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 72

_id acadia17_324
id acadia17_324
authors Kilian, Axel; Sabourin, François
year 2017
title Embodied Computation – An Actuated Active Bending Tower: Using Simulation-Model-Free Sensor Guided Search To Reach Posture Goals
doi https://doi.org/10.52842/conf.acadia.2017.324
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 324- 329
summary The concept of Embodied Computation is to leverage the combination of abstract computational and material artifact as a method for exploration in the design process. A common approach for the integration of the two realms is to use computational simulation based on the geometric form of the artifact for the prediction of material behavior. This leads to the integration of a geometric model abstraction of the physical artifact into the control software of the actuated device and can produce deviations between the state of the physical construct and the computational state. Here an alternative approach of a soft, actuated, active bending structure is explored. Six fluidic actuators are combined with a six degree of freedom (DOF) sensor for posture feedback. Instead of relying on simulated kinematics to reach a particular posture, the sensor-enabled posture feedback guides a simplex search algorithm to find combinations of pressures in the six actuators that minimize the combined tilting angles for the goal of a level tower top. Rather than simulating the structure computationally, the model is shifted to one of feedback and control, and the structure operates as a physical equation solver returning an x-y-z tilting angle for every set of actuation pressures. Therefore the computational model of the search process is independent of the physical configuration of the structure itself and robust to changes in the environment or the structure itself. This has the future potential for more robust control of non-determined structures and constructs with heterogeneous DOF common in architecture where modeling behavior is difficult.
keywords material and construction; smart buildings
series ACADIA
email
last changed 2022/06/07 07:52

_id caadria2017_063
id caadria2017_063
authors Ma, Yidong and Xu, Weiguo
year 2017
title Physarealm - A Bio-inspired Stigmergic Algorithm Tool for Form-Finding
doi https://doi.org/10.52842/conf.caadria.2017.499
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 499-508
summary Physarum Polycephalum is a widespread eukaryotic microbe capable of producing effective networks between food particles to solve spatial planning problems. This paper investigates a previous algorithm for simulating Physarum Polycephalum. An open-source tool named Physarealm is developed for simulation in Rhino's graphical algorithm editor, Grasshopper. The tool adopts a previous stigmergic multi-agent algorithm for simulation and expands its boundary into three dimensions. In addition, this tool adds some custom rules, thus giving the designer more creative control over the produced results. Two research projects have applied this tool in the design process. The first project mainly takes advantage of the tool's path-planning ability, while the second one utilizes its aesthetic values, demonstrating the potential of the tool for further applications.
keywords stigmergy; multi-agent systems; form finding; computation; biomimicry
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia17_18
id acadia17_18
authors Abdel-Rahman, Amira; Michalatos, Panagiotis
year 2017
title Magnetic Morphing
doi https://doi.org/10.52842/conf.acadia.2017.018
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 18-27
summary In an attempt to design shape-morphing multifunctional objects, this thesis uses programmable matter to design self-organizing multi-agent systems capable of morphing from one shape into another. The research looks at various precedents of self-assembly and modular robotics to design and prototype passive agents that could be cheaply mass-produced. Intelligence will be embedded into these agents on a material level, designing different local interactions to perform different global goals. The initial exploratory study looks at various examples from nature like plankton and molecules. Magnetic actuation is chosen as the external actuation force between agents. The research uses simultaneous digital and physical investigations to understand and design the interactions between agents. The project offers a systemic investigation of the effect of shape, interparticle forces, and surface friction on the packing and reconfiguration of granular systems. The ability to change the system state from a gaseous, liquid, then solid state offers new possibilities in the field of material computation, where one can design a "material" and change its properties on demand.
