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 568

_id sigradi2015_3.212
id sigradi2015_3.212
authors Sperling, David M.; Herrera, Pablo C.; Celani, Gabriela; Scheeren, Rodrigo
year 2015
title Digital Fabrication in South America: mapping lines of action from architecture and urbanism
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. 119-125.
summary The article presents a mapping of digital fabrication laboratories in South America from the architecture and urbanism field. First, it draws a brief context of implementation of facilities and growing of expertise highlighting economic, academic and cultural aspects. Second, it presents some data mapped from 31 laboratories of the region, as infrastructure, and correlations between uses and applications. Third, it organizes the mapped laboratories in two significant approaches for the region’s context: works focused on technological development and actions directed to the social and environmental development. Fourth, it infers some possible steps of the field in the region in the near future.
keywords Digital Fabrication, Laboratories, South America, Technological Development, Social and Environmental Development
series SIGRADI
email
last changed 2016/03/10 10:01

_id sigradi2015_sp_10.33
id sigradi2015_sp_10.33
authors Antiqueira, Renan Leite; Vizioli, Simone Helena Tanoue; Antiqueira, Kau? de Macedo
year 2015
title Digital Game and Drawing in Heritage Education Teaching
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. 815-817.
summary This Short Paper intends to present the development of a digital game as part of the extension research: “Architectonic heritage, design and education: development of Playful Interactive Systems (educational games in digital media)” and is part of the work fomented by the Research Group (name withheld for submission). It is intended to emphasize the concept of game as a transmitter of culture and knowledge and to discuss the potentiality of digital game as a tool in assimilation of heritage architecture.
keywords Digital Game, Digital Drawing, Heritage Education
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2015_103
id ecaade2015_103
authors Choi, Joshua
year 2015
title Democratic Play - Crowd-Sourcing through Digital Games for Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2015.2.187
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. 187-197
wos WOS:000372316000023
summary This thesis presents a system that uses games. It allows people to participate in the process of designing an architectural space. The site for the design project of this experimental methodology is a courtyard on MIT campus.The games are initially prepared by the architect through sampling various objects, materials, lighting, and figures from different media such as photogrammetric models around the building site and other relevant 3D modeling/animation contents. The goal of this design system is to collage those components into a final architectural form through a democratic process.The games are distributed to students, faculty and staff who will be the users of the space being designed. Through playing these games, they provide preference about the architectural program and various design decisions regarding formal composition, details, and finishes. This crowd-sourcing occurs both implicitly and explicitly while the game is being played, and the collected feed-back informs the architect about design development.This thesis questions the role of the architects in a democratic process of design: Are we the designer of the space, or creator of a system that controls the design process?.
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2015_92
id ecaade2015_92
authors Daher, Elie; Kubicki, Sylvain and Halin, Gilles
year 2015
title A Parametric Process for Shelters and Refugees’ Camps Design
doi https://doi.org/10.52842/conf.ecaade.2015.2.541
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. 541-548
wos WOS:000372316000061
summary Many situations related to natural environment and human activities increase the risk related to housing and create a demand for rapid post-disaster solutions. The solutions implemented by both the non-governmental organizations (NGOs) and the local and national organizations should fulfill the requirements of the temporarily displaced populations. However post-disaster design faces many challenges in its process making the response always more complex. At the same time, computer-based design is a growing approach in both architectural practice and research. The research described in this paper aims to help in finding solutions to design issues by addressing the potential of computer-based architectural design support. It is applied to shelter and camp development and takes into account physical, contextual and climatic parameters. The outcome is a design process for shelter and camp, which has been validated by a parametric prototype experiment in a case study. This should support humanitarian teams and contribute to enhancing the quality of design as well as to reducing the time required for the design and construction processes.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=02a874e6-6e90-11e5-8511-3bb4258a8962
last changed 2022/06/07 07:56

