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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_id ecaade2018_347
id ecaade2018_347
authors Dokonal, Wolfgang
year 2018
title Do Training Bikes Dream of Electric Cities ?
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
doi https://doi.org/10.52842/conf.ecaade.2018.2.789
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_126
id acadia18_126
authors Johns, Ryan Luke; Anderson, Jeffrey
year 2018
title Interfaces for Adaptive 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. 126-135
doi https://doi.org/10.52842/conf.acadia.2018.126
summary While robotic tools have greatly expanded the scope of computational control and design freedom in architectural assembly, the vast majority of projects involving robotic customization depend on standardized, mass produced components. By relinquishing some design agency to automated systems which respond to on-site material variations, it is possible to produce methods of construction which rely on locally-sourced components with low embodied energy. Such adaptive automation can provide resource efficiency and the aesthetic advantages of natural or reclaimed materials, but can also beget technical challenges of increasing complexity. By expanding design goals to incorporate intuitive collaborative interfaces, technical gaps can be understood even by non-experts, and leveraged towards new forms of creative expression.

This paper presents the results of an interactive installation in which visitors can provide any variety of objects to a collaborative robotic manipulator (UR5) which recognizes part geometry and attempts to construct a dry-stacked wall from the material offerings. A visual and auditory interface provides suggestions and error messages to participants to facilitate an understanding of the acceptable material morphologies which can be used within the constraints of the system.

keywords full paper, materials & adaptive systems, non-production robotics, digital materials, representation + perception
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id ecaade2018_133
id ecaade2018_133
authors Eloy, Sara, Ourique, Lázaro, Woessner, Uwe, Kieferle, Joachim and Schotte, Wolfgang
year 2018
title How Present am I - Three virtual reality facilities testing the fear of falling
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. 717-726
doi https://doi.org/10.52842/conf.ecaade.2018.2.717
summary Virtual reality environments have long been used in studies related to architecture simulation. The main objective of this paper is to measure the sense of presence that different virtual reality devices provide to users so as to evaluate their effectiveness when used to simulate real environments and draw conclusions of people's behaviors when using them. The study also aims at investigating, in a quantitative way, the influence of architectural elements on the comfort of use of a built environment, namely considering the fear of falling reported by adults while using these architectural elements. Using a between-subjects design randomly distributed between two experimental conditions (safe and unsafe), a set of three studies were conducted in three different virtual reality environments using a 5-sided-CAVE, a Powerwall or a Head Mounted Display. The study shows that immersive virtual reality devices give users a higher sense of presence than semi-immersive ones. One of the conclusions of the study is that a higher sense of presence helps to enhance the building spaces perceived impacts on users (in this case the fear of falling).
keywords Virtual Reality; Presence; Fear of falling; CAVE; HMD; Powerwall
series eCAADe
email
last changed 2022/06/07 07:55

