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 584

_id caadria2015_090
id caadria2015_090
authors Altabtabai, Jawad and Wei Yan
year 2015
title A User Interface for Parametric Architectural Design Reviews
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 65-74
doi https://doi.org/10.52842/conf.caadria.2015.065
summary Architectural form and performance are affected by the designer's graphical representation methods. Parametric CAD systems, as design and representation tools, have become ubiquitous in architectural practice and education. Literature in the area of parametric design reviews is scarce and focused within building inspection and construction coordination domains. Additionally, platforms marketed as design review tools lack basic functionality for conducting comprehensive, parametric, and performance-based reviews. We have developed a user interface prototype where geometric and non-geometric information of a Building Information Model were translated into an interactive gaming environment. The interface allows simultaneous occupation and simulation of spatial geometry, enabling the user to engage with object parameters, as well as, performance-based, perspectival, diagrammatic, and orthographic representations for total spatial and performance comprehension.
keywords Design cognition; Virtual/augmented reality and interactive environments; Human-computer interaction.
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2015_487
id cf2015_487
authors Garcia, Sara and Romão, Luís
year 2015
title A design tool for generic multipurpose chair design
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 487.
summary Product classes share the same basic abstract layout, despite their great diversity. The present paper intends to (de)code the variety of types embedded in the class of multipurpose chairs. The contribution of this research is the development of a generative design tool, to be used at the conceptual chair design stage. A framework of five stages is proposed: (1) sample definition, considering chairs with a large diversity of types; (2) analysis of the syntax and semantics of the class through ontological classification; (3) development of a generic shape grammar, innovatively applied to product design; (4) implementation of a digital tool, that provides an interface to manipulate the chair components visualized in a 3D digital model; and (5) user evaluation of the program, in order to draw conclusions on the usability and usefulness of the tool and to collect inputs for further developments.
keywords Multipurpose chairs, ontology, generic shape grammars, generative design tool, user experience.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id acadia15_137
id acadia15_137
authors Ireland, Tim
year 2015
title A Cell-Inspired Model of Configuration
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. 137-148
doi https://doi.org/10.52842/conf.acadia.2015.137
summary This paper presents a bottom-up approach to organising architectural-space, which offers a fresh outlook on the automatic generation of architectural layouts. Artificial creatures, modelled on Eukaryotic cells, are used as components with which to generate configurations articulating patterns of habitation. These components represent discrete activities. Activity is perceived to be the basic building block of spatial configuration in architecture. Attributes, pertaining to input and outputs, establish activities as occurring in chains of action; affected by that which has preceded and affecting that which is to transpire. Being artificial creatures these activity-components have the capacity to interact with their environment and each other, and self-organise to form aggregations. The model demonstrates an ecological approach to designing in a manner that unites computational design with biological and semiotic theory. The theoretical basis of the model is first outlined, and then the computer model is presented and described.
keywords Agents, Artificial Life, Configuration, Spatial Organisation, Behaviour of Organisms, Activity Diagrams
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id ecaade2015_329
id ecaade2015_329
authors Kieferle, Joachim and Woessner, Uwe
year 2015
title BIM Interactive - About combining BIM and Virtual Reality - A Bidirectional Interaction Method for BIM Models in Different Environments
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. 69-75
doi https://doi.org/10.52842/conf.ecaade.2015.1.069
wos WOS:000372317300008
summary The basic concept of BIM is a consistent 3D model of buildings containing all main data as base for collaboration for all disciplines. Since BIM-software is normally run on single workstations, the potential for direct collaboration is somehow limited. The focus of our ongoing research is to overcome these restrictions and to provide a platform for development and optimization by combining BIM and Virtual Reality (VR), linking BIM (Revit) with VR (COVISE). Projects as well as data can be visualized in VR and reviewed 1:1 scale even in team meetings. Compared to various existing approaches, our new approach is to have bidirectional data exchange between the systems. Changes in Revit are directly reflected in VR and vice versa, continuously updating the model and its underlying database. We have been able to implement a range of interactions, however it's still a long way to identify further useful interactions and to implement them.
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2015_10.267
id sigradi2015_10.267
authors Var?nl?oglu, Güzden; Hal?c?, Süheyla Müge; Alaçam, Sema
year 2015
title Computational Approaches for Basic Design Education: Pedagogical Notes Based on an Intense Student Workshop
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. 536-580.
summary This paper categorizes the implementation of specifically CAD/CAM into architectural design education following two main pedagogical models: Discrete and Integrated. In order to evaluate the integrated pedagogical model, the authors conducted a one- day-workshop for basic design students (34 first-year, two second-year) in April 2015, at the Faculty of Fine Arts & Design at Izmir University of Economics in Turkey. The goal of this work is to discuss the potential and limitations of integrated pedagogical model of CAD/CAM introduction, particularly supported by visual scripting environment (VSE).
keywords Basic Design, Digital Fabrication, Curriculum, Student Workshop, Visual Scripting Environment (VSE)
series SIGRADI
email
last changed 2016/03/10 10:02

