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

PDF papers
References

Hits 1 to 20 of 623

_id sigradi2016_440
id sigradi2016_440
authors Amorim, Arivaldo Le?o de
year 2016
title Cidades Inteligentes e City Information Modeling [Smart Cities and City Information Modeling]
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.481-488
summary This paper presents and discusses the relationship between the concepts of Smart Cities and City Information Modeling (CIM). It conveys the notion that these are complementary and not competing concepts, as one might think at first glance. On the other hand, the paper demonstrates the importance of these concepts to overcome the challenges to the cities of the 21st century, from findings contained in official documents published by the United Nations (UN), to analyze the growth of world population and the emergence of new cities to house population groups. Finally, this paper argues that the CIM with an inducing factor for the Smart City is an important resource to help improve the quality of life in cities.
keywords Smart Cities; City Information Modeling; Sustainability; Cities of the Future; Information Modeling
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 ecaade2016_048
id ecaade2016_048
authors Abramovic, Vasilija and Achten, Henri
year 2016
title From Moving Cube to Urban Interactive Structures - A case study
doi https://doi.org/10.52842/conf.ecaade.2016.1.661
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. 661-668
summary When thinking about the future vision of a city, having in mind recent development in digital technologies and digital design tools we are inclined to expect new building structures which incorporate this technology to better help us manage the complexity of life, and to simplify our daily lives and tasks. The idea behind this research paper lies in design of such structures, which could be put inside an urban context and engage in creating a built environment that can add more to the quality of life. For us Interactive architecture is architecture that is responsive, flexible, changing, always moving and adapting to the needs of today. The world is becoming more dynamic, society is constantly changing and the new needs it develops need to be accommodated. As a result architecture has to follow. Spaces have to become more adaptive, responsive and nature concerned, while having the ability for metamorphosis, flexibility and interactivity. Taken as a starting point of this idea is a specific module from graduation project in 2014 "The Unexpected city", where it was possible to test out first ideas about interactive and flexible objects in an urban environment.
wos WOS:000402063700071
keywords Flexible architecture; Interactive architecture; Responsive systems
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2016_001
id ascaad2016_001
authors Al-Attili, Aghlab; Anastasia Karandinou and Ben Daley
year 2016
title Parametricism vs Materialism - Evolution of digital technologies for development
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, 597 p.
summary We build on previous technological developments in CAAD by looking into parametric design exploration and the development of the concept of parametricism. We use the phenomenological backdrop to account for our physical experiences and encounters as well as our mental ones; both evident in the link between parametric design as a process and an outcome. In specific, we previously examined two particular metaphors. The first metaphor addressed aspects of virtual environments that resemble our physical world; In other words, computer model as physical model and digital world as material world. In this volume, we extend the exploration into aspects of virtual environments and their resemblance to physical environments by looking at ‘performance’ aspects: the way in which environments are sensed, measured, tracked and visualised. Moreover, we reflect on matters and materiality in both virtual and physical space philosophically, theoretically, practically and reflectively. The second metaphor looked into the modes and means of interaction between our bodies and such virtual environment. Here we extend the investigation to look at the ways in which measures of environmental performance influence human interaction in real environments. The exploration takes us further to look into the area of design fabrication of the built environment, and methods in which developed processes meet environmental performance requirements, and the innovative outcomes that lead to disruptive technologies getting introduced into design and we revisit parametric design under this focus area.
series ASCAAD
type normal paper
email
last changed 2024/02/13 14:28

