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 acadia20_94
id acadia20_94
authors Yoo, Wonjae; Kim, Hyoungsub; Shin, Minjae; J.Clayton, Mark
year 2020
title BIM-Based Automatic Contact Tracing System Using Wi-Fi
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. 94-101.
doi https://doi.org/10.52842/conf.acadia.2020.1.094
summary This study presents a BIM-based automatic contact tracing method using a stations-oriented indoor localization (SOIL) system. The SOIL system integrates BIM models and existing network infrastructure (i.e., Wi-Fi), using a clustering method to generate roomlevel occupancy schedules. In this study, we improve the accuracy of the SOIL system by including more detailed Wi-Fi signal travel sources, such as reflection, refraction, and diffraction. The results of field measurements in an educational building show that the SOIL system was able to produce room-level occupant location information with a 95.6% level of accuracy. This outcome is 2.6% more accurate than what was found in a previous study. We also describe an implementation of the SOIL system for conducting contact tracing in large buildings. When an individual is confirmed to have COVID-19, public health professionals can use this system to quickly generate information regarding possible contacts. The greatest strength of this SOIL implementation is that it has wide applicability in largescale buildings, without the need for additional sensing devices. Additional tests using buildings with multiple floors are required to further explore the robustness of the system.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

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

_id ecaade2020_390
id ecaade2020_390
authors Ahmadzadeh Bazzaz, Siamak, Fioravanti, Antonio and Coraglia, Ugo Maria
year 2020
title Depth and Distance Perceptions within Virtual Reality Environments - A Comparison between HMDs and CAVEs in Architectural Design
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. 375-382
doi https://doi.org/10.52842/conf.ecaade.2020.1.375
summary The Perceptions of Depth and Distance are considered as two of the most important factors in Virtual Reality Environments, as these environments inevitability impact the perception of the virtual content compared with the one of real world. Many studies on depth and distance perceptions in a virtual environment exist. Most of them were conducted using Head-Mounted Displays (HMDs) and less with large screen displays such as those of Cave Automatic Virtual Environments (CAVEs). In this paper, we make a comparison between the different aspects of perception in the architectural environment between CAVE systems and HMD. This paper clarifies the Virtual Object as an entity in a VE and also the pros and cons of using CAVEs and HMDs are explained. Eventually, just a first survey of the planned case study of the artificial port of the Trajan emperor near Fiumicino has been done as for COVID-19 an on-field experimentation could not have been performed.
keywords Visual Perception; Depth and Distance Perception; Virtual Reality; HMD; CAVE; Trajan’s port
series eCAADe
email
last changed 2022/06/07 07:54

_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 sigradi2022_246
id sigradi2022_246
authors Bustos Lopez, Gabriela; Aguirre, Erwin
year 2022
title Walking the Line: UX-XR Design Experiment for Ephemeral Installations in Pandemic Times
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 699–710
summary Throughout COVID 19 Pandemic since 2020, it was necessary to generate instructional strategies including digital platforms for creative processes in architecture. This article exposes an experience that integrates pedagogical, operational, and technical dimensions in architecture virtual teaching. A pedagogical methodology was designed and implemented, fusing User Experience (UX) and Extended Reality (XR) during the architectural design process in a virtual experimental studio. The use of UX-XR as a designing-reviewing strategy in architecture, positively impacted the creative experience of both students and reviewers by enriching the perception of the space and interactively simulating the user experience. A friendly, fun, and socially inclusive environment was generated for learning architecture using synthetic media and Multiuser Virtual Environments (MUVEs). The successful results of the students’ projects by phase are shown, revealing the significance of combining UX and XR, incorporating the metaverse as a canvas to review, recreate, interact, and assess architectural designs.
keywords User Experience (UX), Extended Reality (XR), Multiuser Virtual Environments (MUVE), Virtual Campus, Usability
series SIGraDi
email
last changed 2023/05/16 16:56

