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 553

_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 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 caadria2015_246
id caadria2015_246
authors Fok, Wendy W.
year 2015
title Delineating Crowd Sourced Ownership in the Digital Age for the Built Environment
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. 43-52
doi https://doi.org/10.52842/conf.caadria.2015.043
summary Time Magazine, had named the “Person of the Year” to “YOU” (the crowd) in 2006 , due to the infinite potentials of the thousands and millions of ‘yous’ who control the media and financing within the new digital democracy. These same citizens of digital innovation create the new platforms—seen in the early beta developments of Kickstarter, Twitter, Wikipedia, and Facebook—and contribute to the manipulation of international exchange of information and power, creating value propositions beyond the traditional product complexity of the market. Peer exchange and crowd organizational strategy will be used to innovate the built environment, and it is pertinent for “digital” property and “real” property to recognize and benefit from this emergence. Professional codes of conduct, economic values, and legal regulations have become a means to an end of the designing of digital and physical property, as digital barriers lift much of the necessary pre-cautions that is required to govern collaboration. This body of research explores the qualifying factors of open innovation identity between the creators and the consumers, the state of design ethics and ownership uncertainties pertaining to the combinatory methods and mechanisms that employ these technologies.
keywords Open Innovation; Crowd source; Authorship; Ownership; Digital Media; Digital Property; Physical Property.
series CAADRIA
email
last changed 2022/06/07 07:51

_id cf2015_211
id cf2015_211
authors Hu, Yongheng
year 2015
title The Computation Turn in Structural Performance Based Architecture 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. 211-225.
summary It is necessary for an architect to engage closely with structural design, to interpret their design idea thoroughly, and it requires carefully collaboration between architect and engineer. The structural performance based design is not only to obey structure principle but to explore different possibilities of engineer and architectural innovation. Architects could apply this method in the earlier stage of design, and it could provide the efficient solution for structure, create a new spatial experience and further improve the construction quality in the later phase of development. In comparison to structural performance-based design in history, the computational technology has made it possible for architects to implement further the structural knowledge in more dynamic and sophisticated environment. This paper will discuss the history development and current transformation of this method. Three research project will explain the current experimental design process and back the idea of this method.
keywords Performance Based Architecture design, Computational Design, Structural Optimization
series CAAD Futures
type normal paper
email
last changed 2015/07/28 20:41

_id ecaade2015_100
id ecaade2015_100
authors Braumann, Johannes and Brell-Cokcan, Sigrid
year 2015
title Adaptive Robot Control - New Parametric Workflows Directly from Design to KUKA Robots
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. 243-250
doi https://doi.org/10.52842/conf.ecaade.2015.2.243
wos WOS:000372316000029
summary In the past years the creative industry has made great advancements in the area of robotics. Accessible robot simulation and control environments based on visual programming systems such as Grasshopper and Dynamo now allow even novice users to quickly and intuitively explore the potential of robotic fabrication, while expert users can use their programming knowledge to create complex, parametric robotic programs. The great advantage of using visual programming for robot control lies in the quick iterations that allow the user to change both geometry and toolpaths as well as machinic parameters and then simulate the results within a single environment. However, at the end of such an iterative optimization process the data is condensed into a robot control data file, which is then copied over to the robot and thus loses its parametric relationship with the code that generated it. In this research we present a newly developed system that allows a dynamic link between the robot and the controlling PC for parametrically adjusting robotic toolpaths and collecting feedback data from the robot itself - enabling entirely new approaches towards robotic fabrication by even more closely linking design and fabrication.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=9d9da7bc-70ef-11e5-b2fd-efbb508168fd
last changed 2022/06/07 07:54

