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 419

_id ecaade2017_011
id ecaade2017_011
authors Haeusler, M. Hank, Asher, Rob and Booth, Lucy
year 2017
title Urban Pinboard - Development of a platform to access open source data to optimise urban planning performance
doi https://doi.org/10.52842/conf.ecaade.2017.1.439
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. 439-448
summary In this paper we present our research to design and develop 'Urban Pinboard', a platform to optimise urban planning process and performance. We argue that second machine age general purpose technologies can now be accessed for city modelling. Based on the observation that: GIS does offer a depository that can display urban data; data sets exist but often stored at different locations; there is a discrepancy of access to planning information; and the data often are not accessible to private / public sector and the general public on one location, Urban Pinboard aims to address these problems as an integrated digital platform that enables the public, private and community sectors to connect by contributing ideas, comments and proposals on all planning issues in a single platform. The paper outlines the background research, methodology and introduces the Urban Pinboard's features to create a single source of truth for planning data.
keywords Software development; web-based GIS platform; Urban Planning; planning data
series eCAADe
email
last changed 2022/06/07 07:49

_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
doi https://doi.org/10.52842/conf.caadria.2019.1.553
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
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_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 cf2017_419
id cf2017_419
authors Dickey, Rachel
year 2017
title Soft Computing in Design: Developing Automation Strategies from Material Indeterminacies
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. 419-430.
summary Integrating concepts of soft computation into advanced manufacturing and architecture means perceiving the element of chance not as a hindrance, but as an opportunity. The projects examined in this manuscript explore opportunities for integrating material indeterminacy into advanced manufacturing by pairing a certain degree material unpredictability with the rigid order of machine control. The three projects described investigate three common categories of automated tooling including additive processes, subtractive processes and molding / casting processes. Each project begins with the question, what opportunities might arise from the mediation between material volition and computational control? By embracing indeterminate material results and taking an optimistic stance on chance and uncertainty, which are usually treated as problems rather than values, the intent is to provide ways for automating unique material effects and explore the opportunities for integrating soft computing in design.
keywords Robotics, 3d Printing, Digital Fabrication, Automation, Indeterminacy
series CAAD Futures
email
last changed 2017/12/01 14:38

_id caadria2017_003
id caadria2017_003
authors Loh, Paul and Leggett, David
year 2017
title Tools as Agents in Design and Making Processes
doi https://doi.org/10.52842/conf.caadria.2017.799
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. 799-808
summary The inversion of knowledge structure in electronics prototyping platform has allowed designers and architects to design and build reasonably stable mechatronic systems to aid novel material production; these new and hacked computer numeric controlled (CNC) machines are used to explore emerging material constructs and facilitate generative design processes. This paper examines tool making and questions the agentive capacity of such tools in design processes through a case study of a bespoke CNC machine which uses vacuum thermoforming techniques. Through understanding the agentive capacity of CNC tools, the authors suggest that the knowledge structure of tool making is distinctly different from fabrication workflow. This paper proposes an alternative means of understanding the capacity of CNC tools in the design and making process.
keywords Digital Fabrication; Tool Making; Electronics Prototyping; Digital Workflow
series CAADRIA
email
last changed 2022/06/07 07:59

_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
doi https://doi.org/10.52842/conf.caadria.2023.1.413
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
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_220
id ecaade2017_220
authors Quartara, Andrea and Figliola, Angelo
year 2017
title Tangible Computing - Manufacturing of Intertwined Logics
doi https://doi.org/10.52842/conf.ecaade.2017.2.115
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. 115-122
summary This paper explores the process of digital materialization through robotic fabrication techniques by presenting three wooden projects. The analysis of the case studies is oriented to underline the impact that computation had on architectural construction due to its methodological and instrumental innovations over the last decades. The absorption of computing and digital fabrication logics within the discipline is explored from either an architectural point of view and from the improvements related to automation of the constructive process. On the one hand the case studies are caught because of the desire to expand material complexity and, on the other hand because of the integration with other technological systems. The narrative allows gathering pros and cons in three different investigative macro areas: material culture, methodological oversights, and operative setbacks coming from digital machine and communicational constraints. This analytical investigation helps the definition of a new pathway for future researches, looking forward the assimilation of digital materiality learning in building construction.
keywords computational design; file-to-factory; large-scale robotic woodworking; new production methods
series eCAADe
email
last changed 2022/06/07 08:00

