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 628

_id caadria2018_245
id caadria2018_245
authors Chowdhury, Shuva and Schnabel, Marc Aurel
year 2018
title An Algorithmic Methodology to Predict Urban Form - An Instrument for Urban Design
doi https://doi.org/10.52842/conf.caadria.2018.2.401
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. 401-410
summary We question the recent practices of conventional and participatory urban design approaches and offer a middle approach by exploring computational design tools in the design system. On the one hand, the top-down urban planning approaches investigate urban form as a holistic matter which only can be calibrated by urban professionals. These approaches are not able to offer enough information to the end users to predict the urban form. On the other hand, the bottom-up urban design approaches cannot visualise predicted urban scenarios, and most often the design decisions stay as general assumptions. We developed and tested a parametric design platform combines both approaches where all the stakeholders can participate and visualise multiple urban scenarios in real-time feedback. Parametric design along with CIM modelling system has influenced urban designers for a new endeavour in urban design. This paper presents a methodology to generate and visualise urban form. We present a novel decision-making platform that combines city level and local neighbourhood data to aid participatory urban design decisions. The platform allows for stakeholder collaboration and engagement in complex urban design processes.
keywords knowledge-based system; algorithmic methodology ; design decision tool; urban form;
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia18_206
id acadia18_206
authors Farahi, Behnaz
year 2018
title HEART OF THE MATTER: Affective Computing in Fashion and Architecture
doi https://doi.org/10.52842/conf.acadia.2018.206
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. 206-215
summary What if material interfaces could physically adapt to the user’s emotional state in order to develop a new affective interaction? By using emotional computing technologies to track facial expressions, material interfaces can help to regulate emotions. They can serve either as a tool for intelligence augmentation or as a means of leveraging an empathic relationship by developing an affective loop with the user. This paper explores how color- and shape-changing operations can be used as interactive design tools to convey emotional information, and is illustrated by two projects, one at the intimate scale of fashion and one at a more architectural scale. By engaging with design, art, psychology, and computer and material science, this paper envisions a world where material systems can detect the emotional responses of a user and reconfigure themselves in order to enter into a feedback loop with the user’s affective state and influence social interaction.
keywords full paper, materials & adaptive systems, materials/adaptive systems, computation.
series ACADIA
type paper
email
last changed 2022/06/07 07:55

_id sigradi2018_1787
id sigradi2018_1787
authors Pereira Jr., Clorisval
year 2018
title Speculative cartography and the formation of public interest issues
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. 1333-1339
summary This work discusses how locative media and the democratization of geoprocessing technologies have reconfigured our experience with the urban space, opening up new territories for the construction of the public. It also discusses perspectives and challenges that speculative practices with locative media bring to disciplines such as design, architecture and engineering, and to the production of more sustainable ways of life. For that matter, this work presents some experiments with locative media and digital cartographies that aim to give visibility to our social relation with the urban space and to support processes of sense-making about issues of public interest.
keywords Locative media; Critical cartography; Social cartography; Speculative design
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaade2018_312
id ecaade2018_312
authors Gündüz, Gamze, Oral, Hülya and Yazar, Tu?rul
year 2018
title Integration of Design Geometry with "Computational Making" in Basic Design Studio - A Case Study of Lanterns Project
doi https://doi.org/10.52842/conf.ecaade.2018.2.439
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. 439-448
summary Basic design education, as an introduction of design principles to novice students, has two-way of teaching which are design thinking and professional training, since Bauhaus. Initiated in 2009, the Computation-based Basic Design Studio creates a common ground through discussions between students, academics, and professionals from various backgrounds. In this paper, the implementation of parallel courses named Computation-based Basic Design Studio and Design Geometry is discussed upon final assignment of the first semester- New Year's Lanterns. The given assignment structured as a cyclic process through constant feedback between geometric relations, material performance, and, joinery details to achieve novel outcomes that exceed the preliminarily set structural criteria. In relation to individual processes and outcomes of the final assignment, observed tendencies developed by students', at the end of their first-term in design education, will be discussed as final remarks.
keywords design education; basic design; design geometry; polyhedra
series eCAADe
email
last changed 2022/06/07 07:49

_id acadia20_574
id acadia20_574
authors Nguyen, John; Peters, Brady
year 2020
title Computational Fluid Dynamics in Building Design Practice
doi https://doi.org/10.52842/conf.acadia.2020.1.574
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 574-583.
