CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id ecaade2020_267
id ecaade2020_267
authors Argin, Gorsev, Pak, Burak and Turkoglu, Handan
year 2020
title Through the Eyes of (Post-)Flâneurs - Altering rhythm and visual attention in public space in the era of smartphones
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. 239-248
doi https://doi.org/10.52842/conf.ecaade.2020.1.239
summary In the last decade, rapid penetration of smartphones into our everyday life introduced a new kind of urban wanderer named as the 'post-flâneur'. By navigating through the virtual and physical space with a smartphone, and taking and sharing photographs, post-flâneur walks and experiences the city in novel ways. This paper aims to investigate the effects of smartphone use on the human-environment relationship by comparing post-flânerie with flânerie in public space with a focus on two key indicators: alteration of 1) the visual attention and 2) the walking rhythm. In this regard, ten postgraduate Architecture students are asked to perform flânerie and post-flânerie consecutively in the historical city center of Ghent with an eye-tracker and a smartphone. During the flânerie condition, they walked and experienced the city without using a smartphone. In the post-flânerie condition, they used a smartphone, took pictures and uploaded them to an application. By analyzing the eye-tracker (number and duration of fixations) and the smartphone (location data and geolocated photographs) data, altering rhythm and visual attention during the flânerie and post-flânerie were compared. Preliminary results indicate that flânerie and post-flânerie differ in terms of rhythm and visual attention. The average duration of fixations on the environment were significantly lower in the post-flânerie condition while the average walking rhythm was faster but impeded from time to time. In addition, post-flâneurs' visual attention was on the smartphone during a significant part of the stationary activities which point out to an altered state of public space appropriation. The findings are significant because they reveal the novel spatial appropriations and experiences of the (post)public space -particularly "the honeypot effect" which was more significant in the post-flânerie condition. These observations evoke questions on how designers can rethink public space as a hybrid construct integrating the virtual and the physical.
keywords post-flâneur; rhythm; visual attention; smartphone; eye-tracking
series eCAADe
email
last changed 2022/06/07 07:54

_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
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
doi https://doi.org/10.52842/conf.ecaade.2020.1.345
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 ijac202018302
id ijac202018302
authors Brath Jensen, Mads; Isak Worre Foged and Hans Jørgen Andersen
year 2020
title A framework for interactive human–robot design exploration
source International Journal of Architectural Computing vol. 18 - no. 3, 235-253
summary This study seeks to identify key aspects for increased integration of interactive robotics within the creative design process. Through its character as foundational research, the study aims to contribute to the advancement of new explorative design methods to support architects in their exploration of fabrication and assembly of an integrated performance-driven architecture. The article describes and investigates a proposed design framework for supporting an interactive human–robot design process. The proposed framework is examined through a 3-week architectural studio, with university master students exploring the design of a brick construction with the support of an interactive robotic platform. Evaluation of the proposed framework was done by triangulation of the authors’ qualitative user observations, quantitative logging of the students’ individual design processes, and through questionnaires completed after finishing the studies. The result suggests that interactive human–robot fabrication is a relevant mode of design with positive effect on the process of creative design exploration.
keywords Design methods, robotic design processes, interactive robotics, computational design, design exploration, creativity
series other
type normal paper
email
last changed 2020/11/02 13:39

_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
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_8
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_120p
id acadia20_120p
authors Hirth, Kevin
year 2020
title Short Stack
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. 120-123
summary Short Stack is a bare minimal structure using only laminated sheets of structural metal decking for all elements of its structure and enclosure. The project operates under a simple principle. Structural metal decking is a one-way system that resists loads well in one direction, but not in the other. When this decking is stacked into rotated sections and tensioned together, the resultant sandwich of corrugated metal is resistant to loading in every direction. These sandwiches become walls, floors, and roofs to a temporary structure. The compounded effect at the edges of the rotated and cropped decking is one of filigree or an ornamental articulation. The sandwich, which is mostly hollow due to the section of the decking, provides a sense of airy lightness that is at odds with its bulky mass. The structure, therefore, teeters between being unexpectedly open and at once heavy. The economy of the project is in its uniformity and persistent singularity. By maintaining a single palette of material and using a plasma cutting CNC bed to cut each section of the decking, the structure is simply assembled. The digital intelligence that lies underneath the apparent formal simplicity of the project is two-fold. Firstly, each sheet of metal decking is different from the next. Because of the locations of bolt-holes and constant variability of rotation and cropping of each sheet, it is a project that expresses uniformity rather than articulation through discretization. Secondly, the project appears solid and monolithic but is hollowed structurally to minimize the weight of the assembly. Parametric tools are implemented to maximize material efficiencies by hollowing the interior of each sandwich for load optimization. The project is presently in prototyping and documentation and will go into construction in Spring 2021 on a site in downtown Denver.
