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 560

_id sigradi2016_803
id sigradi2016_803
authors Almeida, Marcela Alves de
year 2016
title A teoria da ludificaçăo e os ambientes responsivos [The theory of ludification and responsive environments]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.838-843
summary This paper reports the responsive environments and the Theory of Ludification towards the interaction design using the structure of games on feedback process. It presents an interaction classification that can be reactive, responsive and dialogical based on authors related to cybernetics studies. It exposes the need for rationality in environments as an intrinsic and necessary condition for achieving the interaction. It also uses dialogue and game Vilém Flusser’s concepts to support this argument. Thus, it broadens the contemporary architectural discussion that encompassing communication processes that do not recognize the physical boundaries of the buildings.
keywords Resposive Environment; Ludification; Interaction; Play; Game
series other
type normal paper
email
last changed 2017/06/21 14:51

_id ecaade2016_230
id ecaade2016_230
authors Holland, Alexander and Roudavski, Stanislav
year 2016
title Design Tools and Complexity: Mobile Games and Collective Imagination
doi https://doi.org/10.52842/conf.ecaade.2016.2.555
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 555-564
summary This paper is based on a hypothesis that games can be used to support design decisions in a variety of complex situations. To explore this proposition, the research described below focuses on two aspects. Firstly, it experiments with the potential of games to be socially provocative. And secondly, it applies the induced provocations in support of collective imagination. This discussion is supported by a practical case study: a working prototype of a smartphone game that simulates urban cycling. The paper discusses utilisation of this game by diverse stakeholders in a workshop that sought to advance decision-making in a particularly vexatious stalemate.
wos WOS:000402064400056
keywords infrastructuring; virtual riding environments; collective imagination; provocating games; design negotiation; mobile games; urban cycling
series eCAADe
email
last changed 2022/06/07 07:50

_id cf2017_567
id cf2017_567
authors Kim, Ikhwan; Lee, Injung; Lee, Ji-Hyun
year 2017
title The Expansion of Virtual Landscape in Digital Games: Classification of Virtual Landscapes Through Five principles
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 567-584.
summary This research established classification system which contains five principles and variables to classify the types of the virtual landscape in digital games. The principles of the classification are Story, Space Shape, Space and Action Dimension, User Complexity and Interaction Level. With this classification system, our research group found the most representative types of virtual landscape in the digital game market through 1996 to 2016. Although mathematically there can be 288 types of virtual landscape, only 68 types have been used in the game market in recent twenty years. Among the 68 types, we defined 3 types of virtual landscape as the most representative types based on the growth curve and a number of cases. Those three representative types of virtual landscapes are Generating / Face / 3D-3D / Single / Partial, Providing / Chain / 3D-3D / Single / Partial and Providing / Linear / 2D-2D / Single / Partial. With the result, the researchers will be able to establish the virtual landscape design framework for the future research.
keywords Digital Game, Virtual Landscape, Game Design, Game Classification
series CAAD Futures
email
last changed 2017/12/01 14:38

_id ascaad2022_033
id ascaad2022_033
authors Rohani, Nima; Kim, Ikhwan
year 2022
title Urban Design Analysis of New York City's Virtual Model: The Case of Tom Clancy's The Division
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 188-201
summary People have started spending time with digital tools and virtual worlds to escape reality's horrors. However, designed spaces are more than the players' needs, especially those digital games that their stories involve urban environments. This inefficiency causes spending futile efforts both in time and cost for the digital games' productions; The urban environments in these digital games are replicas of real-world cities. Some companies use some techniques for downgrading replicas. Therefore, this study aims to uncover the used techniques for designing Tom Clancy's The Division (2016). By using reverse engineering methodology and qualitative comparative analysis, the in-game map compared with the real-world map. Based on the results, the used techniques allowed the designers to scale down the game environment to be 2.5 times smaller than the actual city. Rather, verisimilitude is achieved by combining sufficiently accurate elements to give the impression of complete accuracy. By implementing the results of this research, designers can develop smaller replicas to be perceived as more extensive.
series ASCAAD
email
last changed 2024/02/16 13:24

