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 622

_id ijac201614201
id ijac201614201
authors Dorta, Toma?s; Gokce Kinayoglu and Michael Hoffmann
year 2016
title Hyve-3D and the 3D Cursor: Architectural co-design with freedom in Virtual Reality
source International Journal of Architectural Computing vol. 14 - no. 2, 87-102
summary Hybrid Virtual Environment 3D (Hyve-3D) is a system that allows architectural co-design inside Virtual Reality by a new model of interaction through a 3D cursor. It augments the concept of the cursor to better interact with three- dimensional virtual spaces, rethinking it as a drawing/control plane and viewpoints inside the virtual world. Handheld tablets intuitively manipulate 3D cursors. Users can simultaneously access their individual complementary views on the tablets as personal windows into the shared immersive display. They can concurrently sketch in three dimensions, transform, and manipulate three-dimensional objects using the tablets as tangible props and collectively navigate the scene using the tablet as a 3D trackpad. The system implementation and co-design assessments of different settings are presented.
keywords Co-design, virtual reality, human-computer interaction, 3D cursor and 3D sketching
series journal
last changed 2016/06/13 08:34

_id ecaade2017_053
id ecaade2017_053
authors Gül, Leman Figen
year 2017
title Studying Architectural Massing Strategies in Co-design - Mobile Augmented Reality Tool versus 3D Virtual World
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 703-710
doi https://doi.org/10.52842/conf.ecaade.2017.2.703
summary Researchers attempt to offer new design tools and technologies to support design process facilitating alternative visualization and representation techniques. This paper describes a comparison study that took place in the Department of Architecture, at the Istanbul Technical University between 2016-2017. We compare when architects designed mass volumes of buildings in an marker-based mobile Augmented Reality (AR) application with that of when they used a collaborative 3D Virtual World. The massing strategy in the AR environment was an additive approach that is to collaboratively design the small parts to make the whole. Alignment and arrangement of the parts were not the main concerns of the designers in AR, instead the functional development of the design proposal, bodily engagements with the design representation, framing and re-framing of the given context and parameters become the discussion topics.
keywords Augmented reality, virtual world, massing strategies; protocol analysis
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2016_673
id caadria2016_673
authors Roupe?, Mattias; Mikael Johansson, Mikael Viklund Tallgren, Fredrik Jo?Rnebrant and Petru Andrei Tomsa
year 2016
title Immersive visualisation of Building Information Models: Usage and future possibilities during design and construction
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. 673-682
doi https://doi.org/10.52842/conf.caadria.2016.673
summary The design process of a building often involves many dif- ferent actors and people with different experiences, level of knowledge and ability to interpret information. The most common in- formation media in these processes are 2D-drawings, documents and 3D images of design. These media can be difficult to interpret and un- derstand and could cause communication difficulties and design er- rors. However, in this context, Building Information Modelling (BIM) and Virtual Reality (VR) have been shown to offer an efficient com- munication platform. In this paper we present and evaluate a portable immersive visualisation system that uses the BIMs directly from the design tools. The system is validated in a real construction project, where the different disciplines in the design process used the system. The result was collected through interviews and observation during usage of the system. All the participants expressed that this type of visual interface helped them to get another level of understanding and perception of space, which lead to better decision-making process and resolving of design issues.
keywords Building information modelling; virtual reality; head mounted display; Oculus Rift
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2016_683
id caadria2016_683
authors Schnabel, Marc Aurel; Serdar Aydin, Tane Moleta, Davide Pierini and Toma?S Dorta
year 2016
title Unmediated cultural heritage via Hyve-3D: Collecting individual and collective narratives with 3D sketching
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. 683-692
doi https://doi.org/10.52842/conf.caadria.2016.683
summary Cultural heritage is traditionally mediated through institu- tional bodies that are authorised to broadcast heritage information, whereas new media technologies such as social media platforms con- tinue to enforce individual storytelling and information sharing. Therefore GLAMs (Galleries, Libraries, Archives and Museums) have to cope with a shift of public interest from their services to more ac- cessible, entertaining and democratic engagements available as ‘liv- ing’ media. Unmediated cultural heritage is the paramount aim of this work and, in a theoretical sense, a utopia for generation of authenticity or meaning-making. Within the realm of digital heritage, this study explores the nature of engagement with cultural heritage using an in- novative means. In this phase of the research, a photogrammetric model of Kashgar’s narrow alleys is deployed in a system, called Hy- brid Virtual Environment 3D (Hyve-3D). Via its 3D cursor technolo- gy, the concept of unmediated cultural heritage is unfolded through active participation, collaboration and interaction. Thus, in the context of heritage, this research explores a hitherto undocumented frontier of Hyve-3D designated to immersive collaborative 3D sketching.