series ACADIA
type project
email
last changed 2021/10/26 08:03

_id acadia20_84
id acadia20_84
authors Kirova, Nikol; Markopoulou, Areti
year 2020
title Pedestrian Flow: Monitoring and Prediction
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. 84-93.
doi https://doi.org/10.52842/conf.acadia.2020.1.084
summary The worldwide lockdowns during the first wave of the COVID-19 pandemic had an immense effect on the public space. The events brought up an opportunity to redesign mobility plans, streets, and sidewalks, making cities more resilient and adaptable. This paper builds on previous research of the authors that focused on the development of a graphene-based sensing material system applied to a smart pavement and utilized to obtain pedestrian spatiotemporal data. The necessary steps for gradual integration of the material system within the urban fabric are introduced as milestones toward predictive modeling and dynamic mobility reconfiguration. Based on the capacity of the smart pavement, the current research presents how data acquired through an agent-based pedestrian simulation is used to gain insight into mobility patterns. A range of maps representing pedestrian density, flow, and distancing are generated to visualize the simulated behavioral patterns. The methodology is used to identify areas with high density and, thus, high risk of transmitting airborne diseases. The insights gained are used to identify streets where additional space for pedestrians is needed to allow safe use of the public space. It is proposed that this is done by creating a dynamic mobility plan where temporal pedestrianization takes place at certain times of the day with minimal disruption of road traffic. Although this paper focuses mainly on the agent-based pedestrian simulation, the method can be used with real-time data acquired by the sensing material system for informed decision-making following otherwise-unpredictable pedestrian behavior. Finally, the simulated data is used within a predictive modeling framework to identify further steps for each agent; this is used as a proof-of-concept through which more insights can be gained with additional exploration.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id caadria2020_371
id caadria2020_371
authors Son, Kihoon, Chun, Hwiwon and Hyun, Kyung Hoon
year 2020
title Ambiguous vs. Concrete: Identifying the Effect of Design References with Various Level of Details on Designer's Creativity in the Early Design Phase
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. 587-596
doi https://doi.org/10.52842/conf.caadria.2020.2.587
summary During the early design phase, spatial designers search for design references to develop design ideas. In this process, the level of detail (LoD) of design references can significantly influence the quality of design outcomes. However, previous studies have only suggested guidelines indicating that abstract references are useful in the early design phase without the degree of LoD. In response, this study aims to identify the impact of LoD of design references on design outcomes during the design concept development. To this end, we proposed three different reference types (abstract, hybrid, and concrete), and conducted experiments to assess the creativity and efficiency of the design outcome per LoD type. We also developed the FPRT (Floor Plan Retrieving Tool) system along with 7,842 existing residential floor plans for the experiments. The results of the study showed that there is a significant difference in design outcomes depending on the LoD types.
keywords Design Reference; Design Retrieval; Spatial Design; Level of Details; Early Design Phase
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2020_314
id ecaade2020_314
authors Das, Avishek, Worre Foged, Isak and Jensen, Mads Brath
year 2020
title Designing with a Robot - Interactive methods for brick wall design using computer vision
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. 605-612
doi https://doi.org/10.52842/conf.ecaade.2020.2.605
summary The deterministic and linear nature of robotic processes in architectural construction often allows no or very little adjustments during the fabrication process. If any need for modification arise the process is usually interrupted, changes are accommodated, and the process is resumed or restarted. The rigidity in this fabrication process leaves little room for creative intervention and human activities and robotic process are often considered as two segregated processes.The paper will present and discuss the methodological and design challenges of interactive robotic fabrication of brickwork with an industrial robotic arm, a webcam and bricks with varying color tones. Emphasis will be on the integration of external computer vision libraries within Rhino Grasshopper to augment the interactive robotic process. The paper will describe and demonstrate a framework comprising (1) robotic pick and place, material selection and evaluation using computer vision, (2) interactive robotic actuation and (3) the role of human input during a probabilistic fabrication-based design process.