_id ijac201614103
id ijac201614103
authors Savov, Anton; Oliver Tessmann and Stig Anton Nielsen
year 2016
title Sensitive Assembly: Gamifying the design and assembly of fac?ade wall prototypes
source International Journal of Architectural Computing vol. 14 - no. 1, 30-48
summary The article describes a method for gamifying the design and assembly of computationally integrated structures built out of discrete identical blocks. As a case study, the interactive installation Sensitive Assembly was designed and built at the Digital Design Unit (Prof. Dr Oliver Tessmann) at the Technische Universita?t of Darmstadt and exhibited during the digital art festival NODE 2015 in Frankfurt in 2015. Sensitive Assembly invites people to play a Jenga-like game: starting from a solid wall, players are asked to remove and replace the installation’s building blocks to create windows to a nurturing light while challenging its stability. A computational system that senses the current state of the wall guides the physical interaction and predicts an approaching collapse or a new light beam breaking through. The installation extends the notion of real-time feedback from the digital into the physical and uses machine-learning techniques to predict future structural behaviour.
keywords Gamification, prediction, feedback, interaction, assembly
series journal
last changed 2016/06/13 08:34

_id ecaade2016_140
id ecaade2016_140
authors Simeone, Davide, Coraglia, Ugo Maria, Cursi, Stefano and Fioravanti, Antonio
year 2016
title Behavioural Simulation for Built Heritage Use Planning
doi https://doi.org/10.52842/conf.ecaade.2016.2.503
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 503-510
summary This paper presents a system for simulating human behaviour in built heritage artefacts aimed at supporting the decision-making processes for their possible re-use.Its goal is to predict the mutual influence between the occupancy phenomena and the architectural heritage environment, in order to optimise the balance between efficiency requirements of spaces and preservation needs of the heritage artefact. The proposed system is based on the integration of a BIM environment with a game engine that allows the modelling of the built environment and the simulation of its use phenomena at the same time. A central role in the systems is played by the distribution of Artificial Intelligence among Virtual Users, process entities (the activities) and the building components, ensuring the coherent representation of the use processes and the direct measurement of their impact on the artefact.
wos WOS:000402064400050
keywords Built Heritage; Human Behaviour Simulation; Agent-Based Modelling; BIM
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2016_778
id sigradi2016_778
authors Vasconselos, Tássia Borges de; Silva, Adriane Borda Almeida da; Vecchia, Luísa Félix Dalla
year 2016
title [PARA]métricas do patrimônio arquitetônico pelotense [[PARA]metrics from Pelotas' architectural heritage]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.278-284
summary This paper describes a teaching methodology created in a graduate course for insertion of parametric design techniques in patrimonial architecture. The teaching strategy was based on structured schemes available in Grasshopper plug-in for Rhinoceros software, in which the students can manipulate the variables dynamically like a game. The selection of patrimonial architecture elements encouraged the students to create compositions of isometric procedures, and transformations with concepts of symmetry, proportion and recursion.
keywords Parametric Design; Heritage; Game; teaching methodology
series SIGRADI
email
last changed 2021/03/28 19:59