_id sigradi2016_392
id sigradi2016_392
authors Ascui Fernández, Hernán; Arias Jiménez, Nelson
year 2016
title Mapeo digital a través de la diversificación de peque?os recursos visuales para potenciar la creatividad y la autonomía de los estudiantes de primer a?o en el taller de proyecto [Experiential mapping through simple digital resources to boost creativity and empower freshmen students in the design workshop]
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. 7-13
summary This paper expounds the teaching strategies used to introduce architecture students in the craft of design in the course Taller de Proyecto 1. These strategies are based on experiential mappings constructed from different digital resources allowing constantly confront design with real life, in order to maintain, throughout the process, a sensitive and precise relationship between reality and experience. It concludes that these methodologies strengthen the autonomy of students, developing a valuable reconnection with the way they look and transform the world, validating the premise that the act of design is an innate human act and not necessarily an erudite one.
keywords Experiential mapping; digital resources; teaching of architecture
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2016_627
id sigradi2016_627
authors Barber, Gabriela; Lafluf, Marcos
year 2016
title Interactive Projection Mapping: Proyecto Patrimonio ANGLO
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.795-801
summary This approach to the videomapping technique rises from the experience in the Vidialab environment. Starting from the digital fabrication of a representative model of Fray Bentos industrial landscape, declared World Heritage by UNESCO, a videomapping project develops with certain peculiarities. Here we expose this technique applied to a model as a form to explore tools in order to experience the heritage in an enriched and attractive way, combining image, information and immersive environments. Also the procedures used to provide an educational streak are presented
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2016_672
id sigradi2016_672
authors Bianchi, Alejandra S.; Tripaldi, Gustavo A.; Pintos, Gladis E.; Iturriaga, José R.; Vargas, Sergio D.
year 2016
title Impacto del mundo digital sobre las representaciones gráficas del dise?o arquitectónico. La experiencia en el Taller Virtual de Arquitectura IV-UPC-UNNE [Digital world impact over the graphics representations of the architectural design. The experience in the virtual workshop of architecture IV-UPC-UNNE]
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.123-128
summary The present work explains the preliminary results of the Research project that the authors are working on to know the way in which the architecture students of the UNNE represent the architectural object with analogues and digital methods. It wants to express the impact of the digital world over the representations through cross sections in five moments of their formation (beginner’s level, first, second, fourth and sixth years) in the school calendars 2013 to 2016. This qualitative research, descriptive and explanatory, expands in the virtual workshop, an innovative and unique experience of a collaborative workshop between the subjects of Architecture IV of different Universities.
keywords Graphic Representation, Architectural Design, Virtual Workshop
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2016_712
id sigradi2016_712
authors Braida, Frederico; Castro, Janaina Mendes de; Pires, Letícia Bedendo Campanha; Pereira, Luiz Antônio Rozendo; Cardoso, Marcela Martins Cavalari
year 2016
title Projetando com Blocos de Montar Digitais: Possibilidades e Limitaç?es do Jogo LEGO Digital Designer [Designing with Digital Building Blocks: Possibilities and Limitations of the LEGO Digital Designer Game]
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.244-251
summary This article proposes a reflection on the possibilities of using building blocks games as educational tool applied to the universe of Architecture and Urbanism design, from literature search and empirical data gathered in a workshop coordinated by the Research Group of Languages and Expressions in Architecture, Urbanism and Design – LEAUD (Brasil). The goal is to highlight the possibilities and limitations of using projetual world of building blocks as an academic material for Architecture and Urbanism, especially after the experience with LEGO Digital Designer software.
keywords Design methodology; Building blocks; LEGO; Digital game; Design worlds
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2016_751
id sigradi2016_751
authors Brochardt, Mikael; Andrade, Max; Assis, Jonas
year 2016
title Visualizaç?o de Modelos Digitais: Informaç?o dos Edifícios em 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.657-661
