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 lasg_whitepapers_2019_111
id lasg_whitepapers_2019_111
authors Gruber, Petra
year 2019
title Living Wall System (LIWAS)
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.111 - 122
summary This proposal is about the design and prototyping of a Living Wall System (LIWAS) as a test bed for integrating concepts from biology into architectural design. The "Living Wall” is a new way of interpreting a wall system that we use in architecture and building. We try to integrate characteristics of living organisms into the wall design to harness some of the intriguing qualities of life into our built surroundings. Living Walls may include flows of water; they may move, adapt geometry and change appearance; they may be inhabited by algae, plants and other organisms and in general be “alive.” The framework of the proposal is the overlap between architectural design and biological research, using biomimicry as a methodology for information transfer between the fields (Image 1).
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 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
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
doi https://doi.org/10.52842/conf.caadria.2019.2.381
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 acadia19_278
id acadia19_278
authors Ca?izares, Galo
year 2019
title Digital Suprematism
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. 278-287
doi https://doi.org/10.52842/conf.acadia.2019.278
summary It is widely held that sometime around 2006, the World Wide Web as we knew it mutated into Web 2.0. This colloquial label signaled a shift from an Internet designed for us to an Internet designed by us. Nowhere was this more explicitly stated than in Time Magazine’s 2006 Person of the Year selection: You. More than a decade later, Internet browsers have evolved into ubiquitous interfaces accessible from mobile devices, tablet computers, public kiosks, workstations, laptops, etc. It would, therefore, not be an overstatement to say that the browser is the most widespread content canvas in the world. Designers frequently use web browsers for their ability to exhibit and organize content. They are the sites for portfolios, announcements, magazines, and at times, discussions. But despite its flexibility and rich infrastructure, rarely is the browser used to generate design elements. Thanks to advanced web development languages like JavaScript and open-source code libraries, such as p5.JS, Matter.JS, and Three.JS, browsers now support interactive and spatial content. Typically, these tools are used to generate gimmicks or visual effects, such as the parallax illusion or the infinite scroll. But if we perceive the browser as a timebased picture plane, we can immediately recognize its architectonic potential. This paper puts forth a method for engaging the creative potential of web-based media and Internet browsers. Through example projects, I argue that the Internet browser is a highly complex spatial plane that warrants more architectural analysis and experimentation.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id ecaadesigradi2019_342
id ecaadesigradi2019_342
authors Costa Couceiro, Mauro, Lobo, Rui and Monteiro, António
year 2019
title Inserting and Encircling - Two complementary immersive strategies for mixed-reality applied to cultural heritage *
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. 91-98
doi https://doi.org/10.52842/conf.ecaade.2019.3.091
summary To accomplish the aims of a three-year research project we are developing, connected to cultural heritage, we became interested in the fusion of Virtual Reality and Augmented Reality, two emergent development fields that gave birth to what was coined as Mixed Reality. Both dimensions have intricate connections with hardware and software improvements related with the so called "4th Industrial Revolution".Virtual Reality (VR), an interactive experience generated by a computer, takes place inside of simulated environments, which can be analogous to the real world or which can be created as imaginary contexts. On the other hand, Augmented Reality (AR) is always based in an interactive experience inside a tangible environment where the elements of that reality are nurtured with digital information, across several senses, to empathize certain aspects of reality. Our research combines both VR and AR to empathize sensory and intellectual experience. To do so, several senses, mainly visual and auditory, are stimulated.We therefore explore two Case-Studies from our research project in order to show two different strategies. The intention of both situations is to create immersive mixed reality environments where the fusion of the digital and analogue elements can be persistently sustained by the visual outputs.
keywords Santa Cruz Monastery; Mixed Reality; VR/AR; 3D scanning; 3D modeling; Lost heritage
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id acadia19_674
id acadia19_674
authors Farahi, Benhaz
year 2019
title IRIDESCENCE: Bio-Inspired Emotive Matter
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.674-683
doi https://doi.org/10.52842/conf.acadia.2019.674
summary The Hummingbird is an amazing creature. The male Anna’s Hummingbird changes color from dark green to iridescence pink in his spectacular courtship. Can we exploit this phenomenon to produce color and shape changing material systems for the future of design? This paper describes the design process behind the interactive installation, Iridescence, through the logic of two interconnected themes, ‘morphology’ and ‘behavior’. Inspired by the gorget of the Anna’s hummingbird, this 3D printed collar is equipped with a facial tracking camera and an array of 200 rotating quills. The custom-made actuators flip their colors and start to make patterns, in response to the movement of onlookers and their facial expressions. The paper addresses how wearables can become a vehicle for self-expression, capable of influencing social interaction and enhancing one’s sensory experience of the world. Through the lens of this project, the paper proposes ‘bio-inspired emotive matter’ as an interdisciplinary design approach at the intersection of Affective Computing, Artificial Intelligence and Ethology, which can be applied in many design fields. The paper argues that bio-inspired material systems should be used not just for formal or performative reasons, but also as an interface for human emotions to address psycho-social issues.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id acadia19_346
id acadia19_346
authors Gehron, Luke; Chernick, Adam; Morse, Christopher; Naumovski, Sabrina; Ren, Zeyu
year 2019
title Sound Space
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. 346-351
doi https://doi.org/10.52842/conf.acadia.2019.346
summary Sound Space, an interactive virtual reality tool, allows architects and designers to simulate and visualize the acoustic implications of their building designs. By providing designers with the ability to pause, rewind and fast forward a sound wave within a virtual built environment, we empower them to let acoustics influence their design decisions. With a focus on simulation accuracy as well as user experience, we let the user interact with, explore, and curate their own experience while gaining an intuitive understanding of the acoustic implications of their design. Sound Space explores the opportunities that a linked BIM connection may bring within game engine based experiences, and looks at some of the tools we used to try to make that connection. Sound Space focuses on evaluating the acoustic performance of a space in an interactive and visual experience. For buildings such as symphony halls or theaters, acoustic engineers are a part of the design process from the beginning, but the majority of projects such as schools, hospitals, or museums might employ acoustic specialists only near the end, if at all. At this point it is often too late to make meaningful changes to account for the important acoustic characteristics that can make such spaces work better for students, patients, and visitors. Our goal was to create an environment that was visually interesting enough to immerse and retain users in the experience, and accurate enough to give useful results to the users for them to make informed choices about their design decisions.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_200
id ecaadesigradi2019_200
authors Ghandi, Mona
year 2019
title Cyber-Physical Emotive Spaces: Human Cyborg, Data, and Biofeedback Emotive Interaction with Compassionate Spaces
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. 655-664
doi https://doi.org/10.52842/conf.ecaade.2019.2.655
summary This paper aims to link human's emotions and cognition to the built environment to improve the user's mental health and well-being. It focuses on cyber-physical adaptive spaces that can respond to the user's physiological and psychological needs based on their biological and neurological data. Through artificial intelligence and affective computing, this paper seeks to create user-oriented spaces that can learn from occupant's behavioral patterns in real-time, reduce user's anxiety and depression, enhance environmental quality, and promote more flexible human-centered designs for people with mental/physical disabilities. To achieve its objectives, this research integrates tangible computing devices/interfaces, robotic self-adjusting structures, interactive systems of control, programmable materials, human behavior, and a sensory network. Through embedded responsiveness and material intelligence, the goal is to blur the lines between the physical, digital, and biological spheres and create cyber-physical spaces that can "feel" and be controlled by the user's mind and feelings.
keywords AI for Design and Built Environment; Cyber-Physical Spaces; Artificial Emotional Intelligence; Human-Computer Interaction; Affective Computing; Mental Health and Well-Being; Interactive and Responsive Built Environments;
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_367
id ecaadesigradi2019_367
authors Goti, Kyriaki, Katz, Shir, Baharlou, Ehsan, Vasey, Lauren and Menges, Achim
year 2019
title Jamming Formations - Intuitive design and fabrication process through human-computer interaction
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. 669-680
doi https://doi.org/10.52842/conf.ecaade.2019.1.669
summary This paper examines the potential of User Interfaces (UI) and sensor feedback to develop an intuitive design and fabrication process utilizing granular jamming. By taking advantage of the variable stiffness of granular jamming over time, an adaptive fabrication process is presented in which various structures are formed from individual jammed components which can weave or interlock in an overall system. A User Interface (UI) is developed as a design tool which would enable interactive design decisions and operations, based on pre-designed formal and tectonic strategies. The project has four research trajectories that are developed in parallel: (1) material system research; (2) development of an ad hoc digital recording system; (3) creation of a computational library that stores users' iterations; and (4) development of a User Interface (UI) that enables users' interaction with the computational library.
keywords Granular Jamming, Human-computer Interaction, Adaptive Fabrication
series eCAADeSIGraDi
email
last changed 2022/06/07 07:51