_id ecaadesigradi2019_561
id ecaadesigradi2019_561
authors Cress, Kevan and Beesley, Philip
year 2019
title Architectural Design in Open-Source Software - Developing MeasureIt-ARCH, an Open Source tool to create Dimensioned and Annotated Architectural drawings within the Blender 3D creation suite.
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 621-630
doi https://doi.org/10.52842/conf.ecaade.2019.1.621
summary MeasureIt-ARCH is A GNU GPL licensed, dimension, annotation, and drawing tool for use in the open source software Blender. By providing free and open tools for the reading and editing of architectural drawings, MeasurIt-ARCH allows works of architecture to be shared, read, and modified by anyone. The digitization of architectural practice over the last 3 decades has brought with it a new set of inter-disciplinary discourses for the profession. An attempt to utilise 'Open-Source' methodologies, co-opted from the world of software development, in order to make high quality design more affordable, participatory and responsible has emerged. The most prominent of these discussions are embodied in Carlo Raitti and Mathew Claudel's manifesto 'Open-Source Architecture' (Ratti 2015) and affordable housing initiatives like the Wikihouse project (Parvin 2016). MeasurIt-ARCH aims to be the first step towards creating a completely Open-Source design pipeline, by augmenting Blender to a level where it can be used produce small scale architectural works without the need for any proprietary software, serving as an exploratory critique on the user experience and implementations of industry standard dimensioning tools that exist on the market today.
keywords Blender; Open-Source; Computer Aided Design ; OSArc
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id caadria2015_185
id caadria2015_185
authors De Oliveira, Maria João and Vasco Moreira Rato
year 2015
title From Morphogenetic Data to Performative Behaviour
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. 765-774
doi https://doi.org/10.52842/conf.caadria.2015.765
summary This paper presents part of CORK’EWS, a research work developed within the framework of the Digital Architecture Advanced Program 2012/13 at ISCTE-IUL. The main goal of this investigation was to develop a parametric, customizable and adaptive wall system designed for environmental performance. Moreover, the system is based on standard industrial products: expanded cork blocks produced by Amorim Insulation industries. CAD/CAM resources were the essential tools of the research process, where fundamental and practical knowledge is integrated to understand the microstructure morphological properties of the raw material – cork – and its derivate – natural expanded cork. These properties were upscale and adapted to create a wall with an optimized solar control environmental performance. The result is a digitally fabricated prototype of a new customizable industrial product, adaptable to specific environmental conditions and installation setups being therefore easily commercialized. From microstructural morphology to macroscale construction, the research explores new application possibilities through morphogenesis and opens new possible markets for these customizable products.
keywords Morphogenesis; performance; shading systems; cork.
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2015_033
id caadria2015_033
authors Hadilou, Arman
year 2015
title Phototropism of Tensile Façade System through Material Agency
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. 127-136
doi https://doi.org/10.52842/conf.caadria.2015.127
summary This paper researches material agencies, mechanical systems and façade designs that are able to respond to environmental changes through local interactions, inspired by biological systems. These are based on a model of distributed intelligence founded on plants and animal collectives, from which intelligent behavior emerges through simple local associations. Biological collective systems integrate material form and responsiveness and have the potential to inform new architectural and engineering strategies. The design approach of this research is based on a data-driven methodology spanning from design inception to simulation and physical modeling. Data-driven models, common in the fields of natural science, offer a method to generate and test a multiplicity of responsive solutions. The driving concepts are three types of evolutionary adaptation: flexibility, acclimation, and learning. The proposed façade system is a responsive textile shading structure which uses integrated actuators that moderate their local environments through simple interactions with their immediate neighbors. Computational techniques coupled to material logics create an integral design framework leading to heterogeneous environmental and structural conditions, producing local responses to environmental stimuli and ultimately effective performance of the whole system.
keywords Responsive facade; phototropism; material intelligence.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2015_265
id ecaade2015_265
authors Hosey, Shannon; Beorkrem, Christopher, Damiano, Ashley, Lopez, Rafael and McCall, Marlena
year 2015
title Digital Design for Disassembly
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. 371-382
doi https://doi.org/10.52842/conf.ecaade.2015.2.371
wos WOS:000372316000043
summary The construction and building sector is now widely known to be one of the biggest energy consumers, carbon emitters, and creators of waste. Some architectural agendas for sustainability focus on energy efficiency of buildings that minimize their energy intake during their lifetime - through the use of more efficient mechanical systems or more insulative wall systems. One issue with these sustainability models is that they often ignore the hierarchy of energy within architectural design. The focus on the efficiency is but one aspect or system of the building assembly, when compared to the effectiveness of the whole, which often leads to ad-hoc ecology and results in the all too familiar “law of unintended consequences” (Merton, 1936). As soon as adhesive is used to connect two materials, a piece of trash is created. If designers treat material as energy, and want to use energy responsibly, they can prolong the lifetime of building material by designing for disassembly. By changing the nature of the physical relationship between materials, buildings can be reconfigured and repurposed all the while keeping materials out of a landfill. The use of smart joinery to create building assemblies which can be disassembled, has a milieu of new possibilities created through the use of digital manufacturing equipment. These tools afford designers and manufacturers the ability to create individual joints of a variety of types, which perform as well or better than conventional systems. The concept of design for disassembly is a recognizable goal of industrial design and manufacturing, but for Architecture it remains a novel approach. A classic example is Kieran Timberlake's Loblolly House, which employed material assemblies “that are detailed for on-site assembly as well as future disassembly and redeployment” (Flat, Inc, 2008). The use of nearly ubiquitous digital manufacturing tools helps designers create highly functional, precise and effective methods of connection which afford a building to be taken apart and reused or reassembled into alternative configurations or for alternative uses. This paper will survey alternative energy strategies made available through joinery using digital manufacturing and design methods, and will evaluate these strategies in their ability to create diassemblable materials which therefore use less energy - or minimize the entropy of energy over the life-cycle of the material.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=4075520a-6fe7-11e5-bcc8-f7d564ea25ed
last changed 2022/06/07 07:50

