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 676

_id ascaad2022_013
id ascaad2022_013
authors Al-Suwaidi, Mohammed; Agkathidis, Asterios; Haidar, Adonis; Lombardi, Davide
year 2022
title Application of Immersive Technologies in the Early Design Stage in Architecture Education: A Systematic Review
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 313-330
summary This paper reviews existing research on the use of immersive technologies, Virtual Reality in particular, in various stages of the architectural design process. Nine research papers were systematically reviewed and analyzed. They were filtered down by using the keywords: ‘Virtual/Augmented Reality, Architectural Education, Gravity Sketch, Unity and Virtual Environments’ from two main databases that focus on digital and computer-aided design research: Cumulative Index about publications in Computer Aided Architectural Design (CuminCAD) and Elsevier's abstract and citation database (Scopus). The selection of papers was filtered down based on relevant approaches which investigate architectural design, creative thinking and teaching methodology using immersive technologies. Another criterion applied to the filtering process of the research papers is the exploration and integration process of new tools and overlapping external software to aid the existing workflow of the user. Our findings explore the evolution of immersive tools to highlight the advantages and disadvantages of virtual reality-based software and hardware, as a creative development tool in the field of education and practice. This paper also proposes a novel teaching methodology that incorporates immersive technologies in the early design phase of architectural education.
series ASCAAD
email
last changed 2024/02/16 13:24

_id ascaad2022_096
id ascaad2022_096
authors Assem, Ayman; Safwat, Merna
year 2022
title Computational Design Approach for Applying Neuro-Architecture Principles in Healthcare Facilities
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 331-347
summary Neuroscience tools’ advancements have paved the way for neuroscience and architecture collaboration, spawning "Neuro-architecture." Neuro-architecture studies in various settings have been tentatively translated into design principles to improve the mood, perception, and satisfaction of healthcare facility users, as well as patient wellbeing and recovery rates. Integrating such principles into computational design methodologies should benefit users’ mental health and reduce the gap between computational design and human mental needs. The research was conducted in two phases: in the first phase, typologies used in evidence-based design research (EBD) were applied in order to determine neuro-architecture design principles for the interior environment of healthcare facilities. In the second phase, the research employed space syntax analysis to evaluate the incorporation of neuro-architecture principles into healthcare facility interiors. The method visualises and evaluates spatial qualities that reflect the application of planning and navigation neuro-interior principles for the inpatient ward of a healthcare facility.
series ASCAAD
email
last changed 2024/02/16 13:38

_id caadria2022_427
id caadria2022_427
authors Ding, Xinyue, Guo, Xiangmin, Lo, Tian Tian and Wang, Ke
year 2022
title The Spatial Environment Affects Human Emotion Perception-Using Physiological Signal Modes
doi https://doi.org/10.52842/conf.caadria.2022.2.425
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 425-434
summary In the past, spatial design was mainly from the perspective of designers. With the increasing demand for quality spaces, contemporary architecture has gradually shifted from focusing on form creation to human well-being, once again advocating the concept of "human-centered" spatial design. Exploring how the spatial environment affects human emotions and health is conducive to quantifying the emotional perception characteristics of space and promoting the improvement of human quality of life and sustainable survival. At the same time, the development of contemporary technology and neuroscience has promoted the study of the impact of spatial environment on human emotion perception. This paper summarizes the research on the impact of the spatial environment on human emotion perception in recent years. First, 28 relevant studies were screened using the PRISMA framework. Then a set of research processes applicable to this study is proposed. Next, the physiological signals currently used to study the effects of the spatial environment on human emotions are summarized and analyzed, including electroencephalography (EEG), skin response (GSR), pulse (PR), and four other signals. The architectural features studied in the related literature are mainly building structural features, building spatial geometric features, and building spatial functional attributes. The study of urban space is divided into different parts, such as urban environment characteristics and urban wayfinding behavior. Finally, we point out the shortcomings and perspectives of studies related to the influence of spatial environment on human emotion perception.
