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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Hits 1 to 20 of 193

_id ecaade2020_106
id ecaade2020_106
authors Mesa, Olga, Mhatre, Saurabh and Bechthold, Martin
year 2020
title Woven Compliant Composites
doi https://doi.org/10.52842/conf.ecaade.2020.1.079
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 79-88
summary Compliant composites are a new approach to composite systems that leverage the semi-rigid properties of composite woven fabrics to create kinetic compliant mechanisms. Simple fabrication and economic actuation principles are proposed to transform planar fabrics into three-dimensional configurations without using expensive molds, instead, relying on the millimeter-scale mechanical interactions of woven composite fabrics. The relation between fabric type, weave, matrix, laminations, and localized reinforcement was studied to achieve repeatable, durable, and functional components that displayed instant transformations. Woven compliant mechanisms were patterned to create adjustable surfaces actuated uniaxially and biaxially producing different degrees of porosity. The kinetic response is generated without the use of complicated mechanisms by relying on material properties and smart geometries. Our system expands work on kinetic surfaces with the advantage of the ease of actuation and fabrication. These surfaces can be used in architectural applications such as facades, shading mechanisms, and interior partitions where performative qualities are desirable.
keywords Compliant composites; Responsive systems; Material Intelligence; Smart geometries
series eCAADe
email
last changed 2022/06/07 07:58

_id cdrf2019_79
id cdrf2019_79
authors Guyi Yi1 and Ilaria Di Carlo
year 2020
title Cyborgian Approach of Eco-interaction Design Based on Machine Intelligence and Embodied Experience
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_8
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary The proliferation of digital technology has swelled the amount of time people spent in cyberspace and weakened our sensibility of the physical world. Human beings in this digital era are already cyborgs as the smart devices have become an integral part of our life. Imagining a future where human totally give up mobile phones and embrace nature is neither realistic nor reasonable. What we should aim to explore is the opportunities and capabilities of digital technology in terms of fighting against its own negative effect - cyber addiction, and working as a catalyst that re-embeds human into outdoor world. Cyborgian systems behave through embedded intelligence in the environment and discrete wearable devices for human. In this way, cyborgian approach enables designers to take advantages of digital technologies to achieve two objectives: one is to improve the quality of environment by enhancing our understanding of nonhuman creatures; the other is to encourage a proper level of human participation without disturbing eco-balance. Finally, this paper proposed a cyborgian eco-interaction design model which combines top-down and bottom-up logics and is organized by the Internet of Things, so as to provide a possible solution to the concern that technologies are isolating human and nature.
series cdrf
email
last changed 2022/09/29 07:51

