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

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Hits 1 to 20 of 289

_id acadia20_130
id acadia20_130
authors Newton, David
year 2020
title Anxious Landscapes
doi https://doi.org/10.52842/conf.acadia.2020.2.130
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. 130-137.
summary Advances in the field of machine learning over the last decade have revolutionized artificial intelligence by providing a flexible means to build analytic, predictive, and generative models from large datasets, but the allied design disciplines have yet to apply these tools at the urban level to draw analytic insights on how the built environment might impact human health. Previous research has found numerous correlations between the built environment and both physical and mental health outcomes—suggesting that the design of our cities may have significant impacts on human health. Developing methods of analysis that can provide insight on the correlations between the built environment and human health could help the allied design disciplines shape our cities in ways that promote human health. This research addresses these issues and contributes knowledge on the use of deep learning (DL) methods for urban analysis and mental health, specifically anxiety. Mental health disorders, such as anxiety, have been estimated to account for the largest proportion of global disease burden. The methods presented allow architects, planners, and urban designers to make use of large remote-sensing datasets (e.g., satellite and aerial images) for design workflows involving analysis and generative design tasks. The research also contributes insight on correlations between anxiety prevalence and specific urban design features—providing actionable intelligence for the planning and design of the urban fabric.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia23_v1_136
id acadia23_v1_136
authors Alima, Natalia
year 2023
title InterspeciesForms
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 136-143.
summary The hybridization of architectural, biological and robotic agencies Situated in the field of architectural biodesign, InterspeciesForms explores a closer relationship between the fungus Pleurotus ostreatus and the designer in the creation of form. The intention of hybridizing mycelia’s agency of growth with architectural design intention is to generate novel, non-indexical crossbred designed outcomes that evolve preconceived notions of architectural form. Mycelium are threadlike fibrous root systems made up of hyphae, that form the vegetative part of a fungus (Jones 2020). Known as the hackers of the wood wide web (Simard 1997) mycelia form complex symbiotic relationships with other species that inhabit our earth. Michael Lim states “Fungi redefine resourcefulness, collaboration, resilience and symbiosis” (Lim 2022, p. 14). When wandering around the forest to connect with other species or searching for food, fungi form elaborate and entangled networks by spreading their hyphal tips. Shown in Figure 1, this living labyrinth results in the aesthetic formation of an intricate web. Due to the organisms ability to determine the most effective direction of growth, communicate with its surrounding ecosystem, and connect with other species, fungi are indeed an intelligent species with a unique aesthetic that must not be ignored. In drawing on these concepts, I refer to the organism’s ability to search for, tangle, and digest its surroundings as ‘mycelia agency of growth’. It is this specific behavioral characteristic that is the focus of this research, with which I, as the architect, set out to co-create and hybridize with.
series ACADIA
type project
email
last changed 2024/04/17 13:58

_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
doi https://doi.org/10.52842/conf.ecaade.2020.1.239
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
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 caadria2020_000
id caadria2020_000
authors D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.)
year 2020
title CAADRIA 2020: RE:Anthropocene, Volume 1
doi https://doi.org/10.52842/conf.caadria.2020.1
source RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, 898 p.
summary What if we are already in the Anthropocene epoch where the function of the Earth system is being impacted by human activities? What if our actions indeed are significant enough to have a critical force on the Earth as a system? The term Anthropocene (the Age of Humans) has gained increasing recognition as a description of a crucial geological stage of our planet as we face the consequences of our own events on the earth's ecosystem. While we are beginning to address the predominant challenges of sustainability and ecology, the environments we built have also shaped our behaviors. To celebrate CAADRIA's 25th Anniversary, we challenge ourselves with these questions, asking what we want our future to look like in the next 25, 50, or even 100 years from now? If human creations are substantial enough to start a new geological epoch, what does this imply for our explorations of the realm of computational design and how will advanced technologies shape our future? With the theme of RE: Anthropocene, we ask our contributors to REgard this new geological age as the main meaningful site for exploration into the future, REthink what our planet could become, REvisit our actions and behaviors to foster the REsponsibilities for the planet existence, and perhaps & importantly, REspond to whatever magnitudes happen to the built-environments and other planetary beings.
series CAADRIA
last changed 2022/06/07 07:49

