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 176

_id ecaade2017_271
id ecaade2017_271
authors Narahara, Taro
year 2017
title Collective Construction Modeling and Machine Learning: Potential for Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2017.2.341
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. 341-348
summary Recently, there are significant developments in artificial intelligence using advanced machine learning algorithms such as deep neural networks. These new methods can defeat human expert players in strategy-based board games such as Go and video games such as Breakout. This paper suggests a way to incorporate such advanced computing methods into architectural design through introducing a simple conceptual design project inspired by computational interpretations of wasps' collective constructions. At this stage, the paper's intent is not to introduce a practical and fully finished tool directly useful for architectural design. Instead, the paper proposes an example of a program that can potentially become a conceptual framework for incorporating such advanced methods into architectural design.
keywords Design tools; Stigmergy; Machine learning
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia17_482
id acadia17_482
authors Penman, Scott
year 2017
title Toward Computational Play
doi https://doi.org/10.52842/conf.acadia.2017.482
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. 482- 491
summary The day is not far off when autonomous, artificially intelligent agents will be employed in creative industries such as architecture and design. Artificial intelligence is rapidly becoming ubiquitous, and it has absorbed many capabilities once thought beyond its reach. As such, it is critical that we reflect on the relationship between AI and design. Design is often tasked with pushing the envelope in the quest for novel meaning and experience. Designers can’t always rely upon existing models to judge their work. Operating like this requires a curious and open mind, a willingness to eschew reward and occasionally break the rules, and a desire to explore for the sake of exploring. These behaviors fly in the face of traditional implementations of computation and raise difficult questions about the autonomy and subjectivity of artificially intelligent machines. This paper proposes computational play as a field of research that covers how and why designers roam as freely as they do, what the creative potential of such exploration might be, and how such techniques might responsibly be implemented in computational machines. The work argues that autotelism, defined as internal motivation, is an essential aspect of play and outlines how it can be incorporated in a computational framework. The work also demonstrates a proof-of-concept in the form of an autonomous drawing machine that is able to plot a drawing, view the drawing, and make decisions based on what it sees, bringing computational vision and computational drawing together into a cyclical process that permits the use of autotelic play behavior.
keywords design methods; information processing; art and technology; computational / artistic cultures
series ACADIA
email
last changed 2022/06/07 08:00

_id cf2017_321
id cf2017_321
authors Rossini, Francesco Livio; Novembri, Gabriele; Fioravanti, Antonio
year 2017
title AS&BIM – A Unified Model of Agent Swarm and BIM to Manage the Complexity of the Building Process
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. 321-332.
summary Analyzing the success rate of the building process, it emerges that it is an industrial sector that lacks efficiency. Nevertheless, during decades the trend was to compare and bring into contact manufacturing management procedures vis-?-vis the building industry. But, whilst a manufacturing product is essentially a standard object produced in a controlled environment, a building is a prototype in itself. To bridge this gap research on Artificial Intelligence was conducted, so as to move from the traditional trial-and-error process to the simulation approach, defining in a virtual environment results of design and management choices before the real application, thus mitigating risks. To attain these results, a prototype was developed based on the Hybrid Actor Agent approach. The Agents, governed by their rules, behaviors and goals, define actions while Actors manage communication among them. The Network intertwined among these Agent/Actor systems is capable of stratifying knowledge based on the success rate of the choices made. The result of these concurrent computations is an optimized building process flow-chart
keywords Artificial Intelligence, Project Management, Building Information Modeling
series CAAD Futures
email
last changed 2017/12/01 14:38

