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_258
id ecaade2018_258
authors Kim, Jingoog, Maher, Mary Lou, Gero, John and Sauda, Eric
year 2018
title Metaphor - A tool for designing the next generation of human-building interaction
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. 149-158
doi https://doi.org/10.52842/conf.ecaade.2018.2.149
summary Well known metaphors play an explanatory role in human-computer interaction (HCI) and support users in understanding an unfamiliar object with references to a familiar object, for example the desktop metaphor. Metaphors can also support designers in forming and exploring new concepts during the process of designing. We present metaphors that establish user expectations and provide guidance for new design concepts while integrating interactive technology in buildings to enable human-building interaction (HBI). HBI is a research area that studies how HCI research and practice provides opportunities for interactive buildings. Interactive experiences in architecture can be characterized by three metaphorical concepts: HBI as Device (user-centered view), HBI as Robot (building-centered view), and HBI as Friend (activity centered-view). These metaphors provide a tool for architects and HBI designers to explore designs that engage occupants' existing mental models from previous HCI experiences. We expand on each metaphor using analogical reasoning to define exploratory design spaces for HBI.
keywords Human-Building Interaction; Metaphor; Human-Computer Interaction; Interactive Architecture
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2018_1358
id sigradi2018_1358
authors Heesterman, Mikayla; Sweet, Kevin
year 2018
title Robotic Connections: Customisable Joints for Timber Construction
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. 644-652
summary Timber is one of the most sustainable, renewable products, and coupled with computational tools has the potential to be redefined as a digital-age material. The research outlined in this paper employs contemporary digital fabrication techniques utilising a robotic arm to develop complex, CNC based parametric connections for engineered timber. While CNC joinery that utilizes three - five axis machining capabilities is increasingly common, the introduction of the six-axis robot as a machining tool provides greater freedom of movement and a wider range of complex procedures. This research returns to traditional Japanese timber craft, which offers unique structural and sustainable advantages. Using computational tools, new complex parametric connections suitable for contemporary fabrication will be designed and contribute to a library of joints suitable mass-customised in non-standard timber architecture.
keywords Robotics; Fabrication; Parametric; Timber; Architecture
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2018_1885
id sigradi2018_1885
authors Herrera, Pablo C.
year 2018
title Artisans and Digital Craft in Latin America: The contribution of architects to their creativity and production
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. 1179-1186
summary This research explores the work of a generation of Latin-American architects who use programming and fabrication with traditional artisans. In the 21st century, this scenario was empowered from experiences produced in Fab Labs and Makerspaces in the context of localisms. We look at how digital technologies improve their processes, focusing on creation, adapting to the new economy, strengthening the regional identity in the scene of globalized Design, when political discourse drives innovation and technology to its benefit. The main objective is to understand the coexistence of designers and traditional artisans, providing experiences that could strengthen the identity of design in the region.
keywords Artisan, Digital Craft, Digital Fabrication, Latin America
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2018_182
id caadria2018_182
authors Hyun, Kyung Hoon
year 2018
title Computational Sketch Synthesis: Enhancing Design Creativity Through Interactive Sketch Morphing in Digital Environment
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. 463-470
doi https://doi.org/10.52842/conf.caadria.2018.2.463
summary This paper identifies how Computational Sketch Synthesis (CSS) methodology can help designers improve their design outcomes. The interactive CSS introduced in this research aids designers in exploring unvisited design options through the instant visualization of gradual alternatives of design sketches. This CSS allows designers to conduct both the hand-drawn sketch (drawing production) and computational synthesis (transformation) simultaneously. CSS interactively synthesizes hand-drawn sketches from the designer and creates novel design alternatives through morphing the sketches. Also, CSS invites designers to flexibly reflect new design directions requested in the middle of the design process. The research also has both academic and professional contributions. In the interests of academia, this paper identifies a possible area in sketching where computational design synthesis can automate a traditional sketching process. In the professional realm, design professionals can progress their design processes more efficiently while exploring every iteration of different design variations.