keywords interactive robotic fabrication; human robot collaboration; computer vision; masonry; machine learning
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2020_52
id sigradi2020_52
authors Hadi, Khatereh; Gomez, Paula; Swarts, Matthew; Marshall, Tyrone; Bernal, Marcelo
year 2020
title Healthcare Design Metrics for Human-Centric Building Analytics
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. 52-59
summary Healthcare design practice has shown increasing interest in the assessment of design alternatives from a human-centered approach, focusing on organizational performance, patient health, and wellness outcomes, in addition to building performance. The goal of this research is to advance building analytics by identifying, defining and implementing computational human-centered design metrics. The knowledge is extracted from an exhaustive literature review in the field of evidence-based design (EBD), which has studied the associations between building features and the occupants’ outcomes but has not yet consolidated the findings into metrics and implications for design practice in a systematic manner. In consultation with industry experts, we have prioritized the evaluation aspects and developed a weighted evaluation framework for assessment of various design options. The developed metrics that input building parameters and output potential health and performance outcomes are implemented in a a parametric environment utilizing add-ons accordingly, and using an ambulatory clinic designed by Perkins&Will as a case study.
keywords Building analytics, Healthcare design, Design metrics, Human-centered analytics
series SIGraDi
email
last changed 2021/07/16 11:48

_id ecaade2020_054
id ecaade2020_054
authors Liu, Yuezhong, Stouffs, Rudi and Theng, Yin Leng
year 2020
title Development of Synthetic Patient Data to Support Urban Planning for Public Health
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. 315-322
doi https://doi.org/10.52842/conf.ecaade.2020.1.315
summary Healthy urban planning is about planning for people, considering the needs of people and communities during the planning process and the implications of decisions for human health and well-being. However, access to real electronic health record (EHR) data is hindered by legal, privacy, security, and intellectual property restrictions. The lack of freely distributable health records has become an important issue for healthy urban planning. This research develops a source of synthetic electronic health records based on reviewed and meta-analysed evidence on the association between built environmental characteristics related to lifestyle chronic diseases. This research uses Type 2 Diabetes Mellitus (T2DM) as health for proof of concept. The results roughly approximate age and gender groups at diagnosis curves (R2 = 0.876), and correctly generated more than 90% of patients for the all age group in Singapore. As a summary, these pilot validated synthetic records could be used as a risk-free (no privacy & security issues) data for supporting healthy urban planning.
keywords synthetic patient; urban planning; computer simulation; Type 2 Diabetes Mellitus; GIS
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2020_053
id ecaade2020_053
authors Ren, Yue, Chu, Jie and Zheng, Hao
year 2020
title Dynamic Symbiont - An Interactive Urban Design Method Combining Swarm Intelligence and Human Decisions
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. 383-392
doi https://doi.org/10.52842/conf.ecaade.2020.1.383
summary Can a virtual city game be built by both the public and computer-based on real-site data? In the current process of deepening global connectivity, requirements for an effective urban design are no longer limited to functions or aesthetics, but a smart, dynamic complex with multi-interactions of data, group behaviours, and physical space. This paper introduces the logic of swarm intelligence and particle system for proposing a new urban design methodology. The platforms range from simulations that quantify the impact of the disruptive interventions of city activities to communicable collaboration between different users in a UI system, which creates virtual connections between optimized urbanscape and users. In the design system, based on the context data, the computer firstly simulates and optimizes the existing 2D activity joints between the people and analyzed the current spatial connection nodes into certain design rules. Through optimal programming for spatial connection and data iterations, the activity connection structures in the second simulation are abstracted into a set of interactive 3D topographic. The final data-visualization results are presented as a co-building megacity in a virtual construction game. Users can choose the virtual building unit types and intuitively influence the future urbanscape decision through virtual construction.
