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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_id ecaade2023_382
id ecaade2023_382
authors Blahut, Sarah and Harnoncourt-Fuchs, Marie-Therese
year 2023
title Mixed Reality Interactive Representations for the Assembly of a Custom Timber Tower
doi https://doi.org/10.52842/conf.ecaade.2023.2.751
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 2, Graz, 20-22 September 2023, pp. 751–760
summary In recent years, many projects have emerged testing the use of augmented reality (AR) and mixed reality (MR) systems in the custom design and fabrication of architectural projects at a variety of scales using digital and analog tools. This paper presents a series of MR systems for key modes of interactive representations in the assembly process of a custom timber tower, intending to expand an area of research on the use of MR as a critical medium for architectural representation in design customization. The series of MR systems were developed to assist and expedite the physical assembly of customized timber parts and connections for the large-scale tower with a small team of students and carpenters. The MR systems are built as interactive representations of the 3D digital design model, allowing the user to see connections in real-time on physical materials in order to perform collaborative preparation and assembly tasks with analog tools. Each MR system relied on a single user, wearing a HoloLens 2, to use hand gestures to place and interact with 3D Rhino model representations of the tower and individual parts overlaid in the physical context at 1:1 scale. The MR systems deployed as interactive 3D representations were evaluated at three key stages in the material preparation and assembly processes. The project tested the use of MR systems created for a series of tasks that enabled the fast assembly of the tower, which is almost 10 meters high. The outlook explores the perspective of how MR systems augment modes of architectural representation through human interaction, collaboration, and accessibility (also for non-expert users), using digital and analog tools, and how these systems provide greater agency for customization and variety in design and building.
keywords Mixed Reality, Interactive Representation, Customization, HoloLens2, Head-Mounted Display, Digital and Analog, Augmented Reality
series eCAADe
email
last changed 2023/12/10 10:49

_id cdrf2023_331
id cdrf2023_331
authors Alexander Htet Kyaw, Lawson Spencer, Sasa Zivkovic, Leslie Lok
year 2023
title Gesture Recognition for Feedback Based Mixed Reality and Robotic Fabrication: A Case Study of the UnLog Tower
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_28
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary Mixed Reality (MR) platforms enable users to interact with three-dimensional holographic instructions during the assembly and fabrication of highly custom and parametric architectural constructions without the necessity of two-dimensional drawings. Previous MR fabrication projects have primarily relied on digital menus and custom buttons as the interface for user interaction with the MR environment. Despite this approach being widely adopted, it is limited in its ability to allow for direct human interaction with physical objects to modify fabrication instructions within the MR environment. This research integrates user interactions with physical objects through real-time gesture recognition as input to modify, update or generate new digital information enabling reciprocal stimuli between the physical and the virtual environment. Consequently, the digital environment is generative of the user’s provided interaction with physical objects to allow seamless feedback in the fabrication process. This research investigates gesture recognition for feedback-based MR workflows for robotic fabrication, human assembly, and quality control in the construction of the UnLog Tower.
series cdrf
email
last changed 2024/05/29 14:04

