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 caadria2020_056
id caadria2020_056
authors Schnabel, Marc Aurel and Chowdhury, Shuva
year 2020
title VR Unmatched - Leveraging Non-experts as Co-Urban Designers
doi https://doi.org/10.52842/conf.caadria.2020.1.651
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. 651-660
summary The recent development in Virtual Reality (VR) allows for novel engagement in participatory urban design. Despite that any design approach cannot include and address all items that are relevant or needed during a design process, social VR design instruments offer additionality via their real-time generation and visualisation possibilities that are unmatched in conventional realms. The research employs an anthropogenic approach to design research to engage end-users in the design process. An Immersive Virtual Environment (IVE) instrument 'SketchPad' allows laypersons to design successfully urban forms. SketchPad engaged laypersons in a meaningful design discussion and generations of urban spaces. The research discusses the findings of the experiments. The paper concludes with a reflection of how non-experts as co-designers can use IVE instruments to drive change of their neighbourhood proactively and to positively impact on the liveability of their neighbourhood.
keywords SketchPad; Co-design; Layperson; Design Participation; Urban Design
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2021_318
id caadria2021_318
authors Schnabel, Marc Aurel, Kobayashi, Yoshihiro, Pencreach, Yoann, Bennadji, Amar, Choi, Dongsoo, Fiamma, Paolo, Fukuda, Tomohiro, Lo, Tian Tian, Narahara, Taro, Novak, Marcos, Ron, Ruth, Swarts, Matthew, Terzidis, Kostas, Tucker, Thomas and Vital, Rebeka
year 2021
title Virtual World16 - Virtual Design Collaboration for the Intersection of Academia and Industry
doi https://doi.org/10.52842/conf.caadria.2021.2.203
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 203-212
summary Over the past 13 years, the 'World16'-group has collaborated face-to-face on various challenges that architectural design faces within VR, architecture, urban design, and its delivery to the professional industries. The focus of the collaboration is to foster pathways of academic research and developments to industries and professions. In 2020, due to the restrictions of the pandemic, the group had to rethink and redevelop how to collaborate meaningfully and become resilient: the World16 collaborated akin to the Virtual Design Studios (VDS) of the Nineties for the first time exclusively virtually becoming the 'Virtual World16'. The paper presents the group's various projects that are transformative to the praxis in VR architecture, design and urban design, and critically reflects on the lessons learned from VDS-paradigm.
keywords Virtual Design Studio (VDS); Human-Computer Interaction (HCI); VR,AR,XR; Collaboration; 3D City Modelling
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2020_046
id caadria2020_046
authors Alva, Pradeep, Lee, Han Jie, Lin, Zhuoli, Mehta, Palak, Chen, Jielin and Janssen, Patrick
year 2020
title Geo-computation for District Planning - An Agile Automated Modelling Approach
doi https://doi.org/10.52842/conf.caadria.2020.1.793
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. 793-802
summary This paper focuses on developing a novel geo-computational methodology for automating the generation of design options for district planning. The knowledge contribution focuses on the ability of the planners and designers to interact with and override the automated process. This approach is referred to as "agile automated modelling". The approach is demonstrated through a case study in which three adjacent districts are generated with a total area of approximately 1300 hectares. An automated modelling process is implemented based on a set of core planning principles established by the planners. The automated process generates street networks, land parcels, and 3-dimensional urban models. The process is broken down into three steps and users are then able to intervene at the end of every step to override and modify the outputs. This aims to help planners and designers to iteratively generate and assess various planning outcomes.
keywords Geo-computation; procedural modelling; GIS; planning automation; neural network
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia20_526
id acadia20_526
authors Bruce, Mackenzie; Clune, Gabrielle; Culligan, Ryan; Vansice, Kyle; Attraya, Rahul; McGee, Wes; Yan Ng, Tsz
year 2020
title FORM{less}
doi https://doi.org/10.52842/conf.acadia.2020.1.526
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. 526-535
summary Form{less} focuses on the creation of complex thin-shell concrete forms using robotically thermoformed plastic molds. Typically, similar molds would be created using the vacuum forming process, producing direct replications of the pattern. Creating molds with this process is not only time- and material-intensive but also costly if customization is involved. Thin-shell concrete forms often require a labor-intensive process of manually finishing the open-face surface. The devised process of thermoforming two nested molds allows the concrete to be cast in between, with finished surfaces on both sides. Molds made with polyethylene terephthalate glycol (PETG) allow the formwork to be reused and recycled. The research and fabrication work include the development of heating elements and the creation of the robotic process for forming the PETG. The PETG is manipulated via a robotic arm, with a custom magnetic end effector. The integration of robotics not only enables precision for manufacturing but also allows for replicability with unrestricted threedimensional deformation. The repeatable process allows for rapid prototyping and geometric customization. Design options are then simulated computationally using SuperMatterTools, enabling further design exploration of this process without the need for extensive physical prototyping. This research aims to develop a process that allows for the creation of complex geometries while reducing the amount of material waste used for concrete casting. The novelty of the process created by dynamically forming PETG allows for quick production of formwork that is both customizable and replicable. This method of creating double-sided building components is simulated at various scales of implementation.
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 ecaade2020_116
id ecaade2020_116
authors Firth, Charlotte, Dunn, Kate and Haeusler, M.Hank
year 2020
title Design Process for a Soft Flexible Palm - Improving grasp strength in an anthropomorphic end effector for collaborative robots in construction
doi https://doi.org/10.52842/conf.ecaade.2020.2.423
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. 423-432
summary This paper describes an iterative design process to create an anthropomorphic end-effector for a collaborative robot in construction. The focus is on improving the palm or juncture of the handlike end effector. Anthropomorphic end effectors typically have stiff, rigid palms that only provide support to the fingers rather than being an active part of the end effector. This research contributes to new knowledge through a detailed investigation of the role the palm has in improving the grip strength and control. This control and strength is essential for operating tools commonly used on construction sites. Consequently, the paper asks the question and investigates if a flexible palm could provide added support and grip for end effectors needed for complex processes.Via an action-based research method, the paper uses soft robotic techniques to experiment with a range of pneumatic iterative solutions to create a functioning palm, inspired by the human hand. The resulting end effector will aim to mimic the behaviours of the human hand.This investigation, its proposed hypothesis, methodology, implications, significance and evaluation are presented in the paper.
keywords End Effector; Hybrid Tools; Soft Robotics; Anthropomorphic
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2020_021
id caadria2020_021
authors Firth, Charlotte, Dunn, Kate, King, Madison and Haeusler, M. Hank
year 2020
title Development of an Anthropomorphic End-effector for Collaborative use on Construction Sites
doi https://doi.org/10.52842/conf.caadria.2020.2.363
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. 363-372
summary This paper describes the design and development of anthropomorphic end effectors for collaborative robots for use in the construction industry. The research focuses on the form and function of the end effectors including an in-depth investigation of soft robotic techniques and sensor technologies. There is critical and legislative demand for automation in construction to meet increasing labour shortages, a growing population and ensure safe work environments. In an attempt to address these demands industry originally looked to replace human labour, however, in the last 5 years, the focus has shifted to human-machine collaboration, particularly collaborative robots. To ensure safety and increase productivity, end effectors also need to be well designed and collaborative. This research, its proposed hypothesis, methodology, implications, significance and evaluation are presented in the paper.
keywords End Effector; Construction Industry; Collaborative Robotics; Soft Robotics; Sensor Technology
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2020_253
id caadria2020_253
authors Herr, Christiane M.
year 2020
title CAADRIA at Age 25: Mapping our Past, Present, and Future
doi https://doi.org/10.52842/conf.caadria.2020.2.567
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. 567-576
summary This paper takes the 25th anniversary conference of CAADRIA as an opportunity to reflect on the association as well as the changing landscape of CAAD research in Asia. Following a discussion of CAADRIA and its organisational structures and procedures, the paper analyses and reflects on past and current developments of our research community. To this end, CAADRIA publication keywords are examined to visually map the development of the association since such keywords started to be recorded consistently 12 years ago. The paper calls for a revived critical discourse on fundamental questions of our field in general, and some disconnects between CAADRIA's mission and its current direction in particular. It concludes with a discussion of potential directions for CAADRIA for the coming 25 years.
keywords CAADRIA association; CAAD history; CAAD discourse; diagrams; CAAD development
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2020_088
id caadria2020_088
authors Kado, Keita, Furusho, Genki, Nakamura, Yusuke and Hirasawa, Gakuhito
year 2020
title rocess Path Derivation Method for Multi-Tool Processing Machines Using Deep-Learning-Based Three Dimensional Shape Recognition
doi https://doi.org/10.52842/conf.caadria.2020.2.609
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. 609-618
summary When multi-axis processing machines are employed for high-mix, low-volume production, they are operated using a dedicated computer-aided design/ computer-aided manufacturing (CAD/CAM) process that derives an operating path concurrently with detailed modeling. This type of work requires dedicated software that occasionally results in complicated front-loading and data management issues. We proposed a three-dimensional (3D) shape recognition method based on deep learning that creates an operational path from 3D part geometry entered by a CAM application to derive a path for processing machinery such as a circular saw, drill, or end mill. The methodology was tested using 11 joint types and five processing patterns. The results show that the proposed method has several practical applications, as it addresses wooden object creation and may also have other applications.
keywords Three-dimensional Shape Recognition; Deep Learning; Digital Fabrication; Multi-axis Processing Machine
series CAADRIA
email
last changed 2022/06/07 07:52