keywords Swarm Intelligence; Particle System; Digital Simulation; Human-Machine Interaction; Data Visualization
series eCAADe
email
last changed 2022/06/07 07:56

_id acadia20_130p
id acadia20_130p
authors Swingle, Tyler; Zampini, Davide; Clifford, Brandon
year 2020
title Patty & Jan
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. 130-135
summary The construction of architecture relies on an orchestra of moving parts and components throughout the process. These components are designed for the primary loads of the ultimate resting positions, but must also accommodate for secondary loads that occur during the assembly process. Safety, budget, and timing are the most influential factors in conducting the orchestra of architectural construction and typically set the tempo. Patty & Jan explore the curious and playful possibilities of secondary loads such as movement, momentum, and impact. This impractical assembly is not intended to negate practical considerations, but to elevate the field of construction above problem-solving. Patty & Jan builds upon previous research into moving massive masonry elements with little energy by controlling the center of mass (CoM) via physical computation and innovative concrete technologies such as proprietary chemical admixtures and special lightweight additions to entrain air as well as impart high fluidity. The resulting densities of the two concrete mixtures range from one-third the density to double the density of conventional concrete. Patty & Jan contributes to this ongoing research by incorporating the fourth dimension into the assembly process. Patty & Jan are a partnership. They have a reciprocal relationship with one another that ensures one cannot assemble without the other. Beginning with Patty and Jan at a pre-determined distance apart, a weighted tool is removed from Patty to alter the CoM and create a righting moment. Rotating along the riding surface, Patty over rotates to collide with Jan and strikes a resounding echo. The controlled impact triggers Jan first to rotate backward, rebound off its braking surface, and then counter-rotate towards Patty. The two meet along their assembly surfaces in the middle and slip effortlessly into their final assembled position. The resulting performance of Patty & Jan is an embedded intelligence of a theatrical assembly between two massive concrete masonry units (MCMU) through their momentum. Patty & Jan demonstrate the ability to predict the inherent movements and autonomous assemblies of MCMUs. It extends the potential of assembly methods to be social generators such as spectacles or performances. This research is a foundation for thinking about more extensive and more complex construction choreographies that engage material as well as human bodies in the building of architecture.
series ACADIA
type project
email
last changed 2021/10/26 08:03

_id acadia20_110
id acadia20_110
authors Zhang, Mengni; Dewey, Clara; Kalantari, Saleh
year 2020
title Dynamic Anthropometric Modeling Interface
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. 110-119.
doi https://doi.org/10.52842/conf.acadia.2020.1.110
summary In this paper, we propose a Kinect-based Dynamic Anthropometric Modeling Interface (DAMI), built in Rhinoceros with Grasshopper for patient room layout optimization and nurse posture evaluations. Anthropometry is an important field that studies human body measurements to help designers improve product ergonomics and reduce negative health consequences such as musculoskeletal disorders (MSDs). Unlike existing anthropometric tools, which rely on generic human body datasets and static posture models, DAMI tracks and records user postures in real time, creating custom 3D body movement models that are typically absent in current space-planning practices. A generic hospital patient room, which contains complex and ergonomically demanding activities for nurses, was selected as an initial testing environment. We will explain the project background, the methods used to develop DAMI, and demonstrate its capabilities. There are two main goals DAMI aims to achieve. First, as a generative tool, it will reconstruct dynamic body point cloud models, which will be used as input for optimizing room layout during a project’s schematic design phase. Second, as an evaluation tool, by encoding and visualizing the Rapid Entire Body Assessment (REBA) scores, DAMI will illustrate the spatiotemporal relationship between nurse postures and the built environment during a project’s construction phase or post occupancy evaluation. We envision a distributed system of Kinect sensors to be embedded in various hospital rooms to help architects, planners, and facility managers improve nurse work experiences through better space planning.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia20_114p
id acadia20_114p
authors Zivkovic, Sasa; Havener, Brian; Battaglia, Christopher
year 2020
title Log Knot
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. 114-119.
summary Log Knot, developed by the Robotic Construction Laboratory (RCL) at Cornell University, is a robotically fabricated architectural installation that establishes a method for variable compound timber curvature creation utilizing both regular and irregular roundwood geometries. Moreover, the project develops methods for minimal formwork assembly and moment force optimization of customized mortise and tenon joints. Following the logic of a figure-8 knot, the project consists of an infinite loop of roundwood, curving three-dimensionally along its length. There are a variety of techniques to generate single curvature in wood structures – such as steam bending (Wright et al., 2013) or glue lamination (Issa and Kmeid, 2005) – but only a few techniques to generate complex curvature from raw material within a single wooden structural element exist. To construct complex curvature, the research team developed a simple method that can easily be replicated. First, the log is compartmentalized, establishing a series of discrete parts. Second, the parts are reconfigured into a complex curvature “whole” by carefully manipulating the assembly angles and joints between the logs. Timber components reconfigured in such a manner can either follow planar curvature profiles or spatial compound curvature profiles. Based on knowledge gained from the initial joinery tests, the research team developed a custom tri-fold mortise and tenon joint, which is self-supportive during assembly and able to resist bending in multiple directions. Using the tri-fold mortise and tenon joint, a number of full-scale prototypes were created to test the structural capacity of the overall assembly. Various structural optimization protocols are deployed in the Log Knot project. While the global knot form is derived from spatial considerations – albeit within the structurally sound framework of a closed-loop knot structure – the project is structurally optimized at a local level, closely calibrating structural cross-sections, joinery details, and joint rotation in relation to prevailing load conditions.
