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 653

_id ijac202018102
id ijac202018102
authors Seifert, Nils; Michael Mühlhaus and Frank Petzold
year 2020
title Urban strategy playground: Rethinking the urban planner’s toolbox
source International Journal of Architectural Computing vol. 18 - no. 1, 20-40
summary This article presents the results of the Urban Strategy Playground research group. Over the last 5 years, the focus of an interdisciplinary team of researchers was the conception, implementation and evaluation of a decision-support system for inner-city urban and architectural planning. The overall aim of past and ongoing research is to enable planners to validate and compare possible planning measures based on objective criteria. The Urban Strategy Playground software framework is an expandable toolbox that supports planners in developing strategies, evaluating them and visually preparing them for political decision-making processes and public participation. Examples of implemented tools are the simulation and monitoring of building codes, analysis of key density indicators and green space provision, simulation of shading, building energy and noise dispersion. For visualising the planning results, the framework provides interfaces for rapid prototyping of haptic models, as well as web viewers and a connection to Augmented Reality applications. Core aspects of the system were evaluated through case studies in cooperation with urban planning offices, housing companies and municipalities, proving feasibility, high acceptance of the decision-support software, and need for more tailored tools.
keywords Urban planning, decision support, participation, augmented reality, 3D printing, visual programming, 3D city model
series journal
email
last changed 2020/11/02 13:34

_id sigradi2020_997
id sigradi2020_997
authors Heredia Balcázar, Sandra Yunuén; Lobato Valdespino, Juan Carlos; Flores Romero, Jorge Humberto
year 2020
title URBAN ARTEFACT, Protocell for the activation of abandoned public spaces in degraded neighborhoods
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. 997-1004
summary The work addresses the problem of the reactivation of abandoned or underused public spaces in degraded neighborhoods. It proposes for this the development and implementation of an urban artifact whose metaphor is the protocell. With the development of bottom-up mobile system protocols, it aims to influence a process of urban regeneration in marginalized neighborhoods. The case study is located in a peripheral area of the city of Morelia, Michoacán, México. Designing, exploring and testing a textile manufacturing artifact with a hybrid process of digital and analog technology, a performance installation that responds to the physical, social and human environment.
keywords Design, Emerging, Innovation, Social, Public
series SIGraDi
email
last changed 2021/07/16 11:53

_id ecaade2020_241
id ecaade2020_241
authors Stojanovic, Djordje and Vujovic, Milica
year 2020
title Algorithmic Framework for Correlation Between Microclimate Control and Space Usage in Outdoor Public Spaces
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. 517-524
doi https://doi.org/10.52842/conf.ecaade.2020.2.517
summary Effects of extreme temperatures are the cause of health-related problems and have an impact on how we go about with our daily lives. This study addresses the critical question on the relationship between architecture and climate. It probes into the correlation between urban environments and microclimate while focusing on the outdoor public spaces. This paper provides a conceptual framework for information processing to enable spatiotemporal design strategies for outdoor public spaces. The flow of information starts with data gathered by sensors, relies on the computational techniques for processing and ends with information as specific as instruction for the behaviour of spray nozzles emitting water vapour. The contribution of this paper is the advancement of the design methodology of public spaces, through the development of dynamic design strategies based on the ability to sense climatic conditions in localised areas and map behaviour of occupants in real-time.
keywords Interactive Architecture; Responsive Environment; Evaporative Cooling; Microclimate; Outdoor Public Space
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2020_098
id caadria2020_098
authors Davidova, Marie and McMeel, Dermott
year 2020
title Codesigning with Blockchain for Synergetic Landscapes - The CoCreation of Blockchain Circular Economy through Systemic Design
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. 333-342
doi https://doi.org/10.52842/conf.caadria.2020.2.333
summary The paper is exploring methodology within the work in progress research by design through teaching project called 'Synergetic Landscapes'. It discusses codesign and cocreation processes that are crossing the academia, NGOs and applied practice within so called 'real life codesign laboratory' (Davidová, Pánek, & Pánková, 2018). This laboratory performs in real time and real life environment. The work investigates synergised bio-digital (living, non-living, physical, analogue, digital and virtual) prototypical interventions in urban environment that are linked to circular economy and life cycles systems running on blockchain. It represents a holistic systemic interactive and performing approach to design processes that involve living, habitational and edible, social and reproductive, circular and token economic systems. Those together are to cogenerate synergetic landscapes.