_id ijac201614307
id ijac201614307
authors Wu, Yi-Sin; Teng-Wen Chang, and Sambit Datta
year 2016
title HiGame: Improving elderly well-being through horticultural interaction
source International Journal of Architectural Computing vol. 14 - no. 3, 263-276
summary Family support is the key to the well-being problems of elderly. Unlike health problem, mental problem often depends on the social network of elderly. How to enhance elderly well-being problems will become how to increase the interaction between elderly and their family. Horticultural interaction proves to be an effective but smooth impact on improving well-being problems of elderly. By designing a horticultural interaction game for motivating or invoking the communication between elderly and their family members, the prototype is developed based on the framework of behavior setting and semi-fixed features. Three groups of games, physical games, virtual games, and spatial interaction games, are analyzed and 14 cases are studied and evaluated for the features required. Particularly, spatial interaction games with both physical and virtual games are brought into scope, and HiGame (Horticultural Interaction Game, hi game) is developed. Five scenarios using sensor network and mobile interface are unleashed and tested in an experiment with two sets of elderly family participants. HiGame has connection to both physical and virtual spaces for elderly and their family. Elderly interact with distant family through physical watering, weeding, and fertilizing. And distant family use virtual game to support elderly. The interaction process can be further enhanced with the following: (1) separating the tasks for elderly and family ends individually and then cooperating together might enforce the intergenerational interaction and reflection on cooperation in the gaming process; (2) the connection among each scenario can be further developed into a different process, such as competition of different members for helping the elderly to complete certain task might motivate the game experience further.
keywords Elderly, co-existing space, intergeneration interaction, behavior setting
series journal
last changed 2016/10/05 08:21

_id ascaad2016_047
id ascaad2016_047
authors Algeciras-Rodríguez, José
year 2016
title Trained Architectonics
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 461-468
summary The research presented here tests the capacity of artificial-neural-network (ANN) based multi-agent systems to be implemented in architectural design processes. Artificial Intelligence algorithms allow for a new approach to design, taking advantage of its generic functioning to produce meaningful outcomes. Experimentation within this project is based on Self-Organizing Maps (SOMs) and takes advantage of its behavior in topology to produce architectural geometry. SOMs as full stochastic processes involve randomness, uncertainty and unpredictability as key features to deal with during the design process. Following this behavior, SOMs are used to transmit information, which, instead of being copied, is reproduced after a learning (training) process. Pre-existent architectural objects are taken as learning models as they have been considered masterpieces. In this context, by defining the SOM input set, masterpieces become measurement elements and can be used to set a distance to the new element position in a comparatistic space. The characteristics of masterpieces get embedded within the code and are transmitted to 3D objects. SOM produced objects from a population with shared characteristics where the masterpiece position is its probabilistic center point.
series ASCAAD
email
last changed 2017/05/25 13:33

