the method inductively generates non-generic rigid panel-hinge frameworks consisting of orthogonal panels and the second one that inductively generates non-generic rigid panel-hinge frameworks based on fractal geometry coupled with space-filling convex polyhedron as a construction unit. We will give examples of forms created by the proposed method in order to demonstrate the applicability of the proposed methods to design forms.
series journal
last changed 2019/05/24 09:55

_id caadria2015_102
id caadria2015_102
authors Loh, Paul
year 2015
title Articulated Timber Ground, Making Pavilion as Pedagogy
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 23-32
doi https://doi.org/10.52842/conf.caadria.2015.023
summary Designing and making a pavilion within a studio setting has been undertaken by various educators and researchers as a valuable pedagogy in the past 10 years. It aims to construct a collaborative environment that allows students to develop an integrated approach to learning; through association, teamwork and creative collaboration. Usually the tacit knowledge applied and acquired through making, and the knowledge of design strategy and analysis are separated in the way they are taught; it is often difficult to integrate these within the same coursework which often leads to students using digital software and fabrication tools as problem solving devices. This paper looks at an integrated approach to learning computational design and digital fabrication through the making of a pavilion by a Master level design studio. The paper discusses the pedagogy of making through creative collaboration and integrated workflow. It focuses on the use of digital and physical prototypes as devices to stimulate an oscillating dialogue between problem solving and puzzle making; a counterpoint for students to develop and search for new knowledge in order to create personalised learning experience. The paper concludes with an examination on the limits of digital prototype when interfaced with physical environment.
keywords Digital Fabrication; Collaborative Design; Design Workflow; Pedagogy, File to Production
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2015_231
id ecaade2015_231
authors Lonsing, Werner
year 2015
title Beyond Smart Remote Controls - Developing a More Integrated and Customizable Implementation of Automation in a Building by Utilizing Tools and Concepts from Makers
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. 679-686
doi https://doi.org/10.52842/conf.ecaade.2015.2.679
wos WOS:000372316000075
summary “Home Automation” describes the connecting of electronic household appliances to a centralized control unit like e.g. an app on a smart phone or some control panel. The overall goal of these efforts is to provide a general remote control for existing devices. By comparison a concept of home automation as part of a building design process has yet not come into shape.
series eCAADe
email
last changed 2022/06/07 07:59

_id cf2015_025
id cf2015_025
authors Moloney, Jules
year 2015
title A Place at the Table for Research Through Design
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 25-36.
summary This paper addresses an issue that has been omnipresent in the history of CAAD research: the tension between scientific method and the design discipline in which it operates. Outside the CAAD community, research through design is been undertaken by a new generation. Through a discussion of research methodologies, a survey of CAAD activity and the examination of design projects, it is proposed that this provides a valuable opportunity to redress the balance between scientific and designerly modes of research and in so doing engage with a new generation of design computing researchers.
keywords Research Through Design, Methods, CAAD History
series CAAD Futures
email
last changed 2015/06/29 07:55

_id caadria2015_109
id caadria2015_109
authors Moya, Rafael
year 2015
title Empirical Evaluation of Three Wind Analysis Tools for Concept Design of an Urban Wind Shelter
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 313-322
doi https://doi.org/10.52842/conf.caadria.2015.313
summary The aim of this investigation was to evaluate the performance of three wind analysis programs used in the early design stage (EDS) of a passive windbreak shelter concept for an urban context. This study compared the different workflows of these programs and the respective visualized results, identifying the differences and limitations of these tools, for design exploration. The programs tested were Autodesk Vasari, ODS-Studio, and ANSYS CFX. The results of this investigation indicate that basic computational fluid dynamics (CFD) programs such as Vasari was found to be more suitable for the observation of large-scale wind phenomena through the whole area of the shelter. Moreover, intermediate CFD tools (functions, usability) such as ODS-Studio can be used more efficiently in detailed visualization of wind interacting with design features. Finally, a more sophisticated CFD program like ANSYS CFX can be incorporated in the early design stage workflow for final verification of results.
keywords CFD; visualisation; wind; pedestrian comfort.
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2015_320
id ecaade2015_320
authors Rayo, Diego Alejandro Velandia
year 2015
title Option One: A Model of Participatory Design to Construct a Rural Social Housing From Digital Fabrication
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. 531-539
doi https://doi.org/10.52842/conf.ecaade.2015.2.531
wos WOS:000372316000060
summary Option one is the first prototype in the process of construction, based on the application of integrated processes of digital fabrication: This methodology was developed through a research project which explores options of rural public housing. The design process is integrated with other variables such as: participative design, directed self-build and the integration of tangible and intangible aspects. Parametric modeling was used as a strategy to create an integrated process of design, production and assembly based on a code created in grasshopper. Once finished, the housing unit will be handed over to a rural family. This will allow for doing follow-up and evaluation.
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2015_114
id ecaade2015_114
authors Roggema, Rob and Nikolay, Popov
year 2015
title Swarm Planning: Development of Generative Spatial Planning Tool for Resilient Cities
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 519-527
doi https://doi.org/10.52842/conf.ecaade.2015.1.519
wos WOS:000372317300056
summary In dealing with unexpected impacts of climate change current spatial planning tools are irresponsive and inflexible. The outcomes of applications of these tools are very limited in number, producing static plans that if implemented are very vulnerable to climate hazards. Therefore, an innovative generative tool has been developed to support spatial planning which results in designs that are responsive and adjustable to unexpected, simulated changes. The development of the generative tool is informed by swarm planning theory, and by contemporary generative approaches in urban design and planning. The generative tool is modeled as an Agent-Based System and utilizes versions of the canonical flocking algorithm. The agents are abstract cubical units of space that represent building envelopes. The agents exist and work within an environment that represents a site in terms of topography, land value, and available/buildable land. The agents receive information from the environment and act upon this information. The unexpected climate impact is a simulated flood, which affects both the environment and the agents. The outputs of the tool are generated 'bottom-up' in order to study emergent spatial configurations, as massings of building units.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=205afb0c-7107-11e5-9c2a-17072d6ddcaa
last changed 2022/06/07 07:56