keywords Architectural space environment, urban space, human emotional feelings, Physiological signals, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ascaad2022_104
id ascaad2022_104
authors Marey, Ahmed; AlSabbagh, Nihal
year 2022
title Simulating Human Senses to Improve Thermal Comfort
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 689-702
summary Between the synergies of environmental perception and technological advancement evolves the parallel world of the metaverse. Evolutionary virtuality intends to aid humanity in envisioning the threatened future of cities under environmental risks through tailored features. Traditionally, the sense of sight – which is the focus of virtual reality – has dominated the architectural practice. However, architects and urban designers have begun incorporating other senses into their work over the recent decade. The expanding understanding of the multimodal nature of the human mind that has evolved from cognitive neuroscience research has received little attention so far in the architecture field. This paper investigates the role of synthesized sensory experiences – such as visual, auditory, olfactory, gustatory, and thermal sensations – in designing revolutionary settings that aim to improve people’s interactions with their surrounding environments. A 15-minute experiment of an immersive experience in an office setting using virtual reality headsets is utilized to explore the role of multimodal sensory integration towards tolerance to the thermal environment. The findings revealed significant potential in using multiple senses – especially gustatory – to design thermally comfortable spaces. It is hoped that architectural design practice would progressively include our developing understanding of human senses and how they interact. This holistic approach ought to lead to the development of multisensory-inclusive workspaces that promote rather than hinder our social, cognitive, and emotional development.
series ASCAAD
email
last changed 2024/02/16 13:38

_id ecaade2022_47
id ecaade2022_47
authors Marsillo, Laura, Suntorachai, Nawapan, Karthikeyan, Keshava Narayan, Voinova, Nataliya, Khairallah, Lea and Chronis, Angelos
year 2022
title Context Decoder - Measuring urban quality through artificial intelligence
doi https://doi.org/10.52842/conf.ecaade.2022.2.237
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 2, Ghent, 13-16 September 2022, pp. 237–246
summary Understanding the quality of places during the early design process can improve design decision making and increase not only the chance of effective site development for the place and surroundings but also provide foresight to the mental, physical and environmental well-being of the future occupants. A context can be described differently depending on the designer's studies. However, in order to view the place holistically, various layers should be considered for a cross-disciplinary correlation. This paper proposes a prototypical tool to evaluate the quality of places using machine learning to help cluster and visualise design metrics according to the features provided. By selecting a location in a city, it offers other site contexts with similar characteristics and a similar level of complexity in relation to the surroundings. The tool was initially developed for Naples (Italy) as a case study city and incorporates key indicators related to connectivity of amenities, walkability, urban density, population density, outdoor thermal comfort, popular rate review and sentiment analysis from social media. With current open-source data, these indicators such as OpenStreetMap or social media sentiment can be collected with embedded geotags. These site-specific multilayers were evaluated under the metrics of 3 ranges i.e 400, 800 and 1,200-metre walking distance. This paper demonstrates the potential of using machine learning integrated with computational design tools to visualise the otherwise invisible data for users to interpret any context comprehensively in a holistic approach. Even though this tool is made for Naples, this tool can be extended to other cities across the world. As a result, the tool assists users in understanding not only site-specific location but also draws lines to other neighbourhoods within the city with a similar phenomenon of correlation between key performance indicators.