_id ecaade2021_203
id ecaade2021_203
authors Arora, Hardik, Bielski, Jessica, Eisenstadt, Viktor, Langenhan, Christoph, Ziegler, Christoph, Althoff, Klaus-Dieter and Dengel, Andreas
year 2021
title Consistency Checker - An automatic constraint-based evaluator for housing spatial configurations
doi https://doi.org/10.52842/conf.ecaade.2021.2.351
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 351-358
summary The gradual rise of artificial intelligence (AI) and its increasing visibility among many research disciplines affected Computer-Aided Architectural Design (CAAD). Architectural deep learning (DL) approaches are being developed and published on a regular basis, such as retrieval (Sharma et al. 2017) or design style manipulation (Newton 2019; Silvestre et al. 2016). However, there seems to be no method to evaluate highly constrained spatial configurations for specific architectural domains (such as housing or office buildings) based on basic architectural principles and everyday practices. This paper introduces an automatic constraint-based consistency checker to evaluate the coherency of semantic spatial configurations of housing construction using a small set of design principles to evaluate our DL approaches. The consistency checker informs about the overall performance of a spatial configuration followed by whether it is open/closed and the constraints it didn't satisfy. This paper deals with the relation of spaces processed as mathematically formalized graphs contrary to existing model checking software like Solibri.
keywords model checking, building information modeling, deep learning, data quality
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2016_058
id ecaade2016_058
authors Aschwanden, Gideon
year 2016
title Big Data for Urban Design - The impact of centrality measures on business success
doi https://doi.org/10.52842/conf.ecaade.2016.2.457
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 457-462
summary This paper investigates the role of spatial parameters in relation to the economic dynamic embedded in the urban fabric. The key element explored in this study is the role of the urban configuration and accessibility on the success of different business sectors in Switzerland.The underlying hypothesis is that economic markets are constant forces of change influencing the development of cities and functions on all scales. Markets are institutions that reduce people's choices based on a myriad of factors to a single number, the price. Accessibility is a resource for each business that yields multiple values of benefits and transactions in terms of economic properties. This project explores the interaction of multiple measures of accessibility, calculated by Space Syntax analysis, with the success of different markets represented by employment by business sector. 828548 business locations and 44 spatial measures were used to derive associations between them. The results show that the measure of 'Choice' correlates highly for smaller radii and 'Integration' for larger radii with the total number of jobs. The result also shows each sector has a specific set of accessibility measures that allows them to thrive.
wos WOS:000402064400045
keywords Big Data; Centrality; Economy; Accessibility; Urban Design
series eCAADe
email
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 sigradi2016_583
id sigradi2016_583
authors Chiarella, Mauro; Martini, Sebastián; Giraldi, Sebastián; Góngora, Nicolás; Picco, Camila
year 2016
title Cultura Maker. Dispositivos, Prótesis Robóticas y Programación Visual en Arquitectura y Dise?o para eficiencia energética [Culture Maker. Devices, Prostheses Robotics and Visual Programming in Architecture and Design for energy efficiency.]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.961-968
summary The Maker movement is the ability to be small and at the same time world; craftsmanship and innovative; high technology and low cost. The Maker movement is doing for physical products what the open source made by the software. The Maker culture emphasizes collaborative learning and distributed cognition. Its knowledge base repository and channels of exchange of ideas and information are: web sites; social networks; the Hackerspaces and Fab-Labs. Three experiences presented with devices; prostheses robotics and CNC machines, based on logical replacement; adaptation and generation. Its authors are undergraduate and graduate fellows Industrial Design and Architecture.
keywords Maker culture; Prostheses Robotics; Visual Programming; Energy Efficiency; Adaptive Skin
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2023_138
id ecaade2023_138
authors Crolla, Kristof and Wong, Nichol
year 2023
title Catenary Wooden Roof Structures: Precedent knowledge for future algorithmic design and construction optimisation
doi https://doi.org/10.52842/conf.ecaade.2023.1.611
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 611–620
summary The timber industry is expanding, including construction wood product applications such as glue-laminated wood products (R. Sikkema et al., 2023). To boost further utilisation of engineered wood products in architecture, further development and optimisation of related tectonic systems is required. Integration of digital design technologies in this endeavour presents opportunities for a more performative and spatially diverse architecture production, even in construction contexts typified by limited means and/or resources. This paper reports on historic precedent case study research that informs an ongoing larger study focussing on novel algorithmic methods for the design and production of lightweight, large-span, catenary glulam roof structures. Given their structural operation in full tension, catenary-based roof structures substantially reduce material needs when compared with those relying on straight beams (Wong and Crolla, 2019). Yet, the manufacture of their non-standard geometries typically requires costly bespoke hardware setups, having resulted in recent projects trending away from the more spatially engaging geometric experiments of the second half of the 20th century. The study hypothesis that the evolutionary design optimisation of this tectonic system has the potential to re-open and expand its practically available design solution space. This paper covers the review of a range of built projects employing catenary glulam roof system, starting from seminal historic precedents like the Festival Hall for the Swiss National Exhibition EXPO 1964 (A. Lozeron, Swiss, 1964) and the Wilkhahn Pavilions (Frei Otto, Germany, 1987), to contemporary examples, including the Grandview Heights Aquatic Centre (HCMA Architecture + Design, Canada, 2016). It analysis their structural concept, geometric and spatial complexity, fabrication and assembly protocols, applied construction detailing solutions, and more, with as aim to identify methods, tools, techniques, and construction details that can be taken forward in future research aimed at minimising construction complexity. Findings from this precedent study form the basis for the evolutionary-algorithmic design and construction method development that is part of the larger study. By expanding the tectonic system’s practically applicable architecture design solution space and facilitating architects’ access to a low-tech producible, spatially versatile, lightweight, eco-friendly, wooden roof structure typology, this study contributes to environmentally sustainable building.
keywords Precedent Studies, Light-weight architecture, Timber shell, Catenary, Algorithmic Optimisation, Glue-laminated timber
series eCAADe
email
last changed 2023/12/10 10:49

