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 623

_id ecaade2018_399
id ecaade2018_399
authors Cutellic, Pierre
year 2018
title UCHRON - An Event-Based Generative Design Software Implementing Fast Discriminative Cognitive Responses from Visual ERP BCI
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. 131-138
doi https://doi.org/10.52842/conf.ecaade.2018.2.131
summary This research aims at investigating BCI technologies in the broad scope of CAAD applications exploiting early visual cognition in computational design. More precisely, this paper will describe the investigation of key BCI and ML components for the implementation and development of a software supporting this research : Uchron. It will be organised as follows. Firstly, it will introduce the pursued interest and contribution that visual-ERP EEG based BCI application for Generative Design may provide through a synthetic review of precedents and BCI technology. Secondly, selected BCI components will be described and a methodology will be presented to provide an appropriate framework for a CAAD software approach. This section main focus is on the processing component of the BCI. It distinguishes two key aspects of discrimination and generation in its design and proposes a new model based on GAN for modulated adversarial design. Emphasis will be made on the explicit use of inference loops integrating fast human cognitive responses and its individual capitalisation through time in order to reflect towards the generation of design and architectural features.
keywords Human Computer Interaction; Neurodesign; Generative Design; Design Computing and Cognition; Machine Learning
series eCAADe
email
last changed 2022/06/07 07:56

_id acadia18_350
id acadia18_350
authors Seibold, Zach; Hinz, Kevin; García del Castillo y López, Jose Luis; Martínez Alonso, Nono; Mhatre, Saurabh; Bechthold, Martin
year 2018
title Ceramic Morphologies. Precision and control in paste-based additive manufacturing
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. 350-357
doi https://doi.org/10.52842/conf.acadia.2018.350
summary Additive manufacturing techniques (AMT), commonly referred to as 3D printing, are emerging as a new area of study for the production of ceramic elements at the architectural scale. AMT may allow architectural designers to break from the established means of designing with ceramic elements – a process where designs are typically confined to a limited selection of building components produced by machine, die or fixture. In this paper, we report a method for the design and additive manufacture of customizable ceramic masonry elements via paste-based extrusion. A novel digital workflow allowed for precise control of part design, and generated manufacturing parameters such as toolpath geometry and machine code. 3D scans of a selection of elements provide an initial analysis of print fidelity. We discuss the current constraints of this process and identify several on-going research trajectories generated because of this research.
keywords work in progress, fabrication & robotics, materials/adaptive systems, digital fabrication, digital craft
series ACADIA
type paper
email
last changed 2022/06/07 07:59

_id sigradi2018_1875
id sigradi2018_1875
authors Kalantari, Cruze-Garza; Banner, Pamela; Contreras-Vidal, Jose Luis
year 2018
title Computationally Analyzing Biometric Data and Virtual Response Testing in Evaluating Learning Performance of Educational Setting Through
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. 390-396
summary Due to construction costs, the human effects of innovations in architectural design can be expensive to test. Post-occupancy studies provide valuable data about what did and did not work in the past, but they cannot provide direct feedback for new ideas that have not yet been attempted. This presents designers with something of a dilemma. How can we harness the best potential of new technology and design innovation, while avoiding costly and potentially harmful mistakes? The current research use virtual immersion and biometric data to provide a new form of extremely rigorous human-response testing prior to construction. The researchers’ hypothesis was that virtual test runs can help designers to identify potential problems and successes in their work prior to its being physically constructed. The pilot study aims to develop a digital pre-occupancy toolset to understand the impact of different interior design variables of learning environment (independent variables) on learning performance (dependent variable). This project provides a practical toolset to test the potential human impacts of architectural design innovations. The research responds to a growing call in the field for evidence-based design and for an inexpensive means of evaluating the potential human effects of new designs. Our research will address this challenge by developing a prototype mobile brain-body imaging interface that can be used in conjunction with virtual immersion.
keywords Signal Processing; Brain; EEG; Virtual Reality; Big Data; Learning Performance
series SIGRADI
email
last changed 2021/03/28 19:58

