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 ecaadesigradi2019_645
id ecaadesigradi2019_645
authors Diniz, Nancy, Melendez, Frank, Boonyapanachoti, Woraya and Morales, Sebastian
year 2019
title Body Architectures - Real time data visualization and responsive immersive environments
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 739-746
doi https://doi.org/10.52842/conf.ecaade.2019.2.739
summary This project sets up a design framework that promotes augmenting the human body's interactions exploring methods for merging and blending the users of physical and virtual environments, through the design of wearable devices that are embedded with sensors and actuators. This allows for haptic and visual feedback through the use of data that reflects changes in the surrounding physical environment, and visualized in the immersive Virtual Reality (VR) environment. We consider the Body Architectures project to serve as mechanisms for augmenting the body in relation to the virtual architecture. These wearable devices serve to bring a hyper-awareness to our senses, as closed-loop cybernetic systems that utilize 'digitized' biometric and environmental data through the use of 3D scanning technologies and cloud point models, virtual reality visualization, sensing technologies, and actuation. The design of Body Architectures relies on hybrid design, transdisciplinary collaborations, to explore new possibilities for wearable body architectures that evolve human-machine-environment interactions, and create hyper awareness of the temporal, atmospheric qualities that make up our experience of space, as 'sensorial envelopes' (Lally 2014).
keywords Virtual Reality; Wearable Design; Physical Computing; Data Visualization; Immersive Environments; Responsive Architecture
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id acadia19_470
id acadia19_470
authors Meyboom, AnnaLisa; Correa, David; Krieg, Oliver David
year 2019
title Stressed Skin Wood Surface Structure
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. 470-477
doi https://doi.org/10.52842/conf.acadia.2019.470
summary Innovation in parametric design and robotic fabrication is in reciprocal relationship with the investigation of new structural types that facilitated by this technology. The stressed skin structure has historically been used to create lightweight curved structures, mainly in engineering applications such as naval vessels, aircraft, and space shuttles. Stressed skin structures were first referred to by Fairbairn in 1849. In England, the first use of the structure was in the Mosquito night bomber of World War II. In the United States, stressed skin structures were used at the same time, when the Wright Patterson Air Force Base designed and fabricated the Vultee BT-15 fuselage using fiberglass-reinforced polyester as the face material and both glass-fabric honeycomb and balsa wood core. With the renewed interest in wood as a structural building material, due to its sustainable characteristics, new potentials for the use of stressed skin structures made from wood on building scales are emerging. The authors present a material informed system that is characterized by its adaptability to freeform curvature on exterior surfaces. A stressed skin system can employ thinner materials that can be bent in their elastic bending range and then fixed into place, leading to the ability to be architecturally malleable, structurally highly efficient, as well as easily buildable. The interstitial space can also be used for services. Advanced digital fabrication and robotic manufacturing methods further enhance this capability by enabling precisely fabricated tolerances and embedded assembly instructions; these are essential to fabricate complex, multi-component forms. Through a prototypical installation, the authors demonstrate and discuss the technology of the stressed skin structure in wood considering current digital design and fabrication technologies.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id caadria2019_081
id caadria2019_081
authors Sheldon, Aron, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank, Ramos, Cristina and Zavoleas, Yannis
year 2019
title Putting the AR in (AR)chitecture - Integrating voice recognition and gesture control for Augmented Reality interaction to enhance design practice
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. 475-484
doi https://doi.org/10.52842/conf.caadria.2019.1.475
summary The architectural design process involves the development of spatial explorable 3D models, but the computer screen is main medium to communicate information to clients. Yet, Augmented Reality (AR) and Virtual Reality (VR) are the closest way to replicate our world, create new ones and interact within them. AR and VR headsets offer different ways to allow multiple stakeholders to effectively immerse themselves in 3D representations of design projects. But, to interact within these spaces and to perform design modifications, the development of new workflows is required. This research presents a new method where AR is used to visualize and edit project models using both voice recognition and hand-gestures software. While numerous projects are addressing software interoperability issues, user-interaction in an AR space remains a developing area of crucial relevance in research. Although hand-gestures are the usual form of model-state control employed in such systems, voice-control is emerging as a highly desirable and everyday form of human-computer interaction. This paper presents a plugin for the Hololens that allows the user to use voice and hand gestures to enhance the ability to work with 3D models and discusses and evaluates the project.