_id acadia20_142p
id acadia20_142p
authors Kilian, Axel
year 2020
title The Flexing Room
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. 142-147
summary Robotics has been largely confined to the object category with fewer examples at the scale of buildings. Robotic buildings present unique challenges in communicating intent to the enclosed user. Precedent work in architectural robotics explored the performative dimension, the playful and interactive qualities, and the cognitive challenges of AI systems interacting with people in architecture. The Flexing Room robotic skeleton was installed at MIT at its full designed height for the first time and tested for two weeks in the summer of 2019. The approximately 13-foot-tall structure is comprised of 36 pneumatic actuators and an active bend fiberglass structure. The full height allowed for a wide range of postures the structure could take. Acoustic monitoring through Piezo pickup mics was added that allowed for basic rhythmic responses of the structure to people tapping or otherwise triggering the vibration sensors. Data streams were collected synchronously from Kinect skeleton tracking, piezo pickup mics, camera streams, and posture data. The emphasis in this test period was first to establish reliable hardware operations at full scale and second to record correlated data streams of the sensors installed in the structure together with the actuation triggers and the human poses of the inhabitant. The full-scale installation of hardware was successful and proved the feasibility of the structural and actuation approach previously tested on a one-level setup. The range of postures was increased and more transparent for the occupant. The perception of the structure as space was also improved as the system reached regular ceiling height and formed a clearer architectural scale enclosure. The ambition of communicating through architectural postures has not been achieved yet, but promising directions emerged from the test and data collection
series ACADIA
type project
email
last changed 2021/10/26 08:03

