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 601

_id ascaad2021_074
id ascaad2021_074
authors Belkaid, Alia; Abdelkader Ben Saci, Ines Hassoumi
year 2021
title Human-Computer Interaction for Urban Rules Optimization
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. 603-613
summary Faced with the complexity of manual and intuitive management of urban rules in architectural and urban design, this paper offers a collaborative and digital human-computer approach. It aims to have an Authorized Bounding Volume (ABV) which uses the best target values of urban rules. It is a distributed constraint optimization problem. The ABV Generative Model uses multi-agent systems. It offers an intelligent system of urban morphology able to transform the urban rules, on a given plot, into a morphological delimitation permitted by the planning regulations of a city. The overall functioning of this system is based on two approaches: construction and supervision. The first is conducted entirely by the machine and the second requires the intervention of the designer to collaborate with the machine. The morphological translation of urban rules is sometimes contradictory and may require additional external relevance to urban rules. Designer arbitration assists the artificial intelligence in accomplishing this task and solving the problem. The Human-Computer collaboration is achieved at the appropriate time and relies on the degree of constraint satisfaction with fitness function. The resolution of the distributed constraint optimization problem is not limited to an automatic generation of urban rules, but involves also the production of multiple optimal-ABV conditioned both by urban constraints as well as relevance, chosen by the designer.
series ASCAAD
email
last changed 2021/08/09 13:13

_id sigradi2021_37
id sigradi2021_37
authors Bevilacqua, Flavio
year 2021
title Augmented Reality and cardboard models: new possibilities for the design of interior spaces and furniture based on the link between analog and digital
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. 501–510
summary The purpose of this experience consisted of linking two methodologies usually used exclusively in the study of the design operation in the university academic environment: working with cardboard models and augmented reality. The methodology used consisted of work in groups based on skills to build cardboard models, to model in 3D, and to work with augmented reality. They developed interior space designs through the interaction of physical models (made of cardboard) and observed models on those physical models through systems equipped with applications to view augmented reality. Among the main results of this experience are the possibility of interacting with dynamic objects modeled in 3D in the physical field of the cardboard model, and the successful integration of two work methodologies (analog and digital), at least in one of the stages of the design operation.
keywords REALIDAD AUMENTADA. OPERACIÓN DE DISEnO. DISEnO DE INTERIORES. MAQUETAS.
series SIGraDi
email
last changed 2022/05/23 12:11

_id ecaade2022_249
id ecaade2022_249
authors Carrasco Hortal, Jose, Hernandez Carretero, Sergi, Abellan Alarcon, Antonio and Bermejo Pascual, Jorge
year 2022
title Algae, Gobiidae Fish and Insects that inspire Coastal Custodian Entities - Digital models for a real-virtual space using TouchDesigner
doi https://doi.org/10.52842/conf.ecaade.2022.1.361
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 361–370
summary At the beginning of the twenty-first century, a discipline at the intersection of digital art and science explores how natural and artificial species are affected, coexist, and feed back to humans based on multi-scalar hybrid models. They embody types of surveillance entities or non-human custodians, and serve as inspiration for another generation of designs produced ten years later, the case studies that are presented here. This paper explains the design and parametric fundamentals of a digital architecture installation at the University of Alicante (Spain 2021) using CNC models and the TouchDesigner programming environment. The installation contains a clan of technological-virtual hybrid species, non-human custodians, which: (a) strengthen the Proposal’s discourse on the recognition of legal identity of the Mar Menor lagoon (Southeast Spain); (b) incorporate reactive designs; (c) help raise awareness of the effect of human actions on the lagoon’s ecology and nearby streams. The viewpoint is not anthropocentric, because it adopts the perspective of the foraging fish species or the oxygen-seeking algae species, among others, in order to reveal the deterioration processes. In most cases, the result is a sort of synaesthetic conversation that interweaves light, sound, movement and data.
keywords Human-Machine Interaction, TouchDesigner, Non-Human Custodian, Responsive Interface, Ethnography of Things
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2021_53
id sigradi2021_53
authors Chen, Yao, Lo, Tiantian, Guo, Xiangmin and Wang, Xiangming
year 2021
title Interactive Virtual Sand Table: An Improved Alternative Participatory Design Tool for Architectural Design
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. 67–78
summary With the planning reform in China, public participation is becoming increasingly crucial to the success of rural planning. However, it is difficult to involve various stakeholders in planning and design projects, mainly due to insufficient planning knowledge and computer skills. Therefore, this paper introduces the Interactive Virtual Sand Table (IVST) as a participatory design tool so that non-professional users can use it conveniently and promote interactive and efficient collaborative design discussion. The IVST based participatory tool was applied in Xidong Village, Chaozhou City, Guangdong Province, China. The results show that IVST interaction is more natural and reduces non-professional users' difficulty participating in the design. Participants' ability to participate was highly enhanced, and their interest in IVST visualization was highly activated. In conclusion, the Interactive Virtual Sand Table highly supports the participatory village planning process and may apply to other areas and domains.
keywords Mixed reality, Participatory design, Architectural design, Interactive Virtual Sand Table
series SIGraDi
email
last changed 2022/05/23 12:10