_id acadia17_512
id acadia17_512
authors Rossi, Andrea; Tessmann, Oliver
year 2017
title Collaborative Assembly of Digital Materials
doi https://doi.org/10.52842/conf.acadia.2017.512
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
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 ecaade2017_202
id ecaade2017_202
authors Sollazzo, Aldo, Trento, Armando and Baseta, Efilena
year 2017
title Machinic Agency - Implementing aerial robotics and machine learning to map public space
doi https://doi.org/10.52842/conf.ecaade.2017.2.611
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. 611-618
summary The research presented in this paper is focused on proposing a new digital workflow, involving unmanned aerial vehicles (UAV) and machines learning systems, in order to detect and map citizen's behaviors in the context of public spaces.Novel machinic abilities can be implemented in the understanding of the human context, decoding, through computer visions and machine learning, complex systems into intelligible outputs (Olson, 2008), mapping the relationships of our reality. In this framework, robotic and computational strategies can be implemented in order to offer a new description of public spaces, bringing to light the hidden forces and multiple layers constituting the urban habitat. The presented study focuses on the development of a methodology turning video frames collected from cameras installed on drones into large datasets used to train convolutional networks and enable machines learning systems to detect and map pedestrians in public spaces.
keywords mapping; drones; machine learning; computer vision; city
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2017_028
id sigradi2017_028
authors Dileta Pacini, Giordana; Andrés Martin Passaro, Gonçalo Castro Henriques
year 2017
title Fab!t, Pavilhão Itinerante de Ensino: Proposta para inserção da cultura maker no ensino tradicional [Fab!t, Itinerant Teaching Pavilion: a proposal to include the maker culture in traditional education]
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.198-206
summary This project intends to introduce the maker culture into traditional education. The goal is to make technology teaching available in elementary education in a fast, cheap and egalitarian way, seeking to democratize its access and use it to integrate maker culture's principles into traditional school. For that several existing makerspaces and fab labs programs’ were studied to identify the core activities and equipments to support this proposal. Its contribution is an adaptable modular system with a demountable construction platform to foster customized spaces. The system is manufactured to enable the expansion and retraction of the structure allowing its future reuse.
keywords Maker culture; Digital fabrication; Parametric design; Temporary architecture; Maker education
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2017_145
id caadria2017_145
authors Kalantari, Saleh, Poustinchi, Ebrahim and Ahmadi, Nooshin
year 2017
title Human-Computer Interaction in the Form-Making Process
doi https://doi.org/10.52842/conf.caadria.2017.529
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. 529-538
summary Many elements of architectural design are becoming automated, and the boundaries between design, construction, and use are increasingly blurred. These developments have produced concerns that our design processes might outrun "human factors" in our search for novelty and automation. At the same time, however, this new technology can also improve our opportunities to develop human-centric environments. This paper describes the creation of an interactive form-making exhibit called ROBOBBLE, and the use of this installation to engage users in design while collecting data about their architectural preferences. The ultimate goal of the ongoing project is to learn more about human form creation and architectural evaluations, and to integrate those findings into computational design algorithms and pre-design toolkits. A pilot study was conducted to test ROBOBBLE as a data-collection platform and to evaluate interactive form-making engagement among a small group of students. The platform was shown to be successful in engaging all of the participants in this pilot study and expanding their creative design capacities over time. Future work using ROBOBBLE for larger population studies has the potential to produce detailed data about a wide variety of design preferences, and to incorporate this data directly into computational design process.
keywords Human-Computer Interaction; Form-Making; Human Data; Design Process
series CAADRIA
email
last changed 2022/06/07 07:52