_id caadria2015_209
id caadria2015_209
authors de S. Moreira, Lorena C. and Regina C. Ruschel
year 2015
title Augmented Reality Promoting Time Tunnel
doi https://doi.org/10.52842/conf.caadria.2015.261
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. 261-270
summary This paper presents an Augmented Reality application intended to establish a link to site history, approaching cultural heritage issues simulating the metaphor of time tunnel. It presents an initiative to bring technology to the end user, in order to rescue the past through AR of a plaza with cultural importance that suffered intervention with time. The work was developed as an exercise of a Virtual Reality class in a Graduate Program. The class exercise involved understanding uses of AR, development of AR applications and user perception of the built environment through the augmented lenses provided by AR applications. The method proposed for the exercise was the field study developed in seven steps: AR scope definition, preliminary exploration, AR application formulation, data collection and user perception evaluation. Four AR applications were developed and evaluated: 360 panorama and an overlap image, 3D object, and video with historic information. On site, users demonstrated surprise with the experiment and no difficulty of use, however transposition to the significant record of a past time varied with AR application and simplification of implementation.
keywords Augmented Reality; Heritage visualization; Cultural Heritage.
series CAADRIA
email
last changed 2022/06/07 07:55

_id cf2015_447
id cf2015_447
authors Meyer, J.; Duchanois, G. and Bignon, J.C.
year 2015
title Analysis and validation of the digital chain relating to architectural design process: Achievement of a folded structure composed of wood panels
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. 447-459.
summary The research presented in this paper revolves around the experimental development of the morpho-structural potential of folded architectural structures made of wood. The aims are to develop an innovative system for timber used in sustainable construction and to increase the inventory of wood architectural tectonics. First, this article provides a characterization of the digital chain associated to the development of non-standard folded structures consisting of wood panels. The purpose is to study the architectural design process from parametric modeling (through CNC machining) and assembly operations to production by way of a full-scale experimental pavilion. Secondly, a number of analytical experiments have been performed towards the completion of the pavilion, in order to validate the design process.
keywords Architecture, folded structure, robotic fabrication, computational design, parametric modeling, wood panels
series CAAD Futures
email
last changed 2015/06/29 07:55

_id caadria2015_064
id caadria2015_064
authors Meyer, J.; G. Duchanois, J-C. Bignon and A. Bouali
year 2015
title Computer Design and Digital Manufacturing of Folded Architectural Structures Composed of Wood Panels
doi https://doi.org/10.52842/conf.caadria.2015.641
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. 641-650
summary The research presented in this paper revolves around the experimental development of the morpho-structural potential of folded architectural structures made of wood. The aims are to develop an innovative system for timber used in sustainable construction and to increase the inventory of wood architectural tectonics. Laminated timber panels associated with "digital production line" approach have opened up new perspectives for the building industry in creating prefabricated wooden structures. This article provides a characterization of the digital chain associated to the development of non-standard folded structures which consist of wood panels by way of a full-scale experimental pavilion. The purpose is the study of architectural design process from parametric modeling (through CNC machining) and assembly operations to production. Towards the completion of the pavilion, a number of analytical experiments have been performed.
keywords Architecture, folded structure, robotic fabrication, computational design, parametric modeling, wood panels.
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2015_113
id ecaade2015_113
authors Miltiadis, Constantinos
year 2015
title Virtual Architecture in a Real-time, Interactive, Augmented Reality Environment - project Anywhere and the potential of Architecture in the age of the Virtual
doi https://doi.org/10.52842/conf.ecaade.2015.1.061
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. 61-68
wos WOS:000372317300007
summary Virtual reality opens a new world of a great potential for both research and experimentation by allowing new forms of unbuilt sensible architectural space. The paper starts with a sketch of the current context in Virtual Reality and continues by outlining the development and structure of the research “project Anywhere”. The project is an easily deployable, wireless, multi-user, augmented reality app-system that offers full body immersion through body, head and hands tracking. It can host multiple concurrent users, able to move freely in the virtual space, by moving in the real, and also perform actions through a gesture interface to affect their shared environment. Concluding, we describe the inherent properties of such a space, which we propose as a novel spatial medium for architecture, through an example of a potential application.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=dd9b6e90-702b-11e5-bccd-d361e16cfb67
last changed 2022/06/07 07:58

