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 ecaadesigradi2019_449
id ecaadesigradi2019_449
authors Becerra Santacruz, Axel
year 2019
title The Architecture of ScarCity Game - The craft and the digital as an alternative design process
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 45-52
doi https://doi.org/10.52842/conf.ecaade.2019.3.045
summary The Architecture of ScarCity Game is a board game used as a pedagogical tool that challenges architecture students by involving them in a series of experimental design sessions to understand the design process of scarcity and the actual relation between the craft and the digital. This means "pragmatic delivery processes and material constraints, where the exchange between the artisan of handmade, representing local skills and technology of the digitally conceived is explored" (Huang 2013). The game focuses on understanding the different variables of the crafted design process of traditional communities under conditions of scarcity (Michel and Bevan 1992). This requires first analyzing the spatial environmental model of interaction, available human and natural resources, and the dynamic relationship of these variables in a digital era. In the first stage (Pre-Agency), the game set the concept of the craft by limiting students design exploration from a minimum possible perspective developing locally available resources and techniques. The key elements of the design process of traditional knowledge communities have to be identified (Preez 1984). In other words, this stage is driven by limited resources + chance + contingency. In the second stage (Post-Agency) students taking the architects´ role within this communities, have to speculate and explore the interface between the craft (local knowledge and low technological tools), and the digital represented by computation data, new technologies available and construction. This means the introduction of strategy + opportunity + chance as part of the design process. In this sense, the game has a life beyond its mechanics. This other life challenges the participants to exploit the possibilities of breaking the actual boundaries of design. The result is a tool to challenge conventional methods of teaching and leaning controlling a prescribed design process. It confronts the rules that professionals in this field take for granted. The game simulates a 'fake' reality by exploring in different ways with surveyed information. As a result, participants do not have anything 'real' to lose. Instead, they have all the freedom to innovate and be creative.
keywords Global south, scarcity, low tech, digital-craft, design process and innovation by challenge.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id acadia19_80
id acadia19_80
authors Bouayad, Ghali
year 2019
title Three-Dimensional Translation of Japanese Katagami Patterns
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 80-89
doi https://doi.org/10.52842/conf.acadia.2019.080
summary The aim of this ongoing doctoral research is to rely on the incommensurable potential held in Japanese Katagami patterns in order to translate them into three-dimensional speculative architectures and architectural components that afford architects other design approaches differentiated from systemic and typical space configurations. While many designers are diving in the generative and computational design world by developing new personal methods, we would like to recycle the existing production of Katagami patterns into three-dimensional architectural elements that will perpetuate work of Katagami artists beyond time, borders, and scope of applicability. Given that the current digital shift has given us more computation power, we are broadening Katagami with new fabrication strategies and new methods to explore, produce, and stock geometry and data. In this paper, we rely on the Processing library IGeo (developed by Satoru Sugihara) to build bottom-up agent-based algorithms to study the architectural potential of Katagami patterns as a top-down clean and simple initial topology that avoids imitation of standard templates applied during the process of configuring and planning architectural space.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id caadria2020_090
id caadria2020_090
authors Crolla, Kristof and Goepel, Garvin
year 2020
title Designing with Uncertainty - Objectile vibrancy in the TOROO bamboo pavilion
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 507-516
doi https://doi.org/10.52842/conf.caadria.2020.2.507
summary This paper challenges digital preoccupations with precision and control and questions the status of tolerance, allowance and error in post-digital, human-centred architectural production. It uses the participatory action research design-and-build project TOROO, a light-weight bending-active bamboo shell structure, built in Hsinchu, Taiwan, in June 2019, as a demonstrator project to discuss how protean digital design diagrams, named 'vibrant objectiles,' are capable of productively absorbing serendipity throughout project crystallisation processes, increasing designer agency in challenging construction contexts with high degrees of unpredictability. The demonstrator project is then used to discuss future research directions that were exposed by the project. Finally, the applicability of working with 'vibrant objectiles' is discussed beyond its local project use. Common characteristics and requirements are extracted, highlighting project setup preconditions for which the scope covered by the architect needs to be both broadened and relaxed to allow for feedback from design implementation phases.