_id acadia17_266
id acadia17_266
authors Gonzalez Rojas,Paloma
year 2017
title Space and Motion: Data-Driven Model of 4D Pedestrian Behavior
doi https://doi.org/10.52842/conf.acadia.2017.266
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. 266-273
summary The understanding of space relies on motion, as we experience space by crossing it in time, space’s fourth dimension. However, architects lack the necessary tools to incorporate people's motion into their design of space. As a consequence, architects fail to connect space with the motion of the people that inhabit their buildings, creating disorienting environments. Further, what if augmentation technology changes how we inhabit space and the static built environment does not fit people anymore? This paper explores the problem of developing a model from people's motion, to inform and augment the architecture design process in the early stages. As an outcome, I have designed a model based on data from human-space interaction obtained through field work. First, relevant behavior was identified and recorded. Second, a metric was extracted from the data and composed by speed, the 4th D dimension as time, and gestures. Third, the original behavior was rebuilt, producing a set of rules. The rules were combined to form the model of human-space interaction. This generalizable model provides a novel approach to designing space based on data from people. Moreover, this paper presents a means of incorporating inhabitants' behavior into digital design. Finally, the model contributes to the advancement of people's motion research for general applications, such as in transport engineering, robotics, and cognitive sciences.
keywords design methods; information processing; simulation & optimization; data visualization
series ACADIA
email
last changed 2022/06/07 07:51

_id ecaade2017_198
id ecaade2017_198
authors Hussein, Hussein, Agkathidis, Asterios and Kronenburg, Robert
year 2017
title Free-form Transformation Of Spatial Bar Structures - Developing a design framework for kinetic surfaces geometries by utilising parametric tools
doi https://doi.org/10.52842/conf.ecaade.2017.1.747
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. 747-756
summary This paper presents a design framework for free-form transformation of kinetic, spatial bar structures using computational design techniques. Spatial bar structures considered as deployable, transformable kinetic structures composed of straight, linear members, assembled in a three-dimensional configuration. They are often utilised in portable, mobile or transformable buildings. Transformable systems of spatial bar structures are mostly based on modification of primitive shapes (e.g. box, sphere, and cylinder). Each system is subdivided into multiple members having the same shape, the so-called kinetic blocks. Some diverse precedents made to develop other forms of transformation of these structures with some issues. This research project will investigate how a free-form transformation of spatial bar systems can be achieved, by redesigning the kinetic block in relation to architectural, technical parameters. In order to develop a physical prototype of the kinetic block, and assess its potential in enabling free-form transformation of a spatial bar system, a design framework incorporating parametric, algorithmic and kinetic design strategies is required. The proposed design workflow consists of three main phases: form-finding, stability validation and actuation.
keywords Parametric design; Kinetic; transformable; deployable; Free-form; design strategy
series eCAADe
email
last changed 2022/06/07 07:50

_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
doi https://doi.org/10.52842/conf.acadia.2017.330
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
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_640
id acadia17_640
authors Yousif, Shermeen; Yan, Dr. Wei; Culp, Dr. Charles
year 2017
title Incorporating Form Diversity into Architectural Design Optimization
doi https://doi.org/10.52842/conf.acadia.2017.640
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. 640- 649
summary In this study, we introduce a new approach that incorporates form diversity into architectural design optimization, which will potentially accommodate designers' aesthetic judgment into the whole building optimization process. Form diversity is defined here as the level of difference in building geometric forms. We developed a form comparison algorithm to lead to a reasonable number of optimal design solutions of highly diverse forms. This allows for a post-optimization articulation of preferred solutions, and helps satisfy the aesthetic criterion in parallel to the measurable objectives. The methodology involves experimenting and prototyping. Experiments were done at different progress levels of the optimization tasks to test the feasibility of the system’s framework. A prototype framework was developed using parametric modeling, energy simulation, daylight simulation, Pareto optimization, and Multi-Objective Genetic Algorithms. The initial results demonstrate that the system has the capability to successfully work as desired with possible improvements. Comparison of results before and after shape comparison is discussed.
keywords design methods; information processing; simulation; optimization; form finding; generative system
series ACADIA
email
last changed 2022/06/07 07:57

