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 299

_id ecaade2015_246
id ecaade2015_246
authors Andraos, Sebastian
year 2015
title DMR: A Semantic Robotic Control Language
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. 261-268
doi https://doi.org/10.52842/conf.ecaade.2015.2.261
wos WOS:000372316000031
summary DMR is a semantic robot-control language that attempts to change our relationship with machines and create true human-robot collaboration through intuitive interfacing. To this end, DMR is demonstrated in the DMR Interface, an Android app, which accepts semantic vocal commands as well as containing a GUI for feedback and verification. This app is combined with a robot-mounted 3D camera to enable robotic interaction with the surroundings or compensate for unpredictable environments. This combination of tools gives users access to adaptive automation whereby a robot is no longer given explicit instructions but instead is given a job to do and will adapt its movements to execute this regardless of any slight changes to the goal or environment. The major advantages of this system come in the vagueness of the instructions given and a constant feedback of task accomplishment, approaching the manner in which we subconsciously control our bodies or would guide another person to achieve a goal.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=1d9c3f50-6fe2-11e5-8742-0b2879594625
last changed 2022/06/07 07:54

_id cf2015_324
id cf2015_324
authors Gerber, David Jason; Pantazis, Evangelos and Marcolino, Leandro Soriano
year 2015
title Design Agency: Prototyping Multi-Agent Systems in Architecture
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. 324.
summary This paper presents research on the prototyping of multi-agent systems for architectural design. It proposes a design exploration methodology at the intersection of architecture, engineering, and computer science. The motivation of the work includes exploring bottom up generative methods coupled with optimizing performance criteria including for geometric complexity and objective functions for environmental, structural and fabrication parameters. The paper presents the development of a research framework and initial experiments to provide design solutions, which simultaneously satisfy complexly coupled and often contradicting objectives. The prototypical experiments and initial algorithms are described through a set of different design cases and agents within this framework; for the generation of façade panels for light control; for emergent design of shell structures; for actual construction of reciprocal frames; and for robotic fabrication. Initial results include multi-agent derived efficiencies for environmental and fabrication criteria and discussion of future steps for inclusion of human and structural factors.
keywords Generative Design, Parametric Design, Multi-Agent Systems, Digital Fabrication, Form Finding, Reciprocal Frames.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id ecaade2016_043
id ecaade2016_043
authors Wit, Andrew and Kim, Simon
year 2016
title rolyPOLY - A Hybrid Prototype for Digital Techniques and Analog Craft in Architecture
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 1, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 631-638
doi https://doi.org/10.52842/conf.ecaade.2016.1.631
wos WOS:000402063700068
summary The rapid emergence of computational design tools, advanced material systems and robotic fabrication within the disciplines of architecture and construction has granted designers immense freedom in form and assembly, while retaining pronounced control over output quality throughout the entirety of the design and fabrication process. Simultaneously, the complexity inherent within these tools and processes can lead to a loss of craft though the production of methodologies, forms and artifacts left with extremely recognizable residues from tooling processes utilized during their production. This paper investigates the fecund intersection of digital technologies and handcraft through core-less carbon fiber reinforced polymer (CFRP) winding as a means of creating a new typology of digital craft blurring the line between human and machine. Through the lens of an innovative wound CFRP shelter rolyPOLY completed during the winter of 2015, this paper will show the exigencies and affordances between the realms of digital and analog methodologies of CFRP winding on large-scale structures.
keywords additive manufacturing; composites; form finding; craft; analog / digital
series eCAADe
email
last changed 2022/06/07 07:57

_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 sigradi2015_10.307
id sigradi2015_10.307
authors Herrera, Pablo C.
year 2015
title Mathematics and computation: Using visual programming to develop didactic materials in a learning environment
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. 581-588.
summary We analyse the problem of creating didactic material for teaching and evaluating mathematics in the first year of a School of Architecture. By using visual programming, science professor used codes (formulae) to represent in a software their proposals, instead of drawing them themselves. Through this experience we create a database of codes with computational solutions that allows faculty to modify, reuse, visualise and print in the same platform that she students will use while developing their designs. In this way we aim to maximise the link between mathematics and design as fundamental base for the control of complex shapes.
keywords Visual Programming, Mathematics Education, Architectural Education, Latin America, 3D Printing
series SIGRADI
email
last changed 2016/03/10 09:53

