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 612

_id caadria2021_080
id caadria2021_080
authors Yang, Xuyou and Xu, Weishun
year 2021
title A Tool for Searching Active Bending Bamboo Strips in Construction via Deep Learning
doi https://doi.org/10.52842/conf.caadria.2021.1.463
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 463-472
summary As an alternative material for construction, the structural use of bamboo in architecture is commonly associated with active bending. However, as natural material, the deformation of unprocessed bamboo strips is affected by the distribution of nodes, whose impact on deformation is difficult to precisely programme for each individual case and thus often causes discrepancies between generic digital simulation and construction. This research proposes a tool for searching active bending bamboo strips via deep leaning based on a multi-task neural network. The tool is able to predict both the number and locations of nodes suggested on bamboo strips according to a target curve as tool input. By approximating the prediction, users can find a strip that is most likely to deform into the desired geometry.
keywords neural network; active bending; neural architecture search (NAS); bamboo; material behaviour
series CAADRIA
email
last changed 2022/06/07 07:57

_id acadia21_470
id acadia21_470
authors £ochnicki, Grzegorz; Kalousdian, Nicolas Kubail; Leder, Samuel; Maierhofer, Mathias; Wood, Dylan; Menges, Achim
year 2021
title Co-Designing Material-Robot Construction Behaviors
doi https://doi.org/10.52842/conf.acadia.2021.470
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 470-479.
summary This paper presents research on designing distributed, robotic construction systems in which robots are taught construction behaviors relative to the elastic bending of natural building materials. Using this behavioral relationship as a driver, the robotic system is developed to deal with the unpredictability of natural materials in construction and further to engage their dynamic characteristics as methods of locomotion and manipulation during the assembly of actively bent structures. Such an approach has the potential to unlock robotic building practice with rapid-renewable materials, whose short crop cycles and small carbon footprints make them particularly important inroads to sustainable construction. The research is conducted through an initial case study in which a mobile robot learns a control policy for elastically bending bamboo bundles into designed configurations using deep reinforcement learning algorithms. This policy is utilized in the process of designing relevant structures, and for the in-situ assembly of these designs. These concepts are further investigated through the co-design and physical prototyping of a mobile robot and the construction of bundled bamboo structures.

This research demonstrates a shift from an approach of absolute control and predictability to behavior-based methods of assembly. With this, materials and processes that are often considered too labor-intensive or unpredictable can be reintroduced. This reintroduction leads to new insights in architectural design and construction, where design outcome is uniquely tied to the building material and its assembly logic. This highly material-driven approach sets the stage for developing an effective, sustainable, light-touch method of building using natural materials.

