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 caadria2019_070
id caadria2019_070
authors White, Michael, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Planting Design by Simulated Competition - A computational-ecological model for the selection and distribution of plant species on urban roof terraces
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. 31-40
doi https://doi.org/10.52842/conf.caadria.2019.2.031
summary This paper investigates ecologically-inspired computational strategies for the intelligent performance based landscape design of urban rooftop gardens. Plant communities in nature form resilient layouts that maximise use of available resources through a process of competitive pressure. Simulating these processes could allow us to design vegetation systems for the built environment that are adapted to variables on site, while meeting our design goals. This paper uses an agent-based model to ask if simulated ecological competition can be used as a computational method for producing effective planting layouts for urban roof terraces. A case study will be conducted to review the performance of the simulation. Through further research we will examine whether these strategies can also optimise for benefits including increased biodiversity, favourable microclimate, and reduced energy and water use.
keywords Computational Landscape Architecture / Ecology; Urban Heat Island; Rooftop Terrace Gardens; Emergence; Climate Change
series CAADRIA
email
last changed 2022/06/07 07:57

_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_72
id acadia19_72
authors Pertigkiozoglou, Eliza
year 2019
title Pattern Mapping
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. 72-80
doi https://doi.org/10.52842/conf.acadia.2019.072
summary Current computer-aided-design tools tend to focus on technical descriptions of objects and processes, while disregarding the agency of the designer in the creative process. This research shifts the focus to explore how computational tools could embrace the designer’s perception and trigger design exploration. In this direction, Pattern Mapping is presented as a prototypical software for the designing, making, and learning of a geometric material system: free-form surfaces created by the deformation of thin aluminum with auxetic-pattern slits. Along with the development of the software, the paper reports on a new methodology towards visual exploration in computational tools. Texture mapping—a computer-graphics algorithm—is utilized to bridge intuitive visualizations of form and materiality with geometric analysis. Informed by recent studies on design creativity, visual perception, and a precedent of an artist’s workflow, the proposed software facilitates learning through multiple modes of representations and drawing-like operations. Ultimately, Pattern Mapping is a provocation for the fusion of computational analysis with perception, drawing, and making.
keywords
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

_id caadria2019_632
id caadria2019_632
authors Raspall, Felix, Banon, Carlos and Tay, Jenn Chong
year 2019
title AirTable - Stainless steel printing for functional space frames
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. 113-122
doi https://doi.org/10.52842/conf.caadria.2019.1.113
summary In architecture, the use of Additive Manufacturing (AM) technologies has been typically undermined by the long production time, elevated cost to manufacture parts and the low mechanical properties of 3D printed components. As AM becomes faster cheaper and stronger, opportunities for architectures that make creative use of AM to produce functional architectural pieces are emerging. In this paper, we propose and discuss the application of metal AM in complex space frames and the theoretical and practical implications. A functional lightweight metal table by the authors support our hypothesis that AM has a clear application in architecture and furniture design, and that space frames constitutes a promising structural typology. Specifically, we investigate how AM using metal as a material can be used in the application of fabrication of complex space frame structure components and connection details. The paper presents background research and our contribution to the digital design tools, the manufacturing and assembly processes, and the analysis of the performances of a parametrically designed and digitally fabricated large meeting table. Insights from this paper are deployed in an architectural scale project, AIRMesh, a metal 3D-printed pavilion set in the greenery of Gardens by the Bay, Singapore.
keywords Metal Additive Manufacturing; Space Frame; 3D Printing; Furniture Design
series CAADRIA
email
last changed 2022/06/07 08:00