_id caadria2021_412
id caadria2021_412
authors Estrina, Tatiana, Hui, Vincent and Ma, Lena
year 2021
title The Digital Design Build - Modes of Experiential Learning in the Pandemic Era
doi https://doi.org/10.52842/conf.caadria.2021.2.041
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 41-50
summary In recent years, academia has deviated from the lecture-based model to a hybridized system of instruction and experiential learning. Experiential learning aids students in understanding collaborative processes in architectural praxis and exposes them to engaging learning opportunities, a critical component of architectural studio education (Nijholt et al. 2013). During the COVID-19 outbreak, students are barred from accessing on-campus facilities. This causes a redevelopment of curricular delivery and disrupts experiential learning which heavily relies on in-person interaction. It is imperative for instructors to retain experiential learning in the transition to virtual instruction. This paper explores experiential learning within virtual platforms for instruction. Through outlining the implementation of technologies, capitalizing on connectivity, and maximizing opportunity for digital problem solving, the authors posit a framework that other educators may adopt. The paper concludes with a case study of a virtual design-build project, and the various techniques implemented in retaining experiential learning during the pandemic.
keywords Pedagogy; Experiential learning; Social connectivity; Resilience; Disrupted education
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2021_301
id caadria2021_301
authors Goepel, Garvin and Crolla, Kristof
year 2021
title Secret Whispers & Transmogrifications:a case study in online teaching of Augmented Reality technology for collaborative design production.
doi https://doi.org/10.52842/conf.caadria.2021.2.021
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 21-30
summary This paper focusses on teaching the integration of Augmented (AR) and Mixed Reality (MR), combined referred to as Extended-Reality (XR), and photogrammetry technology into handicraft using an online-taught digital fabrication workshop as an educational case study. Set up in response to restrictions from Covid-19, workshop 'Secret Whispers & Transmogrifications' had students and instructors around the world participate in a course that challenged our understanding of educating craft and technology without the necessity of physical presence. The integration of AR into craftsmanship enhances architectural design and fabrication processes as it overlays computation-driven information onto the hands of the end user. These computer-numerically-controlled workflows incorporate and rely on manual actions as an integral part of a process that is typified by inevitable, unpredictable, human error. In doing so, the workshop questions common infatuation with precision in digital fabrication and construction by striving for alternative approaches that embrace the inaccuracies and imprecisions innate to technologically-augmented human craftsmanship. Participants took part in a hands-on clay modelling 'secret whispers' experiment that was designed to introduce theoretical concepts and applications of XR technology into the production workflows. This paper concludes by highlighting that the accessibility of today's technology enables AR-enhanced craftsmanship to be successfully taught remotely and online.
keywords collaborative design; augmented-reality ; mixed reality ; human-computer interaction ; tolerances and error
series CAADRIA
email
last changed 2022/06/07 07:51

