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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_id caadria2016_281
id caadria2016_281
authors Pinochet, Diego
year 2016
title Making - Gestures: Continuous design through real time Human Machine interaction
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. 281-290
doi https://doi.org/10.52842/conf.caadria.2016.281
summary Design is “something that we do” that is related to our unique human condition as creative individuals, so as “making” is related to how we manifest and impress that uniqueness into our surrounding environment. As designers, the way we impress our ideas into the material world is tightly connected to a ‘continuous creative performance’ and with concepts often missing in digital design and fabrication techniques –yet present in analog processes - such as ambiguity, improvisation and imprecision. In this paper, a model of human-machine interaction is proposed, that seeks to transcend the ‘hylomorphic’ model imperative in today’s digital architectural design practice to a more performative and reciprocal form of computational making. By using body gestures and imbuing fabrication machines with behaviour, the research seeks to embrace the concept of ‘performance and error’ as promoters of creativity and cognition about the things we create, installing human as the bond of the interrelations between designing and making.
keywords Human machine interaction; computational making; machine learning; digital design and fabrication
series CAADRIA
email
last changed 2022/06/07 08:00

_id acadia16_124
id acadia16_124
authors Ferrarello, Laura
year 2016
title The Tectonic of the Hybrid Real: Data Manipulation, Oxymoron Materiality, and Human-Machine Creative Collaboration
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. 124-129
doi https://doi.org/10.52842/conf.acadia.2016.124
summary This paper describes the latest progress of the design platform Digital Impressionism (DI), created by staff and students in the Information Experience Design programme at the Royal College of Art in London. DI aims to bridge human creative thinking with machine computation, under the theoretical method/concept of oxymoron tectonic. Oxymoron tectonic describes the process under which hybrid materiality, that is the materiality created between the digital and the physical, takes form in human-machine creative interactions. The methodology intends to employ multimaterial 3D printers in combination with data manipulation (a process that gives data physical substance), pointclouds, and the influence of intangible environmental data (like sound and wind) to model physical forms by interfacing digital and physical making. In DI, modeling is a hybrid set of actions that take place at the boundary of the physical and digital. Through this interactive platform, design is experienced as a complex, hybrid process, which we call a digital tectonic; forms are constructed via a creative feedback loop of human engagement with nonhuman agents to form a creative network of sustainable and interactive design and fabrication. By developing a mutual understanding of design, machines and humans work together in the process of design and making.
keywords human-computer interaction and design, craft in design computation
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_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
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
doi https://doi.org/10.52842/conf.acadia.2016.362
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 acadia16_394
id acadia16_394
authors Eisinger, Daniel; Putt, Steven
year 2016
title Formeta 3D: Posthuman Participant Historian
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. 394-401
doi https://doi.org/10.52842/conf.acadia.2016.394
summary Formeta:3D is a project that engages the posthuman through the development of a machine that translates inputs from its surroundings into physical form in real-time. By responding to interaction with the inhabitants of its environs and incorporating the detected activity in the inflections of the produced form, it has an impact on the activity in the space, resulting in a recursive feedback loop that incorporates the digital, the physical, and the experiential. This paper presents the development of this project in detail, providing a methodology and toolchain for implementing real-time interaction with additive physical form derived from digital inputs and examining the results of an interactive installation set up to test the implementation.
