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

PDF papers
References

Hits 1 to 20 of 624

_id acadia19_522
id acadia19_522
authors Kohler, Daniel; Galika, Anna; Pu, Qiuru; Bai, Junyi
year 2019
title Blockerties
doi https://doi.org/10.52842/conf.acadia.2019.522
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. 522-531
summary The paper aims for new urban forms of property enabled by computation models of distributed ledgers as they are currently being deployed with technologies like Blockchain. Distributed ledgers promise to constitute whole environments by chaining and sharing blocks of data. Upscaling this prospective, the paper describes objects with unique and strong compositional characteristics that act as closed black boxes and are able through distribution to create large scale effects. The final result of the nesting is the Interchain, a chain of chains that initiate with the characteristics of the contributing chains, and due to the distribution, unprecedented patterns arise. The resulting Interchain, observed with spatial and architectural characteristics, can project a new building form and a new urban model based on blockchain theory.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id lasg_whitepapers_2019_051
id lasg_whitepapers_2019_051
authors Awad, Michael
year 2019
title In Theoretical Physics; PB, IvH, and the LASG
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.051 - 062
summary Text in center of two horizontal images
keywords living architecture systems group, organicism, intelligent systems, design methods, engineering and art, new media art, interactive art, dissipative systems, technology, cognition, responsiveness, biomaterials, artificial natures, 4DSOUND, materials, virtual projections,
email
last changed 2019/07/29 14:02

_id acadia19_16
id acadia19_16
authors Hosmer, Tyson; Tigas, Panagiotis
year 2019
title Deep Reinforcement Learning for Autonomous Robotic Tensegrity (ART)
doi https://doi.org/10.52842/conf.acadia.2019.016
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. 16-29
summary The research presented in this paper is part of a larger body of emerging research into embedding autonomy in the built environment. We develop a framework for designing and implementing effective autonomous architecture defined by three key properties: situated and embodied agency, facilitated variation, and intelligence.We present a novel application of Deep Reinforcement Learning to learn adaptable behaviours related to autonomous mobility, self-structuring, self-balancing, and spatial reconfiguration. Architectural robotic prototypes are physically developed with principles of embodied agency and facilitated variation. Physical properties and degrees of freedom are applied as constraints in a simulated physics-based environment where our simulation models are trained to achieve multiple objectives in changing environments. This holistic and generalizable approach to aligning deep reinforcement learning with physically reconfigurable robotic assembly systems takes into account both computational design and physical fabrication. Autonomous Robotic Tensegrity (ART) is presented as an extended case study project for developing our methodology. Our computational design system is developed in Unity3D with simulated multi-physics and deep reinforcement learning using Unity’s ML-agents framework. Topological rules of tensegrity are applied to develop assemblies with actuated tensile members. Single units and assemblies are trained for a series of policies using reinforcement learning in single-agent and multi-agent setups. Physical robotic prototypes are built and actuated to test simulated results.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id caadria2019_648
id caadria2019_648
authors Schumann, Kyle and Johns, Ryan Luke
year 2019
title Airforming - Adaptive Robotic Molding of Freeform Surfaces through Incremental Heat and Variable Pressure
doi https://doi.org/10.52842/conf.caadria.2019.1.033
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. 33-42
summary Advances in computational modelling and digital fabrication have created both the need and ability for novel strategies of bringing digitally modeled doubly curved surfaces into reality. In this paper, we introduce airforming as a non-contact and formwork-free method for fabricating digitally designed surfaces through the iterative robotic application of heat and air pressure, coupled with sensory feedback. The process lies somewhere between incremental metal fabrication and traditional vacuum forming of plastics. Airforming does not add or subtract material or use any mold or formwork materials that would typically be discarded as waste. Instead, airforming shapes a plastic sheet through the controlled spatial application of heat and the control of pressure and vacuum within an airtight chamber beneath the material. Through our research, we develop and test a method for airforming through 3D scanning and point cloud analysis, evolutionary physics simulation solvers, and robotic-aided actuation and control of heating and pressure systems. Different variations and analysis and workflow methods are explored. We demonstrate and posit potential future applications for the airforming method.
keywords Robotic Production; Digital Fabrication; Incremental Forming; Thermoforming; Freeform Surface
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia20_148p
id acadia20_148p
authors Vansice, Kyle; Attraya, Rahul; Culligan, Ryan; Johnson, Benton; Sondergaard, Asbjorn; Peters, Nate
year 2020
title Stereoform Slab
source ACADIA 2020: Distributed Proximities / Volume II: Projects [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95253-6]. Online and Global. 24-30 October 2020. edited by M. Yablonina, A. Marcus, S. Doyle, M. del Campo, V. Ago, B. Slocum. 148-153
summary Stereoform Slab is both a pavilion and a prototype - an exhibition for the 2019 Chicago Architectural Biennial. It is an experiment in how digital form-finding and robotics can be leveraged to rethink the future of concrete construction. Stereoform Slab examines the role of one of the most ubiquitous horizontal elements in the city - the concrete slab, also the most common element in contemporary construction. Using smarter forming systems - in this case, a ruled-surface-derived, robotic hotwire process - the Stereoform Slab prototype proved that the amount of material used and waste generated could be minimized without increasing construction complexity, by about 20% over a conventional system. Stereoform also extends the conventional concrete span (column spacing), specifically in Chicago, from 30’ to 45’. In developing a concrete forming system that affords added flexibility without increasing construction costs, it is possible to reduce embodied carbon significantly. The method allows reducing carbon in buildings that aren’t typically the subject of advanced architectural design or rigorous optimization – conventional buildings that compose a majority of our built environment, and its respective contributions to global carbon emissions. Stereoform is the result of a multi-objective design optimization process. Optimal materialization, according to the compressive/tensile physics present in beam design, was balanced against the fabrication constraints of a singularly ruled-surface, which enables fast form-making using robotic hotwire cutting. SOM and Autodesk collaborated to mirror the approach developed to optimize Stereoform slab as a pavilion, to the building scale, using the multi-objective optimization platform Refinery. Project Refinery allowed the team to create a hyper-responsive system design that could adapt to any number of varying programmatic conditions and loading patterns. The development of this approach is a crucial step in making optimization techniques flexible enough to balance the number of competing parameters in the design process available and accessible to a broader design audience within architecture and engineering.
series ACADIA
type project
email
last changed 2021/10/26 08:03

