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 591

_id ijac201715302
id ijac201715302
authors Borges de Vasconselo, Tássias and David Sperling
year 2017
title From representational to parametric and algorithmic interactions: A panorama of Digital Architectural Design teaching in Latin America
source International Journal of Architectural Computing vol. 15 - no. 3, 215-229
summary This study focuses on the context of graphic representation technologies and digital design on Architectural teaching in Latin America. From categories proposed by Oxman and Kotnik and through a mapping study framed by a systematic review in CumInCAD database, it is presented a panorama of the state-of-art of the digital design on Architectural teaching in the region, between 2006 and 2015. The results suggest a context of coexistence of representational interaction and parametric interaction, as well as a transition from one to another and the emergence of the first experiments in algorithmic interaction. As this mapping shows an ongoing movement toward Digital Architectural Design in Latin America in the last decade, and points out its dynamics in space in time, it could contribute to strengthen a crowdthinking network on this issue in the region and with other continents.
keywords Computer-aided architectural design, Digital Architectural Design teaching, interaction with digital media, levels of design computability, Latin America, mapping study
series journal
email
last changed 2019/08/07 14:03

_id eaea2015_t2_paper04
id eaea2015_t2_paper04
authors Frank, Tim; Luke, Christina; Roosevelt, Chris
year 2015
title Envisioning our First-Principles Predecessors: Legacies of Climatization in Ancient Anatolian Structures
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.152-164
summary The homogenization of our current building culture makes vernacular structures around the world extremely vulnerable to desuetude and calls to question how new forms of representation can highlight alternative facets of our built heritage. This paper explores the changing nature of heritage interpretation and offers new methods in representing vernacular structures, highlighting their exquisite atmospheric disposition through the use of state-of-the-art computer simulation programs. The ancient Anatolian region and its vast inventory of exemplary antiquities serves as the site of investigation, encompassing an area that stretches from the western Aegean coastline to the south eastern plain. The results of this study indicate that the intensified development density of these building complexes produce unique models of collective living, establishing a rich inventory of intermediary spatial types that inflect the daily and seasonal variations of the temperate Anatolian climate.
keywords vernacular heritage; passive climatization; computational simulation
series EAEA
email
last changed 2016/04/22 11:52

_id ecaade2015_235
id ecaade2015_235
authors Ahmar, Salma El and Fioravanti, Antonio
year 2015
title Biomimetic-Computational Design for Double Facades in Hot Climates - A Porous Folded Façade for Office Buildings
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. 687-696
doi https://doi.org/10.52842/conf.ecaade.2015.2.687
wos WOS:000372316000076
summary Biomimetic design is an approach that is gaining momentum among architects and designers. Computational design and performance simulation software represent powerful tools that help in applying biomimetic ideas in architectural design and in understanding how such proposals would behave. This paper addresses the challenge of reducing cooling loads while trying to maintain daylight needs of office buildings in hot climatic regions. Specifically, it focuses on double skin facades whose application in hot climates is somewhat controversial. Ideas from nature serve as inspiration in designing a porous, folded double façade for an existing building, aiming at increasing heat lost by convection in the façade cavity as well as reducing heat gained by radiation. The cooling loads and daylight autonomy of an office room are compared before and after the proposed design to evaluate its performance.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=f87306fc-6e90-11e5-845a-00190f04dc4c
last changed 2022/06/07 07:54

_id caadria2015_126
id caadria2015_126
authors Aydin, Serdar and Marc Aurel Schnabel
year 2015
title Fusing Conflicts Within Digital Heritage Through the Ambivalence of Gaming
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. 839-848
doi https://doi.org/10.52842/conf.caadria.2015.839
summary Digital Heritage is amphibian by spanning between unreal-real (digital) and real-real (actual) environments. Or its amphiboly derives from a fact that relies not on contrasting realities but a hub from which an oscillation occurs between the real and the actual. Inferring to Baudrillard’s criticism of contemporary art, this paper presents these disparities and ambivalent conditions found in digital heritage by examining a full-dome media-art application called Look-Up. Touching upon the authenticity issue in cultural heritage, a design research project, Augmenting Kashgar, is then introduced on the basis of the claim that a design manner can fuse conflicts within Digital Heritage. Developed within the special context of Kashgar, China’s westernmost city, the methodology of the project that follows a Research through Design (RtD) approach is provided. Making use of the architectural features of Kashgar, designing a digital game as a counter-strategy to existing cultural heritage programmes is discussed with references to Baudrillard’s perspective on video games and gamers.
keywords Digital Heritage; Research through Design; game design; Augmenting Kashgar Project; Baudriallard.
series CAADRIA
email
last changed 2022/06/07 07:54