series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id caadria2021_118
id caadria2021_118
authors Huang, Chien-hua
year 2021
title Reinforcement Learning for Architectural Design-Build - Opportunity of Machine Learning in a Material-informed Circular Design Strategy
doi https://doi.org/10.52842/conf.caadria.2021.1.171
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 171-180
summary This paper discusses the potentials of reinforcement learning in game engine for design, implementation, and construction of architecture. It inaugurates a new design tool that promotes a material-informed design-build workflow for architectural design and construction industries that achieves a comprehensive circular economy. As a proof of concept, it uses the project Reform Standard, a machine-learning-based searching system that designs new shell structures composed of existing wasted materials, as a demonstration to discuss how reinforcement learning, machine vision and automated searching algorithm in the game engine can promote a material-aware design and converts wastes into construction materials. The demonstrator project sorts and transforms irregular chunks of wasted broken plastics into a new form. Instead of recycling those wastes in an energy-intensive process, the game engine is capable of finding the intricacy and new machine-oriented aesthetics in those otherwise neglected wastes. Furthermore, future research directions such as robotic-aided construction are discussed by exposing the potentials and problems in the demonstrated project. Finally, the future circular strategy is discussed beyond the demonstrated tests and local uses. The standardization of material, legislation and material lifecycle needs to be comprehensively considered and designed by architects and designers during conceptual design phase.
keywords Reinforcement Learning; ML-Agents; Unity3D; circular design; geometric analysis
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2021_333
id caadria2021_333
authors Ma, Chun Yu, Chan, Yan Yu Jennifer and Crolla, Kristof
year 2021
title Expanding Bending-Active Bamboo Gridshell Structures' Design Solution Space Through Hybrid Assembly Systems
doi https://doi.org/10.52842/conf.caadria.2021.1.331
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 331-340
summary This paper discusses the development and testing of a novel design method for the low-tech construction of bending-active bamboo gridshell structures. It expands this typologys current design solution space by combining and building up on two common production methods for light-weight shell structures: 1) the lay-up method, typically used in bamboo architecture in which members are added one at a time, and 2) the flatbed method, in which a prefabricated equidistant flat grid without shear rigidity is propped up and deformed into its final doubly curved shape. The novel methodology expands the systems design solution space by incorporating singularities within the grid topology and by layering multiple separate grids. This allows for spatially radically different building geometries without loss of implementation workflow efficiency. A demonstrator design project, tested through a large-scale prototype model, is described to illustrate the possible spatially engaging architectural design opportunities presented by the novel approach.
keywords Bending-active structures; Bamboo architecture; Shell structures; Low-tech fabrication; Form finding
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia21_564
id acadia21_564
authors Pellicano, Emily; Sturken, Carlo
year 2021
title GPT-OA; Generative Pretrained Treatise--On Architecture
doi https://doi.org/10.52842/conf.acadia.2021.564
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 564-571.
summary Technological advancements throughout the industrial era have created more efficient, more economical, and safer machines to aid – and often replace – human operations, continually altering our ways of knowledge and world making. Each industrial advancement radically changes social, political, economic, environmental, and even linguistic conditions. Currently upon us is artificial intelligence (AI); machine to human and machine to machine communications. Our investigation examines AI as a creative tool, instead of a machine for industry. Recent advancements in natural language processing have made artificially intelligent machines, specifi cally Generative Pretrained Transformers (GPT), a potential active partici- pant in a creative computational discourse. Our particular interest in GPT, and the core of this project, explores the role of language in machine learning and the role of the author and editor within a continually expanding network of agents in the construction of our collective environments.
series ACADIA
type field note
email
last changed 2023/10/22 12:06

_id ascaad2021_146
id ascaad2021_146
authors Aly, Zeyad; Aly Ibrahim, Sherif Abdelmohsen
year 2021
title Augmenting Passive Actuation of Hygromorphic Skins in Desert Climates: Learning from Thorny Devil Lizard Skins
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 264-278
summary The exploitation of latent properties of natural materials such as wood in the passive actuation of adaptive building skins is of growing interest due to their added value as a low-cost and low-energy approach. The control of wood response behavior is typically conducted via physical experiments and numerical simulations that explore the impact of hygroscopic design parameters. Desert climates however suffer from water scarcity and high temperatures. Complementary mechanisms are needed to provide sufficient sources of water for effective hygroscopic operation. This paper aims to exploit such mechanisms, with specific focus on thorny devil lizard skins whose microstructure surface properties allow for maximum humidity absorption. We put forward that this process enhances hygroscopic-based passive actuation systems and their adaptation to both humidity and temperature in desert climates. Specific parameters and rules are deduced based on the lizard skin properties. Physical experiments are conducted to observe different actuation mechanisms. These mechanisms are recorded, and texture and bending morphologies are modeled for adaptive skins using Grasshopper.
series ASCAAD
email
last changed 2021/08/09 13:13

_id sigradi2021_359
id sigradi2021_359
authors Carrasco-Walburg, Carolina, Valenzuela-Astudillo, Eduardo, Maino-Ansaldo, Sandro, Correa-Díaz, Matías and Zapata-Torres, Diego
year 2021
title Experiential Teaching-learning Tools: Critical Study of Representational Media and Immersion in Architecture
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 475–488
summary The use of Virtual Reality (VR) in teaching-learning process of design, theory and history of architecture has increased in terms of virtual tours. A preliminary study of techniques and capabilities of Immersive Virtual Reality (IVR) systems allowed us to establish that the immersive and interactive virtual experience facilitates the perception and enhancement of spatial qualities. In addition, it facilitates analysis since it promotes observation and the development of spatial thinking. However, the use of this medium as a tool for analysis is less frequent. Therefore, in this research we comparatively evaluate the impact that VR has on such a task. We developed an analysis instrument using experiential learning cycles that was tested with students in control and experimental groups. As a result, we found that the experience of inhabiting facilitates integration of fundamental concepts, allowing empirical evaluation of architecture and streamlining communication in the classroom as an active learning strategy.
keywords Virtual Reality, Architecture, Spatial Perception, Experiential Learning, Teaching-Learning Process
series SIGraDi
email
last changed 2022/05/23 12:11