_id acadia20_350
id acadia20_350
authors Atanasova, Lidia; Mitterberger, Daniela; Sandy, Timothy; Gramazio, Fabio; Kohler, Matthias; Dörfler, Kathrin
year 2020
title Prototype As Artefact
doi https://doi.org/10.52842/conf.acadia.2020.1.350
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 350-359.
summary In digital design-to-fabrication workflows in architecture, in which digitally controlled machines perform complex fabrication tasks, all design decisions are typically made before production. In such processes, the formal definition of the final shape is explicitly inscribed into the design model by means of corresponding step-by-step machine instructions. The increasing use of augmented reality (AR) technologies for digital fabrication workflows, in which people are instructed to carry out complex fabrication tasks via AR interfaces, creates an opportunity to question and adjust the level of detail and the nature of such explicit formal definitions. People’s cognitive abilities could be leveraged to integrate explicit machine intelligence with implicit human knowledge and creativity, and thus to open up digital fabrication to intuitive and spontaneous design decisions during the building process. To address this question, this paper introduces open-ended Prototype-as-Artefact fabrication workflows that examine the possibilities of designing and creative choices while building in a human-robot collaborative setting. It describes the collaborative assembly of a complex timber structure with alternating building actions by two people and a collaborative robot, interfacing via a mobile device with object tracking and AR visualization functions. The spatial timber assembly being constructed follows a predefined grammar but is not planned at the beginning of the process; it is instead designed during fabrication. Prototype-as-Artefact thus serves as a case study to probe the potential of both intuitive and rational aspects of building and to create new collaborative work processes between humans and machines.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia20_436
id acadia20_436
authors Chun Hin Fong, Jacky; Long Wun Poon, Adabelle; Sze Ngan, Wing; Hei Ho, Chung; Goepel, Garvin; Crolla, Kristof
year 2020
title Augmenting Craft with Mixed Reality
doi https://doi.org/10.52842/conf.acadia.2020.1.436
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 436-444.
summary This paper discusses novel methods for and advantages of integrating augmented reality (AR) and photogrammetry in hand clay-sculpting workflows. These techniques permit nontrained users to achieve higher precision during the sculpting process by holographically overlaying instructions from digital 3D source geometry on top of the sculpting material. By employing alternative notational systems in design implementation methods, the research positions itself in a postdigital context aimed at humanizing digital technologies. Throughout history, devices have been developed to increase production, such as Henry Dexter’s 1842 “Apparatus for Sculptors” for marble sculpting. Extrapolating from this, the workflow presented in this paper uses AR to overlay extracted information from 3D models directly onto the sculptor’s field of vision. This information can then become an AR-driven guidance system that assists the sculptor. Using the Microsoft HoloLens, holographic instructions are introduced in the production sequence, connecting the analog sculpture fabrication directly with a digital environment, thus augmenting the craftspeople’s agency. A series of AR-aided sculpting methods were developed and tested in a demonstrator case study project that created a small-scale clay copy of Henry Moore’s Sheep Piece (1971–1972). This paper demonstrates how user-friendly software and hardware tools have lowered the threshold for end users to develop new methods that straightforwardly facilitate and improve their crafts’ effectiveness and agency. This shows that the fusion of computational design technology and AR visualization technology can innovate a specific craft’s design and production workflow, opening the door for further application developments in more architecture-specific fabrication contexts.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2020_608
id sigradi2020_608
authors Costa, Eduardo; Duarte, José; Bilén, Sven G.
year 2020
title Robotic Apprentices: Leveraging Augmented Reality for Robot Training in Manufacturing Automation
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 608-614
summary In the scope of Industry 4.0, a framework is proposed to leverage the potential of articulating Augmented Reality and Robotic Manufacturing in the construction industry. The objective of such framework is to enable robots to learn how to perform tasks using direct interaction with human operators. As a first step, we established a connection between a robot and its trainer— or controller—in which the robot mirrors the operator’s actions. Augmented Reality hardware is used for capturing the trainer’s gestures and the surrounding environment. A digital tool was implemented using Grasshopper and additional plugins to control the process.
keywords Augmented reality, Robotic arm, Programming by demonstration, Human–Robot Collaboration, Industry 4.0
series SIGraDi
email
last changed 2021/07/16 11:52

_id ecaade2020_456
id ecaade2020_456
authors Farinea, Chiara, Awad, Lana, Dubor, Alex and El Atab, Mohamad
year 2020
title Integrating biophotovoltaic and cyber-physical technologies into a 3D printed wall
doi https://doi.org/10.52842/conf.ecaade.2020.2.463
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 463-472
summary The research presented in this paper investigates the development of "3D printed ceramic green wall", a technological Nature Based Solution (NBS) aimed at regenerating urban areas by improving spatial quality and sustainability through clean and autonomous energy production. Building upon previous research, the challenge of this system is to adapt additive manufacturing processes of ceramic 3D printing with biophotovoltaic systems while simultaneously developing digital and cyber-physical frameworks to generate site and user responsive design and autonomous solutions that optimize system performance and energy generation. The paper explores the complex design negotiations between these drivers, focusing particularly on their performance optimization, and finally highlights the system potential as exemplified through a successful implementation of a 1:1 site responsive wall prototype.
keywords Nature based solutions; biophotovoltaic systems; additive manufacturing; responsive design; cyber-physical networks; augmented reality
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2020_408
id ecaade2020_408
authors Grasser, Alexander, Parger, Alexandra and Hirschberg, Urs
year 2020
title Pervasive Collaboration and Tangible Complexity in Realtime Architecture
doi https://doi.org/10.52842/conf.ecaade.2020.1.393
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 393-400
summary This paper reports on an ongoing experiment in design collaboration: an open collaborative realtime environment that enables participatory design activities in spatially distributed teams. The project builds on online platforms and open source ways of sharing design ideas, but also on recent advances in shared augmented reality enabled by game engine technology. Furthermore it focuses on combinatorial design of collaborative objects: the models shared in this way are not just geometric forms, but informed systems of parts with a procedural or combinatorial logic, an assembly strategy. By pooling and aggregating such intelligent assembly systems in a shared online realtime design space we are trying to move towards pervasive collaboration in architecture. Authors taking part in the project are united in a shared persistent design space and can design collectively. They experience what we refer to as tangible complexity: a playful mode of aggregating and combining design ideas of different authors. We argue that this pervasive collaboration can lead to novel types of complexity: an architecture of socially augmented formations.
keywords Collaborative Objects; Realtime Architecture; Tangible Complexity
series eCAADe
email
last changed 2022/06/07 07:51

