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 39

_id caadria2018_281
id caadria2018_281
authors Lee, Jisun and Lee, Hyunsoo
year 2018
title Pneumatic Skin with Adaptive Openings - Adaptive Façade with Opening Control Integrated with CFD for Natural Ventilation
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 143-151
doi https://doi.org/10.52842/conf.caadria.2018.2.143
summary The unique integration of geometries and techniques allows the natural organisms to adapt to different environments in creative ways. In this study, a bio-inspired pneumatic facade is presented as a strategy to improve the efficiency of natural ventilation performance by controlling the adaptive openings. The Computational Fluid Dynamics simulation has been conducted to visualize airflows in order to explore how the changing configurations of openings enhance natural ventilation efficiency. The airflows are investigated with changes in wind speed and direction to find out the opening configurations which provide indoor airflows at the comfort level of velocities. As results, it was shown that indoor air velocities were modulated by controlling opening sizes, geometries and positions of the openings, and it was a beneficial strategy to apply the optimized opening configurations implementing automatic control. Also, the air distribution can be enhanced by changing opening configurations in changing conditions of wind speed and direction. An effective methodology for an intelligent façade opening control to encourage natural ventilation is presented in this study to deliver users comfort and efficiency.
keywords Natural ventilation; airflow simulation; pneumatic facade; Computational Fluid Dynamics
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2018_1370
id sigradi2018_1370
authors Torreblanca Díaz, David Andrés
year 2018
title Bio-inspired parametric textures applications in academic design projects
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 997-1003
summary Designers, architects and different creative professionals have used biomimicry, as a recurrent tool to solve human problems through the identification of strategies, characteristics and solutions in nature. This article presents the first highlighted experiences of bio-inspired parametric textures applications in academia, particularly in final degree projects, which are carried out through the methodology proposed in the bio-inspired parametric textures research project. This paper is divided into two parts: the first part is focused on bio-inspired textures applications methodology; the second part is oriented to show two cases of final degree projects in the industrial design career.
keywords Biomimetics; Experimental morphology; Digital manufacturing; Parametric design; Design
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2018_1722
id sigradi2018_1722
authors Zheliazkova, Maia; Savova, Biliana; Naboni, Roberto
year 2018
title Plant-inspired Kinetic Systems for Architecture
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 338-345
summary This paper explores kinetic mechanisms which enable building systems with features belonging to the living systems, such as resilience and adaptivity. Adopting a bio-inspired approach, the research employs plants as biological models for the development of multi-performance kinetic structures. Nature-based kinetic principles are transferred at the micro, meso and macro scale, informing a compliant bilayer cellular membrane. Through the synthesis of environmental pressure and interior emergent requisites, an adaptable organic skin is here conceptualized to mediate environmental conditions such as energy flows and lighting in a dynamic way
keywords Bio-inspired Design; Computational Design; Kinetic System
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaaderis2018_107
id ecaaderis2018_107
authors Ardavani, Olympia, Zerefos, Stelios and Doulos, Lambros
year 2018
title Predicting the effect of bio-luminescent plants for reducing energy consumption in urban environments
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. 59-64
keywords The present paper is part of an ongoing research that deals with the inclusion of the effect of bio-luminescence as a substitute or complimentary light source in urban environments, with the main scope of reducing energy consumption for lighting in exterior areas. The paper discusses the selection of genetically modified transgenic plants for use in the climate of Greece and through bibliographic reference and preliminary experiments the modeling of a simulated light source that has the bio-luminescent properties of a specific plant. The modeled light source can then be used in lighting simulation software. Results, through the lighting simulation of the modeled transgenic plant in a case study scenario, support the fact that bio-luminescent plants can be used as supporting lighting agents in a suburban setting and eventually reduce energy consumption for lighting.
series eCAADe
email
last changed 2018/05/29 14:33