_id acadia18_118
id acadia18_118
authors Kalantari, Saleh; Contreras-Vidal, Jose Luis; Smith, Joshua Stanton; Cruz-Garza, Jesus; Banner, Pamela
year 2018
title Evaluating Educational Settings through Biometric Data and Virtual Response Testing
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. 118-125
doi https://doi.org/10.52842/conf.acadia.2018.118
summary The physical design of the learning environment has been shown to contribute significantly to student performance and educational outcomes. However, the existing literature on this topic relies primarily on generalized observations rather than on rigorous empirical testing. Broad trends in environmental impacts have been noted, but there is a lack of detailed evidence about how specific design variables can affect learning performance. The goal of this study was to apply a new approach in examining classroom design innovations. We developed a protocol to evaluate the effectiveness of classroom designs by measuring the physical responses of study participants as they interacted with different designs using a virtual reality platform. Our hypothesis was that virtual “test runs” can help designers to identify potential problems and successes in their work prior to its being physically constructed. The results of our initial pilot study indicated that this approach could yield important results about human responses to classroom design, and that the virtual environment seemed to be a reliable testing substitute when compared against real classroom environments. In addition to leading toward practical conclusions about specific classroom design variables, this project provides a new kind of research method and toolset to test the potential human impacts of a wide variety of architectural innovations.
keywords work in progress, signal processing, eeg, virtual reality, big data, learning performance
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id acadia18_312
id acadia18_312
authors Ariza, Inés; Mirjan, Ammar; Gandia, Augusto; Casas, Gonzalo; Cros, Samuel; Gramazio, Fabio; Kohler, Matthias.
year 2018
title In Place Detailing. Combining 3D printing and robotic assembly
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. 312-321
doi https://doi.org/10.52842/conf.acadia.2018.312
summary This research presents a novel construction method that links robotic assembly and in place 3D printing. Rather than producing custom joints in a separate prefabrication process, our approach enables creating highly customized connection details that are 3D printed directly onto off-the-shelf building members during their assembly process. Challenging the current fashion of highly predetermined joints in digital construction, detailing in place offers an adaptive fabrication method, enabling the expressive tailoring of connection details addressing its specific architectural conditions. In the present research, the in place detailing strategy is explored through robotic wire arc additive manufacturing (WAAM), a metal 3D printing technique based on MIG welding. The robotic WAAM process coupled with localization and path-planning strategies allows a local control of the detail geometry enabling the fabrication of customized welded connections that can compensate material and construction tolerances. The paper outlines the potential of 3D printing in place details, describes methods and techniques to realize them and shows experimental results that validate the approach.
keywords work in progress, fabrication & robotics, robotic production, materials/adaptive systems, architectural detailing
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id ecaade2018_219
id ecaade2018_219
authors Bai, Nan, Ye, Wenqia, Li, Jianan, Ding, Huichao, Pienaru, Meram-Irina and Bunschoten, Raoul
year 2018
title Customised Collaborative Urban Design - A Collective User-based Urban Information System through Gaming
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 419-428
doi https://doi.org/10.52842/conf.ecaade.2018.1.419
summary As we step into a new data-based information age, it is important to get citizens involved in the whole design process. Our research tries to build up a user-based urban information system by collecting the data of neighborhood land use preference from all the residents through gaming. The result of each individual decision will be displayed in real time using Augmented Reality technology, while the collective decision dataset will be stored, analyzed and learnt by computer, forming an optimal layout that meets the highest demand of the community. A pre-experiment has been conducted in a. an abstract virtual site and b. an existing site by collecting opinions from 122 participants, which shows that the system works well as a new method for collaborative design. This system has the potential to be applied both in realistic planning processes, as a negotiation toolkit, and in virtual urban forming, in the case of computer games or space colonization.