_id ecaade2015_18
id ecaade2015_18
authors Agkathidis, Asterios
year 2015
title Generative Design Methods - Implementing Computational Techniques in Undergraduate Architectural Education
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. 47-55
doi https://doi.org/10.52842/conf.ecaade.2015.2.047
wos WOS:000372316000007
summary In continuation to the Deceptive Landscape Installation research project (Agkathidis, Kocatürk 2014), this paper investigates the implementation of generative design techniques in undergraduate architectural design education. After reviewing the main definitions of generative design synoptically, we have assessed the application of a modified generative method on a final year, undergraduate design studio, in order to evaluate its potential and its suitability within the framework of a research led design studio, leading to an RIBA accredited Part I degree. Our research findings based on analysis of the design outputs, student performance, external examiners reports as well as student course evaluation surveys indicate a positive outcome on the studio's design approach, as well as its suitability for an undergraduate design studio. They initiate a flourishing debate about accomplishments and failures of a design methodology, which still remains alien to many undergraduate curricula.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=e6f673d4-6e8e-11e5-be22-93874392c2e4
last changed 2022/06/07 07:54

_id cf2015_240
id cf2015_240
authors Aksoy, Yazgi Badem; Çagdas, Gülen and Balaban, Özgün
year 2015
title A model for sustainable site layout design of social housing with Pareto Genetic Algorithm: SSPM
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. 240.
summary Nowadays as the aim to reduce the environmental impact of buildings becomes more apparent, a new architectural design approach is gaining momentum called sustainable architectural design. Sustainable architectural design process includes some regulations itself, which requires calculations, comparisons and consists of several possible conflicting objectives that need to be considered together. A successful green building design can be performed by the creation of alternative designs generated according to all the sustainability parameters and local regulations in conceptual design stage. As there are conflicting criteria's according to LEED and BREAM sustainable site parameters, local regulations and local climate conditions, an efficient decision support system can be developed by the help of Pareto based non-dominated genetic algorithm (NSGA-II) which is used for several possibly conflicting objectives that need to be considered together. In this paper, a model which aims to produce site layout alternatives according to sustainability criteria for cooperative apartment house complexes, will be mentioned.
keywords Sustainable Site Layout Design, Multi Objective Genetic Algorithm, LEED-BREEAM.
series CAAD Futures
type normal paper
email
last changed 2015/06/29 09:30

_id acadia17_102
id acadia17_102
authors Aparicio, German
year 2017
title Data-Insight-Driven Project Delivery: Approach to Accelerated Project Delivery Using Data Analytics, Data Mining and Data Visualization
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 102-109
doi https://doi.org/10.52842/conf.acadia.2017.102
summary Today, 98% of megaprojects face cost overruns or delays. The average cost increase is 80% and the average slippage is 20 months behind schedule (McKinsey 2015). It is becoming increasingly challenging to efficiently support the scale, complexity and ambition of these projects. Simultaneously, project data is being captured at growing rates. We continue to capture more data on a project than ever before. Total data captured back in 2009 in the construction industry reached over 51 petabytes, or 51 million gigabytes (Mckinsey 2016). It is becoming increasingly necessary to develop new ways to leverage our project data to better manage the complexity on our projects and allow the many stakeholders to make better more informed decisions. This paper focuses on utilizing advances in data mining, data analytics and data visualization as means to extract project information from massive datasets in a timely fashion to assist in making key informed decisions for project delivery. As part of this paper, we present an innovative new use of these technologies as applied to a large-scale infrastructural megaproject, to deliver a set of over 4,000 construction documents in a six-month period that has the potential to dramatically transform our industry and the way we deliver projects in the future. This paper describes a framework used to measure production performance as part of any project’s set of project controls for accelerated project delivery.
keywords design methods; information processing; data mining; big data; data visualization
series ACADIA
email
last changed 2022/06/07 07:55