_id acadia20_720
id acadia20_720
authors Farahi, Behnaz
year 2020
title Can the subaltern speak?
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. 720-729.
doi https://doi.org/10.52842/conf.acadia.2020.1.720
summary How could design be used as a method of interrogation for addressing larger cultural, social, or political issues? How could we explore the possibility of using emerging technologies such as robotics and artificial intelligence in order to subvert the status quo? The project presented in this paper is inspired by the historical masks, known as Niqab, worn by the Bandari women from southern Iran. It has been said that these masks were developed during Portuguese colonial rule as a way to protect the wearer from the gaze of slave masters looking for pretty women. In this project two robotic masks seemingly begin to develop their own language to communicate with each other, blinking their eyelashes in rapid succession, using Morse code generated by artificial intelligence (AI). The project draws on a Facebook experiment where two AI bots began to develop their own language. It also draws on an incident when an American soldier used his eyes to blink the word “TORTURE” using Morse code during his captivity in Vietnam, and stories of women using code to report domestic abuse during the COVID-19 lockdown. Here the “wink” of the sexual predator is subverted into a language to protect women from the advances of a predator. Through the lens of the design methodology that is referred to as “critical making,” this project bridges AI, interactive design, and critical thinking. Moreover, while most feminist discourse takes a Eurocentric view, this project addresses feminism from a non-Western perspective.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2020_367
id ecaade2020_367
authors Jorgensen, Jens, Tamke, Martin and Poulsgaard, Kare Stokholm
year 2020
title Occupancy-informed:Introducing a method or flexible behavioural mapping in architecture using machine 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. 251-258
doi https://doi.org/10.52842/conf.ecaade.2020.2.251
summary The feedback-loops of the modern architectural design practice are broken, as architects rarely get to experience and learn about life in their buildings in a systematic way. Through novel survey and annotation methods, this project aims to develop tools and methodologies that assist architects in getting insights into the built environment. This paper describes the initial development of a framework for surveying and annotating occupant behaviour within architecture, called "Behavioural Situations". Using object recognition on embedded devices, it is possible to build an understanding of occupant behaviour, by coupling behavioural signifiers and their relations as nodes and edges in a graph representation.
keywords Occupant behaviour; Behaviour sensing; Computer-vision
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia20_574
id acadia20_574
authors Nguyen, John; Peters, Brady
year 2020
title Computational Fluid Dynamics in Building Design Practice
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. 574-583.
doi https://doi.org/10.52842/conf.acadia.2020.1.574
summary This paper provides a state-of-the-art of computational fluid dynamics (CFD) in the building industry. Two methods were used to find this new knowledge: a series of interviews with leading architecture, engineering, and software professionals; and a series of tests in which CFD software was evaluated using comparable criteria. The paper reports findings in technology, workflows, projects, current unmet needs, and future directions. In buildings, airflow is fundamental for heating and cooling, as well as occupant comfort and productivity. Despite its importance, the design of airflow systems is outside the realm of much of architectural design practice; but with advances in digital tools, it is now possible for architects to integrate air flow into their building design workflows (Peters and Peters 2018). As Chen (2009) states, “In order to regulate the indoor air parameters, it is essential to have suitable tools to predict ventilation performance in buildings.” By enabling scientific data to be conveyed in a visual process that provides useful analytical information to designers (Hartog and Koutamanis 2000), computer performance simulations have opened up new territories for design “by introducing environments in which we can manipulate and observe” (Kaijima et al. 2013). Beyond comfort and productivity, in recent months it has emerged that air flow may also be a matter of life and death. With the current global pandemic of SARS-CoV-2, it is indoor environments where infections most often happen (Qian et al. 2020). To design architecture in a post-COVID-19 environment will require an in-depth understanding of how air flows through space.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2020_357
id sigradi2020_357
authors Pupo, Regiane Trevisan; Gomez, Luiz Salomao Ribas
year 2020
title The importance of collaborative design process and fabrication during COVID-19 emergency – case in Brazil
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. 357-362
summary The current pandemic situation, in which Brazil and the world are going through, has had devastating effects, as well as actions of adaptation, adequacy and solidarity among the world population. The latest ways of automated form materialization using digital fabrication equipment, aided by the creativity of students, teachers, and researchers, have collaborated in the creation of several artifacts around COVID-19. This article reports an experience, right at the beginning of the pandemic in Brazil, of a collaboration design process in the creation and production of an emergency equipment, from the idea to its distribution to society, in record time, preserving quality and efficiency of the proposed product.
keywords Face Shields, FabLab, COVID-19
series SIGraDi
email
last changed 2021/07/16 11:49