keywords material and construction; construction/robotics; smart materials; smart assembly/construction; simulation & optimization
series ACADIA
email
last changed 2022/06/07 07:52

_id acadia17_28
id acadia17_28
authors Aguiar, Rita; Cardoso, Carmo; Leit?o,António
year 2017
title Algorithmic Design and Analysis Fusing Disciplines
doi https://doi.org/10.52842/conf.acadia.2017.028
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 28-37
summary In the past, there has been a rapid evolution in computational tools to represent and analyze architectural designs. Analysis tools can be used in all stages of the design process, but they are often only used in the final stages, where it might be too late to impact the design. This is due to the considerable time and effort typically needed to produce the analytical models required by the analysis tools. A possible solution would be to convert the digital architectural models into analytical ones, but unfortunately, this often results in errors and frequently the analytical models need to be built almost from scratch. These issues discourage architects from doing a performance-oriented exploration of their designs in the early stages of a project. To overcome these issues, we propose Algorithmic Design and Analysis, a method for analysis that is based on adapting and extending an algorithmic-based design representation so that the modeling operations can generate the elements of the analytical model containing solely the information required by the analysis tool. Using this method, the same algorithm that produces the digital architectural model can also automatically generate analytical models for different types of analysis. Using the proposed method, there is no information loss and architects do not need additional work to perform the analysis. This encourages architects to explore several design alternatives while taking into account the design’s performance. Moreover, when architects know the set of design variations they wish to analyze beforehand, they can easily automate the analysis process.
keywords design methods; information processing; simulation & optimization; BIM; generative system
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_38
id acadia17_38
authors Ahlquist, Sean; McGee, Wes; Sharmin, Shahida
year 2017
title PneumaKnit: Actuated Architectures Through Wale- and Course-Wise Tubular Knit-Constrained Pneumatic Systems
doi https://doi.org/10.52842/conf.acadia.2017.038
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 38-51
summary This research explores the development of seamless pneumatically actuated systems whose motion is controlled by the combination of differentially knitted textiles and standardized thin-walled silicone tubing. This work proposes a fundamental material strategy that addresses challenges ranging from soft robotics to pneumatic architecture. Research in soft robotics seeks to achieve complex motions through non-mechanical monolithic systems, comprised of highly articulated shapes molded with a combination of elastic and inelastic materials. Inflatables in architecture focus largely on the active structuring of static forms, as facade systems or as structured envelopes. An emerging use of pneumatic architecture proposes morphable, adaptive systems accomplished through differentiated mechanically interconnected components. In the research described in this paper, a wide array of capabilities in motion and geometric articulation are accomplished through the design of knitted sleeves that generate a series of actuated “elbows.” As opposed to molding silicone bladders, differentiation in motion is generated through the more facile ability of changing stitch structure, and shaping of the knitted textile sleeve, which constrains the standard silicone tubing. The relationship between knit differentiation, pneumatic pressure, and the resultant motion profile is studied initially with individual actuators, and ultimately in propositions for larger seamless assemblies. As opposed to a cellular study of individual components, this research proposes structures with multi-scalar articulation, from fiber and stitch to overall form, composed into seamless, massively deformable architectures.
keywords material and construction; fabrication; construction/robotics
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_52
id acadia17_52
authors Ajlouni, Rima
year 2017
title Simulation of Sound Diffusion Patterns of Fractal-Based Surface Profiles
doi https://doi.org/10.52842/conf.acadia.2017.052
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 52-61
summary Acoustical design is one of the most challenging aspects of architecture. A complex system of competing influences (e.g., space geometry, size, proportion, material properties, surface detail, etc.) contribute to shaping the quality of the auditory experience. In particular, architectural surfaces affect the way that sound reflections propagate through space. By diffusing the reflected sound energy, surface designs can promote a more homogeneous auditory atmosphere by mitigating sharp and focused reflections. One of the challenges with designing an effective diffuser is the need to respond to a wide band of sound wavelengths, which requires the surface profile to precisely encode a range of detail sizes, depths and angles. Most of the available sound diffusers are designed to respond to a narrow band of frequencies. In this context, fractal-based surface designs can provide a unique opportunity for mitigating such limitations. A key principle of fractal geometry is its multilevel hierarchical order, which enables the same pattern to occur at different scales. This characteristic makes it a potential candidate for diffusing a wider band of sound wavelengths. However, predicting the reflection patterns of complicated fractal-based surface designs can be challenging using available acoustical software. These tools are often costly, complicated and are not designed for predicting early sound propagation paths. This research argues that writing customized algorithms provides a valuable, free and efficient alternative for addressing targeted acoustical design problems. The paper presents a methodology for designing and testing a customized algorithm for predicting sound diffusion patterns of fractal-based surfaces. Both quantitative and qualitative approaches were used to develop the code and evaluate the results.
keywords design methods; information processing; simulation & optimization; data visualization
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_62
id acadia17_62
authors Al-Assaf, Nancy S.; Clayton, Mark J.