_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 acadia18_260
id acadia18_260
authors Tish, Daniel; Schork, Tim; McGee, Wes
year 2018
title Topologically Optimized and Functionally Graded Cable Nets. New approaches through robotic 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. 260-265
doi https://doi.org/10.52842/conf.acadia.2018.260
summary Recent advancements in the realm of additive manufacturing technologies have made it possible to directly manufacture the complex geometries that are resultant from topological optimization and functionally graded material processes. Topological optimization processes are well understood and widely used within the realm of structural engineering and have been increasingly adopted in architectural design and research. However, there has been little research devoted to the topological optimization of cable nets and their fabrication through robotic additive manufacturing. This paper presents a design framework for the optimization of additively manufactured tensile cable nets that attempts to bridge between these two domains by reframing the scale of topological optimization processes. Instead of focusing solely on the topology optimization at the macro-scale of cable nets, this research develops a method to optimize the meso-scale topology and defines metamaterial units with different properties to be aggregated into a complex whole. This reorientation from the formal towards the material domain signals an engagement with morphogenetic modes of design that find formal expression through bottom-up material processes. In order to further investigate the emerging potentials of this reorientation, the presented method is validated through physical deformation tests, as well as applied to the design of a furniture-scale case study project realized through the use of robotic additive manufacturing of elastomeric materials
keywords work in progress, materials & adaptive systems, robotic production, computation, flexible structures
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id acadia18_216
id acadia18_216
authors Ahrens, Chandler; Chamberlain, Roger; Mitchell, Scott; Barnstorff, Adam
year 2018
title Catoptric Surface
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. 216-225
doi https://doi.org/10.52842/conf.acadia.2018.216
summary The Catoptric Surface research project explores methods of reflecting daylight through a building envelope to form an image-based pattern of light on the interior environment. This research investigates the generation of atmospheric effects from daylighting projected onto architectural surfaces within a built environment in an attempt to amplify or reduce spatial perception. The mapping of variable organizations of light onto existing or new surfaces creates a condition where the perception of space does not rely on form alone. This condition creates a visual effect of a formless atmosphere and affects the way people use the space. Often the desired quantity and quality of daylight varies due to factors such as physiological differences due to age or the types of tasks people perform (Lechner 2009). Yet the dominant mode of thought toward the use of daylighting tends to promote a homogeneous environment, in that the resulting lighting level is the same throughout a space. This research project questions the desire for uniform lighting levels in favor of variegated and heterogeneous conditions. The main objective of this research is the production of a unique facade system that is capable of dynamically redirecting daylight to key locations deep within a building. Mirrors in a vertical array are individually adjusted via stepper motors in order to reflect more or less intense daylight into the interior space according to sun position and an image-based map. The image-based approach provides a way to specifically target lighting conditions, atmospheric effects, and the perception of space.
keywords full paper, non-production robotics, representation + perception, performance + simulation, building technologies
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id acadia18_98
id acadia18_98
authors Fox, Michael; Schulitz, Marc; Gershfeld, Mikhail; Cohen, Marc
year 2018
title Full Integration: Closing the Gap on Technology Readiness
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. 98-107
doi https://doi.org/10.52842/conf.acadia.2018.098
summary This paper discusses the authors’ experiences and lessons learned through designing and constructing small- and large-scale robotic prototypes and the fully integrated use of VR and AR for design. Also of focus here are the methodological tools utilized to implement this student-led research in an interdisciplinary educational environment, as well as the design explorations of Mars habitation systems. Through the systems engineering approach, students will generate ideas that may or may not make it to the final design development stage, but may potentially be valuable to future real exploration habitats and mission architectures. The final prototype allows an assessment of the focus parameters, which are the vessels’ transformation capacities and layout adaption. The design objective of this project is to examine strategies for commonality between an interplanetary vehicle (IPV) and a Mars surface habitat. The presented design proposals address this challenge to create a common habitation system in both habitats so that crew members will be familiar with the layout, function, and location throughout the expedition. The design tools operate at the intersection of architectural layout design, mechanics, and structural design, and use origami folding techniques and structural form-finding concepts to generate shell action rigidity. In addition, the project develops a strategy for mobility and transformation of the surface habitat prior to its transformed configuration. The value here lies in understanding lessons from this strategy for both the design process as well as efficiency and optimization in design as a model for terrestrial design.
keywords full paper, bim, flexible structures, performance + simulation, representation + perception, building technologies, vr/ar/mr
series ACADIA
type paper
email
last changed 2022/06/07 07:50

_id ecaade2018_141
id ecaade2018_141
authors Hermund, Anders, Klint, Lars Simon, Bundgaard, Ture Slot and Noël Meedom Meldgaard Bj?rnson-Langen, Rune
year 2018
title The Perception of Architectural Space in Reality, in Virtual Reality, and through Plan and Section Drawings - A case study of the perception of architectural atmosphere
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. 735-744
doi https://doi.org/10.52842/conf.ecaade.2018.2.735
summary This paper presents the findings from a comparative study of an architectural space communicated as the space itself and its two different representations, i.e. a virtual reality model and traditional plan and section drawings. Using eye tracking technology in combination with qualitative questionnaires, a case study of an architectural space is investigated in physical reality, a virtual reality 3D BIM model, and finally through representation of the space in plan and section drawings. In this study, the virtual reality scenario seems closer to reality than the experience of the same space experienced through plan and section drawings. There is an overall higher correlation of both the conscious reflections and the less conscious behaviour between the real physical architectural space and the virtual reality space, than there is between the real space and the space communicated through plan and section drawings. We can conclude that the scenario with the best overall size estimations, compared to the actual measures, is the virtual reality scenario. The paper further discusses the future applications of virtual reality in architecture.
keywords Architectural representation; Virtual Reality; Perception; Tradition
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2018_209
id ecaade2018_209
authors Lescop, Laurent and Suner, Bruno
year 2018
title 15 Years of Immersion - Evolution and assessment of a pedagogy
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. 391-400
doi https://doi.org/10.52842/conf.ecaade.2018.1.391
summary Since 2002, the Master's students at the Graduate School of Architecture of Nantes who are enrolled in the "Architecture in Representation" orientation have carried out a pioneering work in the use of digital tools. By adopting the most recent techniques and tools, they have transformed the architectural design approach, thanks to the integration of "narrative design". In fifteen years, students will have gone from the board to digital drawing, to immersion and virtual reality, including short films and interactive devices, without losing sight that the subject of the work is in fact the project, and not the tool. In doing so, they have questioned, led by their professors, the status of synthesis images, the challenges of interactive narrative and of the virtual world. Within the school, time was needed to accept these explorations; the use of digital tools, long criticised, was blocking the appreciation of the content and the students' experimental approaches. Nowadays, the experience from these past fifteen years lead us to ask this question: do digital tools renew the design paradigms, or are we only involved in the evolution of practices through the integration of other means?
keywords Representation; perspective; immersion; perception; 3D; VR
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia18_46
id acadia18_46
authors Marcus, Adam; Kudless, Andrew
year 2018
title Drawing Codes. Experimental protocols of architectural representation
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. 46-55
doi https://doi.org/10.52842/conf.acadia.2018.046
summary Emerging technologies of design and production have largely changed the role of drawings within the contemporary design process from that of design generators to design products. As architectural design has shifted from an analog drawing-based paradigm to that of a computational model-based paradigm, the agency of the drawing as a critical and important form of design representation has greatly diminished. As our design tools have increasingly become computational and the production of our drawings have become predominantly automated, this paper examines the effects on the architectural discipline and attempts to catalog examples of how artists, designers, architects, and programmers have used rule-based techniques in the process of drawing as a critical act in their process. Furthermore, the paper presents the Drawing Codes project, an ongoing research and exhibition platform that critically investigates the intersection of code and drawing: how rules and constraints inform the ways architects document, analyze, represent, and design the built environment. The project features commissioned drawings by a range of contemporary architects and designers as a means of gathering a diverse set of perspectives on how computational techniques, but more importantly, computational thinking, can reexamine the role of architectural drawing as a creative and critical act.
keywords full paper, design theory & history, representation + perception, procedural design, art and technology
series ACADIA
type paper
email
last changed 2022/06/07 07:59

