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 589

_id ecaade2015_74
id ecaade2015_74
authors Bard, Joshua D.; Blackwood, David, Sekhar, Nidhi and Smith, Brian
year 2015
title Decorative Robotic Plastering - A Case Study of Real-Time Human Machine-Collaboration in High-Skill Domains
doi https://doi.org/10.52842/conf.ecaade.2015.2.383
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. 383-388
summary This paper explores hybrid digital / physical workflows in the building trades, a high-skill domain where human dexterity and craft can be augmented by the precision and repeatability of digital design and fabrication tools. In particular the paper highlights a project where historic techniques of decorative plastering are extended through live motion capture of a drawing implement, information rich visualization projected in the space of fabrication, and custom robotic tooling to generate free-form running moulds. This workflow allows designers and craftspeople to quickly explore patterns through free-hand sketch, test ideas with shaded previews, and seamlessly produce physical parts using robotic collaborators.
wos WOS:000372316000044
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2015_293
id ecaade2015_293
authors Batliner, Curime; Newsum, MichaelJake and Rehm, M.Casey
year 2015
title Live: Synchronous Computing in Robot Driven Design
doi https://doi.org/10.52842/conf.ecaade.2015.2.277
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. 277-286
summary Challenging our contemporary understanding of representation and simulation in architecture SCI-Arc has been developing a unique digital/physical design platform where the relationships between humans, machines and matter are constantly in flux re-calibrating, reshuffling, reordering aligning digital and physical and vis versa. The robot as a technology takes an important role in these new ideation environments. “Live” is an applicaton which enables real-time robotic control and grants the robot substantial agency situating it as an interactive design tool that immediately responds to designed signal and sensor inputs in its environment. Current research explores interactive environments, gesture based human-machine interactions and autonomous agent driven design programs.
wos WOS:000372316000033
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=6fff29ba-6fe7-11e5-a661-eb66006fc007
last changed 2022/06/07 07:54

_id caadria2015_226
id caadria2015_226
authors Bidgoli, Ardavan and Daniel Cardoso-Llach
year 2015
title Towards A Motion Grammar for Robotic Stereotomy
doi https://doi.org/10.52842/conf.caadria.2015.723
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. 723-732
summary This paper presents progress towards the definition of a motion grammar for robotic stereotomy. It describes a vocabulary of motions able to generate complex forms by cutting, slicing, and/or carving 3-D blocks of material using a robotic arm and a custom made cutting tool. While shape grammars usually deal with graphical descriptions of designs, a motion grammar seeks to address the 3-D harmonic movements of machine, tool, and material substrate choreographically, suggesting motion as a generative vehicle of exploration in both designing and making. Several models and prototypes are presented and discussed.
keywords Generative Fabrication; Robots in Architecture; Hot Wire cutting; Shape Grammars; Stereotomy; Computational Making.
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2015_8.27
id sigradi2015_8.27
authors Boas, Naylor Vilas
year 2015
title Digital Urban Simulators: Representation and Interaction with the History of the Cities
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. 308-316.
summary This work aims to expose the methodological process of the construction of a digital urban simulator called “SIMRio”, that is being developed at the Laboratory of Digital Representation and Urban Analysis. Constructed with the technology of videogames, through the use of its engines applied to digital 3d models of central area of Rio de Janeiro, the research has the objective to develop interactive systems where one could virtually visit, in real time, not only the spaces of the city, but also different times of its history, walking between them as if were in a digital time machine.
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2019_626
id caadria2019_626
authors Hahm, Soomeen, Maciel, Abel, Sumitiomo, Eri and Lopez Rodriguez, Alvaro
year 2019
title FlowMorph - Exploring the human-material interaction in digitally augmented craftsmanship
doi https://doi.org/10.52842/conf.caadria.2019.1.553
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 553-562
summary It has been proposed that, after the internet age, we are now entering a new era of the '/Augmented Age/' (King, 2016). Physician Michio Kaku imagined the future of architects will be relying heavily on Augmented Reality technology (Kaku, 2015). Augmented reality technology is not a new technology and has been evolving rapidly. In the last three years, the technology has been applied in mainstream consumer devices (Coppens, 2017). This opened up possibilities in every aspect of our daily lives and it is expected that this will have a great impact on every field of consumer's technology in near future, including design and fabrication. What is the future of design and making? What kind of new digital fabrication paradigm will emerge from inevitable technological development? What kind of impact will this have on the built environment and industry? FlowMorph is a research project developed in the Bartlett School of Architecture, B-Pro AD with the collaboration of the authors and students as a 12 month MArch programme, we developed a unique design project trying to answer these questions which will be introduced in this paper.
keywords Augmented Reality, Mixed Reality, Virtual Reality, Design Augmentation, Digital Fabrication, Cognition models, Conceptual Designing, Design Process, Design by Making, Generative Design, Computational Design, Human-Machine Collaboration, Human-Computer Collaboration, Human intuition in digital fabrication
series CAADRIA
email
last changed 2022/06/07 07:51