_id ascaad2021_029
id ascaad2021_029
authors Goubran, Sherif; Carmela Cucuzzella, Mohamed Ouf
year 2021
title Eco-Nudging: Interactive Digital Design to Solicit Immediate Energy Actions in The Built Space
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. 177-189
summary In the built space, building occupants, their behaviours and control actions are research areas that have gained a lot of attention. This is well justified since energy behaviours can result in differences of up to 25% in building energy consumption. Previous research recommends exploring ways to influence occupants' energy behaviour – through eco-feedback and by directly engaging occupants with building controls. Very little attention has been given to the role digital art and design can play in soliciting and changing human energy-related actions and behaviours in the built space. This paper proposes a new process that combines eco-feedback, gamification, and ecological digital art to trigger occupants to take immediate and precise control actions in the built space. We design, deploy and test this by creating an immersive human-building-interaction apparatus, which we place in a month-long exhibition. This experimental interface was informed by a novel vision for engagement-based human-building interactions deeply rooted in aesthetics, digital art and design. It also uses digital art to mediate between the occupants and energy-performance of spaces by redefining their relationship with and perception of energy – moving from metrics and quantities understanding to one that is art and emotion-based. The analysis reveals that this new type of human-engagement-based interactive building-control mechanism can add a significant layer of influence on energy-related actions – without revoking the individuals' ability to control their environment. It also highlights digital design and art's power in guiding actions and interactions with the built space.
series ASCAAD
email
last changed 2021/08/09 13:11

_id ecaade2021_297
id ecaade2021_297
authors Guida, George, Tian, Runjia and Dong, Yuebin
year 2021
title Multimodal Virtual Experience for Design Schools in the Immersive Web
doi https://doi.org/10.52842/conf.ecaade.2021.1.415
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. 415-424
summary The COVID-19 pandemic has made most schools, universities, and gathering spaces fully virtual. Commonly used communication platforms such as Zoom, Skype, and Microsoft Teams are limited in recreating physical interactions and offer mostly static interfaces with limited occasions for spontaneous encounters. This project creates a space that seeks to address this issue, first through the digitization of familiar physical spaces, and then through their augmentation via WebXR technologies[1]. A gamification strategy is adopted, where users can virtually learn, collaborate and socialize through personalized avatars within a dynamic and multi-sensorial digital environment. In this paper, we present a completed prototype that is currently being tested at the Harvard Graduate School of Design. The school of architecture has been digitized and experientially augmented thanks to an asymmetrical system that offers rich modalities of interaction through different platforms. The project builds upon the wide experiential potential of digital platforms, otherwise not possible in reality, and implements a customized multi-modal user interface (Reeves et al. 2004).
keywords WebXR; Virtual Reality; Human Computer Interaction; Gamification; User Interface
series eCAADe
email
last changed 2022/06/07 07:51

_id caadria2021_370
id caadria2021_370
authors Guo, Zhe, Li, Ce and Zhou, Yifan
year 2021
title The method of responsive shape design based on real-time interaction process
doi https://doi.org/10.52842/conf.caadria.2021.2.345
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 345-354
summary This project focuses on how real-time motion interaction caused by people could put potential drivers for parametric design innovation, which would enhance the link between form trigger and result. Begin with discussing of background in interactive digital design, this article starts from three aspects in turn. First, the shape generating method based on a mesh geometric data format is discussed, which is the precondition of this research. Then, several kinds of behavior interaction are selected to be the input data which directly or indirectly trigger and affect this responsive shape formation process mentioned in the former part. In the last part, this research will summarize and propose a complete set of interactive behavior-oriented responsive digital prototyping design and propose several corresponding application scenarios.
keywords mesh algorithm; actuated interaction design; generative design
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2021_83
id sigradi2021_83
authors Kim, Taeyong, Guida, George and Kim, Dongyun
year 2021
title VitruviAR: Interactive Augmented Reality for Early Design Stage Applications
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. 1101–1112
summary The increasing development of Augmented Reality (AR) applications have found prevalence within construction stages of architectural projects. The workflows developed within digital fabrication and assembly processes provide insights on how the design cycle could be completed through mixed reality. In this paper we present VitruviAR, an AR prototype for handheld devices which focuses on the design ideation stages of a project through an intuitive user interface and multi-functional toolset. Three design methodologies relating to the act of sketching digitally are proposed: freeform 3D sketching in point-based meshes, additive 3D sketching with primitive and scanned objects, and computational 3D sketching via a User Datagram Protocol (UDP). These each demonstrate engaging ways of designing and visualizing new spaces and interacting with urban contexts in real-time.
keywords Augmented Reality, Design, Accessibility, Interaction
series SIGraDi
email
last changed 2022/05/23 12:11

