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 577

_id ijac202018102
id ijac202018102
authors Seifert, Nils; Michael Mühlhaus and Frank Petzold
year 2020
title Urban strategy playground: Rethinking the urban planner’s toolbox
source International Journal of Architectural Computing vol. 18 - no. 1, 20-40
summary This article presents the results of the Urban Strategy Playground research group. Over the last 5 years, the focus of an interdisciplinary team of researchers was the conception, implementation and evaluation of a decision-support system for inner-city urban and architectural planning. The overall aim of past and ongoing research is to enable planners to validate and compare possible planning measures based on objective criteria. The Urban Strategy Playground software framework is an expandable toolbox that supports planners in developing strategies, evaluating them and visually preparing them for political decision-making processes and public participation. Examples of implemented tools are the simulation and monitoring of building codes, analysis of key density indicators and green space provision, simulation of shading, building energy and noise dispersion. For visualising the planning results, the framework provides interfaces for rapid prototyping of haptic models, as well as web viewers and a connection to Augmented Reality applications. Core aspects of the system were evaluated through case studies in cooperation with urban planning offices, housing companies and municipalities, proving feasibility, high acceptance of the decision-support software, and need for more tailored tools.
keywords Urban planning, decision support, participation, augmented reality, 3D printing, visual programming, 3D city model
series journal
email
last changed 2020/11/02 13:34

_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_517
id ecaade2020_517
authors Lharchi, Ayoub, Ramsgaard Thomsen, Mette and Tamke, Martin
year 2020
title Connected Augmented Assembly - Cloud based Augmented Reality applications in architecture
doi https://doi.org/10.52842/conf.ecaade.2020.1.179
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. 179-186
summary Current design practices rely on a set of computational tools to simulate and optimize the design in regards to questions concerning architecture, engineering, and construction. However, little progress has been made in tools related to the design and execution of a building assembly. This paper aims to present an integrated procedure that targets the assembly of complex structures. Two challenges are identified and addressed: first, the necessity of a connected design environment where multiple stakeholders can communicate, modify, and give feedback on the assembly sequence. Second, the instructions for the assembly of structures to untrained users. The suggested method is based on the Assembly Information Modeling framework, which provides a general approach to generate assembly information from CAD data and utilizes AEC cloud platforms as a base for communication and Augmented Reality devices as a Human Machine Interface. Ultimately, both cases are combined to constitute Connected Augmented Assembly, a bidirectional approach to assembly design, review, and execution.
keywords assembly sequence; augmented reality; assisted assembly; cloud aec; assembly information modeling
series eCAADe
email
last changed 2022/06/07 07:52

_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 caadria2020_188
id caadria2020_188
authors Suzuki, Takaharu, Ikeda, Hikaru, Takeuchi, Issei, Matsunaga, Fumiya, Sumitomo, Eri and Ikeda, Yasushi
year 2020
title Holonavi - A study on User Interface for Assembly Guidance System with Mixed Reality in a Timber Craft of Architecture
doi https://doi.org/10.52842/conf.caadria.2020.1.691
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 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 691-700
summary This paper introduces ideas to use Mixed Reality (MR) technologies in craftsman's work of architecture.One of the backgrounds of this study is emerging technology of Mixed Reality becoming much easier to use recently with new devices such as Microsoft Hololens. Among many possible applications of this technique in architectural work, we particularly choose Japanese traditional timber joinery 'Kumiki' as a model case of complicated architectural work.We found that people need a certain sense of 3D recognition and knowledge about right order of assemble. That is what we can suggest for users with our MR guidance system named 'Holonavi' which can show appropriate information in 3D vision in real time. The aim of our research is to find useful knowledge about effective ways and sufficient information to guide users. As a conclusion, we found that guidance with MR technology gives users to have a recognition more effectively for take of right action when they are moving their viewpoint around the object and when they located in the range of reachable distance to the objects. It is the first achievement for use of 'Holonavi' to let people feel more fun to craft something by their hands aided by computer.
keywords Craftsman’s work; Mixed Reality; Digital Construction; Augmented Reality; Hololens
series CAADRIA
email
last changed 2022/06/07 07:56