summary This paper provides a state-of-the-art of computational fluid dynamics (CFD) in the building industry. Two methods were used to find this new knowledge: a series of interviews with leading architecture, engineering, and software professionals; and a series of tests in which CFD software was evaluated using comparable criteria. The paper reports findings in technology, workflows, projects, current unmet needs, and future directions. In buildings, airflow is fundamental for heating and cooling, as well as occupant comfort and productivity. Despite its importance, the design of airflow systems is outside the realm of much of architectural design practice; but with advances in digital tools, it is now possible for architects to integrate air flow into their building design workflows (Peters and Peters 2018). As Chen (2009) states, “In order to regulate the indoor air parameters, it is essential to have suitable tools to predict ventilation performance in buildings.” By enabling scientific data to be conveyed in a visual process that provides useful analytical information to designers (Hartog and Koutamanis 2000), computer performance simulations have opened up new territories for design “by introducing environments in which we can manipulate and observe” (Kaijima et al. 2013). Beyond comfort and productivity, in recent months it has emerged that air flow may also be a matter of life and death. With the current global pandemic of SARS-CoV-2, it is indoor environments where infections most often happen (Qian et al. 2020). To design architecture in a post-COVID-19 environment will require an in-depth understanding of how air flows through space.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaaderis2018_000
id ecaaderis2018_000
authors Odysseas Kontovourkis
year 2018
title Sustainable Computational Workflows (Front Matter)
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. i-xii
keywords At a time when sustainability plays a key role in the way different disciplines approach development and production, the role of digital technology is crucial, as through smart and efficient techniques, it can lead to the creative design, analysis, evaluation and fabrication of solutions that are ecologically and economically viable and socially accessible. On the other hand, recent developments in the socio-economic context have caused changes and redevelopments in Europe, particularly in the Mediterranean region, which have a direct impact and affect the overall reflection on how new technologies, currently in open source and with a widely accessible status, contribute to a better and more sustainable future, without running isolated or far beyond today’s reality.
series eCAADe
email
last changed 2018/05/29 14:33

_id ecaade2018_303
id ecaade2018_303
authors Werner, Liss C.
year 2018
title Biological Computation of Physarum - From DLA to spatial adaptive Voronoi
doi https://doi.org/10.52842/conf.ecaade.2018.2.531
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
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 caadria2018_132
id caadria2018_132
authors Yan, Chao
year 2018
title "Real Virtuality" in the Process of Digitally Embedded Perception
doi https://doi.org/10.52842/conf.caadria.2018.1.091
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. 91-100
summary The "digital turn" in architecture is ontologically drawn from Deleuzian philosophy, particularly the thinking defined by Manuel Delanda as real virtuality. This philosophical thinking reflects the essential paradigm of digital design-a generative process driven by intensive difference to approach the singularity of form in a space of possibilities. However, no matter how dynamic the design process is in digital software, the construction result of a building is unavoidably static and permanent. Thus, the essence of digital design will always be misaligned with the material reality of its production. Addressing on this confliction, the research is trying to rethink the philosophical term "real virtuality" in the process of human perception. By examining different theories about the anti-static condition of perception, it forms a novel perspective to address the dynamic relationship between building form, virtual "information" and human perception, and extends the productivity of "becoming" from digital design process to the process of building colonization.
keywords Digital Design Theory; Real Virtuality; New Materialism; Perception; Visual Uncertainty
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade2018_237
id ecaade2018_237
authors Beir?o, José, Mateus, Nuno and Siopa Alves, Jo?o
year 2018
title Modular, Flexible, Customizable Housing and 3D Printed - An experiment in architectural education
doi https://doi.org/10.52842/conf.ecaade.2018.1.381
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. 381-390
summary Technological developments in construction always bring new expectations in terms of design possibilities. The use of digital tools both in design exploration and applied to explore new forms of computer controlled manufacture provide opportunities for the emergence of new tectonics. Because these transformations change our construction reality fast and with impacts never seen before, it is important that architectural education follows such change and prepares students for what will be their future really, making them capable to accept and incorporate the tectonic implications of digital tools and construction methods in the way they design. This paper shows a tutored approach to mass customized housing resorting to 3D printed parametric modular construction.Please write your abstract here by clicking this paragraph.