keywords Collaborative Design; Customization; Urban Design; Gaming; Information System
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia18_244
id acadia18_244
authors Belanger, Zackery; McGee, Wes; Newell, Catie
year 2018
title Slumped Glass: Auxetics and Acoustics
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. 244-249
doi https://doi.org/10.52842/conf.acadia.2018.244
summary This research investigates the effect of curvature, at a variety of scales, on the acoustic properties of glass. Plate glass, which has predictable and uniform acoustically reflective behavior, can be formed into curved surfaces through a combination of parametrically-driven auxetic pattern generation, CNC water-jet cutting, and controlled heat forming. When curved, plate glass becomes “activated” and complex acoustically-diffusive behavior emerges. The parametrically-driven auxetic perforation pattern allows the curvature to be altered and controlled across a formed pane of glass, and a correlation is demonstrated between the level of curvature and the extent of acoustically diffusive behavior. Beyond individual panels, curved panes can be aggregated to extend acoustic influence to the entire interior room condition, and the pace at which acoustic energy is distributed can be controlled. In this work the parameters surrounding the controlled slumping of glass are described, and room-sized formal and acoustic effects are studied using wave-based acoustic simulation techniques. This paper discusses the early stages of work in progress.
keywords work in progress, materials and adaptive systems, performance and simulation, digital fabrication
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id acadia18_286
id acadia18_286
authors Claire Im, Hyeonji; AlOthman, Sulaiman; García del Castillo, Jose Luis
year 2018
title Responsive Spatial Print. Clay 3D printing of spatial lattices using real-time model recalibration
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. 286-293
doi https://doi.org/10.52842/conf.acadia.2018.286
summary Additive manufacturing processes are typically based on a horizontal discretization of solid geometry and layered deposition of materials, the speed and the rate of which are constant and determined by the stability criteria. New methods are being developed to enable three-dimensional printing of complex self-supporting lattices, expanding the range of possible outcomes in additive manufacturing. However, these processes introduce an increased degree of formal and material uncertainty, which require the development of solutions specific to each medium. This paper describes a development to the 3D printing methodology for clay, incorporating a closed-loop feedback system of material surveying and self-correction to recompute new depositions based on scanned local deviations from the digital model. This Responsive Spatial Print (RSP) method provides several improvements over the Spatial Print Trajectory (SPT) methodology for clay 3D printing of spatial lattices previously developed by the authors. This process compensates for the uncertain material behavior of clay due to its viscosity, malleability, and deflection through constant model recalibration, and it increases the predictability and the possible scale of spatial 3D prints through real-time material-informed toolpath generation. The RSP methodology and early successful results are presented along with new challenges to be addressed due to the increased scale of the possible outcomes.
keywords work in progress, closed loop system, spatial clay printing, self-supporting lattice, in-situ printking, extrusion rate, material behavior
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id acadia18_226
id acadia18_226
authors Glynn, Ruairi; Abramovic, Vasilija; Overvelde, Johannes T. B.
year 2018
title Edge of Chaos. Towards intelligent architecture through distributed control systems based on Cellular Automata.
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. 226-231
doi https://doi.org/10.52842/conf.acadia.2018.226
summary From the “Edge of Chaos”, a mathematical space discovered by computer scientist Christopher Langton (1997), compelling behaviors originate that exhibit both degrees of organization and instability creating a continuous dance between order and chaos. This paper presents a project intended to make this complex theory tangible through an interactive installation based on metamaterial research which demonstrates emergent behavior using Cellular Automata (CA) techniques, illustrated through sound, light and motion. We present a multi-sensory narrative approach that encourages playful exploration and contemplation on perhaps the biggest questions of how life could emerge from the disorder of the universe.