_id caadria2020_098
id caadria2020_098
authors Davidova, Marie and McMeel, Dermott
year 2020
title Codesigning with Blockchain for Synergetic Landscapes - The CoCreation of Blockchain Circular Economy through Systemic Design
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 333-342
doi https://doi.org/10.52842/conf.caadria.2020.2.333
summary The paper is exploring methodology within the work in progress research by design through teaching project called 'Synergetic Landscapes'. It discusses codesign and cocreation processes that are crossing the academia, NGOs and applied practice within so called 'real life codesign laboratory' (Davidová, Pánek, & Pánková, 2018). This laboratory performs in real time and real life environment. The work investigates synergised bio-digital (living, non-living, physical, analogue, digital and virtual) prototypical interventions in urban environment that are linked to circular economy and life cycles systems running on blockchain. It represents a holistic systemic interactive and performing approach to design processes that involve living, habitational and edible, social and reproductive, circular and token economic systems. Those together are to cogenerate synergetic landscapes.
keywords codesign; blockchain; systemic design; prototyping; bio-digital design
series CAADRIA
email
last changed 2022/06/07 07:55

_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 sigradi2018_1482
id sigradi2018_1482
authors Goffinet de Almeida, Rafael; Lopes de Souza Santos, Fábio
year 2018
title Participation and contemporary spatialities: new technologies of social agency
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 1150-1158
summary Focusing on the Museu do Futebol and Google Campus – São Paulo, specifically their impacts on the space conventions of culture and labor, this article aims to investigate main questions behind the contemporary phenomena that erases previous boundaries between both fields. Manuel Castells´ concept of “informational economy” will be confronted with Michel Foucault´s theoretical perspective of power devices, social agency and the fabrication of the neoliberal subject to demonstrate how key terms such as participation, collaboration and interactivity – associated with informational technologies – are producing new spatialities that are functioning as sophisticated forms of social behavior and experience control.
keywords Participation; Contemporary spatialities; Space and Power; Social agency
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2018_125
id ecaade2018_125
authors Khoo, Chin Koi and Shin, Jae-Won
year 2018
title Designing with Biomaterials for Responsive Architecture - A soft responsive "bio-structural" hydrogel skin
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 285-292
doi https://doi.org/10.52842/conf.ecaade.2018.2.285
summary Synthetic biomaterials are not only widely explored in tissue engineering, but also present important opportunities in responsive architecture, especially soft structures and skins. In this paper we present how water-containing hydrogels can be adapted to digital fabrication techniques to design a soft responsive skin with integrated skeleton and surface. This research project details preliminary investigation into how tough hydrogels with different material properties can be designed and incorporated into laser-cutting and 3D printing methods typically used in architectural design. The outcome of this research produces an early prototype of thermally sensitive, tough hydrogel skin that responds to environmental stimuli such as temperature and moisture. Our work provides initial insights into how a soft responsive "bio-structural" architectural skin can be designed by integrating actuation, structure, and skins.
keywords Biomaterials; digital fabriication; hydrogel; responsive architecture
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2018_1312
id sigradi2018_1312
authors Lima, Fábio
year 2018
title About (relatively) common operations in digital architectures
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 31-36
summary Many different types of algorithms have been associated to gain complex shapes. They give rise to a large set of unusual forms, through calculations based on computational geometries, self-organizing systems, rule-based systems, and optimization, often still assembled in morphogenesis principles. Many of these discoveries mimic physical, chemical, and even behavioral principles at the edge of this code-translated knowledge. Thus, any new form, the result of this exploratory perspective, can mean some progress. If the understanding of specific algorithmic characteristics has validity (for precise programming), generic concepts are also important for simplifying procedures and presenting general concepts of the result.
keywords Digital architecture; Computational geometry; Visual expression; Syntax generalities
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2018_1677
id sigradi2018_1677
authors Machado Fagundes, Cristian Vinicius; Duarte Costa, Cauê; Pinto da Silva, Fábio; Miotto Bruscato, Underléa
year 2018
title Facade hollow brick (cobogó) 3D scanning: natural light admission analysis and comparison with original digital 3D model.
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 596-601
summary The cobogó is a hollow brick used for light and ventilation control, besides having an important aesthetic function. With computer graphics, 3d digital models can be used during the design process to verify these functions. Thus, the goal of this paper is to compare and analyze the different digital 3D models obtained (built virtually or through 3D scanning) of a cobogó existing in the Brazilian market, so that visual and lighting differences can be observed, and how these differences can impact the design process.
keywords 3D Scanning; Parametric Design; Climatic Analysis; 3D model
series SIGRADI
email
last changed 2021/03/28 19:58