year 2017
title Representing the Aesthetics of Richard Meier’s Houses Using Building Information Modeling
doi https://doi.org/10.52842/conf.acadia.2017.062
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 62-71
summary Beyond its widespread use for representing technical aspects and matters of building and construction science, Building information modeling (BIM) can be used to represent architectural relationships and rules drawn from aesthetic theory. This research suggests that BIM provides not only vocabulary but also syntactical tools that can be used to capture an architectural language. In a case study using Richard Meier’s language for single-family detached houses, a BIM template has been devised to represent the aesthetic concepts and relations therein. The template employs parameterized conceptual mass objects, syntactical rules, and a library of architectonic elements, such as walls, roofs, columns, windows, doors, and railings. It constrains any design produced using the template to a grammatically consistent expression or style. The template has been used as the starting point for modeling the Smith House, the Douglas House, and others created by the authors, demonstrating that the aesthetic template is general to many variations. Designing with the template to produce a unique but conforming design further illustrates the generality and expressiveness of the language. Having made the formal language explicit, in terms of syntactical rules and vocabulary, it becomes easier to vary the formal grammar and concrete vocabulary to produce variant languages and styles. Accordingly, this approach is not limited to a specific style, such as Richard Meier's. Future research can be conducted to demonstrate how designing with BIM can support stylistic change. Adoption of this approach in practice could improve the consistency of architectural designs and their coherence to defined styles, potentially increasing the general level of aesthetic expression in our built environment.
keywords design methods; information processing; BIM; education
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_82
id acadia17_82
authors Andreani, Stefano; Sayegh, Allen
year 2017
title Augmented Urban Experiences: Technologically Enhanced Design Research Methods for Revealing Hidden Qualities of the Built Environment
doi https://doi.org/10.52842/conf.acadia.2017.082
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 82-91
summary The built environment is a complex juxtaposition of static matter and dynamic flows, tangible objects and human experiences, physical realities and digital spaces. This paper offers an alternative understanding of those dichotomies by applying experimental design research strategies that combine objective quantification and subjective perception of urban contexts. The assumption is that layers of measurable datasets can be afforded with personal feedback to reveal "hidden" characteristics of cities. Drawing on studies from data and cognitive sciences, the proposed method allows us to analyze, quantify and visualize the individual experience of the built environment in relation to different urban qualities. By operating in between the scientific domain and the design realm, four design research experiments are presented. Leveraging augmenting and sensing technologies, these studies investigate: (1) urban attractors and user attention, employing eye-tracking technologies during walking; (2) urban proxemics and sensory experience, applying proximity sensors and EEG scanners in varying contexts; (3) urban mood and spatial perception, using mobile applications to merge tangible qualities and subjective feelings; and (4) urban vibe and paced dynamics, combining vibration sensing and observational data for studying city beats. This work demonstrates that, by adopting a multisensory and multidisciplinary approach, it is possible to gain a more human-centered, and perhaps novel understanding of the built environment. A lexicon of experimented urban situations may become a reference for studying different typologies of environments from the user experience, and provide a framework to support creative intuition for the development of more engaging, pleasant, and responsive spaces and places.
keywords design methods; information processing; art and technology; hybrid practices
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_92
id acadia17_92
authors Anzalone, Phillip; Bayard, Stephanie; Steenblik, Ralph S.
year 2017
title Rapidly Deployed and Assembled Tensegrity System: An Augmented Design Approach
doi https://doi.org/10.52842/conf.acadia.2017.092
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 92-101
summary The Rapidly Deployable and Assembled Tensegrity (RDAT) project enables the efficient automated design and deployment of differential-geometry tensegrity structures through computation-driven design-to-installation workflow. RDAT employs the integration of parametric and solid-modeling methods with production by streamlining computer numerically controlled manufacturing through novel detailing and production techniques to develop an efficient manufacturing and assembly system. The RDAT project emerges from the Authors' research in academia and professional practice focusing on computationally produced full-scale performative building systems and their innovative uses in the building and construction industry.