_id cdrf2019_46
id cdrf2019_46
authors Adam Chernick, Christopher Morse, Steve London, Tim Li, David Ménard, John Cerone, and Gregg Pasquarelli
year 2020
title On-Site BIM-Enabled Augmented Reality for Construction
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_5
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary We describe a prototype system for communicating building information and models directly to on-site general contractors and subcontractors. The system, developed by SHoP Architects, consists of a workflow of pre-processing information within Revit, post-processing information outside of Revit, combining data flows inside of a custom application built on top of Unity Reflect, and delivering the information through a mobile application on site with an intuitive user interface. This system incorporates augmented reality in combination with a dashboard of documentation views categorized by building element.
series cdrf
email
last changed 2022/09/29 07:51

_id sigradi2020_577
id sigradi2020_577
authors Appendino, María José; Carboni, Lucía; Tosello, María Elena
year 2020
title Design of a Virtual Reality device to motivate experiences of meaningful learning
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. 577-585
summary With the increasing popularization of technologies such as Augmented Reality -AR- and Virtual Reality -VR-, interest aroused in studying the incorporation of these media into design disciplines higher education. The main objective of this investigation was to integrate VR and AR into the lessons, in order to motivate a meaningful learning process for students. The project was developed for a subject corresponding to the first year of the university careers of Architecture, Visual Design, and Industrial Design. This device was effectively implemented for the dictation of virtual classes, in the context of the COVID-19 pandemic.
keywords Virtual Tour, Design Education, Emerging Technologies
series SIGraDi
email
last changed 2021/07/16 11:52

_id ecaade2020_499
id ecaade2020_499
authors Ashour, Ziad and Yan, Wei
year 2020
title BIM-Powered Augmented Reality for Advancing Human-Building Interaction
doi https://doi.org/10.52842/conf.ecaade.2020.1.169
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. 169-178
summary The shift from computer-aided design (CAD) to building information modeling (BIM) has made the adoption of augmented reality (AR) promising in the field of architecture, engineering and construction. Despite the potential of AR in this field, the industry and professionals have still not fully adopted it due to registration and tracking limitations and visual occlusions in dynamic environments. We propose our first prototype (BIMxAR), which utilizes existing buildings' semantically rich BIM models and contextually aligns geometrical and non-geometrical information with the physical buildings. The proposed prototype aims to solve registration and tracking issues in dynamic environments by utilizing tracking and motion sensors already available in many mobile phones and tablets. The experiment results indicate that the system can support BIM and physical building registration in outdoor and part of indoor environments, but cannot maintain accurate alignment indoor when relying only on a device's motion sensors. Therefore, additional computer vision and AI (deep learning) functions need to be integrated into the system to enhance AR model registration in the future.
keywords Augmented Reality; BIM; BIM-enabled AR; GPS; Human-Building Interactions; Education
series eCAADe
email
last changed 2022/06/07 07:54

_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 caadria2020_128
id caadria2020_128
authors Chen, Zi-Ru
year 2020
title The Guidance System of Gamification and Augmented Reality in a Museum Space
doi https://doi.org/10.52842/conf.caadria.2020.1.671
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 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 671-680
summary Gamification is the application of game-oriented design approaches or game-inspired mechanics to otherwise non-game contexts. Mobile guiding system is the design process of information interactions. It is the integration of information design, interaction design, and sensorial design. The e-learning system of mobile guide is able to be loaded gamification concepts and let mobile learning interestingly, diversely, and validly. The problem of the research was if we combined the concept of gamification design into museum guide services with augmented reality for non-commercial purposes, it also provided the same benefits to the promotion of museum learning and knowledge, integrating mobile devices as navigation media. It would improve more users to participate in a museum and use the guide system actively, and then arise their interest and achievement. The result was to establish a preliminary model for developing a museum mobile guide system of gamification design and augmented reality.
keywords Gamification; Museum Learning; Multimedia Guided System; Augmented Reality
series CAADRIA
email
last changed 2022/06/07 07:55