keywords Augmented Reality; Design Workflows; Interaction Design; Voice Recogition; Gesture Recognition
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia19_458
id acadia19_458
authors Bartosh, Amber; Anzalone, Phillip
year 2019
title Experimental Applications of Virtual Reality in Design Education
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. 458-467
doi https://doi.org/10.52842/conf.acadia.2019.458
summary By introducing rapid reproduction, algorithms, and complex formal configurations, the digital era of architecture began a revolution. Architects incorporated the computational capacity of the computer into the design process both as a tool and as a critical component of the theories and practice of architecture as a whole. As we move into what has been coined “the second digital turn,” a period in which digital integration is considered ubiquitous, how can we consider, prepare, and propel towards the next technological innovation to significantly inform design thinking, representation, and manifestation? What tools are available to investigate this speculative design future and how can they be implemented? If the integration of technology in architecture is now a given, perhaps the next digital design era is not just digital but virtual. As new technologies emerge the potential for integrating the virtual design world with our physical senses affords novel possibilities for interactive design, simulation, analysis and construction. Hybrid reality technologies including virtual reality (VR) and augmented reality (AR), embody the potential to supersede conventional representation methodologies such as drawing, rendering, physical modeling, and animation. As they become increasingly pervasive, they will transform how we communicate ideas and data as spatial concepts. Further, they will reform the construct of the built environment when applied to both materiality and fabrication. This paper will describe the incorporation of VR as a tool in various classroom and laboratory settings, recognize the educational outcomes of this incorporation, and identify the potential relationship of these technologies to future academic exploration and application to practice.
series ACADIA
type normal paper
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.
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
doi https://doi.org/10.52842/conf.caadria.2019.1.563
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_309
id ecaadesigradi2019_309
authors Dokonal, Wolfgang and Medeiros, Marina Lima
year 2019
title I Want To Ride My Bicycle – I Want To Ride My Bike - Using low cost interfaces for Virtual reality
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. 465-472
doi https://doi.org/10.52842/conf.ecaade.2019.2.465
summary The paper will give an overview of our experiments in the past years in developing different interfaces and workflows for the use of low cost Head Mounted Displays (HMD) for Virtual Reality solution. We are mainly interested in using VR tools for designers in the early phases of their design. In our opinion VR tools can help to bring back a better understanding of space and scale which have been lost a little bit in the last century with the change from analogue to digital tools. After teaching architectural and urban design for many years we can clearly say that this effect is still ongoing and it is time that we develop digital tools that try to reverses thi effect. We will then concentrate within this paper on discussing some aspects of data reduction that are important to be able to use these tools in the design process. We are also showing how we use our interfaces presenting some results of student projects for a design in Hong Kong and the strategies and methods for using VR for a ongoing work on a project about the establishment of a so called "bicycle highway" in the city of Graz in Austria.
keywords Virtual Reality; Head Mounted Displays; Low Cost Interfaces; EeZee click
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_357
id ecaadesigradi2019_357
authors Gönenç Sorguç, Arzu, Özgenel, Ça?lar F?rat, Kruşa Yemişcio?lu, Müge, Küçüksubaş?, Fatih, Y?ld?r?m, Soner, Antonini, Ernesto, Bartolomei, Luigi, Ovesen, Nis and Stein?, Nicolai
year 2019
title STEAM Approach for Architecture Education
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. 137-146
doi https://doi.org/10.52842/conf.ecaade.2019.1.137
summary Starting with the first founded university, higher education has been evolving continuously, yet the pace of this evolution is not as fast as the changes that we observe in practice. Today, this discrepancy is not only limited to the content of the curricula but also the expected skills and competencies. It is evident that 21st-century skills and competencies should be much different than the ones delivered in the 20th-century due to rapidly developing and spreading new design and information technologies. Each and every discipline has been in continuous search of the "right" way of formalization of education both content and skill wise. This paper focuses on architectural design education incorporating discussions on the role of STEAM (Science Technology, Engineering, Art and Mathematics). The study presents the outcomes of the ArchiSTEAM project, which is funded by EU Erasmus+ Programme, with the aim of re-positioning STEAM in architectural design education by contemplating 21st-century skills (a.k.a. survival skills) of architects. Three educational modules together with the andragogic approaches, learning objectives, contents, learning/teaching activities and assessment methods determined with respect to the skill sets defined for 21st-century architects.