keywords Computational Design; Design Creativity; Design Synthesis; Sketching; Digital Environment
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2018_159
id ecaade2018_159
authors Isanovic, Hatidza and Çolako?lu, Birgül
year 2018
title Developing a Methodology for Learning BIM through Education-Practice Collaboration
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. 241-246
doi https://doi.org/10.52842/conf.ecaade.2018.1.241
summary Architecture, like other practice-oriented schools, aims to teach skills and knowledge required in professional practice. The aspired architecture profession increasingly requires practitioners who are able to work in collaborative BIM environments. This creates a task for education to develop new ways of teaching BIM concepts and tools to prepare the next generations of students who will enter the work force. To address this need, this study developed a methodology for learning BIM in architecture education by establishing relationship between practice and education. As substantial part of methodology development process, this paper will present the ongoing research that focuses on collaborative teaching process between AE practitioners and teachers. The benefits and challenges of this process will be presented and discussed.
keywords BIM; education-practice partnership; hybrid model; collaborative teaching; case method; hands-on
series eCAADe
email
last changed 2022/06/07 07:50

_id ijac201816405
id ijac201816405
authors Poustinch, Ebrahimi
year 2018
title Subtractive digital fabrication with actual robot and virtual material using a MARI platform
source International Journal of Architectural Computing vol. 16 - no. 4, 281-294
summary This article presents a project-based research study using a new hybrid augmented reality platform called the Mixed Architectural Robotic Interface. Using the Mixed Architectural Robotic Interface as a mixture of different software and hardware platforms, ranging from design/modeling software, simulation engine, and an augmented reality application, the designer would be able to evaluate the possibilities/limitations of the fabrication, in real time and as part of the design. This method advances designer’s understanding of the fabrication equipment as an input for the design decision-making process. This article demonstrates the potential of a virtual/actual hybridized platform as a new medium to design, simulate, and evaluate, in order to enhance the digital design and fabrication. Introducing the possibility of real-time communication between the digital design software and the fabrication platforms as well as the augmented reality simulation of the fabrication process, the Mixed Architectural Robotic Interface enables designers to test the fabrication process with the fabrication equipment in the early stages of the design process. This method makes it possible to move beyond the traditional limitations of machines pursuing “un-expected creativity,” without any additional time or cost for the process. Using the virtual material for fabrication, the Mixed Architectural Robotic Interface reduces the time and cost of having multiple iterations and encourages the hands-on experimental use of the fabrication tool (in this article robotic/computer numeric control milling) not only as a production tool but also as a design study tool.
keywords Design, robotics, augmented reality, digital fabrication, computer numeric control milling, virtual material
series journal
email
last changed 2019/08/07 14:04

_id ecaade2018_375
id ecaade2018_375
authors Pienaru, Meram-Irina
year 2018
title The City as a Playground - Game tools for interactive planning
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. 679-686
doi https://doi.org/10.52842/conf.ecaade.2018.2.679
summary The emergence of a data space (Big Data and IoT) and, with it, the proliferation of communication means, led many scholars to describe the city through a series of concepts like the informational city, the intelligent city or the cybercity, all of them being characterized by a strong networked consciousness (Castells, Graham, Boyer). The hypothesis of this paper is that game methodology is now gaining momentum and can act as enabler of smarter communities by an increasing access to data infrastructures. This is why the city can be seen as a series of connected playgrounds where interactive tools can support citizen engagement and decision making processes. It does so by going through relevant theoretical background on gamification in the urban context and best practices, to finally describe two student projects developed at CHORA Conscious City, TU Berlin. The two projects are experimental and explore the capabilities of interactive tools in order to support planning processes.