_id sigradi2015_sp_4.388
id sigradi2015_sp_4.388
authors Nunes, Jo?o Fernando Igansi
year 2015
title LUZAZUL: Creation methodology and management of hypermedia for cultural inclusion and public education in the service of TILES IN THE ARCHITECTURAL HERITAGE Pelotas / RS
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. 780-785.
summary LUZAZUL - Light Blue project is interdisciplinary, curricular action as documentation and conceptual production strategy for theory and practice, focused on heritage as cultural inclusion vector, public training and development of integrated movable manners. It is based especially on hypermedia resource whose central object is the inventory of the TILE IN ARCHITECTURAL HERITAGE Pelotas - RS, electronically duplicated and made available on mobile, wireless devices. Exploring the conditions of free software platforms, this initiative invests in building method for the development, agency and updating publishable data into digital language.
keywords Tile, Hypermedia, Communication, Inclusion, Education
series SIGRADI
email
last changed 2016/03/10 09:56

_id sigradi2015_3.190
id sigradi2015_3.190
authors Pinheiro, Jo?o Gabriel Guedes
year 2015
title Benefits of the Utilization of Low-Fidelity Prototypes on Game Development
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. 101-107.
summary This paper attempt to bring some of the benefits obtained by the use of low fidelity prototypes in game development. These benefits were observed through the analysis of the development of six games developed in academic environment. However, with the limitations related to the size of the development team, and the project scope, some of the results obtained in this paper should not be adopted in every situation. There is, however, benefits described in this paper that can be observed in game development, regardless of its scope.
keywords Prototypes, Games, Development
series SIGRADI
email
last changed 2016/03/10 09:57

_id acadia15_513
id acadia15_513
authors Sanchez, Jose
year 2015
title Temporal and Spatial Combinatorics in Games for Design
doi https://doi.org/10.52842/conf.acadia.2015.513
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. 513-523
summary This paper will outline the techniques and language that games use to give design agency to a player. By identifying the discrete combinatorial ontology of games, as opposed to a continuous post-rationalistic approach from general design tools, we hope to develop a framework for the design of ‘games for design’, or sandboxes that allow players to develop an output that is unexpected to the game developer and contingent to a player. This research has been the foundation for the development of Block’hood, a city-building video game that explores ideas of ecology and generative urbanism.
keywords Combinatorics, city building game, game design, crowd-sourcing, ecology, learning, educational software
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id sigradi2015_6.237
id sigradi2015_6.237
authors Thaler, Anelise; Fialho, Francisco Antônio Pereira
year 2015
title Interaction design: Approach for user-centered educational games
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. 223-230.
summary Design current fetching constantly for products that satisfy the necessities increasing of the human being, conceives new products looking for to take care of the expectations of the users, of satisfactory, constant form that it is possible to connect in any place. It is possible still to create educative games that assist in the assimilation of new knowledge of trustworthy and constant form. The objective of this article is to raise the hypothesis of fetching constantly for products that motivate and satisfy the necessities increasing of the human being, conceives new products looking for to take care of the expectations of the satisfactory form. From this premise it is possible still to create educative games that assist in the assimilation of new knowledge of trustworthy and constant form from the satisfaction and motivation. However, the games have gained recognition as a half greater of what its original conception. The Games had entered in the context of the learning in areas as language, mathematics, science, computers, training, among others, with this development and ampler acceptance, the pure functions and right of games are gaining adoption expanded in applications non-game.
keywords Interaction Design, Game Design, User-centered Design, Game Elements
series SIGRADI
email
last changed 2016/03/10 10:01

_id acadia15_69
id acadia15_69
authors Wilcox, Glenn; Trandafirescu, Anca
year 2015
title C-Lith: Carbon Fiber Architectural Units
doi https://doi.org/10.52842/conf.acadia.2015.069
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. 69-79
summary C-LITH is the reconsideration of the architectural building unit through the exploration of new composite techniques and materials. Our project develops individual compo- nents that exploit the strength, lightness, and variability possible with carbon ber laments when paired with computation, digital fabrication, and hand assembly. Traditionally, architectural units made of brick or concrete are small and multiple, heavy, dif cult to vary, and are much better in compression than tension. Using carbon ber laments to create variable units allows for larger individual units that can vary in both shape and structural performance as needed. Our units, developed through winding pre-preg carbon ber tow around disposable molds, bene t structurally from the quasi-isotropic properties that are developed through the winding patterns. The specific structural capacities of the units remain to be understood through further testing and analysis, which falls outside the scope of this current research. At this junction, structural capacities have been determined empirically, i.e. will it stand? Most importantly, as a formal study, our units address the use of carbon ber at the scale of architectural production. A majority of the effort involved in materializing C-LITH was the development of a two-fold prototypical manufacturing process that produces the components and assembly. For this we invented a method to quickly and cheaply construct variable cardboard molds that could withstand the wound casting and baking steps, but could also be easily weakened through water immersion to be removed. For the assembly we developed a rigid dummy-jig system to hold the joint plates in position with a high level of precision but could also incrementally absorb the adjustment errors unavoidable in hand assembly systems. Using a simple pin connection the resultant structures can be easily disassembled for transportation and reassembly elsewhere.
keywords Carbon Fiber Composite, Variability, Fabrication, Computation, Coding, Molds, Jigging, Assembly
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