keywords caad education; mass customization; 3D printed housing
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia18_276
id acadia18_276
authors Bilotti, Jeremy; Norman, Bennett; Rosenwasser, David; Leo Liu, Jingyang; Sabin, Jenny
year 2018
title Robosense 2.0. Robotic sensing and architectural ceramic fabrication
doi https://doi.org/10.52842/conf.acadia.2018.276
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. 276-285
summary Robosense 2.0: Robotic Sensing and Architectural Ceramic Fabrication demonstrates a generative design process based on collaboration between designers, robotic tools, advanced software, and nuanced material behavior. The project employs fabrication tools which are typically used in highly precise and predetermined applications, but uniquely thematizes the unpredictable aspects of these processes as applied to architectural component design. By integrating responsive sensing systems, this paper demonstrates real-time feedback loops which consider the spontaneous agency and intuition of the architect (or craftsperson) rather than the execution of static or predetermined designs. This paper includes new developments in robotics software for architectural design applications, ceramic-deposition 3D printing, sensing systems, materially-driven pattern design, and techniques with roots in the arts and crafts. Considering the increasing accessibility and advancement of 3D printing and robotic technologies, this project seeks to challenge the erasure of materiality: when mistakes or accidents caused by inconsistencies in natural material are avoided or intentionally hidden. Instead, the incorporation of material and user-input data yields designs which are imbued with more nuanced traces of making. This paper suggests the potential for architects and craftspeople to maintain a more direct and active relationship with the production of their designs.
keywords full paper, fabrication & robotics, robotic production, digital fabrication, digital craft
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id ecaade2018_227
id ecaade2018_227
authors Chatzitsakyris, Panagiotis
year 2018
title EventMode - A new computational design tool for integrating human activity data within the architectural design workflow
doi https://doi.org/10.52842/conf.ecaade.2018.1.649
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. 649-656
summary Architectural designers are currently depending on a multitude of elaborate computational tools in order to explore, manipulate and visualize the geometric form of their building projects. However, if architecture can be perceived as the manipulation of geometric form in direct relation to human activities and events that take place inside it, then it is evident that such design parameters are not sufficiently represented in the currently available modeling software. Would it be possible to introduce the human activity element in the aforementioned computational tools in a way that informs the design process and improves the final building product? This paper attempts to answer this question by introducing a new experimental design tool that enables the creation of parametric human activity envelopes within three-dimensional digital models. The novel approach is that this tool enables the parametric interaction of these components with the actual building geometry and generates novel visual and data representations of the 3D model. The goal is to improve the decision-making process of architects as well as their clients by enabling them to evaluate and iterate their designs based not only on the building's form but also on the human spatial events that take place inside it. A prototype implementation demonstrates the tool's practical application through three design examples.
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2018_1363
id sigradi2018_1363
authors Chiarella, Mauro; Martini, Sebastian; Dalla Costa, Matías; Veizaga, Martín
year 2018
title Makers experiences: Upcycling, interfaces and reactive devices in Industrial Design
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. 1220-1226
summary The Maker culture emphasizes collaborative learning and distributed knowledge. Expands exponentially the multiplicity of resources and possible processes. Finding effective and efficient ways to use them to develop predictive models that focus decision-making towards performance-oriented designs is the new challenge. Through the application of didactic strategies of problem-based learning will analyze five experiences of the degree of Industrial Design, Course IMD, National University of the Littoral based on logic of personalized manufacturing, augmented graphic thinking and collective creation.
keywords Crowthinking; Upcycling; Arduino; Visual programming
series SIGRADI
email
last changed 2021/03/28 19:58

_id acadia18_404
id acadia18_404
authors Clifford, Brandon; McGee, Wes
year 2018
title Cyclopean Cannibalism. A method for recycling rubble
doi https://doi.org/10.52842/conf.acadia.2018.404
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. 404-413
summary Each year, the United States discards 375 million tons of concrete construction debris to landfills (U.S. EPA 2016), but this is a new paradigm. Past civilizations cannibalized their constructions to produce new architectures (Hopkins 2005). This paper interrogates one cannibalistic methodology from the past known as cyclopean masonry in order to translate this valuable method into a contemporary digital procedure. The work contextualizes the techniques of this method and situates them into procedural recipes which can be applied in contemporary construction. A full-scale prototype is produced utilizing the described method; demolition debris is gathered, scanned, and processed through an algorithmic workflow. Each rubble unit is then minimally carved by a robotic arm and set to compose a new architecture from discarded rubble debris. The prototype merges ancient construction thinking with digital design and fabrication methodologies. It poses material cannibalism as a means of combating excessive construction waste generation.