We argue a way of creating intelligent architecture, not through classical Artificial Intelligence (AI), but rather through Artificial Life (ALife), embracing the aesthetic emergent possibilities that can spontaneously arise from this approach. In order to make these ideas of emergent life more tangible we present this paper in four integrated parts, namely: narrative, material, hardware and computation. The Edge of Chaos installation is an explicit realization of creating emergent systems and translating them into an architectural design. Our results demonstrate the effectiveness of a custom CA for maximizing aesthetic impact while minimizing the live time of architectural kinetic elements.

keywords work in progress, complexity, responsive architecture, distributed computing, emergence, installation, interactive architecture, cellular automata
series ACADIA
type paper
email
last changed 2022/06/07 07:51

_id acadia18_294
id acadia18_294
authors Kieffer, Lynn; Nicholas, Paul
year 2018
title Pneumatically Actuated Material. Exploration of the mophospace of an adaptable system of soft actuators
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. 294-301
doi https://doi.org/10.52842/conf.acadia.2018.294
summary This research in progress investigates a design and fabrication method of an adaptable and programmable composite material in an embodied computation system. It develops a workflow for a behavior-based model, the exploration of the morpho-space associated with the combinatorial assembly and the actuation of soft elements. The aggregation of individually actuatable and soft units in a system creates a large potential regarding adaptability, flexibility and reconfigurability, through a non-rigid and non-mechanical system. The cells are developed through a process of prototyping on origami and auxetic pattern inspired soft robotic elements. Every soft cell is pneumatically actuated through a negative pressure environment. The computational simulation is informed by the prototyping process and its findings. The simulation-based design of such an assembled system allows prediction of the aggregated shape and outputs a sequencing table, describing the actuation status of every cell and can create a tool to communicate between material and computational system
keywords work in progress,pneumatic actuation, adaptable soft material
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id acadia18_322
id acadia18_322
authors Klemmt, Christoph; Gheorghe, Andrei; Pantic, Igor; Hornung, Philipp; Sodhi, Rajat
year 2018
title Engineering Design Tropisms. Utilization of a bamboo-resin joint for voxelized network geometries
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. 322-327
doi https://doi.org/10.52842/conf.acadia.2018.322
summary We propose the combination of the traditional construction material bamboo with a novel epoxy-resin joint. The joint forms a bending-resisting connection that eliminates the need for diagonal members. This allows its utilization along rectangular grids as was tested with the design of a prototype structure that occupies a voxelized space. The design process used an agent-based simulation to mediate between design intent, site and structural considerations. The prototype was constructed with a robotic milling of the components and forms a successful application of the joints and design methodology.
keywords work in progress, digital fabrication, digital materials, robotic production, fabrication & robotics
series ACADIA
type paper
email
last changed 2022/06/07 07:51

_id acadia18_358
id acadia18_358
authors Lara Ditzel, Patricio; Balas, Leonard; Kalina, Olga; Vasey, Lauren; Bechert, Simon; Krieg ,Oliver David; Menges, Achim; Knippers, Jan
year 2018
title Integrative Fabrication of Sandwich Shells. An integrative approach to design of robotically fabricated wood- based sandwich segmented shells
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. 358-365
doi https://doi.org/10.52842/conf.acadia.2018.358
summary This paper presents the development of an integrative and adaptive robotic fabrication process for the production of wooden-based segmented shells of variable thickness. A material and construction process is presented whereby an industrial robot with a two-degree of freedom end-effector acts as active form-work, positioning flexible strips of plywood so they can be assembled into a structurally performative configuration and then filled with a polyurethane expandable foam. The resulting material system is a structurally performative and doubly curved sandwich composite which performs well in bending. This paper discusses the construction process and the material system, methods for structural analysis, an adaptive robotic fabrication process, as well as a computational design tool which integrates material constraints, robotic constraints, and structural performance. The resulting construction system expands the design possibilities for robotic fabrication in wood, particularly as a viable material system for implementation directly in an on-site condition.
keywords work in progress, fabrication & robotics, materials & adaptive systems
series ACADIA
type paper
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 acadia18_72
id acadia18_72
authors Nagy, Danil; Stoddart, Jim; Villaggi, Lorenzo; Burger, Shane; Benjamin, David
year 2018
title Digital Dérive. Reconstructing urban environments based on human experience
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. 72-81
doi https://doi.org/10.52842/conf.acadia.2018.072
summary This paper describes a novel method for reconstructing urban environments based on individual occupant experience. The method relies on a low-cost off-the-shelf 360-degree camera to capture video and audio data from a natural walk through the city. It then uses a custom workflow based on an open-source Structure from Motion (SfM) library to reconstruct a dense point cloud from images extracted from the 360-degree video. The point cloud and audio data are then represented within a virtual reality (VR) model, creating a multisensory environment that immerses the viewer into the subjective experience of the occupant.