_id acadia15_431
id acadia15_431
authors Winn; Kelly
year 2015
title Transient Thermal Exchange and Developmental Form for Tactile Surfaces
doi https://doi.org/10.52842/conf.acadia.2015.431
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. 431-441
summary The idea of an emergent or generative form based on repeating rules of development borrowed from the field of developmental biology has provided fertile ground for inspiration for architectural theory and computational design. With simple constraints developed iteratively, complex geometry and form generation can be distilled down to a list of developmental rules or functions in order to deterministically generate form. The ideas and illustrations of naturalists on organic form and developmental biology leading back to the turn of the 20th c., such as the work of D'arcy Wentworth Thompson and Ernst Haeckel, have inspired architects from Louis Sullivan all the way to contemporary generative design. This study revisits this design tradition of biomimetic geometries based on deterministic rules for the iterative development of forms based on biological analogs and models for growth. A series of semi-regular compound patterns were developed using parametric modeling and iterative rules. These geometries were then applied to surface topologies as a decorative tactile embellishment resulting in complex thermodynamic conditions. A series of physical prototypes where then developed with different high-relief patterns and pattern densities. Positive prototype geometries were then produced using stereolithography for casting plaster molds for the production molding of finished ceramic pieces for thermal analysis using digital thermography. By studying the performance of these complex geometries as physical prototypes under controlled experimentation, high-relief surfaces and the resulting thermodynamic conditions can be understood not just qualitative experience, but also quantitatively through measured performance metrics and innovative tools for analytical analysis.
keywords Tactile surfaces, developmental biology, biomimicry, l-systems, ceramic materials, heat transfer, thermography, ergonomics
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

_id ecaade2015_324
id ecaade2015_324
authors Abdelmohsen, Sherif and Massoud, Passaint
year 2015
title Integrating Responsive and Kinetic Systems in the Design Studio: A Pedagogical Framework
doi https://doi.org/10.52842/conf.ecaade.2015.2.071
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. 71-80
wos WOS:000372316000010
summary Responsive architecture is one of the growing areas of computational design that is not getting adequate attention in CAAD curricula. A pedagogical approach to designing responsive systems requires more than the typical knowledge, tools or skill sets in architectural design studios. This paper presents a framework for integrating responsive and kinetic systems in the architectural design studio. The framework builds on findings of two design studios conducted at The American University in Cairo, Egypt. In both studios, students were asked to design elements of responsive architecture that work towards the development of their projects. The paper demonstrates the process and outcomes of both studios. It then demonstrates how concepts of integrated project delivery are incorporated to propose a framework that engages students in designing, fabricating and operating responsive systems in different phases of the design process. A discussion follows regarding dynamics of design studio in light of the proposed framework.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=7e59e026-6e8f-11e5-9e59-876225eebea0
last changed 2022/06/07 07:54