_id caadria2020_001
id caadria2020_001
authors D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.)
year 2020
title CAADRIA 2020: RE:Anthropocene, Volume 2
doi https://doi.org/10.52842/conf.caadria.2020.2
source RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, 734 p.
summary What if we are already in the Anthropocene epoch where the function of the Earth system is being impacted by human activities? What if our actions indeed are significant enough to have a critical force on the Earth as a system? The term Anthropocene (the Age of Humans) has gained increasing recognition as a description of a crucial geological stage of our planet as we face the consequences of our own events on the earth's ecosystem. While we are beginning to address the predominant challenges of sustainability and ecology, the environments we built have also shaped our behaviors. To celebrate CAADRIA's 25th Anniversary, we challenge ourselves with these questions, asking what we want our future to look like in the next 25, 50, or even 100 years from now? If human creations are substantial enough to start a new geological epoch, what does this imply for our explorations of the realm of computational design and how will advanced technologies shape our future? With the theme of RE: Anthropocene, we ask our contributors to REgard this new geological age as the main meaningful site for exploration into the future, REthink what our planet could become, REvisit our actions and behaviors to foster the REsponsibilities for the planet existence, and perhaps & importantly, REspond to whatever magnitudes happen to the built-environments and other planetary beings.
series CAADRIA
last changed 2022/06/07 07:49

_id ijac202018101
id ijac202018101
authors Karakiewicz, Justyna
year 2020
title Design is real, complex, inclusive, emergent and evil
source International Journal of Architectural Computing vol. 18 - no. 1, 5-19
summary Can computers make our designs more intelligent and better informed? This is the implication of the theme of the special issue. Architectural design is often thought of as the design of the object, and design models of architecture seek to explicate this process. As an architect, however, I cannot subscribe to that view. In this particular article, I will explore how computational approaches have illuminated and expanded my work to enable the interaction of these themes across scores of projects. Underpinning the projects are foundational concepts: design is real, complex, inclusive, emergent and evil. Design is grounded in reality and facts, that we can derive design outcomes from a deep and unblemished understanding of the world around us. It is not a stylistic escape. Reality is complex. Architectural design has sought to simplify. This was inescapable when projects are so large yet need to be communicated succinctly. ‘Less is more’ justified this approach. In town planning, this is evident in the tool of zoning. Parse the problem and then address each piece. What we do is part of a larger effort. The field of architecture seeks distinction. Design theories want to distinguish and elevate architecture. But if design is complex and it is real, then it is tied to messy realism. Designing has to become accessible to other realms of knowledge. Designing is the seeking of opportunity. For many, design is simply finding the answer – think of Herbert Simon’s statement that design is problem solving. Design reveals opportunities, and these emergent conditions are to be grasped. As designers, our decisions have implications. We know now that what we build has future implications in ways that are profound. When we define design as problem solving, we ignore the truth that design is problem making.
keywords Design, panarchy, CAS, complexity, Digital Project, Galapagos
series journal
email
last changed 2020/11/02 13:34

_id caadria2020_242
id caadria2020_242
authors Martin Iglesias, Rodrigo, Voto, Cristina and Agra, RocĂ­o
year 2020
title Design in the Age of Dissident Cyborgs - Xenofuturism as caring-curing practices
doi https://doi.org/10.52842/conf.caadria.2020.2.233
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. 233-240
summary This paper synthesizes several years of research in the field of the theory of architecture and design, and its subsequent undergraduate and graduate teaching. Specifically, it is a work that reflects on how architecture and design should face the three most important paradigmatic phenomena of our present and near future. Paradigms as things we think with, rather than as things we think about (Agamben, 2008), or in other words, it matters what ideas we use to think of other ideas (Strathern, 1992). These phenomena refer to environmental, technological and anthropological aspects, and the strategies to cope with them, involving alternate design thinking and practice in which futurabilities and futurizations depart from the displacement generated by post-utopian visions based on dissidence and subalternity.
keywords Chthulucene; Cyborg Design; Dissident Futures; Futurization; Xenofuturism
series CAADRIA
email
last changed 2022/06/07 07:59

