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 caadria2022_453
id caadria2022_453
authors Yang, Xiliu, Amtsberg, Felix, Skoury, Lior, Wagner, Hans Jakob and Menges, Achim
year 2022
title Vizor, Facilitating Cyber-physical Workflows in Prefabrication through Augmented Reality
doi https://doi.org/10.52842/conf.caadria.2022.2.141
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. 141-150
summary This research presents Vizor, a software framework to facilitate Human Robot Collaboration (HRC) in fabrication using Augmented Reality (AR), specifically within the environment of high Level of Automation (LoA) prefabrication for the AEC industry. The framework supports skill set extensions of fabrication setups via the integration of human craft and automation through AR and improves the accessibility and adaptability of these fabrication setups. It features a Grasshopper plugin for low-barrier-to-entry prototyping and an integrated HoloLens application for operation. The tool is demonstrated through three use case examples and validated in a proof-of-concept case study involving a craftsperson and a 14-Axis robotic setup, which demonstrates a novel interactive task-sharing process. Vizor opens new opportunities to extend robotic prefabrication with craftspeople who are skilled yet untrained in robotic control and provides greater access to tools for prototyping HRC workflows.
keywords augmented reality, human robot collaboration, cyber-physical fabrication, SDG 8, SDG 9, SDG 12
series CAADRIA
email
last changed 2022/07/22 07:34

_id cdrf2022_125
id cdrf2022_125
authors Zihuan Zhang, Zao Li, and Zhe Guo
year 2022
title Research on Real-Time Interactive Spatial Element Optimization Method Based on EEG Signal—Taking Indoor Space Color and Window Opening Size as the Optimization Object
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_11
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
summary In recent years, the research on digital design and perceptual evaluation has gradually become a hot topic in the field of digital design. Based on digital space optimization theory and perceptual evaluation tools, this study attempts to establish an optimization method to optimize built space elements in real-time using human psychological indicators. This method takes the specific indicators of the Meditation value and Attention value in the human EEG signal analyzed by the TGAM module as the optimization objective, the architectural space color and the window size as the optimization object, and the multi-objective genetic algorithm as the optimization tool. To realize this optimization method, this research combines virtual reality scene and parametric linkage model to establish tool platform and workflow. Taking the optimization of typical residential space as an example by recruiting 50 volunteers to participate in the experiment, this study concludes that this method is effective and feasible through experiment and quantitative analysis of experimental results and lays the foundation for more EEG indicators and more complex spatial element optimization research in the future.
series cdrf
email
last changed 2024/05/29 14:02

_id cdrf2022_385
id cdrf2022_385
authors Yang Song, Asterios Agkathidis, and Richard Koeck
year 2022
title Augmented Bricks an Onsite AR Immersive Design to Fabrication Framework for Masonry Structures
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_33
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
summary The Augmented Bricks research project aims to develop an immersive design to fabrication framework for the assembly of masonry building components by incorporating robotic fabrication and augmented reality (AR) technologies. Our method incorporates two main phases: firstly, the design phase in which users’ gestures and interactions are being identified in AR for the immersive design and simulation process; secondly, an innovative robotic assembly phase in which users can control a robotic arm for assembly by interacting with the AR user interface (UI). Our framework is validated by the design and assembly of four brick-based columns. Our findings highlight that the proposed design to fabrication framework offers a novel, intuitive design inspiration and experience beyond the traditional design methods. It returns the task of assembling parametric structures with high-tech equipment back to the designers, allowing them to master and participate in the entire design to the fabrication process. The impact of this practice-based research will allow architects and designers to modify and construct their designs more simply and intuitively through the AR environment.
series cdrf
email
last changed 2024/05/29 14:03