keywords Gamification; Interactive tools; Networked consciousness; Intelligent communities
series eCAADe
email
last changed 2022/06/07 08:00

_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 acadia18_424
id acadia18_424
authors Bucklin, Oliver; Drexler, Hans; Krieg, Oliver David; Menges, Achim
year 2018
title Integrated Solid Timber. A multi-requisite system for the computational design,fabrication, and construction of versatile building envelopes
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. 424-433
doi https://doi.org/10.52842/conf.acadia.2018.424
summary The paper presents the development of a building system made from solid timber that fulfils the requirements of modern building skins while expanding the design possibilities through innovation in computational design and digital fabrication. Multiple strategies are employed to develop a versatile construction system that generates structure, enclosure and insulation while enabling a broad design space for contemporary architectural expression. The basic construction unit augments the comparatively high insulation values of solid timber by cutting longitudinal slits into beams, generating air chambers that further inhibit thermal conductivity. These units are further enhanced through a joinery system that uses advanced parametric modeling and computerized control to augment traditional joinery techniques. Prototypes of the system are tested at a building component level with digital models and physical laboratory tests. It is further evaluated in a demonstrator building to test development and further refine design, fabrication and assembly methods. Results are integrated into proposals for new methods of implementation. The results of the research thus far demonstrate the validity of the strategy, and continuing research will improve its viability as a building system.
keywords full paper, materials and adaptive systems, digital fabrication, digital craft
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id sigradi2018_1764
id sigradi2018_1764
authors Claro, Ana Julia; Chiappini, Enrique Luis
year 2018
title Structural skins over unstable soils
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. 130-135
summary This study aims to research and develop structural support and foundation strategies based on grid systems in city areas with unstable and dispersive soils. It focuses on the possibilities that the structural design with light systems proposed as a technological response/answer to this problem. It takes ravine settlements of Bajada Grande Neighborhood, (Paraná, Entre Rios), as a case-study, pursuing analysis the geotechnical and topographic aspects as initial parameters for the work.
keywords Digital modeling; Structural optimization; Parametrization
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2018_301
id ecaade2018_301
authors Cocho-Bermejo, Ana, Birgonul, Zeynep and Navarro-Mateu, Diego
year 2018
title Adaptive & Morphogenetic City Research Laboratory
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. 659-668
doi https://doi.org/10.52842/conf.ecaade.2018.2.659
summary "Smart City" business model is guiding the development of future metropolises. Software industry sales to town halls for city management services efficiency improvement are, these days, a very pro?table business. Being the model decided by the industry, it can develop into a dangerous situation in which the basis of the new city design methodologies is decided by agents outside academia expertise. Drawing on complex science, social physics, urban economics, transportation theory, regional science and urban geography, the Lab is dedicated to the systematic analysis of, and theoretical speculation on, the recently coined "Science of Cities" discipline. On the research agenda there are questions arising from the synthesis of architecture, urban design, computer science and sociology. Collaboration with citizens through inclusion and empowerment, and, relationships "City-Data-Planner-Citizen" and "Citizen-Design-Science", configure Lab's methodology provoking a dynamic responsive process of design that is yet missing on the path towards the real responsive city.
keywords Smart City; Morphogenetic Urban Design; Internet of Things; Building Information Modelling; Evolutionary Algorithms; Machine Learning & Artificial Intelligence
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2018_139
id ecaade2018_139
authors Cudzik, Jan and Radziszewski, Kacper
year 2018
title Artificial Intelligence Aided Architectural Design
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. 77-84
doi https://doi.org/10.52842/conf.ecaade.2018.1.077
summary Tools and methods used by architects always had an impact on the way building were designed. With the change in design methods and new approaches towards creation process, they became more than ever before crucial elements of the creation process. The automation of architects work has started with computational functions that were introduced to traditional computer-aided design tools. Nowadays architects tend to use specified tools that suit their specific needs. In some cases, they use artificial intelligence. Despite many similarities, they have different advantages and disadvantages. Therefore the change in the design process is more visible and unseen before solution are brought in the discipline. The article presents methods of applying the selected artificial intelligence algorithms: swarm intelligence, neural networks and evolutionary algorithms in the architectural practice by authors. Additionally research shows the methods of analogue data input and output approaches, based on vision and robotics, which in future combined with intelligence based algorithms, might simplify architects everyday practice. Presented techniques allow new spatial solutions to emerge with relatively simple intelligent based algorithms, from which many could be only accomplished with dedicated software. Popularization of the following methods among architects, will result in more intuitive, general use design tools.