_id acadia19_654
id acadia19_654
authors Maierhofer, Mathias; Soana, Valentina; Yablonina, Maria; Erazo, Seiichi Suzuki; Körner, Axel; Knippers, Jan; Menges, Achim
year 2019
title Self-Choreographing Network
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. 654-663
doi https://doi.org/10.52842/conf.acadia.2019.654
summary The aim of this research is to challenge the prevalent separation between (digital) design and (physical) operation processes of adaptive and interactive architectural systems. The linearity of these processes implies predetermined material or kinetic behaviors, limiting performances to those that are predictable and safe. This is particularly restricting with regard to compliant or flexible material systems, which exhibit significant kinetic and thus adaptive potential, but behave in ways that are difficult to fully predict in advance. In this paper we present a hybrid approach: a real-time, interactive design and operation process that enables the (material) system to be self-aware, fully utilizing and exploring its kinetic design space for adaptive purposes. The proposed approach is based on the interaction of compliant materials with embedded robotic agents, at the interface between digital and physical. This is demonstrated in the form of a room-scale spatial architectural robot, comprising networks of linear elastic components augmented with robotic joints capable of sensing and two axis actuation. The system features both a physical instance and a corresponding digital twin that continuously augments physical performances based on simulation feedback informed by sensor data from the robotic joints. With this setup, spatial adaptation and reconfiguration can be designed in real-time, based on an openended and cyber-physical negotiation between numerical, robotic, material, and human behaviors, in the context of a physically deployed structure and its occupants.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:59

_id ecaadesigradi2019_354
id ecaadesigradi2019_354
authors Mendes Correia, Ricardo and Guerreiro, Rosalia
year 2019
title The Roots of 4IR in Architecture - A military drawing machine used for space perception in 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. 397-406
doi https://doi.org/10.52842/conf.ecaade.2019.1.397
summary This paper analyses how architecture became a pioneer discipline in digital interactivity research. It describes how that pioneer research derives from a lineage of researchers whose work spans more than two decades beginning in the early fifties. Military funds enabled the creation of the first computer graphic interfaces that evolved into a "drawing machine", the first interactive CAD, that made possible the role of architecture as a pioneering discipline in interactivity research. It is expected to demonstrate that the same architecture that nowadays uses mainly interactive digital design was one of first disciplines to research interactivity addressing a gap in the study of the link between architecture and interactivity.
keywords CAD; interactivity research; architectural design; ;
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_id caadria2019_027
id caadria2019_027
authors Nandavar, Anirudh, Petzold, Frank, Schubert, Gerhard and Youssef, Elie
year 2019
title Opening BIM in a New Dimension - A simple, OpenBIM standards based Virtual reality collaboration technique for BIM
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. 595-604
doi https://doi.org/10.52842/conf.caadria.2019.1.595
summary This work explores the possibility of leveraging the OpenBIM standards to create an interactive Virtual Reality (VR) tool for collaboration in the BIM ecosystem, independent of any vendor-specific software. The highlight of the work is integration of BCF issue mark-ups and a mechanism to add doors and windows from VR with correct semantic relationships to an IFC model. We also lay foundation for a networked, multi-user environment using the same approach.
keywords IFC; VR; BIM; Interactive; OpenBIM
series CAADRIA
email
last changed 2022/06/07 07:59