keywords Post-digital; Bamboo; Bending-active shell structures; Uncertainty; Objectile
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2019_183
id caadria2019_183
authors Macken, Marian, Mulla, Sarosh and Paterson, Aaron
year 2019
title Inhabiting the Drawing - 1:1 in time and space
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. 505-514
doi https://doi.org/10.52842/conf.caadria.2019.1.505
summary One of the fundamental characteristics of architectural drawing is its use of scale. Since the Renaissance - during which architectural production shifted from the construction site to paper - this scalar understanding began by using bodily measurements. In developing designs, the architect projects future occupation of the drawing with their eyes and hands moving over both its physical surface and represented space. The different relationship established between the digital drawer and the body has been criticised; Paul Emmons argues that CAD's full scale - or rather scale-less - capabilities omit this bodily presence of the drawer (Emmons, 2005). Due to the use of full scale data recording, the drawer zooms in and out to consider aspects, severing the drawing's relation to the operator's body. This paper explores ways in which the body and drawings intersect, beyond Emmons definition, and hence considers the influence of the method of drawing on perceptions of scale and the inhabitation of digital drawings. It uses ongoing collaborative research projects and exhibitions to explore the inhabitation of digital drawing at full scale. These works highlight the fundamental importance of the line within architecture, not as demarcation, divider or indexical reference, but as a traces of bodily projections.
keywords architectural drawing; architectural scale; full scale drawing; post factum documentation
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2020_138
id ecaade2020_138
authors Patel, Sayjel Vijay, Tchakerian, Raffi, Lemos Morais, Renata, Zhang, Jie and Cropper, Simon
year 2020
title The Emoting City - Designing feeling and artificial empathy in mediated environments
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 261-270
doi https://doi.org/10.52842/conf.ecaade.2020.2.261
summary This paper presents a theoretical blueprint for implementing artificial empathy into the built environment. Transdisciplinary design principles have oriented the creation of a new model for autonomous environments integrating psychology, architecture, digital media, affective computing and interactive UX design. 'The Emoting City', an interactive installation presented at the 2019 Shenzhen Bi-City Biennale of Urbanism/Architecture, is presented as a first step to explore how to engage AI-driven sensing by integrating human perception, cognition and behaviour in a real-world scenario. The approach described encompasses two main elements: embedded cyberception and responsive surfaces. Its human-AI interface enables new modes of blended interaction that are conducive to self-empathy and insight. It brings forth a new proposition for the development of sensing systems that go beyond social robotics into the field of artificial empathy. The installation innovates in the design of seamless affective computing that combines 'alloplastic' and 'autoplastic' architectures. We believe that our research signals the emergence of a potential revolution in responsive environments, offering a glimpse into the possibility of designing intelligent spaces with the ability to sense, inform and respond to human emotional states in ways that promote personal, cultural and social evolution.
keywords Artificial Intelligence; Responsive Architecture; Affective Computation; Human-AI Interfaces; Artificial Empathy
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2019_342
id caadria2019_342
authors Qureshi, Cyrus, Moleta, Tane Jacob and Schnabel, Marc Aurel
year 2019
title Beyond the portal - A Study of the Tangible and Intangible Rituals within Sacred Spaces
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. 525-534
doi https://doi.org/10.52842/conf.caadria.2019.1.525
summary In its ambitions, the paper aims to propose a proof of concept for a Virtual, Augmented and Mixed (VAM) environment that digitally overlays a multifaith space in order to optimize their use, essentially transforming itself to the spiritual needs of the user. In order to do so, a mixed reality experience was developed by investigating and interpreting both the tangible and intangible rituals of prayer. By incorporating an immersive experience, the project promotes the idea of a multifaith space that moves beyond the notion of an "empty white room (Crompton, 2013, p.487)". To develop an immersive experience that caters to people of all religions or no religion is beyond the scope of this project. Hence, by creating a VAM environment for users of the Muslim faith the project may be able to support design ideologies for others, furthering research in this field.
keywords Tangible and Intangible Rituals; Multifaith Space; Mixed Reality; Digital Mosque
series CAADRIA
email
last changed 2022/06/07 08:00

_id ecaadesigradi2019_522
id ecaadesigradi2019_522
authors Shi, Ji, Cho, Yesul, Taylor, Meghan and Correa, David
year 2019
title Guiding Instability - A craft-based approach for modular 3D clay printed masonry screen units
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 477-484
doi https://doi.org/10.52842/conf.ecaade.2019.1.477
summary As the field of 3D printing technologies expand, complex materials that require a deeper engagement, due to their more unstable properties, are of increasing interest. Cementitious composites, clays and other ceramic materials are of particular relevance: their potential for fast large-scale fabrication and local availability position these technologies at the forefront of expansion for 3D printing. Despite the extensive benefits inherent to clays, their irregularities and the largely unpredictable deviations that occur when printing from a digital model, currently limit design and architectural-scale applications. However, these deformations could conversely be harnessed as design generators, opening up avenues for both aesthetic and functional exploration. The paper presents an investigation into the inherent material instabilities of the clay 3D printing process for the development of an architectural masonry facade system. Through an iterative process based in craft, a new capacity for material expression and authenticity beyond previous manufacturing capabilities can become actualized.