_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 sigradi2017_014
id sigradi2017_014
authors Bonilla Vallejo, Mario Andres; Denise Mônaco dos Santos, Douglas Lopes de Souza, Pena Martinez, Andressa Carmo
year 2017
title La práctica de la colaboración en los procesos digitales de diseño: Investigación - Acción [The practice of collaboration in digital processes design: Investigation 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.106-113
summary This paper aims to present reflections on the practice of collaboration in the project JAM! Diálogos emergentes e processos digitais de projeto. For this, we analyzed the interaction and communication of a geographically distributed work team in Brazil, through a research - action methodology. Here be considered as main aspects the digital tools and technologies that support the development of remote architectural projects. Therefore, advances in the CSCW area taken into account for such analysis. This work linked to a master's research that be carry out at the Federal University of Viçosa
keywords Process design; Collaboration; Groupware; Collective intelligence.
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2017_254
id ecaade2017_254
authors Werner, Liss C.
year 2017
title A cloud recycling light - (human) feedback matters
doi https://doi.org/10.52842/conf.ecaade.2017.1.699
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. 699-708
summary The paper focuses on the question "How does our built environment, urban culture and architectural production change through humans feeding back into digital systems of pre-fabrication and systems fostering industry 4.0?" It discusses some risks and possibilities of digitisation and the city in an era of sustainability, networked design methods, production processes and digital communication tools in the midst of The Internet of Things. Glimpses into the case studies 'a cloud recycling light', 'dynamic field feedback' and 'urban rigid origami switch' discuss the impact of material behaviour, human and machine feedback into digital systems - their behaviour, their ways of communication, the possibility of optimising future design iterations and their form. All of which may result in new architectural and urban typologies, driven by increasingly agile ways of weaving together complex systems.
keywords Industry 4.0; industrial production; Internet of Things; cybernetics; collective intelligence; feedback
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2021_203
id ecaade2021_203
authors Arora, Hardik, Bielski, Jessica, Eisenstadt, Viktor, Langenhan, Christoph, Ziegler, Christoph, Althoff, Klaus-Dieter and Dengel, Andreas
year 2021
title Consistency Checker - An automatic constraint-based evaluator for housing spatial configurations
doi https://doi.org/10.52842/conf.ecaade.2021.2.351
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 351-358
summary The gradual rise of artificial intelligence (AI) and its increasing visibility among many research disciplines affected Computer-Aided Architectural Design (CAAD). Architectural deep learning (DL) approaches are being developed and published on a regular basis, such as retrieval (Sharma et al. 2017) or design style manipulation (Newton 2019; Silvestre et al. 2016). However, there seems to be no method to evaluate highly constrained spatial configurations for specific architectural domains (such as housing or office buildings) based on basic architectural principles and everyday practices. This paper introduces an automatic constraint-based consistency checker to evaluate the coherency of semantic spatial configurations of housing construction using a small set of design principles to evaluate our DL approaches. The consistency checker informs about the overall performance of a spatial configuration followed by whether it is open/closed and the constraints it didn't satisfy. This paper deals with the relation of spaces processed as mathematically formalized graphs contrary to existing model checking software like Solibri.
keywords model checking, building information modeling, deep learning, data quality
series eCAADe
email
last changed 2022/06/07 07:54

_id cf2017_110
id cf2017_110
authors Koenig, Reinhard; Miao, Yufan; Knecht, Katja; Bus, Peter; Mei-Chih, Chang
year 2017
title Interactive Urban Synthesis: Computational Methods for Fast Prototyping of Urban Design Proposals
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, p. 110.
summary In this paper, we present a method for generating fast conceptual urban design prototypes. We synthesize spatial configurations for street networks, parcels and building volumes. Therefore, we address the problem of implementing custom data structures for these configurations and how the generation process can be controlled and parameterized. We exemplify our method by the development of new components for Grasshopper/Rhino3D and their application in the scope of selected case studies. By means of these components, we show use case applications of the synthesis algorithms. In the conclusion, we reflect on the advantages of being able to generate fast urban design prototypes, but we also discuss the disadvantages of the concept and the usage of Grasshopper as a user interface.
keywords Procedural grammars, Artificial intelligence in design, Urban synthesis, Generative design, Grasshopper plugin, Cognitive design computing
series CAAD Futures
email
last changed 2017/12/01 14:37