_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 acadia15_243
id acadia15_243
authors McKay, Mike
year 2015
title Relative Positioning
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. 243-250
doi https://doi.org/10.52842/conf.acadia.2015.243
summary How we understand the world is directly affected by our position in it. Constellations are simply the result of cognitive alignments related to our location in the universe, the horizon simply based on proximity and time. Relative Positioning explores the power of position in architecture: specifically, how Anamorphic projection and perspectival techniques can generate space and challenge our understanding of its form. Architectural illusion and perspectival deceptions have been investigated since antiquity in order to alter the perception of a given space, primarily used in an illusionary or optical manner. However, Anamorphic projection offers the potential to create dynamic spatial experiences that go well beyond simple projections or images/shapes simply painted onto a surface. Within Relative Positioning, architectural form exists in 3-dimensions (real, physical) but is perceived via procession and emergent perceptions based on choreographed alignments and foci—making it possible for a duality of visual perception to occur. Much like the diagonal movement through Villa Savoye or the space created by Matta-Clark’s cut, views and alignments add value, create perceptual shifts. One no longer views the architectural form as a whole, but as a collection of cinematic moments, fragments, serial form: a tension of object-qualities that elicits spatial ambiguity that puts pressure on the ‘real’ and opens up a world of wonder and excitement. This is a new form of collage.
keywords Anamorphosis, perspective, perception
series ACADIA
type normal paper
email
last changed 2022/06/07 07:59

_id caadria2015_015
id caadria2015_015
authors Melenbrink, Nathan and Nathan King
year 2015
title Fulldome Interfacing
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. 221-230
doi https://doi.org/10.52842/conf.caadria.2015.221
summary The ability to communicate design intent to potential users, clients, and communities is fundamental to the process of architectural design. Conventionally, this need is addressed through phased submissions of drawings, renderings, animations, and physical models—all with the intention of representing space and its constituent elements. Recent technological advancements however—including tools like those produced by OculusTM—have begun to present new opportunities for spatial representation through the use of simulated 3D environments that are both convenient for the design team and readily accepted by clients and end users. While immersive technologies do present novel representational opportunities, current workflows position the potential at the conclusion of the design process, not as part of it. The project presented here moves beyond mere representation and positions simulated 3D environments within the design process itself. To this end, an integrated real-time computational workflow that enables the use of simulated spatial experience as an iterative design tool was developed in order to create the illusion of being in a space while it is being designed and allowing experientially informed decision making. The Fulldome Interface creates a collaborative immersive environment that utilizes a novel computational design workflow (linking the parametric GrasshopperTM for RhinocerosTM design environment to the Unity3DTM gaming engine) that responds in real-time through dome-based stereoscopic projection that can be experienced by multiple occupants simultaneously.
keywords Immersive; fulldome; real-time; interface; parametric design
series CAADRIA
email
last changed 2022/06/07 07:58