_id sigradi2016_555
id sigradi2016_555
authors Fernández Colombo, Mónica Inés; Bonvecchi, Liliana Telma; Granero, Adriana Edith; Brignone, Mabel Clara
year 2016
title Aprendizaje Basado en Problemas + Innovación Tecnológica [Problem-based learning + Technological Innovation]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.938-943
summary Collaboration between government agencies and academia seeks to facilitate a comprehensive approach by city representatives and stakeholders. Internet and social media connectivity may be applied as a self-organization tool. The response of architecture to the public space needs to consider hybrid spaces that combine digital and physical, representations, allowing urban experiences that are enhanced by virtual data imprinted on existing physical information. The study of these aspects may be the purpose of future city projects or become a form of communication of government proposals to the neighbors, beyond the scope of the discipline.
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2024_186
id caadria2024_186
authors Huang, Jingfei and Tu, Han
year 2024
title Inconsistent Affective Reaction: Sentiment of Perception and Opinion in Urban Environments
doi https://doi.org/10.52842/conf.caadria.2024.2.395
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 2, pp. 395–404
summary The ascension of social media platforms has transformed our understanding of urban environments, giving rise to nuanced variations in sentiment reaction embedded within human perception and opinion, and challenging existing multidimensional sentiment analysis approaches in urban studies. This study presents novel methodologies for identifying and elucidating sentiment inconsistency, constructing a dataset encompassing 140,750 Baidu and Tencent Street view images to measure perceptions, and 984,024 Weibo social media text posts to measure opinions. A reaction index is developed, integrating object detection and natural language processing techniques to classify sentiment in Beijing Second Ring for 2016 and 2022. Classified sentiment reaction is analysed and visualized using regression analysis, image segmentation, and word frequency based on land-use distribution to discern underlying factors. The perception affective reaction trend map reveals a shift toward more evenly distributed positive sentiment, while the opinion affective reaction trend map shows more extreme changes. Our mismatch map indicates significant disparities between the sentiments of human perception and opinion of urban areas over the years. Changes in sentiment reactions have significant relationships with elements such as dense buildings and pedestrian presence. Our inconsistent maps present perception and opinion sentiments before and after the pandemic and offer potential explanations and directions for environmental management, in formulating strategies for urban renewal.
keywords Urban Sentiment, Affective Reaction, Social Media, Machine Learning, Urban Data, Image Segmentation.
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2016_839
id caadria2016_839
authors Ikeda, Yasushi; Keisuke Toyoda and Tsukasa Takenaka
year 2016
title The Pedagogical Meanings of an Experimental Full-Size Mock-Up of Computational Design
doi https://doi.org/10.52842/conf.caadria.2016.839
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 839-848
summary Skill in the use of digital media tools is growing more im- portant in architectural education. However parametric objects in computational geometry or digital fabrication as an assist for project- based learning are not in themselves sufficient to extract the potential of computational design. When we consider the performance of a de- sign, or the fundamental purpose of parametric design toolsets in the contemporary context, education must act as a connecter to the ambi- tion of global sustainability. With regards to the advantage of compu- tational methodologies, students benefit by developing a holistic vi- sion of non-standardized assembly technology. This is particularly useful in overcoming problems of mass production, and with the crea- tion of interactive technology that is incrementally adaptable in the process of answering to unpredictable change. In this context, a com- prehensive understanding of digital tools as part of a holistic and eco- logical architectural design mindset is crucial for future designers. Exploring effective ways to guide students in the development of this capability is therefore important. This paper documents a recent effort in this direction through examples of education within a digital design studio. As a conclusion the paper discusses important factors in the encouragement of students as they develop a comprehensive under- standing of the use of digital design culture.
keywords Digital design studio; full-size mock-up; comprehensive capability; practical performance; project-based learning
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2016_185
id ecaade2016_185
authors Ilčík, Martin and Wimmer, Michael
year 2016
title Collaborative Modeling with Symbolic Shape Grammars
doi https://doi.org/10.52842/conf.ecaade.2016.2.417
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 417-426
summary Generative design based on symbolic grammars is oriented on individual artists. Team work is not supported since single scripts produced by various artists have to be linked and maintained manually with a lot of effort. The main motivation for a collaborative modeling framework was to reduce the script management required for large projects. We achieved even more by extending the design paradigm to a cloud environment where everyone is part of a huge virtual team. The main contribution of the presented work is a web-based modeling system with a specialized variant of a symbolic shape grammar.
wos WOS:000402064400041
keywords collaboration; symbolic shape grammar; generative modeling
series eCAADe
type normal paper
email
more admin
last changed 2022/06/07 07:49