_id ecaade2020_107
id ecaade2020_107
authors Hashimoto, Jason and Park, Hyoung-June
year 2020
title Dance with Shadows - Capturing tacit knowledge with smart device augmented reality (SDAR)
doi https://doi.org/10.52842/conf.ecaade.2020.2.165
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 165-172
summary Tacit knowledge has been notified with its involvement in the creative and innovative process of design. However, it has been an elusive subject due to its difficulty to be articulated, recorded, and communicated. Augmented Reality (AR) is introduced as an affordable, accessible, and collaborative way to revisit tacit knowledge in the design process. In this paper, a computational design approach with Smart Device Augmented Reality (SDAR) is proposed for a real-time fenestration design in a targeted room. In comparison to standard methods of showcasing daylighting metrics, the use of Smart Device Augmented Reality (SDAR) is an alternative method as it delivers a dynamic experience by combining both the real and digital environments, enabling the visualization of the design in its intended site context with real-time feedback. The implementation of the proposed approach is explained and the design process with SDAR is also demonstrated in this paper.
keywords tacit knowledge; augmented reality; simulation; real-time feedback
series eCAADe
email
last changed 2022/06/07 07:49

_id caadria2020_163
id caadria2020_163
authors Koh, Immanuel
year 2020
title The Augmented Museum - A Machinic Experience with Deep Learning
doi https://doi.org/10.52842/conf.caadria.2020.2.639
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 639-648
summary Today we witness a shift in the role with which museum used to play -- from one that was simply a spatial container filled with physical artworks on display, to one that is now layered with the digital/online version of the artworks themselves. Deep learning algorithms have become an important means to process such large datasets of digital artworks in providing an alternative curatorial practice (biased/unbiased), and consequentially, augmenting the navigation of the museum's physical spaces. In collaboration with a selection of museums, a series of web/mobile applications have been made to investigate the potential of such machinic inference, as well as interference of the physical experience.
keywords Machine Learning; Deep Learning; Experience Design; Artificial Intelligence
series CAADRIA
email
last changed 2022/06/07 07:51

_id ijac202018303
id ijac202018303
authors Pedersen, Jens; Narendrakrishnan Neythalath, Jay Hesslink, Asbjørn Søndergaard and Dagmar Reinhardt
year 2020
title Augmented drawn construction symbols: A method for ad hoc robotic fabrication
source International Journal of Architectural Computing vol. 18 - no. 3, 254-269
summary The global construction industry is one the least productive sectors over a 30-year period, which arguably could be related to virtually no implementation of digital and automation technologies within the construction industry. Construction processes arguably consist of expensive manual labor or manual operation of mechanized processes, where hand-drawn markings on work-objects or partly build structures are used to inform and steer the construction process or allows for ad hoc adjustments of elements. As such, the use of on-object, hand-drawn information is considered integral to the modus operandi of a plurality of construction trades, where timber construction and carpentry are of special interest. In contrast, emerging methods of digital production in timber construction implicitly or explicitly seek to eliminate the interpretive component to the construction work, imposing a top-down paradigm of file-to-factory execution. While such systems offer a performance increase compared to manual labor, it is notoriously sensitive to construction tolerances and requires a high level of specialism to be operated, which could alienate craft-educated workers. This research argues that developing methods for digital production compatible with on- site human interpretation and adaptation can help overcome these challenges. In addition, these methods offer the opportunity to increase the robustness and versatility of digital fabrication in the context of the construction site. The article reports on a new method titled “augmented drawn construction symbols” that through a visual communication system converts on-object hand-drawn markings to CAD drawings and sends them to a robotic system. The process is demonstrated on a full-scale prototypical robot setup.
keywords Augmented reality, augmented robotics, computational craft, human machine interface
series other
type normal paper
email
last changed 2020/11/02 13:40

