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 201

_id ijac201614105
id ijac201614105
authors Ahlquist, Sean
year 2016
title Sensory material architectures: Concepts and methodologies for spatial tectonics and tactile responsivity in knitted textile hybrid structures
source International Journal of Architectural Computing vol. 14 - no. 1, 63-82
summary As the knowledge of material computation advances, continuing the seamless integration of design and fabrication, questions beyond materialization can be addressed with a focus on sensing, feedback, and engagement as critical factors of design exploration. This article will discuss a series of prototypes, design methodologies, and technologies that articulate a textile’s micro-architecture, at the scale of fibers and stitches, to instrumentalize simultaneous structural, spatial, and sensory-responsive qualities. The progression of research displays an ever-deepening instrumentalization of fiber structure and its implications to form definition and responsivity, in creating form- and bending-active structures. The research results in a more refined definition of material behavior as the innate phenomena which emerge at the moment of textile fabrication. Ultimately, the architecture, in its materiality and physical, visual, and auditory responsivity, is designed to address specific challenges for children in filtering multiple sensory inputs, an underlying factor of autism spectrum disorder.
keywords CNC Knitting, Form-active, Bending-active, Textile hybrid, Mutli-sensory
series journal
last changed 2016/06/13 08:34

_id ascaad2016_031
id ascaad2016_031
authors Amireh, Omar; Manal Ryalat and Tasbeeh Alaqtum
year 2016
title Narrative Architectural Fiction in Mentally Built Environments
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. 283-294
summary A thin line lies between reality and fiction; what is mentally imagined and what is visualized. It all depends on how ideas and images are perceived or what neurological activity is triggered in the user’s brain. Architects and designers spare no effort or tools in presenting buildings, architecture or designs in all forms or ways that would augment users’ experience whether on the perceptual or the cognitive level and in both the digital or the physical environments. In a progressive tendency they, the designers, tend to rely more and more on digitizing their vision and mission, which subsequently give them, impressive and expressive superiority, that would influence the users conscious on the one hand and manipulate their subconscious on the other. Within that process designers work hard to break any mental firewall that would prevent their ideas from pervading the space of any mental environment the user, build or visualize. In that context, to what extent such ways of mental entertainments used by architects, legitimize deception in design? What distinguishes employing the rhythmic simulation of the narrative fictional inceptions (virtual reality) from deploying the adaptive stimulation of the experience modeling conceptions. The difference between planting an idea and constructing an idea. It is not the intention of the paper to prove the failure of the computer aided design neither to stand against the digital architectural design media and applications development. It is rather to present a different way of understanding of how architectural design whether virtual, digital, or real can stimulates and induces codes and messages that is correlated to the brainwave cognitive attributes and can generate a narrative brain environment where the brain can construct and simulate its own fictional design. Doing so, the paper will review certain experimental architectural events and activities which integrate sound and sight elements and effects within some electronic, technical and digital environments.
series ASCAAD
email
last changed 2017/05/25 13:33

_id sigradi2016_756
id sigradi2016_756
authors Assis, Jonas H. G. de; Andrade, Max L. V. de; Brochardt, Mikael M. de S. A.
year 2016
title Aplicaç?es de Realidade Aumentada no Canteiro de Obras []
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.662-667
series SIGRADI
email
last changed 2021/03/28 19:58

_id ijac201614102
id ijac201614102
authors Cifuentes Quin, Camilo Andre?s
year 2016
title The cybernetic imagination of computational architecture
source International Journal of Architectural Computing vol. 14 - no. 1, 16-29
summary Since the publication in 1948 of Norbert Wiener’s Cybernetics, this thought model has exerted a profound influence in contemporary knowledge. Such influence has been decisive for a paradigm shift in the profession of architecture and particularly for the rise of a computational perspective in architectural design. This article explores the link between the cybernetic paradigm and the conception of architectural objects as performative, responsive, intelligent, and sentient artifacts—the visions of buildings that have been central to the development of digital architecture since its early stages. This connection shows that the dominant visions of design problems associated with the development of a computational perspective in architecture have not been exclusively the result of the introduction of computer pragmatics in architectural design. On the contrary, following such scholars as Bruno Latour and Katherine Hayles, these developments must be considered as the result of a particular feedback process that includes technical aspects as well as the definition of design problems around an informational ontology and epistemology. The understanding of the intellectual foundations of digital architecture is crucial not only to promote a critical regard of its productions but to imagine scenarios for a viable cybernetic practice of computer-mediated architectural design.
keywords Architecture, cybernetics, computational design
series journal
last changed 2016/06/13 08:34

