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_138
id ecaade2015_138
authors Achten, Henri
year 2015
title Closing the Loop for Interactive Architecture - Internet of Things, Cloud Computing, and Wearables
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. 623-632
doi https://doi.org/10.52842/conf.ecaade.2015.2.623
wos WOS:000372316000069
summary Interactive architecture occurs in buildings when part of the building engages in exchange of information with the user, in such a way that the interactive system adjusts it's assumptions about the user's needs and desires. Acquiring the user's needs and desires is no trivial task. Currently there are no techniques that will reliably make such assertions. Building a system that unobtrusively monitors the inhabitant seems to be a tall order, and making the system ask the user all the time is very distracting for the user. An alternative option has become available however: personal wearables are increasingly monitoring the user. Therefore it suffices that the interactive system of the building gets in touch with those wearables, rather than duplicating the sensing function of the wearables. The enabling technology for wearables is Internet of Things, which connects physical objects (smart objects) on a virtual level, and Cloud Computing, which provides a scalable storage environment for wearables and smart objects. In this paper we outline the implications of the convergence of these three technologies in the light of interactive architecture.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=fdd9e706-6e8f-11e5-b1d4-00190f04dc4c
last changed 2022/06/07 07:54

_id acadia15_357
id acadia15_357
authors Ashour, Yassin; Kolarevic, Branko
year 2015
title Heuristic Optimization in Design
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. 357-369
doi https://doi.org/10.52842/conf.acadia.2015.357
summary This paper presents a workflow called the ‘heuristic optimization workflow’ that integrates Octopus, a Multi-Objective Optimization (MOO) engine with Grasshopper3D, a parametric modeling tool, and multiple simulation software. It describes a process that enables the designer to integrate disparate domains via Octopus and complete a feedback loop with the developed interactive, real-time visualization tools. A retrospective design of the Bow Tower in Calgary is used as a test case to study the impact of the developed workflow and tools, as well as the impact of MOO on the performance of the solutions. The overall workflow makes MOO based results more accessible to designers and encourages a more interactive ‘heuristic’ exploration of various geometric and topological trajectories. The workflow also reduces design decision uncertainty and design cycle latency through the incorporation of a feedback loop between geometric models and their associated quantitative data. It is through the juxtaposition of extreme performing solutions that serendipity is created and the potential for better multiple performing solutions is increased.es responsive systems, which focus on the implementation of multi-objective adaptive design prototypes from sensored environments. The intention of the work is to investigate multi-objective criteria both as a material system and as a processing system by creating prototypes with structural integrity, where the thermal energy flow through the prototype, to be understood as a membrane, can be controlled and the visual transparency altered. The work shows performance based feedback systems and physical prototype models driven by information streaming, screening, and application.
keywords Multi-Objective Optimization, Generative Design, Performance-Based Design
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id cf2015_347
id cf2015_347
authors Krakhofer, Stefan
year 2015
title Closing the Loop: From Analysis to Transformation within BIM
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. 347-357.
summary The shift from traditional CAD to BIM has created a significant potential to embed optimization processes in many stages of the design. The presented research is situated in the early design stage of inception and concept, focusing on analysis-driven-form-finding during the integrated design approach within a BIM environment. A custom analysis framework, has been developed and linked to a visual programming environment that allows the exchange of data with the parametric components of a BIM environment. The developed workflow and sequential split of functionalities enables a shared design environment for multiple experts and the design-team. The environment is intended to close the loop from analysis to parametric modeling in order to generate and evaluate building designs against performance criteria, with the aim to expedite the design decision process. The prototype has been presented to participants of the Deep-Space Cluster at SmartGeometry 2014.
keywords Algorithmic Design, Parametric Design, Parametric Analysis, Building Information Modeling, Design Automation.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id caadria2015_090
id caadria2015_090
authors Altabtabai, Jawad and Wei Yan
year 2015
title A User Interface for Parametric Architectural Design Reviews
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. 65-74
doi https://doi.org/10.52842/conf.caadria.2015.065
summary Architectural form and performance are affected by the designer's graphical representation methods. Parametric CAD systems, as design and representation tools, have become ubiquitous in architectural practice and education. Literature in the area of parametric design reviews is scarce and focused within building inspection and construction coordination domains. Additionally, platforms marketed as design review tools lack basic functionality for conducting comprehensive, parametric, and performance-based reviews. We have developed a user interface prototype where geometric and non-geometric information of a Building Information Model were translated into an interactive gaming environment. The interface allows simultaneous occupation and simulation of spatial geometry, enabling the user to engage with object parameters, as well as, performance-based, perspectival, diagrammatic, and orthographic representations for total spatial and performance comprehension.
keywords Design cognition; Virtual/augmented reality and interactive environments; Human-computer interaction.