_id ecaade2020_030
id ecaade2020_030
authors Song, Yang
year 2020
title BloomShell - Augmented Reality for the assembly and real-time modification of complex curved structure
doi https://doi.org/10.52842/conf.ecaade.2020.1.345
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 345-354
summary Augmented Reality (AR) as a new technical tool has developed rapidly in the last few years and has now the potential of bridging the gap between holographic drawings and the real world. This paper addresses whether AR can guide unskilled labour on complex structure assembly and fabrication process. It contains three experiments developed with AR. The research aims to prove that with intuitive holographic instructions, AR helps to reduce the time spent in comparing 2D drawings to the real site during the assembly process, and therefore offers possibilities to improve the construction efficiency significantly. The research also paves the way for shell structures, considering the latest technology such as AR and AI, and gives emphasis on the communication between computer and human during the fabrication process through the physical model. It is an exploration of how people might change their mind or decisions can be changed in a real-time manner harmoniously using AI through AR.
keywords Augmented Reality; complex curved structure assembly; real-time modification; holographic instruction; HoloLens; Artificial Intelligence
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2021_067
id ecaade2021_067
authors Weissenböck, Renate
year 2021
title Augmented Quarantine - An experiment in online teaching using augmented reality for customized design interventions
doi https://doi.org/10.52842/conf.ecaade.2021.2.095
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 95-104
summary This paper presents experimental research about using Augmented Reality (AR) for interactive design processes, exploring a spatial "live" design method taking place in an overlay of real space and digital models. It discusses the processes and outcomes of a seminar undertaken at Graz University of Technology in winter term 2020/2021. Due to the Covid-19 pandemic, the course was taught online, and conceptualized to allow students the biggest possible learning experience during the lockdown. Ensuring accessibility to all participants, the seminar was based on the use of ubiquitous devices. The implementation of newly developed software, such as "Fologram", enabled the students to use AR systems at home with their personal computers and smartphones. The task of the course was to design customized interventions for the students' own domestic spaces, reacting to changing conditions and needs during the lockdown. The employed workflow was driven by an instant connection between 3D-modeling (Rhinoceros3D), parametric design (Grasshopper) and holographic immersion (Fologram).
keywords augmented reality; remote collaboration; interactive design; customization; online teaching
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2020_137
id caadria2020_137
authors Xu, Qiaoliang, Brown, Andre, Moleta, Tane, Schnabel, Marc Aurel and Rogers, Maria
year 2020
title Inhabiting 'Prosperous Suzhou' through Smart VR - Interrogating an Ancient Artwork and Documents to manifest Tangible and Intangible Heritage
doi https://doi.org/10.52842/conf.caadria.2020.2.173
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 173-182
summary The research investigates digital landscape heritage. It focuses on the application of Virtual Reality (VR) in a game engine. The aim is to aid the understanding and interpretation of ancient principles relating to sensitive and appropriate interaction of the built form and its associated landscape. The principles have at their root harmony of human inhabitation, the built forms and the landscape they are surrounded. This understanding can lead to re-application within a contemporary context, and the VR environment has the potential to augment and enrich it. For the first time ever, the research has reinterpreted a classical depiction of Suzhou, in an 18th-century handscroll painting, into a three-dimensional immersive virtual environment. It proposes that VR can be a way to experience and increase understanding of heritage landscapes; in our case one that now only exists in an ancient idealised painting. The reinterpretation aims to enhance the users' experience and understanding of the Tangible and Intangible Cultural Heritage. The spatialised scene is augmented through the integration of other historical information, such as poems and travel notes, to embed intangible aspects into the gardens and landscapes.
keywords Digital Heritage; Cultural Landscape; Painting Reinterpretation; Immersive Environments; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:57

_id cdrf2019_265
id cdrf2019_265
authors Yue Qi, Ruqing Zhong, Benjamin Kaiser, Long Nguyen,Hans Jakob Wagner, Alexander Verl, and Achim Menges
year 2020
title Working with Uncertainties: An Adaptive Fabrication Workflow for Bamboo Structures
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_25
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary This paper presents and investigates a cyber-physical fabrication work-flow, which can respond to the deviations between built- and designed form in realtime with vision augmentation. We apply this method for large scale structures built from natural bamboo poles. Raw bamboo poles obtain evolutionarily optimized fibrous layouts ideally suitable for lightweight and sustainable building construction. Nevertheless, their intrinsically imprecise geometries pose a challenge for reliable, automated construction processes. Despite recent digital advancements, building with bamboo poles is still a labor-intensive task and restricted to building typologies where accuracy is of minor importance. The integration of structural bamboo poles with other building layers is often limited by tolerance issues at the interfaces, especially for large scale structures where deviations accumulate incrementally. To address these challenges, an adaptive fabrication process is developed, in which existing deviations can be compensated by changing the geometry of subsequent joints to iteratively correct the pose of further elements. A vision-based sensing system is employed to three-dimensionally scan the bamboo elements before and during construction. Computer vision algorithms are used to process and interpret the sensory data. The updated conditions are streamed to the computational model which computes tailor-made bending stiff joint geometries that can then be directly fabricated on-the-fly. In this paper, we contextualize our research and investigate the performance domains of the proposed workflow through initial fabrication tests. Several application scenarios are further proposed for full scale vision-augmented bamboo construction systems.
series cdrf
email
last changed 2022/09/29 07:51

