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 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 cdrf2019_17
id cdrf2019_17
authors Chuan Liu, Jiaqi Shen, Yue Ren, and Hao Zheng
year 2020
title Pipes of AI – Machine Learning Assisted 3D Modeling Design
doi https://doi.org/https://doi.org/10.1007/978-981-33-4400-6_2
source Proceedings of the 2020 DigitalFUTURES The 2nd International Conference on Computational Design and Robotic Fabrication (CDRF 2020)
summary Style transfer is a design technique that is based on Artificial Intelligence and Machine Learning, which is an innovative way to generate new images with the intervention of style images. The output image will carry the characteristic of style image and maintain the content of the input image. However, the design technique is employed in generating 2D images, which has a limited range in practical use. Thus, the goal of the project is to utilize style transfer as a toolset for architectural design and find out the possibility for a 3D modeling design. To implement style transfer into the research, floor plans of different heights are selected from a given design boundary and set as the content images, while a framework of a truss structure is set as the style image. Transferred images are obtained after processing the style transfer neural network, then the geometric images are translated into floor plans for new structure design. After the selection of the tilt angle and the degree of density, vertical components that connecting two adjacent layers are generated to be the pillars of the structure. At this stage, 2D style transferred images are successfully transformed into 3D geometries, which can be applied to the architectural design processes. Generally speaking, style transfer is an intelligent design tool that provides architects with a variety of choices of idea-generating. It has the potential to inspire architects at an early stage of design with not only 2D but also 3D format.
series cdrf
email
last changed 2022/09/29 07:51

_id ecaade2020_351
id ecaade2020_351
authors Kontovourkis, Odysseas, Stylianou, Sofia and Kyriakides, George
year 2020
title An open-source bio-based material system development for sustainable digital fabrication
doi https://doi.org/10.52842/conf.ecaade.2020.2.031
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. 31-40
summary The development of bio-based material systems and their correlation with digital design and fabrication processes is an ever-evolving area of research with a number of experimental investigations. One such direction of investigation is related to the use of mycelium-based materials, which can minimize environmental impact and energy consumption during production, but also can allow alternative sustainable construction approaches to come to the fore. This work proposes an open-source mycelium-based construction material development, emphasizing on three interrelated steps. Firstly, the fungi growth based on Pleurotus ostreatus mycelium. Secondly, the digital production of custom formworks and material casting for uniform growth and building components creation. Finally, the construction technique investigation based on layering and stabilization of components. Through the suggested open-source bio-based material system development, the aim is to provide an alternative approach in construction that involves an ecological material with low environmental impact, interrelated with digital fabrication and assembly processes. This might open new directions of investigation to the wider architecture and construction community, allowing further consideration and possible implementation of mycelium material towards a more sustainable construction.
keywords Bio-based material; mycelium growth; digital fabrication; construction systems; sustainable construction
series eCAADe
email
last changed 2022/06/07 07:51

_id acadia23_v3_111
id acadia23_v3_111
authors Markopoulou, Areti
year 2023
title Urban Mining: Material Resources for Circular Construction
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary The material balance of the Earth is being challenged. The year 2020 was marked as the year when the total weight of human-made materials globally surpassed the weight of all life on Earth, while it is estimated that in the years to come the growth rate of mass added to the anthroposphere will increase exponentially (Elhacham et al., 2020). In this context of hypergrowth coupled with the climate emergency, the growing rate of urbanization and the increasing social and political awareness on the matters of the Anthropocene, the topics of resource depletion or insufficiency are being reframed. This keynote lecture at ACADIA 2023 highlights the importance of redefining resources and is introducing a new cultural, design and construction paradigm. Operating from an abundance mindset rather than from scarcity (Gausa et al., 2020) presents a new paradigm, particularly relevant in the design and production of the built environment. This approach expands the definition of resources, encompassing raw, non-raw, renewable, and recyclable materials. Shifting attention to the Anthroposphere as a source rather than just a destination for processed goods has the potential to disrupt linear design patterns and enhance circularity in cities and the built environment.
series ACADIA
type keynote
email
last changed 2024/04/17 13:59