_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 caadria2020_426
id caadria2020_426
authors Goepel, Garvin and Crolla, Kristof
year 2020
title Augmented Reality-based Collaboration - ARgan, a bamboo art installation case study
doi https://doi.org/10.52842/conf.caadria.2020.2.313
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. 313-322
summary ARgan is a geometrically complex bamboo sculpture that relied on Mixed Reality (MR) for its joint creation by multiple sculptors and used latest Augmented Reality (AR) technology to guide manual fabrication actions. It was built at the Chinese University of Hong Kong in the fall of 2019 by thirty participants of a design-and-build workshop on the integration of AR in construction. As part of its construction workflow, holographic setups were created on multiple devices, including a series of Microsoft HoloLenses and several handheld Smartphones, all linked simultaneously to a single digital base model to interactively guide the manufacturing process. This paper critically evaluates the experience of extending recent AR and MR tool developments towards applications that centre on creative collaborative production. Using ARgan as a demonstrator project, its developed workflow is assessed on its ability to transform a geometrically complex digitally drafted design to its final physically built form, highlighting the necessary strategic integration of variability as an opportunity to relax notions on design precision and exact control. The paper concludes with a plea for digital technology's ability to stimulate dialogue and collaboration in creative production and augment craftsmanship, thus providing greater agency and more diverse design output.
keywords Augmented-Reality; Mixed-Reality; Post-digital; High-tech vs low-tech; Bamboo
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2020_209
id ecaade2020_209
authors Han, Yoojin and Lee, Hyunsoo
year 2020
title Investigating the Effectiveness of AR-enhanced Signage in Multi-purpose Commercial Complexes - Focusing on response time to directional signage
doi https://doi.org/10.52842/conf.ecaade.2020.1.145
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. 145-152
summary The aim of this study was to investigate next level digital signage utilizing augmented reality for multi-purpose commercial complexes. Recently, despite the rapid growth of the urban solution, mixed-use commercial complexes have experienced significant problems in terms of wayfinding. As a potential solution to the problem, this study sought to determine the effectiveness of state-of-the-art augmented reality (AR) on wayfinding. Focusing on the response time to directional signage, this study compared wayfinding through traditional signage with AR-enhanced signage. The response time in milliseconds was measured using a program developed with Python. In all, 30 sign images were presented to 48 participants in random order. A third of them included existing signs as the control condition, and the others were AR signs with half graphic and half text. The results of this study demonstrated that AR-enhanced signage had tremendous potential to improve wayfinding performance in multi-purpose commercial complexes. Results revealed that response time to directional signage was reduced in AR environments. In particular, the AR signage system combining text and graphics was useful in terms of both response time and cognitive appraisal.
keywords Augmented Reality (AR); Signage; Wayfinding; Multi-purpose Commercial Complexes
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2020_009
id ecaade2020_009
authors Reaver, Kai
year 2020
title After Imagery - Evaluating the use of mixed reality (MR) in urban planning
doi https://doi.org/10.52842/conf.ecaade.2020.1.187
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. 187-196
summary While many researchers have developed interesting use cases for Mixed Reality (MR) in urban environments, the paper argues that determining the long-term viability of such applications as planning tools will likely require evaluating whether such applications are compatible with the democratically mandated procedures in Urban Planning. The paper compares this claim to current debates regarding the legality of the use of digital imagery in Urban Planning today. The paper elaborates these arguments through case studies done in Oslo, Norway in the context of developing the "Nordic Digital City". The case studies involve the use of MR in 1) a public competition, 2) a regulation plan, and 3) a building permit. The study thus presents some of the benefits and challenges of using these technologies in such a manner, particularly regarding accuracy, user feedback, and robustness as a common interface. The paper concludes that MR offers several benefits to Urban Planning, but will likely require a highly digitized competent public sector in order to function, in addition to requiring negotiation between the required user data and user privacy rights, suggesting that MR development may migrate from a primarily technical domain to a matter of public policy.
keywords Mixed Reality; Urban Planning; Urbanism; Augmented Reality
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2020_393
id ecaade2020_393
authors Peters, Brady, Lappalainen, Benjamin and Fiori, Alexandra
year 2020
title Auralizing Acoustic Architecture - A Multi-channel Ambisonic Listening Room for Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2020.1.161
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. 161-168
summary There is a need for architectural design tools that enable designers to understand how spaces sound. This project aims to develop a method by which architects can gain experiential acoustic feedback on existing and proposed projects through the use of ambisonic spatial auralization. This research proposes that the creation of a fully three-dimensional soundfield can be a tool for architectural acoustic design. The use of ambisonics has largely been limited to virtual reality applications; however, with the growing support in a variety of popular software, opportunities for using spatial audio as a design tool are beginning to make themselves apparent. This paper reports on an experimental setup for a 12-channel, speaker-based auralization system that plays recorded and simulated ambisonic tracks. Novel uses for this setup are proposed.
keywords Architectural Acoustics; Acoustic Simulation; Auralization; Ambisonics
series eCAADe
email
last changed 2022/06/07 08:00