_id ecaadesigradi2019_340
id ecaadesigradi2019_340
authors Azambuja Varela, Pedro and Sousa, José Pedro
year 2019
title Digital Expansion of Stereotomy - A semantic classification
doi https://doi.org/10.52842/conf.ecaade.2019.1.387
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. 387-396
summary This paper presents a critical analysis and reflection on stereotomy with the purpose of updating its theoretical discourse. Having risen to the apex of architecture technological possibilities in the 17th century, stereotomic construction lost its importance in favour of iron, steel and other materials and construction techniques brought by the Industrial Revolution. More recently, much owing to the possibilities offered by digital technologies, a resurgence of interest in the subject has spawned various researches which bring stereotomy back to the architectural discourse. Although technological applications and design innovations in service of stereotomy have developed in multiple interesting paths, there is a lack of a common theory on the subject which is capable of relating these multiple apparently diverging stereotomic approaches between each other and, maybe even more importantly, to the classical practice which sparked the development this discipline. The research presented in this paper shows how the digital tools were instrumental in bringing this tradition to architecture contemporaneity and how a current stereotomy is largely supported by these technologies, while keeping strong relations to its classic origin.
keywords stereotomy; classification; history; digital
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id acadia19_208
id acadia19_208
authors Baghi, Ali; Baghi, Aryan; Kalantari, Saleh
year 2019
title FLEXI-NODE
doi https://doi.org/10.52842/conf.acadia.2019.207
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. 207-218
summary This paper is part of an ongoing research project on flexible molds for use in concrete fabrication. It continues and advances the concept of adjustable molds by creating a flexible system to produce a variety of concrete grid-joints. This reusable and adaptive mold streamlines the process of fabricating inherently diverse nodal joints without the need for cost-intensive mass-customization methods. The paper also proposes a novel way to cope with some of the significant drawbacks of similar mold techniques that have been explored and found wanting in similar projects. The technique used for the mold in the current research is inspired by a flexible mechanism that has been implemented in other manufacturing contexts, such as expansion joints and bendable straws. The outcomes of the project are a platform called “Flexi-node” and relevant software components that allow users to computationally design and fabricate a great variety of concrete joints for grid structures, using just one mold, with minimum material waste and no distortion from hydrostatic pressure.
keywords flexible molds, nodal joints, computational design, concrete fabrication, mass customization, grid structures
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id caadria2019_074
id caadria2019_074
authors Bai, Nan and Wang, Lu
year 2019
title Village Heritage Conservation in the New Data Age - Rural Information Modelling in the Context of Rural Vitalization in China
doi https://doi.org/10.52842/conf.caadria.2019.2.041
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 41-50
summary Rural Vitalization being a nation-wide policy for China in the following five years, it is becoming even more important to preserve and conserve the village heritage, especially with the global background of Information and Communication Technology (ICT) involvement. This research reviews on the existing and potential methods which has been or could be used to better understand the rural built environment in the new data age, and proposes an interactive message platform named Rural Information Modelling (RIM) which could collect, storage, analyze and display the various message concerning the village heritage, especially the morphological, cognitive and behavioural information. With the help of RIM, stakeholders can better interact with the rural environment, and better negotiate with each other, leading to a more objective and rational construction process, which could express the willingness of both the outside architects, urban planners and visitors, and the in situ villagers and government.
keywords rural vitalization; heritage conservation; ICT; Rural Information Modelling
series CAADRIA
email
last changed 2022/06/07 07:54