summary The use of mobile devices has brought important alternatives for various sectors, especially productive. Thus, studies and testing of these technologies has been used in the construction of buildings, that was not fully spread throughout the world, especially in developing countries, despite showing great potential for growth itself. Even with appropriate difficulties, the scenario for its implementation is positive, since it is certain diffusion, leaving thereby specular when these methods may be used without restriction, moreover, the use of BIM like a productivity gain factor accompanies such developments.
keywords BIM; Visualization; Information; Application; Productivity
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2016_027
id ecaade2016_027
authors Carl, Timo and Stepper, Frank
year 2016
title "Free Skin" Collaboration - Negotiating complex design criteria across different scales with an interdisciplinary student team
doi https://doi.org/10.52842/conf.ecaade.2016.1.591
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. 591-600
summary The complex nature of architecture requires often planning teams with specialists from multiple disciplines. Architectural education however, addresses this interdisciplinary modus operandi rarely. This paper presents the design and production process of a real world solar façade installation realized at the University of Kassel to illustrating the potentials of such an approach. Interdisciplinary teamwork allowed students not only to solve complex problems, but also to produce knowledge and to advance into design research. Student exploration resulted in a unique fabrication technique, combining tensile fabric and resin to facilitate the fabrication of multifunctional, monocoque shells; combining all necessary technical components in a single building element. This paper discusses the success of student collaboration and teaching strategies for key parts of the design process at different scales. Moreover, it highlights the importance of physical form-finding models and an analogue - digital workflow for collaborative communication. The Free Skin project offers both insight into applied use of interdisciplinary teamwork, and a proposal for incorporating such collaboration into architectural education.
wos WOS:000402063700064
keywords interdisciplinary collaboration; design-build; form-finding; reactive design; shell structures
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2016_583
id sigradi2016_583
authors Chiarella, Mauro; Martini, Sebastián; Giraldi, Sebastián; Góngora, Nicolás; Picco, Camila
year 2016
title Cultura Maker. Dispositivos, Prótesis Robóticas y Programación Visual en Arquitectura y Dise?o para eficiencia energética [Culture Maker. Devices, Prostheses Robotics and Visual Programming in Architecture and Design for energy efficiency.]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.961-968
summary The Maker movement is the ability to be small and at the same time world; craftsmanship and innovative; high technology and low cost. The Maker movement is doing for physical products what the open source made by the software. The Maker culture emphasizes collaborative learning and distributed cognition. Its knowledge base repository and channels of exchange of ideas and information are: web sites; social networks; the Hackerspaces and Fab-Labs. Three experiences presented with devices; prostheses robotics and CNC machines, based on logical replacement; adaptation and generation. Its authors are undergraduate and graduate fellows Industrial Design and Architecture.
keywords Maker culture; Prostheses Robotics; Visual Programming; Energy Efficiency; Adaptive Skin
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2016_559
id caadria2016_559
authors Cokcan, Baris; Johannes Braumann, W. Winter and Martin Trautz
year 2016
title Robotic Production of Individualised Wood Joints
doi https://doi.org/10.52842/conf.caadria.2016.559
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. 559-568
summary Modern modular constructions can consist of highly indi- vidualised elements that are produced at nearly the same efficiency as serial manufacturing. This paper focuses on the project “WoodWaves” an Info-Point for the conference World Congress of Timber Engineer- ing, which was designed with this new conception of modularity. The process utilises a robotically operated milling cutter to form block- board panels out of spruce, which make up the multifunctional infor- mation point. The entire object is produced with only sliding dovetail joints. Parametric design methods were developed to automatically adjust each joint to fit the individual conditions. New CAD/CAM in- terfaces, linking design directly with fabrication, enabled the serial production of 108 different shaped elements with a 6-axis robotic arm.
keywords Computational design; robotic production; digital fabrication; wood joints; info-point
series CAADRIA
email
last changed 2022/06/07 07:56

