CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id acadia23_v1_242
id acadia23_v1_242
authors Noel, Vernelle A.
year 2023
title Carnival + AI: Heritage, Immersive virtual spaces, and Machine Learning
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 242-245.
summary Built on a Situated Computations framework, this project explores preservation, reconfiguration, and presentation of heritage through immersive virtual experiences, and machine learning for new understandings and possibilities (Noel 2020; 2017; Leach and Campo 2022; Leach 2021). Using the Trinidad and Tobago Carnival - hereinafter referred to as Carnival - as a case study, Carnival + AI is a series of immersive experiences in design, culture, and artificial intelligence (AI). These virtual spaces create new digital modes of engaging with cultural heritage and reimagined designs of traditional sculptures in the Carnival (Noel 2021). The project includes three virtual events that draw on real events in the Carnival: (1) the Virtual Gallery, which builds on dancing sculptures in the Carnival and showcases AI-generated designs; (2) Virtual J’ouvert built on J’ouvert in Carnival with AI-generated J’ouvert characters specific; and (3) Virtual Mas which builds on the masquerade.
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id acadia23_v1_220
id acadia23_v1_220
authors Ruan, Daniel; Adel, Arash
year 2023
title Robotic Fabrication of Nail Laminated Timber: A Case Study Exhibition
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 220-225.
summary Previous research projects (Adel, Agustynowicz, and Wehrle 2021; Adel Ahmadian 2020; Craney and Adel 2020; Adel et al. 2018; Apolinarska et al. 2016; Helm et al. 2017; Willmann et al. 2015; Oesterle 2009) have explored the use of comprehensive digital design-to-fabrication workflows for the construction of nonstandard timber structures employing robotic assembly technologies. More recently, the Robotically Fabricated Structure (RFS), a bespoke outdoor timber pavilion, demonstrated the potential for highly articulated timber architecture using short timber elements and human-robot collaborative assembly (HRCA) (Adel 2022). In the developed HRCA process, a human operator and a human fabricator work alongside industrial robotic arms in a shared working environment, enabling collaborative fabrication approaches. Building upon this research, we present an exploration adapting HRCA to nail-laminated timber (NLT) fabrication, demonstrated through a case study exhibition (Figures 1 and 2).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id acadia21_530
id acadia21_530
authors Adel, Arash; Augustynowicz, Edyta; Wehrle, Thomas
year 2021
title Robotic Timber Construction
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by S. Parascho, J. Scott, and K. Dörfler. 530-537.
doi https://doi.org/10.52842/conf.acadia.2021.530
summary Several research projects (Gramazio et al. 2014; Willmann et al. 2015; Helm et al. 2017; Adel et al. 2018; Adel Ahmadian 2020) have investigated the use of automated assembly technologies (e.g., industrial robotic arms) for the fabrication of nonstandard timber structures. Building on these projects, we present a novel and transferable process for the robotic fabrication of bespoke timber subassemblies made of off-the-shelf standard timber elements. A nonstandard timber structure (Figure 2), consisting of four bespoke subassemblies: three vertical supports and a Zollinger (Allen 1999) roof structure, acts as the case study for the research and validates the feasibility of the proposed process.
series ACADIA
type project
email
last changed 2023/10/22 12:06

_id caadria2017_147
id caadria2017_147
authors Agirachman, Fauzan Alfi, Ozawa, Yo, Indraprastha, Aswin, Shinozaki, Michihiko, Sitompul, Irene Debora Meilisa, Nuraeni, Ruri, Chirstanti, Augustine Nathania, Putra, Andrew Cokro and Zefanya, Teresa
year 2017
title Reimagining Braga - Remodeling Bandung's Historical Colonial Streetscape in Virtual Reality
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. 23-32
doi https://doi.org/10.52842/conf.caadria.2017.023
summary This paper presents the experience of the first phase of remodeling existing historical and colonial district in Bandung, Indonesia, including existing building façade, streetscape and street furniture. Braga Street is chosen as study case because it is a well-known historical street in Bandung with art deco style buildings constructed during Dutch colonial era. By remodeling it, it could help stakeholders to evaluate existing Braga street condition, to test any modification of buildings along the street and to determine specific regulation for the street. In this case, we use Unity3D and Oculus Rift DK2 for remodeling current situation. We gathered feedback from respondents using a questionnaire given after they experienced the model in VR. Many lessons learned from modeling process and respondents' feedback: higher frame rate to make seamless VR experience by having all components on a low poly model and provide smoother movement to prevent visual discomfort. This paper's conclusion gives suggestions for anyone who want to start architecture modeling in virtual reality for the very first time and how to optimize it.