_id acadia22pr_46
id acadia22pr_46
authors Iyengar, Anirudhan
year 2022
title Disquiet Objects - A Simulated Pensive Domestic Environment
source ACADIA 2022: Hybrids and Haecceities [Projects Catalog of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-7-4]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 46-51.
summary Disquiet Objects is an interactive, Mixed Reality (MR) immersive experience. It follows a hybrid design setup that overlays a physical environment (PE) with a virtual environment (VE) and spatial sound. The project takes place in the setting of a domestic apartment where the PE contains an assemblage of objects, overlaid with a VE that has a completely different visual materiality. It posits an enactive framework—a non-goal- oriented, virtual environment—where the user and the environment constitute the system participants, mediated by a technological artifact.
series ACADIA
type project
email
last changed 2024/02/06 14:04

_id ecaade2022_126
id ecaade2022_126
authors Janssen, Patrick and Bui, Tung Do Phuong
year 2022
title VR Panoramas - Visualizing urban context using 360 spherical images
doi https://doi.org/10.52842/conf.ecaade.2022.2.475
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. 475–484
summary VR photography is the interactive viewing of panoramic photographs using a 360° spherical view. This paper focuses on the use of VR photographs of the urban environment to improve spatial understanding. These photographs can be embedded into a modelling environment as a set of VR panorama hotspots. When users navigate to one of these hotspots, they are able to see how their proposed building or structure relates to the visually detailed view of the urban context. The proposed approach has been implemented in a parametric modelling application called Möbius Modeller. To demonstrate the power of immersive VR, a series of example models are presented that include VR panorama hotspots.
keywords Virtual Reality, Urban Modelling, Urban Context, 360 Spherical Images
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_505
id caadria2022_505
authors Nanasca, James and Beebe, Aaron G.
year 2022
title Dynamic Projection
doi https://doi.org/10.52842/conf.caadria.2022.1.039
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. 39-48
summary Rarely are technologies of projection mapping (PM) and mixed reality (MR) used together with an architectural agenda. Dynamic Projection imagines the confluence of accessible PM and MR technologies and asks "How might we leverage the strengths of both technologies while obviating their weaknesses?‚ And then "How might this technology be of use in making architecture from within the Climate Movement?‚ First, we will examine the dormant potential of Projected MR by augmenting a physical model in an exhibition setting. The exhibition set-up deploys Unity and Vuforia to generate MR, and Mad Mapper to generate a projection mapped background space. Using this set-up reveals strengths in both technologies, which we can evaluate with a Cybernetically Enhanced Mixed Reality Framework. We can leverage this Projected MR as a suite of tools to make architecture a more active participant in the Climate Movement: for example, by augmenting buildings with statistics that could help reduce energy consumption or through the augmentation of the construction process, helping facilitate waste reduction through efficient construction. Our initial research is being expanded through development of a more versatile Projected MR platform with Dynamic Projection 02, in which we are utilizing better MR tools, more responsive PM tools, and an industrial robot to simulate various dynamic feedback systems. This expanded research design speculates on a 3-part exhibition that can respond with low latency via Projected MR controls during a public and private interactive experience.
keywords Projection Mapping, Augmented Reality, Projected Augmented Reality, Cybernetics, Mixed Reality, Responsible Consumption and Production, Climate Action, SDG 12, SDG 13
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_96
id ecaade2022_96
authors Nguyen, Binh Vinh Duc, Demolder, Stijn and Vande Moere, Andrew
year 2022
title How Lay People Design Interior Architecture Layouts in Virtual, Augmented, Drawn and Physical Reality
doi https://doi.org/10.52842/conf.ecaade.2022.1.411
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. 411–420
summary Simulated reality, such as virtual reality (VR) and augmented reality (AR), is particularly helpful for lay people such as clients or prospective occupants, as it allows them to first- hand experience an unbuilt architectural space to provide design input without the requirement of spatial expertise. However, as the experience of space depends on the holistic interplay of a wide variety of atmospheric aspects that cannot be easily simulated, it is still unclear how simulated reality influences lay people when making design decisions. Our study therefore captured how eight lay people designed the interior layout of the same room within five different simulated realities, including drawing reality, tabletop AR, mobile AR, VR and physical reality. By comparing the design process of two design tasks, we assert how each reality promoted or inhibited particular spatial qualities. Consequently, we propose that the realism of a reality influenced how people make design decisions based on atmospheric or functional considerations, the co-location of a reality provokes design decisions that neglect or include contextual factors, the accuracy of distance estimation in a reality depends on the availability of bodily references and the viewing frustum, the ability of a reality to compare design solutions instantaneously trumps the ability to interact with it more intuitively, and each reality comes with particular implementation costs against which the benefits should be estimated and offset. Our study thus provides actionable insights to choose the most appropriate simulated reality depending on the design goals, helps simulated reality developers to consider additional interactive features, and empowers lay people in taking an active part in architectural design.
keywords Architectural Design, Immersive Design, Participatory Design, Virtual Reality, Augmented Reality, Human-Building Interaction, Spatial Qualities, Architectural Experience, Simulated Reality, Immersive Environment
series eCAADe
email
last changed 2024/04/22 07:10

