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

PDF papers
References

Hits 1 to 20 of 652

_id ecaade2020_253
id ecaade2020_253
authors Buš, Peter
year 2020
title User-driven Configurable Architectural Assemblies - Towards artificial intelligence-embedded responsive environments
doi https://doi.org/10.52842/conf.ecaade.2020.2.483
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. 483-490
summary The paper theoretically elaborates the idea of individual users' customisation activities to create and configure responsive spatial scenarios by means of reconfigurable interactive adaptive assemblies. It reflects Gordon Pask's concept of human and device interaction based on its unpredictable notion speculating a potential to be enhanced by artificial intelligence learning approach of an assembly linked with human activator's participative inputs. Such a link of artificial intelligence, human agency and interactive assembly capable to generate its own spatial configurations by itself and users' stimuli may lead to a new understanding of humans' role in the creation of spatial scenarios. The occupants take the prime role in the evolution of spatial conditions in this respect. The paper aims to position an interaction between the human agents and artificial devices as a participatory and responsive design act to facilitate creative potential of participants as unique individuals without pre-specified or pre-programmed goal set by the designer. Such an approach will pave a way towards true autonomy of responsive built environments, determined by an individual human agent and behaviour of the spatial assemblies to create authentic responsive built forms in a digital and physical space.
keywords deployable systems; responsive assemblies; embedded intelligence; Learning-to-Design-and-Assembly method; Conversation Theory
series eCAADe
email
last changed 2022/06/07 07:54

_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
doi https://doi.org/10.52842/conf.caadria.2020.2.313
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
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 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_104
id sigradi2020_104
authors Pita, Juliano Veraldo da Costa; Tramontano, Marcelo
year 2020
title Deciding together: a BIM-based platform for participative design processes
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. 104-111
summary This article discusses aspects of building a digital platform that allows non-technical actors to participate in the development of the design of public facilities using BIM. The concept of the design of such a platform refers to characteristics specific to BIM, aiming at an equivalence between the contributions of non-technical and technical actors to the process. We have developed a platform prototype and studied its adaptation to different applications. The article discusses the construction and testing of the different versions and the preliminary results of performance tests.
keywords BIM, Participatory processes, Public facilities
series SIGraDi
email
last changed 2021/07/16 11:48

_id ijac202018304
id ijac202018304
authors Aagaard, Anders Kruse and Niels Martin Larsen
year 2020
title Developing a fabrication workflow for irregular sawlogs
source International Journal of Architectural Computing vol. 18 - no. 3, 270-283
summary In this article, we suggest using contemporary manufacturing technologies to integrate material properties with architectural design tools, revealing new possibilities for the use of wood in architecture. Through an investigative approach, material capacities and fabrication methods are explored and combined towards establishing new workflows and architectural expressions, where material, fabrication and result are closely interlinked. The experimentation revolves around discarded, crooked oak logs, doomed to be used as firewood due to their irregularity. This project treats their diverging shapes differently by offering unique processing to each log informed by its particularities. We suggest here a way to use the natural forms and properties of sawlogs to generate new structures and spatial conditions. In this article, we discuss the scope of this approach and provide an example of a workflow for handling the discrete shapes of natural sawlogs in a system that involve the collection of material, scanning/digitisation, handling of a stockpile, computer analysis, design and robotic manufacturing. The creation of this specific method comes from a combination of investigation of wood as a material, review of existing research in the field, studies of the production lines in the current wood industry and experimentation through our in-house laboratory facilities. As such, the workflow features several solutions for handling the complex and different shapes and data of natural wood logs in a highly digitised machining and fabrication environment. This up-cycling of discarded wood supply establishes a non-standard workflow that utilises non-standard material stock and leads to a critical articulation of today’s linear material economy. The project becomes part of an ambition to reach sustainable development goals and technological innovation in global and resource-intensive architecture and building industry.
keywords Natural wood, robotic fabrication, computation, fabrication, research by design
series journal
email
last changed 2020/11/02 13:34