_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 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 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
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
doi https://doi.org/10.52842/conf.ecaade.2015.2.225
wos WOS:000372316000027
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.
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 sigradi2015_11.196
id sigradi2015_11.196
authors Duarte, Rovenir Bertola
year 2015
title The injection of analog streams in algorithms: a “sin” of UNStudio
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. 672-676.
summary After the proliferation of script programs in architecture seems clear the possibility of transformation of the architectural design process and paradigm shift. According Carpo, the approach of writing architecture and code brings us to the “variability of paradigm” (Carpo, 2011b). Although it is premature to talk about paradigm shifts can speculate on the proliferation of a more codified kind of thinking. So, what are the consequences of this thinking more structured and encoded, for architectural design? Is it possible to graft something not coded language in a binary environment such as digital? The UNStudio experience and Deleuze’s ideas seem to reveal some way (the “sin”).
series SIGRADI
email
last changed 2016/03/10 09:50

_id ecaade2015_334
id ecaade2015_334
authors Fricker, Pia and Munkel, Georg
year 2015
title Intuitive Design through Information Maps
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. 211-216
doi https://doi.org/10.52842/conf.ecaade.2015.1.211
wos WOS:000372317300022
summary What kind of tools do landscape architects need to inform their designs with the abundance of knowledge available to us in Open Access data - in the era of 'Big Data'? Although the majority of landscape architects already integrate GIS data in their work, it is often only for analysis purposes and also only with data already integrated in their own country's GIS system. Without further processing, the graphic output formats often cannot reach a state that can be readily integrated into the design process. Students often have a negative stance towards GIS and the software programs associated with it especially within teaching. For the past three years, we at the Chair for Landscape Architecture of Professor Girot (ETH Zurich) have been researching at the potential for students to gain an understanding of the validity of site-specific data by creating coded programs that interactively integrate this information as parameters in the next step of the design process. The key to the entire processing chain is the use of an explorative approach to understanding data as the basis for making decisions.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=9b2cd272-702d-11e5-b03a-bfab9d4c9ff6
last changed 2022/06/07 07:50

_id sigradi2015_3.65
id sigradi2015_3.65
authors Gámez, Oscar; Meyer, Julien; Claude-Bignon, Jean; Duchanois, Gilles
year 2015
title Interaction of analogic and digital workflows for architectural design and production
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. 77-85.
summary Architectural conception often faces challenges regarding the way a design becomes real. Today’s digital tools make possible to conceive and produce more defying architectural objects, which needs special abilities in the field of modeling and programming applied to design. The work presented in this writing, shows how actual digital methods of conception and production are underpinned on traditional procedures of conception and construction as it looks back on the way traditional techniques come to help the digital approach, when the latter is not achieved the way and by the means it is intended to.
keywords Digital Conception, Robotic Fabrication, Non-standard Architecture, Wood Construction
series SIGRADI
email
last changed 2016/03/10 09:53

_id ecaade2015_265
id ecaade2015_265
authors Hosey, Shannon; Beorkrem, Christopher, Damiano, Ashley, Lopez, Rafael and McCall, Marlena
year 2015
title Digital Design for Disassembly
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 371-382
doi https://doi.org/10.52842/conf.ecaade.2015.2.371
wos WOS:000372316000043
summary The construction and building sector is now widely known to be one of the biggest energy consumers, carbon emitters, and creators of waste. Some architectural agendas for sustainability focus on energy efficiency of buildings that minimize their energy intake during their lifetime - through the use of more efficient mechanical systems or more insulative wall systems. One issue with these sustainability models is that they often ignore the hierarchy of energy within architectural design. The focus on the efficiency is but one aspect or system of the building assembly, when compared to the effectiveness of the whole, which often leads to ad-hoc ecology and results in the all too familiar “law of unintended consequences” (Merton, 1936). As soon as adhesive is used to connect two materials, a piece of trash is created. If designers treat material as energy, and want to use energy responsibly, they can prolong the lifetime of building material by designing for disassembly. By changing the nature of the physical relationship between materials, buildings can be reconfigured and repurposed all the while keeping materials out of a landfill. The use of smart joinery to create building assemblies which can be disassembled, has a milieu of new possibilities created through the use of digital manufacturing equipment. These tools afford designers and manufacturers the ability to create individual joints of a variety of types, which perform as well or better than conventional systems. The concept of design for disassembly is a recognizable goal of industrial design and manufacturing, but for Architecture it remains a novel approach. A classic example is Kieran Timberlake's Loblolly House, which employed material assemblies “that are detailed for on-site assembly as well as future disassembly and redeployment” (Flat, Inc, 2008). The use of nearly ubiquitous digital manufacturing tools helps designers create highly functional, precise and effective methods of connection which afford a building to be taken apart and reused or reassembled into alternative configurations or for alternative uses. This paper will survey alternative energy strategies made available through joinery using digital manufacturing and design methods, and will evaluate these strategies in their ability to create diassemblable materials which therefore use less energy - or minimize the entropy of energy over the life-cycle of the material.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=4075520a-6fe7-11e5-bcc8-f7d564ea25ed
last changed 2022/06/07 07:50