_id ijac202018202
id ijac202018202
authors Pasquero, Claudia and Marco Poletto
year 2020
title Bio-digital aesthetics as value system of post-Anthropocene architecture
source International Journal of Architectural Computing vol. 18 - no. 2, 120-140
summary It is timely within the Anthropocene era, more than ever before, to search for a non-anthropocentric mode of reasoning, and consequently designing. The PhotoSynthetica Consortium, established in 2018 and including London-based ecoLogicStudio, the Urban Morphogenesis Lab (Bartlett School of Architecture, University College London) and the Synthetic Landscape Lab (University of Innsbruck, Austria), has therefore been pursuing architecture as a research-based practice, exploring the interdependence of digital and biological intelligence in design by working directly with non-human living organisms. The research focuses on the diagrammatic capacity of these organisms in the process of growing and becoming part of complex bio-digital architectures. A key remit is training architects’ sensibility at recognising patterns of reasoning across disciplines, materialities and technological regimes, thus expanding the practice’s repertoire of aesthetic qualities. Recent developments in evolutionary psychology demonstrate that the human sense of beauty and pleasure is part of a co-evolutionary system of mind and surrounding environment. In these terms, human senses of beauty and pleasure have evolved as selection mechanisms. Cultivating and enhancing them compensate and integrate the functions of logical thinking to gain a systemic view on the planet Earth and the dramatic changes it is currently undergoing. This article seeks to illustrate, through a series of recent research projects, how a renewed appreciation of beauty in architecture has evolved into an operational tool to design and measure its actual ecological intelligence.
keywords Bio-digital, bio-computation, bio-city, effectiveness, empathy, impact, sensing
series journal
email
last changed 2020/11/02 13:34

_id ecaade2018_303
id ecaade2018_303
authors Werner, Liss C.
year 2018
title Biological Computation of Physarum - From DLA to spatial adaptive Voronoi
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 531-536
doi https://doi.org/10.52842/conf.ecaade.2018.2.531
summary Physarum polycephalum, also called slime mold or myxamoeba, has started attracting the attention of those architects, urban designers, and scholars, who work in experimental trans- and flexi-disciplines between architecture, computer sciences, biology, art, cognitive sciences or soft matter; disciplines that build on cybernetic principles. Slime mold is regarded as a bio-computer with intelligence embedded in its physical mechanisms. In its plasmodium stage, the single cell organism shows geometric, morphological and cognitive principles potentially relevant for future complexity in human-machines-networks (HMN) in architecture and urban design. The parametric bio-blob presents itself as a geometrically regulated graph structure-morphologically adaptive, logistically smart. It indicates cognitive goal-driven navigation and the ability to externally memorize (like ants). Physarum communicates with its environment. The paper introduces physarum polycephalum in the context of 'digital architecture' as a biological computer for self-organizing 2D- to 4D-geometry generation.
keywords generative geometry; bio-computation; Voronoi
series eCAADe
email
last changed 2022/06/07 07:57

_id cdrf2021_286
id cdrf2021_286
authors Yimeng Wei, Areti Markopoulou, Yuanshuang Zhu,Eduardo Chamorro Martin, and Nikol Kirova
year 2021
title Additive Manufacture of Cellulose Based Bio-Material on Architectural Scale
source Proceedings of the 2021 DigitalFUTURES The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021)

doi https://doi.org/https://doi.org/10.1007/978-981-16-5983-6_27
summary There are severe environmental and ecological issues once we evaluate the architecture industry with LCA (Life Cycle Assessment), such as emission of CO2 caused by necessary high temperature for producing cement and significant amounts of Construction Demolition Waste (CDW) in deteriorated and obsolete buildings. One of the ways to solve these problems is Bio-Material. CELLULOSE and CHITON is the 1st and 2nd abundant substance in nature (Duro-Royo, J.: Aguahoja_ProgrammableWater-based Biocomposites for Digital Design and Fabrication across Scales. MIT, pp. 1–3 (2019)), which means significantly potential for architectural dimension production. Meanwhile, renewability and biodegradability make it more conducive to the current problem of construction pollution. The purpose of this study is to explore Cellulose Based Biomaterial and bring it into architectural scale additive manufacture that engages with performance in the material development, with respect to time of solidification and control of shrinkage, as well as offering mechanical strength. At present, the experiments have proved the possibility of developing a cellulose-chitosan- based composite into 3D-Printing Construction Material (Sanandiya, N.D., Vijay, Y., Dimopoulou, M., Dritsas, S., Fernandez, J.G.: Large-scale additive manufacturing with bioinspired cellulosic materials. Sci. Rep. 8(1), 1–5 (2018)). Moreover, The research shows that the characteristics (Such as waterproof, bending, compression, tensile, transparency) of the composite can be enhanced by different additives (such as xanthan gum, paper fiber, flour), which means it can be customized into various architectural components based on Performance Directional Optimization. This solution has a positive effect on environmental impact reduction and is of great significance in putting the architectural construction industry into a more environment-friendly and smart state.
series cdrf
email
last changed 2022/09/29 07:53