keywords Computational Design, Urban Analysis, Machine Learning, Computer Vision, Sentiment Analysis
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_5
id ecaade2022_5
authors Zhao, Jiangyang, Lombardi, Davide, Chen, Hanmei and Agkathidis, Asterios
year 2022
title Reinterpreting the Dougong Joint by Using Parametric Design Methods and Robotic Fabrication Technologies: a Critical Review
doi https://doi.org/10.52842/conf.ecaade.2022.2.159
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 2, Ghent, 13-16 September 2022, pp. 159–167
summary The paper finds its roots in our previous research, which explored the application of robotic technologies for the fabrication of traditional Chinese timber joints and the reinterpretation of the Dougong joint (bucket arch joint) by using parametric tools and robotic fabrication techniques. It investigates which existing robotic technologies are suitable for the automated assembly and production of the Dougong joint through reviewing relevant research. The paper systematically reviews and comparatively analyses ten articles filtered through 1,756 publications searched by using the keywords ‘timber’, ‘digital fabrication’, and ‘robot’ in the databases Scopus, CumlnCAD, ScienceDirect, Engineer village and IEEE (Institute of Electrical and Electronics Engineers). Our findings include a comparative analysis chart evaluating workflows, tools and technologies on their suitability for the robotic reinterpretation of the Dougong as well as the proposal of a novel design to fabrication workflow for that particular purpose.
keywords Dougong Joint, Timber Structures, Parametric Design, Robotic Fabrication, Optimization Algorithm
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_273
id ecaade2022_273
authors Zhuang, Xinwei
year 2022
title Rendering Sketches - Interactive rendering generation from sketches using conditional generative adversarial neural network
doi https://doi.org/10.52842/conf.ecaade.2022.1.517
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. 517–524
summary Architects use sketches in the early design phase to organize and elaborate their initial ideas, and those initial sketches often support ideation for the final design. However, the sketches in the early design phase tend to be abstract and hard to interpret. Minimal prior works provide tools for quick visualization of the initial sketch. This study provides a scheme for architects and designers to generate preliminary renderings in the early design stage. In this study, we use conditional generative adversarial networks (cGAN) as the frame and introduces an updater network to the existing cGAN to support the iterative design process. A sketch serves as input to see the rendering and update the sketch based on the generated renderings by adding more resolution and details. The network is able to generate a reasonable rendering from the single-image network, and is able to update the renderings iteratively via the updater network. The dataset is collected from residential buildings exclusively, but the architectural categories can be expanded to other types of buildings in the future. Results show that the proposed scheme is able to provide reasonable renderings from sketches, and the generated rendering can be updated with a higher level of details within a second if the user provides a more detailed sketch. The contribution of this study includes introducing an updater network to the existing algorithm to enable iterative input and provides an alternative enhancement approach to the resolution of the generated image.
keywords Computer Aided Design, Early Design Phase, Conditional Generative Adversarial Neural Network, Human Computer Interaction
series eCAADe
email
last changed 2024/04/22 07:10

_id ascaad2022_005
id ascaad2022_005
authors Abdulmajeed, Abdulwahab; Agkathidis, Asterios; Dounas, Theodoros; Lombardi, Davide
year 2022
title Developing a Design Framework for the Mass Customization of Housing in Saudi Arabia: A Critical Review
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 484-502
summary This paper explores the suitability of mass customisation (MC) technologies and techniques in order to provide affordable housing solutions for Saudi Arabia. In particular, the paper analyses ten articles filtered through 1.165 publications searched by using the keywords ‘mass customisation housing or off-site construction’ in the databases Scopus, CumlnCAD, ScienceDirect, and Engineer village and categorised them based on their suitability for the Saudi Arabian context. Our findings include a comparative analysis chart evaluating workflows, tools and technologies on their suitability for the MC design and an MC workflow proposal for including parametric design and digital fabrication tools and techniques.