keywords tool streams, digital fabrication, human-computer interaction, sensate systems
series ACADIA
type paper
email
last changed 2022/06/07 07:55

_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 ijac201614408
id ijac201614408
authors Bard, Joshua David; David Blackwood, Nidhi Sekhar and Brian Smith
year 2016
title Reality is interface: Two motion capture case studies of human–machine collaboration in high-skill domains
source International Journal of Architectural Computing vol. 14 - no. 4, 398-408
summary This article explores hybrid digital/physical workflows in the building trades, a high-skill domain where human dexterity and craft can be augmented by the precision and repeatability of digital design and fabrication tools. In particular, the article highlights two projects where historic construction techniques were extended through live motion capture of human gesture, information-rich visualization projected in the space of fabrication and custom robotic tooling to generate free-form running moulds. The first case study explores decorative plastering techniques and an augmented workflow where designers and craftspeople can quickly explore patterns through freehand sketch, test ideas with shaded previews and seamlessly produce physical parts using robotic collaborators. The second case study reimagines a roman vaulting technique that used terracotta bottles as part of an interlocking masonry system. Motion capture is used to place building elements precisely in material arrays with real-time visual feedback guiding the hand-held placement of each bottle. These case studies serve to underscore the emerging importance of reality capture in the design and construction of the built environment. Increasingly, the algorithmic power of computational tools and the nuances of human skill can be combined in hybrid design and fabrication workflows.
keywords Reality computing, motion capture, robotic fabrication, haptic interface, hybrid skill, human–machine collaboration, reality capture
series journal
email
last changed 2016/12/09 10:52

_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 caadria2019_626
id caadria2019_626
authors Hahm, Soomeen, Maciel, Abel, Sumitiomo, Eri and Lopez Rodriguez, Alvaro
year 2019
title FlowMorph - Exploring the human-material interaction in digitally augmented craftsmanship
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 553-562
doi https://doi.org/10.52842/conf.caadria.2019.1.553
summary It has been proposed that, after the internet age, we are now entering a new era of the '/Augmented Age/' (King, 2016). Physician Michio Kaku imagined the future of architects will be relying heavily on Augmented Reality technology (Kaku, 2015). Augmented reality technology is not a new technology and has been evolving rapidly. In the last three years, the technology has been applied in mainstream consumer devices (Coppens, 2017). This opened up possibilities in every aspect of our daily lives and it is expected that this will have a great impact on every field of consumer's technology in near future, including design and fabrication. What is the future of design and making? What kind of new digital fabrication paradigm will emerge from inevitable technological development? What kind of impact will this have on the built environment and industry? FlowMorph is a research project developed in the Bartlett School of Architecture, B-Pro AD with the collaboration of the authors and students as a 12 month MArch programme, we developed a unique design project trying to answer these questions which will be introduced in this paper.
keywords Augmented Reality, Mixed Reality, Virtual Reality, Design Augmentation, Digital Fabrication, Cognition models, Conceptual Designing, Design Process, Design by Making, Generative Design, Computational Design, Human-Machine Collaboration, Human-Computer Collaboration, Human intuition in digital fabrication
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2016_373
id caadria2016_373
authors Heinrich, Mary Katherine and Phil Ayres
year 2016
title For Time-Continuous Optimisation: Replacing Automation with Interactive Visualisation in Multi-Objective Behavioural Design
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. 373-382
doi https://doi.org/10.52842/conf.caadria.2016.373
summary Strategies for optimisation in design normatively assume an artefact end-point, disallowing continuous architecture that engages living systems, dynamic behaviour, and complex systems. In our Flora Robotica investigations of symbiotic plant-robot bio-hybrids, we re- quire computational tools and strategies that help us evaluate designed behaviours, rather than discrete ‘things’. In this paper, we present our strategy of using embodied interaction to facilitate engagement with a scenario’s full scope of possible states and their continuous changes over time. We detail the ways in which this approach to time- continuous optimisation can be broadly impactful for decision- making, especially in architectural systems that aspire to effective dealings with control flows and lifecycle management.
keywords Multi-objective; dynamic; visualisation; interaction; optimisation
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2016_121
id ecaade2016_121
authors Kallegias, Alexandros and Pattichi, Eleni
year 2016
title Elemental Intricacy - Architectural Complexity through Hard and Soft Material Agency
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. 475-481
doi https://doi.org/10.52842/conf.ecaade.2016.1.475
wos WOS:000402063700052
summary This paper presents the research completed in AA Greece Visiting School 2016 in Thessaloniki. The work integrates computational design and digital fabrication, focusing on aspects of complexity in the making of an architectural interactive prototype. During this research, the use of computation accommodates the design and fabrication of indeterminacy and complexity in different scales and levels . The prototype, Eos, projects on itself the urban characteristics of the city of Thessaloniki. The aim has been to enable a 1-to-1 scale structure to act as a hub of information, capable of communicating with human users through interaction. As the city of Thessaloniki is characterised by specific environmental and urban conditions, the prototype has been set to express such properties.