_id caadria2019_610
id caadria2019_610
authors Sayah, Iman and Schnabel, Marc Aurel
year 2019
title Amplifying Citizens' Voices in Smart Cities - An Application of Social Media Sentiment Analysis in Urban Sciences
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. 773-782
doi https://doi.org/10.52842/conf.caadria.2019.2.773
summary In the past decade, urban researchers have paid significant attention to the emergence of computer science and urban planning. According to the literature, social media as a pool of real-time citizen feedback can be investigated to inform smart city synergies. However, the success factors of such an approach have not been thoroughly investigated. In this study, various factors were derived from an extensive literature review to create an efficient e-participation platform. It is explained how our proposed platform 1) complies to the data protection regulations 2) uses advanced text analysis and natural language processing (NLP) tools to identify opinions and emotions 3) maintains persistent communication between citizens and city planners 4) incorporates creative visualisation techniques 5) is informative for its target audience 6) takes into consideration the socio-cultural diversity and 7) can be used as an informing tool in combination with offline methods of participation.
keywords sentiment analysis; e-participation; social media mining; big data analytics; citizen engagement
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2019_344
id caadria2019_344
authors Schubert, Gerhard, Bratoev, Ivan, Strelchenko, Vadym and Petzold, Frank
year 2019
title I Hear, What You Are Doing! - Workspace Awareness in Collaborative Virtual Environments
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. 583-592
doi https://doi.org/10.52842/conf.caadria.2019.1.583
summary Nowadays Virtual Reality application are mostly used for the presentation and discussion of ideas. To enhance the discussion / creative process, participants require the possibility to make changes to the presentation. Similar to the established processes (e.g. model and sketch) a simultaneous editing of several users will occur in the virtual environment, what leads to problems of user comfort. Such issues are explored in the filed of Workspace Awareness. Possibilities for improving workspace awareness for interactive collaboration in virtual worlds were investigated within an interdisciplinary research project between the fields of computer science and architecture. The basis for this research is the development of various test scenarios, taking into account the requirements of the urban planning context of architecture.
keywords Virtual Reality; Collaboration; Architectural Design; Awareness
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2019_104
id caadria2019_104
authors Johan, Ryan, Chernyavsky, Michael, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Building Intelligence Through Generative Design - Structural analysis and optimisation informed by material performance
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. 371-380
doi https://doi.org/10.52842/conf.caadria.2019.1.371
summary Generative design (GD) is the process of defining high-level goals and constraints and then using computation to automatically explore a range of solutions that meet the desired requirements. Generative processes are intelligent ways to fast-track early design stages. The outcomes are analyzed simultaneously to inform decisions for architects and engineers. Whilst material properties have been defined as a driving agent within generative systems to calculate structure, material performance or structural capacity are not linked with early decision-making. In response, this paper sets a constrained approach upon traditional and non-traditional materials to validate the feasibility of structures. A GD tool is developed within Grasshopper using C-sharp, Karamaba3D, Galapagos and various engineering formulas. The result is a script, which prioritizes the structural qualities of material as a driving factor within generative systems and facilitates communication across different expertise.
keywords Intelligent systems; generative design; material properties; structural analysis; evolutionary algorithms
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2019_473
id caadria2019_473
authors Leung, Emily, Butler, Andrew, Asher, Rob, Gardner, Nicole and Haeusler, M. Hank
year 2019
title Redback BIM - Developing a Browser-based Modeling Application Software Taxonomy
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. 775-784
doi https://doi.org/10.52842/conf.caadria.2019.1.775
summary Browser-based platforms (Google Docs or Minecraft) have instigated the value of collaborative environments. Browser-based modelling point out a future for the AEC industry. Yet at present no literature review nor a taxonomy of browser-based modelling platforms exist. A key outcome of a unique taxonomy framework of existing BMA characteristics reveals that current BMAs do not take full advantage of the web's unique capabilities such as centralising data across multiple tools within an 'ecosystem'. Consequently, this taxonomy has productively guided the development of Redback BIM, a proof-of-concept BMA that enables the coordination of BIM data in a collaborative online context. Redback BIM further demonstrates how, through establishing a universal data-type, a diverse range of scripts can be consolidated together in an online platform to enable greater accessibility for a range of AEC professionals towards improved project communication and efficiency.
keywords Web 2.0; browser-based modelling; taxonomy; software development; standardisation of processes
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2019_164
id caadria2019_164
authors Silva, Daniela
year 2019
title Digital Fabrication - From Tool to a Way of Thinking - Toward redefining architectural design methodology
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. 463-470
doi https://doi.org/10.52842/conf.caadria.2019.2.463
summary The digital design appears as an integrated process from conceptualization to materialization and fabrication. The main question is: How the new medium changed the workflow in architecture from a linear model to a cyclic model and the role of new materialization as a form of design thinking? This paper is part of a study that investigates the architectural design process and starts from the premise that we should expand the study of design methods to include other approaches. It considers digital fabrication not as a tool, but as an integrated strategy in collaborative digital processes that can allow a better communication along the design process. It presents the development of design methodologies in order to contribute to a greater understanding of the methodology for design projects with caution to the fact that each one reflects the period in which it was developed.
keywords Digital Fabrication; Computational design; Architectural design
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaadesigradi2019_001
id ecaadesigradi2019_001
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 2
source 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, 872 p.
doi https://doi.org/10.52842/conf.ecaade.2019.2
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