series ACADIA
type project
email
last changed 2021/10/26 08:03

_id acadia20_120
id acadia20_120
authors Barsan-Pipu, Claudiu; Sleiman, Nathalie; Moldovan, Theodor
year 2020
title Affective Computing for Generating Virtual Procedural Environments Using Game Technologies
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. 120-129.
doi https://doi.org/10.52842/conf.acadia.2020.2.120
summary Architects have long sought to create spaces that can relate to or even induce specific emotional conditions in their users, such as states of relaxation or engagement. Dynamic or calming qualities were given to these spaces by controlling form, perspective, lighting, color, and materiality. The actual impact of these complex design decisions has been challenging to assess, from both quantitative and qualitative standpoints, because neural empathic responses, defined in this paper by feature indexes (FIs) and mind indexes (MIs), are highly subjective experiences. Recent advances in the fields of virtual procedural environments (VPEs) and virtual reality (VR), supported by powerful game engine (GE) technologies, provide computational designers with a new set of design instruments that, when combined with brain-computing interfacing (BCI) and eye-tracking (E-T) hardware, can be used to assess complex empathic reactions. As the COVID-19 health crisis showed, virtual social interaction becomes increasingly relevant, and the social catalytic potential of VPEs can open new design possibilities. The research presented in this paper introduces the cyber-physical design of such an affective computing system. It focuses on how relevant empathic data can be acquired in real time by exposing subjects within a dynamic VR-based VPE and assessing their emotional responses while controlling the actual generative parameters via a live feedback loop. A combination of VR, BCI, and E-T solutions integrated within a GE is proposed and discussed. By using a VPE inside a BCI system that can be accurately correlated with E-T, this paper proposes to identify potential morphological and lighting factors that either alone or combined can have an empathic effect expressed by the relevant responses of the MIs.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia20_208p
id acadia20_208p
authors Bernier-Lavigne, Samuel
year 2020
title Object-Field
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. 208-213
summary This project aims to continue the correlative study between two fundamental entities of digital architecture: the object and the field. Following periods of experimentations on the ""field"" (materialization of flows of data through animation), the ""field of objects"" (parametricism), the ""object"" (OOO), we investigate the last possible interaction remaining: the ""object-field,"" by merging the formal characteristics of the object with the structural flow of its internal field. This investigation is achieved by exploring the high-resolution features of 3d printing in the design of autonomous architectural objects expressing materiality through topological optimization. The objects are generated by an iterative process of volumetric reduction, resulting in an ensemble of monoliths. Four of them are selected and analyzed through topological optimization in order to extract their internal fields. Next, a series of high-resolution algorithmic systems translate the structural information into 3d printed materiality. Of the four object-fields, one materializes, close to identical, the result of the optimization, giving the keystone to understanding the others. The second one expresses the structural flow through a 1mm voxel system, informed by the optimization, having the effect of stiffening the structure where it is needed and thus generating a new topography on the object. The last two explore the blur that this high-resolution can paradoxically create, with complete integration of the optimal structure in a transparent monolith. This is achieved by a vertex displacement algorithm, and the dissolution of the formal data of the monolith and the structural flows, through the mereological assembly of simple linear elements. For each object-field, a series of drawings was developed using specific algorithmic procedures derived from the peculiarities of their complex geometry. The drawings aim to catalyze coherence throughout the project, where similarities, hitherto kept apart by the multiple materialities, begin to dialogue.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_id ecaade2020_220
id ecaade2020_220
authors Ibrahim, Aly, Abdelmohsen, Sherif, Omar, Walid and Zayan, Akram
year 2020
title Extending the Passive Actuation of Low-tech Architectural Adaptive Systems by Integrating Hygroscopic and Thermal Properties of Wood
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. 641-650
doi https://doi.org/10.52842/conf.ecaade.2020.2.641
summary Recent studies involving the passive actuation of zero-energy architectural adaptive systems using programmable materials have addressed the prototyping of wood motion responses by utilizing its latent hygroscopic properties. Most of these systems have focused on mechanisms that are triggered by varying levels of humidity, with very limited efforts addressing the effect of temperature variations; a challenge in hot climatic zones. This paper extends the passive actuation of adaptive systems in climates where humidity and/or temperature variations are dominant. A series of physical experiments were conducted to observe wood veneer sample deflection and motion response behavior under three varying temperature and humidity conditions, with constant values of fiber orientation, lamination, thickness, type of wood, and sample proportion and geometry. The experiment results showed that the coefficient of thermal expansion is an effective parameter, where higher deflection and response speed was recorded under high relative humidity (>80%) upon increase in temperature (>35°).