_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
doi https://doi.org/10.52842/conf.acadia.2020.1.074
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.
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 caadria2020_082
id caadria2020_082
authors Cheng, Celine and Pelosi, Antony
year 2020
title Connecting Timber Sheet Materials to Create a Self-Supporting Structure using Robotic Fabrication and Computational Tools
doi https://doi.org/10.52842/conf.caadria.2020.1.085
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. 85-94
summary The research developed in this paper is the workflow to create a self-supporting structure from sheet materials using robotic fabrication and computational tools. This research focuses on timber sheet materials, as timber is a material that can be altered in a variety of ways. Japanese timber connections were a strong influence for this research, due to its prolonged lifespan and sustainable advantages. In the past, timber fabrication techniques have been limited due to design limitations. This research explored how current technology, specifically parametric software combined with robotic fabrication, can create timber connections to connect sheet materials at different angles. This method was utilised to repurpose the concept of sheet materials towards a complex structure, which adopted the idea of mass customisation over mass production. This can help reshape the future of architecture through the use of advancing technology and sustainable assembly techniques using timber to timber joints.
keywords Architecture; Robotic Fabrication; Timber; Parametric Design
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade2021_257
id ecaade2021_257
authors Cichocka, Judyta Maria, Loj, Szymon and Wloczyk, Marta Magdalena
year 2021
title A Method for Generating Regular Grid Configurations on Free-From Surfaces for Structurally Sound Geodesic Gridshells
doi https://doi.org/10.52842/conf.ecaade.2021.2.493
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. 493-502
summary Gridshells are highly efficient, lightweight structures which can span long distances with minimal use of material (Vassallo & Malek 2017). One of the most promising and novel categories of gridshells are bending-active (elastic) systems (Lienhard & Gengnagel 2018), which are composed of flexible members (Kuijenhoven & Hoogenboom 2012). Timber elastic gridshells can be site-sprung or sequentially erected (geodesic). While a lot of research focus is on the site-sprung ones, the methods for design of sequentially-erected geodesic gridshells remained underdeveloped (Cichocka 2020). The main objective of the paper is to introduce a method of generating regular geodesic grid patterns on free-form surfaces and to examine its applicability to design structurally feasible geodesic gridshells. We adopted differential geometry methods of generating regular bidirectional geodesic grids on free-form surfaces. Then, we compared the structural performance of the regular and the irregular grids of the same density on three free-form surfaces. The proposed method successfully produces the regular geodesic grid patterns on the free-form surfaces with varying curvature-richness. Our analysis shows that gridshells with regular grid configurations perform structurally better than those with irregular patterns. We conclude that the presented method can be readily used and can expand possibilities of application of geodesic gridshells.
keywords elastic timber gridshell; bending-active structure; grid configuration optimization; computational differential geometry; material-based design methodology; free-form surface; pattern; geodesic
series eCAADe
email
last changed 2022/06/07 07:56

_id acadia20_564
id acadia20_564
authors Cutajar, Sacha; Costalonga Martins, Vanessa; van der Hoven, Christo; Baszyński, Piotr; Dahy, Hanaa
year 2020
title Towards Modular Natural Fiber-Reinforced Polymer Architecture
doi https://doi.org/10.52842/conf.acadia.2020.1.564
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.
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 acadia20_464
id acadia20_464
authors Elberfeld, Nathaniel; Tessmer, Lavender; Waller, Alexandra
year 2020
title A Case for Lace
doi https://doi.org/10.52842/conf.acadia.2020.1.464
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. 464-473.
summary Textiles and architecture share a long, intertwined history from the earliest enclosures to contemporary high-tech tensile structures. In the Four Elements of Architecture, Gottfried Semper (2010) posited wickerwork and carpet enclosures to be the essential origins of architectural space. More recently, architectural designers are capitalizing on the characteristics of textiles that are difficult or impossible to reproduce with other material systems: textiles are pliable, scalable, and materially efficient. As industrial knitting machines join robotic systems in architecture schools with fabrication- forward agendas, much of the recent developments in textile-based projects make use of knitting. In this paper, we propose an alternative textile technique, lacemaking, for architectural fabrication. We present a method for translating traditional lacemaking techniques to an architectural scale and explore its relative advantages over other textiles. In particular, we introduce bobbin lace and describe its steps both in traditional production and at an architectural scale. We use the unique properties of bobbin lace to form workflows for fabrication and computational analysis. An example of computational analysis demonstrates the ability to optimize lace-based designs towards particular labor objectives. We discuss opportunities for automation and consider the broader implications of understanding a material system relative to the cost of labor to produce designs using it.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia20_320
id acadia20_320
authors Fang, Zhihao; Wu, Yuning; Hassonjee, Ammar; Bidgoli, Ardavan; Cardoso-Llach PhD, Daniel
year 2020
title Towards a Distributed, Robotically Assisted Construction Framework
doi https://doi.org/10.52842/conf.acadia.2020.1.320
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. 320-329.
summary In this paper we document progress towards an architectural framework for adaptive and distributed robotically assisted construction. Drawing from state-of-the-art reinforcement learning techniques, our framework allows for a variable number of robots to adaptively execute simple construction tasks. The paper describes the framework, demonstrates its potential through simulations of pick-and-place and spray-coating construction tasks conducted by a fleet of drones, and outlines a proof-of-concept experiment. With these elements the paper contributes to current research in architectural and construction robotics, particularly to efforts towards more adaptive and hybrid human-machine construction ecosystems. The code is available at: https://github.com/c0deLab/RAiC
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2020_676
id sigradi2020_676
authors Farias, Hélio Takashi Maciel de; Brasil, Amíria Bezerra; Barbosa, Fabrício Lira
year 2020
title Visualizing under pressure: parametric modeling of urban morphology as an agile and transparent tool for participatory planning 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. 676-682
summary Urban morphology in Brazilian cities is deeply related to building code parameters, such as maximum floor-to-area-ratio and building height. Planning regulations for city of Natal/RN are currently being revised, under intense industry pressure towards increasing building density in the coastal areas, despite social and environmental concerns. Prospective visualizations of multiple parametrically modeled scenarios were developed as aids in explaining the impacts of such regulation changes in a participatory planning context. Despite lacking extensive resources or data to support their development, the visualizations and the associated density information were sufficiently communicative as to be incorporated into the planning discussion.
keywords Participatory planning, Parametric urban modeling, Urban morphology visualization
series SIGraDi
email
last changed 2021/07/16 11:52