_id sigradi2020_953
id sigradi2020_953
authors Abdallah, Yomna K.; Estevez, Alberto T.
year 2020
title Methodology of Implementing Transformative Bioactive Hybrids in Built Environment to Achieve Sustainability
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 953-961
summary Discrete responsive systems lack functional autonomous transformation, in response to environmental conditions and users' demands; due to shortage in direct integration of biological intelligence. Bioactive hybrids are sufficient solutions as they perform independente self-replication, differentiation of cellular structure, active metabolism, spatial propagation, adaptation, transformation, and morphogenesis. In this paper, a methodology is proposed for the design, fabrication and implementation of these hybrids in the built environment; highlighting their sustainability potentials, by merging synthetic biology, bioengineering and bioprinting, to achieve multiscale active responsiveness. The current work is part of research in biosynthesizing fibroblasts as transformative material in architectural sustainability.
keywords Transformative hybrids, Biodigital, Bioprinting, Robotic materials, Bioengineered systems
series SIGraDi
email
last changed 2021/07/16 11:53

_id acadia20_74
id acadia20_74
authors Bucklin, Oliver; Born, Larissa; Körner, Axel; Suzuki, Seiichi; Vasey, Lauren; T. Gresser, Götz; Knippers, Jan; Menges,
year 2020
title Embedded Sensing and Control
doi https://doi.org/10.52842/conf.acadia.2020.1.074
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 74-83.
summary This paper investigates an interactive and adaptive control system for kinetic architectural applications with a distributed sensing and actuation network to control modular fiber-reinforced composite components. The aim of the project was to control the actuation of a foldable lightweight structure to generate programmatic changes. A server parses input commands and geometric feedback from embedded sensors and online data to drive physical actuation and generate a digital twin for real-time monitoring. Physical components are origami-like folding plates of glass and carbon-fiber-reinforced plastic, developed in parallel research. Accelerometer data is analyzed to determine component geometry. A component controller drives actuators to maintain or move towards desired positions. Touch sensors embedded within the material allow direct control, and an online user interface provides high-level kinematic goals to the system. A hierarchical control system parses various inputs and determines actuation based on safety protocols and prioritization algorithms. Development includes hardware and software to enable modular expansion. This research demonstrates strategies for embedded networks in interactive kinematic structures and opens the door for deeper investigations such as artificial intelligence in control algorithms, material computation, as well as real-time modeling and simulation of structural systems.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2020_253
id ecaade2020_253
authors Buš, Peter
year 2020
title User-driven Configurable Architectural Assemblies - Towards artificial intelligence-embedded responsive environments
doi https://doi.org/10.52842/conf.ecaade.2020.2.483
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 483-490
summary The paper theoretically elaborates the idea of individual users' customisation activities to create and configure responsive spatial scenarios by means of reconfigurable interactive adaptive assemblies. It reflects Gordon Pask's concept of human and device interaction based on its unpredictable notion speculating a potential to be enhanced by artificial intelligence learning approach of an assembly linked with human activator's participative inputs. Such a link of artificial intelligence, human agency and interactive assembly capable to generate its own spatial configurations by itself and users' stimuli may lead to a new understanding of humans' role in the creation of spatial scenarios. The occupants take the prime role in the evolution of spatial conditions in this respect. The paper aims to position an interaction between the human agents and artificial devices as a participatory and responsive design act to facilitate creative potential of participants as unique individuals without pre-specified or pre-programmed goal set by the designer. Such an approach will pave a way towards true autonomy of responsive built environments, determined by an individual human agent and behaviour of the spatial assemblies to create authentic responsive built forms in a digital and physical space.
keywords deployable systems; responsive assemblies; embedded intelligence; Learning-to-Design-and-Assembly method; Conversation Theory
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2020_016
id caadria2020_016
authors Gardner, Nicole, Meng, Leo Lin and Haeusler, M. Hank
year 2020
title Computational Pragmatism - Computational design as pragmatist tools for the age of the Anthropocene
doi https://doi.org/10.52842/conf.caadria.2020.2.487
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 487-496