keywords Virtual reality; historical building; digital reconstruction; streetscape
series CAADRIA
email
last changed 2022/06/07 07:54

_id ijac201715203
id ijac201715203
authors Agirbas, Asli and Emel Ardaman
year 2017
title Macro-scale designs through topological deformations in the built environment
source International Journal of Architectural Computing vol. 15 - no. 2, 134-147
summary Design studies are being done on contemporary master-plans which may be applied in many locations worldwide. Advances in information technology are becoming the base model of design studies, and these may be more effective than the efforts of humans in the field of architecture and urban design. However, urban morphology variables and constants must be considered while designing contemporary master-plans in the existing built environment. The aims of this study were to extend the use of computer software for different applications and to make a topological work in the regional context. Accordingly, a case study was made using the nCloth simulation tools to create non-Euclidean forms while protecting the road system, which is one of the constant parameters of urban morphology in the built environment.
keywords Conceptual design, built environment, simulation, contemporary master-plans, urban morphology, topology
series other
type normal paper
email
last changed 2019/08/02 08:30

_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
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
doi https://doi.org/10.52842/conf.acadia.2017.062
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 sigradi2017_031
id sigradi2017_031
authors Chaves Galvão, Carolina M.; Fernando Galvão, Eliton Siqueira
year 2017
title Patrimônio (Moderno) Digital como ação resiliente [Digital (Modern) Heritage as resilience action]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.219-222
summary The Modern Heritage in Aracaju is still a little researched subject and the available works need to be reviewed and expanded. This paper presents the first results of a work dedicated to the analysis and registration of the Modern Heritage as a resilient action to the losses suffered, so that this heritage will resist in time and persist in the memory, enabling future research and conservation actions. The case study was the Hora Oliveira residence, which was modeled using Revit © from the development of a template, in which information about original materials and pathologies present in the building were inserted.
keywords Digital heritage; Modern Architecture; Aracaju; Hora Oliveira residence.
series SIGRADI
email
last changed 2021/03/28 19:58

_id acadia17_238
id acadia17_238
authors El-Zanfaly, Dina
year 2017
title A Multisensory Computational Model for Human-Machine Making and Learning
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. 238-247
doi https://doi.org/10.52842/conf.acadia.2017.238
summary Despite the advancement of digital design and fabrication technologies, design practices still follow Alberti’s hylomorphic model of separating the design phase from the construction phase. This separation hinders creativity and flexibility in reacting to surprises that may arise during the construction phase. These surprises often come as a result of a mismatch between the sophistication allowed by the digital technologies and the designer’s experience using them. These technologies and expertise depend on one human sense, vision, ignoring other senses that could be shaped and used in design and learning. Moreover, pedagogical approaches in the design studio have not yet fully integrated digital technologies as design companions; rather, they have been used primarily as tools for representation and materialization. This research introduces a multisensory computational model for human-machine making and learning. The model is based on a recursive process of embodied, situated, multisensory interaction between the learner, the machines and the thing-in-the-making. This approach depends heavily on computational making, abstracting, and describing the making process. To demonstrate its effectiveness, I present a case study from a course I taught at MIT in which students built full-scale, lightweight structures with embedded electronics. This model creates a loop between design and construction that develops students’ sensory experience and spatial reasoning skills while at the same time enabling them to use digital technologies as design companions. The paper shows that making can be used to teach design while enabling the students to make judgments on their own and to improvise.