_id ecaade2023_44
id ecaade2023_44
authors Mayrhofer-Hufnagl, Ingrid and Ennemoser, Benjamin
year 2023
title From Linear to Manifold Interpolation: Exemplifying the paradigm shift through interpolation
doi https://doi.org/10.52842/conf.ecaade.2023.2.419
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. 419–429
summary The advent of artificial intelligence, specifically neural networks, has marked a significant turning point in the field of computation. During such transformative times, we are often faced with a dearth of appropriate vocabulary, which forces us to rely on existing terms, regardless of their inadequacy. This paper argues that the term “interpolation,” typically used in deep learning (DL), is a prime example of this phenomenon. It is not uncommon for beginners to misunderstand its meaning, as DL pioneer Francois Chollet (2017) has noted. This misreading is especially true in the discipline of architecture, and this study aims to demonstrate how the meaning of “interpolation” has evolved in the second digital turn. We begin by illustrating, using 2D data, the difference between linear interpolation in the context of topological figures and its use in DL algorithms. We then demonstrate how 3DGANs can be employed to interpolate across different topologies in complex 3D space, highlighting the distinction between linear and manifold interpolation. In both 2D and 3D examples, our results indicate that the process does not involve continuous morphing but instead resembles the piecing together of a jigsaw puzzle to form many parts of a larger ambient space. Our study reveals how previous architectural research on DL has employed the term “interpolation” without clarifying the crucial differences from its use in the first digital turn. We demonstrate the new possibilities that manifold interpolation offers for architecture, which extend well beyond parametric variations of the same topology.
keywords Interpolation, 3D Generative Adversarial Networks, Deep Learning, Hybrid Space
series eCAADe
email
last changed 2023/12/10 10:49

_id cf2017_630
id cf2017_630
authors Muehlbauer, Manuel; Song, Andy; Burry, Jane
year 2017
title Towards Intelligent Control in Generative Design
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. 630-647.
summary This position paper proposes and defines the nature of a framework, which explores ways of integrating control system (CS) with machine intelligence for generative design (GD). This paper elaborates about the implications of and the potential for impact on GD. The framework described in this work can be used as an active tool to drive design processes and support decision making process in early stages of architectural design. This type of system can be either automated in nature or adaptive to regular user input as part of interactive design mechanisms. The module of CS in the framework would allow additional guidance during design and therefore reduce the need of manual input to enable a semi-automated design practice for lengthy generative processes. This study on GD reveals emergent properties of the framework, for example the introduction of intelligent control allows guidance of GD to meet specified performance criteria and intended aesthetic expressions with reduced need for user interaction.
keywords Semi-Automated Design, Evolutionary Architecture, Generative Design, Architectural Optimisation, Artificial Intelligence
series CAAD Futures
email
last changed 2017/12/01 14:38