_id ecaade2015_74
id ecaade2015_74
authors Bard, Joshua D.; Blackwood, David, Sekhar, Nidhi and Smith, Brian
year 2015
title Decorative Robotic Plastering - A Case Study of Real-Time Human Machine-Collaboration in High-Skill Domains
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 383-388
doi https://doi.org/10.52842/conf.ecaade.2015.2.383
wos WOS:000372316000044
summary This paper explores hybrid digital / physical workflows in the building trades, a high-skill domain where human dexterity and craft can be augmented by the precision and repeatability of digital design and fabrication tools. In particular the paper highlights a project where historic techniques of decorative plastering are extended through live motion capture of a drawing implement, information rich visualization projected in the space of fabrication, and custom robotic tooling to generate free-form running moulds. This workflow allows designers and craftspeople to quickly explore patterns through free-hand sketch, test ideas with shaded previews, and seamlessly produce physical parts using robotic collaborators.
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2015_3.394
id sigradi2015_3.394
authors Bastiani, Jamile De; Pupo, Regiane T.
year 2015
title Materialize to inform and educate
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. 161-166.
summary The protection and preservation of historical heritage are important tasks for all walks of life because rebuilding the exclusionary social memory, symbolically representing the nation’s identity. From this reflection, the problem arises of how to make the people appreciate the historic buildings. The Region of Medium High Uruguay, will serve as pilot study on a method of applying to the enhancement of national heritage by the population that is through the materialization of form. It is with the help of computer modeling combined with digital prototyping that seeks to find effective alternatives that use new technologies in the upgrading of historic buildings, a form of knowledge, integration and collaboration. In many areas of knowledge, consciousness makes the human being is connected to the world through all the senses. And touch, as experimentation and understanding of space it inhabits, may be the most overlooked sense in recent informatization times. In this research, the new realization techniques used to attempt to leverage awareness and understanding of a heritage, for a population hitherto alien to the cultural and historical values of a local architecture.
keywords Materialize, Inform, Aware, Appreciation
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2015_293
id ecaade2015_293
authors Batliner, Curime; Newsum, MichaelJake and Rehm, M.Casey
year 2015
title Live: Synchronous Computing in Robot Driven Design
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 277-286
doi https://doi.org/10.52842/conf.ecaade.2015.2.277
wos WOS:000372316000033
summary Challenging our contemporary understanding of representation and simulation in architecture SCI-Arc has been developing a unique digital/physical design platform where the relationships between humans, machines and matter are constantly in flux re-calibrating, reshuffling, reordering aligning digital and physical and vis versa. The robot as a technology takes an important role in these new ideation environments. “Live” is an applicaton which enables real-time robotic control and grants the robot substantial agency situating it as an interactive design tool that immediately responds to designed signal and sensor inputs in its environment. Current research explores interactive environments, gesture based human-machine interactions and autonomous agent driven design programs.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=6fff29ba-6fe7-11e5-a661-eb66006fc007
last changed 2022/06/07 07:54

_id 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 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 cf2015_331
id cf2015_331
authors Brodeschi, Michal; Pilosof, Nirit Putievsky and Kalay, Yehuda E.
year 2015
title The definition of semantic of spaces in virtual built environments oriented to BIM implementation
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. 331-346.
summary The BIM today can be a provider of inputs to performance analysis of different phenomena such as thermal comfort, energy consumption or winds. All these assessments are fundamental to the post occupation of the building. The attainment of approximate information of how the future building would behave under these conditions will reduce the waste of materials and energy resources. The same idea is used for evaluating the users occupation. Through simulation of human behavior is possible to evaluate which design elements can be improved. In complex structures such as hospital buildings or airports is quite complex for architects to determine optimal design solutions based on the tools available nowadays. These due to the fact users are not contemplated in the model. Part of the data used for the simulation can be derived from the BIM model. The three-dimensional model provides parametric information, however are not semantically enriched. They provide parameters to elements but not the connection between them, not the relationship. It means that during a simulation Virtual Users can recognize the elements represented in BIM models, but not what they mean, due to the lack of semantics. At the same time the built environment may assume different functions depending on the physical configuration or activities that are performed on it. The status of the space may reveal differences and these changes occur constantly and are dynamic. In an initial state, a room can be noisy and a moment later, quiet. This can determine what type of activities the space can support according to each change in status. In this study we demonstrate how the spaces can express different semantic information according to the activity performed on it. The aim of this paper is to simulate the activities carried out in the building and how they can generate different semantics to spaces according to the use given to it. Then we analyze the conditions to the implementation of this knowledge in the BIM model.
keywords BIM, Virtual Sensitive Environments, Building Use Simulation, Semantics.
series CAAD Futures
email
last changed 2015/06/29 07:55