_id sigradi2021_94
id sigradi2021_94
authors Deon, Luisa, Isele, Priscila and Mussi, Andrea
year 2021
title Codesign and Digital Technologies: Including the Child in The Playground Design Process in a Pocket
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 1321–1332
summary The vast majority of children's environments are planned and organized considering the perceptions of adults. Co-design is an important tool for adding users to design process. The objective of this work is to include children in the design process of a Pocket Park, using methods and tools to support Co-design. The work was structured based on literature review, Focus Group, Culture Maker, Digital Fabrication and Prototyping. Two online synchronous workshops were held with 23 students and 2 primary school teachers. A survey indicated that the collaborative project has a great contribution in the design process of urban spaces. Promotes assertive communication between those involved, welcoming their ideas in a flexible way. It also indicates that Digital Fabrication and Prototyping equipment are important vehicles in the construction of objects that facilitate communication during the design process, such as toys present in children's daily lives. Finally, there was a rich exchange of information and learning during the design process.
keywords Codesign, Espaços Abertos, Fabricaçao Digital.
series SIGraDi
email
last changed 2022/05/23 12:11

_id ascaad2021_058
id ascaad2021_058
authors ElGewely, Maha; Wafaa Nadim, Mostafa Talaat, Ahmad El Kassed,Mohamed Yehia, Slim Abdennadher
year 2021
title Immersive VR Environment for Construction Detailing Education: BIM Approach
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 114-128
summary According to literature in education, adults learn best when learning is active, self-directed, problem-based, and relevant to their needs. In Building Construction Education, construction site visits provide students with real-life practical experience which are considered an extension for classroom. Nevertheless, it is challenging to integrate construction site visits regularly during the academic semester with respect to the class specific needs. Virtual Reality as an interactive immersive technology may facilitate virtual construction site that meets the learning needs where students can explore and build in a real scale environment. The proposed VR environment is an HMD VR platform for construction detailing that provides experiential learning in a zero-risk environment. It builds on integrating VR technology as a medium and Building Information Modeling (BIM) as a repository of information. This work discusses the proposed environment curricular unit prototype design, implementation, and validation. System usability and immersion are assessed both qualitatively and quantitatively. After considering the feedback, The VR environment prototype is then validated on the level of learning outcomes, providing the evidence that it would enhance students’ engagement, motivation and achievement accordingly.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ascaad2021_062
id ascaad2021_062
authors Elgobashi, Aya; Yasmeen El Semary
year 2021
title Redefinition of Heritage Public Spaces Using PPGIS: The Case of Religious Complex in Old Cairo
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 355-370
summary Plenty of challenges all over the world are affecting the urban development of spaces in the cities, especially those of heritage sites; these urban spaces provide various ambiances that appeal to the senses. Although surrounded open spaces in heritage sites are full of rich, deep knowledge that plays an active role in the community perceptions, it has been recently neglected. A contribution is paid to the combination of digital technologies to help in preserving those spaces. Its integrated use could exponentially increase the effectiveness of conservation strategies of ancient buildings. GIS technology became a usual documentation tool for heritage managers, conservators, restorers, architects, archaeologists, painters, and all other categories of experts involved in cultural heritage activities. Consequently, the GIS has faced strong criticism as it is a tool for documentation without engaging in the public environment and the users’ needs; as a result, GIS cannot help in any enhancing process as it does not have any idea about the needs of the users. This paper analyses public uses efficiency in heritage public spaces in Cairene context