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2015_202
id caadria2015_202
authors Amtsberg, Felix; Felix Raspall and Andreas Trummer
year 2015
title Digital-Material Feedback in Architectural Design
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. 631-640
doi https://doi.org/10.52842/conf.caadria.2015.631
summary This paper studies the architectural potential of the implementation of material feedback using computer vision before and during an automated fabrication process. The combination of an industrial robot and a 3D camera is used expand the typical one-way design and fabrication process (from a digital design to a physical output), to a feedback loop, where specific material information becomes the main trigger of design decisions and fabrication processes. Several projects developed by the authors and tested during a robotic workshop aim to unveil different aspects of material feedback in architectural design, opening a discussion for the benefit and challenges of this new approach to design and fabrication.
keywords Material feedback; robotic fabrication; computer vision; digital workflow; robotic workshop;
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2015_sp_10.33
id sigradi2015_sp_10.33
authors Antiqueira, Renan Leite; Vizioli, Simone Helena Tanoue; Antiqueira, Kau? de Macedo
year 2015
title Digital Game and Drawing in Heritage Education Teaching
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. 815-817.
summary This Short Paper intends to present the development of a digital game as part of the extension research: “Architectonic heritage, design and education: development of Playful Interactive Systems (educational games in digital media)” and is part of the work fomented by the Research Group (name withheld for submission). It is intended to emphasize the concept of game as a transmitter of culture and knowledge and to discuss the potentiality of digital game as a tool in assimilation of heritage architecture.
keywords Digital Game, Digital Drawing, Heritage Education
series SIGRADI
email
last changed 2016/03/10 09:47

_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
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
doi https://doi.org/10.52842/conf.acadia.2016.362
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 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 acadia15_223
id acadia15_223
authors Brell-Cokcan, Sigrid; Braumann, Johannes
year 2015
title Toward Adaptive Robot Control Strategies
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. 223-231
doi https://doi.org/10.52842/conf.acadia.2015.223
summary Within just a few years, industrial robots have become a significant field of research within the creative industry. Due to their inherent multi-functionality they are now being used for a wide range of applications, from conceptualized ideas of human-robot interaction, to interactive media and full-scale fabrication. A significant enabling factor has been the development of designer-centric visual programming environments that make it possible for users from the creative industry to program robotic arms in an accessible and intuitive fashion. In our ongoing research we are exploring new possibilities for industrial robots in the creative industry by branching into two opposite directions: Using custom software to compensate for the limitations of used, cheap industrial robots by outsourcing computation-intensive operations, and developing new interfaces for adaptive robot control, thus dynamically coupling the robot with the visual programming environment itself.
keywords Adaptive robot control, visual programming, interfaces, industrial robots
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id caadria2015_170
id caadria2015_170
authors Chen, Yu Chen and Chao-Ming Wang
year 2015
title The Research of Human-Computer Interaction by Combining Affective Computing into Chinese Calligraphy Art
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. 55-64
doi https://doi.org/10.52842/conf.caadria.2015.055
summary Calligraphy is one of the important cultures in Chinese world. The rich strokes, structures and forms make the Chinese calligraphy an art. As the writing script is closely correlated to the emotions of the writer, a lot of scholars explore the correlation between the Chinese calligraphy lines and affect from the perspectives of psychology and art. In this study, it introduces the affective-computing technology and combines the digital media from the perspective of Chinese calligraphy and emotions, to develop an interactive calligraphy-art device. It re-interprets the Chinese calligraphy art with the digital tool and installs the pulse sensor and pressure sensor in the Chinese pen brush, so as to detect the user’s pulse and writing power. Moreover, it converts the physiological signals into affect and provides visual feedback in real time, which includes the changes and motions of the Chinese calligraphy lines. The study proposes contacting the traditional Chinese calligraphy with a new human-computer interaction mode. With the visual feedback effect during the interaction, it allows the user to know the close correlation between the Chinese calligraphy and the emotions. Through the work, the Chinese calligraphy art can be carried forward.
keywords Chinese Calligraphy Art; Human-Computer Interaction; Affective Computing.