keywords Digital heritage; Hyve-3D; photogrammetry; authenticity; 3D sketching
series CAADRIA
email
last changed 2022/06/07 07:57

_id ascaad2016_014
id ascaad2016_014
authors Ahmed, Zeeshan Y.; Freek P. Bos, Rob J.M. Wolfs and Theo A.M. Salet
year 2016
title Design Considerations Due to Scale Effects in 3D Concrete Printing
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. 115-124
summary The effect of scale on different parameters of the 3D printing of concrete is explored through the design and fabrication of a 3D concrete printed pavilion. This study shows a significant gap exists between what can be generated through computer aided design (CAD) and subsequent computer aided manufacturing (generally based on CNC technology). In reality, the 3D concrete printing on the one hand poses manufacturing constraints (e.g. minimum curvature radii) due to material behaviour that is not included in current CAD/CAM software. On the other hand, the process also takes advantage of material behaviour and thus allows the creation of shapes and geometries that, too, can’t be modelled and predicted by CAD/CAM software. Particularly in the 3D printing of concrete, there is not a 1:1 relation between toolpath and printed product, as is the case with CNC milling. Material deposition is dependent on system pressure, robot speed, nozzle section, layer stacking, curvature and more – all of which are scale dependent. This paper will discuss the design and manufacturing decisions based on the effects of scale on the structural design, printed and layered geometry, robot kinematics, material behaviour, assembly joints and logistical problems. Finally, by analysing a case study pavilion, it will be explore how 3D concrete printing structures can be extended and multiplied across scales and functional domains ranging from structural to architectural elements, so that we can understand how to address questions of scale in their design.
series ASCAAD
email
last changed 2017/05/25 13:31

_id sigradi2016_805
id sigradi2016_805
authors Cormack, Jordan; Sweet, Kevin S.
year 2016
title Parametrically Fabricated Joints: Creating a Digital Workflow
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.412-417
summary Timber joinery for furniture and architectural purpose has always been identified as a skill or craft. The craft is the demonstration of hand machined skill and precision which is passed down or developed through the iteration of creation and refined reflection. Using digital fabrication techniques provides new, typically unexplored ways of creating and designing joints. It is as if these limitations which bind the ratio of complexity and use are stretched. This means that these joints, from a technical standpoint, can be more advanced than historically hand-made joints as digital machines are not bound by the limitations of the human. The research investigated in this paper explores the ability to create sets of joints in a parametric environment that will be produced with CNC machines, thus redefining the idea of the joint through contemporary tools of creation and fabrication. The research also aims to provide a seamless, digital workflow from the flexible, parametric creation of the joint to the final physical fabrication of it. Traditional joints, more simple in shape and assembly, were first digitally created to ease the educational challenges of learning a computational workflow that entailed the creation and fabrication of geometrically programmed joints. Following the programming and manufacturing of these traditional joints, more advanced and complex joints were created as the understanding of the capabilities of the software and CNC machines developed. The more complex and varied joints were taken from a CAD virtual environment and tested on a 3-axis CNC machine and 3D printer. The transformation from the virtual environment to the physical highlighted areas that required further research and testing. The programmed joint was then refined using the feedback from the digital to physical process creating a more robust joint that was informed by reality.
keywords Joinery; digital fabrication; parametric; scripting; machining
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaadesigradi2019_561
id ecaadesigradi2019_561
authors Cress, Kevan and Beesley, Philip
year 2019
title Architectural Design in Open-Source Software - Developing MeasureIt-ARCH, an Open Source tool to create Dimensioned and Annotated Architectural drawings within the Blender 3D creation suite.