keywords education, society & culture; fabrication
series ACADIA
email
last changed 2022/06/07 07:55

_id ecaade2017_044
id ecaade2017_044
authors Fernando, Shayani, Reinhardt, Dagmar and Weir, Simon
year 2017
title Simulating Self Supporting Structures - A Comparison study of Interlocking Wave Jointed Geometry using Finite Element and Physical Modelling Methods
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 177-184
doi https://doi.org/10.52842/conf.ecaade.2017.2.177
summary Self-supporting modular block systems of stone or masonry architecture are amongst ancient building techniques that survived unchanged for centuries. The control over geometry and structural performance of arches, domes and vaults continues to be exemplary and structural integrity is analysed through analogue and virtual simulation methods. With the advancement of computational tools and software development, finite and discrete element modeling have become efficient practices for analysing aspects for economy, tolerances and safety of stone masonry structures. This paper compares methods of structural simulation and analysis of an arch based on an interlocking wave joint assembly. As an extension of standard planar brick or stone modules, two specific geometry variations of catenary and sinusoidal curvature are investigated and simulated in a comparison of physical compression tests and finite element analysis methods. This is in order to test the stress performance and resilience provided by three-dimensional joints respectively through their capacity to resist vertical compression, as well as torsion and shear forces. The research reports on the threshold for maximum sinusoidal curvature evidenced by structural failure in physical modelling methods and finite element analysis.
keywords Mortar-less; Interlocking; Structures; Finite Element Modelling; Models
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2017_002
id caadria2017_002
authors Haeusler, M. Hank, Muehlbauer, Manuel, Bohnenberger, Sascha and Burry, Jane
year 2017
title Furniture Design Using Custom-Optimised Structural Nodes
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. 841-850
doi https://doi.org/10.52842/conf.caadria.2017.841
summary Additive manufacturing techniques and materials have evolved rapidly during the last decade. Applications in architecture, engineering and construction are getting more attention as 3D printing is trying to find its place in the industry. Due to high material prices for metal 3d printing and in-homogenous material behaviour in printed plastic, 3D printing has not yet had a very significant impact at the scale of buildings. Limitations on scale, cost, and structural performance have also hindered the advancement of the technology and research up to this point. The research presented here takes a case study for the application of 3D printing at a furniture scale based on a novel custom optimisation approach for structural nodes. Through the concentration of non-standard geometry on the highly complex custom optimised nodes, 3D printers at industrial product scale could be used for the additive manufacture of the structural nodes. This research presents a design strategy with a digital process chain using parametric modeling, virtual prototyping, structural simulation, custom optimisation and additive CAD/CAM for a digital workflow from design to production. Consequently, the digital process chain for the development of structural nodes was closed in a holistic manner at a suitable scale.
keywords Digital fabrication; node optimisation; structural performance; 3D printing; carbon fibre.
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2017_001
id caadria2017_001
authors He, Yi, Schnabel, Marc Aurel, Chen, Rong and Wang, Ning
year 2017
title A Parametric Analysis Process for Daylight Illuminance - The Influence of Perforated Facade Panels on the Indoor Illuminance
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. 417-424
doi https://doi.org/10.52842/conf.caadria.2017.417
summary BIM modelling systems and graph-based modelling systems have been widely used in the architecture design process recently. Based on the systems, an alternative approach to study the influence of perforated façade panels on the indoor illuminance by using a parametric performance analysis in a practical architectural project is proposed. The workflow we developed makes the modelling process faster, more accurate, and easier to modify. From the circulation of modelling-to-analysis process, the performance can be compared, feedback can be generated. Accordingly, optimized design can be concluded. This study suggests an analysis method to evaluate the indoor illuminance performance in the early design stages. The simulation is not a conventional typical in-depth one, but a practical method to immediately evaluate the performance for each design alternative and provide guidelines for design modification. Moreover, the first generation of digital modeling programs allow designers to conceive new forms, and allow these forms to be controled and realized. It reacts to the conference theme by presenting a protocol for a digital workflow in the early stage of the design development.