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2015_030
id caadria2015_030
authors Daas, Mahesh and Andrew Wit
year 2015
title Pedagogy of Architectural Robotics
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. 3-12
doi https://doi.org/10.52842/conf.caadria.2015.003
summary As computation and robotics become more prevalent in all aspects of architecture, their impact on education assumes greater importance. The paper presents the outcomes of a collaborative undergraduate architectural design studio that investigates the realms of architectural robotics and computation by stepping into the fecund intersections between multiple disciplines. The pedagogical prototype, Unsolicited: An Inconvenient Studio, broadly focused on the topics of robotics and responsive architectures. The notion of robotics was interpreted to include a range of robotic technologies and their formal manifestations in the form of biomorphic, mechanomorphic, polymorphic, and amorphic robots, and interactive architecture. Taught using a recently developed framework that focuses on self-organizing systems and the creation of innovative technology-driven design entrepreneurs rather than merely on the creation of designed artefacts, students found themselves not only innovating with new digital technologies but also bridging architecture, urbanism and computer science. The paper describes the pedagogy, processes, and outcomes of the studio.
keywords Robotics; interactive architecture; pedagogy; innovation; studio.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2016_164
id ecaade2016_164
authors Dobiesz, Sebastian and Grajper, Anna
year 2016
title Animating the Static. Case Study of The Project "Urbanimals" - Enhancing play in the cities through an augmented and interactive environment
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. 691-700
doi https://doi.org/10.52842/conf.ecaade.2016.1.691
wos WOS:000402063700074
summary This article delineates the process of developing the project "Urbanimals" - an interactive installation designed and realised in Bristol, UK, in 2015. As the case study research, it draws attention to the difficulties in designing interactive structures in urban spaces - from an architects' idea to a construction stage. There are four areas that are being investigated: (1) Modelling interactions, (2) Negotiating locations and logistics, (3) Developing hardware and (4) Performing the on-site observations. The project draws from the idea of Smart City (SC) as the concept of the urban environment with a certain level of responsiveness through implementing a technology-driven matter that expands city offer perceivable, but gentle and not hindering way. It highlights the possible applications of projection technology and the utilisation of the 3D modelling software which provides complex tools for creating animations, movements and interactions with future users. The article gives clues how to design more engaging interactions and how to deal with implementing them in public realm.
keywords Smart Cities; Interactive Architecture; public realm; art installations
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia15_274
id acadia15_274
authors Fougere, Daniel; Goold, Ryan; Velikov, Kathy
year 2015
title Pneuma-Technics // Methods for Soft Adaptive Environments
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. 274-283
doi https://doi.org/10.52842/conf.acadia.2015.274
summary This work-in-progress paper explores the opportunity to rethink the relationships architecture has with the environment and human behavior. Adaptive systems are gaining traction in the discourse as relationships between the built environment, the natural environment and its users evolve over time. This project, Pneuma-Technics, investigates pneumatic methods in the built environment, composite materials and components, computation, physical computing and sensory actuation. The objective is to advance a developing typology of responsive systems: a breathing architecture that is sensitive to its changing environment. Pneuma-Technics is actuated breath in built form - pneuma, the Greek word for “to breath,” and technics, the Greek word for technique/craft in art. The project imagines the potentials of a soft, interactive surface that allows for the passage of light, air, and human vision, yet maintains enclosure and insulation as necessary for architectural performance. These innovations project new futures onto traditional methods of architectural production and engage in nontraditional materials to develop unique environments. Pneuma-Technics’ is a body of research that consists of tangible experiments for the advancement of soft environments. However, we design for these potential futures as materials, methods, and collaborative action evolve the discourse toward adaptive technologies.