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 621-630
doi https://doi.org/10.52842/conf.ecaade.2019.1.621
summary MeasureIt-ARCH is A GNU GPL licensed, dimension, annotation, and drawing tool for use in the open source software Blender. By providing free and open tools for the reading and editing of architectural drawings, MeasurIt-ARCH allows works of architecture to be shared, read, and modified by anyone. The digitization of architectural practice over the last 3 decades has brought with it a new set of inter-disciplinary discourses for the profession. An attempt to utilise 'Open-Source' methodologies, co-opted from the world of software development, in order to make high quality design more affordable, participatory and responsible has emerged. The most prominent of these discussions are embodied in Carlo Raitti and Mathew Claudel's manifesto 'Open-Source Architecture' (Ratti 2015) and affordable housing initiatives like the Wikihouse project (Parvin 2016). MeasurIt-ARCH aims to be the first step towards creating a completely Open-Source design pipeline, by augmenting Blender to a level where it can be used produce small scale architectural works without the need for any proprietary software, serving as an exploratory critique on the user experience and implementations of industry standard dimensioning tools that exist on the market today.
keywords Blender; Open-Source; Computer Aided Design ; OSArc
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id caadria2016_415
id caadria2016_415
authors Crolla, Kristof and Adam Fingrut
year 2016
title Protocol of Error: The design and construction of a bending-active gridshell from natural bamboo
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. 415-424
doi https://doi.org/10.52842/conf.caadria.2016.415
summary This paper advocates alternative methods to overcome the impossibility of realising ‘perfect’ digital designs. It discusses Hong Kong’s 2015 ‘ZCB Bamboo Pavilion’ as a methodological case study for the design and construction of architecture from unprocessed natu- ral bamboo. The paper critically evaluates protocols set up to deal with errors resulting from precise digital design systems merging with inconsistent natural resources and onsite craftsmanship. The paper starts with the geometric and tectonic description of the project, illus- trating a complex and restrictive construction context. Bamboo’s unique growth pattern, structural build-up and suitability as a bending- active material are discussed and Cantonese bamboo scaffolding craftsmanship is addressed as a starting point for the project. The pa- per covers protocols, construction drawings and assembly methods developed to allow for the incorporation and of large building toler- ances and dimensional variation of bamboo. The final as-built 3d scanned structure is compared with the original digital model. The pa- per concludes by discussing the necessity of computational architec- tural design to proactively operate within a field of real-world inde- terminacy, to focus on the development of protocols that deal with imperfections, and to redirect design from the virtual world towards the latent opportunities of the physical.
keywords Bamboo; bending-active gridshells; physics simulation; form-finding; indeterminacy
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2016_033
id ecaade2016_033
authors Dokonal, Wolfgang, Knight, Michael and Dengg, Ernst
year 2016
title VR or Not VR - No Longer a Question?
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. 573-579
doi https://doi.org/10.52842/conf.ecaade.2016.2.573
wos WOS:000402064400058
summary Virtual Reality (VR) software has developed to the point where, for the architect who is averagely technically adept, it can be incorporated into the design process with reasonable effort and costs. For VR to be an effective design tool, it must add value to the design process and should give insights and opportunities not available by other methods.Previous research by the authors reported on the results of an international student workshop which focused both on the workflow (to prepare the architectural models for the new VR systems) and the spatial perception that users experienced. In this paper, we continue to explore the question: "Can low cost VR be an effective addition to the architects' design toolbox, or does it still remain a "far-fetched, high-tech expensive folly?"To do this we are working with a larger group of students, a more developed workflow and we are also expanding this to architects in practice. We will be assessing both the practicality of integrating VR into the design workflow and the spatial perception of the designer when interacting with the model. We are experimenting with additional interface tools.
