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 424

_id acadia17_392
id acadia17_392
authors Mesa, Olga; Stavric, Milena; Mhatre, Saurabh; Grinham, Jonathan; Norman, Sarah; Sayegh, Allen; Bechthold, Martin
year 2017
title Non-Linear Matters: Auxetic Surfaces
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. 392- 403
doi https://doi.org/10.52842/conf.acadia.2017.392
summary Auxetic structures exhibiting non-linear buckling are a prevalent research topic in the material sciences due to the ability to tune their reversible actuation, porosity, and negative Poisson’s ratio. However, the research is limited to feature sizes at scales below 10 mm2, and to date, there are no available efficient design and prototyping methods for architectural designers. Our study develops design principles and workflow methods to transform standard materials into auxetic surfaces at an architectural scale. The auxetic behavior is accomplished through buckling and hinging by subtracting from a homogeneous material to create perforated patterns. The form of the perforations, including shape, scale, and spacing, determines the behavior of multiple compliant "hinges" generating novel patterns that include scaling and tweening transformations. An analytical method was introduced to generate hinge designs in four-fold symmetric structures that approximate non-linear buckling. The digital workflow integrates a parametric geometry model with non-linear finite element analysis (FEA) and physical prototypes to rapidly and accurately design and fabricate auxetic materials. A robotic 6-axis waterjet allowed for rapid production while maintaining needed tolerances. Fabrication methods allowed for spatially complex shaping, thus broadening the design scope of transformative auxetic material systems by including graphical and topographical biases. The work culminated in a large-scale fully actuated and digitally controlled installation. It was comprised of auxetic surfaces that displayed different degrees of porosity, contracting and expanding while actuated electromechanically. The results provide a promising application for the rapid design of non-linear auxetic materials at scales complimentary to architectural products.
keywords material and construction; CAM; prototyping; smart materials; auxetic
series ACADIA
email
last changed 2022/06/07 07:58

_id caadria2017_182
id caadria2017_182
authors Austin, Matthew
year 2017
title The Other Digital - What is the Glitch in Architecture?
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. 551-559
doi https://doi.org/10.52842/conf.caadria.2017.551
summary This paper will discuss and investigate the issues with the concept of 'glitch' in architecture. There are currently two definitions that sit in a symbiotic relationship with each other; Moradi's (2004) and Menkman's (2011). This paper will explore the implications of these two approaches, while investigating the possibility of a third, unique definition (the encoded transform), and what effect they have on the possibility for a 'glitch architecture'. The paper will then focus on the glitches' capacity to be disruptive within the design process. In the context of architecture, it has been previously argued that the inclusion of glitches within a design process can easily create a process that does not 'converge' to a desired design outcome, but instead shifts haphazardly within a set of family resemblances (Austin & Perin 2015). Further to this, it will be revealed that this 'divergent' quality of glitches is due to the encoded nature of architectural production.
keywords Glitch aesthetics; Theory; Algorithmic Design; Process.
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaaderis2018_103
id ecaaderis2018_103
authors Davidová, Marie and Prokop, Šimon
year 2018
title TreeHugger - The Eco-Systemic Prototypical Urban Intervention
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 75-84
keywords The paper discusses co-design, development, production, application of TreeHugger (see Figure 1). The co-design among community and trans-disciplinary participants with different expertise required scope of media mix, switching between analogue, digital and back again. This involves different degrees of physical and digital 'GIGA-Mapping' (Sevaldson, 2011, 2015), 'Grasshopper3d' (Davidson, 2017) scripting and mix of digital and analogue fabrication to address the real life world. The critical participation of this 'Time-Based Design' (Sevaldson, 2004, 2005) process is the interaction of the prototype with eco-systemic agency of the adjacent environment - the eco-systemic performance. The TreeHugger is a responsive solid wood insect hotel, generating habitats and edible landscaping (Creasy, 2004) on bio-tope in city centre of Prague. To extend the impact, the code was uploaded for communities to download, local-specifically edit and apply worldwide. Thus, the fusion of discussed processes is multi-scaled and multi-layered, utilised in emerging design field: Systemic Approach to Architectural Performance.
series eCAADe
email
last changed 2018/05/29 14:33

