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 587

_id sigradi2015_10.177
id sigradi2015_10.177
authors Angelo, Alex Garcia Smith; Manna, Ilaria La; Hernandez, Oscar; Valdiviezo, Marlon; Lastras, Alejandra Díaz de León; Salazar, Oscar Ivan Campo; Montezuma, Vanessa; Zubieta, Marco
year 2015
title Fab Lab and Multiculturalism in Latin America: The Fab Lat Kids case and the project “Emosilla”
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. 551-557.
summary This paper expresses a lecture of the experience of an investigation carried by a group of Latin American Fab Labs dedicated to the promotion of the use of modeling, digital fabrication, and network communication as tools of educational and social development of children in latin culture. This study is based on online workshop typologies with a methodological perspective that included local technological adaptations, data gathering, and exchange of knowledge on the fab lab network.
keywords Design, Digital Manufacturing, Society, Technology Learning, Collaborative Network
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2015_220
id caadria2015_220
authors Cheng, Nancy Y.; Mehrnoush Latifi Khorasgani, Nicholas Williams, Daniel Prohasky and Jane Burry
year 2015
title Understanding Light in Building Skin Design
doi https://doi.org/10.52842/conf.caadria.2015.323
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. 323-332
summary This paper describes a design approach for discerning solar gain and assigning appropriate external shading devices. The approach includes a macro analysis locating where and when the building receives direct sunlight and locating desired interior daylighting; along with a micro analysis of how folded sun-shading motifs filter or block direct sunlight. The approach uses a collaborative analytical workflow with feedback from virtual and physical simulations informing design explorations. This iterative, reciprocating process is illustrated by student efforts to design shading structures for a building based on incident solar radiation. Designers begin with cutting and folding paper study models, then lasercut 2D tessellation patterns to create sculptural shading screens to be examined with a heliodon. Physical daylighting modeling reveals aesthetic opportunities to develop with parametric design. Motifs are then digitally modeled and analysed for shading effectiveness. Analysing the solar radiation of simple motifs helps beginners learn the software for subsequent urban situations. The efficacy of these simulations is discussed along with ways that the results could be interpreted to initiate design decisions for a building skin.
keywords Solar simulation; collaborative design; folding surfaces; physical and digital simulation.
series CAADRIA
email
last changed 2022/06/07 07:55

_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
doi https://doi.org/10.52842/conf.caadria.2015.231
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
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 ecaade2015_176
id ecaade2015_176
authors Moorhouse, Jon and Peter, Herbert
year 2015
title [2+2] Two Architects and Two Galleries
doi https://doi.org/10.52842/conf.ecaade.2015.2.199
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. 199-206
summary This paper addresses the needs of exhibition curation with the concept of a virtual gallery (which may or may not be translated into reality). Curation is often an overly linear process - as opposed to an iterative exercise, whereby collaboration between stakeholders is somewhat limited by time, distance and the opportunity for virtual communication. This suggests that the implementation of a system for sharing visual data - especially in the real-time mode that a virtual studio might offer - could facilitate a more dynamic and iterative design process, where the design team remains engaged throughout.Two (architectural) designers - from Vienna, Austria and Liverpool, UK - are collaborating to create a process for exhibition design for existing venue, involving international stakeholders in remote locations. The key outcome for this research is to create a framework for future collaborative workflow that enhances the delivery of exhibition design through improved decision-making, without the need for all of the team to have extensive software knowledge.The paper thence reflects on current experience, reporting changes in curatorial processes and suggesting areas of added value that might benefit future works.
wos WOS:000372316000024
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=47ff3c32-6e90-11e5-af39-00190f04dc4c
last changed 2022/06/07 07:58