_id cdrf2022_453
id cdrf2022_453
authors Si-Yuan Rylan Wang
year 2022
title Soft Pneumatic Robotic Architectural System: Prefabricated Inflatable Module-Based Cybernetic Adaptive Space Model Manipulated Through Human-System Interaction
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_39
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
summary In this paper, a cybernetic adaptive space model based on prefabricated inflatable modules and physical interaction manipulation is introduced. The research aimed to redefine an intelligent and organic trend of residing and working by providing an adjustable and performative space system. The conjunction of human-space interaction, as well as the soft and hard architectural elements adaptive to dynamic living modalities and environmental conditions, are included in the methodology. The datasets based on the human body posture are collected through IMU sensors to provide coding inputs for defining modular inflatable structures, which anticipate generating heterogeneous morphological variations apt for flexible scenarios. The elaborated pre-fabricated samples successfully conform to the expected inflating behavior through silicone patterns. The results demonstrated the possibility of future architecture as an unrestrained configuration. Integrating the shape-shifting space within modular manufacturing and interactive technology can deprive the performance of many constraints. It can render a responsive ecosystem through a behavioral transformation of the in-habitants.
series cdrf
email
last changed 2024/05/29 14:03

_id ecaade2022_138
id ecaade2022_138
authors Kycia, Agata, Rossi, Andrea, Hugo, Jörg, Jünger, Konrad, Sauer, Christiane and Krüger, Nils
year 2022
title Felt and Fold - Design and manufacturing of customized nonwovens through robotic needle felting
doi https://doi.org/10.52842/conf.ecaade.2022.1.195
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. 195–204
summary This paper explores the potential of robotic needle felting for customized production of nonwoven textiles and their architectural applications. The possibility to program the robotic movement and locally control fiber density and distribution allows the design of nonwoven, heterogeneous materials with graded properties not by differentiating their chemical composition, but rather controlling their mechanical structure. We propose a parametric design and fabrication workflow relying on a 6-axis robotic arm. We describe design techniques for the generation of felted surfaces with varying material properties and their translation to instructions for robotic felting, as well as the physical fabrication setup. Within our research, the ability to locally differentiate material properties is further explored to create three-dimensional folding behaviors. We study how fiber densities affect their folding ability and geometry, examine qualities of resulting edges, analyze how they affect folding and finally design targeted folded structures by informing the felting pattern. While robotic felting has not yet found significant applications in architecture, the designs and prototypes demonstrate its potential in the architectural context, as it suggests new solutions for recyclable, circular building components or surfaces.
keywords Robotic Needle Felting, Graded Nonwovens, Folding, Heterogeneous Materials
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2023_317
id ecaade2023_317
authors Zamani, Alireza, Mohseni, Alale and Bertug Çapunaman, Özgüç
year 2023
title Reconfigurable Formwork System for Vision-Informed Conformal Robotic 3D Printing
doi https://doi.org/10.52842/conf.ecaade.2023.1.387
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 387–396
summary Robotic additive manufacturing has garnered significant research and development interest due to its transformative potential in architecture, engineering, and construction as a cost-effective, material-efficient, and energy-saving fabrication method. However, despite its potential, conventional approaches heavily depend on meticulously optimized work environments, as robotic arms possess limited information regarding their immediate surroundings (Bechthold, 2010; Bechthold & King, 2013). Furthermore, such approaches are often restricted to planar build surfaces and slicing algorithms due to computational and physical practicality, which consequently limits the feasibility of robotic solutions in scenarios involving complex geometries and materials. Building on previous work (Çapunaman et al., 2022), this research investigates conformal 3D printing of clay using a 6 degrees-of-freedom robot arm and a vision-based sensing framework on parametrically reconfigurable tensile hyperbolic paraboloid (hypar) formwork. In this paper, we present the implementation details of the formwork system, share findings from preliminary testing of the proposed workflow, and demonstrate application feasibility through a design exercise that aims to fabricate unique components for a poly-hypar surface structure. The formwork system also offers parametric control over generating complex, non-planar tensile surfaces to be printed on. Within the scope of this workflow, the vision-based sensing framework is employed to generate a digital twin informing iterative tuning of the formwork geometry and conformal toolpath planning on scanned geometries. Additionally, we utilized the augmented fabrication framework to observe and analyze deformations in the printed clay body that occurs during air drying. The proposed workflow, in conjunction with the vision-based sensing framework and the reconfigurable formwork, aims to minimize time and material waste in custom formwork fabrication and printing support materials for complex geometric panels and shell structures.
keywords Robotic Fabrication, Conformal 3D Printing, Additive Manufacturing, Computer-Vision, Reconfigurable Formwork
series eCAADe
email
last changed 2023/12/10 10:49