using public participation geographic information system (PPGIS) methodology, as it gives attention to the term “user” to include the “public” incorporating the concept of “public participation” commonly used in planning. An online survey was set up, based on Google Maps, where respondents were asked to place and rate twenty-five items on an interactive map done by (ARCGIS 10.4). These items were based on the criteria of placemaking to make those spaces full of creative ambiance to be more attractive and useful to the communities. Finally, 200 valid surveys have been collected and mapped 1500 opinions have been mapped. The Results of this research show that PPGIS is an effective tool in measuring the efficiency of those heritage public spaces, which may be valuable for future planning.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ascaad2021_122
id ascaad2021_122
authors Georgiou, Michail; Odysseas Georgiou, Pavlos Fereos, Eftihis Efthimiou
year 2021
title X-Max | A Digitally Fabricated, Component-Based, Scrap Metal Assembly
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 536-549
summary The paper presents the outcome, titled X-MAX, of an educational, intensive 2-week workshop that focused in digitally fabricated, 3D component-based, non-Euclidean geometries using sheet metal forming. Related case studies are analyzed, compared, and grouped to identify the position and contribution of the research in the field. Early design proposals are compared and evaluated based on the hypothesis that improvements in material efficiency and construction/fabrication logistics can contribute towards more affordable design solutions. The fittest solution is further developed and optimized for construction, resulting in a full-scale prototype demonstrating expedited assembly times and decrease in manual labor with parallel savings in material resources. A purposely built design workflow is supported by a comprehensive computational model, enabling information input and output and control via various design parameters. The methodologies of registering scrap sheet metal for fabrication and simulating material bending behavior implementing K-factors are presented and discussed as novel and integral parts of the above workflow.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ascaad2021_054
id ascaad2021_054
authors Kontovourkis, Odysseas; Andreas Konstantinou, Nikos Kyrizi, Panagiota Tziourrou,
year 2021
title Built-In Immersive VR Technology for Decision-Making in Design and Simulation of a Flexible Shading Device
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 190-200
summary This paper discusses the potential offered by Virtual Reality (VR) and accompanied gesture-based devices as tools for architectural design and simulation. This is done by outlining a workflow and by demonstrating an experimental study for the development of an interactive, flexible and parametric shading device consisting of bending-active wooden strips. More specifically, the project focuses on the relationship between physical inputs acquisition and virtual experience of two users in space. Through the use of Kinect and VR headset, the first user is responsible to check and control the shading system regarding the shape and sun direction. The aim is to create configurations that serves his/her shading needs by moving his/her hand in order to hide the sun in a game like procedure until satisfactory shading is acquired. The second user, through the use of a leap motion sensor and a projection screen, is able to check and control the efficiency of structure in terms of bending behavior and environmental impact, also in a loop of possibilities. Using the thump and pointer fingers he/she controls the bending behavior by watching a screen that shows in different colours the bending factor of each element. At the same time, the distance between his/her hands controls the number of elements in order to achieve the optimal rate between material consumption and shading. The two users can intervene sequentially or concurrently during the process. A series of investigations related to shading rate and bending behavior as well as minimum material consumption leading to lower environmental impact are conducted. This attempts to offer useful conclusions as regard the potential application of immersive VR technology as mechanism for decision-making in architecture and simulation but also in the fabrication of the suggested shading device.
series ASCAAD
email
last changed 2021/08/09 13:11