_id eaea2015_t3_paper15
id eaea2015_t3_paper15
authors Piga, Barbara E.A.; Morello, Eugenio; Salerno, Rossella
year 2015
title A toolkit for Collaborative Design: Envisioning and Sharing the Identity of Place Through Traditional and Emergent Techniques of Simulation
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.418-426
summary The aim of this study is to develop a novel toolkit for co-design with community stakeholders based on the use of digital interactive simulations. The toolkit is composed of a variety of tools, with a specific focus on emergent technologies. We argue that tools, especially interactive and immersive ones, can be efficiently applied for enabling citizen engagement and supporting place-making processes thanks to the natural interaction and intuitive understanding of design schemes. The occasion for testing a co-design process and simulation techniques was the redesign of a shared public space, an initiative promoted by the project Citt? Studi Campus Sostenibile, a sustainable campus program supported by the Politecnico di Milano and the Universit? degli Studi di Milano.
keywords urban simulation; place-making; e-participation; collaborative design
series EAEA
email
last changed 2016/04/22 11:52

_id sigradi2015_8.143
id sigradi2015_8.143
authors Arcari, Etiene do Amaral; Pereira, Alice Theresinha Cybis; Junior, Roque Costacurta; Mansano, Isadora
year 2015
title Interoperability: A challenge for the Parameterized Modeling Process of Architectural details and its materialization
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. 341-349.
summary This article describes and analyzes experiments conducted during the development of the master’s work entitled “Parameterized Modeling of Accessibility Design Details: Work Flow In order to have reusability, interoperability and materialization”. Such experiments intended to investigate and verify the potential of interoperability between different architecture software. It was verified the possibility of materialization and reuse of models, where the details worked with a new guise through the context of developing and creating a project in which it was inserted. The difficulties of accessing, sharing and editing data and information were evaluated. The results obtained allowed to identify features and limitations related to the models and their formats.
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia15_497
id acadia15_497
authors Sandoval Olascoaga, Carlos; Victor-Faichney, John
year 2015
title Flows, Bits, Relationships: Construction of Deep Spatial Understanding
doi https://doi.org/10.52842/conf.acadia.2015.497
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. 497-512
summary The number of variables acting upon urban landscapes is numerous and interconnected, closely resembling complex systems in constant dynamic transformation. Current analytical methods and descriptions of the city are domain specific, limited in scope, and discretize the city into quantifiable individual representations, resulting in an equally limited urban policy and design. If we are to produce urban systems capable of contributing to the robustness and resiliency of cities, we ought to understand and represent the comprehensive network of actors that construct contemporary urban landscapes. On one hand, the natural sciences approach the analysis of complex systems by primarily focusing on the development of models capable of describing their stochastic formation, remaining agnostic to the contextual properties of their individual components and oftentimes discretizing the otherwise continuous relationships among parts. signers work in groups. They need to share information either synchronously or asynchronously as they work with parametric modeling software, as with all computer-aided design tools. Receiving information from collaborators while working may intrude on their work and thought processes. Little research exists on how the reception of design updates influences designers in their work. Nor do we know much about designer preferences for collaboration. In this paper, we examine how sharing and receiving design updates affects designers’ performances and preferences. We present a system prototype to share changes on demand or in continuous mode while performing design tasks. A pilot study measuring the preferences of nine pairs of designers for different combinations of control modes and design tasks shows statistically significant differences between the task types and control modes. The types of tasks affect the preferences of users to the types of control modes. In an apparent contradiction, user preference of control modes contradicts task performance time.
keywords Networks, graphs, web-mapping, GIS, urban mapping, spatial analysis, urban databases, visual representation, spatial cognition
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id ecaade2015_215
id ecaade2015_215
authors Balakrishnan, Bimal and Oprean, Danielle
year 2015
title Communication, Coordination and Collaboration: Media affordances and Team Performance in a Collaborative Design Environment