keywords full paper, cyclopean, algorithmic, robotic fabrication, stone, shape grammars, computation
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id caadria2018_333
id caadria2018_333
authors Cupkova, Dana, Byrne, Daragh and Cascaval, Dan
year 2018
title Sentient Concrete - Developing Embedded Thermal and Thermochromic Interactions for Architecture and Built Environment
doi https://doi.org/10.52842/conf.caadria.2018.2.545
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. 545-554
summary Historically, architectural design focused on adaptation of built environment to serve human needs. Recently embedded computation and digital fabrication have advanced means to actuate physical infrastructure in real-time. These 'reactive spaces' have typically explored movement and media as a means to achieve reactivity and physical deformation (Chatting et al. 2017). However, here we recontextualize 'reactive' as finding new mechanisms for permanent and non-deformable everyday materials and environments. In this paper, we describe our ongoing work to create a series of complex forms - modular concrete panels - using thermal, tactile and thermochromic responses controlled by embedded networked system. We create individualized pathways to thermally actuate these surfaces and explore expressive methods to respond to the conditions around these forms - the environment, the systems that support them, their interaction and relationships to human occupants. We outline the design processes to achieve thermally adaptive concrete panels, illustrate interactive scenarios that our system enables, and discuss opportunities for new forms of interactivity within the built environment.
keywords Responsive environments; Geometrically induced thermodynamics; Ambient devices; Internet of things; Modular electronic systems
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2018_347
id ecaade2018_347
authors Dokonal, Wolfgang
year 2018
title Do Training Bikes Dream of Electric Cities ?
doi https://doi.org/10.52842/conf.ecaade.2018.2.789
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. 789-794
summary Virtual reality (VR), Augmented Reality (AR) and Mixed Reality is making the headlines in the newspapers and magazines today. But unlike 25 years ago when the first VR rage started with the first Cave Automatic Virtual Environments (CAVE) infrastructures VR is now a technique that is available at very low costs.Especially the recent advances and developments in low cost VR hardware mainly the Head mounted displays (HMD), in particular those that use mobile phones but also the PC based systems like the Oculus Rift and the HTC Vive together with recent software developments allow this change. Naturally this is based on the interest of the Gaming Industry and the big players in the smartphone industry. But at the moment there are nearly no tools for architects available within these systems. In our point of view there is the big potential that these technologies can give new opportunities to architects and designers to use VR and AR as part of their design toolbox and not only as a presentation tool. For us this is the most important aspect. In our projects we therefore try to develop a workflow that can be easily used even without programming and scripting skills.
keywords Virtual Reality; Interfaces
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia18_336
id acadia18_336
authors Forren, James; Nicholas, Claire
year 2018
title Lap, Twist, Knot. Intentionality in digital-analogue making environments
doi https://doi.org/10.52842/conf.acadia.2018.336
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. 336-341
summary This paper discusses a theoretical approach and method of making in computational design and construction. The project examines digital and analogue building practices through a social anthropological and STS lens to better understand the use of technology in complex making environments. We position this with respect to contemporary investigations of materials in architecture which use physical and virtual prototyping and collaborative building. Our investigation extends this work by parsing complex making through ethnographic analysis. In doing so we seek to recalibrate computational design methods which privilege rote execution of digital form. This inquiry challenges ideas of agency and intention as ‘enabled’ by new technologies or materials. Rather, we investigate the troubling (as well as extension) of explicit designer intentions by the tacit intentions of technologies. Our approach is a trans-disciplinary investigation synthesizing architectural making and ethnographic analysis. We draw on humanistic and social science theories which examine activities of human-technology exchange and architectural practices of algorithmic design and fabrication. We investigate experimental design processes through prototyping architectural components and assemblies. These activities are examined by collecting data on human-technology interactions through field notes, journals, sketches, and video recordings. Our goal is to foster (and acknowledge) more complex, socially constructed methods of design and fabrication. This work in progress, using a cement composite fabric, is a preliminary study for a larger project looking at complex making in coordination with public engagement.
keywords work in progress, illusory dichotomies, design theory & history, materials/adaptive systems, collaboration, hybrid practices
series ACADIA
type paper
email
last changed 2022/06/07 07:51

_id ecaade2018_270
id ecaade2018_270
authors Gönenç Sorguç, Arzu, Kruºa Yemiºco?lu, Müge and Özgenel, Ça?lar F?rat
year 2018
title Multiverse of a Form - Snowflake to Shelder
doi https://doi.org/10.52842/conf.ecaade.2018.2.411
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. 411-416
summary The almost seamless integration of computation, fabrication and immersion technologies in architecture not only constitutes potentials for exploring design instances through multiple media but also changes design paradigm from form-formation to form-formation-exploration. In this sense, multiverse of design as proposed in this study and integration of various design technologies from virtual to real aims to advance higher order thinking skills and a more exclusive design exploration in computational design process. Undoubtedly, the multiverse of design cannot be handled without emerging technologies temptingly easing fabrication in both physical and virtual realms. On the other hand, such technologies can easily be deceptive in regard with scale, choice of material, details and etc.Therefore, how and which modes of exploration (physical or virtual) should be integrated into the design process is critical. "Exploration of design" in the realm of new technologies does not only connote a formal exploration of design and its performance but it also becomes a way learning/thinking of design enhancing critical thinking and constructivist learning. Within the scope of this study, the multiverse of a form(ation) is explained throughly and examplified through snowflake pavilion which is issued to 4th year and graduate students in the scope of an elective studio course. Snowflake pavillon comprises physical, virtual and mapped reality as a triskelion for immersive experience for visitors.