_id acadia21_354
id acadia21_354
authors Liu, Yulun; Lu, Yao; Akbarzadeh, Masoud
year 2021
title Kerf Bending and Zipper-in Spatial Timber Tectonics
doi https://doi.org/10.52842/conf.acadia.2021.354
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 354-361.
summary Space frames are widely used in spatial constructions as they are lightweight, rigid, and efficient. However, when it comes to the complex and irregular spaces frames, they can be difficult to fabricate because of the uniqueness of the nodes and bars. This paper presents a novel timber space frame system that can be easily manufactured using 3-axis CNC machines, and therefore increase the ease of the design and construction of complex space frames. The form-finding of the space frame is achieved with the help of polyhedral graphic statics (PGS), and resulted form has inherent planarity which can be harnessed in the materialization of the structure. Inspired by the traditional wood tectonics kerf bending and zippers are applied when devising the connection details. The design approach and computational process of this system are described, and a test fabrication of a single node is made via 3-axis CNC milling and both physically and numerically tested. The structural performance shows its potentials for applications in large-scale spatial structures.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2021_148
id ecaade2021_148
authors Mintrone, Alessandro and Erioli, Alessio
year 2021
title Training Spaces - Fostering machine sensibility for spatial assemblages through wave function collapse and reinforcement learning
doi https://doi.org/10.52842/conf.ecaade.2021.1.017
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 17-26
summary This research explores the integration of Deep Reinforcement Learning (RL) and a Wave Function Collapse (WFC) algorithm for a goal-driven, open-ended generation of architectural spaces. Our approach binds RL to a distributed network of decisions, unfolding through three key steps: the definition of a set of architectural components (tiles) and their connectivity rules, the selection of the tile placement location, which is determined by the WFC, and the choice of which tile to place, which is performed by RL. The act of thinking becomes granular and embedded in an iterative process, distributed among human and non-human cognitions, which constantly negotiate their agency and authorial status. Tools become active agents capable of developing their own sensibility while controlling specific spatial conditions. Establishing an interdependency with the human, that engenders the design patterns and becomes an indispensable prerequisite for the exploration of the generated design space, exceeding human or machinic reach alone.
keywords Reinforcement Learning; Machine Learning; Proximal Policy Optimization; Assemblages; Wave Function Collapse
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia21_502
id acadia21_502
authors Mytcul, Anna
year 2021
title ARchitect
doi https://doi.org/10.52842/conf.acadia.2021.502
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 502-511.
summary This research investigates gaming as a framework for design democratization in architecture, where the end user is the key decisionmaker in the design process. ARchitect is a multisensory game that promotes and explores the educational aspects of learning games and their influence on end user engagement with house co-design. This combinatorial game relies on an augmented reality (AR) application accessible through a smartphone, serving as a low-threshold tool for converting architectural drawings into 3D models in real time and using AR technology for design evaluation.

By allowing for learning through playing, ARchitect provides alternative ways of gaining knowledge about design and architecture and empowers non-experts to take active and informed positions in shaping their future urban environments on a micro-scale, rethinking conventional market relations and exploring emerging personal and public values. The ARchitect game challenges conventional participatory design where an architect plays an essential role in facilitation of the design process and translation of end users’ design proposals. In contrast, the proposed game system allows non-architect players to autonomously produce and access design solutions through embedded computational simulation by an AR application, thus giving an equal chance to non-professionals to express their design visions and become aware of potential implications of their ideas. By providing free access to the game contents through the ARchitect platform and a playful user experience by which design principles can be learned, this game will inspire the general public to engage in conversation about home design, eventually spreading architectural literacy to less-privileged communities.

series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia21_194
id acadia21_194
authors Robby, Klara; Erik, Kraft; Rupert, Demaine; Riccardo, Maleczek; Tomohiro, Foschi; , Tachi
year 2021
title Lotus: A curved folding design tool for Grasshopper
doi https://doi.org/10.52842/conf.acadia.2021.194
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 194-203.
summary Curved-crease origami design is a novel area of research with applications in fields such as architecture, design, engineering, and fabrication ranging between micro and macro scales. However, the design of such models is still a difficult task which requires preserving isometry between the 3D form and 2D unfolded state. This paper introduces a new software tool for Rhino/Grasshopper for interactive computational curved-crease origami design. Using a rule-line based approach, this tool has two functions: rigid-ruling bending of a flat sheet, and a patch-by-patch additive construction method for cylindrical and conical surfaces along curved creases.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id caadria2021_126
id caadria2021_126
authors Wang, Sining and Zhao, Xinchen
year 2021
title Fuzzy Logic in Bending-active Gridshell Design
doi https://doi.org/10.52842/conf.caadria.2021.1.321
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 321-330
summary Performance-based design is encouraging designers to carry out quantitative-oriented research, sometimes indifferent to qualitative matters that concern social, cultural, and even psychological aspects. Design requirements related to humans subjective value and decision-making ought to be properly addressed. This paper begins with the discussion of architectural complexity about its ill-defined design problems. Humans linguistic variables contain the ambiguous yet uncertain value that seemingly unfit for todays precise digital design approaches. Hence, this paper involves the idea of fuzzy logic and its inference system, presents a soft computing method using membership functions to describe qualitative parameters. It then uses MATLAB Fuzzy Logic Toolbox, as an auxiliary design tool apart from Rhinoceros Grasshopper, to grade design options of a bending-active gridshell from an undergraduate design studio.
keywords Fuzzy logic; digital architecture; linguistic variable; bending-active gridshell
series CAADRIA
email
last changed 2022/06/07 07:58