_id acadia20_574
id acadia20_574
authors Nguyen, John; Peters, Brady
year 2020
title Computational Fluid Dynamics in Building Design Practice
doi https://doi.org/10.52842/conf.acadia.2020.1.574
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.
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 caadria2020_254
id caadria2020_254
authors Pei, Wanyu, LO, TianTian and Guo, Xiangmin
year 2020
title A Biofeedback Process: Detecting Architectural Space with the Integration of Emotion Recognition and Eye-tracking Technology
doi https://doi.org/10.52842/conf.caadria.2020.2.263
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. 263-272
summary This paper coincides with the conference theme that people have gradually become a vital force influencing the environmental system. In the future, it is necessary to study the influence of not only the built environment on people but also people's feedback on environmental design. This study explores the ‎processes of interactive design using both emotion recognition and eye-tracking of users. By putting on wearable devices to roam and perceive in a virtual reality space, the physiological data of the users are collected in real-time and used to analyze their emotional responses and visual attention to the spaces. This method will provide an auxiliary way for non-architectural professional users to participate in architectural space design. At present, there is a lack of research on the comprehensive application of eye movement knowledge and emotional feedback in architectural space design. This integration will help professional designers to optimize the design of architectural space. For this paper, we review existing research and proposing an interactive design workflow that integrates eye tracking and emotion recognition. This workflow will help with the next stage of research to understand the design of a new International School of Design building.
keywords Perception detection; Architectural space environment; Interactive design; Virtual reality
series CAADRIA
email
last changed 2022/06/07 07:59

_id sigradi2022_106
id sigradi2022_106
authors Pereira Espíndola, Fábio; Belluzzo de Campos, Gisela
year 2022
title Ubiquent Narratives for the Design of Natural and Invisible Interfaces
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. 629–638
summary The article proposes to explore the concepts of storytelling (Lupton, 2020 and Xavier, 2015) and ubiquity (Santaella, 2013 and Santos, 2021) applied to the design of natural and invisible interfaces (Benyon, 2011). With Natural Interface it is possible to interact with devices directly, without needing the help of a mouse or keyboard. To do so, it presents as a case study the project “Criatura de Luz” (2015), by Estúdio Guto Requena, carried out to compose the new facade of the WZ Hotel (Sao Paulo). The purpose of this research is to understand the role of the designer in the creation of interfaces that are not only interactive, but that begin to propose immersive and ubiquitous narratives in design projects and the method for this analysis will be the case study from the design perspective as storytelling proposed by Lupton (2020). The aim is to do exploratory research to provide greater familiarity with the problem.
keywords Storytelling. ubiquitous computing. Interface design. Natural and invisible interfaces
series SIGraDi
email
last changed 2023/05/16 16:56