keywords 3D printing; digital craft; clay; material computation; uncertainty; hybrid fabrication
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id acadia19_320
id acadia19_320
authors Vaillo, Gonzalo
year 2019
title The Oxymoron of 'Jectivity'
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 320-239
doi https://doi.org/10.52842/conf.acadia.2019.320
summary This paper discusses a design methodology that seeks to unveil the nature of architectural projects (here abbreviated AP) as the basis for spatial production. This method is embedded within a broader theory of designing that suggests an autonomy of the project as an independent entity detached from the architect. Therefore, the architect's role is to discover the AP. This approach appears as a counteraction to the relational models in designing where the architect constructs the project in limited and subjective ways usually driven by the alienation of external. The methodology presented here also rejects any possibility to reveal the AP in its fullness as a unique and absolute truth. The inherent reality of any project is specific and unique in itself. This means each AP is ontologically complete and different from any other. Because designing is the encounter between the AP and the architect, jectivity is a form of cognition that is neither objective nor subjective. It finds the potential of novel spatial configurations in what we call the "space of abundance," which appears beyond the architect’s limited perceptions of the determinate AP. This design method aims to unfold some of the initially ungraspable multiple manifestations. Two particular projects explore jectivity as a methodology that seeks the AP’s unknown and turns the procedures that lead to it into new knowledge gained for the architect. The two projects illustrate some of the possible uses of computational and digital technologies for both asking and materializing (cognize and notate) its inward architectural realities.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

_id ecaadesigradi2019_334
id ecaadesigradi2019_334
authors Dembski, Fabian, Wössner, Uwe and Letzgus, Mike
year 2019
title The Digital Twin - Tackling Urban Challenges with Models, Spatial Analysis and Numerical Simulations in Immersive Virtual Environments.
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 795-804
doi https://doi.org/10.52842/conf.ecaade.2019.1.795
summary For the built environment's transformation we are confronted with complex dynamics connected to economic, ecologic and demographic change (Czerkauer-Yamu et al., 2013; Yamu, 2014). In general, cities are complex systems being a "heterogeneous mosaic" of a variety of cultures and functions, characterised by diverging perceptions and interests (ibid). The juxtaposed perceptions and interests in relation to ongoing spatial processes of change create a particularly complex situation. Thus, for planning processes we are in need of approaches that are able to cope not only with the urban complexity but also allow for participatory processes to empower citizens. This paper presents the approach of using Digital Twins in virtual reality (VR) for civic engagement in urban planning, enriched with quantitative and qualitative empirical data as one promising approach to tackle not only the complexity of cities but also involve citizens in the planning process.
keywords Digital Twin; Collaborative Planning; Planning and Decision Support; Participation; Virtual Reality; Global System Science
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaade2023_259
id ecaade2023_259
authors Sonne-Frederiksen, Povl Filip, Larsen, Niels Martin and Buthke, Jan
year 2023
title Point Cloud Segmentation for Building Reuse - Construction of digital twins in early phase building reuse projects
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 327–336
doi https://doi.org/10.52842/conf.ecaade.2023.2.327
summary Point cloud processing has come a long way in the past years. Advances in computer vision (CV) and machine learning (ML) have enabled its automated recognition and processing. However, few of those developments have made it through to the Architecture, Engineering and Construction (AEC) industry. Here, optimizing those workflows can reduce time spent on early-phase projects, which otherwise could be spent on developing innovative design solutions. Simplifying the processing of building point cloud scans makes it more accessible and therefore, usable for design, planning and decision-making. Furthermore, automated processing can also ensure that point clouds are processed consistently and accurately, reducing the potential for human error. This work is part of a larger effort to optimize early-phase design processes to promote the reuse of vacant buildings. It focuses on technical solutions to automate the reconstruction of point clouds into a digital twin as a simplified solid 3D element model. In this paper, various ML approaches, among others KPConv Thomas et al. (2019), ShapeConv Cao et al. (2021) and Mask-RCNN He et al. (2017), are compared in their ability to apply semantic as well as instance segmentation to point clouds. Further it relies on the S3DIS Armeni et al. (2017), NYU v2 Silberman et al. (2012) and Matterport Ramakrishnan et al. (2021) data sets for training. Here, the authors aim to establish a workflow that reduces the effort for users to process their point clouds and obtain object-based models. The findings of this research show that although pure point cloud-based ML models enable a greater degree of flexibility, they incur a high computational cost. We found, that using RGB-D images for classifications and segmentation simplifies the complexity of the ML model but leads to additional requirements for the data set. These can be mitigated in the initial process of capturing the building or by extracting the depth data from the point cloud.