This work questions the role of precision and fidelity in our experience and representation of a “real” physical environment. On the one hand, the resulting VR environment is less complete and has lower fidelity than digital environments created through traditional modeling and rendering workflows. On the other hand, because each point in the point cloud is literally sampled from the actual environment, the resulting model also captures more of the noise and imprecision that characterizes our world. The result is an uncanny immersive experience that is less precise than traditional digital environments, yet represents many more of the unique physical characteristics that define our urban experiences.

keywords full paper, urban design & analysis, representation + perception, interactive simulations, virtual reality
series ACADIA
type paper
email
last changed 2022/06/07 07:59

_id acadia18_66
id acadia18_66
authors Peek, Nadya; Gershenfeld, Neil
year 2018
title Mods: Browser-Based Rapid Prototyping Workflow Composition
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. 66-71
doi https://doi.org/10.52842/conf.acadia.2018.066
summary Software is shared through files and libraries, but workflows are not. To be able to share workflows for rapid automation, we developed an extensible environment for running CAD, CAM, and machine control. We present Mods, a browser-based environment for data handling, toolpath planning, and machine execution. Users compose modules (either existing modules or new modules they contribute) into workflows for machine automation sequences in a dataflow environment. The modules themselves run client side, implementing the functions used by the modules (such as toolpath planning algorithms or image analysis) in JavaScript, which runs in the browser. The physical machines are connected to a JavaScript server, which listens to commands from the client over a WebSocket connection. Together, these software modules make up an extensible and simple-to-use alternative to traditional CAD/CAM machine control environments.
keywords work in progress, software, digital fabrication, automation, computer-aided-machining
series ACADIA
type paper
email
last changed 2022/06/07 07:59

_id ecaade2018_264
id ecaade2018_264
authors Qabshoqa, Mohammad
year 2018
title Virtual Place-Making - The Re-discovery of Architectural Places through Augmented Play - A playful emergence between the real and unreal
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 451-458
doi https://doi.org/10.52842/conf.ecaade.2018.1.451
summary This paper introduces the concept of Virtual Place-making through Urban Gamification for architects and designers as a potential application and approach in architecture and urban design. This introduction will be achieved through introducing Augmented Play and Urban Gamification; identifying the urban gamification components based on the game Pokémon Go; exploring the effect of augmented reality games on the experience of architectural and urban spaces; identifying the role of augmented urban gamification in rediscovering cities and redefining architectural spaces. Finally, an investigation of the existing literature concerning making places is combined with the understanding of the impact of digital technologies to construct an understanding of the concept of Virtual Place-making.
keywords Gamification in Architecture; Internet of Things in Architecture; Augmented Reality in Architecture; User-Participatory in Architecture; Placemaking;
series eCAADe
email
last changed 2022/06/07 07:58

_id ijac201816104
id ijac201816104
authors Sahbaz, Eray and Aysun Özköse
year 2018
title Experiencing historical buildings through digital computer games
source International Journal of Architectural Computing vol. 16 - no. 1, 22-33
summary This study aims to demonstrate the value of experiencing historical buildings through the digital game–based learning method. A three-dimensional computer game was developed to assess the digital game–based learning method as a supportive hypermedia tool in architectural education. The computer game features interactive game missions that enable students to get a close-up experience of the buildings. As part of the study, an experiment was conducted comparing the digital game–based learning method against other traditional methods in learning about historical buildings. The results of the study show that the digital game–based learning method can serve as a support for lecturing on historical buildings to help improve students’ learning experience.
keywords Cultural heritage, interactive learning environments, architecture, digital game–based learning, heritage conservation, hypermedia systems, heritage protection
series journal
email
last changed 2019/08/07 14:03