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

_id acadia15_161
id acadia15_161
authors Baharlou, Ehsan; Menges, Achim
year 2015
title Toward a Behavioral Design System: An Agent-Based Approach for Polygonal Surfaces Structures
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. 161-172
doi https://doi.org/10.52842/conf.acadia.2015.161
summary The following research investigates the development of an agent-based design method as an integrative design tool for polygonal surface structures. The aim of this research is to develop a computational tool that self-organizes the emergence of polygonal surface structures from interaction between its constitutive lattices. This research focuses on the ethological level of morphogenesis that is relevant to the animal or insect societies, whereby agents mediate the material organizations with environmental aspects. Meanwhile, behavior-based approaches are investigated as a bottom-up system to develop a computational framework in which the lower-level features constantly interact. The lower-level features such as material properties (e.g., geometric descriptions) are abstracted into building blocks or agents to construct the agent’s morphology. The abstracted principles, which define the agent’s morphology, are aggregated into a generative tool to explore the emergent complexities. This exploration coupled with the generative constraint mechanisms steers the collective agents system toward the cloud of solutions; hence, the collective behaviors of agents constitute the polygonal surface structures. This polygonal system is a bottom up approach of developing the complex surface that emerges through topological and topographical interaction between cells and their surrounding environment. Subsequently, the integrative system is developed through agent-based parametric modelling, in which the knowledge-based system as a top-down approach is substituted with the agent system together with its morphological features and significant behaviors.
keywords Agent-Based System, Behavioral-Based System, Polygonal Surface Structures, Self-Organization and Emergence
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id sigradi2015_7.184
id sigradi2015_7.184
authors Barber, Gabriela; Lafluf, Marcos
year 2015
title New Media Art; an approach to videomapping
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. 283-291.
summary This approach to the videomapping technique and theory rises from the experience in the Vidialab environment. Aiming to generate a quality input in the knowledge of this technical and artistic practice that is closely linked to advanced digitalization and digital design, we have limited this study to the local state of the art of it in order to get quality results. The contribution to the unavoidable debate of a practice that involves technology, art, design, architecture and communication is our foremost objective.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 acadia15_323
id acadia15_323
authors Diniz, Nancy
year 2015
title The Anatomy of a Prototype: Situating the Prototype and Prototyping on Design Conceptual Thinking
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. 323-332
doi https://doi.org/10.52842/conf.acadia.2015.323
summary The role of prototypes is well established in the field of Design. There is however lack of knowledge about the fundamental nature of prototypes, there are different types of prototypes and they are sometimes difficult to define, for example: from low- versus high-fidelity prototypes, centered on evaluation or as support of design exploration. There have also been efforts to provide new ways of thinking about the activity of using prototypes, such as experience prototyping and paper prototyping. This paper aims at reflecting on efforts to provide a discourse for reflecting or understanding fundamental characteristics of prototypes in design and specifically the role of prototyping in design education.
keywords Design process, design pedagogy, conceptual thinking through prototyping, physical computing
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_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 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 caadria2015_000
id caadria2015_000
authors Ikeda, Yasushi; Christiane M Herr, DominikHolzer, SawakoKaijima, MiJeong Kim and Marc Aurel Schnabel (Eds.)
year 2015
title Emerging Experience in Past, Present and Future of Digital Architecture
source Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, 908 p.
doi https://doi.org/10.52842/conf.caadria.2015
summary Emerging Experiences in the Past, Present, and Future of Digital Architecture — the 20th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA) 2015—celebrates the twenty-year history of CAADRIA with a cross-disciplinary concept in technologies of architecture to promote research and practice of computational design. It aims to overview the potential of CAAD which enhances creativity and effective innovation over the twenty years of CAADRIA's existence. The conference provides an international forum where academics and practitioners share their novel research development and reflection for defining the future of computation in architectural design. CAADRIA 2015 presents 86 peer-reviewed full papers from all over the world.
series CAADRIA
last changed 2022/06/07 07:49