_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
doi https://doi.org/10.52842/conf.acadia.2017
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.
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 caadria2017_029
id caadria2017_029
authors Sun, Zheng and Cao, Yong Kang
year 2017
title Applications of Integrated Digital Technologies for Surveying Tibetan Architectural Heritage:Three Years of Experiences
doi https://doi.org/10.52842/conf.caadria.2017.663
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. 663-672
summary Absence of reliable and accurate surveying of Tibetan architectural heritage has long been a major constraint for architects, architectural historians and archeologists working in that region. Due to distinctive geographical environment and architectural typology, unique surveying technologies are required in Tibet. In the last three years, integrated digital surveying technologies are applied to architectural heritage in Gyantse, a Tibetan city. The aim of the surveying is to document and analyze local architectural heritage for potential technical intervention such as consolidation, restoration and renovation. Key technical issues ranging from reliability of consumer-level UAV to BIM-based platform are presented in the article. The conclusions are that digital technologies greatly improve architectural heritage surveying in Tibet in terms of accuracy, efficiency and versatility. Future works will be addressed in more robust algorithms for points cloud semantic segmentation, change detection of large-scale architectural heritage based on remotely sensed imagery over time, and data exchange and coordination between BIM and GIS, etc.
keywords Architectural heritage; Digital survey; Tibet; UAV; BIM
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2022_51
id sigradi2022_51
authors Varsami, Constantina; Tsamis, Alexandros; Logan, Timothy
year 2022
title Gaming Engine as a Tool for Designing Smart, Interactive, Light-Sculpting Systems
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 617–628
summary Even though interactive (Offermans et.al., 2013), adaptive (Viani et.al., 2017), and self-optimizable (Sun et.al., 2020) lighting systems are becoming readily available, designing system automations, and evaluating their impact on user experience significantly challenges designers. In this paper we demonstrate the use of a gaming engine as a platform for designing, simulating, and evaluating autonomous smart lighting behaviors. We establish the Human - Lighting System Interaction Framework, a computational framework for developing a Light Sculpting Engine and for designing occupant-system interactions. Our results include a. a method for combining in real-time lighting IES profiles into a single ‘combined’ profile - b. algorithms that optimize in real-time, lighting configurations - c. direct glare elimination algorithms, and d. system energy use optimization algorithms. Overall, the evolution from designing static building components to designing interactive systems necessitates the reconsideration of methods and tools that allow user experience and system performance to be tuned by design.
keywords User Experience, Human-Building Interaction, Smart Lighting, Lighting Simulation, Gaming Engine
series SIGraDi
email
last changed 2023/05/16 16:56

_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 cf2017_567
id cf2017_567
authors Kim, Ikhwan; Lee, Injung; Lee, Ji-Hyun
year 2017
title The Expansion of Virtual Landscape in Digital Games: Classification of Virtual Landscapes Through Five principles
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. 567-584.
summary This research established classification system which contains five principles and variables to classify the types of the virtual landscape in digital games. The principles of the classification are Story, Space Shape, Space and Action Dimension, User Complexity and Interaction Level. With this classification system, our research group found the most representative types of virtual landscape in the digital game market through 1996 to 2016. Although mathematically there can be 288 types of virtual landscape, only 68 types have been used in the game market in recent twenty years. Among the 68 types, we defined 3 types of virtual landscape as the most representative types based on the growth curve and a number of cases. Those three representative types of virtual landscapes are Generating / Face / 3D-3D / Single / Partial, Providing / Chain / 3D-3D / Single / Partial and Providing / Linear / 2D-2D / Single / Partial. With the result, the researchers will be able to establish the virtual landscape design framework for the future research.
keywords Digital Game, Virtual Landscape, Game Design, Game Classification
series CAAD Futures
email
last changed 2017/12/01 14:38