_id caadria2020_016
id caadria2020_016
authors Gardner, Nicole, Meng, Leo Lin and Haeusler, M. Hank
year 2020
title Computational Pragmatism - Computational design as pragmatist tools for the age of the Anthropocene
doi https://doi.org/10.52842/conf.caadria.2020.2.487
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. 487-496
summary The age of Anthropocene describes a geological epoch wherein human action is recognised as a global-scale geophysical force that is reaping devastating consequences for the natural environment. What the Anthropocene and pragmatist thinking share is an understanding of the coevolution of life and the planet (in pragmatism's terminology human-environment relations) through a deeply systemic view. This paper outlines how core methods and theories currently engaged under the rubric of computational design can also be understood to align to key tenets of pragmatism. In so doing, the question this raises is how more recent advancements in computation that include so-called Artificial Intelligence (AI) applications in design might operationalise distributed, shared, and significantly, interactional notions of systemic agency? The argument put forward here is that a neo-pragmatist perspective of computational design must fundamentally engage AI as the age of the Anthropocene necessitates a relinquishing of the privileged view of human-only agency and control over systems towards a more dynamic and interactional model.
keywords Computational Design; Pragmatism; Artificial Intelligence; Anthropocene
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaade2020_408
id ecaade2020_408
authors Grasser, Alexander, Parger, Alexandra and Hirschberg, Urs
year 2020
title Pervasive Collaboration and Tangible Complexity in Realtime Architecture
doi https://doi.org/10.52842/conf.ecaade.2020.1.393
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. 393-400
summary This paper reports on an ongoing experiment in design collaboration: an open collaborative realtime environment that enables participatory design activities in spatially distributed teams. The project builds on online platforms and open source ways of sharing design ideas, but also on recent advances in shared augmented reality enabled by game engine technology. Furthermore it focuses on combinatorial design of collaborative objects: the models shared in this way are not just geometric forms, but informed systems of parts with a procedural or combinatorial logic, an assembly strategy. By pooling and aggregating such intelligent assembly systems in a shared online realtime design space we are trying to move towards pervasive collaboration in architecture. Authors taking part in the project are united in a shared persistent design space and can design collectively. They experience what we refer to as tangible complexity: a playful mode of aggregating and combining design ideas of different authors. We argue that this pervasive collaboration can lead to novel types of complexity: an architecture of socially augmented formations.
keywords Collaborative Objects; Realtime Architecture; Tangible Complexity
series eCAADe
email
last changed 2022/06/07 07:51