_id eaea2015_t2_paper06
id eaea2015_t2_paper06
authors Iliou, Romain
year 2015
title Modernity and School Architecture of the Thirties in France. A Complex Parenthesis of Progress and Hope Today Vanished
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.177-185
summary From the analysis of the project of preservation and rehabilitation of the “groupe scolaire” Karl Marx (1932) in Villejuif designed by André Lurçat, it was possible to bring into light the existence of a corpus of homogenous constructions, which unfortunately did not receive a fair recognition until today. It consists in a group of elementary schools – nursery and primary – designed and built during the 1929 -1939 decade, located in close Paris’ suburb, and among which most of them keep their original purpose today. Regrettably, their vicissitudes altered their image and actual perception, and consequently their meaning escapes us, their importance, what they can communicate to us as testimonies of a period of strong ideological conflicts, where the claimed modernity of these buildings seemed to announce the freeing of the man from class struggle. The aims of this study are to question about the value of this heritage, to try to bring out its meaning and to envision which would be the mechanisms that should allow modifying its actual blurred and wrong perception.
keywords school architecture history; preservation of architectural heritage; Paris’ suburb development
series EAEA
email
last changed 2016/04/22 11:52

_id ecaade2015_307
id ecaade2015_307
authors Kallegias, Alexandros and Erdine, Elif
year 2015
title Design by Nature: Concrete Infiltrations
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. 513-520
doi https://doi.org/10.52842/conf.ecaade.2015.2.513
wos WOS:000372316000058
summary The paper aims to address methods of realizing computationally generated self-organizing systems on a one-to-one scale with the employment of a singular material system. The case study described in this paper is the outcome of an investigation which has explored earth scaffolding, fabric form-work, and concrete materiality during an international three-week architecture workshop. Real-time generative form-finding methods based on branching and bundling systems in nature have been developed and simulated in an open-source programming environment. The outcome of the simulation stage has been analyzed structurally via Finite Element Analysis (FEA), results of which have served as inputs for the fine-tuning of the simulation. Final three-dimensional geometry has been fabricated by employing fabric, essentially forming the fabric form-work. Fabric form-work is then laid on top of the earth scaffolding, followed by the process of concrete casting. From a pedagogical point of view, the research focuses on the integration of digital design techniques between various design/architecture/analysis platforms combined with basic and advanced techniques of construction within a limited time frame.abstract here by clicking this paragraph.
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2015_188
id caadria2015_188
authors Krakhofer, Stefan and Martin Kaftan
year 2015
title Augmented Reality Design Decision Support Engine for the Early Building Design Stage
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. 231-240
doi https://doi.org/10.52842/conf.caadria.2015.231
summary Augmented reality has come a long way and experienced a paradigm shift in 1999 when the ARToolKit was released as open source. The nature of interaction between the physical world and the virtual-world has changed forever. Fortunately for the AECO industry, the transition from traditional Computer Aided Design to virtual building design phrased as Building Information Modeling has created a tremendous potential to adopt Augmented Reality. The presented research is situated in the early design stage of project inception and focuses on supporting informed collective decision-making, characterized by a dynamic back and forth analytical process generating large amounts of data. Facilitation aspects, such as data-collection, storage and access to enable comparability and evaluation are crucial for collective decision-making. The current research has addressed these aspects by means of data accessibility, visualization and presentation. At the core of the project is a custom developed Augmented Reality framework that enables data interaction within the design model. In order to serve as a collaborative decision support engine, the framework also allows multiple models and their datasets to be displayed and exercised simultaneously. The paper demonstrates in the case study the successful application of the AR tool during collaborative design decision meetings.
keywords Augmented Reality; Design Decision Support; Data Visualization.
series CAADRIA
email
last changed 2022/06/07 07:51