_id cf2015_279
id cf2015_279
authors Abdelmohsen, Sherif M. and Massoud, Passaint M.
year 2015
title Making Sense of those Batteries and Wires: Parametric Design between Emergence and Autonomy
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. 279-296.
summary This paper reports on the process and outcomes of a digital design studio that integrates parametric design and generative systems in architectural and urban design projects. It explores the interrelationship between the emergence of innovative formal representations using parametric design systems on the one hand, and design autonomy; more specifically the conscious process of generating and developing an architectural concept, on the other. Groups of undergraduate students working on an architectural project are asked to identify a specific conceptual parti that addresses an aspect of architectural quality, define strategies that satisfy those aspects, and computational methodologies to implement those strategies, such as rule-based systems, self-organization systems, and genetic algorithms. The paper describes the educational approach and studio outcomes, discusses implications for CAAD education and curricula, and addresses issues to be considered for parametric and generative software development.
keywords Parametric modeling, generative design, emergence, autonomy, design exploration, CAAD curriculum.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id eaea2015_t3_paper03
id eaea2015_t3_paper03
authors Agajew, Maria
year 2015
title The Prestige and the Money – the Main Goal and the Main Tool in Planning of the City Image in the 21st Century?
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.299-308
summary This paper discusses the process of changing in the historical town – Baku in Azerbaijan in comparison to the achievements of European urban planners and architects (for example in: Paris, Vienna, Dublin). In Baku the fast and unlimited development and many investments in the public spaces have caused a lot of transformation not always to the better vision of the image of the city. At the same time, the development in some European cities is proceeding in other ways, preserving existing historical built environment.
keywords image of the city; revitalization; development
series EAEA
email
last changed 2016/04/22 11:52

_id acadia15_263
id acadia15_263
authors Ahlquist, Sean
year 2015
title Social Sensory Architectures: Articulating Textile Hybrid Structures for Multi-Sensory Responsiveness and Collaborative Play
doi https://doi.org/10.52842/conf.acadia.2015.263
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. 263-273
summary This paper describes the development of the StretchPLAY prototype as a part of the Social Sensory Surfaces research project, focusing on the design of tactile and responsive environments for children with Autism Spectrum Disorder (ASD). The project is directed specifically at issues with sensory processing, the inability of the nervous system to filter sensory input in order to indicate an appropriate response. This can be referred to as a “traffic jam” of sensory data where the intensity of such unfiltered information leads to an over-intensified sensory experience, and ultimately a dis-regulated state. To create a sensory regulating environments, a tactile structure is developed integrating physical, visual and auditory feedback. The structure is defined as a textile hybrid system integrating a seamless knitted textile to form a continuous topologically complex surface. Advancements in the fabrication of the boundary structure, of glass-fiber reinforced rods, enable the form to be more robustly structured than previous examples of textile hybrid or tent-like structures. The tensioned textile is activated as a tangible interface where sensing of touch and pressure on the surface triggers ranges of visual and auditory response. A specific child, a five-year old girl with ASD, is studied in order to tailor the technologies as a response to her sensory challenges. This project is a collaboration with students, researchers and faculty in the fields of architecture, computer science, information (human-computer interaction), music and civil engineering, along with practitioners in the field of ASD-based therapies.
keywords Textile Hybrid, Knitting, Sensory Environment, Tangible Interface, Responsive systems and environments
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id cf2015_485
id cf2015_485
authors Anaf, Márcia and Harris, Ana Lúcia Nogueira de Camargo
year 2015
title The geometry of Chuck Hoberman as the basis for the development of dynamic experimental structures
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 485.
summary The cognitive-theoretical foundation referring to teach drawing as a way of thinking, as well as the construction of the environment by means of drawing using transforming geometries and the formal and para-formal computational process, creating unusual geometries through generative design processes and methodologies, can be seen as some of the main possibilities in exploring dynamic experimental structures for an Adaptive Architecture. This article presents the development of a model for articulated facades, inspired by Hoberman´s Tessellates, and his Adaptive Building Initiative (ABI) project to develop facades models that respond in real time to environmental changes. In addition, we describe an experiment based on the retractable structures, inspired by Hoberman´s work and experimentations. Solutions for responsive facades can offer more flexible architectural solutions providing better use of natural light and contributing to saving energy. Using Rhinoceros and the Grasshopper for modeling and test the responsiveness, the parametric model was created to simulate geometric panels of hexagonal grids that would open and close in reaction to translational motion effects, regulating the amount of light that reaches the building.
keywords Parametric architecture, Hoberman´s Tessellates, Adaptive Building Initiative (ABI), Articulated Facades, Complex Geometries, Retractable structures, Retractable polyhedra.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id 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

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