_id acadia23_v2_318
id acadia23_v2_318
authors Spencer, Lawson; Htet Kyaw, Alexander; Zivkovic, Sasa; Lok, Leslie
year 2023
title Extended Reality Workflows for Multi-Material Construction and Assemblies
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 318-328.
summary The architecture and construction industries have been developing methods to integrate Augmented Reality (AR) and Mixed Reality (MR) workflows into the building industry for 1-to-1 scale design, visualization, and paperless fabrication. While these AR workflows have been primarily focused on mono-material assemblies, this paper investigates the potential of AR and MR for multi-material fabrication, combining various materials and structural components throughout each phase of the construction of the Unlog Tower. The installation uses infested and dying ash trees to construct a 36-foot-tall triangular, lightweight timber structure. The Unlog Tower leverages bending active elastic kinematics to stretch robotically kerfed logs braced by threaded rods and tube steel. Three extended reality (XR) workflows were explored for the construction of this bespoke timber struc- ture: (1) fiducial marker coordinated AR instruction, (2) multiple QR code AR instruction, and (3) gesture-based MR instruction. These XR workflows incorporate feedback-based construction notation and animation for the assembly of non-standard natural materials and standardized parts through three construction phases: materials to parts, parts to prefab modules, and onsite assembly. The research highlights the potential of AR and MR workflows for human-machine interaction in robotic fabrication, analog means of making, prefabrication, onsite construction, and coordination. The result of this investigation has demonstrated many advantages and disadvantages of varying AR/MR workflows in facili- tating the construction of multi-material and multi-phase structural assemblies.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id caadria2023_127
id caadria2023_127
authors Franze, Anthony, Caldwell, Glenda, Belek Fialho Teixeira, Muge and Rittenbruch, Markus
year 2023
title Informing User-Centred Approaches to Augmented Custom Manufacturing Practices
doi https://doi.org/10.52842/conf.caadria.2023.1.353
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 353–362
summary This practice-based research presents insights into the potential and challenges for augmented and mixed reality (AR/MR) technology to enhance Australian small-to-medium (SME) custom manufacturers’ agility to overcome existing Industry 4.0 (I4.0) workforce productivity and efficiency challenges. Moreover, it seeks to understand the technology’s ability to support custom manufacturers and the architectural, engineering and construction (AEC) sector transition to a more human-centric Industry 5.0 (I5.0) model, whereby the well-being of the fabricator is placed back at the centre of manufacturing processes. This qualitative study draws on interviews with eleven Australian custom manufacturing industry professionals to inform pertinent themes around fabricators’ current use and perceptions of mixed reality technology. Results indicate benefits for fabricators in reducing 2D drawing and task-related ambiguities in fabrication and assembly practices and reveal factors surrounding underutilisation. Synthesising insights and reflecting on Teixeira et al., (2021)’s XR-PACT framework, key research areas are identified for future AR/MR development centred on fabrication users’ distinct needs to improve accessibility, empower fabricators and ultimately assist the competitiveness of custom manufacturers and the AEC sector.
keywords Augmented and Mixed Reality, Custom Manufacturing, SME, User-centred design, Industry 5.0
series CAADRIA
email
last changed 2023/06/15 23:14

_id sigradi2023_398
id sigradi2023_398
authors Aguiar, Beatriz, Lima, Mariana, Cardoso, Daniel, Melo, Raul, Nascimento, Emanuel and Sá, Calleu
year 2023
title Extended Realities and New Digital Approaches in Architecture Education: Model for Integration in the Design Process
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 215–226
summary Extended Reality (XR) combines Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR) to create immersive environments. In architecture and urbanism, XR has the potential to transform project representation. Integrating XR and digital means requires a theoretical reflection on its impact on teaching, shifting focus from coded representations to aesthetic and qualitative aspects of design. This study aims to systematize XR integration in the Computer-Aided Architectural Drawing (CAAD) course. Employing the research-action method, immersive devices and strategies were planned, implemented, and evaluated. The proposed model facilitates XR adoption throughout the design process, utilizing BIM tools, VR headsets, and 3D printing. This research contributes to practice, promoting students' spatial representation skills and the ability to experience and design within the environment being created. And as a theoretical contribution, it examines the evolving design representation languages and the essence of teaching in the era of digital changes.
keywords Virtual environments, Extended Realities, Information Modeling, Design Process, Architecture Education.
series SIGraDi
email
last changed 2024/03/08 14:06

_id ecaaderis2023_34
id ecaaderis2023_34
authors Daleyev, Dalel, Rasoulzadeh, Shervin, Kilian, Martin, Raffaelli, Matteo, Hartmann, Dominik and Kovacic, Iva
year 2023
title A Novel Approach of Structural Modeling, Analysis and Optimization of Bearing Parts in Free-Formed Arc-Like Geometry Reconstructed from 4D Sketches
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 69–78
summary Sketching is often used as the main approach in design of free-formed structures in very early stages of planning. Chosen materials for bearing and non-bearing parts and results of structural analysis can decisively affect the shape and form of planned geometry. The structural modelling, following finite element (FE) analysis and structural design can be very time-consuming due to still weakly regulated building information modelling (BIM) data exchange of free-formed structures. This paper describes a novel approach of structural modelling, analysis, and multi-objective optimization (MOO) of bearing elements of free-formed geometry sketched within a developed 4D semantic, mixed reality application MRSketch. The shapes of individual elements are computed from the recovered curve network and comprising boundary curves, aiming for smooth transitions and less deviation to the sketched strokes. The focus of this paper lays on the test case in which a free-form voluminous arc-like structure (similar to BUGA pavilion) has been thoroughly sketched in MRSketch. The computed geometry of the above-mentioned form is used for the structural analysis and MOO, whereby 3 different material and structure types are studied: monolithic concrete shell, plywood timber panels, and steel framework. The MOO process takes place with the goal of minimizing used material masses and de-flection of the structure. The ultimate and serviceability limit state´s (ULS and SLS) criteria acc. to Eurocodes represent MOO-constraints. Lastly, a large-scale estimate of the CO2 balance of the 3 above-mentioned construction´s variants is compiled and compared.
keywords Concept Design, Curve Networks, Parametric Modeling, Structural Optimization, Numerical Optimization
series eCAADe
email
last changed 2024/02/05 14:28