_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
doi https://doi.org/10.52842/conf.ecaade.2019.3.045
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
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 ijac201917103
id ijac201917103
authors Bejarano, Andres; and Christoph Hoffmann
year 2019
title A generalized framework for designing topological interlocking configurations
source International Journal of Architectural Computing vol. 17 - no. 1, 53-73
summary A topological interlocking configuration is an arrangement of pieces shaped in such a way that the motion of any piece is blocked by its neighbors. A variety of interlocking configurations have been proposed for convex pieces that are arranged in a planar space. Published algorithms for creating a topological interlocking configuration start from a tessellation of the plane (e.g. squares colored as a checkerboard). For each square S of one color, a plane P through each edge E is considered, tilted by a given angle ? against the tessellated plane. This induces a face F supported by P and limited by other such planes nearby. Note that E is interior to the face. By adjacency, the squares of the other color have similarly delimiting faces. This algorithm generates a topological interlocking configuration of tetrahedra or antiprisms. When checked for correctness (i.e. for no overlap), it rests on the tessellation to be of squares. If the tessellation consists of rectangles, then the algorithm fails. If the tessellation is irregular, then the tilting angle is not uniform for each edge and must be determined, in the worst case, by trial and error. In this article, we propose a method for generating topological interlocking configurations in one single iteration over the tessellation or mesh using a height value and a center point type for each tile as parameters. The required angles are a function of the given height and selected center; therefore, angle choices are not required as an initial input. The configurations generated using our method are compared against the configurations generated using the angle-choice approach. The results show that the proposed method maintains the alignment of the pieces and preserves the co-planarity of the equatorial sections of the pieces. Furthermore, the proposed method opens a path of geometric analysis for topological interlocking configurations based on non-planar tessellations.
keywords Topological interlocking, surface tessellation, irregular geometry, parametric design, convex assembly
series journal
email
last changed 2019/08/07 14:04

_id cf2019_020
id cf2019_020
authors Belém, Catarina; Luís Santos and António Leitão
year 2019
title On the Impact of Machine Learning: Architecture without Architects?
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, pp. 148-167
summary Architecture has always followed and adopted technological breakthroughs of other areas. As a case in point, in the last decades, the field of computation changed the face of architectural practice. Considering the recent breakthroughs of Machine Learning (ML), it is expectable to see architecture adopting ML-based approaches. However, it is not yet clear how much this adoption will change the architectural practice and in order to forecast this change it is necessary to understand the foundations of ML and its impact in other fields of human activity. This paper discusses important ML techniques and areas where they were successfully applied. Based on those examples, this paper forecast hypothetical uses of ML in the realm of building design. In particular, we examine ML approaches in conceptualization, algorithmization, modeling, and optimization tasks. In the end, we conjecture potential applications of such approaches, suggest future lines of research, and speculate on the future face of the architectural profession.
keywords Machine Learning, Algorithmic Design, AI for Building Design
series CAAD Futures
type normal paper
email
last changed 2019/07/29 14:54