keywords Point Clouds, Machine Learning, Segmentation, Reuse, Digital Twins
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaadesigradi2019_335
id ecaadesigradi2019_335
authors Amorim, Luiz and Griz, Cristiana
year 2019
title Amorim's Law - A modern grammar
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 393-402
doi https://doi.org/10.52842/conf.ecaade.2019.2.393
summary In normative or prescriptive theories, architectural requirements are set as parameters to support design decisions. A set of formal parameters is suffice to generate a wide variety of compositions, but associated to the same formal language. This paper looks at the work of the Portuguese-Brazilian architect, Delfim Fernandes Amorim, whose contributions to the dissemination of modern ideas and the development of a particular architectural lexicon is quite relevant, particularly his addendum to the municipal land use and occupation act, which became generally known as the Amorim's Law. It consists basically in allowing spaces of transitory occupation and specific architectural elements to be built beyond the mandatory setback limits. This paper presents the development of a grammar that shows how some of the parameters described in Amorim's law are able to create a strong formal language and influence the building's architectural composition. The grammar was developed in two successive stages: the first allows the generation of the pattern of adjacency of the apartment's rooms; the second, guide the insertion of the openings and architectural elements as defined by the Amorim's Law.
keywords Shape grammar; Parametric design; Design building; Modern architecture
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id acadia19_140
id acadia19_140
authors Dambrosio, Niccol?; Zechmeister, Christoph; Bodea, Serban; Koslowski, Valentin; Gil-Pérez, Marta; Rongen, Bas
year 2019
title Buga Fibre Pavilion
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 140-149
doi https://doi.org/10.52842/conf.acadia.2019.140
summary This research showcases the integrated design process and development of an ultra-light-weight, composite dome structure as a case study for the investigation of high-performance, long-span, fibre-reinforced-polymer (FRP) based building systems. Particular emphasis is given to the exploration of design strategies and the exposure of multidirectional flows of information across different fields under the premise of going beyond preliminary investigations on a demonstrator level, towards full scale architectural applications. Building upon previous research in the realm of lightweight fiber composites conducted at the University of Stuttgart, novel design strategies and fabrication methods are discussed. Based on the design and development of the Buga Fibre Pavilion for the Heilbronn Bundesgartenschau 2019, previously prototypically tested processes are further developed and implemented at a larger scale which attempt to reduce the necessary formwork to a minimum while achieving a flexible and scalable building system.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id acadia19_510
id acadia19_510
authors Leder, Samuel; Weber, Ramon; Wood, Dylan; Bucklin, Oliver; Menges, Achim
year 2019
title Distributed Robotic Timber Construction
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 510-519
doi https://doi.org/10.52842/conf.acadia.2019.510
summary Advances in computational design and robotic building methods have the potential to enable architects to author more sustainable, efficient, and geometrically varied systems that shape our built environment. To fully harness this potential, the inherent relationship of design and building processes requires a fundamental shift in the way we design and how we build. High degree of customization in architectural projects and constantly changing conditions of construction environments pose significant challenges for the implementation of automated construction machines. Beyond traditional, human-inspired, industrial robotic building methods, we present a distributed robotic system where the robotic builders are designed in direct relationship with the material and architecture they assemble. Modular, collaborative, single axis robots are designed to utilize standardized timber struts as a basic building material, and as a part of their locomotion system, to create large-scale timber structures with high degrees of differentiation. The decentralized, multi-robot system uses a larger number of simple machines that collaborate in teams to work in parallel on varying tasks such as material transport, placement, and fixing. The research explores related architectural and robotic typologies to create timber structures with novel aesthetics and performances.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id caadria2019_439
id caadria2019_439
authors Lo, Tian Tian, Xiao, ZuoPeng and Yu, Henry
year 2019
title Designing 'Action Trigger' for Architecture Modelling Design within Immersive Virtual Reality
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. 545-552
doi https://doi.org/10.52842/conf.caadria.2019.1.545
summary Architectural modelling is radically evolving with time. The introduction of VR into gaming and education has also encouraged architecture to integrate VR into its course of the design process. However, the current integration of Augmented Reality (AR) and Virtual Reality (VR) components is mostly limited to enhancing visualisation, especially towards the corresponding design tasks. This opportunity lead to an increase in attempts to bring the modelling process into the immersive environment. This paper aims to challenge the current design capabilities within the immersive environment and introduce a new interaction method between the human and the virtual reality. The research in human-computer interaction (HCI) has been ongoing for years till present day to observe how humans interact with computers and design technologies. The appearance of the smartphone has extended this HCI research towards hand-carried devices. With VR, although the hardware is still considered 'computer', the interaction is very much different. Since the human is immersed in the virtual environment, the interaction is already beyond the traditional keyboard and mouse. This paper responds to the conference theme by capitalising the power of VR technology to bring new methods of HVRI to the architecture design process.