_id ecaade2015_152
id ecaade2015_152
authors Rosenberg, Moritz and Straßl, Benjamin
year 2015
title SHOPGENERATOR v2:Automated Design, Analysis and Optimization of Shopping Layouts
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. 503-512
doi https://doi.org/10.52842/conf.ecaade.2015.2.503
wos WOS:000372316000057
summary In shop design a common method to maximize sales is to manipulate the customers through spatial arrangements of shelves and products. The aim of this practice is that shoppers have to spend a long time in the store and pass a high quantity of products. Using this technique requires a lot of empirical analysis of POS (point of sale) data and experimentation with product and shelf arrangements, while not upsetting the customers by guiding them through a “shopping maze”. For this reason we developed a tool that semi-automatically - just a couple of inputs concerning the type of shop are required - creates different shopping layouts which are later analyzed and optimized for visibility and product placement. This tool aims to support shop designers in an early planning stage. This is done by creating and testing a large number of different shopping layouts without having to conduct experiments in an actually built environment..
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=51e1517e-6f79-11e5-bdcf-7b685ac8d7c5
last changed 2022/06/07 07:56

_id ecaade2015_177
id ecaade2015_177
authors Sakai, Yasushi and Tsunoda, Daisuke
year 2015
title Decentralized Version Control and Mass Collective Collaboration in design - A Case Study of a Web Application Utilizing the Diff Algorithm and Automated Design Generation
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. 207-214
doi https://doi.org/10.52842/conf.ecaade.2015.2.207
wos WOS:000372316000025
summary Especially in early design phases, there is still potential to achieve collective design in architecture. To investigate the possibilities of mass collaboration, this study is based on a web application (http://lmnarchitecture.com) which implements the same technology that present software development stands on. Within those plans, the system calculates the resemblance between the models utilizing an algorithm that computes the difference between texts. The system requires the users to choose one model that is existent, and calculates the resemblance in real-time. As a result, a tree diagram is collectively achieved each having the link of inheritance. Two types of “Bots” (automated plan generation) was implemented to examine the effect of human-machine collaboration. As a result, there were 1750 models submitted in three months. Throughout the models created by humans, in this system, 49% of the models were inherited by the same user, and 23.04% of the models inherited bots.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=e9b6e77e-6fe8-11e5-a8c6-00190f04dc4c
last changed 2022/06/07 07:56

_id ijac201614103
id ijac201614103
authors Savov, Anton; Oliver Tessmann and Stig Anton Nielsen
year 2016
title Sensitive Assembly: Gamifying the design and assembly of fac?ade wall prototypes
source International Journal of Architectural Computing vol. 14 - no. 1, 30-48
summary The article describes a method for gamifying the design and assembly of computationally integrated structures built out of discrete identical blocks. As a case study, the interactive installation Sensitive Assembly was designed and built at the Digital Design Unit (Prof. Dr Oliver Tessmann) at the Technische Universita?t of Darmstadt and exhibited during the digital art festival NODE 2015 in Frankfurt in 2015. Sensitive Assembly invites people to play a Jenga-like game: starting from a solid wall, players are asked to remove and replace the installation’s building blocks to create windows to a nurturing light while challenging its stability. A computational system that senses the current state of the wall guides the physical interaction and predicts an approaching collapse or a new light beam breaking through. The installation extends the notion of real-time feedback from the digital into the physical and uses machine-learning techniques to predict future structural behaviour.
keywords Gamification, prediction, feedback, interaction, assembly
series journal
last changed 2016/06/13 08:34