_id sigradi2018_1348
id sigradi2018_1348
authors Bertuzzi, Juan Pablo; Chiarella, Mauro
year 2018
title Gamification of Educational Environments through Virtual Reality Platforms
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 975-979
summary This paper proposes the experimentation of new information and communication technologies through the development of an experimental and interactive virtual reality application, where educational content and game mechanics are incorporated, in order to generate interactivity within a digital 3D space and promote academic exchange in an innovative way. This project aims to the exploration of an open 3D digital environment, where the modeling is inspired by some sector of the physical space of the authors’ university, compatible for the incorporation of smart objects, avatars and a dialogue/activities system that deals with several educational topics.
keywords Avatar; Gamification; Hybrid worlds; Techno-politics; Virtual reality
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2018_086
id caadria2018_086
authors Castelo Branco, Renata and Leit?o, António
year 2018
title Algorithmic Architectural Visualization
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 557-566
doi https://doi.org/10.52842/conf.caadria.2018.2.557
summary Digitally-generated visualizations, such as renders or movies, are, nowadays, commonly used as representation methods for architectural creations. This occurs not only in final stages of the process, with the goal of selling the product's image, but also in midst creation process to express concepts and ideas. Presently, the spread of parametric and algorithmic approaches to design creates a problem for visualization, as it enables the almost effortless change of 3D models, thus requiring repeated visualization efforts to keep up with the changes applied to the design. To solve this, we propose extending the algorithmic design approach to also include the high-level description of architectural image creation. The methodology, Algorithmic Architectural Visualization (AAV), also contemplates the required preparation settings for the visualization process, and includes possible visualization productions inspired by film techniques.
keywords Algorithmic Design; Architectural Visualization; Render; Film Grammar
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2018_1609
id sigradi2018_1609
authors Chia, Hsu Yi; Hsien, Hsu Pei
year 2018
title The fabrication and application of parametric inflatable structure
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 684-689
summary This study uses parametric design to optimize the process and application of the inflatable method. Inflatable design has advantages of light weight, integral forming, volume change, etc., but the manufacturing process often requires the development of molds, a large number of manual heat seals, etc. Inspired by the structure principle of amputated wing tube structure, coupled with the advantages of parameterization and digital tool heat sealing, The same material can be made at different tightness, because the tight design with different angles has more structural characteristics and bending properties, thereby generating more complex spatial structures. Different materials also have corresponding manufacturing methods, which also increase the opportunities for application in architectural design.
keywords Robotic arms fabrication; Inflatable Shape-change; pneumatic; bending mechanism; pavilion design;
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2018_301
id caadria2018_301
authors Fereos, Pavlos, Tsiliakos, Marios and Jaschke, Clara
year 2018
title Spaceship Architecture - A Sci-Fi Pedagogical Approach to Design Computation
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 81-90
doi https://doi.org/10.52842/conf.caadria.2018.1.081
summary The analysis of make-belief drawings and models of Sci-Fi spaceships and architecture, leaves architects usually in absence of interior, material or program information. The spatial depth of sci-fi digital or physical models is virtually non-existent and unresolved. This discrepancy within sci-fi scenarios inspired the development of an integrated teaching methodology within design studios, with the academic objective to utilize computational methods for analysis, reproduction and eventually composition, while assessing its capacity to achieve a successful assimilation of design computation in the curriculum. The Spaceship Architecture Design Studio at University of Innsbruck's Institute for Experimental Architecture.hochbau follows a procedural approach in which the design objective is not predefined. Yet, it aims to be 'outside of this world' as a sci-fi architectural quality-enriched result of our reality, via a design oriented course with immersive computational strategies.
keywords pedagogy; computation; sci-fi; academia; teaching
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2018_339
id ecaade2018_339
authors Fereos, Pavlos, Tsiliakos, Marios and Jaschke, Clara
year 2018
title Spaceship Tectonics - Design Computation Pedagogy for Generative Sci-Fi Building Skins
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 357-366