series ASCAAD
email
last changed 2024/02/16 13:24

_id ecaade2022_234
id ecaade2022_234
authors Afsar, Secil, Estévez, Alberto T., Abdallah, Yomna K., Turhan, Gozde Damla, Ozel, Berfin and Doyuran, Aslihan
year 2022
title Activating Co-Creation Methodologies of 3D Printing with Biocomposites Developed from Local Organic Wastes
doi https://doi.org/10.52842/conf.ecaade.2022.1.215
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. 215–224
summary Compared to the take-make-waste-oriented linear economy model, the circular model has been studied since the 1980s. Due to consumption-oriented lifestyles along with having a tendency of considering waste materials as trash, studies on sustainable materials management (SMM) have remained at a theoretical level or created temporary and limited impacts. To ensure SMM supports The European Green Deal, there is a necessity of developing top-down and bottom-up strategies simultaneously, which can be metaphorized as digging a tunnel from two different directions to meet in the middle of a mountain. In parallel with the New European Bauhaus concept, this research aims to create a case study for boosting bottom-up and data-driven methodologies to produce short-loop products made of bio-based biocomposite materials from local food & organic wastes. The Architecture departments of two universities from different countries collaborated to practice these design democratization methodologies using data transfer paths. The 3D printable models, firmware code, and detailed explanation of working with a customized 3D printer paste extruder were shared using online tools. Accordingly, the bio-based biocomposite recipe from eggshell, xanthan gum, and citric acid, which can be provided from local shops, food & organic wastes, was investigated concurrently to enhance its printability feature for generating interior design elements such as a vase or vertical gardening unit. While sharing each step from open-source platforms with adding snapshots and videos allows further development between two universities, it also makes room for other researchers/makers/designers to replicate the process/product. By combining modern manufacturing and traditional crafting methods with materials produced with DIY techniques from local resources, and using global data transfer platforms to transfer data instead of products themselves, this research seeks to unlock the value of co-creative design practices for SMM.
keywords Sustainable Materials Management, Co-Creation, Food Waste, 3D Printing, New European Bauhaus
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2022_24
id sigradi2022_24
authors Aroca Vega, Cristian; Rozas Valenzuela, Sebastián
year 2022
title Soft Architecture: Application of Soft Robotics in the Design of Responsive-Interactive Architecture
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 373–384
summary The main objective of this research is to develop a method that can integrate responsive and interactive architecture through the application of soft robotics on a façade. To achieve this objective, a review of the main concepts, adaptive architecture (responsive-interactive) and soft robotics was first carried out. Secondly, recent studies and research that speak of the application of soft robotics in architecture are analyzed. With the knowledge acquired in the analyzes and reference studies, together with the help of programming and computational design tools, a scalable physical prototype was developed that manages to integrate both types of adaptive behaviors (responsive-interactive) in a single hybrid robotic system (soft-rigid), demonstrating the potential of soft robotics in architecture, in this case being applied to be sensitive and act on changes in temperature produced by solar radiation.
keywords Robotics, Generative Design, Adaptive architecture, Sustainable Design, Soft
series SIGraDi
email
last changed 2023/05/16 16:55

_id ecaade2022_251
id ecaade2022_251
authors Awan, Abeeha, Lombardi, Davide, Ruffino, Paolo and Agkathidis, Asterios
year 2022
title Efficacy of Gamification on Introductory Architectural Education: a literature review
doi https://doi.org/10.52842/conf.ecaade.2022.2.553
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 2, Ghent, 13-16 September 2022, pp. 553–564
summary Due to their recent popularity and success in fields such as engineering and business, gamification and by extension game design principles demonstrate the ability to teach complex, multi-disciplinary skills in an engaging, entertaining, and effective way. Architectural education especially introductory architectural education is a foundational and fundamental part of a budding architecture student’s career and oftentimes requires the understanding of dynamic systems, spatial reasoning, and experiential learning. The paper posits that gamification and game design principles can utilize certain components such as augmented reality, narrative design, and fun in order to create tools, gamify existing curriculum, and increase retention, engagement, and mastery of the difficult high-tech skillsets required of introductory architects. The paper focuses on reviewing and systematically analyzing research on gamification in education. In particular, it focuses on systematically reviewing and analyzing data from multiple relevant case studies chosen based on the application of technology such as augmented reality, the integration of game design, and the feasibility of gamification in educational environments. This data is examined based on feasibility, accessibility, and effects on information retention and the findings are outlined in a comparative table of methods, tools, and technologies organized based on their suitability. Ultimately, the paper aims to establish a framework for gamifying introductory modules in architectural education and hopes to create a future architectural augmented reality game meant to utilize gamification to help new architectural students.