_id ascaad2021_050
id ascaad2021_050
authors Zamani, Erfan; Theodoros Dounas
year 2021
title Parametric Iranian-Islamic Muqarnas as Drivers for Design for Fabrication and Assembly via UAVs: Parametric Analysis and Synthesis of Iranian-Islamic Muqarnas
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 436-449
summary This study proposes a DfMA (from design to assembly) based on Unmanned Aerial Vehicle (UAV) and uses Iranian-Islamic Muqarnas as the case study due to their geometric modularity. In Islamic architecture, different geographic regions are known to have used various design and construction methods of Muqarnas. There are four main specifications of the Muqarnas that define to which category they belong; first, its three-dimensional shape, that provides volume. Secondly, the size of its modules is variable. Third, its specific generative algorithm. And finally, the 2-dimensional pattern plan that is used in the design. First, this study presents thus a global analytical study that drives a generative system to construct Muqarnas, through a careful balance of four specifications. In this second step, the paper reports the result of using a parametric tool, Grasshopper and parametric plugins, for creating a generative system of several types of Muqarnas. This synthetic translation aims at expanding our understanding of parametric analysis and synthesis of traditional architecture, advancing our understanding towards using parametric synthesis towards UAV-based fabrication of Muqarnas, by taking advantage of their inherent repetition and recursion.
series ASCAAD
email
last changed 2021/08/09 13:11

_id ecaade2021_047
id ecaade2021_047
authors Zhang, Xiao, Yuan, Chao, Yang, Liu, Yu, Peiran, Ma, Yiwen, Qiu, Song, Guo, Zhe and Yuan, Philip F.
year 2021
title Design and Fabrication of Formwork for Shell Structures Based on 3D-printing Technology
doi https://doi.org/10.52842/conf.ecaade.2021.1.487
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 487-496
summary Shell structure is a kind of structure using a small amount of materials to obtain a large-span multi-functional space. However, lots of formwork and scaffold materials are often wasted in the construction process. This paper focuses on the shell structure construction using robotic 3D printing PLA (an environmental friendly material) technology as the background. The author explores the possibility of 3D printing technology in shell construction from small scale models in different construction method, and gradually optimizes the shell template shape suitable for PLA material in full-scale construction. Finally, the research team chose the bending-active 3D printing type and completed the construction of three full-scale concrete shell molds. Under the guidance of professor Philippe Block, the research team finished the final 3D printing mold with optimized slicing and bending logic and successfully used it as the template mold to carry the tiles which proved the feasibility of this construction method.
keywords Shell structure ; Formwork ; Geometric analysis; Form-finding; 3d printing
series eCAADe
email
last changed 2022/06/07 07:57

_id acadia21_238
id acadia21_238
authors Anifowose, Hassan; Yan, Wei; Dixit, Manish
year 2021
title BIM LOD + Virtual Reality
doi https://doi.org/10.52842/conf.acadia.2021.238
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 238-245.
summary Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing design learning. This paper investigates a hypothesis establishing grounds towards a new research in Building Information Modeling (BIM) and Virtual Reality (VR). The hypothesis is projected to determine best practices for content creation and tactile object virtual interaction, which potentially can improve learning in architectural & construction education with a less costly approach and ease of access to well-known buildings. We explored this hypothesis in a step-by-step game design demonstration in VR, by showcasing the exploration of the Farnsworth House and reproducing assemblage of the same with different game levels of difficulty which correspond with varying BIM levels of development (LODs). The game design prototype equally provides an entry way and learning style for users with or without a formal architectural or construction education seeking to understand design tectonics within diverse or cross-disciplinary study cases. This paper shows that developing geometric abstract concepts of design pedagogy, using varying LODs for game content and levels, while utilizing newly developed features such as snap-to-grid, snap-to-position and snap-to-angle to improve user engagement during assemblage may provide deeper learning objectives for architectural precedent study.
series ACADIA
type paper
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last changed 2023/10/22 12:06

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