keywords STEAM; Architectural Education; Survival Skills
series eCAADeSIGraDi
email
last changed 2022/06/07 07:50

_id ecaadesigradi2019_319
id ecaadesigradi2019_319
authors Hemmerling, Marco
year 2019
title TransDigital - A cooperative educational project between architecture and crafts
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. 341-348
doi https://doi.org/10.52842/conf.ecaade.2019.1.341
summary Even though the computer acts as an effective interface for the cooperation of various actors involved in the construction, the success of a project depends crucially on the socio-cultural characteristics and disciplinary boundary conditions of the people involved. In addition to the technological challenges of digitisation, different working methods, requirements and objectives often represent an obstacle to the successful cooperation and execution of architectural projects. This is where we as a university are challenged to point out new ways that are geared to the future requirements of our professions and, as it were, integrate individual professional profiles. Against this background, the cooperative education project brought together architecture students and trainees in the carpentry trade in order to help them gain an understanding for their respective differing approaches and for their own expertise at an early stage in training, and thus experience the added value of a cooperative working method. The teaching of digital design and planning methods as well as the use of computer-aided production technologies were the vehicles for networked cooperation and integrative learning.
keywords cooperative learning; interdisciplinary collaboration; architecture curriculum; digital design and fabrication
series eCAADeSIGraDi
email
last changed 2022/06/07 07:49

_id acadia19_500
id acadia19_500
authors Larsen, Niels Martin; Anders Kruse Aagaard
year 2019
title Exploring Natural Wood
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. 500-509
doi https://doi.org/10.52842/conf.acadia.2019.500
summary By investigating methods for using computation and digital manufacturing technologies to integrate material properties with architectural design tools, the research in this paper aims at revealing new potentials for the use of wood in architecture. Through an explorative approach, material particularities and fabrication methods are explored and combined into new workflows and architectural expressions. The research looks into different properties and capacities of wood, but the main part of the experimentation revolves around crooked oak logs. Due to their irregularities, these logs are normally discarded. However, through the methods suggested in this research, they are instead matched with unique processing informed by their divergence. The research presents a workflow for handling the discrete shapes of sawlogs in a system that both involve the collecting of material, scanning/digitization, handling of a stockpile, computer analysis, design, and robotic manufacturing. The workflow includes multiple custom-made solutions for handling the complex and different shapes and data of wood logs in a highly digitized machining and fabrication environment. The suggested method is established through investigations of wood as a natural material, studies of the production lines in the current wood industry, and experimentation in our in-house laboratory facilities. This up-cycling of discarded wood supply establishes a non-standard workflow that utilizes non-standard material stock and leads to a critical articulation of today’s linear material economy. The research thereby gives an example of how the natural forms and properties of sawlogs can be directly used to generate new structures and spatial conditions.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id caadria2019_439
id caadria2019_439
authors Lo, Tian Tian, Xiao, ZuoPeng and Yu, Henry
year 2019
title Designing 'Action Trigger' for Architecture Modelling Design within Immersive Virtual Reality
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 545-552
doi https://doi.org/10.52842/conf.caadria.2019.1.545
summary Architectural modelling is radically evolving with time. The introduction of VR into gaming and education has also encouraged architecture to integrate VR into its course of the design process. However, the current integration of Augmented Reality (AR) and Virtual Reality (VR) components is mostly limited to enhancing visualisation, especially towards the corresponding design tasks. This opportunity lead to an increase in attempts to bring the modelling process into the immersive environment. This paper aims to challenge the current design capabilities within the immersive environment and introduce a new interaction method between the human and the virtual reality. The research in human-computer interaction (HCI) has been ongoing for years till present day to observe how humans interact with computers and design technologies. The appearance of the smartphone has extended this HCI research towards hand-carried devices. With VR, although the hardware is still considered 'computer', the interaction is very much different. Since the human is immersed in the virtual environment, the interaction is already beyond the traditional keyboard and mouse. This paper responds to the conference theme by capitalising the power of VR technology to bring new methods of HVRI to the architecture design process.