doi https://doi.org/10.52842/conf.ecaade.2015.2.225
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. 225-232
summary Advances in digital media are encouraging designers to adopt digital tools during early stages of design ideation as well as to facilitate collaboration in design teams. Collaborative environments for design teams should take into consideration both the multimodal nature of design representation as well as the complexity of team cognition. Collaborative tools that take a “black-box” approach often limit affordances for design ideation and collaboration. We describe here a collaborative environment that we put together using a kit-of-parts approach and underlying theoretical considerations. We also describe systematic usability evaluation of the collaborative environment by constraining select media affordances and qualitatively examining the impact on a team's design process. Preliminary findings were used to improve the environment and lay the groundwork for developing tele-collaborative environments.
wos WOS:000372316000027
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=d219f772-6e90-11e5-b69a-00190f04dc4c
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
doi https://doi.org/10.52842/conf.acadia.2016.362
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 362-371
summary This paper describes the development of a sentient canopy that interacts with human visitors by using its own internal motivation. Modular curiosity-based machine learning behaviour is supported by a highly distributed system of microprocessor hardware integrated within interlinked cellular arrays of sound, light, kinetic actuators and proprioreceptive sensors in a resilient physical scaffolding system. The curiosity-based system involves exploration by employing an expert system composed of archives of information from preceding behaviours, calculating potential behaviours together with locations and applications, executing behaviour and comparing result to prediction. Prototype architectural structures entitled Sentient Canopy and Sentient Chamber developed during 2015 and 2016 were developed to support this interactive behaviour, integrating new communications protocols and firmware, and a hybrid proprioreceptive system that configured new electronics with sound, light, and motion sensing capable of internal machine sensing and externally- oriented sensing for human interaction. Proprioreception was implemented by producing custom electronics serving photoresistors, pitch-sensing microphones, and accelerometers for motion and position, coupled to sound, light and motion-based actuators and additional infrared sensors designed for sensing of human gestures. This configuration provided the machine system with the ability to calculate and detect real-time behaviour and to compare this to models of behaviour predicted within scripted routines. Testbeds located at the Living Architecture Systems Group/Philip Beesley Architect Inc. (LASG/PBAI, Waterloo/Toronto), Centre for Information Technology (CITA, Copenhagen) National Academy of Sciences (NAS) in Washington DC are illustrated.
keywords intedisciplinary/collaborative design, intelligent environments, artificial intelligence, sensate systems
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id ecaade2015_303
id ecaade2015_303
authors Coroado, Luís; Pedro, Tiago, D'Alpuim, Jorge, Eloy, Sara and Dias, MiguelSales
year 2015
title VIARMODES: Visualization and Interaction in Immersive Virtual Reality for Architectural Design Process
doi https://doi.org/10.52842/conf.ecaade.2015.1.125
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 125-134
summary The complexity of today´s architecture solutions brings the need to integrate, in the design process, digital tools for creation, visualization, representation and evaluation of design solutions. This paper proposes the adoption of a new Virtual Reality (VR) tool, referred to as VIARmodes, to support the architectural design process with an improved communication across different specialities, towards the facilitation of the project decision process. This tool allows a complete visualization of the design, specifically useful during the detailed design phase, including the architecture design and of other engineering specialities, progressively and interactively adapting the project visualization to the information needed for each discipline. With a set of 3 different visualization modes simulated in real scale within a Virtual Environment (VE), and adopting natural human-computer interaction by using speech, the system allows a team of architect and engineers, to visualize and interact with the proposed design during a collaborative design brief. We carried a usability evaluation study with 12 architects. The study showed that the tool was perceived to be effective and its use efficient during the design process, especially during the detailed design phase.
wos WOS:000372317300014
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=4129cbae-70c8-11e5-be63-27454208986c
last changed 2022/06/07 07:56