keywords pattern design; 1:1 scale construction; digital fabrication; design simulation; interactive prototyping
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia16_78
id acadia16_78
authors Parker, Matthew; Taron, Joshua M.
year 2016
title Form-Making in SIFT Imaged Environments
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. 78-87
doi https://doi.org/10.52842/conf.acadia.2016.078
summary Within the contemporary condition, turbulence that confronts architecture is no longer unpredictable weather patterns or wild beasts, but the unintended forces of a constantly connected digital infrastructure that demands constant attention. If, as Mark Wigley puts it, “architecture is always constructed in and against a storm” it is time for architecture to reevaluate its ability to separate us from a new storm-one that situates technology, global connectivity, human, non-human and composite users, and algorithmic architecture itself as new weather systems. Toward this end, this paper explores architecture’s ability to mediate and produce algorithmic turbulence generated through image-based sensing of the built environment. Through a close reading of Le Corbusier’s Urbanisme, we argue that for much of the 20th and the early part of the 21st century, cities have been designed to produce diagrams of smooth and homogenous flows. However, distributed personal technologies produce virtual layers that unevenly map onto the city, resulting in turbulent forces that computational platforms aim to conceal behind a visual narrative of accuracy, cohesion, anticipation, and order. By focusing on SIFT algorithms and their ability to extract n-dimensional vectors from two-dimensional images, this research explores computational workflows that mobilize turbulence towards the production of indeterminate form. These forms demarcate a new kind of challenge for both architecture and the city, whereby a cultural appetite to deploy algorithms that produce a smooth and seamless image of the world comes hand in hand with the turbulent and disruptive autonomy of those very same algorithms. By revisiting Urbanisme, a new set of architectural objectives are established that contextualize SIFTS within an urban agenda.
keywords complex morphology, sift algorithms, architectural representation, sensate systems
series ACADIA
type paper
email
last changed 2022/06/07 07:59

_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 caadria2016_579
id caadria2016_579
authors Tan, Rachel and Stylianos Dritsas
year 2016
title Clay Robotics: Tool making and sculpting of clay with a six-axis robot
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. 579-588
doi https://doi.org/10.52842/conf.caadria.2016.579
summary The objective of the project is to design a reproducible clay sculpting process with an industrial robotic arm using parametric con- trol to directly translate mesh geometry from Computer Aided Design (CAD) environment into a lump of clay. This is accomplished through an algorithmic design process developed in Grasshopper using the C# programming language. The design process is enabled by our robotics modelling and simulation library which provides tools for kinematics modelling, motion planning, visual simulation and networked com- munication with the robotic system. Our process generates robot joint axis angle instructions through inverse kinematics which results into linear tool paths realised in physical space. Unlike common subtrac- tive processes such as Computer Numeric Control (CNC) milling where solid material is often pulverised during machining operations, our process employs a carving technique to remove material by dis- placement and deposition due to the soft and self-adhesive nature of the clay material. Optimisation of self-cleaning paths are implemented and integrated into the sculpting process to increase pathing efficiency and end product quality. This paper documents the process developed, the obstacles faced in motion planning of the robotic system and dis- cusses the potential for creative applications in digital fabrication us- ing advanced machines that in certain terms exceed human capability yet in others are unable to reach the quality of handmade works of art.