_id ecaade2021_138
id ecaade2021_138
authors Liapi, Katherine and Liosi, Dimitra
year 2021
title An Immersive Modular Museum-Archive Concept Model - An integration of shape grammars with virtual reality
doi https://doi.org/10.52842/conf.ecaade.2021.2.323
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. 323-332
summary The paper presents a concept model of a modular exhibition that is designed to function as a museum in the physical environment and as an archive of architectural projects in the virtual. A design method based on shape grammars and inspired by the Bauhaus teaching, has been used to generate both the museum spaces and the archive which expands endlessly as the acquisition of architectural exhibits keeps increasing. Specifically, rules that control the geometric organization, tectonic expression and linear or radial expansion of a modular assembly of interlocking physical or virtual spaces, leading to various self-similar spatial patterns, have been developed. Several scenarios of the visitors' interaction with the exhibits and the museum's space with the use of VR and AR have been explored. In the actual museum scenario, physically present visitors can interact with the exhibits which are enriched with digital information. In the case of the archive, the Unity platform is used for the development of a virtual experience of the visitor who interacts with the expanding space and exhibits in a purely immersive manner.
keywords virtual reality, augmented reality, shape grammars, golden ration, modular museum, archive, Bauhaus teaching
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2021_033
id caadria2021_033
authors Lim, Chor-Kheng
year 2021
title Towards a framework for emotional tactile interaction design
doi https://doi.org/10.52842/conf.caadria.2021.2.335
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 335-344
summary This study aims to explore the possibility of maintaining intuitive behavior patterns and the most natural relationship coming from physical touch between human and object as interaction behaviors in interaction designs. Such an interaction will convey affection while providing brand new applications and innovative experiences offered by digital technology. Interactive behavior is natural, but the experience of affection is novel is the core idea of the interaction design in this study. The study aims to use a familiar artifact in daily life as the main carrier and embed technology in them and activate them, enabling them with sensitive sensing ability. With such an ability, the interaction between human and objects is thus sensed in a pattern of touch, which itself is affective and interactive. Interactions at the proper time can be provided as feedback, allowing users to experience emotional interaction. Through the analysis of the authors six interaction design projects and experiments over 10 years, the design process and framework for emotional tactile interaction design in using a familiar artifact is proposed.
keywords Tactile; Interaction design; Intuitive behavior; Familiar artifact
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2021_127
id caadria2021_127
authors Lin, Chaohe and Lo, Tian Tian
year 2021
title Expanding the Methods of Human-VR Interaction (HVRI) for Architectural Design Process
doi https://doi.org/10.52842/conf.caadria.2021.2.173
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 173-182