_id caadria2020_052
id caadria2020_052
authors Wang, Joann
year 2020
title Digital Architextiles - Nonwoven textile thermoforming in robotic fabrication
doi https://doi.org/10.52842/conf.caadria.2020.1.045
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 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 45-54
summary This paper includes an experimental study of parametric design, which is combined with digital fabrication and weaving techniques for Digital Architextiles. Digital Architextiles is a way of combining circular material of PET (Polyethylene Terephthalate) winding and thermoforming fabrication with robot collaboration for circular economy. In addition, combined with the concept of circular economy, mass customization with tailor-made material can effectively reduce unnecessary waste. Collaborating with parameterized tools, the research work has developed lightweight structures in different winding patterns. Therefore, starting from the exploration of the material system, the paper studies the circular PET material fiber in the digital process assisted by the robot arms, and proposes a circular-based system with high adaptability and freedom, which can be used for the production tool in the multi-stage manufacturing, and to produce a building winding unit responding to various needs in circular economy to various surface shapes.
keywords PET material of Circular Economy; Parametric Design; Winding Fabrication; Thermoforming Fabrication; Robotic Fabrication
series CAADRIA
email
last changed 2022/06/07 07:58

_id acadia20_226p
id acadia20_226p
authors Borhani, Alireza; Kalantar, Negar
year 2020
title Interlocking Shell
source ACADIA 2020: Distributed Proximities / Volume II: Projects [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95253-6]. Online and Global. 24-30 October 2020. edited by M. Yablonina, A. Marcus, S. Doyle, M. del Campo, V. Ago, B. Slocum. 226-231
summary With a specific focus on robotic stereotomy, two full-scale vault structures were designed to explore the potential of self-standing building structures made from interlocking components; these structures were fabricated with a track-mounted industrial-scale robot (ABB 4600). To respond to the economic affordances of robotic subtractive cutting, all uniquely shaped structural modules came from one block of material (48"" x96"" x36""). Through the discretization of curvilinear tessellated vault surfaces into a limited number of uniquely shaped modules with embedded form-fitting connectors, the project exhibited the potential for programming a robot to cut ruled surfaces to produce freeform shells of any kind. Representing nearly zero-waste construction, the developed technology can potentially be used for self-supporting emergency shelters and field medical clinics, facilitating easy shipping and speedy assembly. Without using any scaffolding, a few people can erect and dismantle an entire mortar-free structure at the construction site. The disassembled structure occupies minimal space in storage, and the structure’s pieces can be transported to the site in stacks. Robot milling is a common technique for removing material to transform a block into a sculptural shape. Unlike milling techniques that produce significant waste, we used a hotwire that sliced through a Geofoam block to create almost no waste pieces. Since the front side of every module was concurrent with the backside of the next one, such a decision allowed to operate just one cut per front side of each module. In this case, by having three cuts, two neighboring modules were fabricated. The form of the structure and its modules emerged from the constraints of the fabrication technique, aiming to establish a feedback loop between geometry, material, simulation, and tool. By cross-referencing geometric data across Grasshopper, a customized tessellation script was made to breakdown a vault into its modular ruled surface constructs.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_id ijac202018403
id ijac202018403
authors Dagmar Reinhardt, Matthias Hank Haeusler, Kerry London, Lian Loke, Yingbin Feng, Eduardo De Oliveira Barata, Charlotte Firth, Kate Dunn, Nariddh Khean, Alessandra Fabbri, Dylan Wozniak-O’Connor and Rin Masuda
year 2020
title CoBuilt 4.0: Investigating the potential of collaborative robotics for subject matter experts
source International Journal of Architectural Computing vol. 18 - no. 4, 353–370