keywords computer aideed design; artificial intelligence,; evolutionary algorithms; swarm behaviour; optimization; parametric design
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2022_368
id ecaade2022_368
authors Das, Avishek, Brunsgaard, Camilla and Madsen, Claus Brondgaard
year 2022
title Understanding the AR-VR Based Architectural Design Workflow among Selected Danish Architecture Practices
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 381–388
doi https://doi.org/10.52842/conf.ecaade.2022.1.381
summary Virtual reality (VR) and augmented reality (AR) have been proposed to be additional architectural design mediums for at least 25 years (Dagit, 1993). Despite rapid technical and technological development, it has not been adopted into architectural design practices as compared to academia and research. Surveys from the American Institute of Architects (AIA) and Royal Institutes of British Architects (RIBA) demonstrate the state of architectural practices; 72% of architects and 65% of architects respectively are not using any kind of virtual, augmented, or mixed reality in their practices(RIBA and Microsoft, 2018; Hampson, 2020). In this paper, the authors investigate the state of practices, issues, challenges, and opportunities of the utilization of virtual, augmented, and mixed realities in six architectural practices in the Danish context. Three of the practices are large architectural practices, one medium-sized practice specializing in institutional, healthcare and cultural architecture, and one firm designing private family houses, kindergartens, daycares and places for people with disability and, one experimental design studio. All these practices have used VR/AR in their projects to various degrees. In recent years Danish architectural practices have been involved in various VR/AR-based exhibitions, demonstrations, and tool developments to promote the usage of the same in design practice. Through a set of qualitative interviews with personnel from key architectural practices, the authors would like to demonstrate the present state of practices. The investigation explores the usage of VR and AR in Danish architecture practices by identifying challenges and opportunities regarding skill levels, architectural typology, use cases, toolchains, and workflow and shows similarities and differences between traditional and VR-based design processes. The main findings show how VR/AR-based visualization helps architects to perceive spatiality and also ushers creativity through immersion and overlays.
keywords Virtual Reality, Augmented Reality, Architectural Design Practice, Denmark
series eCAADe
email
last changed 2024/04/22 07:10

_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 ecaade2018_263
id ecaade2018_263
authors Dy, Bianchi and Stouffs, Rudi
year 2018
title Combining Geometries and Descriptions - A shape grammar plug-in for Grasshopper
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. 499-508
doi https://doi.org/10.52842/conf.ecaade.2018.2.499
summary A persistent challenge to the more widespread use of shape grammars in architectural research is the creation of rules and rule sets for application in design contexts, while leaving space for design creativity despite the limitations of a rule-based system. A hybrid of associative and rule-based approaches may alleviate this. We present one such development, a Grasshopper shape grammar plug-in that embeds a rule-based approach within a parametric modelling environment. It supports shape emergence, visual enumeration of rule application results, and the parametric definition of shapes and shape rules even when selecting a non-parametric rule matching mechanism. Grasshopper's ability to handle geometries and text together allows for external descriptions and labels as attributes to points, enabling definition and application of compound, geometric and description rules. Well-known examples from shape grammar literature are implemented using the plug-in, with a focus on rule definition and application in the context of interaction between the parametric modelling environment and the rule-based interpreter, and simultaneous use of geometry, descriptions, and descriptions as attributes in rules.
keywords shape grammar; shape grammar interpreter; parametric modelling; Grasshopper; rule-based; descriptions
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2022_398
id ecaade2022_398
authors Dzurilla, Dalibor and Achten, Henri
year 2022
title What’s Happening to Architectural Sketching? - Interviewing architects about transformation from traditional to digital architectural sketching as a communicational tool with clients
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 389–398
doi https://doi.org/10.52842/conf.ecaade.2022.1.389
summary The paper discusses 23 interviewed architects in practice about the role of traditional and digital sketching (human-computer interaction) in communication with the client. They were selected from 1995 to 2018 (the interval of graduation) from three different countries: the Czech Republic (CR), Slovakia (SR), Netherland (NR). To realize three blending areas that impact the approach to sketching: (I) Traditional hand and physical model studies (1995-2003). (II)Transition form - designing by hand and PC (2004–2017). (III) Mainly digital and remote forms of designing (2018–now). Interviews helped transform 31 “parameters of tools use” from the previous theoretical framework narrowed down into six main areas: (1) Implementation; (2)Affordability; (3)Timesaving; (4) Drawing support; (5) Representativeness; (6) Transportability. Paper discusses findings from interviewees: (A) Implementation issues are above time and price. (B) Strongly different understanding of what digital sketching is. From drawing in Google Slides by mouse to sketching in Metaverse. (C) Substantial reduction of traditional sketching (down to a total of 3% of the time) at the expense of growing responsibilities. (D) 80% of respondents do not recommend sketching in front of the client. Also, other interesting findings are further described in the discussion.