_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 ecaade2015_158
id ecaade2015_158
authors Kim, Do-Young; Jang, DoJin and author), Sung-AhKim
year 2015
title A Symbiotic Interaction of Virtual and Physical Models in Designing Smart Building Envelope
doi https://doi.org/10.52842/conf.ecaade.2015.2.633
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. 633-642
summary The building needs to be designed to minimize its environmental footprint and to be sufficiently adaptive to changing indoor and outdoor environmental conditions. The smart building envelope is an interactive system which is adaptive to environmental conditions by transforming its shape and functions. This is a kind of machine, not like a traditional building component, which should be based on integrated engineering design methods in addition to the exploration of formal aesthetics. As artistic genius or technical skill alone cannot not fully support the design of such a novel product, the design needs to be systemized by introducing a product development method such as prototyping in other industries. Prototyping needs to be integrated in school environment, even if it requires fundamental reconfiguration of current computer-based design studios. This paper aims at proposing a teaching methodology for educating the prototyping-based design of smart building envelope system in digital design studio. This methodology allows novice designers to operate interactions between virtual-physical models. And sketches are used to share ideas to other collaborators such as programming, mechanical operations without technical knowledge. The interactions between virtual-physical models and sketches contribute to not only complement virtual models and physical models, but also achieve high-performance of smart building envelope practically.
wos WOS:000372316000070
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=215b1984-6e90-11e5-9ee8-00190f04dc4c
last changed 2022/06/07 07:52

_id sigradi2023_416
id sigradi2023_416
authors Machado Fagundes, Cristian Vinicius, Miotto Bruscato, Léia, Paiva Ponzio, Angelica and Chornobai, Sara Regiane
year 2023
title Parametric environment for internalization and classification of models generated by the Shap-E tool
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1689–1698
summary Computing has been increasingly employed in design environments, primarily to perform calculations and logical decisions faster than humans could, enabling tasks that would be impossible or too time-consuming to execute manually. Various studies highlight the use of digital tools and technologies in diverse methods, such as parametric modeling and evolutionary algorithms, for exploring and optimizing alternatives in architecture, design, and engineering (Martino, 2015; Fagundes, 2019). Currently, there is a growing emergence of intelligent models that increasingly integrate computers into the design process. Demonstrating great potential for initial ideation, artificial intelligence (AI) models like Shap-E (Nichol et al., 2023) by OpenAI stand out. Although this model falls short of state-of-the-art sample quality, it is among the most efficient orders of magnitude for generating three-dimensional models through AI interfaces, offering practical balance for certain use cases. Thus, aiming to explore this gap, the presented study proposes an innovative design agency framework by employing Shap-E connected with parametric modeling in the design process. The generation tool has shown promising results; through generations of synthetic views conditioned by text captions, its final output is a mesh. However, due to the lack of topological information in models generated by Shap-E, we propose to fill this gap by transferring data to a parametric three-dimensional surface modeling environment. Consequently, this interaction's use aims to enable the transformation of the mesh into quantifiable surfaces, subject to collection and optimization of dimensional data of objects. Moreover, this work seeks to enable the creation of artificial databases through formal categorization of parameterized outputs using the K-means algorithm. For this purpose, the study methodologically orients itself in a four-step exploratory experimental process: (1) creation of models generated by Shap-E in a pressing manner; (2) use of parametric modeling to internalize models into the Grasshopper environment; (3) generation of optimized alternatives using the evolutionary algorithm (Biomorpher); (4) and classification of models using the K-means algorithm. Thus, the presented study proposes, through an environment of internalization and classification of models generated by the Shap-E tool, to contribute to the construction of a new design agency methodology in the decision-making process of design. So far, this research has resulted in the generation and classification of a diverse set of three-dimensional shapes. These shapes are grouped for potential applications in machine learning, in addition to providing insights for the refinement and detailed exploration of forms.
keywords Shap-E, Parametric Design, Evolutionary Algorithm, Synthetic Database, Artificial Intelligence
series SIGraDi
email
last changed 2024/03/08 14:09

_id caadria2015_156
id caadria2015_156
authors Nan, Cristina
year 2015
title A New Machinecraft. Architectural Robots
doi https://doi.org/10.52842/conf.caadria.2015.745
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. 745-754
summary The topic of this paper concentrates on robots and their new role in the architectural process from the early stage of conceptualization to the final stage of its materialization. By presenting a theoretical framework and an applied case study, this paper tries to initiate the discussion of redefining the status of the robotic machine in architecture. Besides being a regular tool among other digital fabrication tools, the robot and the ability of the architect to technically manipulate them, bears the potential of further reconnecting and intertwining the process behind design and fabrication. Operational and structural processes are being modified and points of focus shifted. Digital design connected by customized robotic machines to digital fabrication has the capability to result in a new type of architecture.
keywords Machinecraft; robotic printing; robotic fabrication; construction strategy.
series CAADRIA
email
last changed 2022/06/07 07:59