_id lasg_whitepapers_2019_207
id lasg_whitepapers_2019_207
authors Navab, Nima; and Desiree Foerster
year 2019
title Affective Atmospheres; Ambient Feedback Ecology
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.207 - 220
summary Encompassing a series of experiments with atmospheric scenography the following paper maps out the relationships between different materials and energetic flows as part of a spatial design. These investigations emanate from the basis that poetic relationships between material and immaterial processes can induce new meaning to the ways we inhabit our environment. In diffusing the boundaries between states of matter in the environment and the perceiver, the unfolding atmospheric processes enacted here function as perceptual amplifiers for transformations on scales that are usually not sensually accessible. The focus shifts from the concrete to the in-between. The visualization and enaction of flows that make up our surroundings suggest a greater involvement of oneself with the environment.1 Through these experiments we demonstrate 1) how spatial continuity can be achieved in relating attributes of dynamic behavior of water, vapor, air, sound, and light to significances in space; 2) that the indifferent role of the human perceiver is challenged in making their impact and responsiveness to the environment part of the spatial composition itself; and 3) how the expressive qualities of atmospheric variables can be used to experience layers of meaning in spaces, that are usually not comprehensible (such as ecological dimensions of water use).
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 caadria2019_171
id caadria2019_171
authors Sammer, Maria, Leitão, António and Caetano, Inês
year 2019
title From Visual Input to Visual Output in Textual Programming
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. 645-654
doi https://doi.org/10.52842/conf.caadria.2019.1.645
summary Algorithmic Design is an approach that uses algorithms to generate designs. These algorithms are built using either a Visual Programming Language (VPL) or a Textual Programming Language (TPL). In architecture, there is a clear propensity to the use of VPLs, e.g., Grasshopper or Dynamo, over the use of TPLs, e.g., Python or AutoLisp. In addition to all the user-friendly and interactive features that make VPLs more appealing to architects, most of them already integrate components for textual programming. In contrast, TPLs have not been as successful in incorporating visual features. Given the user-friendliness of VPLs and the relevance of TPLs for large-scale and complex designs, we discuss Visual Input Mechanisms (VIMs) in the context of TPLs. In this paper, we extend previous research in this area by exploring and implementing the most valuable VIMs in a TPL adapted for architectural design.
keywords Algorithmic Design; Metaprogramming; Textual Programming Languages; Visual Input Mechanisms
series CAADRIA
email
last changed 2022/06/07 07:56

_id cf2019_031
id cf2019_031
authors Shireen, Naghmi; Halil Erhan and Robert Woodbury
year 2019
title Encoding Design Process using Interactive Data Visualization
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 253
summary The existing research on design space exploration favors the exploration of multiple parallel designs, however the act of exploring a design space is still to be integrated in the design of new digital media. We conducted an experiment to understand how designers navigate through large numbers of design alternatives generated from parametric models. We analyzed the data with a purpose-built visualization tool. We observed that participants changed the task environment and took design actions, frequently combining these into action combinations. Five tasks emerged from our analysis: Criteria Building, Criteria Testing, Criteria Applying, Reflection and (Re)Setting. From our analysis, we suggest several features for future systems for interacting with design alternatives.
keywords design space exploration, design alternatives, coding protocol and analysis, creativity support tools, interfaces for design galleries
series CAAD Futures
email
last changed 2019/07/29 14:15