keywords VR; HVRI; Interaction; Action Trigger; Immersive
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaadesigradi2019_634
id ecaadesigradi2019_634
authors Vermisso, Emmanouil, Thitisawat, Mate, Bou-Nahra, Boutros and Akers, Heather
year 2019
title Prototyping shifts in design scale - The "Carotid thermo-regulator" as intelligent body architecture
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 749-756
doi https://doi.org/10.52842/conf.ecaade.2019.1.749
summary This paper explores the use of smart technologies like physical computing with a sensor and an actuator, to create a prototype of a wearable technology, which augments our interaction with the environment, and people. The initial design idea was based on an empirical study of varying body heat signature patterns corresponding to emotions. However, we are interested to expand the discussion beyond technical issues in the design process, to reflect on the broader relationship of the human body with space and people. The study raises some important questions vis-?-vis current mobility and scalar reduction of Technology today: What is the relationship between architecture and the human body? Can a wearable technology be used to indicate, and express a fluctuating emotion? How would a traditional garment element evolve to respond to a new requirement or program? What are the appropriate scales we should refer in order to design our surrounding space? What sort of expertise is required to shift in design scales?
keywords Performance; Rapid prototyping; Physical computing; Micro-controllers; Human body; Scale
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_id ecaadesigradi2019_024
id ecaadesigradi2019_024
authors Wit, Andrew John and Ng, Rashida
year 2019
title cloudMAGNET - A prototype for climatically active light-weight skins
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 627-636
doi https://doi.org/10.52842/conf.ecaade.2019.2.627
summary This paper describes a potential for the integration of micro-encapsulated phase change material (mircoPCM) into lightweight skins as a means of regulating internal climatic conditions of volumetric objects. Viewed through the lens of the recently completed series of quarter-scale cloudMAGNET prototypes tested in the cloud forests of Monteverde, Costa Rica, this research utilized a wound, flexible carbon fiber framework and a lightweight fabric skin coated with varying densities of microPCM. The prototypes were monitored using real-time collection of climate data throughout the testing. In this paper we will demonstrate how climatic variables such as temperature, humidity, and pressure can be passively manipulated by varying the form and energy storage properties of materials without the use of active mechanical systems. Produced to bring awareness to the rising cloud levels within the Monteverde cloud forest, this research is intended to explore the fundamental relationships of material, energy and form. Beyond these objectives, the paper will also illustrate how these methods can be more broadly applied to the development of thermal-regulating lightweight tensile structures. Such innovations could be utilized as a method for the reimagining the architectural design and production processes allowing for the emergence of new typologies of environmentally self-mediating architecture.
keywords material performance; phase change material; carbon fiber reinforced polymers; computation
series eCAADeSIGraDi
email
last changed 2022/06/07 07:57

_id ijac201917402
id ijac201917402
authors Worre Foged, Isak ; and Anke Pasold
year 2019
title Development of a hybrid behavioural and thermal adaptive building envelope
source International Journal of Architectural Computing vol. 17 - no. 4, 323-335
summary This study focuses on the design of behavioural mechanisms for a hybrid informed adaptive envelope. Based on a full-scale experimental demonstrator, including a material responsive and a sensor–processing–actuation adaptive system, quantitative and qualitative methods are applied to identify, describe and study behavioural modes of the adaptive envelope. Through sensor data values and observations, the study finds that the adaptive response patterns are best based on subjective, human-mapped sensations, rather than prescribed environmental comfort, numeric-based sensor values. Those adaptive response patterns should account for change in tempi of the environment, occupier and envelope to establish advanced cause and effect relations, beyond generic thermal comfort performance metrics.