_id ecaade2020_335
id ecaade2020_335
authors Rezaeicherati, Amirhossein and Mahdavinejad, Mohammadjavad
year 2020
title SoRo Responsive Wall - Soft robotics for human-oriented architecture
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. 623-630
doi https://doi.org/10.52842/conf.ecaade.2020.2.623
summary Designing and making an interactive architecture that is able to respond to the environment and human behavior generally requires a variety of mechanical and electronic devices, different kinds of joints and components, and sometimes dangerous equipment that may harm users. They mostly consist of rigid materials which usually need to be covered or modified to be more appealing and pleasant. What if the structure itself feels comfortable and friendly, and moves gently in order to create a bonding with people? In this research, we propose a soft architecture that can interact and respond using soft robotics principles. We have designed a human-friendly soft robotic wall, that can function as a shelter in urban spaces and changes its form by human presence. Utilizing pneumatic actuation along with soft materials using simple mechanisms results in a safe and soft architecture. Through several prototypes within which the movement of the module is studied and analyzed, we used cloth and air balloons instead of silicon in the 1:15 model to create an inexpensive module that is feasible on a 1:1 scale.
keywords Soft Robotics; Responsive Architecture; Interactive Architecture; Human-Oriented; Soft Architecture
series eCAADe
email
last changed 2022/06/07 07:56

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

_id acadia21_76
id acadia21_76
authors Smith, Rebecca
year 2021
title Passive Listening and Evidence Collection
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 76-81.
doi https://doi.org/10.52842/conf.acadia.2021.076
summary In this paper, I present the commercial, urban-scale gunshot detection system ShotSpotter in contrast with a range of ecological sensing examples which monitor animal vocalizations. Gunshot detection sensors are used to alert law enforcement that a gunshot has occurred and to collect evidence. They are intertwined with processes of criminalization, in which the individual, rather than the collective, is targeted for punishment. Ecological sensors are used as a “passive” practice of information gathering which seeks to understand the health of a given ecosystem through monitoring population demographics, and to document the collective harms of anthropogenic change (Stowell and Sueur 2020). In both examples, the ability of sensing infrastructures to “join up and speed up” (Gabrys 2019, 1) is increasing with the use of machine learning to identify patterns and objects: a new form of expertise through which the differential agendas of these systems are implemented and made visible. I trace the differential agendas of these systems as they manifest through varied components: the spatial distribution of hardware in the existing urban environment and / or landscape; the software and other informational processes that organize and translate the data; the visualization of acoustical sensing data; the commercial factors surrounding the production of material components; and the apps, platforms, and other forms of media through which information is made available to different stakeholders. I take an interpretive and qualitative approach to the analysis of these systems as cultural artifacts (Winner 1980), to demonstrate how the political and social stakes of the technology are embedded throughout them.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2020_577
id sigradi2020_577
authors Appendino, María José; Carboni, Lucía; Tosello, María Elena
year 2020
title Design of a Virtual Reality device to motivate experiences of meaningful learning
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 577-585
summary With the increasing popularization of technologies such as Augmented Reality -AR- and Virtual Reality -VR-, interest aroused in studying the incorporation of these media into design disciplines higher education. The main objective of this investigation was to integrate VR and AR into the lessons, in order to motivate a meaningful learning process for students. The project was developed for a subject corresponding to the first year of the university careers of Architecture, Visual Design, and Industrial Design. This device was effectively implemented for the dictation of virtual classes, in the context of the COVID-19 pandemic.
keywords Virtual Tour, Design Education, Emerging Technologies
series SIGraDi
email
last changed 2021/07/16 11:52