_id ecaade2017_265
id ecaade2017_265
authors Motalebi, Nasim and Duarte, José Pinto
year 2017
title A Shape Grammar of Emotional Postures - An approach towards encoding the analogue qualities of bodily expressions of emotions
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. 485-492
doi https://doi.org/10.52842/conf.ecaade.2017.2.485
summary This paper is concerned with the translation of analogue qualities of human emotions into digital readings. Human body postures are considered as one of the main behavioral conduits for non-verbal communication and emotional expressions (Shan et.al., 2007). This research is the first step towards identifying and detecting emotions through posture analysis of users moving through space; leading towards generating real time responses in the form of spatial configurations to users' emotions. Such spatial configurations would then help inhabitants reach certain emotional states that would enhance their life quality. In order to achieve this goal, we propose a methodology for developing a comprehensive shape grammar algorithm that could evaluate and predict bodily expressions of emotions. The importance of this study lies under the embodied interactions (Streech et.al., 2011) in space. As the circumfixed space impacts the embodied mind, the body impacts its surrounding including the architectural space.
keywords Shape Grammar; Computation; Emotion; Posture; Interactive Architecture
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia17_512
id acadia17_512
authors Rossi, Andrea; Tessmann, Oliver
year 2017
title Collaborative Assembly of Digital Materials
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. 512- 521
doi https://doi.org/10.52842/conf.acadia.2017.512
summary Current developments in design-to-production workflows aim to allow architects to quickly prototype designs that result from advanced design processes while also embedding the constraints imposed by selected fabrication equipment. However, the enduring physical separation between design space and fabrication space, together with a continuous approach to both design, via NURBs modeling software, and fabrication, through irreversible material processing methods, limit the possibilities to extend the advantages of a “digital” approach (Ward 2010), such as full editability and reversibility, to physical realizations. In response to such issues, this paper proposes a processto allow the concurrent design and fabrication of discrete structures in a collaborative process between human designer and a 6-axis robotic arm. This requires the development of design and materialization procedures for discrete aggregations, including the modeling of assembly constraints, as well as the establishment of a communication platform between human and machine actors. This intends to offer methods to increase the accessibility of discrete design methodologies, as well as to hint at possibilities for overcoming the division between design and manufacturing (Carpo 2011; Bard et al. 2014), thus allowing intuitive design decisions to be integrated directly within assembly processes (Johns 2014).
keywords material and construction; construction/robotics; smart assembly/construction; generative system
series ACADIA
email
last changed 2022/06/07 07:56

_id acadia17_128
id acadia17_128
authors Bacharidou, Maroula
year 2017
title Touch, See, Make: Employing Active Touch in Computational Making
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
doi https://doi.org/10.52842/conf.acadia.2017.128
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_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 cf2017_533
id cf2017_533
authors El-Zanfaly, Dina; Abdelmohsen, Sherif
year 2017
title Imitation in Action: A Pedagogical Approach for Making Kinetic 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. 533-545.
summary One of the problems in teaching students how to design kinetic architecture is the difficulty of helping them grasp concepts like motion, physical computing and fabrication, concepts not generally dealt with in conventional architectural projects. In this paper, we introduce a pedagogical method for better utilizing prototyping and explore the role prototyping plays in learning and conceptualizing design ideas. Our method is based on building the learner’s sensory experience through iteration and focusing on the process as well as the product. Specifically, our research attempts to address the following questions: How can architecture students anticipate and feel motion while they design kinetic prototypes? How do their prototypes enable them to explore design ideas? As a case study, we applied our methodology in an 8-week workshop in a fabrication laboratory in Cairo, Egypt. The workshop was open to young architects and students who had completed at least four semesters of study at the university. We describe the pedagogical approach we developed to build the sensory experience of making motion, and demonstrate the basic setting and stages of the workshop. We show how a cyclical learning process, based on perception and action -- copying and iteration -- contributed to the students’ learning experience and enabled them to create and improvise on their own.
keywords Kinetic Architecture, Digital Fabrication, Sensory Experience, Computational Making, Imitation
series CAAD Futures
email
last changed 2017/12/01 14:38