_id ecaadesigradi2019_110
id ecaadesigradi2019_110
authors Bernal, Marcelo, Marshall, Tyrone, Okhoya, Victor, Chen, Cheney and Haymaker, John
year 2019
title Parametric Analysis versus Intuition - Assessment of the effectiveness of design expertise
doi https://doi.org/10.52842/conf.ecaade.2019.2.103
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. 103-110
summary This paper explores through professional case studies how design solutions produced by expert teams compares to those developed through systematic parametric analysis. While the expert intuition of either single designer or teams helps to rapidly identify relevant aspects of the design problem and produce viable solutions, it has limitation to address multi-criteria design problems with conflicting objectives and searching for design alternatives. On the other hand, parametric analysis techniques in combination with data analysis methods helps to construct and analyze large design spaces of potential design solutions. For the purpose of this study, the specifications of geometric features and material properties of the building envelopes proposed by the expert design teams define the base line to measure the extent of the performance improvements of two typically conflicting objectives: Daylight quality and energy consumption. The results show consistently significant performance improvement after systematic optimization.
keywords Performance Analysis; Parametric Analysis; Design Space; Design Expertise; Optimization
series eCAADeSIGraDi
email
last changed 2022/06/07 07:52

_id acadia19_80
id acadia19_80
authors Bouayad, Ghali
year 2019
title Three-Dimensional Translation of Japanese Katagami Patterns
doi https://doi.org/10.52842/conf.acadia.2019.080
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
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 cf2019_013
id cf2019_013
authors Boychenko, Kristina
year 2019
title Agency of Interactive Architecture in socio-technological relationship through Actor-Network Theory
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 102
summary With fast development of new technologies built environment transitioned from a silent background of activities performed by users to another participant of those activities. Agency of interactive architecture is based on interpretation of input data, like users’ actions, their response to the spatial agency, data from environment or other actors, and changing its performance accordingly. Architectural components, environmental conditions and people are all treated as agents and closely correspond to Actor-Network Theory (ANT). This theory generally aims to reveal the complexities of socio-technological world. ANT incorporates a principle of generalized symmetry, it means that human and nonhuman (artifacts, organization structures, etc.) actors are incorporated into the same conceptual framework and assigned equal level of agency. By analysis of the agency of Interactive Architecture through ANT the paper provides insight on social role of this new emerging type of space and its influence on other participants on socio-technological relationship.
keywords Interactive architecture, Communication, Agency, Social, ActorNetwork Theory
series CAAD Futures
email
last changed 2019/07/29 14:08