_id ascaad2021_142
id ascaad2021_142
authors Bakir, Ramy; Sara Alsaadani, Sherif Abdelmohsen
year 2021
title Student Experiences of Online Design Education Post COVID-19: A Mixed Methods Study
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 142-155
summary This paper presents findings of a survey conducted to assess students’ experiences within the online instruction stage of their architectural education during the lockdown period caused by the COVID-19 pandemic between March and June 2020. The study was conducted in two departments of architecture in both Cairo branches of the Arab Academy for Science, Technology & Maritime Transport (AASTMT), Egypt, with special focus on courses involving a CAAD component. The objective of this exploratory study was to understand students’ learning experiences within the online period, and to investigate challenges facing architectural education. A mixed methods study was used, where a questionnaire-based survey was developed to gather qualitative and quantitative data based on the opinions of a sample of students from both departments. Findings focus on the qualitative component to describe students’ experiences, with quantitative data used for triangulation purposes. Results underline students’ positive learning experiences and challenges faced. Insights regarding digital tool preferences were also revealed. Findings are not only significant in understanding an important event that caused remote architectural education in Egypt but may also serve as an important stepping-stone towards the future of design education in light of newly-introduced disruptive online learning technologies made necessary in response to lockdowns worldwide
series ASCAAD
email
last changed 2021/08/09 13:13

_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
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.
doi https://doi.org/10.52842/conf.acadia.2020.1.436
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 acadia20_192p
id acadia20_192p
authors Doyle, Shelby; Hunt, Erin
year 2020
title Melting 2.0
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. 192-197
summary This project presents computational design and fabrication methods for locating standard steel reinforcement within 3D printed water-soluble PVA (polyvinyl alcohol) molds to create non-standard concrete columns. Previous methods from “Melting: Augmenting Concrete Columns with Water Soluble 3D Printed Formwork” and “Dissolvable 3D Printed Formwork: Exploring Additive Manufacturing for Reinforced Concrete” (Doyle & Hunt 2019) were adapted for larger-scale construction, including the introduction of new hardware, development of custom programming strategies, and updated digital fabrication techniques. Initial research plans included 3D printing continuous PVA formwork with a KUKA Agilus Kr10 R1100 industrial robotic arm. However, COVID-19 university campus closures led to fabrication shifting to the author’s home, and this phase instead relied upon a LulzBot TAZ 6 (build volume of 280 mm x 280 mm x 250 mm) with an HS+ (Hardened Steel) tool head (1.2 mm nozzle diameter). Two methods were developed for this project phase: new 3D printing hardware and custom GCode production. The methods were then evaluated in the fabrication of three non-standard columns designed around five standard reinforcement bars (3/8-inch diameter): Woven, Twisted, Aperture. Each test column was eight inches in diameter (the same size as a standard Sonotube concrete form) and 4 feet tall, approximately half the height of an architecturally scaled 8-foot-tall column. Each column’s form was generated from combining these diameter and height restrictions with the constraints of standard reinforcement placement and minimum concrete coverage. The formwork was then printed, assembled, cast, and then submerged in water to dissolve the molds to reveal the cast concrete. This mold dissolving process limits the applicable scale for the work as it transitions from the research lab to the construction site. Therefore, the final column was placed outside with its mold intact to explore if humidity and water alone can dissolve the PVA formwork in lieu of submersion.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_id sigradi2021_224
id sigradi2021_224
authors Fernandes Vieira da Ponte, Luísa, Verçosa Vieira, Milena, Weber, Virna and Ribeiro Cardoso, Daniel
year 2021
title COVID-19 and the City: Mapping and Critical Analysis of the Virus Propagation in Fortaleza-CE
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 941–953
summary Social indicators are fundamental tools for measuring social facts, and their use has the potential to facilitate broad access to information. In 2020, the World experienced the beginning of the Coronavirus pandemic, which impacted the socio-spatial reality of cities around the world in several aspects and deepened social inequalities. As part of a coping Covid-19 project by ArqPET, the Somar Platform, this paper presents a mapping process of the spread of Covid-19 in Fortaleza during the four months after its arrival. The mapping, which aims to inform public policies and provides documents that support the demand for adequate housing and sanitary infrastructure in the neglected spaces of the city, relates the spread of the virus to social indicators and uses database technology to optimize its productions.
keywords Covid-19, GIS, análise de dados, assentamentos precários
series SIGraDi
email
last changed 2022/05/23 12:11