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

_id ecaade2017_144
id ecaade2017_144
authors Lange, Christian J.
year 2017
title Elements | robotic interventions II
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. 671-678
doi https://doi.org/10.52842/conf.ecaade.2017.1.671
summary Reviewing the current research trends in robotic fabrication around the world, the trajectory promises new opportunities for innovation in Architecture and the possible redefinition of the role of the Architect in the industry itself. New entrepreneurial, innovative start-ups are popping up everywhere challenging the traditional model of the architect. However, it also poses new questions and challenges in the education of the architect today. What are the appropriate pedagogical methods to instill enthusiasm for new technologies, materials, and craft? How do we avoid the pure application of pre-set tools, such as the use of the laser cutter has become, which in many schools around the world has caused problems rather than solving problems? How do we teach students to invent their tools especially in a society that doesn't have a strong background in the making? The primary focus of this paper is on how architectural CAAD/ CAM education through the use of robotic fabrication can enhance student's understanding, passion and knowledge of materiality, technology, and craftsmanship. The paper is based on the pedagogical set-up and method of an M. Arch I studio that was taught by the author in fall 2016 with the focus on robotic fabrication, materiality, traditional timber construction systems, tool design and digital and physical craftsmanship.
keywords CAAD Education, Digital Technology, Craftsmanship, Material Studies, Tool Design, Parametric Modeling, Robotic Fabrication
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2023_362
id caadria2023_362
authors Luo, Jiaxiang, Mastrokalou, Efthymia, Aldabous, Rahaf, Aldaboos, Sarah and Lopez Rodriguez, Alvaro
year 2023
title Fabrication of Complex Clay Structures Through an Augmented Reality Assisted Platform
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 413–422
doi https://doi.org/10.52842/conf.caadria.2023.1.413
summary The relationship between clay manufacturing and architectural design has a long trajectory that has been explored since the early 2000s. From a 3D printing or assembly perspective, using clay in combination with automated processes in architecture to achieve computational design solutions is well established. (Yuan, Leach & Menges, 2018). Craft-based clay art, however, still lacks effective computational design integration. With the improvement of Augmented Reality (AR) technologies (Driscoll et al., 2017) and the appearance of digital platforms, new opportunities to integrate clay manufacturing and computational design have emerged. The concept of digitally transferring crafting skills, using holographic guidance and machine learning, could make clay crafting accessible to more workers while creating the potential to share and exchange digital designs via an open-source manufacturing platform. In this context, this research project explores the potential of integrating computational design and clay crafting using AR. Moreover, it introduces a platform that enables AR guidance and the digital transfer of fabrication skills, allowing even amateur users with no prior making experience to produce complex clay components.
keywords Computer vision, Distributed manufacturing, Augmented craftsmanship, Augmented reality, Real-time modification, Hololens
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2017_105
id ecaade2017_105
authors Miodragovic Vella, Irina and Kotnik, Toni
year 2017
title Stereotomy, an Early Example of a Material System
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. 251-258
doi https://doi.org/10.52842/conf.ecaade.2017.2.251
summary Stereotomy originated as a technique that accumulated theoretical and practical knowledge on stone material properties and construction. At its peak in the nineteenth century, by pushing the structure and construction limits, it gained the ability of using "the weight of the stone against itself by making it hover in space through the very weight that should make it fall down" (Perrault 1964, cited Etelin, 2012). The modern architectural tectonics, based on structural comprehension in architecture, found no value in stereotomy beyond its early, Gothic period. Similarly, digital architectural theory recognized in Gothic the early examples of a material systems. This paper reassesses stereotomy at its fundamental levels, as a material system based on generative processes that assimilate structure and construction through parameterization. In this way, a theoretical framework is established that exposes stereotomy's intrinsic potentials: the continuity of historic and contemporary examples, overlaps between current research endeavours, and its genuine relevance for contemporary digital architecture.
keywords stereotomy, material system, Abeille vault, parametric design
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia17_000
id acadia17_000
authors Nagakura, Takehiko; Tibbits, Skylar; Iba?ez, Mariana and Mueller, Caitlin (eds.)
year 2017
title ACADIA 2017: DISCIPLINES & DISRUPTION
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), 706 p.
doi https://doi.org/10.52842/conf.acadia.2017
summary The Proceedings of the ACADIA 2017 conference contains peer reviewed research papers presented at the 37th annual conference of the Association for Computer Aided Design in Architecture. Disciplines & Disruption initiates a dialog about the state of the discipline of architecture and the impact of technology in shaping or disrupting design, methods and cultural fronts. For the past 30 years, distinctive advancements in technologies have delivered unprecedented possibilities to architects and enabled new expressions, performance, materials, fabrication and construction processes. Simultaneously, digital technology has permeated the social fabric around architecture with broad influences ranging from digital preservation to design with the developing world. Driven by technological, data and material advances, architecture now witnesses the moment of disruption, whereby formerly distinct areas of operation become increasingly connected and accessible to architecture's sphere of concerns in ways never before possible. Distinctions between design and making, building and urban scale, architecture and engineering, real and virtual, on site and remote, physical and digital data, professionals and crowds, are diminishing as technology increases the designer's reach far beyond the confines of the drafting board. This conference provides a platform to investigate the shifting landscape of the discipline today, and to help define and navigate the future.
keywords Computer Aided Design, ACADIA, ACADIA 2017, ACADIA Conference, Architecture
series ACADIA
email
last changed 2022/06/07 07:49