_id ijac201614403
id ijac201614403
authors Kontovourkis, Odysseas and George Tryfonos
year 2016
title Design optimization and robotic fabrication of tensile mesh structures: The development and simulation of a custom-made end-effector tool
source International Journal of Architectural Computing vol. 14 - no. 4, 333-348
summary This article presents an ongoing research, aiming to introduce a fabrication procedure for the development of tensile mesh systems. The purpose of current methodology is to establish an integrated approach that combines digital form- finding and robotic manufacturing processes by extracting data and information derived through elastic material behavior for physical implementation. This aspires to extend the capacity of robotically driven mechanisms to the fabrication of complex tensile structures and, at the same time, to reduce the defects that might occur due to the deformation of the elastic material. In this article, emphasis is given to the development of a custom-made end-effector tool, which is responsible to add elastic threads and create connections in the form of nodes. Based on additive fabrication logic, this process suggests the development of physical prototypes through a design optimization and tool-path verification.
keywords Robotic fabrication, tensile mesh structures, real-time response, end-effector tool, multi-objective gentic algorithms, structure optimization, form-finding
series journal
email
last changed 2016/12/09 10:52

_id acadia16_130
id acadia16_130
authors Koschitz, Duks; Ramagosa, Bernat; Rosenbaum, Eric
year 2016
title Beetle Blocks: A New Visual Language for Designers and Makers
doi https://doi.org/10.52842/conf.acadia.2016.130
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. 130-139
summary We are introducing a new teaching tool to show designers, architects, and artists procedural ways of constructing objects and space. Computational algorithms have been used in design for quite some time, but not all tools are very accessible to novice programmers, especially undergraduate students. ‘Beetle Blocks’ (beetleblocks.com) is a software environment that combines an easy-to-use graphical programming language with a generative model for 3D space, drawing on ‘turtle geometry,’ a geometry paradigm introduced by Abelson and Disessa, that uses a relative as opposed to an absolute coordinate system. With Beetle Blocks, designers are able to learn computational concepts and use them for their designs with more ease, as individual computational steps are made visually explicit. The beetle, the relative coordinate system, follows instructions as it moves about in 3D space. Anecdotal evidence from studio teaching in undergraduate programs shows that despite the early introduction of digital media and tools, architecture students still struggle with learning formal languages today. Beetle Blocks can significantly simplify the teaching of complex geometric ideas and we explain how this can be achieved via several examples. The blocks-based programming language can also be used to teach fundamental concepts of manufacturing and digital fabrication and we elucidate in this paper which possibilities are conducive for 2D and 3D designs. This project was previously implemented in other languages such as Flash, Processing and Scratch, but is now developed on top of Berkeley’s ‘Snap!’
keywords generative design, design pedagogy, digital fabrication, tool-building, pedagogical tools
series ACADIA
type paper
email
last changed 2022/06/07 07:51

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