_id ijac202018103
id ijac202018103
authors Kimm, Geoff
year 2020
title Actual and experiential shadow origin tagging: A 2.5D algorithm for efficient precinct-scale modelling
source International Journal of Architectural Computing vol. 18 - no. 1, 41-52
summary This article describes a novel algorithm for built environment 2.5D digital model shadow generation that allows identities of shadowing sources to be efficiently precalculated. For any point on the ground, all sources of shadowing can be identified and are classified as actual or experiential obstructions to sunlight. The article justifies a 2.5D raster approach in the context of modelling of architectural and urban environments that has in recent times shifted from 2D to 3D, and describes in detail the algorithm which builds on precedents for 2.5D raster calculation of shadows. The algorithm is efficient and is applicable at even precinct scale in low-end computing environments. The simplicity of this new technique, and its independence of GPU coding, facilitates its easy use in research, prototyping and civic engagement contexts. Two research software applications are presented with technical details to demonstrate the algorithm’s use for participatory built environment simulation and generative modelling applications. The algorithm and its shadow origin tagging can be applied to many digital workflows in architectural and urban design, including those using big data, artificial intelligence or community participative processes.
keywords 2.5D raster, actual and experiential shadow origins, generative techniques, participatory built environment simulation, reactive scripting for design
series journal
email
last changed 2020/11/02 13:34