_id sigradi2020_157
id sigradi2020_157
authors Lanzara, Emanuela; Capone, Mara
year 2020
title Tangential surfaces to optimize digital manufacturing of complex shapes
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. 157-165
summary The knowledge of geometric-mathematical rules allows to solve several problems about complex systems design and manufacturing. Geometric genesis of surfaces and their properties represent the main basis to solve both constructive and measurement problems. A developable surface can be manufactured starting from a flat strip, using a flexible and non- deformable material. Geometry studies properties that don't change and, therefore, the shape of the strip to obtain a certain configuration after a series of rigid movements. Our goal is to test different approches (Additive Manufacturing vs Subtractive Manufacturing) to manufacture a lamp using a tangential developable surface.
keywords Generative design, tangential surfaces, digital fabrication, developable surfaces, Additive Manufacturing, Subtractive Manufacturing
series SIGraDi
email
last changed 2021/07/16 11:48

_id caadria2020_069
id caadria2020_069
authors Davidova, Marie and Zavoleas, Yannis
year 2020
title Post-Anthropocene:The Design after the Human Centered Design Age
doi https://doi.org/10.52842/conf.caadria.2020.2.203
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. 203-212
summary The paper exemplifies possible traces of transition towards Post-Anthropocene that is envisioned as non-hierachical system. It is taking Morton's discussion on 'hyperobjectivity' further into multi-layered codesign performed in real time and real life across bio-digital agents, including humans. Though our planet might be recently experiencing drastic times and one catastrophic scenario follows the other, a natural succession often comes after most disasters.
keywords Post-Anthropocene; Systemic Design; Hyperobjects; CoDesign; Bio-Digital Design
series CAADRIA
email
last changed 2022/06/07 07:55

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

_id ecaade2020_389
id ecaade2020_389
authors Nunes Locatelli, Daniel, Prazeres Veloso de Souza, Leonardo, Giantini, Guilherme, Curti, Vitor and Joly Requena, Carlos Augusto
year 2020
title Life Lamp - Connecting Design and People Through Emotion
doi https://doi.org/10.52842/conf.ecaade.2020.2.041
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. 41-50
summary Nowadays it is possible to use technology to achieve emotion-oriented products related to the user experience. The aim of this paper is to address a design exploration that combines the use of algorithmic modeling in order to create a design that seeks to express meaning through emotional bonds with people. Life Lamp was created to represent a life cycle as a sensitive object consisting of three layers and a unique shade that produces a complex image, expressing the paths and surprises of our existence. The design process is a hybrid between top-down and bottom-up approaches. The designers worked both with a predefined heart-like 3D model as the design base and with agent-based modeling, widely explored by Craig Reynolds in the 1980s. Life lamp is a product that emerged as a result of Estudio Guto Requena's research that investigates the impact of digital culture through design by seeking to merge technology and affection.
keywords 3D Print Design; Agent-based System; Algorithmic Modeling; Emotional Design ; Digital Design; Mass Customization
series eCAADe
email
last changed 2022/06/07 08:00

_id acadia20_48
id acadia20_48
authors Schofield, Alex
year 2020
title Coral Carbonate
doi https://doi.org/10.52842/conf.acadia.2020.1.048
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. 48-57.
summary This work-in-progress paper describes a body of research that utilizes the invention and application of a novel method to 3D-print calcium carbonate (CaCO3). The resultant 3D-printed objects can be computationally optimized and used as a scaffold for the growth of various aquatic life that exists at the interface of soft edges and the built, specifically (but not limited to) coral polyps. Rather than utilizing materials designed for anthropocentric terrestrial environments, we can harness materials and forms native to aquatic ecosystems in combination with advanced computation and fabrication techniques to help foster applied research in service to healthier ecosystems and cohabitation. This paper introduces the novel application of a 3D-printed calcium carbonate, mimicking a similar material composition to that of coral, and describes the additive manufactured medium with regard to 3D powder-printing methodologies. Hypothesis and proposal of morphogenesis in surface and volume are identified as key factors for interface with aquatic organisms. Current and future applications are additionally exhibited through a combination of material composition, surface, and form as targeted intervention and artificial restoration for aquatic ecosystems. While our planet requires anthropocentric mitigation strategies for reduction of greenhouse gases that contribute to aquatic life’s greatest threats, we must simultaneously develop strategies for adaptation that immediately respond to the current realities of a changing climate.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id cdrf2019_144
id cdrf2019_144
authors Xuexin Duan
year 2020
title The Development of ‘Agent-Based Parametric Semiology’ as Design Research Program
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_14
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary A new framework, agenda and practice is called for to address the challenges and opportunities architecture must confront in the age of our computationally empowered Post-Fordist network society. This paper introduces the research agenda of ‘agent-based parametric semiology’, and explains the necessity of introducing a new tool, agent-based life-process modelling, as part of the design process, in order to cope with the new complexity and dynamism of architecture’s social functionality. The paper reviews the development of this design research program over the last 10 years. Finally, the paper describes current efforts to move from the illustrative use of life-process modelling to a scientifically grounded quantitative analysis and generative design optimization.
series cdrf
email
last changed 2022/09/29 07:51