_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 sigradi2015_10.250
id sigradi2015_10.250
authors Linardi, Ana Beatriz; Ramos, Fernando da Silva; Garotti, Flavio Valverde; Damiani, Vitor
year 2015
title 3D printing as support for arts education for the visually impaired
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. 564-568.
summary This article discusses some methodologies in art education in schools and educational activities in museums. It focuses on accessibility and in the visually impaired rights to access and improve the experiences and repertoire in artistic languages, recognizing the use of new technologies in the field of digital manufacturing as valuable resources for the production of teaching materials with the use of cheaper and accessible technology, which expands the access to cultural institutions and education. Considering that most of the museums art works are not to be touched, 3D printing reproductions in durable low cost plastic present as an alternative for tactile experience. In addition, the photogrammetric 3D scanning process and digital editing allow for the creation of isolated parts and materials originated from the art piece, broadening the pedagogical possibilities of art educators. The production of didactic material for arts teaching, with the use of 3D printed copies (edited or not) originated from 3D scans, may help revealing a more subtle and sophisticated aspect of artistic narrative to the public and the visually impaired.
keywords Education, Art, 3D Scan, 3D Printing
series SIGRADI
email
last changed 2016/03/10 09:55

_id ecaade2015_109
id ecaade2015_109
authors Markusiewicz, Jacek, Strzala, Marcin and Koszewski, Krzysztof
year 2015
title Modular Light Cloud. Design, Programming and Making - Towards the Integration of Creative Actions
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. 91-101
doi https://doi.org/10.52842/conf.ecaade.2015.2.091
wos WOS:000372316000012
summary Modular Light Cloud is an installation that is conceived to explore the boundaries of architecture and art. Its interactivity is a metaphor of mutual influences that derive from activities performed in space - associated with motion, sound and light.It is an experimental project focused on the integration of architectural elements, structure, information technology, performing arts, electronics and digital fabrication in architectural education.The project was completed in a two-week student workshop in collaboration with a contemporary dance artist. The students were taught the basics of parametric design, programming of electronic components and digital fabrication during tutorial classes. The making process combined three stages of development: design, construction and programming of interaction.The final form consists of two irregular spatial trusses made of aluminum profiles connected with 3d printed nodes. The profiles are equipped with LED strips and electronic components: light sensors, sound and communication between them. These systems control the intensity of light emitted by the diodes based on the inputs.The result is a working prototype presented as interactive installation featuring contemporary dance artist. It was displayed at art festivals and other events.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=e17b2300-6f83-11e5-836f-4becdc2939a0
last changed 2022/06/07 07:59

_id sigradi2015_8.264
id sigradi2015_8.264
authors Naboni, Roberto; Breseghello, Luca
year 2015
title Weaving Enclosure. Material computation and novel forms of crafting
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. 384-391.
summary This paper presents a computationally based methodology arising from the application of weaving techniques for the design and construction of an experimental architectural system, Weaving Enclosure. The research explores the close correspondence between material properties and assembly systems found in the traditional craft of weaving, studied through analytical and laboratory tests, and then implemented through computational design and digital fabrication. The workflow for the generation of specific geometries related to the elastic nature of the material results in the design and fabrication of a self- standing interior partition with digitally conceived patterns, tuned parametrically to provide structural and screening performance.
keywords Computational Design, Digital Crafting, Digital Fabrication, Material Computation, Weaving
series SIGRADI
email
last changed 2016/03/10 09:55

_id ascaad2016_004
id ascaad2016_004
authors Peteinarelis, Alexandros; Socrates Yiannoudes
year 2016
title Algorithmic Thinking in Design and Construction - Working with parametric models
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 19-28
summary This paper examines the parametric model in algorithmic design processes, using the outcome of an educational digital design and fabrication course as a case study. In its long history, algorithmic design as a form-finding method, allowed designers to manage complex non-standard associative geometries, suggesting a shift from the digital representation of form, to its systematic representation into a parametric model through code. Rather than a style or a tool, the parametric model is best defined in mathematical terms; in practice it incorporates the organizational logic of the form and the topological associations of its parts, so that a change in its constitutive parameters will invoke a concerted update of the entire model, and, iteratively, formal and structural variations. In a series of design experiments that took place at the School of Architecture of the Technical University of Crete in the spring of 2015, we used parametric models represented into visual code, from the initial conceptual stage to fabrication. From the experience and outcome of this course, we deduced that, compared to other digital formation methods, parametric models allow the designer to constantly interact with the model through the code, producing discreet variations without losing control of the design intentions, by “searching” into a wide range (albeit finite) of virtual results. This suggested a shift in culturally embedded patterns of modernist design thinking.
series ASCAAD
email
last changed 2017/05/25 13:13

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