_id sigradi2015_sp_11.278
id sigradi2015_sp_11.278
authors Namba, Elena de Pauli; Maziviero, Maria Carolina
year 2015
title Digital Urban Projects Inventory
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. 827-831.
summary This paper is the result of a survey of urban projects that use digital technologies to meet the needs and complexities of contemporary urban environments. The objective is to understand these new design methods applied to the urban scale and systematize information on the recent production. For this, we proposed an inventory that utilized the three types of design process defined by Rivka Oxman, to create categories and compose cataloging records on each project.
keywords Urban Projects, Digital Thought, Inventory, Generative Systems, Design Process
series SIGRADI
email
last changed 2016/03/10 09:55

_id ijac202321410
id ijac202321410
authors Rihani, Nemeh
year 2023
title Interactive immersive experience: Digital technologies for reconstruction and experiencing temple of Bel using crowdsourced images and 3D photogrammetric processes
source International Journal of Architectural Computing 2023, Vol. 21 - no. 4, 730-756
summary This paper investigates the potential of dense multi-image 3D photogrammetric reconstruction of destroyed cultural heritage monuments by employing public domain imagery for heritage site visitors. This work focuses on the digital reconstruction of the Temple of Bel, one of the heritage monuments in Palmyra, Syria, which was demolished in the summer of 2015 due to armed conflict. This temple is believed to be one of the most significant religious structures of the first century AD in the Middle East and North Africa (MENA) region with its unique design and condition before destruction actions. The process is carried out using solely one source of images; the freely available visitors’ images collected from the social media platforms and web search engines. This paper presents a digital 3D reconstruction workflow for the collected images using an advanced photogrammetry pipeline and dense image matching software. The virtually reconstructed outputs will be managed and implemented efficiently in Unity3D to create an entire 3D virtual interactive environment for the deconstructed temple to be visualised and experienced using the new Oculus Quest VR headset. The virtual Palmyra’s visitor will be offered an enhanced walk-through off-site interactive, immersive experience compared to the real-world one, which is non-existing and unobtainable at the site in the current time.
keywords Cultural heritage, crowdsourced images, 3D photogrammetric reconstruction, digital heritage, virtual heritage, immersive technologies, Palmyra
series journal
last changed 2024/04/17 14:30

_id ecaade2015_175
id ecaade2015_175
authors Schaffranek, Richard and Harald, Trapp
year 2015
title Automated Generation of Heuristics for Design
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. 483-492
doi https://doi.org/10.52842/conf.ecaade.2015.2.483
wos WOS:000372316000055
summary The crisis of architecture is a crisis of form, therefore new approaches and definitions are necessary. The children´s game of Hide-and-Seek seems extremely relevant to learn the complex interplay of social interaction and space. What if its hiding places were to be designed by an architect? Is there a method to relate the rules of the game to the number, design and layout of its obstacles in such a way as to create a successful game?A possibility to tackle this problem is the use of metaheuristic solvers. But even for the simple game of Hide-and-Seek, their use is confined to cases with a very limited set of obstacles and players, since the time needed to calculate the fitness function increases rapidly. To overcome this we suggest the use of statistical methods to develop a heuristic fitness function based on properties which can be directly computed from the values of the genotype. The resulting function makes is possible to solve the given problem using a metaheuristic solver not only for the simple cases with 3 or 4, but also for those with n obstacles.
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2015_124
id caadria2015_124
authors Çavu_o_lu, Ömer H.
year 2015
title Building Information Modeling Tools: Opportunities for Early Stages of 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. 427-436
doi https://doi.org/10.52842/conf.caadria.2015.427
summary Numerous researchers point out that in the early stages of architectural design many significant decisions are taken to directly affect functional qualities, performance of the building, aesthetics, and relationships of the building with the natural environment and climate, even if there is no certain and valid information to create satisfactory design solutions. This paper particularly focuses on the early stages of architectural design and searches for the opportunities provided by Building Information Modeling (BIM) tools, in terms of the concept of performance analysis and form seeking. The study also includes case study implementations which visualize the early processes of architectural design with benefits of BIM under different conditions to evaluate its opportunities during these design processes. A few case studies have been implemented to reveal how new BIM tools can help designers in these stages. As a result of the implementations, it has been understood that BIM is a powerful early stages of architectural design tool; not for designing, but for supporting design.
keywords Building Information Modeling; computational design analysis; performance evaluation in the early design stages.
series CAADRIA
email
last changed 2022/06/07 07:57