_id ecaade2020_193
id ecaade2020_193
authors Alymani, Abdulrahman, Jabi, Wassim and Corcoran, Padraig
year 2020
title Machine Learning Methods for Clustering Architectural Precedents - Classifying the relationship between building and ground
doi https://doi.org/10.52842/conf.ecaade.2020.1.643
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. 643-652
summary Every time an object is built, it creates a relationship with the ground. Architects have a full responsibility to design the building by taking the ground into consideration. In the field of architecture, using data mining to identify any unusual patterns or emergent architectural trends is a nascent area that has yet to be fully explored. Clustering techniques are an essential tool in this process for organising large datasets. In this paper, we propose a novel proof-of-concept workflow that enables a machine learning computer system to cluster aspects of an architect's building design style with respect to how the buildings in question relate to the ground. The experimental workflow in this paper consists of two stages. In the first stage, we use a database system to collect, organise and store several significant architectural precedents. The second stage examines the most well-known unsupervised learning algorithm clustering techniques which are: K-Means, K-Modes and Gaussian Mixture Models. Our experiments demonstrated that the K-means clustering algorithm method achieves a level of accuracy that is higher than other clustering methods. This research points to the potential of AI in helping designers identify the typological and topological characteristics of architectural solutions and place them within the most relevant architectural canons
keywords Machine Learning; Building and Ground Relationship; Clustering Algorithms; K-means cluster Algorithms
series eCAADe
email
last changed 2022/06/07 07:54

_id artificial_intellicence2019_15
id artificial_intellicence2019_15
authors Antoine Picon
year 2020
title What About Humans? Artificial Intelligence in Architecture
doi https://doi.org/https://doi.org/10.1007/978-981-15-6568-7_2
source Architectural Intelligence Selected Papers from the 1st International Conference on Computational Design and Robotic Fabrication (CDRF 2019)
summary Artificial intelligence is about to reshape the architectural discipline. After discussing the relations between artificial intelligence and the broader question of automation in architecture, this article focuses on the future of the interaction between humans and intelligent machines. The way machines will understand architecture may be very different from the reading of humans. Since the Renaissance, the architectural discipline has defined itself as a conversation between different stakeholders, the designer, but also the clients and the artisans in charge of the realization of projects. How can this conversation be adapted to the rise of intelligent machines? Such a question is not only a matter of design effectiveness. It is inseparable from expressive and artistic issues. Just like the fascination of modernist architecture for industrialization was intimately linked to the quest for a new poetics of the discipline, our contemporary interest for artificial intelligence has to do with questions regarding the creative core of the architectural discipline.
series Architectural Intelligence
email
last changed 2022/09/29 07:28