_id acadia17_502
id acadia17_502
authors Rosenwasser, David; Mantell, Sonya; Sabin, Jenny
year 2017
title Clay Non-Wovens: Robotic Fabrication and Digital Ceramics
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. 502- 511
doi https://doi.org/10.52842/conf.acadia.2017.502
summary Clay Non-Wovens develops a new approach for robotic fabrication, applying traditional craft methods and materials to a fundamentally technical and precise fabrication methodology. This paper includes new explorations in robotic fabrication, additive manufacturing, complex patterning, and techniques bound in the arts and crafts. Clay Non-Wovens seeks to develop a system of porous cladding panels that negotiate circumstances of natural daylighting through parameters dealing with textile (woven and non-woven) patterning and line typologies. While additive manufacturing has been built predominantly on the basis of extrusion, technological developments in the field of 3D printing seldom acknowledge the bead or line of such extrusions as more than a nuisance. Blurring of recognizable layers is often seen as progress, but it does away with visible traces of a fabrication process. Historically, however, construction methods in architecture and the building industry have celebrated traces of making ranging from stone cutting to log construction. With growing interest in digital craft within the fields of architecture and design, we seek to reconcile our relationship with the extruded bead and reinterpret it as a fiber and three-dimensional drawing tool. The traditional clay coil is to be reconsidered as a structural fiber rather than a tool for solid construction. Building upon this body of robotically fabricated clay structures required the development of three distinct but connected techniques: 1. construction of a simple end effector for extrusion; 2. development of a clay body and; 3. using computational design tools to develop formwork and toolpath geometries.
keywords design methods; information processing; fabrication; digital craft; manual craft; prototyping
series ACADIA
email
last changed 2022/06/07 07:56

_id ecaade2023_259
id ecaade2023_259
authors Sonne-Frederiksen, Povl Filip, Larsen, Niels Martin and Buthke, Jan
year 2023
title Point Cloud Segmentation for Building Reuse - Construction of digital twins in early phase building reuse projects
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 327–336
doi https://doi.org/10.52842/conf.ecaade.2023.2.327
summary Point cloud processing has come a long way in the past years. Advances in computer vision (CV) and machine learning (ML) have enabled its automated recognition and processing. However, few of those developments have made it through to the Architecture, Engineering and Construction (AEC) industry. Here, optimizing those workflows can reduce time spent on early-phase projects, which otherwise could be spent on developing innovative design solutions. Simplifying the processing of building point cloud scans makes it more accessible and therefore, usable for design, planning and decision-making. Furthermore, automated processing can also ensure that point clouds are processed consistently and accurately, reducing the potential for human error. This work is part of a larger effort to optimize early-phase design processes to promote the reuse of vacant buildings. It focuses on technical solutions to automate the reconstruction of point clouds into a digital twin as a simplified solid 3D element model. In this paper, various ML approaches, among others KPConv Thomas et al. (2019), ShapeConv Cao et al. (2021) and Mask-RCNN He et al. (2017), are compared in their ability to apply semantic as well as instance segmentation to point clouds. Further it relies on the S3DIS Armeni et al. (2017), NYU v2 Silberman et al. (2012) and Matterport Ramakrishnan et al. (2021) data sets for training. Here, the authors aim to establish a workflow that reduces the effort for users to process their point clouds and obtain object-based models. The findings of this research show that although pure point cloud-based ML models enable a greater degree of flexibility, they incur a high computational cost. We found, that using RGB-D images for classifications and segmentation simplifies the complexity of the ML model but leads to additional requirements for the data set. These can be mitigated in the initial process of capturing the building or by extracting the depth data from the point cloud.
keywords Point Clouds, Machine Learning, Segmentation, Reuse, Digital Twins
series eCAADe
email
last changed 2023/12/10 10:49