_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.
doi https://doi.org/10.52842/conf.ecaade.2019.1.621
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
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
doi https://doi.org/10.52842/conf.caadria.2016.415
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
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 acadia20_688
id acadia20_688
authors del Campo, Matias; Carlson, Alexandra; Manninger, Sandra
year 2020
title 3D Graph Convolutional Neural Networks in Architecture Design
doi https://doi.org/10.52842/conf.acadia.2020.1.688
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. 688-696.
summary The nature of the architectural design process can be described along the lines of the following representational devices: the plan and the model. Plans can be considered one of the oldest methods to represent spatial and aesthetic information in an abstract, 2D space. However, to be used in the design process of 3D architectural solutions, these representations are inherently limited by the loss of rich information that occurs when compressing the three-dimensional world into a two-dimensional representation. During the first Digital Turn (Carpo 2013), the sheer amount and availability of models increased dramatically, as it became viable to create vast amounts of model variations to explore project alternatives among a much larger range of different physical and creative dimensions. 3D models show how the design object appears in real life, and can include a wider array of object information that is more easily understandable by nonexperts, as exemplified in techniques such as building information modeling and parametric modeling. Therefore, the ground condition of this paper considers that the inherent nature of architectural design and sensibility lies in the negotiation of 3D space coupled with the organization of voids and spatial components resulting in spatial sequences based on programmatic relationships, resulting in an assemblage (DeLanda 2016). These conditions constitute objects representing a material culture (the built environment) embedded in a symbolic and aesthetic culture (DeLanda 2016) that is created by the designer and captures their sensibilities.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2018_1483
id sigradi2018_1483
authors Dias Maciel, Sérgio; de Amorim, Arivaldo Leão; de Souza Checcucci, Érica; Bomfim Santos, Kyane
year 2018
title The creative process in architectural design on a digital environment: an experience with beginner students
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 1010-1016
summary This article presents some results in the architectural design course, which were obtained by under graduate students in two experimental class organized at Federal University of Bahia in 2016 and 2017 years. The class Studio I, with incoming students (2016) and Integrated Digital Studio, with beginners and sophomore students (2017), were planned to have their activities developed in a digital environment, using geometric modeling as the main resource for the architectural design. The results obtained show maturity and autonomy of the students related to architectural designing and the use of digital resources.
keywords Architectural design; Architectural design teaching; Geometric Modeling; CAAD
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 acadia16_450
id acadia16_450
authors Estevez, Alberto T.
year 2016
title Towards Genetic Posthuman Frontiers in Architecture & Design
doi https://doi.org/10.52842/conf.acadia.2016.450
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. 450-459
summary This paper includes a brief history about the beginning of the practical application of real genetics to architecture and design. Genetics introduces a privileged point-of-view for both biology and the digital realm, and these two are the main characters (the protagonists) in our posthuman society. With all of its positive and negative aspects, the study of genetics is becoming the cornerstone of our posthuman future precisely because it is at the intersection of both fields, nature and computation, and because it is a science that can command both of them from within—one practically and the other one theoretically. Meanwhile, through genetics and biodigital architecture and design, we are searching at the frontiers of knowledge for planetary benefit. In order to enlighten us about these issues, the hero image (Figure 1) has been created within the framework of scanning electron microscope (SEM) research on the genesic level, where masses of cells organize themselves into primigenic structures. Microscope study was carried out at the same time as the aforementioned genetic research in order to find structures and to learn typologies that could be of interest for architecture, here illustrated as an alternative landscape of the future. Behind this hero image is the laboratory’s first effort to begin the real application of genetics to architecture, thereby fighti hti ng for the sustainability of our entire planet and a better world
keywords performance in design, material agency, biomimetics and biological design, embedded responsiveness
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id acadia16_352
id acadia16_352
authors Farahi, Behnaz
year 2016
title Caress of the Gaze: A Gaze Actuated 3D Printed Body Architecture
doi https://doi.org/10.52842/conf.acadia.2016.352
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. 352-361
summary This paper describes the design process behind Caress of the Gaze, a project that represents a new approach to the design of a gaze-actuated, 3D printed body architecture—as a form of proto-architectural study—providing a framework for an interactive dynamic design. The design process engages with three main issues. Firstly, it aims to look at form or geometry as a means of controlling material behavior by exploring the tectonic properties of multi-material 3D printing technologies. Secondly, it addresses novel actuation systems by using Shape Memory Alloy (SMA) in order to achieve life-like behavior. Thirdly, it explores the possibility of engaging with interactive systems by investigating how our clothing could interact with other people as a primary interface, using vision-based eye-gaze tracking technologies. In so doing, this paper describes a radically alternative approach not only to the production of garments but also to the ways we interact with the world around us. Therefore, the paper addresses the emerging field of shape-changing 3D printed structures and interactive systems that bridge the worlds of robotics, architecture, technology, and design.
keywords eye-gaze tracking, interactive design, 3d printing, smart material, programmable matter, embedded responsiveness
series ACADIA
type paper
email
last changed 2022/06/07 07:55

_id sigradi2016_357
id sigradi2016_357
authors Foglino, Fernando; Payssé, Marcelo
year 2016
title Estatuas y Monumentos que nadie mira [Statues and monuments that nobody looks at]
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.844-848
summary Uruguay intends to be the first country in the world to have their statues and monuments digitized with the best available technology in order to preserve the valuable heritage and renew the interest of the people by our monuments.
series SIGRADI
email
last changed 2021/03/28 19:58

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 31HOMELOGIN (you are user _anon_605609 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002