doi https://doi.org/10.52842/conf.ecaade.2018.2.357
summary Sci-Fi architecture, both as digital or physical representations, despite their inherent intricacy, lack the spatial depth of a structured interior, material definition or program information. This discrepancy, combined with the plethora of available sci-fi motifs, inspired the development of an integrated teaching approach with the academic objective to utilize computational methods for analysis, reproduction and composition of generative building skins, and consequently architecture, which aims to be 'outside of this world' as a sci-fi design quality-enriched result of our reality. The proposed methodology is implemented at the Spaceship Architecture Design Studio at the University of Innsbruck. Its capacity to achieve a successful assimilation of design computation in the curriculum is subsequently assessed by the documentation and quantitative/qualitative evaluation of the designs developed during two academic years, in line with a generative facade articulation schema, without however undermining the rest of the virtues of tectonic spaces. The introduction of a theme like sci-fi where the design objective is not clearly defined, is examined in comparison to similar approaches, towards the corroboration of the pedagogical method proposed.
keywords Pedagogy; Computation; Facade Design; Generative; Sci-Fi; Patterns
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia18_376
id acadia18_376
authors Kalantari, Saleh; Becker, Aaron T.; Ike, Rhema
year 2018
title Designing for Digital Assembly with a Construction Team of Mobile Robots
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 376-385
doi https://doi.org/10.52842/conf.acadia.2018.376
summary Advances in construction automation have primarily focused on creating heavy machines to accomplish repetitive tasks. While this approach is valuable in an assembly-line context, it does not always translate well for the diverse terrain and dynamic nature of construction sites. As a result, the use of automation in the architectural assembly has lagged far behind other industries. To address the challenges of construction-site assembly, this project suggests an alternative technique that uses a fl eet of smaller robots working in parallel. The proposed method, which is inspired by the construction techniques of insect colonies, has several advantages over the use of larger machines. It allows for much greater on-site fl exibility and portability. It is also easy to scale the operation, by adding or removing additional units as needed. The use of multiple small robots provides operational redundancy that can adapt to the loss of any particular machine. These advantages make the technology particularly suitable for construction in hazardous or inaccessible areas. The use of assembly robots also opens new horizons for design creativity, allowing architects to explore new ideas that would be unwieldy and expensive to construct using traditional techniques. In our tests, we used a team of small mobile robots to fold 2D laser-cut stock into 3D curved structures, and then assemble these units into larger interlocked forms.
keywords full paper, automated assembly, digital fabrication, collective behavior, robot, swarm network
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id caadria2018_126
id caadria2018_126
authors Khean, Nariddh, Kim, Lucas, Martinez, Jorge, Doherty, Ben, Fabbri, Alessandra, Gardner, Nicole and Haeusler, M. Hank
year 2018
title The Introspection of Deep Neural Networks - Towards Illuminating the Black Box - Training Architects Machine Learning via Grasshopper Definitions
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 237-246
doi https://doi.org/10.52842/conf.caadria.2018.2.237
summary Machine learning is yet to make a significant impact in the field of architecture and design. However, with the combination of artificial neural networks, a biologically inspired machine learning paradigm, and deep learning, a hierarchical subsystem of machine learning, the predictive capabilities of machine learning processes could prove a valuable tool for designers. Yet, the inherent knowledge gap between the fields of architecture and computer science has meant the complexity of machine learning, and thus its potential value and applications in the design of the built environment remain little understood. To bridge this knowledge gap, this paper describes the development of a learning tool directed at architects and designers to better understand the inner workings of machine learning. Within the parametric modelling environment of Grasshopper, this research develops a framework to express the mathematic and programmatic operations of neural networks in a visual scripting language. This offers a way to segment and parametrise each neural network operation into a basic expression. Unpacking the complexities of machine learning in an intermediary software environment such as Grasshopper intends to foster the broader adoption of artificial intelligence in architecture.
keywords machine learning; neural network; action research; supervised learning; education
series CAADRIA
email
last changed 2022/06/07 07:52

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