keywords Daylight illuminance; BIM; parametric sustainability; parametric modelling; facade panels
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2017_013
id ecaade2017_013
authors Junk, Stefan and Gawron, Philipp
year 2017
title Development of parametric CAAD models for the additive manufacturing of scalable architectural models
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 419-426
doi https://doi.org/10.52842/conf.ecaade.2017.1.419
summary Architecture models are an essential component of the development process and enable a physical representation of virtual designs. In addition to the conventional methods of model production using the machining of models made of wood, metal, plastic or glass, a number of additive manufacturing processes are now available. These new processes enable the additive manufacturing of architectural models directly from CAAD or BIM data. However, the boundary conditions applicable to the ability to manufacture models with additive manufacturing processes must also be considered. Such conditions include the minimum wall thickness, which depends on the applied additive manufacturing process and the materials used. Moreover, the need for the removal of support structures after the additive manufacturing process must also be considered. In general, a change in the scale of these models is only possible at very high effort. In order to allow these restrictions to be adequately incorporated into the CAAD model, this contribution develops a parametrized CAAD model that allows such boundary conditions to be modified and adapted while complying with the scale. Usability of this new method is illustrated and explained in detail in a case study. In addition, this article addresses the additive manufacturing processes including subsequent post-processing.
keywords Digital manufacturing; Parametric design; Architectural model
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2017_163
id caadria2017_163
authors Kalantari, Saleh and Saleh Tabari, Mohammad Hassan
year 2017
title GrowMorph: Bacteria Growth Algorithm and Design
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. 479-487
doi https://doi.org/10.52842/conf.caadria.2017.479
summary GrowMorph is an ongoing research project that addresses the logic of bacterial cellular growth and its potential uses in architecture and design. While natural forms have always been an inspiration for human creativity, contemporary technology and scientific knowledge can allow us to advance the principle of biomimesis in striking new directions. By examining various patterns of bacterial growth, including their parametric logic, their use of responsive membranes and scaffolding structures, and their environmental fitness, this research creates new algorithmic design and construction models that can be applied through digital fabrication. Based on data from confocal microscopy, simulations were created using programming language Processing to model the environmental responses and morphology of the bacteria's growth. To demonstrate the utility of the results, the simulations created in this research were used to design an organically shaped pavilion and to suggest a new digital knitting process for material construction. The results from the study can inspire designers to make use of bacterial growth logic in their work, and provide them with practical tools for this purpose. Potential applications include novel designs for responsive surfaces, new fabrication processes, and unique spatial structures in future architectural work.
keywords Synthetic Biology; Architecture; Bio-fabrication; Bio-constructs; Design Computation
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia17_330
id acadia17_330
authors Krietemeyer, Bess; Bartosh, Amber; Covington, Lorne
year 2017
title Shared Realities: A Method for Adaptive Design Incorporating Real-Time User Feedback using Virtual Reality and 3D Depth-Sensing Systems
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. 330- 339
doi https://doi.org/10.52842/conf.acadia.2017.330
summary When designing interactive architectural systems and environments, the ability to gather user feedback in real time provides valuable insight into how the system is received and ultimately performs. However, physically testing or simulating user behavior with an interactive system outside of the actual context of use can be challenging due to time constraints and assumptions that do not reflect accurate social, behavioral, or environmental conditions. Employing evidence based, user-centered design practices from the field of human–computer interaction (HCI) coupled with emerging architectural design methodologies creates new opportunities for achieving optimal system performance and design usability for interactive architectural systems. This paper presents a methodology for developing a mixed reality computational workflow combining 3D depth sensing and virtual reality (VR) to enable iterative user-centered design. Using an interactive museum installation as a case study, user pointcloud data is observed via VR at full scale and in real time for a new design feedback experience. Through this method, the designer is able to virtually position him/herself among the museum installation visitors in order to observe their actual behaviors in context and iteratively make modifications instantaneously. In essence, the designer and user effectively share the same prototypical design space in different realities. Experimental deployment and preliminary results of the shared reality workflow are presented to demonstrate the viability of the method for the museum installation case study and for future interactive architectural design applications. Contributions to computational design, technical challenges, and ethical considerations are discussed for future work.