summary Human-robot interactions can offer alternatives and new pathways for construction industries, industrial growth and skilled labour, particularly in a context of industry 4.0. This research investigates the potential of collaborative robots (CoBots) for the construction industry and subject matter experts; by surveying industry requirements and assessments of CoBot acceptance; by investing processes and sequences of work protocols for standard architecture robots; and by exploring motion capture and tracking systems for a collaborative framework between human and robot co-workers. The research investigates CoBots as a labour and collaborative resource for construction processes that require precision, adaptability and variability.Thus, this paper reports on a joint industry, government and academic research investigation in an Australian construction context. In section 1, we introduce background data to architecture robotics in the context of construction industries and reports on three sections. Section 2 reports on current industry applications and survey results from industry and trade feedback for the adoption of robots specifically to task complexity, perceived safety, and risk awareness. Section 3, as a result of research conducted in Section 2, introduces a pilot study for carpentry task sequences with capture of computable actions. Section 4 provides a discussion of results and preliminary findings. Section 5 concludes with an outlook on how the capture of computable actions provide the foundation to future research for capturing motion and machine learning.
keywords Industry 4.0, collaborative robotics, on-site robotic fabrication, industry research, machine learning
series journal
email
last changed 2021/06/03 23:29

_id sigradi2020_594
id sigradi2020_594
authors Poustinchi, Ebrahim; Hashemi, Mona; Krivanek, Cory
year 2020
title Physical Interface for Robotic Marionette Camera (RMC): Hardware Controlling Platform for Robotic Videography Motion Design
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. 594-599
summary This project-based research is an investigation on controlling robotic videography/camera through an interactive physical interface. Here referred to as Robotic Marionette Camera (RMC), this research project is enabling designers and videographers to design precise robotic videography scenarios and camera-paths in the physical world with similar qualities to the digital design environments.Using the ideas of a “digital” camera in design software platforms, RMC looks at concepts such as aiming, zooming in and out, panning, orbiting, and other motions/operations borrowed from cinematography, such as tilting, rolling and trucking amongst others.As a physical/hardware interface, RMC enables real-time interaction with an industrial robot arm through a custom-made hardware controller. Using a tangible interface, RMC users can design, edit, and program the robotic videography paths interactively without a need for programming knowledge.
keywords Robotics, Design, Interface Design, Videography, Human-Robot Interaction
series SIGraDi
email
last changed 2021/07/16 11:52

_id sigradi2020_291
id sigradi2020_291
authors Quitral-Zapata, Francisco Javier; González-Böhme, Luis Felipe; García-Alvarado, Rodrigo; Martínez-Rocamora, Alejandro
year 2020
title Workflow for a Timber Joinery Robotics
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. 291-296
summary We present a novel workflow for timber joinery robotics in low-rise building construction. A parametric 3D model that associates architectural design, structure geometry and robotic fabrication information was implemented using only CAD-based visual robot programming. Our case study is the design and manufacturing process of a two-story timber-framed dwelling. The main frames of the structure were assembled with mortise and tenon timber joints machined in glue-laminated timber using a 7-axis industrial robot in a wood company. This pioneering experience aims to apply timber framing robotics to social housing in emerging countries.
keywords Robots in architecture, Robotic timber construction, Timber framing, Timber Joinery Robotics, Visual robot programming
series SIGraDi
email
last changed 2021/07/16 11:49

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 28HOMELOGIN (you are user _anon_299248 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002