keywords Design computation; digital fabrication; architectural robotics
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2016_755
id caadria2016_755
authors Loh, Paul; David Leggett and Timothy Cameron
year 2016
title Smart assembly in digital fabrication: designing workflow
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. 755-764
doi https://doi.org/10.52842/conf.caadria.2016.755
summary Digital fabrication project in academia has produced many grounds for experimentation. In recent years, techniques have also been tested extensively in practice within commercial project setting. This gives rise to an emerging breed of architectural practices whose work is increasingly centred on resolution of complex geometry to re- alizable projects. The resolution of parametrically driven design to production projects requires a different workflow, as often the com- pressed timeframe and budget requires the parametric model to cope with multiple streams of construction output as well as utilize the model in concurrent design processes. This paper examines a com- mercial project as case study to explore the abstraction, reduction and dissemination of information within a digital fabrication workflow. In this project, digital fabrication is deployed to reduce risk; mainly in manufacturing and its lead time. The research reveals how metadesign process at an early stage of the project can contribute to increase effi- ciency of the parametric model as well as delivering multiple streams of information for all the collaborators: architects, fabricators and builders. The team designed the assembly procedure into the paramet- ric workflow to facilitate off-site and on-site assembly. This is possi- ble through imbedding ‘smart’ detailing and structuring information with the workflow. The paper concludes by reflecting on the work- flow and asks if a metadesign driven fabrication workflow can create a more holistic approach to digital fabrication. The outcome of the case study is just one instance of the parametric machine that is devel- oped from an understanding of assembly process. This paper responds to the theme of continuous designing, through looking at digital fabri- cation as co-emergence of design procedure and practice.
keywords Digital fabrication; construction; design workflow
series CAADRIA
email
last changed 2022/06/07 07:59

_id ascaad2016_032
id ascaad2016_032
authors Alhadidi, Suleiman; Justin Mclean, Luchlan Sharah, Isabel Chia, Roger Sam
year 2016
title Multiflight - Creating Interactive Stairs through Positive Technology
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. 295-308
summary This paper details a pedagogical project which calls for an improved design performance of the existing built environment through the use of smart technology and data-driven design. The project is an investigation into ways in which to improve the performance of a ‘pre-selected university building’ through the use of a media facade that allows for interactive experiences. Existing problems of the selected building have been identified through observation and research using a rich picture and agile approach. An underutilised staircase was selected as the focus site for a series of computational design and interactive design studies. The brief of this mini-research project aims to encourage more people to use the stairs and create a memorable experience with a technological approach through the application of a site specific interactive media installation. The project is an interactive staircase which utilises LED strips and generative sound. The project features a series of light boxes which are connected to the existing staircase balustrade. Arduino, passive infra-red sensors, and other motion detection sensors were used to allow for light and generative sound interaction with users using visual scripting tools and a generative design platform. Sensing technology was used as a real-time data-gathering device during the site analysis phase as well as an input device for the designed prototype to allow the testing of the data-driven design. This paper details the study and resultant interactive prototypes. It also discusses the exploration of performance based design ideas into design workflows and the integration of sensing tools into the design process. It concludes by identifying possible implications on using the Internet of Things concepts to facilitate the design of interactive architecture.
series ASCAAD
email
last changed 2017/05/25 13:33

_id ascaad2016_027
id ascaad2016_027
authors Cocho-Bermejo, Ana
year 2016
title Time in Adaptable Architecture - Deployable emergency intelligent membrane
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. 249-258
summary The term "Parametricism" widespread mainly by Patrick Schumacher (Schumacher, 2008) is worthy of study. Developing the concept of Human Oriented Parametric Architecture, the need of implementing time as the lost parameter in current adaptive design techniques will be discussed. Morphogenetic processes ideas will be discussed through the principle of an adaptable membrane as a case study. A model implementing a unique Arduino[i] on the façade will control its patterns performance through an Artificial Neural Network that will understand the kind of scenario the building is in, activating a Genetic Algorithm that will optimize the insulation performance of the ETFE pillows. The system will work with a global behavior for façade pattern performance and with a local one for each pillow, giving the option of individual sun-shading control. Machine learning implementation will give the façade the possibility to learn from the efficacy of its decisions through time, eliminating the need of a general on-off behavior.