_id sigradi2015_000
id sigradi2015_000
authors Cybis Perreira, Alice T.; Pupo, Regiane T. (Ed.)
year 2015
title Project Information for Interaction
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0; vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015
summary The chosen theme "Project Information for interaction" reveals one of the most important ways that technology has offered to improve the design process by integrating information into the elements of digital graphic in a parametric way. This integration allows many design professionals to interact on the same model, enabling simulations, materializations, revisions with data more close to the reality, avoiding errors and wastes. Projects with highest social responsibility can be performed by inserting this new way of designing in education and professional practices. So, this conference is dedicated to give time and space for presentations and discussions of researches and experiences in this area applied to the various fields such as Architecture, Urbanism, Design, Animation, Arts, among others. Looking into another perspective, this issue also brings the concept of Smart Cities, where the provision of information integrated with graphics inserted in the towns components (streets, open areas, buildings and objects), allow more responsible interactions, generating sustainable and collaborative actions among citizens.

series SIGRADI
email
last changed 2016/03/10 09:50

_id caadria2015_030
id caadria2015_030
authors Daas, Mahesh and Andrew Wit
year 2015
title Pedagogy of Architectural Robotics
doi https://doi.org/10.52842/conf.caadria.2015.003
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
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 ecaade2022_109
id ecaade2022_109
authors Kulcke, Matthias and Lorenz, Wolfgang E.
year 2022
title Multilayered Complexity Evaluation within Configurators for Design - Responsible collaborative systems for architectural and product design
doi https://doi.org/10.52842/conf.ecaade.2022.2.009
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 9–18
summary This paper describes the concept of integrating several complexity evaluation methods, previously developed and tested by the authors, into one product configurator through a technical prototype. In this case variations of an online configurator for design products based on a choice of these digital complexity evaluation methods developed between 2015 and 2020 are presented. This research shows that an integration of complexity evaluation for several Gestalt qualities in one product configurator is feasible, though the amount of aspects of each of these qualities and the necessary effort to be invested to achieve an integration that is suitable for customer use may vary. The concept is illustrated using a simple test case, i.e. an online shelf configurator.
keywords Configuration, Mass Customization, Complexity, Gestalt
series eCAADe
email
last changed 2024/04/22 07:10

_id cf2015_325
id cf2015_325
authors Lo, Tian Tian; Schnabel, Marc Aurel and Gao, Yan
year 2015
title ModRule: A user-centric mass housing design platform
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. 325.
summary This paper presents a novel platform, ModRule, designed and developed to promote and facilitate collaboration between architects and future occupants during the design stage of mass housing buildings. Architects set the design-framework and parameters of the system, which allows the users to set their space requirements, budgets, etc., and define their desired way of living. The system utilizes gamification methodologies as a reference to promote incentives and user-friendliness for the layperson who has little or no architectural background. This enhanced integration of a both bottom-up approach (user-centric/player) with a top-down approach (architect-centric/game-maker) will greatly influence how architects design high rise living. By bridging the gap between the architect and the user, this development aims to instill a greater sense of belonging to people, as well as providing architects with a better understanding of how to give people more control over their living spaces. The paper also presents an evaluation of a design process that employed ModRule.
keywords Mass housing, collaborative design, participatory system.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id caadria2015_102
id caadria2015_102
authors Loh, Paul
year 2015
title Articulated Timber Ground, Making Pavilion as Pedagogy
doi https://doi.org/10.52842/conf.caadria.2015.023
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
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 caadria2015_015
id caadria2015_015
authors Melenbrink, Nathan and Nathan King
year 2015
title Fulldome Interfacing
doi https://doi.org/10.52842/conf.caadria.2015.221
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
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 ecaade2015_ws-collab
id ecaade2015_ws-collab
authors Novakova, Katerina; Henri Achten
year 2015
title ColLab Sketch: Multi-Platform Collaborative Sketching on the Internet
doi https://doi.org/10.52842/conf.ecaade.2015.2.037
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. 37-38
summary Being overwhelmed by computing technologies, we are forwarding more and more of our skills into area of "thinking by head". Our designing capabilities are turning into capabilities of "how to work with very intelligent technology". The processes of human brain, nevertheless, are different to the processes in computer. Designers are said to think by hand. As architects we are looking for final forms that not only fulfil the technical requirements, but are beautiful as well. Therefore sketching is one of the skills that belongs to an architect in order to design and particularly to work in a team. The workshop will accordingly focus on sketching on electronic devices in comparison with sketching on paper. Is it actually possible to switch to tablets when sketching? If yes, which application is the best to use? In order to find that out, there will be a test of three applications: ColLab Sketch, Queeky and FlockDraw. The participants will be sketching on-line and helping to find the best way of communication by sketch. By drawing they will become a part of the research, their work will be post-produced and exhibited at the welcome dinner.
wos WOS:000372316000005
keywords Sketching; Internet-based Collaboration; Digital vs. Physical
series eCAADe
last changed 2022/06/07 08:00