_id caadria2020_426
id caadria2020_426
authors Goepel, Garvin and Crolla, Kristof
year 2020
title Augmented Reality-based Collaboration - ARgan, a bamboo art installation case study
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 313-322
doi https://doi.org/10.52842/conf.caadria.2020.2.313
summary ARgan is a geometrically complex bamboo sculpture that relied on Mixed Reality (MR) for its joint creation by multiple sculptors and used latest Augmented Reality (AR) technology to guide manual fabrication actions. It was built at the Chinese University of Hong Kong in the fall of 2019 by thirty participants of a design-and-build workshop on the integration of AR in construction. As part of its construction workflow, holographic setups were created on multiple devices, including a series of Microsoft HoloLenses and several handheld Smartphones, all linked simultaneously to a single digital base model to interactively guide the manufacturing process. This paper critically evaluates the experience of extending recent AR and MR tool developments towards applications that centre on creative collaborative production. Using ARgan as a demonstrator project, its developed workflow is assessed on its ability to transform a geometrically complex digitally drafted design to its final physically built form, highlighting the necessary strategic integration of variability as an opportunity to relax notions on design precision and exact control. The paper concludes with a plea for digital technology's ability to stimulate dialogue and collaboration in creative production and augment craftsmanship, thus providing greater agency and more diverse design output.
keywords Augmented-Reality; Mixed-Reality; Post-digital; High-tech vs low-tech; Bamboo
series CAADRIA
email
last changed 2022/06/07 07:51

_id sigradi2020_991
id sigradi2020_991
authors Gomez, Paula; Hadi, Khatereh; Kemenova, Olga; Swarts, Matthew
year 2020
title Spatiotemporal Modeling of COVID-19 Spread in Built Environments
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. 991-996
summary This research proposes a Spatiotemporal Modeling approach to understand the role of architecture, specifically the built environment, in the COVID-19 pandemic. The model integrates spatial and temporal parameters to calculate the probability of spread of and exposure to SARS-CoV-2 virus (responsible of COVID-19 disease) due to the combination of four aspects: Spatial configuration, organizational schedules, people’s behavior, and virus characteristics. Spatiotemporal Modeling builds upon the current models of building analytics for architecture combined with predictive models of COVID-19 spread. While most of the current research on COVID-19 spread focuses on mathematical models at regional scales and the CDC guidelines emphasizing on human behavior, our research focuses on the role of buildings in this pandemic, as the intermediate mechanism where human and social activities occur. The goal is to understand the most significant parameters that influence the virus spread within built environments, including human-to-human, fomite (surface-to-human), and airborne ways of transmission, with the purpose of providing a comprehensive parametric model that may help identify the most influential design and organizational decisions for controlling the pandemic. The proof-of-concept study is a healthcare facility.
keywords Spatiotemporal modeling, Agent-based simulation, COVID-19, Virus spread, Built environments, Human behavior, Social distancing
series SIGraDi
email
last changed 2021/07/16 11:53

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