_id acadia20_176p
id acadia20_176p
authors Lok, Leslie; Zivkovic, Sasa
year 2020
title Ashen Cabin
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. 176-181
summary Ashen Cabin, designed by HANNAH, is a small building 3D-printed from concrete and clothed in a robotically fabricated envelope made of irregular ash wood logs. From the ground up, digital design and fabrication technologies are intrinsic to the making of this architectural prototype, facilitating fundamentally new material methods, tectonic articulations, forms of construction, and architectural design languages. Ashen Cabin challenges preconceived notions about material standards in wood. The cabin utilizes wood infested by the Emerald Ash Borer (EAB) for its envelope, which, unfortunately, is widely considered as ‘waste’. At present, the invasive EAB threatens to eradicate most of the 8.7 billion ash trees in North America (USDA, 2019). Due to their challenging geometries, most infested ash trees cannot be processed by regular sawmills and are therefore regarded as unsuitable for construction. Infested and dying ash trees form an enormous and untapped material resource for sustainable wood construction. By implementing high precision 3D scanning and robotic fabrication, the project upcycles Emerald-Ash-Borer-infested ‘waste wood’ into an abundantly available, affordable, and morbidly sustainable building material for the Anthropocene. Using a KUKA KR200/2 with a custom 5hp band saw end effector at the Cornell Robotic Construction Laboratory (RCL), the research team can saw irregular tree logs into naturally curved boards of various and varying thicknesses. The boards are arrayed into interlocking SIP façade panels, and by adjusting the thickness of the bandsaw cut, the robotically carved timber boards can be assembled as complex single curvature surfaces or double-curvature surfaces. The undulating wooden surfaces accentuate the building’s program and yet remain reminiscent of the natural log geometry which they are derived from. The curvature of the wood is strategically deployed to highlight moments of architectural importance such as windows, entrances, roofs, canopies, or provide additional programmatic opportunities such as integrated shelving, desk space, or storage.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_id caadria2020_062
id caadria2020_062
authors Lu, Ming and Yuan, Philip F.
year 2020
title A New Algorithm to Get Optimized Target Plane on 6-Axis Robot For Fabrication
doi https://doi.org/10.52842/conf.caadria.2020.2.393
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. 393-402
summary In usual robotic fabrication by 6 axis industrial robot such as KUKA ,ABB and other brands ,the usual robot's 4th ,5th and 6th axis is exactly converge in one point .When this type robot (pieper) is doing movement commands ,setting the degree of 4th axis close to zero is an ideal condition for motion stability ,especially for putting device which connect to tool head on 4th axis arm part.In plastic melting or others print which not cares the rotation angle about the printing direction(the printing direction means the effector's output normal direction vector, KUKA is X axis,ABB is Z axis) ,the optimization of 4th axis technology not only makes printing stable but also makes better quality for printing.The paper introduces a new algorithm to get the analytics solution.The algorithm is clear explained by mathematics and geometry ways. At the end of paper, a grasshopper custom plugin is provided ,which contains this new algorithm ,with this plugin, people can get the optimized target path plane more easily.
keywords 3D printing; brick fabrication; robotic; optimization algorithm; grasshopper plugin
series CAADRIA
email
last changed 2022/06/07 07:59