keywords Virtual Reality; Google Cardboard; Low Cost Interfaces
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2016_693
id caadria2016_693
authors Fernando, Ruwan; Karine Dupre and Henry Skates
year 2016
title Tangible User Interfaces for Teaching Building Physics: Towards continuous designing in education
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. 693-702
doi https://doi.org/10.52842/conf.caadria.2016.693
summary This paper follows our evaluation and research into designing tangible physical media for the purposes of teaching building physics to undergraduate architecture students. These media interfaces make use of a virtual environment to promote an understanding of the cycles, which govern architectural and urban projects (for example solar studies, the flow of heat, air and water). This project aims to create an ecology of devices which can be used by students to self-direct themselves and harbour critical making in their research methods (with the explicit intent of dissolving the barrier between design and research). The basic premise of this research, is that in light of growing student numbers, more students lacking confidence in numeracy skills as well as the desire to have self-directed or group-directed learning, tangible media has a promising role to play. There are several reasons for this optimism. The first is that a better sense of intuition is gained from an interactive model over reading notes from a lecture or textbook. The second is that tangible media engages in other modes of learning, being valuable to students who have an aptitude for kinesthetic and spatial learning over text-dominant learning.
keywords Pedagogy; tangible user interfaces; augmented reality; internet of things; designing for teaching
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2016_243
id ecaade2016_243
authors Gül, Leman Figen and Hal?c?, Süheyla Müge
year 2016
title Collaborative Design with Mobile Augmented Reality
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 1, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 493-500
doi https://doi.org/10.52842/conf.ecaade.2016.1.493
wos WOS:000402063700054
summary In early design process, designers employ several media for externalizations of their design ideas which facilitate decision making, discussion and evaluation. Especially models are the most common representation tools and are used generally to understand and make spatial reasoning on the design ideas. Besides the traditional methods, today, the technological developments bring new ways for collaboration and design in 3D; the mobile augmented reality (MAR) technology is one of them. MAR is augmented reality technology which is provided by mobile devices. This study focuses on the early design process of collaborative designers' communication when they are working with the MAR technology. We developed a MAR environment for designers, and conducted an experiment to understand the key elements of the interaction of the designers with the interface. The communication and interaction of the designers are analyzed using the protocol analysis method. The results show that the MAR technology supports the co-design activities encouraging the designers to manipulate the created artefact. The results of the study would be indicative for future studies.
keywords collaborative design; mobile augmented reality; protocol analysis
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2016_663
id caadria2016_663
authors Hosokawa, Masahiro; Tomohiro Fukuda, Nobuyoshi Yabuki, Takashi Michikawa and Ali Motamedi
year 2016
title Integrating CFD and VR for indoor thermal environment design feedback
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. 663-672
doi https://doi.org/10.52842/conf.caadria.2016.663
summary In the context of environmental consideration and im- provement of living standards, design of high performance buildings that are both comfortable and energy saving is important. Simulation tools (such as CFD) enables analysing and visualizing environmental factors (such as temperature and airflow) based on the design proper- ties and can be used to improve the building design for better perfor- mance. However, these tools have limitations in providing interactivi- ty with users for creating multiple CFD visualization results to be used for analysing design options. This research presents an integrated de- sign tool which consists of CFD and VR technologies. The proposed system visualizes CFD results in a VR environment together with ar- chitectural design. Additionally, it enables configuring CFD parame- ters within the VR environment and allows repeatedly executing simu- lation and visualizing updated results. The proposed system enables visualizing information in relationship with the actual architectural design, space configuration and thermal environment, and provides ef- ficient design feedbacks.