_id acadia18_82
id acadia18_82
authors Sun, Chengyu; Zheng, Zhaohua; Sun, Tongyu
year 2018
title Hybrid Fabrication. A free-form building process with high on-site flexibility and acceptable accumulative error
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. 82-87
doi https://doi.org/10.52842/conf.acadia.2018.082
summary Although digital fabrication has a booming development in the building industry, especially in freeform building, its further application in onsite operations is still limited because of the huge flexibility required in programming. On the contrary, traditional manual fabrication onsite deals perfectly with problems that always accompany fatal accumulative errors in freeform building. This study explores a hybrid fabrication paradigm to take advantage of both in an onsite freeform building project, in which there is a cycling human–computer interactive process consisting of manual operation and computer guidance in real time. A Hololens-Kinect system in a framework of typical project camera systems is used in the demonstration. When human builders perceive, decide, and operate the irregular foam bricks in a complex onsite environment, the computer keeps updating the current form through 3D scanning and prompting the position and orientation of the next brick through augmented display. From a starting vault, the computer always fine tunes its control surface according to the gradually installed bricks and keeps following a catenary formula. Thus, the hybrid fabrication actually benefits from the flexibility based on human judgment and operation, and an acceptable level of accumulative error can be handled through computer guidance concerning the structural performance and formal accuracy.
keywords work in progress, vr/ar/mr, hybrid practices
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id acadia18_56
id acadia18_56
authors Suzuki, Seiichi; Knippers, Jan
year 2018
title Digital Vernacular Design. Form-finding at the edge of realities
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. 56-65
doi https://doi.org/10.52842/conf.acadia.2018.056
summary Introducing design innovation within structural systems normally requires the development of novel design strategies for exploring different solutions in which optimized shapes can be derived from material behaviors and force principles. This condition is particularly important for bending- and form-active structures where intricate geometrical arrangements can be produced by combining simple discrete components. The use of real-time physics-based simulations as design tools has rapidly become popular for addressing these problems. However, all numerical methods tend to lack the interactive and playful characteristics that are intrinsic in traditional analogue methods. Because of this, the intuitive and creative characteristics of digital design processes are limited, and therefore a gap between analogue and digital design practices is progressively created.

In this paper, we present a design approach we call "digital vernacular," which involves the combination of interactive and playful characteristics of empirical and experimental methods within numerical models. This approach originates from the technical framework of topology-driven form-finding, which addresses the activation of topologic spaces during real-time physics-based simulations. The presented study is placed within a larger body of research regarding simulation-based design and aims to bridge the gap between analogue and digital design practices. Two computational frameworks based on particle-based methods and a set of research projects are presented to illustrate our design approach.

keywords work in progress, design methods and information processing, form finding, physics, representation
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id ecaade2018_331
id ecaade2018_331
authors Trento, Armando and Fioravanti, Antonio
year 2018
title Contextual Capabilities Meet Human Behaviour - Round the peg and square the hole
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 613-620
doi https://doi.org/10.52842/conf.ecaade.2018.1.613
summary To improve environmental wellbeing and productivity, design innovation focuses on human's use-process, evolving individual space to flexible and specialized ones, according to the users' tasks - activity-based. BIM models supports sophisticated behaviours' simulation such as energy, acoustics, although it is not able to manage space use-processes. The present paper rather than a report of a case study or the presentation of a new methodology wants to contribute, together with previous works, in sketching a theroretical framework within which it is possible to compute the interaction between users and spaces (and vice versa). The quest is to reflect on possible paths for engineering knowledge and understanding, providing a BIM system the semantic information required to operate adaptively and achieve robust and innovative goal-directed behavior. Compared to current research on simulation systems, this research approach links Context, intended as spaces capabilities to Actor's Behavioural Knowledge including formalization of personality typologies and profiled behavioural patterns. By means of a classical problem solving metaphor, the "squared peg in a round hole" one, multiple categories for goal achievement are sketched, based on reciprocal Actors and Context behaviour adaptation.
keywords Use-process Knowledge; Behavioural Knowledge; Use Simulation; Cognitive Computing
series eCAADe
email
last changed 2022/06/07 07:57

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