_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 sigradi2018_1336
id sigradi2018_1336
authors Nantes Coelho, Mariana Maia; Alves, Gilfranco
year 2018
title Citizens of the future: virtual reality as a visualization of possible narratives
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. 969-974
summary This article develops and analyses actions carried out with 5 to 13 years old children, realized in Campo Grande (Brazil) and Duclair (France). They offer the possibility to define the importance of physical spaces through narrated tales and children’s interpretation by the mean of digital modeling and so virtual reality. The study’s aim is to develop future citizens’ sensitivity and critical eve regarding spaces, but also providing them tools so they can have a better perception over cities.
keywords Virtual reality; Tales; Childhood; Citizenship; Education
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2018_1737
id sigradi2018_1737
authors Stofella, Arthur; Verzola Vaz, Carlos Eduardo
year 2018
title Responsive Architecture in Open Spaces – Interaction between man, object, place and landscape
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. 902-907
summary This paper has the purpose to present the results of a research whose intention was to develop interactive elements for the illumination of free spaces seeking an extension of the user's perception in relation to its surroundings, aiming at a direct man-object interaction. The processes of construction of the models and prototypes developed using information and communication technologies (ICTs) are presented, as well as a discussion about how it is possible to integrate the physical and digital environment in order to allow the user to understand the dynamics of space use in different areas of the city, regardless of where you are.
keywords Responsiveness; Illumination; Prototype
series SIGRADI
email
last changed 2021/03/28 19:59

_id caadria2018_132
id caadria2018_132
authors Yan, Chao
year 2018
title "Real Virtuality" in the Process of Digitally Embedded Perception
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
doi https://doi.org/10.52842/conf.caadria.2018.1.091
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 caadria2018_217
id caadria2018_217
authors Zhang, Le-Min, Jeng, Tay-Sheng and Zhang, Ruo-Xi
year 2018
title Integration of Virtual Reality, 3-D Eye-Tracking, and Protocol Analysis for Re-Designing Street Space
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. 431-440
doi https://doi.org/10.52842/conf.caadria.2018.1.431
summary The objective of this paper is to develop an eye-tracking technology combined with a virtual reality system for an experimental study of an historical street design. Using protocol analysis, a set of design objects, parameters, and subjects are randomly selected for evaluation of the virtual street space of an ancient city. 3-D point-cloud data of spatial behaviors are tracked and analyzed. It is concluded that people with different cultural backgrounds each have a considerably different perception of the street space's characteristics. The methodology described in this paper can be used for spatial design of urban space in the future.
keywords Virtual Reality; Eye-Tracking; Protocol Analysis; Street Space
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2019_329
id caadria2019_329
authors Zhao, Yao, Zhu, Weiran and Yuan, Philip F.
year 2019
title From Acoustic Data Perception to Visualization Design
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 393-402
doi https://doi.org/10.52842/conf.caadria.2019.1.393
summary This research project is based on the research results from the "Acoustic Visualization Group" of Digital FUTURES Summer Workshop in Shanghai, 2018. In this workshop, students use sound data acquisition sound collection equipment to collect sound information in the space and transform it into digital data. After analyzing the data, they present it as a visible form and design the sound interaction device based on the results. This study combines the media art and digital technology to transform the invisible acoustics digital information into a tangibly visible experiencing space and to mix the virtual acoustics space, realistic light- and- shadow space and the three-dimension material space in multi-dimensions through the digital programming and generative art design. Acoustic visualization interaction design is a comprehensive attempt which mixed with several research fields such as architecture device design, digital media technology, human-computer interaction and architecture environment science.
keywords Acoustic Visualization; Digital FUTURES; Interaction Device
series CAADRIA
email
last changed 2022/06/07 07:57