keywords Gamification, Game Design, Architectural Education, Educational Games, Retention, Learning
series eCAADe
email
last changed 2024/04/22 07:10

_id ijac202220204
id ijac202220204
authors BuHamdan, Samer; Aladdin Alwisy; Thomas Danel; Ahmed Bouferguene; Zoubeir Lafhaj
year 2022
title The use of reinforced learning to support multidisciplinary design in the AEC industry: Assessing the utilization of Markov Decision Process
source International Journal of Architectural Computing 2022, Vol. 20 - no. 2, pp. 216–237
summary While the design practice in the architecture, engineering, and construction (AEC) industry continues to be acreative activity, approaching the design problem from a perspective of the decision-making science hasremarkable potentials that manifest in the delivery of high-performing sustainable structures. These possiblegains can be attributed to the myriad of decision-making tools and technologies that can be implemented toassist design efforts, such as artificial intelligence (AI) that combines computational power and data wisdom.Such combination comes to extreme importance amid the mounting pressure on the AEC industry players todeliver economic, environmentally friendly, and socially considerate structures. Despite the promisingpotentials, the utilization of AI, particularly reinforced learning (RL), to support multidisciplinary designendeavours in the AEC industry is still in its infancy. Thus, the present research discusses developing andapplying a Markov Decision Process (MDP) model, an RL application, to assist the preliminary multidisciplinary design efforts in the AEC industry. The experimental work shows that MDP models can expediteidentifying viable design alternatives within the solutions space in multidisciplinary design while maximizingthe likelihood of finding the optimal design
keywords Design evaluation, multidisciplinary design, reinforced learning, Markov Decision Process, social impact,architecture, engineering, and construction industry
series journal
last changed 2024/04/17 14:29

_id caadria2022_391
id caadria2022_391
authors Burden, Alan, Donovan, Jared, Caldwell, Glenda and Belek Fialho Teixeira, Muge
year 2022
title Hybrid Digital Crafts With Collaborative Robotics
doi https://doi.org/10.52842/conf.caadria.2022.2.021
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 21-30
summary Bespoke manufacturers that fabricate for architecture and design rely on skill artisans such as patternmakers to remain profitable. Collaborative robotics and augmented reality (AR) offer new technological options and approaches that integrate with existing artisan techniques. Can these technologies provide productive and practical assistance to skilled handcraft artisans? This research presents an original approach to robotic fabrication using AR robot control, and artisan techniques to fabricate an original design. The method includes documenting artisan ethnography, designing a custom cutting end effector and an AR control interface, utilising the capabilities of the robot fabricating system. The research outcome is a hybrid digital craft approach to collaborative robotic patternmaking and handcrafting. The fabrication system reduced the amount of time and physical exertion of designing and cutting out patterns from various materials. This demonstrates that robotic tools can expand rather than replace the capability of existing artisan occupations, helping to strengthen resilience in local industries and promote new innovations.
keywords Collaborative robotic fabrication, hybrid digital craft, artisan manufacturing, augmented reality, SDG9.
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_60
id ecaade2022_60
authors Carl, Timo and Weilandt, Agnes
year 2022
title From Sheet to Folded Plate Structure - Design & build investigations with an interdisciplinary student team
doi https://doi.org/10.52842/conf.ecaade.2022.2.517
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 2, Ghent, 13-16 September 2022, pp. 517–524
summary This paper outlines a teaching methodology that utilizes folding as a form-generator and introduces an interdisciplinary student team to digital tools and research-through-design based methods. At the heart of the project is the design of folded plate structures, which can be manufactured from 10mm cardboard material by using only 2D-CNC miter cutting. We present our computational workflow from conception to completion for two 1:1 scale demonstrators. Lastly, we identify aspects of the project that can be applied for other computational design teaching formats.