keywords design methods; information processing; hci; VR; AR; mixed reality; computer vision
series ACADIA
email
last changed 2022/06/07 07:52

_id acadia17_366
id acadia17_366
authors Lin, Yuming; Huang, Weixin
year 2017
title Behavior Analysis and Individual Labeling Using Data from Wi-Fi IPS
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. 366- 373
doi https://doi.org/10.52842/conf.acadia.2017.366
summary It is fairly important for architects and urban designers to understand how different people interact with the environment. However, traditional investigation methods for studying environmental behavior are quite limited in their coverage of samples and regions, which are not sufficient to delve into the behavioral differences of people. Only recently, the development of indoor positioning systems (IPS) and data-mining techniques has made it possible to collect full-time, full-coverage data for behavioral difference research and individualized identification. In our research, the Wi-Fi IPS system is chosen among the various IPS systems as the data source due to its extensive applicability and acceptable cost. In this paper, we analyzed a 60-day anonymized dataset from a ski resort, collected by a Wi-Fi IPS system with 110 Wi-Fi access points. Combining this with mobile phone data and questionnaires, we revealed some interesting characteristics of tourists from different origins through spatial-temporal behavioral data, and further conducted individual labeling through supervised learning. Through this case study, temporal-spatial behavioral data from an IPS system exhibited great potential in revealing individual characteristics besides exploring group differences, shedding light on the prospect of architectural space personalization.
keywords design methods; information processing; data mining; big data
series ACADIA
email
last changed 2022/06/07 07:59

_id caadria2017_079
id caadria2017_079
authors Miyake, Munetoshi, Fukuda, Tomohiro, Yabuki, Nobuyoshi and Motamedi, Ali
year 2017
title Outdoor MarkerLess Augmented Reality - A System for Visualizing Building Models Using Simultaneous Localization and Mapping
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. 95-104
doi https://doi.org/10.52842/conf.caadria.2017.095
summary In this study, an Augmented Reality (AR) system is developed to be used for visualizing design projects of buildings. In such design projects, it is desirable to enable design stakeholders visualizing the outcomes of different design options to reduce the resistance and hesitation towards new design challenges. The research proposes an outdoor mark-er-less AR using Simultaneous Localization and Mapping (SLAM) for the AR tracking. Our proposed system performs reconstruction and localization steps in real-time, as opposed to similar methods in which the reconstruction step is done offline. A case study has been performed for a de-sign scenario of buildings. The case study verified the performance of visualization and tracking.
keywords Architecture and urban environment; Augmented Reality (AR); Simultaneous Localization and Mapping (SLAM); Visualization
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2017_151
id ecaade2017_151
authors Moloney, Jules, Twose, Simon, Jenner, Ross, Globa, Anastasia and Wang, Rui
year 2017
title Lines from the Past - Non-photorealistic immersive virtual environments for the historical interpretation of unbuilt architectural drawings
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 711-720
doi https://doi.org/10.52842/conf.ecaade.2017.2.711
summary The trajectory of virtual reality for architecture is towards photo-realism. While this may be effective for some contexts, we propose that abstraction is more appropriate for the purposes of a historian interpreting drawings of unbuilt works of architecture. The case study we are using to explore this proposition is the Palazzo Littorio competition set in 1934 Rome. We present two prototype immersive virtual reality (iVR) applications developed in Unity for Oculus Rift: the first uses an etching aesthetic to produce a quasi-realistic site context and an interface that enables the comparative evaluation of competition entries from key viewing positions; the second application takes an even more abstract approach, where the aim is to immerse the historian within a 3D drawing, along with other historical material (drawings, photos, paintings, narrations of texts) and uses spatialized sound to evoke the ambience of the period.