keywords Virtual Reality; Augmented Reality; Physical Reality; Fabrication Technologies; Multiverse of Design
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia18_156
id acadia18_156
authors Huang, Weixin; Zheng, Hao
year 2018
title Architectural Drawings Recognition and Generation through Machine Learning
doi https://doi.org/10.52842/conf.acadia.2018.156
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. 156-165
summary With the development of information technology, the ideas of programming and mass calculation were introduced into the design field, resulting in the growth of computer- aided design. With the idea of designing by data, we began to manipulate data directly, and interpret data through design works. Machine Learning as a decision making tool has been widely used in many fields. It can be used to analyze large amounts of data and predict future changes. Generative Adversarial Network (GAN) is a model framework in machine learning. It’s specially designed to learn and generate output data with similar or identical characteristics. Pix2pixHD is a modified version of GAN that learns image data in pairs and generates new images based on the input. The author applied pix2pixHD in recognizing and generating architectural drawings, marking rooms with different colors and then generating apartment plans through two convolutional neural networks. Next, in order to understand how these networks work, the author analyzed their framework, and provided an explanation of the three working principles of the networks, convolution layer, residual network layer and deconvolution layer. Lastly, in order to visualize the networks in architectural drawings, the author derived data from different layer and different training epochs, and visualized the findings as gray scale images. It was found that the features of the architectural plan drawings have been gradually learned and stored as parameters in the networks. As the networks get deeper and the training epoch increases, the features in the graph become more concise and clearer. This phenomenon may be inspiring in understanding the designing behavior of humans.
keywords full paper, design study, generative design, ai + machine learning, ai & machine learning
series ACADIA
type paper
email
last changed 2022/06/07 07:49

_id ecaade2018_260
id ecaade2018_260
authors Kallegias, Alexandros
year 2018
title Design by Computation - A material driven study
doi https://doi.org/10.52842/conf.ecaade.2018.2.279
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. 279-284
summary The paper aims to address methods of creating a system for design through material studies that are employed as feedback on a computational digital model. The case study described in this paper is the output of an exploration that has investigated physical transformation, interaction and wood materiality over the period of two weeks of the international architecture programme AA Athens Visiting School in Greece. Real-time performative form-responsive methods based on bending and stretching have been developed and simulated in an open-source programming environment. The output of the simulation has been informed by the results of material tests that took place in parallel and have served as inputs for the fine-tuning of the simulation. Final conclusions were made possible from these explorations that enabled the fabrication of a prototype using wood veneer at one-to-one scale. From a pedagogical aspect, the research main focus is to improve the quality of architectural education by learning through making. This is made possible using advanced computational techniques and coupling them with material studies towards an integrated system for architectural prototypes within a limited time frame.
keywords materiality; computation; 1:1 scale prototyping; simulation; fabrication
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia18_232
id acadia18_232
authors Kilian, Axel
year 2018
title The Flexing Room Architectural Robot. An Actuated Active-Bending Robotic Structure using Human Feedback
doi https://doi.org/10.52842/conf.acadia.2018.232
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. 232-241
summary Advances in autonomous control of object-scale robots, both anthropomorphic and vehicular, are posing new human–machine interface challenges. In architecture, very few examples of autonomous inhabitable robotic architecture exist. A number of factors likely contribute to this condition, among them the scale and cost of architectural adaptive systems, but on a more fundamental conceptual level also the questions of how architectural robots would communicate with their human inhabitants. The Flexing Room installation is a room-sized actuated active-bending skeleton structure. It uses rudimentary social feedback by counting people to inform its behavior in the form of actuated poses of the room enclosure. An operational full-scale prototype was constructed and tested. To operate it no geometric-based simulation was used; the only communication between computer and structure was in sending values for the air pressure settings and in gathering sensor feedback. The structure’s physical state was resolved through the embodied computation of its interconnected parts, and the people-counting sensor feedback influences its next action. Future work will explore the development of learning processes to improve the human–machine coexistence in space.
keywords full paper, fabrication & robotics, non-production robotics, materials/adaptive systems, flexible structures
series ACADIA
type paper
email
last changed 2022/06/07 07:52

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