_id sigradi2016_737
id sigradi2016_737
authors Costa, Phillipe Cunha da
year 2016
title Purple Haze vs Don Giovanni: a experi?ncia de mashup no Pavillion 21 MINI Opera Space de Coop Himmelb(l)au [Purple Haze vs Don Giovanni: the mashup experience in the Coop Himmelb(l)au’s Pavillion 21 MINI Opera Space]
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.572-578
summary Recurring theme in architectural design, the relations between architecture and music in contemporary times have important discussions about parametric and cryptographic methods of notation. Through the Pavilion 21 MINI Opera Space, the ephemeral space for the Baviera State Opera, design by Wolf Prix and his office Coop Himmelb(l)au, we pretend to understand some concepts of notation and sound phenomena in architecture. This pavilion dialogue between the Xenakis notes and the electronic music advent, specially the composition methods of mixing like mashup, as simulations of the object.
keywords Architecture and music; graphic notation; parametric simulation; soundscaping; Coop Himmelb(l)au
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2016_417
id sigradi2016_417
authors Digiandomenico, Dyego; Landim, Gabriele; Fischer, Henrique
year 2016
title Trançado: recursos computacionais aplicados no processo de projeto de mobiliário urbano permanente [Trançado: computational design thinking applied to a permanent urban furniture project]
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.20-25
summary This paper presents and discusses the research, design and construction of the urban furniture "Trançado", permanently located at Largo da Batata, a public space in S?o Paulo, Brazil. The project was accomplished using computational design processes as parametric modeling and digital fabrication of prototypes. Stakeholders from different areas were involved: professionals, organizations and citizens. The article contributes discussing and describing the technical features. Above all, it produces inputs for reflection and progress of the application of computational design in architecture.
keywords Urban furniture; computational design; parametric modeling; algorithmic architecture; collaborative processes
series SIGRADI
email
last changed 2021/03/28 19:58

_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 ascaad2016_029
id ascaad2016_029
authors Hassan, Ramzi; Frode Saetre and Knut Andreas Oyvang
year 2016
title Trends and Practices Using 3D Visualizations for Large-Scale Landscape Projects in Norway
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. 269-274
summary New advances in 3D modelling and visualization tools for large-scale landscape and construction projects have been achieved recently. The introduction of the new 3D digital modelling and visualization tools, e.g. CAD, VR, GIS and BIM initiated a huge shift in the way planners and designers develop, communicate and present project scenarios. This paper outlines the challenges, new trends and workflows connected to the use of new tools and how it’s been practiced and experienced by professionals and stakeholders as observed in Norway. The observation shows that the latest developments are providing new potentials for performing better communication and collaboration. Planners could now demonstrate many aspects of a project which exceed the usual minimum requirements. An important functionality is the capability to work with huge amount of data-sets for large-scale projects which were previously almost impossible to work with.
series ASCAAD
email
last changed 2017/05/25 13:31

_id ijac201614202
id ijac201614202
authors Jutraz, Anja and Julie Le Moine
year 2016
title Breaking out: New freedoms in urban (re)design work by adding immersive environments
source International Journal of Architectural Computing vol. 14 - no. 2, 103-118
summary Nowadays, urban planning and urban design are facing big changes in the use of different digital tools. Reaching out and engaging citizens and other stakeholders in urban design process are significant for good practice. Main problem discussed in this article is the lack of suitable tools/interfaces for instant collaboration between government, profession, and public. Article focuses on immersive environments, as full immersion could offer better notion of different proposals of urban design. As a case study, Immersive Terf is chosen; more exactly, article focuses on new approach and new development of tool Urban Redesign Terf. Deep immersive collaboration on design could free participant’s mind and increase level of freedom in design/planning process. Immersive environments have already been used in building information modeling (BIM) managment, but innovation part, presented here, are technological: significant changes in the software and walk-through big models, which is the base for urban design and urban planning process.
keywords Urban planning, immersive environments, virtual worlds, digital tools, public participation
series journal
last changed 2016/06/13 08:34

_id sigradi2016_690
id sigradi2016_690
authors Júdice, Andrea Castello Branco; Maynardes, Ana Cláudia; Júdice, Marcelo Ortega; Aviani, Francisco Leite
year 2016
title Fabricaç?o digital e identidade de territórios em produtos cotidianos [Digital fabrication and territories’ identity in everyday products]
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.381-386
summary Este artigo descreve o projeto numa comunidade vulnerável em Brasília. Objetivou-se desenvolver e implantar um makerspace focado no protagonismo social, inicialmente proporcionado pelo acesso a impressoras 3D. A metodologia utilizada teve duas etapas: a etnografia e o design participativo escandinavo. Por meio dos dados obtidos prototipou-se a realidade local e entendeu-se a importância do makerspace para o empoderamento. As impressoras 3D foram desenvolvidas utilizando sucata eletrônica. A integraç?o dos habitantes no espaço e as discuss?es fora do espaço, que s?o promovidas pelo acesso e utilizaç?o da tecnologia, ressaltam a importância dos makerspaces na consolidaç?o da identidade e o empoderamento comunitário.
series SIGRADI
email
last changed 2021/03/28 19:58