keywords design methods; information processing; AI; machine learning; form finding; VR; AR; mixed reality
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_102
id acadia17_102
authors Aparicio, German
year 2017
title Data-Insight-Driven Project Delivery: Approach to Accelerated Project Delivery Using Data Analytics, Data Mining and Data Visualization
doi https://doi.org/10.52842/conf.acadia.2017.102
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 102-109
summary Today, 98% of megaprojects face cost overruns or delays. The average cost increase is 80% and the average slippage is 20 months behind schedule (McKinsey 2015). It is becoming increasingly challenging to efficiently support the scale, complexity and ambition of these projects. Simultaneously, project data is being captured at growing rates. We continue to capture more data on a project than ever before. Total data captured back in 2009 in the construction industry reached over 51 petabytes, or 51 million gigabytes (Mckinsey 2016). It is becoming increasingly necessary to develop new ways to leverage our project data to better manage the complexity on our projects and allow the many stakeholders to make better more informed decisions. This paper focuses on utilizing advances in data mining, data analytics and data visualization as means to extract project information from massive datasets in a timely fashion to assist in making key informed decisions for project delivery. As part of this paper, we present an innovative new use of these technologies as applied to a large-scale infrastructural megaproject, to deliver a set of over 4,000 construction documents in a six-month period that has the potential to dramatically transform our industry and the way we deliver projects in the future. This paper describes a framework used to measure production performance as part of any project’s set of project controls for accelerated project delivery.
keywords design methods; information processing; data mining; big data; data visualization
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia17_110
id acadia17_110
authors Arnowitz, Ethan; Morse, Christopher; Greenberg, Donald P.
year 2017
title vSpline: Physical Design and the Perception of Scale in Virtual Reality
doi https://doi.org/10.52842/conf.acadia.2017.110
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 110-117
summary Virtual reality provides a heightened sense of immersion and spatial awareness that provides a unique opportunity for designers to perceive and evaluate scale and space. At the same time, traditional sketches and small-size physical models provide tactile feedback that allow designers to create, comprehend, and explore complex geometric relationships. Through the development of vSpline, a modeling application for virtual reality, we explore the potential for design within a virtual spatial environment to blur the boundaries between digital and physical stages of design, and seek to combine the best of both virtual and analog worlds. By using spline-based closed meshes created directly in three-dimensional space, our software provides the capabilities to design, modify, and save the information in the virtual world and seamlessly convert the data to evaluate the printing of 3D physical models. We identify and discuss important questions that arise regarding relationships of perception of scale, digital-to-physical domains, and new methods of input and manipulation within a 3D immersive space.
keywords design methods; information processing; hci; vr; ar; mixed reality; digital craft; manual craft
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_118
id acadia17_118
authors As, Imdat; Nagakura, Takehiko
year 2017
title Crowdsourcing the Obama Presidential Center: An Alternative Design Delivery Model: Democratizing Architectural Design
doi https://doi.org/10.52842/conf.acadia.2017.118
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 118-127
summary In this article, we present crowdsourcing as a design delivery method for publicly funded buildings, and compare it to the traditional Request for Proposals (RFP). We explore the potential of crowdsourcing through the use of an online design competition for the Obama Presidential Center in Chicago, IL, which the authors administered at Arcbazar.com, a crowdsourcing platform. Competition procedures have been applied in architectural practice since antiquity, from the Parthenon and the Hagia Sophia to thousands of seminal buildings around the globe. However, with the advent of digital technologies and outreach to a more interconnected world, crowdsourcing allows even the most mundane design challenges to go through the fair competition protocol. We argue that crowdsourcing can help democratize architectural design acquisition by giving a level playing field to designers, and produce a more just, competitive, and creative design product.
keywords design methods; information processing; hybrid practices; crowdsourcing
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_128
id acadia17_128
authors Bacharidou, Maroula
year 2017
title Touch, See, Make: Employing Active Touch in Computational Making
doi https://doi.org/10.52842/conf.acadia.2017.128
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 128-137
summary In architectural education and practice, we don’t come in physical contact with what we make until the later stages of the design process. This vision-oriented approach to design is something deeply rooted in architectural practice: from Alberti’s window to the screens of our computers, design has traditionally been more of a visual and less of a hands-on process. The vision of the presented study is that if we want to understand the way we make in order to improve tools for computational design and making, we need to understand how our ability to make things is enhanced by both our visual and tactile mechanisms. Bringing the notion of active touch from psychology into the design studio, I design and execute a series of experiments investigating how seeing, touching, or seeing and touching exhibit different sensory competencies, and how these competencies are expressed through the process of making. The subjects of the experiment are asked to tactilely, visually, or tactilely and visually observe a three-dimensional object, create descriptions of its composition, and to remake it based on their experience of it using plastic materials. After the execution of the experiment, I analyze twenty-one reproductions of the original object; I point to ways in which touch can detect scale and proportions more accurately than vision, while vision can detect spatial components more efficiently than touch; I then propose ways in which this series of experiments can lead to the creation of new design and making tools.