keywords Adaptive envelope, behavioural logics, material composites, environmental sensing, hybrid systems
series journal
email
last changed 2020/11/02 13:34

_id ijac201917206
id ijac201917206
authors Ackerman, Aidan; Jonathan Cave, Chien-Yu Lin and Kyle Stillwell
year 2019
title Computational modeling for climate change: Simulating and visualizing a resilient landscape architecture design approach
source International Journal of Architectural Computing vol. 17 - no. 2, 125-147
summary Coastlines are changing, wildfires are raging, cities are getting hotter, and spatial designers are charged with the task of designing to mitigate these unknowns. This research examines computational digital workflows to understand and alleviate the impacts of climate change on urban landscapes. The methodology includes two separate simulation and visualization workflows. The first workflow uses an animated particle fluid simulator in combination with geographic information systems data, Photoshop software, and three-dimensional modeling and animation software to simulate erosion and sedimentation patterns, coastal inundation, and sea level rise. The second workflow integrates building information modeling data, computational fluid dynamics simulators, and parameters from EnergyPlus and Landsat to produce typologies and strategies for mitigating urban heat island effects. The effectiveness of these workflows is demonstrated by inserting design prototypes into modeled environments to visualize their success or failure. The result of these efforts is a suite of workflows which have the potential to vastly improve the efficacy with which architects and landscape architects use existing data to address the urgency of climate change.
keywords Modeling, simulation, environment, ecosystem, landscape, climate change, sea level rise, urban heat island
series journal
email
last changed 2019/08/07 14:04

_id caadria2019_660
id caadria2019_660
authors Aghaei Meibodi, Mania, Giesecke, Rena and Dillenburger, Benjamin
year 2019
title 3D Printing Sand Molds for Casting Bespoke Metal Connections - Digital Metal: Additive Manufacturing for Cast Metal Joints in Architecture
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. 133-142
doi https://doi.org/10.52842/conf.caadria.2019.1.133
summary Metal joints play a relevant role in space frame constructions, being responsible for large amount of the overall material and fabrication cost. Space frames which are constructed with standardized metal joints are constrained to repetitive structures and topologies. For customized space frames, the fabrication of individual metal joints still remains a challenge. Traditional fabrication methods such as sand casting are labour intensive, while direct 3D metal printing is too expensive and slow for the large volumes needed in architecture.This research investigates the use of Binder Jetting technology to 3D print sand molds for casting bespoke metal joints in architecture. Using this approach, a large number of custom metal joints can be fabricated economically in short time. By automating the generation of the joint geometry and the corresponding mold system, an efficient digital process chain from design to fabrication is established. Several design studies for cast metal joints are presented. The approach is successfully tested on the example of a full scale space frame structure incorporating almost two hundred custom aluminum joints.
keywords 3D printing; binder jetting; sand casting; metal joints; metal casting; space frame; digital fabrication; computational design; lightweight; customization
series CAADRIA
email
last changed 2022/06/07 07:54

_id ijac201917105
id ijac201917105
authors Agkathidis, Asterios; Yorgos Berdos and André Brown
year 2019
title Active membranes: 3D printing of elastic fibre patterns on pre-stretched textiles
source International Journal of Architectural Computing vol. 17 - no. 1, 74-87
summary There has been a steady growth, over several decades, in the deployment of fabrics in architectural applications; both in terms of quantity and variety of application. More recently, three-dimensional printing and additive manufacturing have added to the palette of technologies that designers in architecture and related disciplines can call upon. Here, we report on research that brings those two technologies together – the development of active membrane elements and structures. We show how these active membranes have been achieved by laminating three-dimensional printed elasto-plastic fibres onto pre-stretched textile membranes. We report on a set of experimentations involving one-, two- and multi-directional geometric arrangements that take TPU 95 and polypropylene filaments and apply them to Lycra textile sheets, to form active composite panels. The process involves a parameterised design, actualised through a fabrication process including stress-line simulation, fibre pattern three-dimensional printing and the lamination of embossed patterns onto a pre-stretched membrane; followed by the release of tension afterwards in order to allow controlled, self-generation of the final geometry. Our findings document the investigation into mapping between the initial two-dimensional geometries and their resulting three-dimensional doubly curved forms. We also reflect on the products of the resulting, partly serendipitous, design process.
keywords Digital fabrication, three-dimensional printing, parametric design, material computation, fabrics
series journal
email
last changed 2019/08/07 14:04

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