keywords Architectural Sketch, Digital Sketch, Effective Visual Communication
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2018_292
id caadria2018_292
authors Eid Mohamed, Basem, ElKaftangui, Mohamed and Zureikat, Rana
year 2018
title {In}Formed Panels - Towards Rethinking the Precast Concrete Industry in the UAE
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. 287-296
doi https://doi.org/10.52842/conf.caadria.2018.1.287
summary The convergence of digital design and fabrication technologies have offered architects and designers the means by which to develop customized architectural artifacts, ones that goes beyond the standards of "one size fits all". Such applications have been applied extensively in various architectural practices, and specifically in the realm of industrialized building production, given that they present a suitable model. Although unrecognized within standard precast concrete production, current research acknowledges the need for advanced computer applications for shifting the industry into a digitized process. This paper represent a critical phase of an ongoing research endeavor that aims at rethinking the precast concrete production in the UAE, and MENA region for housing typologies. The project explores possibilities of a new protocol that is focused from design to production, relying on performative design strategies, and possible optimized for large format 3D printing of concrete elements. The aim is to develop an integrated façade panels system that is tailored for design and production; an approach that goes beyond current industry practices.
keywords Precast Concrete; Industrialized Construction; Evolutionary Design; Optimization
series CAADRIA
email
last changed 2022/06/07 07:55

_id acadia18_206
id acadia18_206
authors Farahi, Behnaz
year 2018
title HEART OF THE MATTER: Affective Computing in Fashion and Architecture
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
doi https://doi.org/10.52842/conf.acadia.2018.206
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 caadria2018_162
id caadria2018_162
authors Hawton, Dominic, Cooper-Wooley, Ben, Odolphi, Jorke, Doherty, Ben, Fabbri, Alessandra, Gardner, Nicole and Haeusler, M. Hank
year 2018
title Shared Immersive Environments for Parametric Model Manipulation - Evaluating a Workflow for Parametric Model Manipulation from Within Immersive Virtual Environments
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. 483-492
doi https://doi.org/10.52842/conf.caadria.2018.1.483
summary Virtual reality (VR) and augmented reality (AR) provide designers with new visual mediums through which to communicate their designs. There is great potential for these mediums to positively augment current visual communication methods by improving remote collaboration. Enabling designers to interact with familiar computational tools through external virtual interfaces would allow them to both calibrate design parameters and visualise parametric outcomes from within the same immersive virtual environment. The current research outlines a workflow for parametric manipulation and mesh replication between immersive applications developed in the Unity game engine and McNeel's Grasshopper plugin. This paper serves as a foundation for future research into integrating design tools with external VR and AR applications in an effort of enhancing remote collaborative designs.
keywords Augmented Reality; Virtual Reality; Parametric Design; Procedural; Grasshopper
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2018_w02
id ecaade2018_w02
authors Jabi, Wassim and Aish, Robert
year 2018
title Non-manifold Topology for Architectural and Engineering Modelling
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. 57-60
doi https://doi.org/10.52842/conf.ecaade.2018.1.057
summary Non-manifold topology (NMT) allows the user to construct light-weight conceptual spatial architectural models which define the overall enclosure and the internal cellular division within that enclosure. The objective of this workshop is to give participants hands-on opportunities with a new software library that we have been developing under a research grant from the Leverhulme Trust. On the first day, the concepts of non-manifold topology will be introduced, including non-regular modelling operations. On the second day, we will introduce two plug-ins, which have been interfaced to our NMT tools: a) building energy simulation using OpenStudio and EnergyPlus and b) structural analysis software.
keywords Non-manifold topology; Visual data flow programming; Building performance simulation; Computational design
series eCAADe
email
last changed 2022/06/07 07:50

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