_id acadia20_350
id acadia20_350
authors Atanasova, Lidia; Mitterberger, Daniela; Sandy, Timothy; Gramazio, Fabio; Kohler, Matthias; Dörfler, Kathrin
year 2020
title Prototype As Artefact
doi https://doi.org/10.52842/conf.acadia.2020.1.350
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 350-359.
summary In digital design-to-fabrication workflows in architecture, in which digitally controlled machines perform complex fabrication tasks, all design decisions are typically made before production. In such processes, the formal definition of the final shape is explicitly inscribed into the design model by means of corresponding step-by-step machine instructions. The increasing use of augmented reality (AR) technologies for digital fabrication workflows, in which people are instructed to carry out complex fabrication tasks via AR interfaces, creates an opportunity to question and adjust the level of detail and the nature of such explicit formal definitions. People’s cognitive abilities could be leveraged to integrate explicit machine intelligence with implicit human knowledge and creativity, and thus to open up digital fabrication to intuitive and spontaneous design decisions during the building process. To address this question, this paper introduces open-ended Prototype-as-Artefact fabrication workflows that examine the possibilities of designing and creative choices while building in a human-robot collaborative setting. It describes the collaborative assembly of a complex timber structure with alternating building actions by two people and a collaborative robot, interfacing via a mobile device with object tracking and AR visualization functions. The spatial timber assembly being constructed follows a predefined grammar but is not planned at the beginning of the process; it is instead designed during fabrication. Prototype-as-Artefact thus serves as a case study to probe the potential of both intuitive and rational aspects of building and to create new collaborative work processes between humans and machines.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id caadria2020_160
id caadria2020_160
authors Bruce, Caitlin, Sweet, Kevin and Ok, Jeongbin
year 2020
title Closing the Loop - Recycling Waste Plastic
doi https://doi.org/10.52842/conf.caadria.2020.1.135
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. 135-144
summary Worldwide we produce billions of tonnes of waste per year, including a million tonnes of plastic waste. Currently, there are methods for recycling plastic, but these methods can be expensive and time-consuming, resulting in most of the plastic being thrown into the landfill. Because plastic does not fully degrade, it ends up in the ocean and other waterways, poisoning the water with toxins. The purpose of this research is to provide a solution to reducing plastic waste by creating an alternative method of recycling that utilises new technologies such as additive manufacturing, to create a building material that fits into the concept of the circular economy. The findings of this research explored the recycling of plastic by collecting plastic waste such as PLA (Polylactic Acid) from old 3D printed models and other sources. The plastic was recycled into filament for additive manufacturing (AM) and used to print a building component, establishing a foundational proof of concept for the use of recycled plastic as a potential building material.
keywords Additive Manufacturing; 3D Printing; Recycling Plastic ; Recycled Filament ; Waste Plastic
series CAADRIA
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 ijac202018403
id ijac202018403
authors Dagmar Reinhardt, Matthias Hank Haeusler, Kerry London, Lian Loke, Yingbin Feng, Eduardo De Oliveira Barata, Charlotte Firth, Kate Dunn, Nariddh Khean, Alessandra Fabbri, Dylan Wozniak-O’Connor and Rin Masuda
year 2020
title CoBuilt 4.0: Investigating the potential of collaborative robotics for subject matter experts
source International Journal of Architectural Computing vol. 18 - no. 4, 353–370
summary Human-robot interactions can offer alternatives and new pathways for construction industries, industrial growth and skilled labour, particularly in a context of industry 4.0. This research investigates the potential of collaborative robots (CoBots) for the construction industry and subject matter experts; by surveying industry requirements and assessments of CoBot acceptance; by investing processes and sequences of work protocols for standard architecture robots; and by exploring motion capture and tracking systems for a collaborative framework between human and robot co-workers. The research investigates CoBots as a labour and collaborative resource for construction processes that require precision, adaptability and variability.Thus, this paper reports on a joint industry, government and academic research investigation in an Australian construction context. In section 1, we introduce background data to architecture robotics in the context of construction industries and reports on three sections. Section 2 reports on current industry applications and survey results from industry and trade feedback for the adoption of robots specifically to task complexity, perceived safety, and risk awareness. Section 3, as a result of research conducted in Section 2, introduces a pilot study for carpentry task sequences with capture of computable actions. Section 4 provides a discussion of results and preliminary findings. Section 5 concludes with an outlook on how the capture of computable actions provide the foundation to future research for capturing motion and machine learning.
keywords Industry 4.0, collaborative robotics, on-site robotic fabrication, industry research, machine learning
series journal
email
last changed 2021/06/03 23:29

_id acadia20_232p
id acadia20_232p
authors Dinarama, Erze
year 2020
title Calligraphies of Disturbances
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. 232-235
summary The project explores disturbances through the lens of landscape and architecture. The disturbance is a concept used in ecology to describe changes in environmental conditions that cause changes in the ecosystem. The project recognizes disturbances as a constant state of landscape and architecture. It examines ways in which this concept can generate an architectural and landscape idea through ecological thinking and computational tools. The project explores a toxic landscape - the coal mining in the vicinity of Prishtina. It transforms it into an open seed bank and a site of ecological research that studies changes in ecological patterns in a constantly disturbed site. The resulting constructed ecology is not only a remediation site but an experimental data landscape as well, that investigates the interaction between toxic agents/hyperobjects and ecological patterns on site: considering geology, hydrogeology, hydrography, topography, climate conditions, and vegetation as interconnected and inseparable layers of the site. As such, it renders our interrelationship with non-human agents visible. The project explores new methodologies and representation for territorial design in the contemporary environment. In particular, disturbances are related to the new calligraphy of the world, a new drawing, and a new geography.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_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 sigradi2020_89
id sigradi2020_89
authors Herrera, Pablo C.; García-Alvarado, Rodrigo; Braida, Frederico
year 2020
title Architectural Transformations in the context of COVID- 19: Latin America towards a resilient, sustainable and harmless building
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. 89-96
summary The 20th century demonstrated the transformation of cities and architecture, considering diseases and pandemics. With COVID-19, in less than 150 days and around the world, digital explorations emerged and illustrate the architecture transformation, and Latin America was not the exception. These explorations could become design premises for future environments, entertainment design, public spaces, health, and lifestyles after this pandemic. These explorations, supported by digital technology, will also change our ability to respond in an emergency from design, because we will learn to think of new ways to incorporate them into our processes, synchronized with its own evolution.
keywords Architectural transformation, COVID-19, Latin-America, Pandemic, Resilience
series SIGraDi
email
last changed 2021/07/16 11:48