summary The emergence of virtual reality technology now brings the possibility of new design methods. Virtual reality technology allows architects to feel space better and express design ideas more intuitively. With the interactive perception equipment and VR glasses, geometric shapes can be created and modified in a virtual environment, replacing the mouse and keyboard to complete the creation of space in the early stage of the design process. At present, the application of virtual reality in the architectural design process has some problems include unnatural interaction, low accuracy, high work cost. This paper will summarize the interactive methods of virtual reality technology in various current cases and compare the input and output of the device by analyzing the matrix method. We can explore interactions that are beneficial to architectural design. Using these interactive methods, we can expand the interface relationship between humans and the virtual environment.
keywords HCI; HVRI; Interaction; Digital Architecture Design; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2021_081
id ecaade2021_081
authors Lin, Chaohe, Lo, Tiantian and Hu, Xinchuang
year 2021
title Exploring the Possibilities of a Virtual Reality Aided Architectural Design System
doi https://doi.org/10.52842/conf.ecaade.2021.2.555
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. 555-564
summary Creating a visual 3D model is a vital part of the architectural design process. In architectural scenes, immersion is important to perceive the connection between various aspects. The general interaction cannot meet the needs of immersion. The immersion and interaction of virtual reality (VR) allows architects to feel and design spaces better. However, VR is currently mainly used only for visualization and walkthrough of the architectural space. The design process is still done using modeling software. This paper proposes a method of architectural design in virtual reality, allowing designers to experience the model created in real-time and improve the design. The use of visual mesh positioning and ray limits can help users create accurate architectural models. The paper also applied the innovative design method to the participatory design process and showed that architectural design in virtual reality can improve design quality and better meet the needs of users.
keywords Digital Architecture Design; Interaction; Virtual Reality; Design tool; Virtual modeling
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2021_5
id sigradi2021_5
authors Ng, Provides, Fernandez, Alberto, Doria, David, Odaibat, Baha and Karastathi, Nikoletta
year 2021
title AI In+form: Intelligence and Aggregation for Solar Designs in the Built Environment
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. 203–215
summary Designers are increasingly challenged by a constant change of context and the interaction of layers of data from a huge variety of sources, from natural-artificial to human-machine. This research aims at mapping the interrelations of energy problems, bio- and artificial intelligence, and human-machine interaction to reflect and rethink the future of solar design. This paper first discusses its theoretical approach that stands at the convergence of light-harvesting systems, their aggregation and intelligence. Afterwhich, this paper explores their translation into iterative processes between designer and artificial intelligences, which is defined as rule/agent-based and machine learning systems; in particular, the relationship between Cellular Automata, Genetic Algorithm, and Generative Adversarial Networks (GANs) is discussed. Finally, it introduces a design project - @R.E.Ar_ - showing the proposed combinatorial pipeline and some preliminary results.
keywords artificial intelligence, bio-inspired, solar design, Aggregation, human-machine interaction
series SIGraDi
email
last changed 2022/05/23 12:10