_id acadia23_v2_340
id acadia23_v2_340
authors Huang, Lee-Su; Spaw, Gregory
year 2023
title Augmented Reality Assisted Robotic: Tube Bending
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 340-349.
summary The intent of this research is to study potential improvements and optimizations in the context of robotic fabrication paired with Augmented Reality (AR), leveraging the technology in the fabrication of the individual part, as well as guiding the larger assembly process. AR applications within the Architecture, Engineering, and Construction (AEC) industry have seen constant research and development as designers, fabricators, and contractors seek methods to reduce errors, minimize waste, and optimize efficiency to lower costs (Chi, Kang, and Wang 2013). Recent advancements have made the technology very accessible and feasible for use in the field, as demonstrated by seminal projects such as the Steampunk Pavilion in Tallinn, Estonia (Jahn, Newnham, and Berg 2022). These types of projects typically improve manual craft processes. They often provide projective guidelines, and make possible complex geometries that would otherwise be painstakingly slow to complete and require decades of artisanal experience (Jahn et al. 2019). Building upon a previously developed robotic tube bending workflow, our research implements a custom AR interface to streamline the bending process for multiple, large, complex parts with many bends, providing a pre-visualization of the expected fabrication process for safety and part-verification purposes. We demonstrate the utility of this AR overlay in the part fabrication setting and in an inadvertent, human-robot, collaborative process when parts push the fabrication method past its limits. The AR technology is also used to facilitate the assembly process of a spatial installation exploring a unique aesthetic with subtle bends, loops, knots, bundles, and weaves utilizing a rigid tube material.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id acadia22_432
id acadia22_432
authors Lok, Leslie; Bae, Jiyoon
year 2022
title HoloWall
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. 432-443.
summary HoloWall is a wall assembly that integrates mixed reality (MR) protocols with nonuniformly sized lumber to develop a customized hollow-core cross-laminated timber (HCCLT). The performance-driven design workflow leverages the MR technology and tiling automation of nonuniform wood boards to guide material processing and fabrication of a customized HCCLT prototype. This paper proposes to expand the usage and the viability of customized HCCLT as a structural component. Upcycling locally salvaged wood elements, the prototype develops a material language of lamination that peels away in calibrated gradients to generate structural and visual porosity. By engaging with the computational environment and the physical making process through the MR workflow, users are able to explore an accessible design streamline.
series ACADIA
type paper
email
last changed 2024/02/06 14:04