_id ecaadesigradi2019_002
id ecaadesigradi2019_002
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 3
source 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, 374 p.
doi https://doi.org/10.52842/conf.ecaade.2019.3
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

_id ecaadesigradi2019_000
id ecaadesigradi2019_000
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 1
source 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, 835 p.
doi https://doi.org/10.52842/conf.ecaade.2019.1
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

_id caadria2019_225
id caadria2019_225
authors Khoo, Chin Koi and Wee, H. Koon
year 2019
title PixelGreen - A hybrid green media wall for existing high-rise buildings
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. 131-140
doi https://doi.org/10.52842/conf.caadria.2019.2.131
summary Vertical farms and gardens are not new in dense urban environments, but few examples further explore the architectural potential and possibilities of the form to apply the same design approach to existing surfaces and walls of buildings. In addition, there is a design opportunity to exploit existing wall surfaces as 'analogue' media screens by using the vertical farm and garden as a medium of representation. In this paper we explore the opportunity for new design possibilities to achieve a hybrid architectural wall system as a reciprocal retrofit for existing building surfaces, integrating a vertical micro-farm and media screen. This architectural opportunity is explored through agile methods and the early design stages of a hybrid green media wall, PixelGreen. PixelGreen will be retrofitted to an existing wall of a high-rise building to convey mediated, graphical, artistic content and provide edible plant micro-farming simultaneously. The physical proof of concept is given through a modular mock-up with a programmed UAV (unmanned aerial vehicle) serving as the 'agent' for constant updating of mediated content, maintenance and a regular farming cycle. The outcome of this approach provides preliminary insight into how to feasibly implement a hybrid green media wall with autonomous robotics and computation technology.
keywords Green wall; media facade; vertical farm; architectural intervention
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia19_122
id acadia19_122
authors Yavaribajestani, Yasaman; Schleicher, Simon
year 2019
title Bio-Inspired Lamellar Structures
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. 122-129
doi https://doi.org/10.52842/conf.acadia.2019.122
summary Gaining rigidity and strength from malleable and flexible parts is the key challenge in the emerging field of bending-active structures. The goal of this construction approach is to use the large elastic deformations of planar elements for the building of complex curved structures. Aiming to contribute to this research and to make new discoveries, the authors of this paper will look at nature for inspiration and explore how structures in the plant kingdom successfully combine high flexibility with high resilience. The focus of this study are the structural principles found in fibrous cactus skeletons. Not only do the cactus skeletons show impressive structural behavior, but also their optimized form, fiber orientation, and material distribution can inspire the further development of bending-active structures. Learning from these models, the authors will present key cactus-inspired design principles and test their practical feasibility in a prototypical installation made from millimeter-thin strips of carbon fiber reinforced polymers (CFRP). Similar to the biological role model, this 6-meter-tall lamellar structure takes advantage of clever cross-bracing strategies that significantly increase stability and improve resilience. The authors explain in more detail the underlying design and construction methods and discuss the possible impact this research may have on the further development of bending-active structures.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