keywords education society & culture; computational / artistic culture;s hybrid practices; digital craft; manual craft
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_138
id acadia17_138
authors Berry, Jaclyn; Park, Kat
year 2017
title A Passive System for Quantifying Indoor Space Utilization
doi https://doi.org/10.52842/conf.acadia.2017.138
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 138-145
summary This paper presents the development of a prototype for a new sensing device for anonymously evaluating space utilization, which includes usage factors such as occupancy levels, congregation and circulation patterns. This work builds on existing methods and technology for measuring building performance, human comfort and occupant experience in post-occupancy evaluations as well as pre-design strategic planning. The ability to collect data related to utilization and occupant experience has increased significantly due to the greater accessibility of sensor systems in recent years. As a result, designers are exploring new methods to empirically verify spatial properties that have traditionally been considered more qualitative in nature. With this premise, this study challenges current strategies that rely heavily on manual data collection and survey reports. The proposed sensing device is designed to supplement the traditional manual method with a new layer of automated, unbiased data that is capable of capturing environmental and social qualities of a given space. In a controlled experiment, the authors found that the data collected from the sensing device can be extrapolated to show how layout, spatial interventions or other design factors affect circulation, congregation, productivity, and occupancy in an office setting. In the future, this sensing device could provide designers with real-time feedback about how their designs influence occupants’ experiences, and thus allow the designers to base what are currently intuition-based decisions on reliable data and evidence.
keywords design methods; information processing; smart buildings; IoT
series ACADIA
email
last changed 2022/06/07 07:52

_id acadia17_146
id acadia17_146
authors Black, Conor; Forwood, Ed
year 2017
title Game Engine Computation for Serious Engineering: Visualisation and Analysis of Building Facade Movements as a Consequence of Loads on the Primary Structure
doi https://doi.org/10.52842/conf.acadia.2017.146
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 146-153
summary This paper demonstrates the innovative use of game engines as a tool in the analysis and communication of complex structural engineering. It specifically looks at the relationship between a building’s primary structure and its façade. The analysis and visualisations, scripted using the Game Engine Unity3D, focuses on visualising the implications of movements from the primary structure [under various load cases] on the façade. This paper describes the novel process by which Unity3D is utilised to create an applet which imports displacements from structural software and post-processes the data to visualise the complex effect on façade panels according to its support conditions. It demonstrates that visualising facade movements in real-time, as opposed to current, static report-based descriptions, provide access for the comprehension of more complex building systems. This therefore has the possibility to reduce safety factors applied to facade movement joints.
keywords design methods; information processing; game engines; fabrication; simulation & optimization
series ACADIA
email
last changed 2022/06/07 07:52

_id acadia17_154
id acadia17_154
authors Brown, Nathan; Mueller, Caitlin
year 2017
title Designing With Data: Moving Beyond The Design Space Catalog
doi https://doi.org/10.52842/conf.acadia.2017.154
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 154-163
summary Design space catalogs, which present a collection of different options for selection by human designers, have become commonplace in architecture. Increasingly, these catalogs are rapidly generated using parametric models and informed by simulations that describe energy usage, structural efficiency, daylight availability, views, acoustic properties, and other aspects of building performance. However, by conceiving of computational methods as a means for fostering interactive, collaborative, guided, expert-dependent design processes, many opportunities remain to improve upon the originally static archetype of the design space catalog. This paper presents developments in the areas of interaction, automation, simplification, and visualization that seek to improve on the current catalog model while also describing a vision for effective computer-aided, performance-based design processes in the future.