_id caadria2019_328
id caadria2019_328
authors Boychenko, Kristina
year 2019
title Agency of Interactive Space in Social Relationship
doi https://doi.org/10.52842/conf.caadria.2019.2.381
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 381-390
summary Embedded computation allows built space to be intelligent and get smarter, becoming interactive and gaining agency with ability not to merely adapt to changing conditions, but to process information and react, observe and learn, communicate and make decisions. The paper investigates agency of interactive space based on interpretation of input data, like users' response to the spatial agency, data from environment or other actors, and ability to change its performance accordingly. The research is focused on the role of interactive space as an active participant in social relationship communicating with users, constantly changing and having its' attitude. The research is aimed at defining social role of interactive environments and explains how they interact with users, what qualities are enabled by interactive behaviour and how do they influence space perception, revealing the significance of bi-directional communication between society and smart spaces. Interactive space does not just providing location for activities and facility for lifestyle, but influences these activities. Users and interactive space constitute one social network being constantly aware of each other establishing bi-directional communication.
keywords interactive architecture; computation; programmable; design; social
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2019_491
id caadria2019_491
authors Cai, Chenyi, Tang, Peng and Li, Biao
year 2019
title Intelligent Generation of Architectural layout inheriting spatial features of Chinese Garden Based on Prototype and Multi-agent System - A Case Study on Lotus Teahouse in Yixing
doi https://doi.org/10.52842/conf.caadria.2019.1.291
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. 291-300
summary This study presents an approach for the intelligent generation of architectural layout, in which partial space inherits Chinese garden spatial features. The approach combines spatial prototype analysis and evolutionary optimization process. On one hand, from the perspective of shape grammar, this paper both analyzes and abstracts the spatial prototype that describes the spatial characteristics of Chinese gardens, including the organization system of architecture and landscape, with the spatial sequences along the tourism orientation. On the other hand, taking the design task of Lotus teahouse as an example, a typical spatial prototype is selected to develop the generative intelligent experiment to achieve the architectural layout, in which the spatial prototype is inherited. Through rule-making and parameter adjustment, the spatial prototype will eventually be transformed into a computational model based on the multi-agent system. Hence, the experiment of intelligent generation of architectural layout is carried out under the influence of the function, form and environmental factors; and a three-dimensional conceptual model that inherits the Chinese garden spatial prototype is obtained ultimately.
keywords Chinese garden; Architectural layout; Spatial prototype; Multi-agent system; Intelligent generation
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2019_647
id caadria2019_647
authors Camacho, Daniel, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Hands On Design - Integrating haptic interaction and feedback in virtual environments for enhanced immersive experiences in design practice.
doi https://doi.org/10.52842/conf.caadria.2019.1.563
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. 563-572
summary The usability of virtual reality (VR) controller interfaces are often complex and difficult for first time users. Most controllers provide minimal feedback which relegates the potential for heightened interaction and feedback within virtual experiences. This research explores how haptic technology systems partnered with VR can deliver immersive interactions between user and virtual environment (VE). This research involves the development of a haptic glove interface prototype that incorporates a force feedback and vibrotactile feedback system. It focuses on determining a workflow that communicates in real-time user interaction and environmental feedback using Unreal Engine and the produced haptic glove system. Testing and calibrating the prototype feedback system provided a baseline for developers to rationalise and improve accuracy of current real-time virtual feedback systems. The evaluation of this research in industry unfolds new technical knowledge for implementing a wider range of haptic technologies within VR. This further development would involve reviewing the usability and interaction standards for VR users in the design process.
keywords Virtual Environments; Haptic Technologies; Feedback; Interaction; Usability
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaadesigradi2019_407
id ecaadesigradi2019_407
authors Capone, Mara, Lanzara, Emanuela, Marsillo, Laura and Nome Silva, Carlos Alejandro
year 2019
title Responsive complex surfaces manufacturing using origami
doi https://doi.org/10.52842/conf.ecaade.2019.2.715
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. 715-724
summary Contemporary architecture is considered a dynamic system, capable of adapting to different needs, from environmental to functional ones. The term 'Adaptable Architecture' describes an architecture from which specific components can be changed in relation to external stimuli. This change could be executed by the building system itself, transformed manually or it could be any other ability to be transformed by external forces (Leliveld et al.2017). Adaptability concept is therefore linked to motion and to recent advances in kinetic architecture. In our research we are studying the rules that we can use to design a kinetic architecture using origami. Parametric design allows us to digitally simulate the movement of origami structures, we are testing algorithmic modeling to generate doubly curvature surfaces starting from a designed surface and not from the process. Our main goal is to study the relationship between geometry, motion and shape. We are interested, in particular, in complex surface manufacture using origami technique to design a kinetic and reactive ceiling.
keywords Origami; complex surface manufacture; responsive architecture; Applied Geometry
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id cf2019_017
id cf2019_017
authors Cardoso Llach, Daniel and Javier Argota Sánchez-Vaquerizo
year 2019
title An Ecology of Conflicts Using Network Analytics to Explore the Data of Building Design
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 131
summary The scale and socio-technical complexity of contemporary architectural production poses challenges to researchers and practitioners interested in their description and analysis. This paper discusses the novel use of network analysis techniques to study a dataset comprising thousands of design conflicts reported during design coordination of a large project by a group of architects using BIM software. We discuss in detail three approaches to the use of network analysis techniques on these data, showing their potential to offer topological insights about the phenomenon of contemporary architectural design and construction, which complement other forms of architectural analysis.
keywords Architecture, Network Analysis, Design Ecology, BIM, Data Visualization
series CAAD Futures
email
last changed 2019/07/29 14:08

_id ecaadesigradi2019_179
id ecaadesigradi2019_179
authors Castelo-Branco, Renata, Leit?o, António and Santos, Guilherme
year 2019
title Immersive Algorithmic Design - Live Coding in Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2019.2.455
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. 455-464
summary As many other areas of human activity, the architectural design process has been recently shaken by Virtual Reality (VR), as it offers new ways to experience and communicate architectural space. In this paper we propose Live Coding in Virtual Reality (LCVR), a design approach that allows architects to benefit from the advantages of VR within an algorithmic design workflow. LCVR integrates a live coding solution, where the architect programs his design intent and immediately receives feedback on the changes applied to the program; and VR, which means this workflow takes place inside the virtual environment, where the architect is immersed in the model that results from the program he is concurrently updating from inside VR. In this paper we discuss the possible impacts of such an approach, as well as the most pressing implementation issues. We offer a critical analysis and comparison of the various solutions available in the context of two different programming paradigms: visual and textual.
keywords Virtual Reality; Algorithmic Design; Live Coding
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 31HOMELOGIN (you are user _anon_384312 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002