keywords codesign; blockchain; systemic design; prototyping; bio-digital design
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
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
doi https://doi.org/10.52842/conf.ecaade.2020.2.201
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
last changed 2022/06/07 07:50

_id ecaade2020_267
id ecaade2020_267
authors Argin, Gorsev, Pak, Burak and Turkoglu, Handan
year 2020
title Through the Eyes of (Post-)Flâneurs - Altering rhythm and visual attention in public space in the era of smartphones
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 239-248
doi https://doi.org/10.52842/conf.ecaade.2020.1.239
summary In the last decade, rapid penetration of smartphones into our everyday life introduced a new kind of urban wanderer named as the 'post-flâneur'. By navigating through the virtual and physical space with a smartphone, and taking and sharing photographs, post-flâneur walks and experiences the city in novel ways. This paper aims to investigate the effects of smartphone use on the human-environment relationship by comparing post-flânerie with flânerie in public space with a focus on two key indicators: alteration of 1) the visual attention and 2) the walking rhythm. In this regard, ten postgraduate Architecture students are asked to perform flânerie and post-flânerie consecutively in the historical city center of Ghent with an eye-tracker and a smartphone. During the flânerie condition, they walked and experienced the city without using a smartphone. In the post-flânerie condition, they used a smartphone, took pictures and uploaded them to an application. By analyzing the eye-tracker (number and duration of fixations) and the smartphone (location data and geolocated photographs) data, altering rhythm and visual attention during the flânerie and post-flânerie were compared. Preliminary results indicate that flânerie and post-flânerie differ in terms of rhythm and visual attention. The average duration of fixations on the environment were significantly lower in the post-flânerie condition while the average walking rhythm was faster but impeded from time to time. In addition, post-flâneurs' visual attention was on the smartphone during a significant part of the stationary activities which point out to an altered state of public space appropriation. The findings are significant because they reveal the novel spatial appropriations and experiences of the (post)public space -particularly "the honeypot effect" which was more significant in the post-flânerie condition. These observations evoke questions on how designers can rethink public space as a hybrid construct integrating the virtual and the physical.
keywords post-flâneur; rhythm; visual attention; smartphone; eye-tracking
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2020_118
id caadria2020_118
authors Chow, Ka Lok and van Ameijde, Jeroen
year 2020
title Generative Housing Communities - Design of Participatory Spaces in Public Housing Using Network Configurational Theories
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. 283-292
doi https://doi.org/10.52842/conf.caadria.2020.2.283
summary This research-by-design project explores how public housing estates can accommodate social diversity and the appropriation of shared spaces, using qualitative and quantitative analysis of circulation networks. A case study housing estate in Hong Kong was analysed through field observations of movements and activities and as a site for the speculative re-design of shared spaces. Generative design processes were developed based on several parameters, including shortest paths, visibility integration and connectivity integration (Hillier & Hanson, 1984). Additional tools were developed to combine these techniques with optimisation of sunlight access, maximisation of views for residential towers and the provision of permeability of ground level building volumes. The project demonstrates how flexibility of use and social engagement can constitute a platform for self-organisation, similar to Jane Jacobs' notion of vibrant streets leading to active and progressive communities. It shows how computational design and configurational theories can promote a bottom-up approach for generating new types of residential environments that support participatory and diverse communities, rather than a conventional top-down approach that is perceived to embody mechanisms of social regimentation.
keywords Urban Planning and Design; Network Configuration; Community Space and Social Interaction; Hong Kong Public Housing
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2020_032
id caadria2020_032
authors Gu, Zhuoxing and Yang, Chunxia
year 2020
title Generation of Public Space Structure Based on Digital Multi-agent System - Taking the interaction between self-consensus "Stigmergy" particles and the old city area as an example
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. 285-294
doi https://doi.org/10.52842/conf.caadria.2020.1.285
summary In the study, the ant colony behavior was simulated to establish a parametric multi-agent system with independent consensus "Stigmergy" for interaction with the site. In the experiment, the initial points of the particles correspond to the key historical buildings, and the target points correspond to the important public space nodes. Edit and adjust the motion characteristics, search features, generation and disappearance characteristics of the simulated particles to obtain the main consensus particle swarm distribution and the distributed consensus particle swarm distribution. This form has a compliant or conflicting relationship with the existing urban environment. Using the contours of the self-consensus spatial form, the particle swarm density, and the pointing relationship between the particles and the building can provide a basis for the transformation and renewal of the existing urban environment, thus forming a spatial transformation strategy that more closely matches the user behavior in the space.