keywords Design-Build, Parametric Modelling, Form-Finding, Structural Simulation, Interdisciplinary Collaboration, Digital Fabrication, Folded Plate Structures
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_60
id caadria2022_60
authors Chowdhury, Shuva and Hanegraaf, Johan
year 2022
title Co-presence in Remote VR Co-design: Using Remote Virtual Collaborative Tool Arkio in Campus Design
doi https://doi.org/10.52842/conf.caadria.2022.2.465
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 465-474
summary A participatory co-design approach is most often counted as a time-consuming method and ends without any concrete solution. Since the new evolution of virtual reality-based communication tools, researchers are trying to integrate citizens in the spatial design making process in-situ situation. However, there has been little research on how remotely co-presence in VR can integrate end-users in a co-design environment in re-envisioning their own using spaces. This study adopts a remote VR collaborative platform Arkio to involve novice designers remotely to design their known urban places. Participants are in three different virtual communication systems. Groups can actively engage in co-creating 3D artefacts relevant to a virtual urban environment and communicate through audio together in a remote setting. The platform was tested with a group of graduate students. The given design task was to re-envision the urban places of their academic institute campus. The sessions have been recorded and transcribed for analysis. The analysis of remote conversations shows that co-presence existed while they were engaged in co-design.
keywords Affordable Tools, Remote Collaboration, Virtual Reality, Participatory Design, SDG 11, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_170
id ecaade2022_170
authors Colonneau, Téva, Chenafi, Sabrina and Mastrorilli, Antonella
year 2022
title Digital Intervention Methodologies and Robotic Manufacturing for the Conservation and the Restoration of 20th-Century Concrete Architecture Damaged by Material Loss
doi https://doi.org/10.52842/conf.ecaade.2022.2.197
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 2, Ghent, 13-16 September 2022, pp. 197–206
summary This article deals with the characterisation of robotic manufacturing systems and digital interventions adapted for the conservation and the restoration of 20th-century concrete buildings. By exploiting the potential for analysis and implementation of robotic manufacturing technologies used in the field of heritage science, two associated non- invasive, non-destructive and integrated intervention solutions are presented here, using two research approaches. Through the use of digital recording tools, digital modelling / simulation and additive manufacturing techniques, the first approach develops a direct repair process by adding material with the help of aerial robots. The second focuses on printing recyclable plastic mouldings in order to reproduce partially degraded or completely destroyed architectural details. The results of these two diverse and complementary researches, as well as their experimental approaches applied to conservation and restoration practices, aim to test the proposed robotic manufacturing- based method, regarding the criteria of transferability and methodological feasibility.
keywords 20th-Century Concrete Built Heritage, Conservation and Restoration Practices, Digital Modelling, Robotic Manufacturing, Democratisation
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2022_244
id sigradi2022_244
authors Costa, Frederico; Lima, Fernando
year 2022
title Parametric evaluation of urban compactness in Brazil
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 271–282
summary This paper presents an application of parametric techniques and tools to assess urban compactness in the city of Juiz de Fora, Brazil. A literature review identifies the objective metrics' role in urban design and how they are associated with the urban compactness paradigm. The case study provided results that characterize aspects of the built urban density and the mix of uses in the samples, exploring how parametric resources can help urban design. This research shed some light on how metrics can assist parametric urban design allowing performance measurement in the early design stages. It also highlights potentials, future studies, and challenges, establishing discussions about developing this field of knowledge in Brazil and even in Latin America.