series ASCAAD
email
last changed 2017/05/25 13:31

_id caadria2016_343
id caadria2016_343
authors Asriana, Nova and Aswin Indraprastha
year 2016
title Making Sense of Agent-based Simulation: Developing Design Strategy for Pedestrian-centric Urban Space
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. 343-352
doi https://doi.org/10.52842/conf.caadria.2016.343
summary This study investigates the relationships of field observa- tion, multi-agent simulation and space-syntax theory in spatial config- uration for developing design strategy for a case study, a tourist hub area in Musi Riverside, Palembang. Having such potential advantage and to tackle existing social and urban issues, our study developed a design approach based on multi-agent simulation enhanced by space syntax theory. The goal of this study is a deep understanding of multi agent simulation through mechanism of validation using field obser- vation and by taking into account the existing urban features. The purpose is to develop design strategy of pedestrian-centric urban space to be functioned as a tourist hub based on computational modelling. Following the paths result of pedestrian flow by multi-agents simula- tion, we elaborated the analysis of facility programming by means of Space Syntax theory. It shows the ranking of facility programs based on their relative connectivity and integration. By merging this result, it assembles programs and their circulation spaces by means of compu- tational simulation. Experimenting in both fields show a novel ap- proach for pedestrian-centric design in urban scale, particularly since behavioural models rarely used in early stage of design process. It shows that multi-agent simulation should be coupled with field obser- vation.
keywords Multi-agents simulation; network analysis; Space Syntax theory; design strategy; urban space
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2016_641
id caadria2016_641
authors Baerlecken, D.; K. Wright, J. Reitz, N. Mueller and B. Heiermann
year 2016
title Performative Agency of Materials: Matter agency of vernacular African pattern systems
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. 641-650
doi https://doi.org/10.52842/conf.caadria.2016.641
summary This paper investigates an agency of materials through a design methodology that follows Martin Heidegger’s process of “Entbergen” or “unconcealing” as a non-instrumentalist understanding of tools and materials. This investigation takes place through the de- sign of a children’s theatre in South Africa where material innovation for architectural components is needed. The research studies vernacu- lar African patterns and their inherent behaviour when transferred to materials. The transference of pattern systems to architectural proto- types is discussed alongside the discussion of their technical and ar- chitectural performance criteria. Following Heidegger’s theory of “Entbergen” (“unconcealing”) the paper will demonstrate how making in this methodology becomes an “unconcealing”, which includes both digital and analogue means, linking the four causalities - causa mate- rialis, causa formalis, causa finalis, and causa efficiens – through the agency of material within an integrated process between all four caus- es. Making becomes a process in which form is generated through in- terventions within fields of forces and currents of materials, taking cause and agency into account, and standing in opposition to methods that are defined by a premeditated notion of an ideal outcome.
keywords African patterns, making, design build, design methodology
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia16_432
id acadia16_432
authors Beaman, Michael Leighton
year 2016
title Landscapes After The Bifurcation of Nature: Models for Speculative Landformations
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. 432-439
doi https://doi.org/10.52842/conf.acadia.2016.432
summary Landformations have not historically been the purview of design production or intervention. Whether it is the spatial extensions in which they emerge, the temporal extensions in which they operate, the complexities of their generative and sustaining processes, or a cultural and institutional deference to a notion of natural processes, designers as individuals or design as a discipline has not treated landformation as an area of design inquiry. But the inability to grasp nature fully has not stopped geological-scale manipulation by humans. In fact, anthropogenic activity is responsible for the re-formation of more of the Earth’s surface than all other agents combined. And yet as designers we often disregard this transformation as a design problem, precisely because it eludes the artifices of information visualization employed by designers. This paper examines ongoing research into the generation of speculative landformations through an analysis of underlying geological and anthropogenic processes as the quantitative basis for creating generative computational models (figure 1). The Speculative Landformations Project posits human geological-scale activity as a design problem by expanding the operability and agency of environmental design practice through hybrid human/digital computations.
keywords design decision-making, simulation and design optimization, responsive urban and landscape systems, big data
series ACADIA
type paper
email
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