keywords Multi-agent system; Particle property construction; Stigmergy; Self-consensus particles; Public space structure
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2020_245
id ecaade2020_245
authors Kampani, Anna and Varoudis, Tasos
year 2020
title Perceptive Machine - Visuospatial Configurations Through Machine Intuition
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. 419-428
doi https://doi.org/10.52842/conf.ecaade.2020.1.419
summary Computational tools in architecture have yet to adequately address the issue of evaluating and informing design through the prism of visual perception in 3-dimensional environments. Previous research has demonstrated that although the issue of understanding and designing public spaces is of significant importance, existing methods of data representation in VR are not extensively investigated. The present paper reports on research into the development of a computational model that evaluates and visualises information regarding permeability of the urban fabric in a virtual environment. Primary aim is to create an additional layer for early design stages that will assist in projecting all information in VR space so that the user can explore and grasp through data the impact of each design step in an immersive, human scale.
keywords Computational Design; Virtual reality development; Machine Learning; Urban Analytics; Visual perception
series eCAADe
email
last changed 2022/06/07 07:52

_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 acadia20_38
id acadia20_38
authors Mueller, Stephen
year 2020
title Irradiated Shade
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. 38-46.
doi https://doi.org/10.52842/conf.acadia.2020.1.038
summary The paper details computational mapping and modeling techniques from an ongoing design research project titled Irradiated Shade, which endeavors to develop and calibrate a computational toolset to uncover, represent, and design for the unseen dangers of ultraviolet radiation, a growing yet underexplored threat to cities, buildings, and the bodies that inhabit them. While increased shade in public spaces has been advocated as a strategy for “mitigation [of] climate change” (Kapelos and Patterson 2014), it is not a panacea to the threat. Even in apparent shade, the body is still exposed to harmful, ambient, or “scattered” UVB radiation. The study region is a binational metroplex, a territory in which significant atmospheric pollution and the effects of climate change (reduced cloud cover and more “still days” of stagnant air) amplify the “scatter” of ultraviolet wavelengths and UV exposure within shade, which exacerbates urban conditions of shade as an “index of inequality” (Bloch 2019) and threatens public health. Exposure to indirect radiation correlates to the amount of sky visible from the position of an observer (Gies and Mackay 2004). The overall size of a shade structure, as well as the design of openings along its sides, can greatly impact the UV protection factor (UPF) (Turnbull and Parisi 2005). Shade, therefore, is more complex than ubiquitous urban and architectural “sun” and “shadow studies” are capable of representing, as such analyses flatten the three-dimensional nature of radiation exposure and are “blind” to the ultraviolet spectrum. “Safe shade” is contingent on the nuances of the surrounding built environment, and designers must be empowered to observe and respond to a wider context than current representational tools allow.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2020_053
id ecaade2020_053
authors Ren, Yue, Chu, Jie and Zheng, Hao
year 2020
title Dynamic Symbiont - An Interactive Urban Design Method Combining Swarm Intelligence and Human Decisions
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 383-392
doi https://doi.org/10.52842/conf.ecaade.2020.1.383
summary Can a virtual city game be built by both the public and computer-based on real-site data? In the current process of deepening global connectivity, requirements for an effective urban design are no longer limited to functions or aesthetics, but a smart, dynamic complex with multi-interactions of data, group behaviours, and physical space. This paper introduces the logic of swarm intelligence and particle system for proposing a new urban design methodology. The platforms range from simulations that quantify the impact of the disruptive interventions of city activities to communicable collaboration between different users in a UI system, which creates virtual connections between optimized urbanscape and users. In the design system, based on the context data, the computer firstly simulates and optimizes the existing 2D activity joints between the people and analyzed the current spatial connection nodes into certain design rules. Through optimal programming for spatial connection and data iterations, the activity connection structures in the second simulation are abstracted into a set of interactive 3D topographic. The final data-visualization results are presented as a co-building megacity in a virtual construction game. Users can choose the virtual building unit types and intuitively influence the future urbanscape decision through virtual construction.