_id caadria2022_271
id caadria2022_271
authors Napier, Ilaena Mariam
year 2022
title Robotically Printed Seaweed as a Biomaterial within Architecture and Design
doi https://doi.org/10.52842/conf.caadria.2022.2.303
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. 303-312
summary This research aims to develop and understand the impact of seaweed as a bio-based material within architecture and design. The research is influenced by current global challenges, outlined by the Sustainable Development Goals (SDG), such as carbon drawdown, the problem of material waste, and the need to create more sustainable manufacturing processes. Seaweed is an organic biomass that does not require land, fresh water or fertilisers to grow, and growing it can reduce the effects of global warming as it sequesters large amounts of carbon dioxide. In turn, it can be harvested and used for a range of products including food, biofuel, fertiliser and bioplastic. The research focuses on the development of an organic, water-based biocomposite material made from sodium alginate, a derivative of brown seaweed, combined with cellulose powder, vegetable glycerine, and kelp powder. A set of methodical experiments were conducted and studied, with the aim of creating a novel material which can adapt to its surrounding environment and can degrade naturally. By creating and fabricating using renewable resources, one can create novel materials that are carbon neutral and contribute to a natural resource cycle. Ultimately, the material decays and returns to the earth, for the purpose of remediating soils and replenishing growth.
keywords Seaweed Biocomposite Material, Paste Extrusion Method, Water-based Robotic Fabrication, Circular Design, SDG 12, SDG 13, SDG 14
series CAADRIA
email
last changed 2022/07/22 07:34

_id cdrf2022_284
id cdrf2022_284
authors Ralph Spencer Steenblik
year 2022
title Developing a Hybrid Intelligence Through Hacking the Machine Learning Neural Style Transfer Process for Possible Futures
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_25
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
summary This article highlights work using machine learning in collaboration with designers for speculative world building. The process is unique because of the feedback loop, between the designer and the computational process. Worldbuilding is a speculative practice and requires vision and courage on the part of the designer. Working with machine learning neural style transfer (NST) allows the designers to consider possibilities humanity may not otherwise allow ourselves to imagine. This is important because human imagination paves the path for the future of humankind. Imagining a sustainable future requires considering unconventional solutions. Imagining non-probable futures allows humanity to glean desirable aspects to strive for. Even if a conceived future is impossible within the built environment, there are many opportunities for people to inhabit these environments virtually. Letting yourself get lost in these places is a form of travel, even when conditions limit one's ability to physically do so.
series cdrf
email
last changed 2024/05/29 14:02

_id cdrf2022_187
id cdrf2022_187
authors Yunqin Li, Nobuyoshi Yabuki, and Tomohiro Fukuda
year 2022
title A Virtual Reality-Based Tool with Human Behavior Measurement and Analysis for Feedback Design of the Indoor Light Environment
doi https://doi.org/https://doi.org/10.1007/978-981-19-8637-6_16
source Proceedings of the 2022 DigitalFUTURES The 4st International Conference on Computational Design and Robotic Fabrication (CDRF 2022)
summary Human behavior data provides essential feedback information for architects to improve a human-centered indoor light environment design. However, architects have difficulty capturing the complex, multidimensional, and unpredictable behavior of humans, often struggle to get users’ feedback on time in the schematic phase. This paper proposes a new virtual reality-based behavioral measurement and assessment tool that quantitatively collects and analyzes individual behavioral data, including travel trajectory, travel time, and gaze points, to reveal user experience and interaction of light, aiming to better help architects get timely feedback from users and create human-centered indoor light environment designs in the scheme optimization phase. To showcase this tool, we utilize an exhibition hall of a museum design as an illustrative example. The experiment demonstrates the feasibility of the proposed tool, and its results suggest that different lighting schemes influence human behavior patterns and that the introduction of natural light usually stimulates more movement. The developed virtual reality tool prototype provides valuable visual information and statistics for analyzing human behavior and evaluating indoor light environment design schemes.
series cdrf
email
last changed 2024/05/29 14:02