_id caadria2015_070
id caadria2015_070
authors Rosenberg, Eliot; M. Hank Haeusler and Jeffrey Koh
year 2015
title From Bob the Builder to Baxter the Builder
doi https://doi.org/10.52842/conf.caadria.2015.085
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. 85-94
summary Robotics in Architecture is a widely established research field with various notable scholarly contributions. Historically automobile manufactures have established the production and use of robot arms and have consequently had the most impact on the design of robot arms with their demands in mind. Thus one could argument that most robot arms were and are developed for an industry where the product comes to the tool in a fixed site. When translating this mode of production ‘product – tool – site’ to an architectural context one has to admit that the mode of production differs (site varies – tool needs to come to site – product is result of site-specific design enabled by tools). This paper is a position paper that questions if robot arms designed and developed for a different mode of production are the right tools for pursuing digital fabrication in constructing and building architecture. By introducing collaborative robotics the paper discusses and outlines the advantages as well as disadvantages of collaborative robotics systems. It concludes with recent findings in creative and collaborative robotics that could shift the use of industry robots in architecture as a research tool to collaborative robots as a pseudo-human colleague working on construction sites together with humans.
keywords Robots in Architecture; Digital Fabrication; Collaborative Robotics; Creative Robotics; New Design Tools.
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia23_v1_220
id acadia23_v1_220
authors Ruan, Daniel; Adel, Arash
year 2023
title Robotic Fabrication of Nail Laminated Timber: A Case Study Exhibition
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 220-225.
summary Previous research projects (Adel, Agustynowicz, and Wehrle 2021; Adel Ahmadian 2020; Craney and Adel 2020; Adel et al. 2018; Apolinarska et al. 2016; Helm et al. 2017; Willmann et al. 2015; Oesterle 2009) have explored the use of comprehensive digital design-to-fabrication workflows for the construction of nonstandard timber structures employing robotic assembly technologies. More recently, the Robotically Fabricated Structure (RFS), a bespoke outdoor timber pavilion, demonstrated the potential for highly articulated timber architecture using short timber elements and human-robot collaborative assembly (HRCA) (Adel 2022). In the developed HRCA process, a human operator and a human fabricator work alongside industrial robotic arms in a shared working environment, enabling collaborative fabrication approaches. Building upon this research, we present an exploration adapting HRCA to nail-laminated timber (NLT) fabrication, demonstrated through a case study exhibition (Figures 1 and 2).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id sigradi2015_6.151
id sigradi2015_6.151
authors Sens, André Luiz; Souza, Felipe Machado de; Meürer, Mary Vonni; Fialho, Francisco
year 2015
title Contributions of archetypes for building design projects transmedia
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. 207-213.
summary The mass presence of devices and interactive and collaborative environments, driven by advances in information and communication technology, intensified experiences ever more sophisticated consumption. In this context it arises transmidiaç?o, which deals with the construction of an articulated narrative universe across multiple media platforms for experiential deepening the viewer. Seeking a methodological tool that can assist in the development of transmedia design projects this paper investigates, through exploratory research and case study, the possible contributions of archetypes to create design more efficient and immersive.
keywords Design, Transmedia, Archetypes
series SIGRADI
email
last changed 2016/03/10 10:00

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