_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 sigradi2017_066
id sigradi2017_066
authors Cabizuca Oliveira, Ludmila; José Ripper Kós
year 2017
title Modelos BIM como estratégia de valorização profissional [BIM Models as a Strategy for Professional Valuation]
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.448-452
summary This article discusses the Brazilian architecture professional devaluation, identifying factors that contribute to a process of disqualification. It provides the basis for possible reflections by architecture councils. Authors pointed out that the BIM evolution would lead to unexplored fields, such as standards to increase project quality. The study suggests the development of an instrument that certifies services, methodologies and teams positively positioned in the contemporary demands of the AEC sector. By incorporating existing standards, the technology is justified as the basis, allowing this quality to be extended to contractors, reinforcing the multidisciplinary character with its involved professional’s responsibility.
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2017_244
id ecaade2017_244
authors Chaltiel, Stephanie, Bravo, Maite and Chronis, Angelos
year 2017
title Digital fabrication with Virtual and Augmented Reality for Monolithic Shells
doi https://doi.org/10.52842/conf.ecaade.2017.2.211
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. 211-218
summary The digital fabrication of monolithic shell structures is presenting some challenges related to the interface between computational design and fabrication techniques, such as the methods chosen for the suitable parametrization of the geometry based on materiality characteristics and construction constrains, the digital optimization criteria of variables, and the translation of the relevant code used for digital fabrication. Specifically, the translation from the digital to the physical when a definite materiality appears during the digital fabrication process proves to be a crucial step, which is typically approached as a linear and predetermined sequence. This often-difficult step offers the potential of embedding a certain level of interactivity between the fabricator and the materialized model during the fabrication process in order to allow for real time adjustments or corrections. This paper features monolithic shell construction processes that promote a simple interface of live interaction between the fabricator and the tool control during the digital fabrication process. The implementation of novel digital and physical methods will be explored, offering the possibility of being combined with automated fabrication actions controlled by real time inputs with virtual reality [VR] influenced by 3d scanning and 3d CAD programs, and the possibility of incorporating augmented reality [AR].
keywords virtual reality; augmented reality; monolithic shells
series eCAADe
email
last changed 2022/06/07 07:55

_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 ecaade2017_161
id ecaade2017_161
authors Pietri, Samuel and Erioli, Alessio
year 2017
title Fibrous Aerial Robotics - Study of spiderweb strategies for the design of architectural envelopes using swarms of drones and inflatable formworks
doi https://doi.org/10.52842/conf.ecaade.2017.1.689
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. 689-698
summary This thesis research presents an integrated workflow for the design and fabrication of large-scale architectural envelopes using swarms of drones and inflatable structures as formworks. The work lies at the intersection of architecture, biology and robotics, incorporating generative design with digital fabrication techniques. The proposed approach aims to investigate the tectonic potential of computational systems which encode behavioral strategies inside an agent-based model. It is from local interactions taking place at the micro-scale of complex systems that a new set of architectural tendencies seem to emerge. The authors focused on the strategies developed by colonies of social spiders during the construction of three-dimensional webs. Their communication system and the characteristics of the material structure have been then modelled and translated in a digital environment. A physical fabrication process, in which the simulated agents become drones in a real world environment, was concurrently developed. The goal was to investigate the architectural possibilities given by an autonomous aerial machine depositing fibrous material over inflatable formworks and its potential usefulness in specific sites where overall conditions don't allow traditional construction techniques.
keywords tectonics; robotics; multi-agent systems; stigmergy; drones; inflatables
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2017_183
id ecaade2017_183
authors Wendell, Augustus and Altin, Ersin
year 2017
title Learning Space - Incorporating spatial simulations in design history coursework
doi https://doi.org/10.52842/conf.ecaade.2017.1.261
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. 261-266
summary Art and architectural history education has long relied on photographic imagery. The geography of architectural history often demands an analog representation for the built form and photographic recordings have long been the widely adopted standard. In many cases, specific buildings have been taught for generations based on a handful of historical exposures. The impact of this precedent is an imperfect and highly privileged conception of architectural forms. Students learn only of a particular viewpoint of any given building, rather than understanding the building as a whole. Augmenting the tradition of select and static imagery in the classroom with new technologies can create a more comprehensive understanding of architectural precedents. This paper discusses an experiment conducted in Spring 2017 in presenting an architectural case study to a history class using a Virtual Reality 3D experience in comparison to a set of canonical photographs.
keywords Unreal Engine; Virtual Reality; Photography; 3D; Education
series eCAADe
email
last changed 2022/06/07 07:58

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