_id ijac201614306
id ijac201614306
authors Kuan-Ying, Wu and Hou June-Hao
year 2016
title Spark Wall: Control responsive environment by human behaviour
source International Journal of Architectural Computing vol. 14 - no. 3, 255-262
summary Responsive environment uses human–computer interface to improve how humans experience their surroundings. Many research aimed at different kinds of interactive environment modules with new digital tectonics or computation components. However, those new environments sometimes could be manipulated by components which are less user-friendly and complex than traditional counterparts. In this article, we implemented a real responsive interface – the Spark Wall system, which use 160 actuator modules as our responsive feedback interface and depth camera as sensing input. We built up multi-modal interface for different operating purposes allowing the user to control responsive environment with their behaviour. The user could change his or her body posture to change the pattern of the wall and moreover define touch-input area on any surface. From the user’s perspective, a responsive environment should be a simple system with understandable control modes. A responsive artefact should also be able to dynamically correspond to different methods of operation according to the user’s intentions.
keywords Responsive environment, human–computer interface, surface computing, multi-modal interface, depth sensing
series journal
last changed 2016/10/05 08:21

_id sigradi2016_455
id sigradi2016_455
authors Martinez, Andressa Carmo Pena; Santos, Denise Mônaco dos; Souza, Douglas Lopes de; Castriotto, Caio Magalh?es
year 2016
title O estudo das operaç?es formais no processo de projeto do arquiteto Peter Eisenman [The study of formal tools in Peter Eisenman's design process]
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.715-719
summary This paper presents part of the research on the study of formal operations in Peter Eisenman's design process. The initial hypothesis is the possibility of translating the architect's design process and his formal tools, into a shape grammar, in selected works. In this sense, the research aims to simulate these formal tools through digital models, analyze the variations in the Diagram of Interiority and Exteriority phases; understand the design process using Rhinoceros software and its interaction with grasshopper, in search of the decoding and interpretation of a system of rules implicit in the architect's design process.
keywords Diagrams; Design Process; Formal tools; Shape Grammars; Peter Eisenman
series SIGRADI
email
last changed 2021/03/28 19:58

_id acadia16_78
id acadia16_78
authors Parker, Matthew; Taron, Joshua M.
year 2016
title Form-Making in SIFT Imaged Environments
doi https://doi.org/10.52842/conf.acadia.2016.078
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
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 acadia20_668
id acadia20_668
authors Pasquero, Claudia; Poletto, Marco
year 2020
title Deep Green
doi https://doi.org/10.52842/conf.acadia.2020.1.668
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 668-677.
summary Ubiquitous computing enables us to decipher the biosphere’s anthropogenic dimension, what we call the Urbansphere (Pasquero and Poletto 2020). This machinic perspective unveils a new postanthropocentric reality, where the impact of artificial systems on the natural biosphere is indeed global, but their agency is no longer entirely human. This paper explores a protocol to design the Urbansphere, or what we may call the urbanization of the nonhuman, titled DeepGreen. With the development of DeepGreen, we are testing the potential to bring the interdependence of digital and biological intelligence to the core of architectural and urban design research. This is achieved by developing a new biocomputational design workflow that enables the pairing of what is algorithmically drawn with what is biologically grown (Pasquero and Poletto 2016). In other words, and more in detail, the paper will illustrate how generative adversarial network (GAN) algorithms (Radford, Metz, and Soumith 2015) can be trained to “behave” like a Physarum polycephalum, a unicellular organism endowed with surprising computational abilities and self-organizing behaviors that have made it popular among scientist and engineers alike (Adamatzky 2010) (Fig. 1). The trained GAN_Physarum is deployed as an urban design technique to test the potential of polycephalum intelligence in solving problems of urban remetabolization and in computing scenarios of urban morphogenesis within a nonhuman conceptual framework.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2016_111
id ecaade2016_111
authors Passaro, Andrés Martin, Henriques, Gonçalo Castro and Paraizo, Rodrigo Cury
year 2016
title Sensitive Shelters: Poetics of Interaction
doi https://doi.org/10.52842/conf.ecaade.2016.1.537
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. 537-548
summary This paper describes and reflects about a workshop activity in the field of Digital Manufacturing technologies to build responsive shelters that interact with their users and the environment. It addresses a teaching strategy intended to overcome tooling or the simple use of instruments and proposes instead to frame the production of objects using a new language, or a new operative strategy, directly linked to the production of the objects. It addresses a teaching strategy behind the workshop two main levels: first, by the development of technical skills by means of an operative action directly linked to the production of the object, and not apart from the action of making it (as in learning first and applying later). And second - and no less important -, it helped foster the maturation of critical thinking arising from the creation of a dynamic object of architecture - with moving parts and programmed to respond to its users.
wos WOS:000402063700059
keywords Digital Fabrication; Parametric Design; Responsive Architecture; Sensitive Shelters
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2016_647
id sigradi2016_647
authors Reginato, Bruna Rovere; Pereira, Alice Theresinha Cybis
year 2016
title Definiç?o do plano de escopo do projeto TEAR_AD - Tecnologia no Ensino e Aprendizagem em Rede nas a?rea de Arquitetura e Design [Scope plan definition of TEAR_AD project – Technology in Teaching and Learning Network in Architecture and Design Area]
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.802-807
summary This paper aims to present the construction of the scope plan of TEAR_AD and presents structured through four main topics: (1) the introduction, which is the contextualization of TEAR_AD project and shows what was built until now, (2) methodology, the presentation of Garret's (2011) methodology for scope construction together with techniques based on agile development and Scrum; (3) results, showing the objects constructed from the presented methodology and (4) discussion about the difficulties encountered in the process, strengths and the next steps for the project.
keywords User centered design, interface design, design method, scrum
series SIGRADI
email
last changed 2021/03/28 19:59