keywords Programmable materials; Adaptive facades; Hygromorphic behavior; Responsive systems; Shape-shifting
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2020_074
id caadria2020_074
authors Trossman Haifler, Yaala and Fisher-Gewirtzman, Dafna
year 2020
title Urban Wellbeing, As Influenced by Densification Rates and Building Typologies - A Virtual Reality Experiment
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. 661-670
doi https://doi.org/10.52842/conf.caadria.2020.1.661
summary Urban morphology significantly impacts resident's wellbeing. This study examines the impact of urban environments on the sense of wellbeing, using virtual reality as a research tool. Participants were presented with simulated pedestrian movement through 24 virtual urban environments. The environments differed by density level, vegetation, and commercial activity. Participants assessed each alternative through structured questionnaires. The relationship between the participants' feelings and densification levels, vegetation, and commercial activity was analyzed. Densification levels independently predicted participant's wellbeing. An increase in density levels predicted a decrease in the participants' sense of belonging and wellbeing. At all levels of density, the presence of commercial activity predicted a higher sense of belonging.Density, vegetation and commercial activity had a significant impact on the participants' wellbeing. Extreme densification had a negative effect on the participants' feelings; but vegetation and commercial activity, especially at high-density levels, improved this feeling.
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade2020_121
id ecaade2020_121
authors Trossman Haifler, Yaala and Fisher-Gewirtzman, Dafna
year 2020
title Urban Well-Being in Dense Cities - The influence of densification strategies, experiment in virtual reality
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. 323-332
doi https://doi.org/10.52842/conf.ecaade.2020.1.323
summary Urban morphology significantly impacts resident's well-being. This study examines the impact of urban environments on the sense of well-being, using virtual reality as a research environment. Most of the world's population already live in urban localities; and it is expected that in two decades, more than 70% of the total population of the planet will be city dwellers(UN 2018). This study examines the impact of various urban configurations on dwellers well-being. Participants were presented with simulated pedestrian movement through 24 virtual urban environments. The environments differed by density level, spatial configurations, vegetation, and commerce. Participants assessed each alternative through structured questionnaires. It has been found that the density and presence of vegetation and commerce in the urban area have a significant impact on the subject's well-being in urban environments. extreme levels of densification have a negative effect on subjects' feelings, but vegetation and commerce, especially at the high levels of density, can improve them. In this research we established the framework for planning principles that can improve urban densification processes. An understanding of the wellbeing of urban dwellers, and the parameters that can influence this, will help urban designers and planners in creating better urbanized future environments.
series eCAADe
email
last changed 2022/06/07 07:57

_id artificial_intellicence2019_295
id artificial_intellicence2019_295
authors Xiang Wang, Kam-Ming Mark Tam, Alexandre Beaudouin-Mackay,Benjamin Hoyle, Molly Mason, Zhe Guo, Weizhe Gao, Ce Li, Weiran Zhu,Zain Karsan, Gene Ting-Chun Kao, Liming Zhang, Hua Chai, Philip F. Yuan, and Philippe Block
year 2020
title 3d-Printed Bending-Active Formwork for Shell Structures
source Architectural Intelligence Selected Papers from the 1st International Conference on Computational Design and Robotic Fabrication (CDRF 2026)
doi https://doi.org/https://doi.org/10.1007/978-981-15-6568-7_18
summary This paper presents a novel building technique for the formwork of thin shell structures with 3d-printed bending-active mesh sheets. To enhance the structural stiffness of the flexible plastic materials, bending-active form is applied to utilize the geometry stiffening effect through the large deformation of bending. As it is the main problem to determine the final geometry of the bent surface, design methods with consideration of the numerical simulation is researched and both simulations via dynamic relaxation and finite element method are presented. Several demonstrator pavilions and the building process are shown to test the feasibilities of the presented building techniques in the real shell project. It is expected that this method could be applied into more thin shell projects to realize an efficient building technology with less exhaust of materials.
series Architectural Intelligence
email
last changed 2022/09/29 07:28

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