_id cf2015_485
id cf2015_485
authors Anaf, Márcia and Harris, Ana Lúcia Nogueira de Camargo
year 2015
title The geometry of Chuck Hoberman as the basis for the development of dynamic experimental structures
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. 485.
summary The cognitive-theoretical foundation referring to teach drawing as a way of thinking, as well as the construction of the environment by means of drawing using transforming geometries and the formal and para-formal computational process, creating unusual geometries through generative design processes and methodologies, can be seen as some of the main possibilities in exploring dynamic experimental structures for an Adaptive Architecture. This article presents the development of a model for articulated facades, inspired by Hoberman´s Tessellates, and his Adaptive Building Initiative (ABI) project to develop facades models that respond in real time to environmental changes. In addition, we describe an experiment based on the retractable structures, inspired by Hoberman´s work and experimentations. Solutions for responsive facades can offer more flexible architectural solutions providing better use of natural light and contributing to saving energy. Using Rhinoceros and the Grasshopper for modeling and test the responsiveness, the parametric model was created to simulate geometric panels of hexagonal grids that would open and close in reaction to translational motion effects, regulating the amount of light that reaches the building.
keywords Parametric architecture, Hoberman´s Tessellates, Adaptive Building Initiative (ABI), Articulated Facades, Complex Geometries, Retractable structures, Retractable polyhedra.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id sigradi2018_1359
id sigradi2018_1359
authors Bertola Duarte, Rovenir; Ziger Dalgallo, Ayla; Consalter Diniz, Maria Luisa; Romão Magoga, Thais
year 2018
title A window to the autism: the political role of the difference of an objectile in the homogeneous school
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 848-853
summary This paper approaches the insertion of an objectile in the homogeneous space of a school, looking to bring flexibility and responsiveness to assist a user with Autism Spectrum Disorder (ASD). The research concerns with photosensitivity, a problem faced by almost 25% of the children with autism (Miller-Horn; Spence; Takeoka, 2011). The study is based on the theories for ASD environments that speak of ‘sensorial perception’ and ‘thinking with imagery’ (Mostafa, 2008), and the coexistence of Sensory Design Theory and Neuro-Typical Method (Pomana, 2015). The result consists of a gadget developed in MIT App Inventor tool and a curtain that interact responsively through an Arduino code, for a new connection between the user and his surroundings.
keywords Objectile; Responsive Architecture; Architecture and autism; ASD; Inclusive school
series SIGRADI
email
last changed 2021/03/28 19:58

_id cf2015_326
id cf2015_326
authors Borges, Marina and Fakury, Ricardo H.
year 2015
title Structural design based on performance applied to development of a lattice wind tower
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. 326.
summary This paper studies the process of parametric and algorithmic design, integrating structural analysis and design for the generation of complex geometric structures. This methodology is based on the Performative Model, where the shape is generated using performance criteria. In the approach, the development of complex structures is only possible by reversing the process of thinking to generate the form with established parameters for geometry, material and loading aspects. Thus, the structural engineer no longer only participates in the evaluation phase but also appears in the early stages, creating a process of exploration and production of common knowledge among architects and engineers. To research performance-based design, the development of a conceptual lattice for a wind tower is proposed. Thus, a system is made to generate geometries using Rhinoceros software, the Grasshopper plugin, and the VB programming language, integrated with stress analysis through the Scan & Solve plugin.
keywords Structural Design, Parametric and Algorithm Architecture, Structural Analysis, Performative Model, Lattice Wind Tower.
series CAAD Futures
email
last changed 2015/06/29 07:55

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