_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 ecaade2015_217
id ecaade2015_217
authors Davis, Felecia and Dumitrescu, Delia
year 2015
title What and When Is the Textile? Extending the Reach of Computation through Textile Expression
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. 417-426
doi https://doi.org/10.52842/conf.ecaade.2015.2.417
wos WOS:000372316000048
summary The authors of this article argue for 'making time appear' in computational materials and objects so that it can be used to help people become aware of their relation to their environments. [Hallnäs & Redström 2001] As more computational and responsive materials come into play when designing architectural spaces designers might consider opening up the dimension of time to 'make time appear' rather than disappear. [Hallnäs & Redström 2001] Computational materials are materials which transform expression and respond to inputs read by computer programs. Making time appear can have many uses particularly in applications where people can be helped by the awareness of unfolding of time, where the temporality is linked to transformative body experience rather than project efficiency or collapsing distance. If architects, designers, engineers and others could begin to consider and use time as a way to promote reflection then it would be possible to design materials which could expand human thinking through the material itself.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=44daf674-70d7-11e5-8041-1b36fa35af4a
last changed 2022/06/07 07:56

_id acadia23_v3_19
id acadia23_v3_19
authors Dickey, Rachel
year 2023
title Material Interfaces
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary Based on our current daily rate, 85,410 hours is the average amount of time that an adult in the United States will spend on their phone in a lifetime (Howarth 2023). This is time spent texting, tweeting, emailing, snapping, chatting, posting, and interacting with an interface which each of us carry in our pocket. Kelly Dobson explains, “We psychologically view the cell phone as an extension of our bodies, which is why when you accidentally forget it or leave it behind you feel you have lost apart of yourself” (2013). In reality, this device is just one of many technologies which affect our relationship with our bodies and the physical world. Additionally, Zoom meetings, social media networks, on-line shopping, and delivery robots, all increasingly detach our bodies and our senses from our everyday experiences and interactions. In response to digital culture, Liam Young writes, “Perhaps the day will come when we turn off our target ads, navigational prompts, Tinder match notifications, and status updates to find a world stripped bare, where nothing is left but scaffolds and screens” (2015). Make no mistake; the collection of projects shared in these field notes is intended to be a counterpoint to such a prophesied future. However, the intent is not to try to compete with technology, but rather, to consider the built environment itself as an interface, encouraging interaction through feedback and responsivity directly related to human factors, finding ways to re-engage the body through design.
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id ecaade2015_61
id ecaade2015_61
authors Foged, Isak Worre and Pasold, Anke
year 2015
title Development of a Method and Model for Programming Material Behaviour in a Responsive Envelope
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. 449-458
doi https://doi.org/10.52842/conf.ecaade.2015.2.449
wos WOS:000372316000051
summary The research presents an architectural method and model that organise material composites into weather-powered response building envelopes. The work is done through a set of simulation strategies including simulation of thermal sensation, simulation of material behaviours of a developed dynamic architectural envelope based on bi-material deflection and simulation of a design process based on evolutionary computation. The work finds that the proposed method and model can create dynamic expressive and environment-oriented functional building envelopes. The approach allow time-based articulation and making of architectures that respond to the thermal environment, thereby creating a basis for developing buildings that are intimately linked to dynamic environmental and human occupancy patterns.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=e70e19e4-70d7-11e5-9c6a-d7a061db2d21
last changed 2022/06/07 07:51

_id ecaade2015_269
id ecaade2015_269
authors Gago, Ricardo and Romão, Luís
year 2015
title Geometric Identity of Living Structures Translated to an Architectural Design Process
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. 591-600
doi https://doi.org/10.52842/conf.ecaade.2015.2.591
wos WOS:000372316000066
summary Biological life manifests in space through a large diversity of physical structures perfectly bind and identifiable in the environment. This reveals that all share a common generative design process which allows them the same physical identity in all the shapes that generates, The human ecological design process used in architecture is not able yet to reach this design identity neither the spontaneous integration associates to it. Why? Because the geometrical design process used in ecological architecture and living structures are not similar. Thus, this paper proposes, through the identification of some geometrical characteristics from the growth mechanism of living structures, a process of shape generation through shape grammar. With this generation process is possible to generate, only in geometrical terms, a large diversity of architectural models with a common identity, that reveals some geometrical characteristics of spatial integration that living structures share with the surround environment.
series eCAADe
email
last changed 2022/06/07 07:50