_id sigradi2017_085
id sigradi2017_085
authors Vazquez, Elena
year 2017
title A Grammar of Perforated Masonry Walls
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.590-597
summary This paper describes a grammar for Perforated Masonry Walls of contemporary Paraguayan brick architecture. In these walls, bricks are arranged to generate different patterns, utilizing a series of rules that define the formal relation between oblongs. The masonry walls selected for this study provide shade and natural ventilation, and are used to improve thermal comfort in buildings. The paper, first, presents an analytical study that extracts the underlying generative rules for pattern-making of these masonry walls illustrating the construction logic of the walls. Then, a generative exploration that demonstrates the possible uses of the developed grammar is shown.
keywords Shape grammars; Design rules; Shading Strategies.
series SIGRADI
email
last changed 2021/03/28 19:59

_id caadria2017_069
id caadria2017_069
authors Dritsas, Stylianos, Chen, Lujie and Sass, Lawrence
year 2017
title Small 3D Printers / Large Scale Artifacts - Computation for Automated Spatial Lattice Design-to-Fabrication with Low Cost Linear Elements and 3D Printed 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. 821-830
doi https://doi.org/10.52842/conf.caadria.2017.821
summary The presented process enables users to design, fabricate and assemble spatial lattices comprised of linear stock materials such as round section timber, aluminum or acrylic dowels and complex 3D printed joints. The motivation for the development of this application is informed by the incredible availability of low cost 3D printers which enable anyone to produce small scale artifacts; deploying rapid prototyping to achieve larger scale artifacts than the machine's effective work envelope is a challenge for additive manufacturing; and the trend in the design computing world away highly technical specialized software towards general public applications.
keywords Design Computation; Digital Fabrication; 3D Printing; Spatial Lattices; Design to Production
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_397
id ecaadesigradi2019_397
authors Cristie, Verina and Joyce, Sam Conrad
year 2019
title 'GHShot': a collaborative and distributed visual version control for Grasshopper parametric programming
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 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 35-44
doi https://doi.org/10.52842/conf.ecaade.2019.3.035
summary When working with parametric models, architects typically focus on using rather structuring them (Woodbury, 2010). As a result, increasing design complexity typically means a convoluted parametric model, amplifying known problems: 'hard to understand, modify, share and reuse' (Smith 2007; Davis 2011). This practice is in contrast with conventional software-programming where programmers are known to meticulously document and structure their code with versioning tool. In this paper, we argue that versioning tools could help to manage parametric modelling complexity, as it has been showing with software counterparts. Four key features of version control: committing, differentiating, branching, and merging, and how they could be implemented in a parametric design practice are discussed. Initial user test sessions with 5 student designers using GHShot Grasshopper version control plugin (Cristie and Joyce 2018, 2017) revealed that the plugin is useful to record and overview design progression, share model, and provide a fallback mechanism.
keywords Version Control; Parametric Design; Collaborative Design; Design Exploration
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id sigradi2018_1405
id sigradi2018_1405
authors Massara Rocha, Bruno; Santo Athié, Katherine
year 2018
title Emerging senses from Smart Cities phenomenon
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, Săo Carlos 7 - 9 November 2018, pp. 434-441
summary The paper analyses the emerging senses from the Smart Cities phenomenon, using as background Lemos (2017), Maia (2013), Rozestraten (2016), Söderström, Paache & Klauser (2014) and evaluating the speeches found in the SmartCity Expo Curitiba. We identified three basic senses: the binary utopia/ficcion, business and informational city, discussed by philosophers such as Foucault (2017), Lévy (2011) e Harvey (2014). The results outline the importance of political role of technology and adverts that it must not be controlled by business. Finally, the paper concludes that the smartest technology is one that opens space to the inclusion of greater human expressivity and subjectivity, not inducing a space of control.
keywords Smart cities; Digital technologies; Technopolitics;
series SIGRADI
email
last changed 2021/03/28 19:58

_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
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
doi https://doi.org/10.52842/conf.acadia.2017.102
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

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