keywords Swarm Intelligence; Particle System; Digital Simulation; Human-Machine Interaction; Data Visualization
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2020_094
id caadria2020_094
authors Yang, Chunxia and Gu, Zhuoxing
year 2020
title Optimization of Public Space Design Based on Reconstruction of Digital Multi-Agent Behavior - --Taking the public space of the North Bund in Shanghai as an example
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. 335-344
doi https://doi.org/10.52842/conf.caadria.2020.1.335
summary This paper uses the digital software platform to build an intelligent multi-agent system. Through the classification of site elements, the Shanghai North Bund waterfront public space elements are classified into different systems such as transportation hub facilities, catering facilities, shopping facilities and leisure venues. The main population activities in this area are classified into different activities such as youth activities, elderly activities, and family activities through user behavior classification. Finally, the intelligent multi-agent particle swarm is built by the dynamic simulation component of grasshopper, and its individual behavior rules and group interaction rules are adjusted to form the crowd moving particle flow. The particle flow interacts with the classified site elements to derive a distribution pattern of population activity in different systems. Particle flow data information and particle distribution patterns after interactive simulation can be the support for urban design evaluation and optimization.
keywords Self-organizing system; Multi-agent system; Particle property construction; Urban design elements; Waterfront public space
series CAADRIA
email
last changed 2022/06/07 07:57

_id ecaade2020_243
id ecaade2020_243
authors Petrov, Martin and Walker, James
year 2020
title Optioneering Methods for Optimization - Methods of exploring primary and secondary performance criteria in urban 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. 29-36
doi https://doi.org/10.52842/conf.ecaade.2020.1.029
summary Architectural design optimization (ADO) is the notion of satisfying performance criteria within a constraint parameter space to find the best solution with the least trade-offs. This process tends to produce a vast amount of designs of varying quality and requires design space exploration (DSE) to review the myriad of designs so that an optimal candidate for design development can be chosen. This paper will explore different applied workflows for using optimization in an urban design competition, which seek to overcome the limitations of using optimization and DSE with a time constraint.
keywords Optioneering; Architectural Design Optimization; Design Space Exploration; Multi-Objective Optimization; Genetic Algorithms
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2020_150
id ecaade2020_150
authors Stojanovski, Todor
year 2020
title Role-playing planning games as educational tool - Experiences of teaching with educational games in Sweden
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. 525-534
doi https://doi.org/10.52842/conf.ecaade.2020.1.525
summary Teaching about cities and planning involves complexities of understanding urban development in space and time, evolution and transformation of cities, urban politics, actors and stakeholders. Delivering efficient ways of teaching, is very important for educators, particularly among lecturers at universities who work with urban planning and design. Games can be used as educational tools and role-playing games can capture the political struggle of different actors and stakeholders involved in planning processes. Games can enable students to experience urban development and take roles of different actors and stakeholders in the planning and development processes and practice the art of negotiations in urban politics. Two educational games were written for the planning courses at KTH Royal Institute of Technology, Sweden. Since 2011, 17 games were played in different courses. Data from the evaluation forms was collected on 14 games and 277 students answered questions. This paper analyses the evaluation forms and the comments of the students who took part in the games and discusses gaming as an educational tool. The experiences with role-playing planning games are very positive. These ratings occurs consistently in each game that was played with very small variations.