_id artificial_intellicence2019_15
id artificial_intellicence2019_15
authors Antoine Picon
year 2020
title What About Humans? Artificial Intelligence in Architecture
source Architectural Intelligence Selected Papers from the 1st International Conference on Computational Design and Robotic Fabrication (CDRF 2019)
doi https://doi.org/https://doi.org/10.1007/978-981-15-6568-7_2
summary Artificial intelligence is about to reshape the architectural discipline. After discussing the relations between artificial intelligence and the broader question of automation in architecture, this article focuses on the future of the interaction between humans and intelligent machines. The way machines will understand architecture may be very different from the reading of humans. Since the Renaissance, the architectural discipline has defined itself as a conversation between different stakeholders, the designer, but also the clients and the artisans in charge of the realization of projects. How can this conversation be adapted to the rise of intelligent machines? Such a question is not only a matter of design effectiveness. It is inseparable from expressive and artistic issues. Just like the fascination of modernist architecture for industrialization was intimately linked to the quest for a new poetics of the discipline, our contemporary interest for artificial intelligence has to do with questions regarding the creative core of the architectural discipline.
series Architectural Intelligence
email
last changed 2022/09/29 07:28

_id cf2019_016
id cf2019_016
authors Cardoso Llach, Daniel and Scott Donaldson
year 2019
title An Experimental Archaeology of CAD Using Software Reconstruction to Explore the Past and Future of ComputerAided Design
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 130
summary This paper proposes software reconstruction as a method to shed new light into the material, gestural, and sensual dimensions of computer-aided design technologies. Specifically, it shows how by combining historical research and creative prototyping this method can bring us closer to distant ways of seeing, touching, drawing, and designing—while raising new questions about the impact of CAD technologies on present-day architectural practices. It documents the development of two software reconstructions—of Ivan Sutherland’s “Sketchpad” and of Steven A. Coons’s “Coons Patch”—and reflects on the responses they elicited in the context of two exhibitions. The paper shows how software reconstruction can offer access to overlooked aspects of computer-aided design systems, specially their material and sensual dimensions, and how we may explore its broader potential for research, preservation, pedagogy, and speculative design of design technologies.
keywords Software Reconstruction, Media Archaeology, CAD, Sketchpad, Steven A. Coons, Ivan Sutherland, Computational Design History
series CAAD Futures
email
last changed 2019/07/29 14:08

_id caadria2019_240
id caadria2019_240
authors Dorta, Tomás, Safin, Stéphane, Boudhraâ, Sana and Beaudry Marchand, Emmanuel
year 2019
title Co-Designing in Social VR - Process awareness and suitable representations to empower user participation
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. 141-150
doi https://doi.org/10.52842/conf.caadria.2019.2.141
summary To allow non-designers' involvement in design projects new methods are needed. Co-design gives the same opportunity to all the multidisciplinary participants to co-create ideas simultaneously. Nevertheless, current co-design processes involving such users tend to limit their contribution to the proposal of basic design ideas only through brainstorming. The co-design approach needs to be enhanced by a properly suited representational ecosystem supporting active participation and by conscious use of structured verbal exchanges giving awareness of the creative process. In this respect, we developed two social virtual reality co-design systems, and a co-design verbal exchange methodology to favour participants' awareness of the co-creative process. By using such representations and verbal exchanges, participants could co-create with more ease by benefiting from being informed of the process and from the collective immersion, empowering their participation. This paper presents the rationale behind this approach of using Social VR in co-design and the feedback of three co-design workshops.
keywords Social VR; Project awareness ; Representational ecosystem; User participation; Co-design
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_398
id ecaadesigradi2019_398
authors Fink, Theresa and Koenig, Reinhard
year 2019
title Integrated Parametric Urban Design in Grasshopper / Rhinoceros 3D - Demonstrated on a Master Plan in Vienna
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. 313-322
doi https://doi.org/10.52842/conf.ecaade.2019.3.313
summary By 2050 an estimated 70 percent of the world's population will live in megacities with more than 10 million citizens (Renner 2018). This growth calls for new target-oriented, interdisciplinary methods in urban planning and design in cities to meet sustainable development targets. In response, this paper exemplifies an integrated urban design process on a master plan project in Vienna. The objective is to investigate the potential towards a holistic, digital, urban design process aimed at the development of a practical methodology for future designs. The presented urban design process includes analyses and simulation tools within Rhinoceros 3D and its plug-in Grasshopper as quality-enhancing mediums that facilitate the creative approaches in the course of the project. The increase in efficiency and variety of design variants shows a promising future for the practical suitability of this approach.
keywords urban design; parametric modeling; urban simulation; design evaluation; environmental performance
series eCAADeSIGraDi
email
last changed 2022/06/07 07:50