_id artificial_intellicence2019_87
id artificial_intellicence2019_87
authors Ming Lu, Wei Ran Zhu, and Philip F. Yuan
year 2020
title Toward a Collaborative Robotic Platform: FUROBOT
doi https://doi.org/https://doi.org/10.1007/978-981-15-6568-7_6
source Architectural Intelligence Selected Papers from the 1st International Conference on Computational Design and Robotic Fabrication (CDRF 2021)
summary In usual robotic fabrication by 6-axis industrial robots such as KUKA, ABB, and other brands, the usual robot’s 4th, 5th, and 6th axis is exactly converged in one point. When this type robot (pieper) is doing movement commands, setting the degree of 4th axis close to zero is an ideal condition for motion stability, especially for putting device which connects to tool head on 4th axis arm part. In plastic melting or others print which not cares the rotation angle about the printing direction (the printing direction means the effector’s output normal direction vector, KUKA is X axis, ABB is Z axis), the optimization of 4th axis technology not only makes printing stable but also makes better quality for printing. The paper introduces a new algorithm to get the analytics solution. The algorithm is clearly explained by mathematics and geometry ways. At the end of the paper, a grasshopper custom plugin is provided, which contains this new algorithm, with this plugin, people can get the optimized target path plane more easily.
series Architectural Intelligence
email
last changed 2022/09/29 07:28

_id ecaade2020_520
id ecaade2020_520
authors Nguyen, Binh Vinh Duc (Alex), Vande Moere, Andrew and Achten, Henri
year 2020
title How to Explore the Architectural Qualities of Interactive Architecture - Virtual or physical or both?
doi https://doi.org/10.52842/conf.ecaade.2020.2.219
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. 219-231
summary While the theoretical possibilities and implications of interactive architecture are promising, much still is unknown how these can be practically translated towards purposeful deployments. To understand the true dynamic qualities of interactive architecture, the only method is experiencing its hedonic qualities firsthand. To this end, working prototypes need to be realised and their actual impact measured. In this paper, we compare two potential experimental strategies for interactive architecture prototype evaluation, as we benchmark the conceptual, technological and methodological differences between a life-size, physical prototype and an immersive virtual reality simulation. By presenting the preliminary findings of each strategy, we discuss how their unique strengths and weaknesses could complement each other in future research endeavours.
keywords interactive architecture; physical prototyping; virtual reality prototyping; human-building interaction
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2020_306
id ecaade2020_306
authors Nogueira, Alex and Romao, Luís
year 2020
title Shape Grammars as a Method to Introduce Computational Thinking in Design - The case of tiles
doi https://doi.org/10.52842/conf.ecaade.2020.1.693
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. 693-702
summary For architects and other artists, shape grammars, that are part of the computational thinking concept, have been an effective initial tool of transition between the realm of design and the classic computer. The dissemination of computer science and its mindset is only possible when it is supported by adequate pedagogical processes. The presented paper demonstrates an adequate transposition of art solutions (part of tile panels by Athos Bulcao and Maria Keil) into a computational structure where innovative notations are defined in some aspects. To that end, it allows their implementation in the computer through a suitable programming language and uses those same notations to generate other solutions within the same universe of interest and research. Furthermore, an intellectual process is exposed allowing to structure the information, particularly regarding to form, to different frameworks, placing itself as an opportune methodological structure that can guide other similar experiences.
keywords Art and Design; CAAD Education and Teaching; Design Concepts and Strategies; Hybrid Shape Grammar
series eCAADe
email
last changed 2022/06/07 07:58