keywords urban planning; urban design; role-playing games; education tool; teaching; gaming
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2020_133
id ecaade2020_133
authors Andrade Zandavali, Barbara, Paul Anderson, Joshua and Patel, Chetan
year 2020
title Embodied Learning through Fabrication Aware Design
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. 145-154
doi https://doi.org/10.52842/conf.ecaade.2020.2.145
summary The contemporary culture of geometry-driven design stands as consequence of an institutionalised segregation between the fields of architecture, structure and construction. In turn, digital design methods that are both material and fabrication aware from the outset create space for uncertainty and the potential for embodied learning. Following this principle, this paper summarises the outcomes of a workshop developed to investigate the contribution of fabrication aware design methods in the production of a masonry block using both analogue and digital manufacturing. Students were to develop and investigate a design, through assembly techniques and configurations orientated around manual hot wire cutting, robotic tooling and three-dimensional printing. Outcomes were manufactured and compared regarding work precision, production time, material efficiency, cost and scalability. The analysis indicated that the most accurate results yielded from the robotic tooling system, and simultaneously exhibited the most efficient use of time, while the three-dimensional printer generated the least material waste, due to the nature of additive production. Fabrication aware design and comparative analysis enabled students to make more informed decisions while the use of rapid prototyping facilitated a relationship between digitalization and materiality allowing for a space in which uncertainty and reflection could be fostered. Reinforcing that fabrication aware design methods can unify the field and provide guidance to designers over multi-lateral aspects of a project.
keywords Fabrication-Aware Design; Rapid Prototyping; Embodiment
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia20_564
id acadia20_564
authors Cutajar, Sacha; Costalonga Martins, Vanessa; van der Hoven, Christo; Baszyñski, Piotr; Dahy, Hanaa
year 2020
title Towards Modular Natural Fiber-Reinforced Polymer Architecture
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. 564-573.
doi https://doi.org/10.52842/conf.acadia.2020.1.564
summary Driven by the ecological crisis looming over the 21st century, the construction sector must urgently seek alternative design solutions to current building practices. In the wake of emergent digital technologies and novel material strategies, this research proposes a lightweight architectural solution using natural fiber-reinforced polymers (NFRP), which elicit interest for their inherent renewability as compared to high-performance yarns. Two associated fabrication techniques are deployed: tailored fiber placement (TFP) and coreless filament winding (CFW), both favored for their additive efficiencies granted by strategic material placement. A hypothesis is formed, postulating that their combination can leverage the standalone complexities of molds and frames by integrating them as active structural elements. Consequently, the TFP enables the creation of a 2D stiffness-controlled preform to be bent into a permanent scaffold for winding rigid 3D fiber bodies via CFW. A proof of concept is generated via the small-scale prototyping and testing of a stool, with results yielding a design of 1 kg capable of carrying 100 times its weight. Laying the groundwork for a scaled-up architectural proposal, the prototype instigates alterations to the process, most notably the favoring of a modular global design and lapped preform technique. The research concludes with a discussion on the resulting techno-implications for automation, deployment, material life cycle, and aesthetics, rekindling optimism towards future sustainable practices.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2020_320
id sigradi2020_320
authors Hernández Ruiz, Christian Eugenia ; Espinoza Moreno, José Aurelio
year 2020
title POPULUS: DESIGN PROCESS, FROM PROTOTYPING TO THE OBJECT
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. 320-325
summary Populus it´s a design proposal for concrete urban furniture, which is a new interpretation of popular design, helping to solve the shortage of functional equipment that is comfortable, durable and capable of being integrated into multiple contexts. This study reveals the importance of understanding the object before building it to user’s scale taking advantage of the tools provided by different methodologies such as rapid prototyping and digital manufacturing to explore material and functional aspects. In addition to validate the usefulness and adaptability of the creative process with the designer’s labor in an emerging context such as Latin America.
keywords Urban furniture, Design process, Popular design, Rapid prototyping, Digital manufacturing
series SIGraDi
email
last changed 2021/07/16 11:49

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

_id sigradi2020_750
id sigradi2020_750
authors Secchi, Carla Cristina; Piaia, Luana Peroza; Avila, Paola; Scariot, Ana Luisa
year 2020
title Applying the Wikihouse Constructive System in Architecture Atelier: from teaching to the materialization of urban furniture
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. 750-757
summary The Wikihouse model combines parameterization with production of housing in the short term. By inserting these methodologies in the graduation course, the students are approached to innovative and efficient solutions. This research reports the applying of the WikiHouse version3.0 in architecture classroom, having as final product an urban furniture. It is constructed from the experience in a Higher Education Institution, from theory to manufacturing. Positive and negative points are pointed out, as well the response of the final product. The proposal contributes to the perception of new forms of production by students, from digital fabrication and prototyping.
keywords WikiHouse, Design Process, Urban Furniture, Teaching, Digital Fabrication
series SIGraDi
email
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