_id sigradi2023_125
id sigradi2023_125
authors García Amen, Fernando
year 2023
title Manufacturing worlds. Towards a Metaverse of Uruguayan Heritage.
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 729–738
summary This project seeks to digitally recover, restore and preserve the architectural heritage of Uruguay through 3D scanning, with the aim of creating an interactive Metaverse that represents this heritage. To do this, virtual reality, augmented reality and mixed reality (VR/AR/MR) technologies will be used as key tools. The spectrum of relevant buildings is wide, considering works of architecture with structural, formal and testimonial value. The digitization of these works presents diverse challenges, from urban to rural settings. It seeks to establish a consistent methodology using data capture and processing tools, as well as open standards for the exchange of information. In addition, the importance of involving the community in the study and use of the selected architectural heritage is emphasized.
keywords Digital heritage, Metaverse, 3D Scanning, Virtual Reality, Interaction
series SIGraDi
email
last changed 2024/03/08 14:07

_id ecaaderis2023_13
id ecaaderis2023_13
authors Giraud, Iason and Artopoulos, Georgios
year 2023
title A Data-enabled Participatory Application towards Better Engagement and Neighborhood Accessibility
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 25–34
summary This paper presents a novel workflow for managing urban data and visualizing them with the use of a mixed reality interface for studying historic urban cores in participatory design scenarios, using as a case study the Strovolos historic core in Nicosia, Cyprus. The application provides a data-enabled interactive medium to measure key aspects of urban accessibility with real time data feedback, to test design hypothesis and record user input. The goal is the creation of a user driven urban database and facilitate decision making of urban scenarios in consideration of walkable cities.
keywords 15-minute city, isochrones, accessibility, participatory
series eCAADe
email
last changed 2024/02/05 14:28

_id acadia23_v2_306
id acadia23_v2_306
authors Güzelis, Cenk; Pompermaier, Anna
year 2023
title Becoming-With: Encounters in An Augmented Garden: A Site-Specific Multi-User Social Mixed Reality Experience
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 306-316.
summary In this paper, we present Becoming-with – Encounters in an Augmented Garden: A Site- Specific Multi-User Social Mixed-Reality Experience that combines spatial storytelling, ubiquitous computing, and posthuman theory to initiate a discussion about the emergence of virtual augmentation in architecture and its potential implications for the future of our livable domains within the realm of social media and new media technologies. At the core of our investigation lies the Becoming-with Installation, which serves as a unique platform to examine the creation of a hybrid spatial condition—an intricate symbiosis between physical and digital spaces, which allows users to interact with a captivating physical/digital overlay using their bodies and hands, fostering a dynamic and immersive social setting (Figure 1). In the course of our research, we delve into the architectural and artistic values inherent in the Becoming-with Installation. By embracing the convergence of physical and digital realms, we uncover new and exciting possibilities for spatial experiences, where tangible and virtual elements coexist. Moreover, our findings shed light on the potential transformative impact on our digitally mediated, complex social settings, as architecture evolves to encompass interactive technologies, spatial computing, and social media networks.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id ecaade2023_447
id ecaade2023_447
authors Kyaw, Alexander Htet, Otto, Jack and Lok, Leslie
year 2023
title Active Bending in Physics-Based Mixed Reality: The design and fabrication of a reconfigurable modular bamboo system
doi https://doi.org/10.52842/conf.ecaade.2023.1.169
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. 169–178
summary The research addresses the difficulties of designing with a non-standard and structurally dynamic material, such as bamboo, by using mixed reality (MR) as a virtual and collaborative design environment with integrated material physics simulations. This paper describes the development of a workflow that integrates (1) a reconfigurable modular bamboo system leveraging the active bending property of bamboo, (2) a custom physics-based MR environment facilitating on-site collaborative design, and (3) an MR user interface enabling users to customize material parameters unique to bamboo. The reconfigurable modular bamboo system is a kit of parts consisting of linear, triangular, and tetrahedral bundled bamboo modules that can be assembled on the ground and lofted into complex active bending structures. Through a Physics-Based Mixed Reality design framework, multiple users can reconfigure these modules virtually, dynamically, and collaboratively, iterating through several configurations on-site before deploying real-world resources. The result is a custom MR environment that enables non-expert users to participate in the design process through a user interface for managing module properties and connectivity.
keywords Mixed Reality, Augmented Reality, Physics Simulation, Participatory Design, User Interface, Fabrication, Bamboo, Biomaterials, Transformable Structures
series eCAADe
email
last changed 2023/12/10 10:49