_id cdrf2019_280
id cdrf2019_280
authors Paul Loh, Yuhan Hou, Chun Tung Tse, Jiaqi Mo, and David Leggett
year 2020
title Freeform Volumetric Fabrication Using Actuated Robotic Hot Wire Cutter
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_26
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary This paper discusses the design, fabrication and operational workflow of a novel hot-wire cutter used as an end effector for a robotic arm. Typically, hot wire cutters used a linear cutting element which results in ruled surfaces geometry. While several researchers have examined the use of hot wire cutter with cooperative robotic arms to create non-ruled surface geometry, this research explores the use of an actuated hot wire cutter manoeuver by a single robotic arm to produce similar form. The paper outlines the machine making process and its workflow resulting in a 1:1 scale prototype. The paper concludes by examining how the novel tool can be applied to an urban stage design. The research set up a fabrication procedure that has the potential to be deployed as an on-site fabrication methodology.
series cdrf
email
last changed 2022/09/29 07:51

_id caadria2020_089
id caadria2020_089
authors Poinet, Paul, Stefanescu, Dimitrie and Papadonikolaki, Eleni
year 2020
title Web-Based Distributed Design to Fabrication Workflows
doi https://doi.org/10.52842/conf.caadria.2020.1.095
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. 95-104
summary As architectural design projects tend to tackle larger scales and become more complex, multiple involved actors often need to work from different remote locations. This increased complexity impacts the digital design-to-fabrication workflows that become more challenging, as each actor involved in a project operates on different software environments and needs to access precise fabrication data of specific design components. Consequently, managing and keeping track of design changes throughout the design-to-fabrication workflow still remains a challenge for all actors involved. This paper discusses how this challenge can be tackled through both Speckle, a complete open source data platform for the Architecture, Engineering and Construction (AEC), and SpeckleViz, a custom web-based interactive Activity Network Diagram (AND) built upon Speckle. SpeckleViz continuously maps data transfers across design and building processes, enabling the end-users to explore, interact and get a better understanding of the constantly evolving digital design workflows. This is demonstrated in this paper through a computational design and digital fabrication workshop conducted at the Centro de Estudios Superiores de Diseño de Monterrey (CEDIM), during which an integrative, file-less collaborative design workflow has been set through Speckle, connecting different Rhino-Grasshopper sessions acting as discrete computational design pipelines.
keywords Collaborative Workflows; Distributed Design; Activity Network Diagram; Data Flow
series CAADRIA
email
last changed 2022/06/07 08:00

_id ecaade2020_056
id ecaade2020_056
authors Raposo, Micaela and Eloy, Sara
year 2020
title Customized Housing Design - Tools to enable inhabitants to co-design their house
doi https://doi.org/10.52842/conf.ecaade.2020.1.067
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. 67-76
summary In architecture, the individual needs and preferences of the end users need to be achieved in order to ensure a successful design. Standardized houses have been for long the reason for inhabitants' lack of satisfaction. The participation of inhabitants in the design process of their own houses is a crucial aspect to address housing customization, however there is a lack of effective tools to help inhabitants co-design their houses. Generative design solutions seem to be an effective way to address mass customization problem. In this paper we present a literature review on computer aided design systems that allow inhabitants to design, or partially design, their own houses. Existing solutions are classified in several categories (as generation process, target users, type of outcome, type of interaction, availability) regarding to what they accomplish and then analysed.
keywords Customization; User participation; Co-design; Computer-aided design; Housing design systems
series eCAADe
email
last changed 2022/06/07 08:00

_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
doi https://doi.org/10.52842/conf.caadria.2020.2.587
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
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 sigradi2020_563
id sigradi2020_563
authors Souza, Thiago Leitao de; Filho, Giovany Bicalho de Lourdes; Silva, Gustavo Lennon da Silva; Silva, Vinicius da Conceiçao
year 2020
title A 360° history of the city: the digital reconstruction of the Rio de Janeiro Panorama by Victor Meirelles and Henri Langerock from the end of the 19th century
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. 563-568
summary This work is an investigation of “O Panorama do Rio de Janeiro, by Victor Meirelles and Henri Langerock”, aiming at its digital reconstitution for 360? immersion activities. To achieve this goal, digital and analog systems of representations will be developed and applied, including: computer graphics techniques, pictorial layers, 3D models, 3D renderings and freehand drawings. Emphasizing that through practical and theoretical investigations, the work developed is a new 360? interpretation of the artists' painting.
keywords Panorama of Rio de Janeiro, 360 ° Immersive experience, City history, Virtual reality
series SIGraDi
email
last changed 2021/07/16 11:52

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