_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 caadria2015_208
id caadria2015_208
authors Sharif, Shani and T. Russell Gentry
year 2015
title Design Cognition Shift from Craftsman to Digital Maker
doi https://doi.org/10.52842/conf.caadria.2015.683
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. 683-692
summary The process of design and fabrication involves a complex cognitive activity, in which the human brain is part of a larger cognitive system that encompasses brain, body, tool, material and environment. In this system the cognition resides in the interaction of all these elements one with another in different stages of a design and making activity. This paper investigates the intermediary role of digital fabrication machines in changing the discourse of design cognition in relation to the action of making, inquiring into the diverging path from traditional craftwork. This research is shaped around the concept of transparent machine tools for an interactive participation in the process of design-making, shaping a human-machine interaction to unify the design and fabrication process.
keywords Digital fabrication; crafts; design cognition; distributed cognition; embodiment.
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2015_3.201
id sigradi2015_3.201
authors Sperling, David M.; Vandier, Inácio; Scheeren, Rodrigo
year 2015
title Feeling the space: design with tactile models
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. 108-112.
summary The article presents the pedagogical experience of the elective course “Feel the space: design with tactile models” held at the Institute of Architecture and Urbanism of USP / S?o Carlos in 2014. From the critique of the primacy of seeing, the experimental activity proposed a housing design process with a visually impaired person, using models, plants and tactile maps. Were investigated and compared the free use of materials and processes with the use of digital fabrication - MDF plates manufactured with a laser cutting machine. As a result, it is presented the tactile representation system developed in the activity.
keywords Design, Perception, Representation, Tactile Models, Digital Fabrication
series SIGRADI
email
last changed 2016/03/10 10:01

_id ecaade2016_043
id ecaade2016_043
authors Wit, Andrew and Kim, Simon
year 2016
title rolyPOLY - A Hybrid Prototype for Digital Techniques and Analog Craft in Architecture
doi https://doi.org/10.52842/conf.ecaade.2016.1.631
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. 631-638
summary The rapid emergence of computational design tools, advanced material systems and robotic fabrication within the disciplines of architecture and construction has granted designers immense freedom in form and assembly, while retaining pronounced control over output quality throughout the entirety of the design and fabrication process. Simultaneously, the complexity inherent within these tools and processes can lead to a loss of craft though the production of methodologies, forms and artifacts left with extremely recognizable residues from tooling processes utilized during their production. This paper investigates the fecund intersection of digital technologies and handcraft through core-less carbon fiber reinforced polymer (CFRP) winding as a means of creating a new typology of digital craft blurring the line between human and machine. Through the lens of an innovative wound CFRP shelter rolyPOLY completed during the winter of 2015, this paper will show the exigencies and affordances between the realms of digital and analog methodologies of CFRP winding on large-scale structures.
wos WOS:000402063700068
keywords additive manufacturing; composites; form finding; craft; analog / digital
series eCAADe
email
last changed 2022/06/07 07:57

_id sigradi2016_673
id sigradi2016_673
authors Baquero, Pablo; Calixto, Victor; Orciuoli, Affonso; Vincent, Charles
year 2016
title Simulation and prototyping benefits on digital fabrication [Teaching experience on previous workshops]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.981-985
summary This paper explains how parametric methods are informed by simulation and prototyping, methods that were deployed during some series of digital fabrication workshops, their evolution and specifically with the objective of fabricating using combination of materials and CNC techniques, such as, 3d printing, laser cutting and milling machine. Teaching these workshops were the results of simulating and prototyping with students from the Biodigital Master (ESARQ UIC 2016) and a workshop done during Sigradi (Florianopolis 2015).
keywords Teaching, 3D printing, Milling, Patterns, Collaboration, Fabrication
series SIGRADI
email
last changed 2021/03/28 19:58