keywords Interdisciplinary computational design; design feedback; indoor thermal environment; Computational Fluid Dynamics (CFD); Virtual Reality (VR)
series CAADRIA
email
last changed 2022/06/07 07:50

_id ijac201614205
id ijac201614205
authors Leitao, Anto?nio; Ines Caetano and Hugo Correia
year 2016
title Processing architecture
source International Journal of Architectural Computing vol. 14 - no. 2, 147-157
summary Programming promotes creative freedom but might require considerable effort to learn. The Processing language was created to simplify this learning process. Due to its graphical capabilities, the language has become very popular among the electronic arts and design communities. Unfortunately, this popularity could not be extended to the architecture community, which relies on traditional heavyweight computer-aided design and building information modeling applications that cannot be programmed using Processing. As a result, it becomes difficult for architects to take advantage of Processing. To solve this problem, we propose an implementation of Processing that runs in the context of the most used computer-aided design tools in architecture. Our implementation allows Processing to generate two- or three-dimensional models that are directly usable for architectural work. To this end, we also propose extensions to the language, including three-dimensional modeling primitives that dramatically simplify the effort needed for developing large and complex architectural models with Processing.
keywords Generative Design, Programming, Processing, Architecture, 3D Modeling
series journal
last changed 2016/06/13 08:34

_id sigradi2016_560
id sigradi2016_560
authors Rodríguez Barros, Diana; Mandagarán, María
year 2016
title Dise?o especulativo, Co-creación y Casa del Puente. Un caso de prácticas didácticas en entorno post-digital en la carrera de Arquitectura [Speculative Design, Co-Creation and Casa del Puente. A case of teaching practices in post-digital environment in the career of Architecture]
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.194-200
summary The creation can be considered as co-creation in both shared operations from interventions linked to the presence of the other. In virtual environments and interconnected in the Web, post-digital environments, these activities are provided in a unique way. Certain proyectual practices framed in Design Thinking, are stimulated by a proactive action in this direction. In particular, as in the case of Speculative Design, which explores implications of what is not reality yet, and links new technologies, scientific applications and aesthetic trends. In this direction we present teaching practices, next to Media-Labs modalities. They were realized by architecture students. They were focused in re-inserts, re-functionalizations and re-significations of the Casa del Puente, Mar del Plata, emblematic building of latin american modernism. The experience, with mostly positive result, was analyzed and evaluated according to co-creativity indicators. We conclude that these experiences rub the expressive and creative disciplinaries boundaries of Architecture career, and are close to transdisciplinar concept of Art Thinking.
keywords Didactic practice; Architecture; Speculative design; Co-creation; Bridge’s house/Casa del Puente
series SIGRADI
email
last changed 2021/03/28 19:59

_id caadria2016_713
id caadria2016_713
authors Sato, Yusuke; Tomohiro Fukuda, Nobuyoshi Yabuki, Takashi Michikawa and Ali Motamedi
year 2016
title A Marker-less Augmented Reality System using Image Processing Techniques for Architecture and Urban Environment
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. 713-722
doi https://doi.org/10.52842/conf.caadria.2016.713
summary In this study, Augmented Reality (AR) system is proposed to be used for outdoor renovation and maintenance projects of build- ings. The research proposes an outdoor marker-less AR system that considers the mobility of users and their long relative distance to tar- get buildings where 3D virtual objects should be augmented on. The proposed system uses local feature-based image registration technolo- gy and Structure from Motion (SfM) which reconstructs 3DCG mod- els using photographs from multiple viewpoints. A case study has been performed for a research building renovation scenario at Osaka University. The case study verified the performance of image registra- tion and tracking, and confirmed the applicability of the method.
keywords Architecture and urban environment; Augmented Reality (AR); image registration; Speeded-up Robust Features (SURF); Structure from Motion (SfM)
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2016_333
id caadria2016_333
authors Schubert, Gerhard; Benjamin Strobel and Frank Petzold
year 2016
title Tangible Mixed Realty: Interactive Augmented Visualisation of Digital Simulation in Physical Working Models
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. 333-342
doi https://doi.org/10.52842/conf.caadria.2016.333
summary The implications of architectural design decisions are in many cases hard to predict and envisage. As architectural tasks grow more complex and the design of architecture shifts away from the de- sign of end products towards the steering of dynamic processes, new ways of coping with complexity in the design and planning process are needed. Taking this as its starting point, as well as the need for ar- chitects to use familiar, established design tools, the CDP research group is working on new ways of supporting the design decision- making process with objective information so that designers are better able to manage these complexities. The focus of the group lies on di- rectly coupling interactive simulations and analyses with established design tools. This paper discusses a central problem in this context: how to present complex calculation results directly within a physical 3D-model. The approach described, as evidenced by the realized pro- totype, shows clearly that directly coupling real and digital infor- mation using interactive augmented visualization presents immense possibilities for managing the complexity of planning processes.