_id sigradi2017_000
id sigradi2017_000
authors Roco Ibaceta, Miguel
year 2017
title Resilience Design
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
summary The chosen theme, Resilience Design, evidences the researchers’ concern about issues related to our reality of climate change and natural disasters, associated with the states of vulnerability and risk, having wide effects on society and the way we inhabit territories. These matters are fundamental and highly relevant for the disciplines and in the fields of design and architecture, as they are also important for collaborative work with areas emerging from the arts and human sciences. Thinking about Resilience Design is to set ourselves on new scenarios of reflection and action which, supported by transdisciplinary thinking and collaborative design, allow us to develop a new approach towards our territories and their demands, one that is more contextualized and adjusted to their current and future requirements, a starting point to establish the key elements to drive change in our cities and society. In this sense, technology and digital development, parametric design, the use of Information and Communication Technologies (ICT) and Geographic Information Systems (GIS), in addition to work done with Building Information Modelling (BIM), among many others, have been delivering an enormous amount of tools and possibilities of interaction with living in society, leading to a substantive change in the way of understanding and relating to the built environment and the territories where buildings are sit. This demands a strong commitment to Social Responsibility from our disciplines, besides the necessary landing of cutting-edge technological and digital research and development onto our diverse realities, in order for them to be put at the service of communities in vulnerable environments or with a marked condition of risk, which are subject to constant processes of resilience. Working on Resilience Design allows to support research and productive processes, plus the appearance of new technologies in interdisciplinary contexts, which greatest value is to impact the processes of teaching and professional practice in the different areas related to human habitation. The new professionals will have to take action and immerse themselves into these new scenarios of change and constant adjustment.
series SIGRADI
email
last changed 2021/03/28 19:59

_id cf2017_374
id cf2017_374
authors Ya?mur-Kilimci, Elif Sezen; Gül, Leman Figen
year 2017
title Designing as a Team by Utilizing Analogue Media versus a Computational Tool for Parametric Modeling: Lessons Learnt from a Study in an Educational Setting
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. 374-388.
summary In this paper, we report on the conceptual design processes of two teams of graduate students that emerged in an educational setting as the teams worked on two different but scope-wise similar problems by utilizing analogue tools and a computational tool for parametric modelling respectively. We describe the similarities and differences that we observed within each of the teams’ respective design processes and the nature of the solutions they generated for the respective problems as well as the similarities and differences that we discerned across the teams’ design processes. We discuss the implications of our findings for integration of digital technologies in architectural curriculum and development of digital technologies for supporting collaborative conceptual design processes in architecture.
keywords Design Behaviour, Teamwork, Collaborative Design, Parametric Design
series CAAD Futures
email
last changed 2017/12/01 14:38

_id caadria2017_131
id caadria2017_131
authors Abe, U-ichi, Hotta, Kensuke, Hotta, Akito, Takami, Yosuke, Ikeda, Hikaru and Ikeda, Yasushi
year 2017
title Digital Construction - Demonstration of Interactive Assembly Using Smart Discrete Papers with RFID and AR codes
doi https://doi.org/10.52842/conf.caadria.2017.075
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. 75-84
summary This paper proposes and examines a new way of cooperation between human workers and machine intelligence in architectural scale construction. For the transfer of construction information between the physical and digital world, mature technologies such as Radio Frequency IDentifier (RFID), and emerging technologies like Augmented Reality (AR) are used in parallel to supplement each other. Dynamic data flow is implemented to synchronize digital and physical models by following the ID signatures of individual building parts. The contributions of this paper includes the demonstration of current technological limitations, and the proposal of a hybrid system between human and computer, which is tested in order to explore the possibilities of digitally enhanced construction methods.
keywords Digital Construction; Augmented Reality; Human-Machine interaction
series CAADRIA
email
last changed 2022/06/07 07:54

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

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