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

_id acadia15_371
id acadia15_371
authors Hatefnia, Navid; Ghobad, Marjan
year 2015
title Computing Outdoor Comfort Based on CBE Thermal Comfort Calculation for Ashrae-55
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. 371-480
doi https://doi.org/10.52842/conf.acadia.2015.371
summary Environmental analysis as part of the initial design process, affords precise consideration of the bioclimatic human conditions within the environmental local context. The daily growth in inter alia knowledge of effective parameters in environmental conditions, quality weather data, human thermo-physiology studies – all contribute to improving the potential for achieving a relatively accurate analyses of environmental conditions by overlaying and computing all the climatic and thermo-physiological data. This paper describes a digital method for examining different points in the same context by computing all the input data available to understand the corresponding human comfort condition levels, thus leading to better decision-making at early design stages. Information about the site, climate, human thermo-physiology and behavioral aspects among others are collected where each data parameter is matched and analyzed to the context of every node on the model through a series of specific computational algorithms. Thereafter, the data from the nodes are statistically cleaned, classified and integrated based on the CBE thermal comfort calculation for ASHRAE-55. The results obtained using this method, can be tailored according to the desired outcomes. The proposed method identifies effective factors for human comfort condition improvement for different points on the context. It also provides a means to priorities specific parameters so that they can be manipulated for optimal digital design solutions, ie. Aligned to the desired conditions in the specific parts of the site with the aim of optimize outdoor space usage.
keywords Micro-Climate, Outdoor Comfort, Urban Design, Environmental Aspects, Bio-Climatic Conditions
series ACADIA
type normal paper
email
last changed 2022/06/07 07:49

_id caadria2015_213
id caadria2015_213
authors Kornkasem, Sorachai and John B. Black
year 2015
title CAAD, Cognition & Spatial Thinking Training
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. 561-570
doi https://doi.org/10.52842/conf.caadria.2015.561
summary The current study explored different spatial training methods and investigated the sequence of processed-based mental simulation that was facilitated by various structures of external spatial representations, including 3D technology in Computer Aided-Architectural Design (CAAD), spatial cues, and/or technical languages. The goal was to better understand how these components fostered planning experiences and affected spatial ability acquisition framed as the formation of spatial mental models, for further developing spatial training environments fundamental to Science, Technology, Engineering, and Mathematics (STEM) education, specifically for architecture education and cognition. Two experiments were conducted using a between-subjects design to examine the effects of spatial training methods on spatial ability performance. Across both studies learners improved in their spatial skills, specifically the learners in the 3D-augmented virtual environments over the 3D-direct physical manipulation conditions. This study is built upon the work in the fields of computer-user interface, visuospatial thinking and human learning.
keywords Spatial thinking training; cognitive processes; CAAD.
series CAADRIA
email
last changed 2022/06/07 07:51

_id ijac201513101
id ijac201513101
authors Krietemeyer, Bess; Brandon Andow, Anna Dyson
year 2015
title A Computational Design Framework Supporting Human Interaction with Environmentally-Responsive Building Envelopes
source International Journal of Architectural Computing vol. 13 - no. 1, 1–24
summary Emerging materials present opportunities to fundamentally shift current expectations of dynamic building envelope functionality towards systems that can respond to occupant needs while meeting the energy demands of buildings. In order to assess the environmental, social, and architectural opportunities that are increasing with responsive building envelopes, new tools are needed to simulate their multi-performance capabilities. This paper describes a computational design framework to support human interaction with environmentally-responsive electroactive dynamic daylighting systems. The objective is to develop algorithms for variable solar control and visible transmittance that simultaneously address occupant preferences for visual effects and interaction. Results demonstrate that energy performance and user satisfaction are not mutually exclusive and can be co-optimized. The effectiveness and limitations of the computational framework in assessing strategies to balance environmental performance and human interaction are discussed. Conclusions present areas of ongoing work that integrate multi-user interactions and immersive visualization techniques with multiscalar energy modeling tools.
series journal
last changed 2019/05/24 09:55

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