summary The age of Anthropocene describes a geological epoch wherein human action is recognised as a global-scale geophysical force that is reaping devastating consequences for the natural environment. What the Anthropocene and pragmatist thinking share is an understanding of the coevolution of life and the planet (in pragmatism's terminology human-environment relations) through a deeply systemic view. This paper outlines how core methods and theories currently engaged under the rubric of computational design can also be understood to align to key tenets of pragmatism. In so doing, the question this raises is how more recent advancements in computation that include so-called Artificial Intelligence (AI) applications in design might operationalise distributed, shared, and significantly, interactional notions of systemic agency? The argument put forward here is that a neo-pragmatist perspective of computational design must fundamentally engage AI as the age of the Anthropocene necessitates a relinquishing of the privileged view of human-only agency and control over systems towards a more dynamic and interactional model.
keywords Computational Design; Pragmatism; Artificial Intelligence; Anthropocene
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2020_143
id ecaade2020_143
authors Ilyas, Sobia, Wang, Xinyue, Li, Wenting, Zhang, Zhuoqun, Wang, Tsung-Hsien and Peng, Chengzhi
year 2020
title Towards an Interactionist Model of Cognizant Architecture - A sentient maze built with swarm intelligence
doi https://doi.org/10.52842/conf.ecaade.2020.2.201
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 201-208
summary Cognizant Architecture is a term used to define sentient and smart structures broadly. In this paper, an 'Interactionist' model of cognizant architecture is proposed as a method of investigating the development process by inverting the conventional concept of maze design. The proposed 'Cognizant Maze' aims to achieve user-architecture micro-interactions through delighting the users, presenting a physical activity equally attractive to kids and adults alike, and activating mind-enticing visual effects. Like many previous innovations, nature is what inspires us in the maze-making process. In modelling the cognizant maze, we develop the concept and workflow of prototyping a form of swarm intelligence. We are particularly interested in exploring how simulated behaviours of swarm intelligence can be manifested in a maze environment for micro-interactions to take place. Combining parametric modelling and Arduino-based physical computing, our current interactive prototyping shows how the maze and its users can 'think, act and play' with each other, hence achieving an interactionist model of cognizant architecture. We reflect that the lessons learned from the Cognizant Maze experiment may lead to further development of cognizant architecture as a propagation of swarm intelligence through multi-layered micro-interactions.
keywords swarm intelligence; maze design; Micro-interactions; interactive prototyping; cognizant architecture
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2024_4
id ecaade2024_4
authors Irodotou, Louiza; Gkatzogiannis, Stefanos; Phocas, Marios C.; Tryfonos, George; Christoforou, Eftychios G.
year 2024
title Application of a Vertical Effective Crank–Slider Approach in Reconfigurable Buildings through Computer-Aided Algorithmic Modelling
doi https://doi.org/10.52842/conf.ecaade.2024.1.421
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 421–430
summary Elementary robotics mechanisms based on the effective crank–slider and four–bar kinematics methods have been applied in the past to develop architectural concepts of reconfigurable structures of planar rigid-bar linkages (Phocas et al., 2020; Phocas et al., 2019). The applications referred to planar structural systems interconnected in parallel to provide reconfigurable buildings with rectangular plan section. In enabling structural reconfigurability attributes within the spatial circular section buildings domain, a vertical setup of the basic crank–slider mechanism is proposed in the current paper. The kinematics mechanism is integrated on a column placed at the middle of an axisymmetric circular shaped spatial linkage structure. The definition of target case shapes of the structure is based on a series of numerical geometric analyses that consider certain architectural and construction criteria (i.e., number of structural members, length, system height, span, erectability etc.), as well as structural objectives (i.e., structural behavior improvement against predominant environmental actions) aiming to meet diverse operational requirements and lightweight construction. Computer-aided algorithmic modelling is used to analyze the system's kinematics, in order to provide a solid foundation and enable rapid adaptation for mechanisms that exhibit controlled reconfigurations. The analysis demonstrates the implementation of digital parametric design tools for the investigation of the kinematics of the system at a preliminary design stage, in avoiding thus time-demanding numerical analysis processes. The design process may further provide enhanced interdisciplinary performance-based design outcomes.
keywords Reconfigurable Structures, Spatial Linkage Structures, Kinematics, Parametric Associative Design
series eCAADe
email
last changed 2024/11/17 22:05

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