keywords VR; HVRI; Interaction; Action Trigger; Immersive
series CAADRIA
email
last changed 2022/06/07 07:59

_id sigradi2023_416
id sigradi2023_416
authors Machado Fagundes, Cristian Vinicius, Miotto Bruscato, Léia, Paiva Ponzio, Angelica and Chornobai, Sara Regiane
year 2023
title Parametric environment for internalization and classification of models generated by the Shap-E tool
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1689–1698
summary Computing has been increasingly employed in design environments, primarily to perform calculations and logical decisions faster than humans could, enabling tasks that would be impossible or too time-consuming to execute manually. Various studies highlight the use of digital tools and technologies in diverse methods, such as parametric modeling and evolutionary algorithms, for exploring and optimizing alternatives in architecture, design, and engineering (Martino, 2015; Fagundes, 2019). Currently, there is a growing emergence of intelligent models that increasingly integrate computers into the design process. Demonstrating great potential for initial ideation, artificial intelligence (AI) models like Shap-E (Nichol et al., 2023) by OpenAI stand out. Although this model falls short of state-of-the-art sample quality, it is among the most efficient orders of magnitude for generating three-dimensional models through AI interfaces, offering practical balance for certain use cases. Thus, aiming to explore this gap, the presented study proposes an innovative design agency framework by employing Shap-E connected with parametric modeling in the design process. The generation tool has shown promising results; through generations of synthetic views conditioned by text captions, its final output is a mesh. However, due to the lack of topological information in models generated by Shap-E, we propose to fill this gap by transferring data to a parametric three-dimensional surface modeling environment. Consequently, this interaction's use aims to enable the transformation of the mesh into quantifiable surfaces, subject to collection and optimization of dimensional data of objects. Moreover, this work seeks to enable the creation of artificial databases through formal categorization of parameterized outputs using the K-means algorithm. For this purpose, the study methodologically orients itself in a four-step exploratory experimental process: (1) creation of models generated by Shap-E in a pressing manner; (2) use of parametric modeling to internalize models into the Grasshopper environment; (3) generation of optimized alternatives using the evolutionary algorithm (Biomorpher); (4) and classification of models using the K-means algorithm. Thus, the presented study proposes, through an environment of internalization and classification of models generated by the Shap-E tool, to contribute to the construction of a new design agency methodology in the decision-making process of design. So far, this research has resulted in the generation and classification of a diverse set of three-dimensional shapes. These shapes are grouped for potential applications in machine learning, in addition to providing insights for the refinement and detailed exploration of forms.