_id ascaad2023_042
id ascaad2023_042
authors Žigmundová, Viktória; Suchánková, Kateřina; Stretavská, Antónia; Míča, Jakub; Rayne, Taylor; Tsikoliya, Shota ; ,
year 2023
title Additive Manufacturing of Mycelium Composites for Sustainable Landscape Architecture
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 863-877.
summary This study explores the potential of mycelium composites as a sustainable and eco-friendly material for landscape architecture in the context of today's global climate and environmental crisis. Mycelium, the vegetative part of fungi, has shown promising properties such as acoustic and thermal insulation, biodegradability, and environmental performance (Vasatko et al., 2022). The central remit of this research is in proposing bespoke computational and robotic fabrication methods and workflows for investigating the performance of mycelial materials and observing their properties and growth response. Taken together, the topic of this paper is to illustrate the application and composition of such fabrication techniques as an integrated multi-material system, capable of combining the complex, organic relationships between clay, lignocellulosic substrate, and fungi with a focus on the potential of such composite materials for implementation within the built environment. Outlined here are the processes and procedures essential to this multi-material fabrication framework, including a detailed account of a series of substrate material mixtures and printed clay scaffold geometries, both of which exhibit properties informed by the material synthesis and fabrication process. We foremost propose the strategic mixing of different substrate types to be 3D printed with clay as a strategy for probing the optimization of mycelial overgrowth and binding to the 3D printed geometries. Subsequently, we proceed in detailing the study’s approach and process of 3D printing the mixtures of recycled material, drying the geometry, and sterilizing the final design once inoculated with the mycelium. Ultimately, we motivate this research in pursuit of further understanding of mycelium's material and mycoremediation capacities in service of more environmentally responsive and responsible architectural applications.
series ASCAAD
email
last changed 2024/02/13 14:34

_id architectural_intelligence2022_6
id architectural_intelligence2022_6
authors Achim Menges, Fabian Kannenberg & Christoph Zechmeister
year 2022
title Computational co-design of fibrous architecture
doi https://doi.org/https://doi.org/10.1007/s44223-022-00004-x
source Architectural Intelligence Journal
summary Fibrous architecture constitutes an alternative approach to conventional building systems and established construction methods. It shows the potential to converge architectural concerns such as spatial expression and structural elegance, with urgently required resource effectiveness and material efficiency, in a genuinely computational approach. Fundamental characteristics of fibre composite are shared with fibre structures in the natural world, enabling the transfer of design principles and providing a vast repertoire of inspiration. Robotic fabrication based on coreless filament winding, a technique to deposit resin impregnated fibre filaments with only minimal formwork, as well as integrative computational design methods are imperative to the development of complex fibrous building systems. Two projects, the BUGA Fibre Pavilion as an example for long-span structures, and Maison Fibre as an example of multi-storey architecture, showcase the application of those techniques in an architectural context and highlight areas of further research opportunities. The highly interrelated aesthetic, structural and fabrication characteristics of fibre nets are difficult to understand and go beyond a designer’s comprehension and intuition. An AI powered, self-learning agent system aims to extend and thoroughly explore the design space of fibre structures to unlock the full design potential coreless filament winding offers. In order to ensure feedback between all relevant design and performance criteria and enable interdisciplinary convergence, these novel design methods are embedded in a larger co-design framework. It formalizes the interaction of involved interdisciplinary domains and allows for interactive collaboration based on a central data model, serving as a base for design optimisation and exploration. To further advance research on fibre composites in architecture, bio-based materials are considered, continuing the journey of discovery of fibrous architecture to fundamentally rethinking design and construction towards a novel, computational material culture in architecture.
series Architectural Intelligence
email
last changed 2025/01/09 15:00