_id sigradi2018_1628
id sigradi2018_1628
authors Agirbas, Asli
year 2018
title The Use of Multi-Software in Undergraduate Architectural Design Studio Education: A Case Study
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. 1059-1064
summary In the architectural design process, instead of using the computer programs effectively, the ability of choosing the most suitable program for the purpose takes place. However, different programs used in the design process serve different purposes. Therefore, the use of more than one program throughout the project design process arises. Every day the number of programs used increases rapidly. Hence, the designers find difficult to adapt this speed. The same applies to the students of architectural design studio course. Therefore, in this study with undergraduate architecture students, a pilot study focusing on the use of multi-software was conducted within the scope of architectural design studio. The process and outputs were evaluated.
keywords Use of multi-software; Contextual design; Architectural design education; CAAD
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2018_261
id ecaade2018_261
authors Austern, Guy, Capeluto, Isaac Guedi and Grobman, Yasha Jacob
year 2018
title Rationalization and Optimization of Concrete Façade Panels
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. 727-734
doi https://doi.org/10.52842/conf.ecaade.2018.1.727
summary The presented research develops methods for introducing fabrication constraints into architectural design, a process often referred to as design rationalization. In the first stage of the research, a computational method for evaluating the fabrication potential of geometries was developed. The method predicts the feasibility, material use and machining time of a geometry in relation to different fabrication techniques. It uses geometric properties to mathematically estimate these parameters without simulating the actual machining. The second stage of the research describes processes for adapting architectural designs to their fabrication technique. The evaluation method previously developed is used as a fitness criterion for a computational optimization algorithm aimed at adapting concrete façade elements to the fabrication constraints of their molds. A case study demonstrates how the optimization process succeeded in improving the feasibility of different geometries within a time-frame suitable to the architectural design process, and without significant changes to the initial design.
keywords Optimization; Digital Fabrication; Rationalization; Computational Design Process
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2018_309
id ecaade2018_309
authors Aºut, Serdar, Eigenraam, Peter and Christidi, Nikoletta
year 2018
title Re-flex: Responsive Flexible Mold for Computer Aided Intuitive Design and Materialization
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. 717-726
doi https://doi.org/10.52842/conf.ecaade.2018.1.717
summary The paper presents an ongoing research about the design and a possible use of a responsive flexible mold. The mold is developed by integrating its precedents with automation and Human-Computer Interaction (HCI). The objective of the design is to provide an immersive design tool which has direct link to fabrication. It allows intuitive interaction to its user in order to help with the design and production of complex forms by supporting the designer's implicit skills with computer. The paper presents the design by illustrating the use of the hardware such as the actuators, the sensor and the projector; and by defining the workflow within the software. The paper concludes with the description of a possible use case in which the system is used to design and materialize an object in different scales.
keywords Design tools development; Digital fabrication and robotics; Human-computer interaction in design; Shape, form and geometry; Inventive Making
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2018_377
id ecaade2018_377
authors Beaudry Marchand, Emmanuel, Dorta, Tomás and Pierini, Davide
year 2018
title Influence of Immersive Contextual Environments on Collaborative Ideation Cognition - Through design conversations, gestures and sketches
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. 795-804
doi https://doi.org/10.52842/conf.ecaade.2018.2.795
summary In the design studio, Virtual Reality (VR) has mainly been included as a visualization tool to explore pre-designed ideas developed in traditional 3D software or using pen on paper. Meanwhile, a reshaping of the design process has been taking place, bringing forward interaction/experiential concerns and co-design approaches throughout disciplines in a push for a more thorough consideration of projects' contexts. This paper reports an exploratory study of how immersive contextual representations influence the co-ideation process. Audio-video recordings of co-ideation sessions (9) from a pedagogical studio were analyzed through verbal and representational (sketches and design gestures) exchanges as occurring in three different conditions: (a) pen on paper, immersive headset-free VR (b) without, and (c) with the use of contextual immersive environment (photogrammetric scans and 3D models). Results show that, although design conversations were similar across all conditions, design gestures were more often directly related to- than independent from the graphical representation only when using an immersive contextual environment. Furthermore, the rate of sketching episodes in general and sketching explanations were considerably lower in this condition. This could imply that use of pre-made context greatly reduces the need of sketching elements to support a clearer co-ideation.
keywords Immersive context; Design gestures; Design conversations; Sketches; Co-design studio; Design cognition
series eCAADe
email
last changed 2022/06/07 07:54

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