keywords Virtual Reality; Non-Photorealism; Architectural History
series eCAADe
email
last changed 2022/06/07 07:58

_id cf2017_022
id cf2017_022
authors Noel, Vernelle A. A.
year 2017
title From Costuming and Dancing Sculptures to Architecture: The Corporeal and Computational in Design and Fabrication of Lightweight Mobile Structures
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 22-41.
summary This paper describes a new approach to designing and fabricating costuming and dancing sculptures and the potential application of this system at the architectural scale. I present a novel design system based on the movement, form, and spatial relation of characters and dancing sculptures in the Trinidad Carnival. I also present a system that produces lightweight mobile structures from 3D printed connections, lightweight rods, and textile. Through a detailed case study, a new dancing sculpture is designed, and a full-scale lightweight mobile structure at the architectural scale is fabricated. Fabrication of the lightweight structure is achieved using Digital Crafting and Crafting Fabrication approaches to wire-bending, which includes the early development of a digital fabrication program for rod elements. This work has potential implications for costuming and dancing sculptures; architecture; computational design; and craft practices.
keywords Lightweight Architectural Structures, Trinidad Carnival, Corporeal, Dancing Sculptures, Fabrication
series CAAD Futures
email
last changed 2017/12/01 14:37

_id sigradi2017_081
id sigradi2017_081
authors Patiño Mazo, Ever; David Andrés Torreblanca Díaz, Andrés Valencia-Escobar, Alejandro Zuleta Gil
year 2017
title Proceso Generativo de Texturas Paramétricas Bioinspiradas: Modelo Metodológico de experimentación [Generative Process of Bioinspired Parametric Textures: Methodological Model of Experimentation.]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.560-567
summary This article presents the development of a bioinspired generative model based on principles of biological growth, which aim is to build of an on line open source textures repertoire that can be used in design and / or architecture projects. The project is developed in three phases: (i) characterization and abstraction of biological referents, (ii) definition of the transformations and (iii) fabrication of the repertory. This text is focused on the second phase, in addition to the assignation of the experiments using the Taguchi method. Finally, all the phases were validated by means of a case study.
keywords Sistemas generativos; Bioinspiración; Fabricación digital; Taguchi; Repertorio de texturas.
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaade2017_143
id ecaade2017_143
authors Pizzigoni, Attilio, Paris, Vittorio, Micheletti, Andrea and Ruscica, Giuseppe
year 2017
title Advanced tools and algorithms for parametric landscape urbanism
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 461-470
doi https://doi.org/10.52842/conf.ecaade.2017.1.461
summary In the last decades, urban design has been influenced by its relationship with landscape. This has led to a new approach formalised and called Landscape Urbanism. Defining specific reading and analysis instruments together with proper design methods, capable of a transdisciplinary dialogue with geography, plant and biological world's languages, landscape urbanism can undoubtedly obtain more performing purposes than the ones achieved by traditional urban planning. Moreover, new digital tools are appearing, providing urbanism with new instruments for an advanced and interactive way to design cities in close relationship with landscape. The process starts with the acquisition of large quantity of data, like georeferenced maps in conjunction with relevant information about the territory, such as traffic and atmospheric pollution data, important buildings and monuments or significant landscape elements (rivers, mountains, etc.). All this information is combined onto multiple layers in order to be used by different design algorithms, connected by multi-dimensional arrays, whose reciprocal relations are dynamically controlled by architects and engineers. We will present here the case study of an ecological and regenerative infrastructure for the city of Bergamo designed on the basis of these principles, using a convenient combination of parametric tools.
keywords algorithmic city planning; landscape urbanism; post-urban architecture
series eCAADe
email
last changed 2022/06/07 08:00

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