keywords Shap-E, Parametric Design, Evolutionary Algorithm, Synthetic Database, Artificial Intelligence
series SIGraDi
email
last changed 2024/03/08 14:09

_id acadia19_100
id acadia19_100
authors Meibodi, Mania Aghae; Kladeftira, Marirena; Kyttas, Thodoris; Dillenburger, Benjamin
year 2019
title Bespoke Cast Facade
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. 100-109
doi https://doi.org/10.52842/conf.acadia.2019.100
summary This paper presents a computational design approach and a digital fabrication method for a freeform aluminum facade made of prefabricated bespoke elements. The fabrication of customized metal elements for construction remains a challenge to this day. Traditional fabrication methods, such as sand casting, are labor intensive, while direct metal 3D printing has limitations for architecture where large-scale elements are needed. Our research investigates the use of Binder Jetting technology to 3D print sand molds for casting bespoke facade elements in aluminum. Using this approach, custom facade elements can be economically fabricated in a short time. By automating the generation of mold design for each element, an efficient digital process chain from design to fabrication was established. In search of a computational method to integrate casting constraints into the form generation and the design process, a differential growth algorithm was used. The application of this fabrication method (3D printed sand molds and casting) in architecture is demonstrated via the design and fabrication of a freeform facade-screen. The paper articulates the relationship between the fabrication process and the differential growth algorithm with a parallel process of adaptive design tools and fabrication tests to exhibit future potential of the method for architectural practice.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ecaade2023_227
id ecaade2023_227
authors Moorhouse, Jon and Freeman, Tim
year 2023
title Towards a Genome for Zero Carbon Retrofit of UK Housing
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 197–206
doi https://doi.org/10.52842/conf.ecaade.2023.2.197
summary The United Kingdom has some of the worst insulated housing stock in Northern Europe. This is in part due to the age of housing in the UK, with over 90% being built before 1990 [McCrone 2017, Piddington 2020]. Moreover, 85% of current UK housing will still be in use in 2050 by which stage their Government are targeting Net Carbon Zero [Eyre 2019]. Domestic energy use accounts for around 25% of UK carbon emissions. The UK will need to retrofit 20 million dwellings in order to meet this target. If this delivery were evenly spread, it would equate to over 2,000 retrofit completions each day. Government-funded initiatives are stimulating the market, with upwards of 60,000 social housing retrofits planned for 2023, but it is clear that a system must be developed to enable the design and implementation of housing-stock improvement at a large scale.This paper charts the 20-year development of a digital approach to the design for low-carbon domestic retrofit by architects Constructive Thinking Studio Limited and thence documents the emergence of a collaborative approach to retrofit patterns on a National scale. The author has led the Research and Development stream of this practice, developing a Building Information Modelling methodology and integrated Energy Modelling techniques to optimise design for housing retrofit [Georgiadou 2019, Ben 2020], and then inform a growing palette of details and a database of validated solutions [Moorhouse 2013] that can grow and be used to predict options for future projects [D’Angelo 2022]. The data is augmented by monitoring energy and environmental performance, enabling a growing body of knowledge that can be aligned with existing big data to simulate the benefits of nationwide stock improvement. The paper outlines incremental case studies and collaborative methods pivotal in developing this work The proposed outcome of the work is a Retrofit Genome that is available at a national level.
keywords Retrofit, Housing, Zero-Carbon, BIM, Big Data, Design Genome
series eCAADe
email
last changed 2023/12/10 10:49

_id caadria2019_671
id caadria2019_671
authors Mun, Kristine, Clemenson, Dane and Bogosian, Biayna
year 2019
title The Well Tempered Environment of Experience - (Neuro)Scientific Methods for Data Collection, Analysis & Visualization
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. 573-582
doi https://doi.org/10.52842/conf.caadria.2019.1.573
summary In our ever increasing media(ted) world, the robustness of digital communication networked environment is transforming how we relate to our environment. With the rise of the Internet of Things (IOTs) and other ubiquitous mobile communication devices connecting our bodies to our environments, our spaces are requiring a recalibration of the 'well tempered environment'. As technological devices are becoming seamlessly fused with our everyday lifestyles, habits and spaces, articulating experience is one of the most important topics to discuss in human-centered approach to design. This paper presents the initial methods for a data-driven process to enhance human experience as the central motivation. Combining knowledge from neuroscience and experimenting with embodied medias such as Virtual and Augmented Reality (+ MR) , the inquiries into the human dimension is explored in novel ways. The aim is to show how data-driven experiments could be used to assist designers find better performative solutions and that new collaborations between scientist and designers are on the rise as data moves fluidly between bodies and spaces like air in our 21st century.