keywords Pneumatics, Soft Robotics, Adaptive Architecture
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id sigradi2016_621
id sigradi2016_621
authors Gomes, Maria Cecília Rocha Couto; Santos, Ana Paula Baltazar dos; Arruda, Guilherme Ferreira de; Cabral Filho , José dos Santos; Silva, Luís Henrique Marques de Oliveira; Diniz, Luiza Encarnaç?o; Lima, Mariana Julia Souza Barbosa; Stralen, Mateus de Sousa van
year 2016
title Parametrizaç?o para além do processo de projeto: experimentando aberturas para interaç?o [Parametrization beyond the design process: trying out openness for interaction]
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.790-794
summary This paper discusses the use of parametrization and digital fabrication in architecture proposing a shift from increasing the architect’s control over the final product (determinist paradigm), towards increasing users' interaction. It presents the design process of an experimental interactive object intended to meet the former discussion and test the limits and difficulties that might arise during the process. Such an object was developed by Lagear (UFMG), as a response to the exhibition Homo Faber: Digital Fabrication in Latin America, CAAD FUTURES 2015.
keywords Interactive object; Parametrization; Digital Fabrication; Representation; Interaction
series SIGRADI
email
last changed 2021/03/28 19:58

_id cf2015_484
id cf2015_484
authors Liao, Kai; Vries, Bauke de; Kong, Jun and Zhang, Kang
year 2015
title Pattern, cognition and spatial information processing: Representations of the spatial layout of architectural design with spatial-semantic analytics
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. 484.
summary In this paper, we review and extend the idea of Alexander’s “pattern language”, especially from the viewpoints of complexity theories, information systems, and human-computer interaction, to explore spatial cognition-based design representations for “intelligent and adaptive/interactive environment” in architecture and urban planning. We propose a theoretic framework of design patterns “with spatial information processing”, and attempt to incorporate state-of-the-art computational methods of information visualization/visual analytics into the conventional CAAD approaches. Focused on the spatial-semantic analytics, together with abstract syntactic pattern representation, by using “spatial-semantic aware” graph grammar formalization, i.e., Spatial Graph Grammars (SGG), the relevant models, algorithms and tool are proposed. We testify our theoretic framework and computational tool VEGGIE (a Visual Environment of Graph Grammar Induction Engineering) by using actual architectural design works (spatial layout exemplars of a small office building and the three house projects by Frank Lloyd Wright) as study cases, so as to demonstrate our proposed approach for practical applications. The results are discussed and further research is suggested.
keywords Pattern language, complex adaptive systems, spatial cognition, design representations, spatial information processing, Artificial Intelligence, visual language, Spatial Graph Grammars (SGG), spatial-semantic analytics.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id cf2015_239
id cf2015_239
authors Maia, Sara Costa and Meyboom, AnnaLisa
year 2015
title Interrogating interactive and responsive architecture: The quest of a technological solution looking for an architectural problem
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. 239.
summary Interactive Architecture and Responsive Architecture are provocative fields of investigation and have potentially disruptive and far reaching effects for architecture. However it can be argued that these fields haven’t been developed as a direct response to previously identified architectural demands. Instead, they have risen as consequence of new technology availability, with ad hoc discussions in the context of the built environment. In order to test this hypothesis, 229 publications were examined and narrowed down to 77 papers and 41 design projects, which were systematically analyzed. The primary objective of this investigation is to understand Interactive Architecture’s development with regard to justification. This understanding provides us with the basis to speculate on the possibly expanding introduction of extraneous technological solutions to the discipline of architecture. The research findings indicate a mismatch between theoretical discourse and projects being developed in those fields. They also describe the current state of Interactive Architecture research.