_id ecaadesigradi2019_417
id ecaadesigradi2019_417
authors Weissenböck, Renate and Symeonidou, Ioanna
year 2019
title Anatomy of a Building - Introducing interactive RGB lenses for architectural data visualization
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. 739-748
doi https://doi.org/10.52842/conf.ecaade.2019.1.739
summary The paper proposes an alternative way to present architectural information, using color filters - specifically RGB lenses - as an interface to emphasize or reveal the internal structure or hidden logic of an architectural artifact. In an interplay of analogue and digital techniques, it employs rules of color blocking in order to highlight certain aspects of complex buildings, urban plans, or interiors, which cannot be discovered using conventional visualization methods. In this research, the authors developed an interactive RGB lens-interface and techniques for superimposed color visualizations that can be used for an enhanced visualization of the internal structure of a building. By applying physical or digital color lenses, viewers can perceive individual layers of project visualizations, in order to understand certain tectonic or construction logics, such as skin, structure or infrastructure. Based on existing bibliography, the paper presents the workflow from drawing, 3D model or photograph to RGB visualization, through a series of test case scenarios applicable to the field of architecture and design.
keywords architectural visualization; color & light; subtractive color mixing; RGB lenses; post-digital; building anatomy
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_id cf2019_026
id cf2019_026
authors Wibranek, Bastian; Oliver Tessmann, Boris Belousov and Alymbek Sadybakasov
year 2019
title Interactive Assemblies: Man-Machine Collaborations for a Material-Based Modeling Environment
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 186
summary This paper presents our concept, named Interactive Assemblies, which facilitates interaction between man and machine in construction process in which specially designed building components are used as a design interface. In our setup, users physically manipulate and reposition building components. The components, digitized by means of machine sensing, become a part of the design interface. Each of the three experiments included in this paper examines a different robotic sensor approach that helps transfer of data, including the position and shape of each component, back into the digital model. We investigate combinations of material systems (material computation, selfcorrecting assembly) and matching sensors. The accumulated data serves as input for design algorithms and generates robot tool paths for collaborative fabrication. Using real-world geometry to move from virtual design tools directly to physical interaction and back, our research proposes enhanced participation of human actors in robotic construction processes in architecture.
keywords Man-Machine Collaboration, Robotics, Machine Sensing, As-Built Modelling, Interactive Assemblies
series CAAD Futures
email
last changed 2019/07/29 14:15

_id caadria2019_202
id caadria2019_202
authors Yang, Chunxia, Gu, Zhuoxing and Yao, Ziying
year 2019
title Adaptive Urban Design Research based on Multi-Agent System - Taking The Urban Renewal Design Of Shanghai Hongkou Port Area As An Example
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. 225-234
doi https://doi.org/10.52842/conf.caadria.2019.1.225
summary Utilizing digital method to establish a multi-agent simulation platform and establish an interactive simulation between site elements and agents particles behavior. In this study, urban space could not have the absolute frozen state, it is always evolving and self-renewing. We hope to integrate such unstable relationships into urban design methods and programs. By constructing various type of agent particles and the interaction behaviors, we not only directly simulate the flow of people or traffic, but also simulate the public space relationship such as line of sight space, waterfront space accessibility, commercial supporting function layout, and historical and cultural block attraction from a more abstract level. From macro to micro, the result of spatial simulation has an intrinsic close causal relationship with the site's landform, building status, site function, and planning pattern, can be the basis for space generation.
keywords Self-organization; Multi-agent System; Cluster City; Particle Personality; Site Elements
series CAADRIA
email
last changed 2022/06/07 07:57

_id acadia19_246
id acadia19_246
authors Zhang, Viola; Qian, William; Sabin, Jenny
year 2019
title PolyBrickH2.0
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. 246-257
doi https://doi.org/10.52842/conf.acadia.2019.246
summary This project emerged from collaborative trans-disciplinary research between architecture, engineering, biology, and materials science to generate novel applications in micro-scale 3D printed ceramics. Specifically, PolyBrick H2.0 adapts internal bone-based hydraulic networks through controlled water flow from 3D printed micro-textures and surface chemistry. Engagement across disciplines produced the PolyBrick series at the Sabin Lab (Sabin, Miller, and Cassab 2014) . The series is a manifestation of novel digital fabrication techniques, bioinspired design, materials inquiry, and contemporary evolutions of building materials. A new purpose for the brick is explored that is not solely focused on the mechanical constraints necessary for built masonry structures. PolyBrick H2.0 interweaves the intricacies of living systems (beings and environments combined) to create a more responsive and interactive material system. The PolyBrick 2.0 series looks at human bone as a design model for foundational research. PolyBrick H2.0 merges the cortical bone hydraulic network with new functionalities as a water filtration and collection system for self-preservation and conservation as well as passive cooling solutions. It also pushes the ability of 3D printing techniques to the microscale. These functionalities are investigated under context for a better construction material, but its use may extend further.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

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