_id acadia20_182p
id acadia20_182p
authors Grasser, Alexander; Parger, Alexandra; Hirschberg, Urs
year 2020
title Realtime Architecture Platform: CollabWood
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. 182-187
summary This project presents a Realtime Architecture Platform applied in a telepresence design studio to design and construct the CollabWood prototype. The platform, developed by the authors, enables an open workflow to collaborate and design in unity. It provides a persistent online environment for real-time architectural production. The work method is based on the concept of collaborative objects and distributed designers. These collaborative objects are the shared content: discrete parts, prefabs, or blocks that enable interaction, communication, and collaboration between its users and owners. The distributed designers can contribute by instantiating these collaborative objects. Users placing an object react to the local neighboring conditions and therefore add their embodied design decision to the global architecture. The users get immersed in digital proximity by communicating through the integrated chat or digital calls, discussing strategies, debating design intentions, analyzing the built structure, and scanning for improvements. This pervasive collaboration lays the foundation for a democratization of the design process. As a proof of concept, this method was implemented with 20 students in a telepresence design studio. The participants embraced the real-time workflow and applied the collaborative tool throughout the semester from different locations and time zones. Using the platform to design the CollabWood prototype in real-time collaboratively was realized as a 1:1 project with local, accessible material and AR technology for assembly. The global pandemic accelerated the importance of collaboration. Realtime Architecture Platform’s response of providing an accessible common platform for real-time interaction, design, and collaboration can be regarded as a first step towards how we might work together in the future.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_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 ecaade2020_143
id ecaade2020_143
authors Ilyas, Sobia, Wang, Xinyue, Li, Wenting, Zhang, Zhuoqun, Wang, Tsung-Hsien and Peng, Chengzhi
year 2020
title Towards an Interactionist Model of Cognizant Architecture - A sentient maze built with swarm intelligence
doi https://doi.org/10.52842/conf.ecaade.2020.2.201
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 201-208
summary Cognizant Architecture is a term used to define sentient and smart structures broadly. In this paper, an 'Interactionist' model of cognizant architecture is proposed as a method of investigating the development process by inverting the conventional concept of maze design. The proposed 'Cognizant Maze' aims to achieve user-architecture micro-interactions through delighting the users, presenting a physical activity equally attractive to kids and adults alike, and activating mind-enticing visual effects. Like many previous innovations, nature is what inspires us in the maze-making process. In modelling the cognizant maze, we develop the concept and workflow of prototyping a form of swarm intelligence. We are particularly interested in exploring how simulated behaviours of swarm intelligence can be manifested in a maze environment for micro-interactions to take place. Combining parametric modelling and Arduino-based physical computing, our current interactive prototyping shows how the maze and its users can 'think, act and play' with each other, hence achieving an interactionist model of cognizant architecture. We reflect that the lessons learned from the Cognizant Maze experiment may lead to further development of cognizant architecture as a propagation of swarm intelligence through multi-layered micro-interactions.
keywords swarm intelligence; maze design; Micro-interactions; interactive prototyping; cognizant architecture
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2020_261
id caadria2020_261
authors Kimm, Geoff and Burry, Mark
year 2020
title Encouraging Community Participation in Design Decision-making through Reactive Scripting - a general framework tested in the smart villages context
doi https://doi.org/10.52842/conf.caadria.2020.2.051
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. 51-60
summary In governmental decision-making, centralised experts spending a society's resources benefit from the guidance of community participation, yet the most effective participation by individuals distributed throughout a community often relies on expert guidance. This co-dependency of centralised and distributed knowledge is a critical weakness in contexts, such as developing rural communities, in which opportunities for in-field expert engagement are limited. This paper proposes a novel computational framework to break this deadlock by taking into the field responsive expertise digitally encapsulated within accessible built environment simulations. The framework is predicated in reactive scripting for design apps that invite a citizen user to progress a model towards their ideal design by prompts that highlight exceptional, contradictory, mutually exclusive, or simply underwhelming outcomes or branching decisions. The app simulations provide a gamified context of play in which goals are not prescriptively encoded but instead arise out of the social and community context. The detailed framework, presented together with a proof of concept smart villages app that is described along with an integration and feasibility test with positive results, provides a model for better participatory decision-making outcomes in the face of limited availability of expertise.
keywords community participation; built environment simulation; gamification; reactive scripting; smart cities and villages
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 ecaade2020_511
id ecaade2020_511
authors Maierhofer, Mathias, Ulber, Marie, Mahall, Mona, Serbest, Asli and Menges, Achim
year 2020
title Designing (for) Change - Towards adaptivity-specific architectural design for situational open Environments
doi https://doi.org/10.52842/conf.ecaade.2020.2.575
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. 575-584
summary The introduction of cybernetic principles to the architectural discourse some 50 years ago stimulated a new notion of buildings as dynamic and under-specified systems. Although their traditional conception as static and deterministic objects has remained predominant to this day, concepts for adaptive architecture capable of interacting with their surroundings and occupants have gained renewed attention in recent decades. However, investigations so far have largely concentrated on small-scale applications or individual adaptation strategies. The notion of situational open Environments, as argued in this paper, provides a framework through which adaptivity can be conceived and explored more holistically as well as on an inhabitable scale. Environments reject deterministic design and adaptation solutions and hence call for integrative and interactive design strategies that not only allow for the exploration of particularly adaptable (i.e. underspecified) architectural morphologies, but also for the communication and negotiation during their further development beyond deployment. In respect thereof, this paper discusses the potentials and implications of computational (design) strategies, meaning the agencies of buildings, designers, residents, and surroundings. The presented research originates from the author's involvement in an interdisciplinary research project centered around the development of an adaptive high-rise building that incorporates various adaptation strategies.
keywords Adaptive Architecture; Architectural Environment; Computational Design; Agent-based Modeling; Architecture Theory; Cybernetics
series eCAADe
email
last changed 2022/06/07 07:59

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 32HOMELOGIN (you are user _anon_96576 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002