_id ecaade2020_047
id ecaade2020_047
authors Brown, Lachlan, Yip, Michael, Gardner, Nicole, Haeusler, M. Hank, Khean, Nariddh, Zavoleas, Yannis and Ramos, Cristina
year 2020
title Drawing Recognition - Integrating Machine Learning Systems into Architectural Design Workflows
doi https://doi.org/10.52842/conf.ecaade.2020.2.289
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. 289-298
summary Machine Learning (ML) has valuable applications that are yet to be proliferated in the AEC industry. Yet, ML offers arguably significant new ways to produce and assist design. However, ML tools are too often out of the reach of designers, severely limiting opportunities to improve the methods by which designers design. To address this and to optimise the practices of designers, the research aims to create a ML tool that can be integrated into architectural design workflows. Thus, this research investigates how ML can be used to universally move BIM data across various design platforms through the development of a convolutional neural network (CNN) for the recognition and labelling of rooms within floor plan images of multi-residential apartments. The effects of this computation and thinking shift will have meaningful impacts on future practices enveloping all major aspects of our built environment from designing, to construction to management.
keywords machine learning; convolutional neural networks; labelling and classification; design recognition
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2020_348
id ecaade2020_348
authors Chiujdea, Ruxandra Stefania and Nicholas, Paul
year 2020
title Design and 3D Printing Methodologies for Cellulose-based Composite Materials
doi https://doi.org/10.52842/conf.ecaade.2020.1.547
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. 547-554
summary A growing awareness of architecture's environmental responsibility is encouraging a shift from an industrial age to an ecological one. This shift emphasises a new era of materiality, characterised by a special focus on bio-polymers. The potential of these materials is to address unsustainable modes of resource consumption, and to rebalance our relationship with the natural. However, bio-polymers also challenge current design and manufacturing practices, which rely on highly manufactured and standardized materials. In this paper, we present material experiments and digital design and fabrication methodologies for cellulose-based composites, to create porous biodegradable panels. Cellulose, the most abundant bio-polymer on Earth, has potential for differentiated architectural applications. A key limit is the critical role of additive fabrication methods for larger scale elements, which are a subject of ongoing research. In this paper, we describe how controlling the interdependent relationship between the additive manufacturing process and the material grading enables the manipulation of the material's performance, and the related control aspects including printing parameters such as speed, nozzle diameter, air flow, etc., as well as tool path trajectory. Our design exploration responds to the emerging fabrication methods to achieve different levels of porosity and depth which define the geometry of a panel.
keywords cellulose-based composite material; additive manufacturing; material grading; digital fabrication; spatial print trajectory; porous panels
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2020_272
id caadria2020_272
authors Erhan, Halil, Abuzuraiq, Ahmed M., Zarei, Maryam, AlSalman, Osama, Woodbury, Robert and Dill, John
year 2020
title What do Design Data say About Your Model? - A Case Study on Reliability and Validity
doi https://doi.org/10.52842/conf.caadria.2020.1.557
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. 557-567
summary Parametric modeling systems are widely used in architectural design. Their use for designing complex built environments raises important practical challenges when composed by multiple people with diverse interests and using mostly unverified computational modules. Through a case study, we investigate possible concerns identifiable from a real-world collaborative design setting and how such concerns can be revealed through interactive data visualizations of parametric models. We then present our approach for resolving these concerns using a design analytic workflow for examine their reliability and validity. We summarize the lessons learnt from the case study, such as the importance of an abundance of test cases, reproducible design instances, accessing and interacting with data during all phases of design, and seeking high cohesion and decoupling between design geometry and evaluation components. We suggest a systematic integration of design modeling and analytics for enhancing a reliable design decision-making.
keywords Model Reliability; Model Validity; Parametric Modeling; Design Analytics; Design Visualization
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2020_423
id caadria2020_423
authors Erhan, Halil, Zarei, Maryam, Abuzuraiq, Ahmed M., Haas, Alyssa, Alsalman, Osama and Woodbury, Robert
year 2020
title FlowUI: Combining Directly-Interactive Design Modeling with Design Analytics
doi https://doi.org/10.52842/conf.caadria.2020.1.475
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. 475-484
summary In a systems building experiment, we explored how directly manipulating non-parametric geometries can be used together with a real-time parametric performance analytics for informed design decision-making in the early phases of design. This combination gives rise to a design process where considerations that would traditionally take place in the late phases of design can become part of the early phases. The paper presents FlowUI, a prototype tool for performance-driven design that is developed in a collaboration with our industry partner as part of our design analytics research program. The tool works with and responds to changes in the design modeling environment, processes the design data and presents the results in design (data) analytics interfaces. We discuss the system's design intent and its overall architecture, followed by a set of suggestions on the comparative analysis of design solutions and design reports generation as integral parts of design exploration tasks.
keywords Non-Parametric Modeling; Performance-Driven Design; Design Analytics; Information Visualization
series CAADRIA
email
last changed 2022/06/07 07:55

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