keywords Interactive Architecture, Responsive Architecture, Literature Analysis, Design Projects Analysis.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id ecaade2015_181
id ecaade2015_181
authors Mateus, Daniel; Sousa, Maurício, Klerk, Ruide, Gama, Sandra, Jorge, Joaquim and Duarte, José Pinto
year 2015
title From ______ to _____: Going Back to the Classical Roots of Architecture using Virtual Reality
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. 107-116
doi https://doi.org/10.52842/conf.ecaade.2015.1.107
wos WOS:000372317300012
summary In Classical Greece the design and construction of buildings were interconnected, forming a single activity. With the development of knowledge and technology, this process has fragmented, giving rise to different activities, performed by various professionals, such as the architect, the engineer and the builder, leading to problems related with information exchange between them. With the research projects Tecton and Technos, we intend to reunite these activities again, seeking to simplify the building production process. In Tecton, we propose an Immersive Virtual Reality Environment to sketch and model objects in an interactive way, using hand gestures and body postures, enabling architects to change between the viewpoint of the creator and that of the user, thereby designing buildings while experiencing them at full-scale at the same time. In the future Technos project, our vision is develop detailed 3D virtual models to serve both as supporting elements for the digital fabrication of building parts and as communications elements for the assembly and construction of buildings.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=6aac3ae4-702c-11e5-8c5e-c358c81571a7
last changed 2022/06/07 07:58

_id caadria2015_137
id caadria2015_137
authors Meechao, Krisanee
year 2015
title Digital Media in Architecture: Digital Media and Interactive Design Communication System in Design Process for Architectural Practices
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. 33-42
doi https://doi.org/10.52842/conf.caadria.2015.033
summary At present in most architectural practices, the way architectural design is presented involves computer-aided design to describe architecture for different purposes. Digital media has been employed for a creative proposal to achieve efficient communication. Although architects conduct and navigate design information, communication can be more efficient if architects convey exact messages. This paper investigates the way that architects communicate with stakeholders exploring their needs, including in digital media design to suggest new approaches that exploit capability of digital interactive media and networking. There is a clear need for a design process that ensures accurate communication, where both professionals and stakeholders can interact while the architectural design process is in progress. All stakeholders, not just architects need to be able to navigate the process. Finding a communication system through a website or application is recommended for this study.
keywords Communication; Design; Architecture; Digital media.
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2015_113
id ecaade2015_113
authors Miltiadis, Constantinos
year 2015
title Virtual Architecture in a Real-time, Interactive, Augmented Reality Environment - project Anywhere and the potential of Architecture in the age of the Virtual
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. 61-68
doi https://doi.org/10.52842/conf.ecaade.2015.1.061
wos WOS:000372317300007
summary Virtual reality opens a new world of a great potential for both research and experimentation by allowing new forms of unbuilt sensible architectural space. The paper starts with a sketch of the current context in Virtual Reality and continues by outlining the development and structure of the research “project Anywhere”. The project is an easily deployable, wireless, multi-user, augmented reality app-system that offers full body immersion through body, head and hands tracking. It can host multiple concurrent users, able to move freely in the virtual space, by moving in the real, and also perform actions through a gesture interface to affect their shared environment. Concluding, we describe the inherent properties of such a space, which we propose as a novel spatial medium for architecture, through an example of a potential application.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=dd9b6e90-702b-11e5-bccd-d361e16cfb67
last changed 2022/06/07 07:58

_id ecaade2015_129
id ecaade2015_129
authors Mostafavi, Sina; Bier, Henriette, Bodea, Serban and Anton, AnaMaria
year 2015
title Informed Design to Robotic Production Systems - Developing Robotic 3D Printing System for Informed Material Deposition
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. 287-296
doi https://doi.org/10.52842/conf.ecaade.2015.2.287
wos WOS:000372316000034
summary This paper discusses the development of an informed Design-to-Robotic-Production (D2RP) system for additive manufacturing to achieve performative porosity in architecture at various scales. An extended series of experiments on materiality, fabrication and robotics were designed and carried out resulting in the production of a one-to-one scale prototype. In this context, design materiality has been approached from both digital and physical perspectives. At digital materiality level, a customized computational design framework is implemented for form finding of compression only structures combined with a material distribution optimization method. Moreover, the chained connection between parametric design model and robotic production setup has led to a systematic study of certain aspects of physicality that cannot be fully simulated in the digital medium, which then establish a feedback loop for underrating material behaviors and properties. As a result, the D2RP system proposes an alternative method of robotic material deposition to create an informed material architecture.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=9b8d34a6-6fe6-11e5-be92-57ca3f902ce9
last changed 2022/06/07 07:58

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