_id ecaade2015_261
id ecaade2015_261
authors Sharif, Shani and Gentry, Russell
year 2015
title BIM for Masonry: Development of BIM Plugins for the Masonry Unit Database
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 567-576
doi https://doi.org/10.52842/conf.ecaade.2015.1.567
wos WOS:000372317300061
summary Masonry Unit Database (MUD) is an integral part of Building Information Modeling for Masonry (BIM-M) initiative. MUD provides a data structure framework for storing the required data for digital representation of masonry units. Specific information about masonry units such as price, geometry and physical properties is needed throughout the lifecycle of a building project, including the design, construction, maintenance, and demolition stages. The development of MUD contributes to enhancement of masonry BIM tools for practitioners to incorporate up-to-date masonry product information into their projects. There are five main stages in the development of MUD: development of process map of masonry building project lifecycle, data requirement identification, physical design of database, design of data import structures, and finally design of data export structures. This paper focuses on the development of the SQL based MUD, and a Revit-Dynamo data export plugin for this database. The developed plugin is especially beneficial as it provides a tool for fast and accurate generation of the parametric and data enhanced masonry units as Revit families on the fly from the stored dimensions and attributes in the database. The generated masonry units with this method would be embedded in masonry wall systems in BIM building project.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=13b44e20-7022-11e5-ab9c-00190f04dc4c
last changed 2022/06/07 07:56

_id caadria2015_081
id caadria2015_081
authors Shemesh, Avishag; Moshe Bar and Yasha Jacob Grobman
year 2015
title Space and Human Perception
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 541-550
doi https://doi.org/10.52842/conf.caadria.2015.541
summary In the aspiration to design the built environment, architects and designers are continuously trying to create spaces that positively affect users. Both aspects of rational and emotional combined simultaneously with technological advancement are essential to implement in a comprehensive architectural design process. While our ability to create complex architectural forms through computation is in the state of a continuous improvement, our knowledge about their emotional effects over users remain ambiguous. Recent developments in simulation of virtual spaces, along with advancement in neuroscience may enable us to conduct an empirical research on the way we perceive space and the way space affects us emotionally. This paper presents initial results from an ongoing research that examines the connection between human feelings and architectural space. We discuss the first stage of the research in which as we examine the emotional reaction of designers and non-designers to various spatial geometries in an immersive 3D virtual environment inside a visualization laboratory. We then present the methodology for the second stage of the research, in which we repeat the experiment while using Electroencephalography (EEG) device together with a wireless eye tracker and emotional engagement measurements (EEM) system.
keywords Virtual reality; computational design; human-computer interaction; space perception; Space geometry; Feelings; aesthetic judgment; neuroaesthetics.
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2015_077
id caadria2015_077
authors Shiff, Galit; Yael Gilad and Amos Ophir
year 2015
title Adaptive Polymer Based BIPV Skin
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 345-354
doi https://doi.org/10.52842/conf.caadria.2015.345
summary This study focuses on developing three-dimensional solar panels, as an alternative to traditional flat Photovoltaic (PV) surfaces in Building Integrated Photovoltaic (BIPV). We propose to increase the energy efficiency of buildings by using the entire envelope for energy production as well as by increasing the efficiency of solar energy output in orientations which were traditionally considered as non-ideal. The panels are constructed from Polycarbonate with integrated flexible photovoltaic film, solar paint or dye. The methodology included digital algorithm-based tools for achieving optimized variable three-dimensional surfaces according to local orientation and location, computational climatic simulations and comparative field tests. In addition, the structural, mechanical and thermal properties of the integration between flexible PV sheets and hard plastic curved panels were studied. Interim results demonstrate a potential improvement of 50-80% in energy production per building unit resulting from geometric variations per-se. The dependence of energy production by surface geometry was revealed and an optimized method for solar material distribution on the surface was proposed. A parametric digital tool for automatic generation of optimized three-dimensional panels was developed together with a database and material models of the optimized panels system.
keywords Building Integrated Photovoltaics; digital algorithm; climatic simulations; building envelope
series CAADRIA
email
last changed 2022/06/07 07:56

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