_id ijac202119402
id ijac202119402
authors Noel, Vernelle AA; Boeva, Yana; Dortdivanlioglu, Hayri
year 2021
title The question of access: Toward an equitable future of computational design
source International Journal of Architectural Computing 2021, Vol. 19 - no. 4, 496–511
summary Digital fabrication and its cultivated spaces promise to break disciplinary boundaries and enable access to its technologies and computation for the broader public. This paper examines the trope of “access” in digital fabrication, design, and craft, and illustrates how it unfolds in these spaces and practices. An equitable future is one that builds on and creates space for multiple bodies, knowledges, and skills; allows perceptual interaction and corporeal engagement with people, materials, and tools; and employs technologies accessible to broad groups of society. By conducting comparative and transnational ethnographic studies at digital fabrication and crafting sites, and performing craft-centered computational design studies, we offer a critical description of what access looks like in an equitable future that includes digital fabrication. The study highlights the need to examine universal conceptions and study how they are operationalized in broader narratives and design pedagogy traditions.
keywords Access, knowledges, craft, digital fabrication, computation, equity, pedagogy
series journal
email
last changed 2024/04/17 14:29

_id ascaad2021_127
id ascaad2021_127
authors Poustinchi, Ebrahim
year 2021
title A Grasshopper Plug-In for Designing Virtual Camera Path in Rhino 3D using Cellphone Motion: Chameleon
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. 636-644
summary Chameleon is a workflow plug-in for Grasshopper 3D that enables designers/users to design camera paths and orientation for animation and still rendering, using cellphone position and orientation. Working as a bridge between the physical world and the digital design environment of Rhino 3D, users using Chameleons, can develop animated and still frames from the first-person point of view with realistic walk-through motions/angles. Although this feature is available in animation software platforms, Chameleon aims to unlock this possibility in Rhino 3D environment and the most used design software for three-dimensional modeling. This new workflow also provokes new means and methods for creative interaction with design software, beyond the existing hardware interfaces such as keyboard and mouse.
series ASCAAD
email
last changed 2021/08/09 13:13

_id sigradi2021_51
id sigradi2021_51
authors Poustinchi, Ebrahim
year 2021
title PX01-Switch: A Hardware Extension for KUKA Robot Controller Enabling Realtime Safe Operation
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. 1223–1234
summary PX01-Switch is a research investigation based on an internationally filed patent by the author, focused on human-robot interaction and robotic control/motion in the field of design (Poustinchi, E. 2020). Using hardware solutions, PX01-Switch enables users—with limited or no programming background, to convert any simple or complicated “offline” developed robotic operations for KUKA robots, to realtime online operational strategies without needing any additional software package or coding knowledge. Operating as a hardware plug-in, PX01-Switch—as a device, can be added to any KUKA robot with the 4th generation controller—KRC4, regardless of the robot's type and payload. PX01-Switch aims to make realtime robotic interaction more accessible to general users, by simplifying some of the advanced programming aspects of the process, at the cost of reducing the operation/interaction resolution.
keywords Interface design, Human Robot Interaction, Robotics, Design, Digital fabrication
series SIGraDi
email
last changed 2022/05/23 12:11

_id caadria2021_037
id caadria2021_037
authors Qi, Xuanning, Lo, Tian Tian and Han, Yunsong
year 2021
title Designing for Human-VR Interaction - How VR interaction can be designed to bring better design participation
doi https://doi.org/10.52842/conf.caadria.2021.2.163
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 163-172
summary The research in human-computer interaction (HCI) has been ongoing for years until present-day to observe how humans interact with computers and digital technologies. Then comes the development of virtual reality (VR), one where it allows users to be immersed in the virtual environment for various kinds of experiences. This paper takes a close reference to the research method in HCI and brings the examination to the context of VR to understand the user behavior towards human-VR interaction (HVRI). A workshop is done based on the new HVRI method, and students are given the task to explore what are the elements of architecture that can be interacted and how they can be performed in the immersive environment. This paper will describe the HVRI designed and analyze how the new interaction method helps to bring about closer relationships between the human and the virtual model beyond just visualization.
keywords VR; Interaction; Design Participation; HVRI; Design Studio
series CAADRIA
email
last changed 2022/06/07 08:00

_id acadia21_142
id acadia21_142
authors Quinteros, Cami; Rossi, Gabriella; Shawqy, Hesham; Papdopoulou, Iliana; Leon, David
year 2021
title Imaginary Vessels
doi https://doi.org/10.52842/conf.acadia.2021.142
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. 142-151.
summary Clay is one of the foundational materials in art and architecture, traced in the development of mud walls and the adobe module, and showcased in utilitarian and ornamental pottery. Wheel throwing is the process of shaping clay mainly into symmetrical objects, a complex craft in which the master potter has the knowledge and skill to manipulate the clay into the final design of various physical objects. This project explores how Machine Learning can be used to translate the richness and complexity of wheel throwing for digital fabrication. In this paper we present a surrogate digital dataset for robotic fabrication and geometric prediction used to train neural networks and provide a bridge between digital fabrication and handcraft. We report on the parametric model which abstracts wheel throwing as the interaction between a rotating mass and a given set of forces, as well as on data wrangling methods, dataset composition considerations, and training methodology. We present two models, one in which geometry is predicted based on a given set of forces, and a second in which forces are predicted based on a given geometry. Lastly, we give a critical assessment of the predictions of both networks and discuss future steps.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

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