keywords Urban Design, Parametric Urban Design, Computer-aided Urban Design, CityMetrics, Architectural Design
series SIGraDi
email
last changed 2023/05/16 16:55

_id ecaade2022_89
id ecaade2022_89
authors Di Mascio, Danilo
year 2022
title An Untold Story of a Creative Community of Level Designers - Designing and sharing imaginary navigable virtual environments with game technologies
doi https://doi.org/10.52842/conf.ecaade.2022.1.481
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. 481–490
summary The following paper describes and critically reflects on the remarkable production of a creative community of level designers who designed and published 3D game levels (3D real-time virtual navigable environments) during the end of the 1990s and the first decade of the 2000s. During those years, many level designers from several countries created an impressive number and variety of custom levels (user-created content), characterised by imaginary architectures and places informed by narrative elements. This international community was supported by various websites that are no longer available. However, an open-source website, Unreal Archive, constitutes “an initiative to preserve and maintain availability of the rich and vast history of user-created content for the Unreal and Unreal Tournament series of games” (Unreal Archive, 2022). The number of levels available on Unreal Archive exceeds 34,000. For the first time in the architectural research community, this paper aims to shed light on the creative production of that period, and to identify and critically reflect on aspects that could have cultural, creative and educational value for architecture and architectural education. The author directly experienced the achievements of that historical period, and created and published a number of virtual environments using early versions of the Unreal Editor/Engine and 3D modelling software. This research is part of a larger project that investigates transdisciplinary expressions of spaces and architectures, as well as concepts, methodologies and tools in the video games field that can inspire or be transferred to the architecture field.
keywords Virtual Environments, Imaginary Architectures and Places, Narrative, 3D Navigable Environments, Digital Heritage, User-Created Content, Unreal Editor, Unreal Series, Video Games, Level Design, Environmnetal Storytelling
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_407
id ecaade2022_407
authors Dissaux, Thomas and Jancart, Sylvie
year 2022
title Architecture Students' Search Behavior in Parametric Design
doi https://doi.org/10.52842/conf.ecaade.2022.1.171
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. 171–181
summary Over the last decade, architecture has witnessed a growing popularity for new computational tools such as parametric design environments (PDEs). Given their rapid evolution and development, expertise tends to become increasingly transient, and architects find themselves in a situation where they must constantly re-learn their tools. At the same time, access to information has become increasingly widespread. Self-learners can thus rely on information retrieval systems to address knowledge gaps. However, the inherent tool complexity has given rise to a new kind of knowledge. On the basis of the different types described by Anderson and Krathwohl, the authors have previously shown that conceptual knowledge is essential for teaching parametric design. In contrast, research on interactive information retrieval (IIR) has highlighted that procedural knowledge is preferred in create tasks like design. Consequently, it can be argued that in a self-learning situation, architects might not be adopting best practice in relation to knowledge retrieval, especially when considering the visual scripting nature of certain PDEs. The purpose of this paper is to observe cognitive patterns in knowledge search activities while designing in parametric environments and validate the integration of CLT and IIR for further research. We highlight the types of knowledge and sources architecture graduate students, novices in PDEs, search for during design over multiple sessions and why. The paper reports on three design tasks completed during a computational course that emphasized student's autonomy. A qualitative analysis of interviews reveals epistemic actions to fall prey to procedural information, which is in line with both IIR and CLT research. This research is part of a PhD project studying the impact of knowledge retrieval on architectural design when using PDEs. Eventually, it could raise awareness in education, research, and practice regarding information retrieval in architectural design.
keywords Parametric Design, Interactive Information Retrieval, Cognitive Load, Searching as Learning, Knowledge
series eCAADe
email
last changed 2024/04/22 07:10

_id acadia22_752
id acadia22_752
authors Farahi, Behnaz
year 2022
title Returning the Gaze
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 752-763.
summary This paper provides a brief overview of how technology might be considered an extension of the self from early cybernetics research onwards. It then explores how a robotic extension could engage with the critical feminist issue of “the male gaze.” In doing so, it provides a brief theoretical context to the notion of the gaze and visual behavior from a cognitive science and neuroscience point of view, and then explores it in the context of a discourse on visual culture and feminism. Finally, it illustrates the application of such a critical concept through the example of a robotic installation developed by the author for Milan Fashion Week in collaboration with Universal Robots.
series ACADIA
type paper
email
last changed 2024/02/06 14:04

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