_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 sigradi2016_407
id sigradi2016_407
authors Veiga, Breno Tisi Mendes da; Florio, Wilson
year 2016
title A visualizaç?o espacial através da modelagem paramétrica e da fabricaç?o digital em edifícios curvilíneos de Oscar Niemeyer no Memorial da América Latina [The spatial visualization through parametric modeling and digital fabrication in curvilinear buildings by Oscar Niemeyer in the Latin America Memorial]
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.686-692
summary This paper analyzes the geometry of three buildings designed by Oscar Niemeyer in the Latin America Memorial, the Hall of Acts Tiradentes, the Victor Civita Library and the Simón Bolívar Auditorium, through the use of parametric modeling, geometric modeling and rapid prototyping. This research comes to fill a gap in what concerns the lack of demonstration of the underlying geometry of Niemeyer’s projects.
keywords Geometry; Parametric modeling; Rapid Prototyping; Oscar Niemeyer
series SIGRADI
email
last changed 2021/03/28 19:59

_id ijac201614101
id ijac201614101
authors Webb, Alexander
year 2016
title Accepting the robotic other: Why real dolls and spambots suggest a near-future shift in architecture’s architecture
source International Journal of Architectural Computing vol. 14 - no. 1, 6-15
summary With weak Artificial Intelligence in the pockets of the majority of American adults, a societal introduction of a strong Artificial Intelligence or sentience seems close. Although the “intelligence” of our phones’ intelligence can be laughably brittle, the learning capacity demonstrated by the Internet of Things suggests more robust intelligence is on the way, and some would say it has already arrived. Several private technology firms have asserted that a robust Artificial Intelligence already exists and thought leaders within computation are lining up to ensure that it is not evil. Regardless of the morality of Artificial Intelligence, if our charge as architects is to design occupiable space, then we need to consider post-anthropocentric ecologies as well as how to adapt our design strategies to reflect inclusion of other species. This article describes two linked lines of thought, a meditation on the pending societal inclusion of the robotic other and why that robotic sentience may arrive from an unexpected origin and can reshape how we conceive of architecture itself.
keywords Artificial Intelligence, Emergent Design, Robots, Digital Communication, Network Models
series journal
last changed 2016/06/13 08:34

_id ijac201614104
id ijac201614104
authors Wood, Dylan Marx; David Correa, Oliver David Krieg and Achim Menges
year 2016
title Material computation—4D timber construction: Towards building-scale hygroscopic actuated, self-constructing timber surfaces
source International Journal of Architectural Computing vol. 14 - no. 1, 49-62
summary The implementation of active and responsive materials in architecture and construction allows for the replacement of digitally controlled mechanisms with material-based systems that can be designed and programmed with the capacity to compute and execute a behavioral response. The programming of such systems with increasingly specific response requires a material-driven computational design and fabrication strategy. This research presents techniques and technologies for significantly upscaling hygroscopically actuated timber-based systems for use as self-constructing building surfaces. The timber’s integrated hygroscopic characteristics combined with computational design techniques and existing digital fabrication methods allow for a designed processing and reassembly of discrete wood elements into large-scale multi element bilayer surfaces. This material assembly methodology enables the design and control of the encoded direction and magnitude of humidity-actuated responsive curvature at an expanded scale. Design, simulation, and material assembly tests are presented together with formal and functional configurations that incorporate self-constructing and self-rigidizing surface strategies. The presented research and prototypes initiate a shift toward a large-scale, self-construction methodology.
keywords Hygroscopic, self-forming, computational design, autonomous actuation, wood structures
series journal
last changed 2016/06/13 08:34

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