_id acadia16_362
id acadia16_362
authors Beesley, Philip; Ilgun, Zeliha, Asya; Bouron, Giselle; Kadish, David; Prosser, Jordan; Gorbet, Rob; Kulic, Dana; Nicholas, Paul; Zwierzycki, Mateusz
year 2016
title Hybrid Sentient Canopy: An implementation and visualization of proprioreceptive curiosity-based machine learning
doi https://doi.org/10.52842/conf.acadia.2016.362
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 362-371
summary This paper describes the development of a sentient canopy that interacts with human visitors by using its own internal motivation. Modular curiosity-based machine learning behaviour is supported by a highly distributed system of microprocessor hardware integrated within interlinked cellular arrays of sound, light, kinetic actuators and proprioreceptive sensors in a resilient physical scaffolding system. The curiosity-based system involves exploration by employing an expert system composed of archives of information from preceding behaviours, calculating potential behaviours together with locations and applications, executing behaviour and comparing result to prediction. Prototype architectural structures entitled Sentient Canopy and Sentient Chamber developed during 2015 and 2016 were developed to support this interactive behaviour, integrating new communications protocols and firmware, and a hybrid proprioreceptive system that configured new electronics with sound, light, and motion sensing capable of internal machine sensing and externally- oriented sensing for human interaction. Proprioreception was implemented by producing custom electronics serving photoresistors, pitch-sensing microphones, and accelerometers for motion and position, coupled to sound, light and motion-based actuators and additional infrared sensors designed for sensing of human gestures. This configuration provided the machine system with the ability to calculate and detect real-time behaviour and to compare this to models of behaviour predicted within scripted routines. Testbeds located at the Living Architecture Systems Group/Philip Beesley Architect Inc. (LASG/PBAI, Waterloo/Toronto), Centre for Information Technology (CITA, Copenhagen) National Academy of Sciences (NAS) in Washington DC are illustrated.
keywords intedisciplinary/collaborative design, intelligent environments, artificial intelligence, sensate systems
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id ecaade2018_243
id ecaade2018_243
authors Gardner, Nicole
year 2018
title Architecture-Human-Machine (re)configurations - Examining computational design in practice
doi https://doi.org/10.52842/conf.ecaade.2018.2.139
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
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 ecaade2015_84
id ecaade2015_84
authors Kontovourkis, Odysseas and Tryfonos, George
year 2015
title Robotic Fabrication of Tensile Mesh Structures and Real Time Response - The Development and Simulation of a Custom-Made End Effector Tool
doi https://doi.org/10.52842/conf.ecaade.2015.2.389
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. 389-398
summary This paper presents an ongoing research, aiming to introduce a fabrication procedure for the development of tensile mesh systems. The purpose of this methodology is to be implemented in real time, based on a feedback loop logic cyclically iterated between robotic machine control and elastic material behaviour. Our purpose is to extend the capacity of robotically driven mechanisms to the fabrication of complex tensile structures and at the same time, reduce the defects that might occur due to the deformation of the elastic material. In this paper, emphasis is given to the development of a custom-made end effector tool, which is responsible to add elastic threads and create connections in the form of nodes. Based on additive fabrication logic, this process suggests the real time development of physical prototypes through the increasing smoothness of mesh structures.
wos WOS:000372316000045
series eCAADe
email
last changed 2022/06/07 07:51

_id eaea2015_t1_paper07
id eaea2015_t1_paper07
authors Miano, Pasquale; Aquilar, Giorgia
year 2015
title Identity and Image of Productive Spaces in the Process of Reuse
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.82-91
summary In the transformation of industrial ruins – machine-buildings belonging to a relatively recent past – the dichotomous processes of change and preservation allow to reinterpret the design action as the intrusion of a new life. In the projects for the reuse and recycling of productive heritage, the delicate balance between the safeguard of the identity and the updating of the image to the changing contemporary needs may be declined through the notions of novelty and originality in architecture. The concept of originality – meant as an original re-reading of the pre-existences – can produce novelty as a new spatial interpretation, capable of generating an authentic innovation even just through limited interventions. Two projects of transformation for productive buildings – both partly realized – may act as research media to describe this transition: ever since the first life of these buildings has been unequivocally concluded, their ruins have become an integral part of the landscape, standing in a state of waiting and calling for projects able to insufflate a second life within them.
keywords industrial ruins; productive heritage landscapes; recycling strategies
series EAEA
email
last changed 2016/04/22 11:52

_id cf2015_461
id cf2015_461
authors Nan; Cristina
year 2015
title A New Machinecraft: A Critical Evaluation of Architectural Robots
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. 461.
summary This paper intends to develop an understanding of the new role robotics occupy in the architectural process, from the early stage of conceptualization to the final stage of its materialization. This issue will be addressed on two levels of discourse. While the first level discusses the theoretical-philosophical framework behind the architectural integration of robots, the second investigates the resulting methodological implications on an applied research project. A critical evaluation of the use and the self-development of robots or robotic devices by architects is being aspired to. The attempt to redefine the status of the machine in general, and specifically of the robot, seeks to illustrate the robot as an active design agent.
keywords Robotic printing, robotic fabrication, construction strategy, machinecraft.
series CAAD Futures
email
last changed 2015/06/29 07:55

_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
doi https://doi.org/10.52842/conf.ecaade.2015.2.207
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
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.
wos WOS:000372316000025
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

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