_id caadria2020_375
id caadria2020_375
authors Kalo, Ammar, Tracy, Kenneth and Tam, Mark
year 2020
title Robotic Sand Carving - Machining Techniques Derived from a Traditional Balinese Craft
doi https://doi.org/10.52842/conf.caadria.2020.2.443
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. 443-452
summary This paper presents research aimed at translating Ukiran Pasir Melela, traditional Balinese sand carving, into a new robotic-enabled framework for rapidly carving stiff but uncured cement sand blocks to create free-form and architecturally scalable unique volumetric elements. The research aims to reconsider vernacular materials and craft through their integration robotic manufacturing processes and how this activity can provide localized, low energy manufacturing solutions for building in the Anthropocene.Balinese sand carving shows potential advantages over current, and rather environmentally damaging, machining process primarily using soft materials state to make deep, smooth cuts into material with little torque. Transferring this manual and low-impact craft to robotic-enabled fabrication leverages heuristic knowledge developed over decades and opens possibilities for expanding and transforming these capabilities to increase the variability of potential future applications.
keywords Robotic Fabrication; Computational Design; Traditional Craft
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2020_146
id caadria2020_146
authors Lertsithichai, Surapong
year 2020
title Fantastic Facades and How to Build Them
doi https://doi.org/10.52842/conf.caadria.2020.1.355
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. 355-364
summary As part of an ongoing investigation in augmented architecture, the exploration of an architectural facade as a crucial element of architecture is a challenging design experiment. We believe that new architectural facades when seamlessly integrated with augmented architecture, enhanced with multiple functionalities, interactivity and performative qualities can extend a building's use beyond its typical function and limited lifespan. Augmented facades or "Fantastic Facades," can be seen as a separate entity from the internal spaces inside the building but at the same time, can also be seen as an integral part of the building as a whole that connects users, spaces, functions and interactivity between inside and outside. An option design studio for 4th year architecture students was offered to conduct this investigation for a duration of one semester. During the process of form generations, students experimented with various 2D and 3D techniques including biomimicry and generative designs, biomechanics or animal movement patterns, leaf stomata patterns, porous bubble patterns, and origami fold patterns. Eventually, five facade designs were carried on towards the final step of incorporating performative interactions and contextual programs to the facade requirements of an existing building or structure in Bangkok.
keywords Facade Design; Augmented Architecture; Form Generation; Surface System; Performative Interactions
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2020_232
id caadria2020_232
authors Lo, Tian Tian and Gao, Xinrui
year 2020
title From HCI to HVRI - How different will the interaction of digital architecture design be?
doi https://doi.org/10.52842/conf.caadria.2020.2.253
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. 253-262
summary This paper contributes to the conference theme by looking at the human impact factors in the context of virtual reality interaction. The creation of architectural design drawings was done through pens and rulers in the beginning. Although the process is time-consuming, the connection of the mind and body is very close and every line drawn are done through the motion of the human body. The development of computer speed up the design process but the generation of the drawings are done with the keyboard and mouse. This human-computer interaction (HCI) disrupted the body-mind connection since the controls are now pointing, dragging and clicking. Architects were having a hard time accustoming to the new methods but gave up to the speed of its efficiency. However, architects never lose their skills to draw and sketch when brainstorming design. The coming of virtual reality (VR) provides an opportunity to bring back this connection. This paper explores the possibilities of human-virtual reality interaction (HVRI) through analysing the currently available VR tools and understand how close they are to this mind-body connection.
keywords HCI; HVRI; Interaction; Digital Architecture Design; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:59

_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

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