keywords Experience Design; Human-Computer-Interface; Emotion; Neuroscience; VR, AR & Mixed Reality, Human Centered Design, Data-Driven Design; Interactivity
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2019_142
id caadria2019_142
authors Nguyen, Duong, Moleta, Tane Jacob and Schnabel, Marc Aurel
year 2019
title Mindful Manifestation - A method for designing architectural forms using brain activities
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. 485-494
doi https://doi.org/10.52842/conf.caadria.2019.1.485
summary This paper describes the method of establishing a tool, interconnecting a selection of hardware and computational software to design architecture, through the manipulation of forms using brain activities inside a Virtual Reality (VR) environment. This is achieved through the use of electroencephalography (EEG), detecting brain activities and live streaming numerical data inside VR environment. Architectural forms are manipulated and interacted live by this data stream. The paper discusses the methods, findings, technical limitations as well as potential modifications which would otherwise improve the system's performance for the intended purposes.
keywords Electroencephalography (EEG); Artificial Neural Network (ANN); Virtual Reality (VR); Interactive Design; Parametric Design
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaadesigradi2019_327
id ecaadesigradi2019_327
authors Silva, Daniela, Paio, Alexandra and Sousa, José Pedro
year 2019
title Reprogramming Practice - Revising design thinking through digital fabrication
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. 379-386
doi https://doi.org/10.52842/conf.ecaade.2019.1.379
summary Questioning the importance and impact of design thinking methodologies in the architectural design studios is a backbone of architectural education in twenty first century. 3D printing and digital manufacturing are disruptive technologies that are changing architects and designers daily lives. These trends require new skills, based on a deep understanding of digital continuum from design to production, from generation to fabrication. This continuity transcends the merely instrumental contributions of a person-machine relationship to praxis, has begun to evolve as a medium that supports a continuous logic of design thinking and making. Design thinking methodologies associated with digital fabrication emerged as a leading technological and design issue of digital research and design. As designers, we are witnessing a no frontier between computational design and digital fabrication. For this paper is taken into consideration the work of two architecture studios that share a unique background on new methodologies by embracing the digital technology in their own practice. Their work reflects on new design methodologies facing the expansion of digital technology in architectural practice. This paper discusses the possibility of new design thinking methods driven by digital fabrication.
keywords Design thinking; Digital Fabrication; AEC; Collaborative Design; Architectural Practice
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id ijac201917201
id ijac201917201
authors Trilsbeck, Matthew; Nicole Gardner, Alessandra Fabbri, Matthias Hank Haeusler, Yannis Zavoleas and Mitchell Page
year 2019
title Meeting in the middle: Hybrid clay three-dimensional fabrication processes for bio-reef structures
source International Journal of Architectural Computing vol. 17 - no. 2, 148-165
summary Despite the relative accessibility of clay, its low cost and reputation as a robust and sustainable building material, clay three-dimensional printing remains an under-utilized digital fabrication technique in the production of architectural artefacts. Given this, numerous research projects have sought to extend the viability of clay three-dimensional digital fabrication by streamlining and automating workflows through computational methods and robotic technologies in ways that afford agency to the digital and machinic processes over human bodily skill. Three-dimensional printed clay has also gained prominence as a resilient material well suited to the design and fabrication of artificial reef and habitat- enhancing seawall structures for coastal marine environments depleted and disrupted by human activity, climate change and pollution. Still, these projects face similar challenges when three-dimensional printing complex forms from the highly plastic and somewhat unpredictable feed material of clay. In response, this article outlines a research project that seeks to improve the translation of complex geometries into physical clay artefacts through additive three- dimensional printing processes by drawing on the notion of digital craft and giving focus to human–machine interaction as a collaborative practice. Through the case study of the 1:1 scale fabrication of a computationally generated bio-reef structure using clay as a feed material and a readily available Delta Potterbot XLS-2 ceramic printer, the research project documents how, by exploiting the human ability to intuitively handle clay and adapt, and the machine’s ability to work efficiently and with precision, humans and machines can fabricate together . With the urgent need to develop more sustainable building practices and materials, this research contributes valuable knowledge of hybrid fabrication processes towards extending the accessibility and viability of clay three-dimensional printing as a resilient material and fabrication system.