_id caadria2022_80
id caadria2022_80
authors Anifowose, Hassan, Yan, Wei and Dixit, Manish
year 2022
title Interactive Virtual Construction ‚ A Case Study of Building Component Assembly towards the adoption of BIM and VR in Business and Training
doi https://doi.org/10.52842/conf.caadria.2022.2.547
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. 547-556
summary Present day building product manufacturers face difficulties in scaling businesses. Key decisions surrounding technology adoption are typically measured against feasibility of use and long-term profit. Building Information Modelling (BIM) and Virtual Reality (VR) provide the potential for teaching building product assembly to employees and construction contractors. This eliminates the need for deploying training personnel to job sites, reduces manufacturing carbon footprint and wastes in product samples required for training. VR content development is difficult and performance within VR applications must be near reality in order to improve adoption of such technology through training. This exploratory study investigates important factors that enhance adoption in business cases through training. We developed an innovative BIM+VR prototype for SwiftWall; a temporary wall manufacturing company, highlighting rigorous processes for in-house BIM anatomy and VR development. This paper provides a step-by-step approach to replicate the prototype. The prototype was tested in several demonstration sessions. The approximate time to install 40 linear feet of SwiftWall is 30-minutes at the simplest level. This timing is equivalent to 28 linear feet installation in 21-minutes achieved with the BIM+VR prototype demonstration. The matching timing results show a significant potential for adoption in business, improved sustainability and employee training from a time and cost-efficient standpoint. Concerns and key issues from development to deployment are discussed in detail. The BIM+VR virtual construction prototype provides adoption potential for training remote partners thereby increasing possibilities of SwiftWall scaling to distributors and product carriers across a larger geographic region.
keywords BIM, Virtual Reality, Unity, Training, Game Design, Construction Assemblage, Construction Material, Virtual Construction, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2022_450
id ecaade2022_450
authors Braumann, Johannes, Gollob, Emanuel and Singline, Karl
year 2022
title Visual Programming for Interactive Robotic Fabrication Processes - Process flow definition in robotic fabrication
doi https://doi.org/10.52842/conf.ecaade.2022.2.427
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. 427–434
summary Visual, flow-based programming environments in architecture and design are built to control data flow but not process flow. However, controlling the process flow is essential for interacting with robotic fabrication processes, so that they can react to input such as user interaction or sensor data. In this research, we combine two visual programming environments, utilizing Grasshopper for defining complex, robotic toolpaths, and Unity Visual Scripting for controlling the overall process flow and process interaction. Through that, we want to enable architects and designers to define more complex, interactive production processes, with accessible, bespoke user-interfaces allowing non-experts to operate these processes - a crucial step for the commercialization of innovations. This approach is evaluated in a case study that creates a mobile, urban microfactory that prototypically fabricates location-specific objects through additive manufacturing.
keywords Visual Programming, State Machine, Industrial Robotics, Unity Visual Scripting
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2022_258
id caadria2022_258
authors Chen, Hao, Fukuda, Tomohiro and Yabuki, Nobuyoshi
year 2022
title Developing an Augmented Reality System with Real-Time Reflection for Landscape Design Visualization, Using Real-Time Ray Tracing Technique
doi https://doi.org/10.52842/conf.caadria.2022.1.089
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. 89-98
summary In landscape design, visualization of a new design on the site with clients can greatly improve communication efficiency and reduce communication costs. The use of augmented reality (AR) allows the projection of design models into the real environment, but the relationship between the models and the physical environment, such as reflections, which are often thoughtfully considered in waterfront landscape design, is difficult to express in existing AR systems. The aim of this study is to accurately render and express the reflections of virtual models in the physical environment in an AR system. Different from traditional rasterized rendering, this study used physically correct ray-tracing algorithms for reflection rendering calculations. Using a smartphone and a computer, we first constructed a basic AR system using a game engine and then performed ray-tracing computations using a shader kernel in the game engine. Finally, we combined the rendering results of reflections with the video stream from a smartphone camera to achieve the reflection effect of a virtual model in a physical environment. Both designers and clients could review the design with a realistic reflection on an actual water surface and discuss design decisions through this system.
keywords Augmented reality (AR), reflection, landscape design, interactive visualization, real-time rendering, planar reflection, real-time ray tracing, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

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