_id 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 caadria2021_251
id caadria2021_251
authors Ma, Chun Yu and van Ameijde, Jeroen
year 2021
title Participatory Housing: Discrete Design and Construction Systems for High-Rise Housing in Hong Kong
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 271-280
doi https://doi.org/10.52842/conf.caadria.2021.1.271
summary There has been a recent increase in the exploration of mereological systems, speculating on how digital design, assembly and reconfiguration of digital materials (Gershenfeld, 2015) enables digitally informed physical worlds that change over time. Besides opportunities for construction and design automation, there is a potential to reimagine how multiple stakeholders can participate in the computational decision-making process, using the benefits of the mass customization of logistics (Retsin, 2019). This paper presents a research-by-design project that applies a digital and discrete material system to high-rise housing in Hong Kong. The project has developed an integrated approach to design, construction, and inhabitation, using a system of discrete parts which can be assembled in various apartment configurations, to incorporate varying occupants requirements and facilitate negotiations and changes over time.
keywords Participatory Design; Generative Design; Adaptable Architecture; High-rise Housing
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2015_001
id ecaade2015_001
authors Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.)
year 2015
title Real Time, Volume 2
source Proceedings of the 34th International Conference on Education and Research in Computer Aided Architectural Design in Europe, Vienna, Austria, 16-18 September 2015, 730 p.
doi https://doi.org/10.52842/conf.ecaade.2015.2
summary This is the second volume of the conference proceedings of the 33rd eCAADe conference, held from 16-18 September 2015 at TU Wien, Vienna, Austria. Both volumes together contain the 145 accepted papers that are also available digitally in CuminCAD (Cumulative Index of Computer Aided Architectural Design, http://cumincad.scix.net). The theme of the 33rd eCAADe conference is Real Time: Seeing architectural design as a time-critical and time-related activity requires new tools, methods and theories that deliver results not only accurately but also timely. As project cycles begin to accelerate, a variety of design decisions need to be taken swiftly and nevertheless accurately. Today's practice needs to explore the solution space through a rapid feedback loop between digital and physical products, used collaboratively and over a distance. To facilitate such a back-and-forth, geometries must be converted to manageable approximations on which intelligent tools can act, providing the designer with feedback and advice. This year's conference seeks to be a platform for research, teaching and practical work conducted in that spirit. The second volume of the proceedings contains 74 papers grouped under 15 sub-themes, which generally follow a more designernly and educational logic than the works in volume 1 (which follow a more formal approach). As additional part, we have our preceding workshop contributions, which are papers summarizing the workshops given.
series eCAADe
email
last changed 2022/06/07 07:49

_id sigradi2015_11.71
id sigradi2015_11.71
authors Medina, Viviana Hernaiz Diez de; Macruz, Andrea; Ginés, Pau
year 2015
title Morphogenetic processes in architectonical design
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. 637-641.
summary This paper presents the relationship between morphogenetic concepts in nature and the creation of a generative system as a design process. This biomimetic approach generates an adaptive system that is able to respond to different parameters corresponding to the site where the membrane growths, contributing to the development of a new understanding of architecture in which the digital system and the performance of the material are reciprocal.
series SIGRADI
email
last changed 2016/03/10 09:55

_id acadia15_469
id acadia15_469
authors Speranza, Philip; Keisler, Ryan; Mai, Jiawei Vincent
year 2015
title Social Interaction and Cohesion Tool: A Dynamic Design Approach for Barcelona’s Superilles
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. 469-481
doi https://doi.org/10.52842/conf.acadia.2015.469
summary A glitch is defined as a temporary, transient fault in a system that corrects itself. Glitches are cracks, frictions that create ‘openings’ in a particular system, revealing new meanings of the system itself. As opposed to its typical negative connotation, the glitch finds here a positive meaning and a generative quality. The concept is in fact employed as a research strategy to embed serendipity in the built environment through urban systems, places and experiences that use responsive technologies. When glitches relate to the built environment, people find new connections with places, shifting the relationship from the ordinary towards the unexpected and the unpredictable.
keywords Social Interaction, Urban Design, Big Data, Simulation + Intuition, Interactive Architecture, Open Source in Design, Parametric and Evolutionary Design, Design Computing and Cognition
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

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