keywords Clay three-dimensional printing, digital fabrication, hybrid fabrication, digital craft, human–machine interaction
series journal
email
last changed 2019/08/07 14:04

_id caadria2019_660
id caadria2019_660
authors Aghaei Meibodi, Mania, Giesecke, Rena and Dillenburger, Benjamin
year 2019
title 3D Printing Sand Molds for Casting Bespoke Metal Connections - Digital Metal: Additive Manufacturing for Cast Metal Joints in Architecture
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 133-142
doi https://doi.org/10.52842/conf.caadria.2019.1.133
summary Metal joints play a relevant role in space frame constructions, being responsible for large amount of the overall material and fabrication cost. Space frames which are constructed with standardized metal joints are constrained to repetitive structures and topologies. For customized space frames, the fabrication of individual metal joints still remains a challenge. Traditional fabrication methods such as sand casting are labour intensive, while direct 3D metal printing is too expensive and slow for the large volumes needed in architecture.This research investigates the use of Binder Jetting technology to 3D print sand molds for casting bespoke metal joints in architecture. Using this approach, a large number of custom metal joints can be fabricated economically in short time. By automating the generation of the joint geometry and the corresponding mold system, an efficient digital process chain from design to fabrication is established. Several design studies for cast metal joints are presented. The approach is successfully tested on the example of a full scale space frame structure incorporating almost two hundred custom aluminum joints.
keywords 3D printing; binder jetting; sand casting; metal joints; metal casting; space frame; digital fabrication; computational design; lightweight; customization
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaadesigradi2019_318
id ecaadesigradi2019_318
authors Al Bondakji, Louna, Lammich, Anne-Liese and Werner, Liss C.
year 2019
title ViBe (Virtual Berlin) - Immersive Interactive 3D Urban Data Visualization - Immersive interactive 3D urban 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 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 83-90
doi https://doi.org/10.52842/conf.ecaade.2019.3.083
summary The project investigates the possibility of visualizing open source data in a 3D interactive virtual environment. We propose a new tool, 'ViBe'. We programmed 'ViBe' using Unity for its compatibility with HTC VIVE glasses for virtual reality (VR). ViBe offers an abstract visualization of open source data in a 3D interactive environment. The ViBe environment entails three main topics a) inhabitants, b) environmental factors, and c) land-use; acting as representatives of parameters for cities and urban design. Berlin serves as a case study. The data sets used are divided according to Berlin's twelve administrative districts. The user immerses into the virtual environment where they can choose, using the HTC Vive controllers, which district (or Berlin as a whole) they want information for and which topics they want to be visualized, and they can also teleport back and forth between the different districts. The goal of this project is to represent different urban parameters an abstract simulation where we correlate the corresponding data sets. By experiencing the city through visualized data, ViBe aims to provide the user with a clearer perspective onto the city and the relationship between its urban parameters. ViBe is designed for adults and kids, urban planners, politicians and real estate developers alike.
keywords 3D-Visualization; open source data; immersive virtual reality; interactive ; Unity
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id acadia19_490
id acadia19_490
authors Alvarez, Martín; Wagner, Hans Jakob; Groenewolt, Abel; Krieg, Oliver David; Kyjanek, Ondrej; Sonntag, Daniel; Bechert, Simon; Aldinger, Lotte; Menges, Achim; Knippers, Jan
year 2019
title The Buga Wood Pavilion
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 490-499
doi https://doi.org/10.52842/conf.acadia.2019.490
summary Platforms that integrate developments from multiple disciplines are becoming increasingly relevant as the complexity of different technologies increases day by day. In this context, this paper describes an integrative approach for the development of architectural projects. It portrays the benefits of applying such an approach by describing its implementation throughout the development and execution of a building demonstrator. Through increasing the agility and extending the scope of existing computational tools, multiple collaborators were empowered to generate innovative solutions across the different phases of the project´s cycle. For this purpose, novel solutions for planar segmented wood shells are showcased at different levels. First, it is demonstrated how the application of a sophisticated hollow-cassette building system allowed the optimization of material use, production time, and mounting logistics due to the modulation of the parameters of each construction element. Second, the paper discusses how the articulation of that complexity was crucial when negotiating between multiple professions, interacting with different contractors, and complying with corresponding norms. Finally, the innovative architectural features of the resulting building are described, and the accomplishments are benchmarked through comparison with typological predecessor.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

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_855905 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002