keywords design methods; information processing; simulation & optimization; data visualization
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_164
id acadia17_164
authors Brugnaro, Giulio; Hanna, Sean
year 2017
title Adaptive Robotic Training Methods for Subtractive Manufacturing
doi https://doi.org/10.52842/conf.acadia.2017.164
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 164-169
summary This paper presents the initial developments of a method to train an adaptive robotic system for subtractive manufacturing with timber, based on sensor feedback, machine-learning procedures and material explorations. The methods were evaluated in a series of tests where the trained networks were successfully used to predict fabrication parameters for simple cutting operations with chisels and gouges. The results suggest potential benefits for non-standard fabrication methods and a more effective use of material affordances.
keywords design methods; information processing; construction; robotics; ai & machine learning; digital craft; manual craft
series ACADIA
email
last changed 2022/06/07 07:52

_id acadia17_170
id acadia17_170
authors Byrne, Ultan
year 2017
title Point-Cloud-Paint: A Software Tool for Speculative Urban Design Using Three-Dimensional Digital Collage
doi https://doi.org/10.52842/conf.acadia.2017.170
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 170-177
summary Beginning from a provocation in Auguste Blanqui’s Eternity by the Stars, this paper reports on a new methodology of digital collage for urban design. The research is situated relative to the current discourses surrounding both voxelization and point-cloud data structures in order to motivate the concept of a recombinant approach to design in existing cities. Building on these sources, and with reference to recent developments in mesh shape composition techniques, the paper presents the resulting software implementation “Point-Cloud-Paint”: a tool that enables collage-based combinatorial experimentation with urban point-cloud data.
keywords simulation; representation; design methods; information processing
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia17_178
id acadia17_178
authors Charbel, Hadin; López, Déborah
year 2017
title In(di)visible: Computing Immersive Environments through Hybrid Senses
doi https://doi.org/10.52842/conf.acadia.2017.178
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 178-189
summary The research presented in this paper seeks to examine how architecture and computational tools can be used to communicate on multiple levels by incorporating a series of qualitative and quantitative measures as criteria for a spatial and architectural design. Air is taken as a material that has the capacity to create boundaries, yet unless under extreme conditions often remains invisible. Varying in qualities such as temperature, humidity and pollution, the status of air is highly local to a particular context. The research explores how rendering air visible through an architectural intervention made of networked sentient prototypes can be used in the reation of a responsive outdoor public space. Although humans' ability to perceive and respond to stimuli is highly advanced, it is nevertheless limited in its spectrum. Within the urban context specifically, the information, material and flux being produced is becoming ever more complex and incomprehensible. While computational tools, sensors and data are increasingly accessible, advancements in the fields of cognitive sciences and biometrics are unraveling how the mind and body works. These developments are explored in tandem and applied through a proposed methodology. The project aims to negotiate the similarities and differences between humans and machines with respect to the urban environment. The hypothesis is that doing so will create a rich output, irreducible to a singular reading while heightening user experience and emphasizing a sense of place.
keywords design methods; information processing; hybrid practices; data visualization; computational / artistic cultures
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia17_190
id acadia17_190
authors Coleman, James; Cole, Shannon
year 2017
title By Any Means Necessary: Digitally Fabricating Architecture at Scale
doi https://doi.org/10.52842/conf.acadia.2017.190
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 190-201
summary Architectural manufacturing is a balancing act between production facility and a custom fabrication shop. Each project Zahner takes on is different from the last, and not likely to repeat. This means that workflows are designed and deployed for each project individually. We present Flash Manufacturing, a fabrication methodology we employ in the production of architectural elements for cutting-edge and computationally sophisticated buildings. By remixing manufacturing techniques and production spaces we are able to meet the novel challenges posed by fabricating and assembling hundreds of thousands of unique parts. We discuss methods for producing vastly different project types and highlight two building case studies: the Cornell Tech Bloomberg Center and the Petersen Automotive Museum. With this work, we demonstrate how design creativity is no longer at odds with reliable and cost-effective building practices. Zahner has produced hundreds of seminal buildings working with architects such as: Gehry Partners, Zaha Hadid, m0rphosis, Herzog & de Meuron, OMA, Steven Holl Architects, Studio Daniel Libeskind, Rafael Moneo, DS+R, Foster + Partners, Gensler, KPF, SANAA and many more. This paper disrupts conventional discourse surrounding manufacturing/construction methods by discussing the realities of mass customization—how glossy architectural products are forged through ad hoc inventive engineering and risk tolerance.
keywords material and construction; fabrication; CAM; prototyping; construction; robotics
series ACADIA
email
last changed 2022/06/07 07:56

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