_id acadia19_40
id acadia19_40
authors Garcia del Castillo y López, Jose Luis
year 2019
title Robot Ex Machina
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. 40-49
doi https://doi.org/10.52842/conf.acadia.2019.040
summary Industrial robotic arms are increasingly present in digital fabrication workflows due to their robustness, degrees of freedom, and potentially large scale. However, the range of possibilities they provide is limited by their typical software control paradigms, specifically offline programming. This model requires all the robotic instructions to be pre-defined before execution, a possibility only affordable in highly predictable environments. But in the context of architecture, design and art, it can hardly accommodate more complex forms of control, such as responding to material feedback, adapting to changing conditions on a construction site, or on-the-fly decision-making. We present Robot Ex Machina, an open-source computational framework of software tools for real-time robot programming and control. The contribution of this framework is a paradigm shift in robot programming models, systematically providing a platform to enable real-time interaction and control of mechanical actuators. Furthermore, it fosters programming styles that are reactive to, rather than prescriptive about, the state of the robot. We argue that this model is, compared to traditional offline programming, beneficial for creative individuals, as its concurrent nature and immediate feedback provide a deeper and richer set of possibilities, facilitates experimentation, flow of thought, and creative inquiry. In this paper, we introduce the framework, and discuss the unifying model around which all its tools are designed. Three case studies are presented, showcasing how the framework provides richer interaction models and novel outcomes in digital making. We conclude by discussing current limitations of the model and future work.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_280
id ecaadesigradi2019_280
authors Rossi, Gabriella and Nicholas, Paul
year 2019
title Haptic Learning - Towards Neural-Network-based adaptive Cobot Path-Planning for unstructured 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. 201-210
doi https://doi.org/10.52842/conf.ecaade.2019.2.201
summary Collaborative Robots, or Cobots, bring new possibilities for human-machine interaction within the fabrication process, allowing each actor to contribute with their specific capabilities. However creative interaction brings unexpected changes, obstacles, complexities and non-linearities which are encountered in real time and cannot be predicted in advance. This paper presents an experimental methodology for robotic path planning using Machine Learning. The focus of this methodology is obstacle avoidance. A neural network is deployed, providing a relationship between the robot's pose and its surroundings, thus allowing for motion planning and obstacle avoidance, directly integrated within the design environment. The method is demonstrated through a series of case-studies. The method combines haptic teaching with machine learning to create a task specific dataset, giving the robot the ability to adapt to obstacles without being explicitly programmed at every instruction. This opens the door to shifting to robotic applications for construction in unstructured environments, where adapting to the singularities of the workspace, its occupants and activities presents an important computational hurdle today.
keywords Architectural Robotics; Neural Networks; Path Planning; Digital Fabrication; Artificial Intelligence; Data
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

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_562765 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002