keywords Design support, simulations, computational design, urban planning, augmented reality
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2016_003
id caadria2016_003
authors Voss, Timothy G. and Tane J. Moleta
year 2016
title Anthropocentric: Real-time data to encourage social interaction and way finding in mass transit spaces
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. 3-12
doi https://doi.org/10.52842/conf.caadria.2016.003
summary This research aims to demonstrate the use of commonplace technologies within an architectural system to produce unique real- time user experiences, within the context of a design-led thesis. The result is a personalised real time way finding system, incorporating embodied physical architectural elements and virtual simulation pro- jections with a supporting mobile application. The developed spaces are immersive and ever changing, representing live data inputs and movement of users in space specific to location, through the develop- ment of a data representing software.
keywords Embodied interaction; way finding; real-time data; mixed reality
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2016_797
id caadria2016_797
authors Agusti?-Juan, Isolda and Guillaume Habert
year 2016
title An environmental perspective on digital fabrication in architecture and construction
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. 797-806
doi https://doi.org/10.52842/conf.caadria.2016.797
summary Digital fabrication processes and technologies are becom- ing an essential part of the modern product manufacturing. As the use of 3D printing grows, potential applications into large scale processes are emerging. The combined methods of computational design and robotic fabrication have demonstrated potential to expand architectur- al design. However, factors such as material use, energy demands, du- rability, GHG emissions and waste production must be recognized as the priorities over the entire life of any architectural project. Given the recent developments at architecture scale, this study aims to investi- gate the environmental consequences and opportunities of digital fab- rication in construction. This paper presents two case studies of classic building elements digitally fabricated. In each case study, the projects were assessed according to the Life Cycle Assessment (LCA) frame- work and compared with conventional construction with similar func- tion. The analysis highlighted the importance of material-efficient de- sign to achieve high environmental benefits in digitally fabricated architecture. The knowledge established in this research should be di- rected to the development of guidelines that help designers to make more sustainable choices in the implementation of digital fabrication in architecture and construction.
keywords Digital fabrication; LCA; sustainability; environment
series CAADRIA
email
last changed 2022/06/07 07:54

_id ascaad2016_048
id ascaad2016_048
authors Al Shiekh, Bassam
year 2016
title Arabic Calligraphy and Parametric Architecture - Translation from a calligraphic force to an architectural form
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. 469-482
summary This paper describes an on-going research that unites two distinct and seemingly unrelated interests. One is Arabic calligraphy and the other is parametric architecture. The effort is to integrate these interests and, in doing so, balance cultural issues with technological ones, traditional with contemporary and spiritual with material. Moreover, this paper is inspired by Arabic calligraphy and its influence on Zaha Hadid’s designs; it is invigorated by parametric systems and their capacity as a source of architectural forms. This paper will observe the rising importance of computation technologies to architecture, which has always been a form of negotiation between ‘function and fiction’ and ‘force and form’. The paper proposes a Parametric Calligraphic Machine that simultaneously produces, connects and separates calligraphic surfaces, calligraphic images and calligraphic reality. Therefore, the goal is to examine this hypothesis in order to produce a set of techniques, tools and methods that inform the three-dimensional design process of Arabic calligraphy’s contemporary possibilities by addressing a process description rather than a state description of creating calligraphic images and calligraphic surfaces. The theoretical approach highlights issues pertaining to calligraphy, spatiality, translation, generative systems, parametric design, visual structure, force and form.
series ASCAAD
email
last changed 2017/05/25 13:33

_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

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