_id acadia23_v2_330
id acadia23_v2_330
authors Li, Jiaqi; Lin, Chen-Yang; Lai, Zhen-Zhou; Lo, Tian-Tian
year 2023
title Revitalization of Digital Hometown of Overseas Chinese: Using Virtual Reality Interaction Technology - The Example of Jimei School Village
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 330-339.
summary Promoting the transformation and development of overseas Chinese hometowns through the inheritance of overseas Chinese culture and the integration of culture and tourism is an important research perspective in China's rural revitalization strategy. Nowadays, the development of rural cultural tourism through various digital means has effectively promoted the economic vitality of the region. This research takes Jimei School Village as an example and uses virtual-real interactive technology [Mixed Reality (MR) and an open- source electronics platform based on easy-to-use hardware and software (Arduino)] to build a ""Phygital Game"" - a virtual-real interactive platform. First, this research uses MR technology to display the characteristic content of the hometown of overseas Chinese, expand the amount of information displayed, and immerse tourists in the realistic scene of virtual-real fusion. In terms of interactive form, through the design of physical inter- action of Arduino, visitors can participate in puzzle-solving games. This platform aims to encourage tourists to actively explore the architectural features and culture of the hometown of overseas Chinese, to provide a valuable perspective for the optimization and development of the immersive cultural tourism platform.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id ascaad2023_030
id ascaad2023_030
authors Topaloglu, Aysel; Gul, Leman
year 2023
title Bodily Interactions in Cultural Heritage Focused Extended Reality Studies
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. 568-584.
summary Today, Extended Reality (XR) technologies open up new possibilities in the cultural heritage domain by allowing the integration of digital content and new virtual layers onto cultural artifacts, as well as the facilitation of distinct interactive processes. XR environments, which encompass Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), introduce new and intriguing experiences to the heritage field through multisensory and bodily interactions. This study aims to present a comprehensive state of the art regarding bodily interactions in cultural heritage-focused XR studies by reviewing and analyzing the existing literature. To do so, a systematic literature review protocol was adopted to understand how interactive experience is studied in the literature that involves body-related approaches and XR systems in cultural domains. A thorough examination of the literature was conducted using Elsevier's Scopus database, resulting in a dataset of 1063 records processed with VOSviewer. Within this dataset, the keyword co-occurrence analysis identified four cluster groups representing key themes in the literature that are related to bodily interactions in cultural heritage focused XR studies. These clusters were examined in more detail by empirically selecting literature samples. Network, density, and overlay visualizations were also created during the analysis to interpret and represent the results. This study contributes to a better understanding of the role of bodily interactions in XR and heritage studies in promoting cultural heritage preservation and dissemination.
series ASCAAD
email
last changed 2024/02/13 14:34

_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 caadria2023_16
id caadria2023_16
authors Song, Yang and Hahm, Soomeen
year 2023
title Augmented Robotic Bricklaying
doi https://doi.org/10.52842/conf.caadria.2023.1.323
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 323–332
summary After experiencing the Covid-19 pandemic, remote communication became one of the key issues in almost every field and discourse. Digital fabrication is no exception, and architects hope to seek a user-friendly way for human-machine interactions. This paper presents experimental research using Augmented Reality (AR) for robotic remote programming. The research tries to develop a unique pipeline and workflow which allows users from different locations to program robots and communicate with machines through AR. A sample workflow has been tested as a series of simple brick assemblies in an online workshop with remote participants. The pipeline allows all users to be able to remotely program and control a robot in AR. For this workshop, we transform the robotic coding method from the traditional computer science way to the plugin-oriented AR visual programming way in Grasshopper. As for the physical outcomes, participants all assembled brick-based structures successfully by programming and operating the robotic arm in AR remotely at the end. Associating the interaction in AR with the robotic arm and programming it with interactive visual input methods will make it easier for architectural practitioners to simulate and control industrial robots for complex structure assembly.
keywords augmented reality (AR), remote programming, robotic assembly, brick-based structure, online workshop
series CAADRIA
email
last changed 2023/06/15 23:14

_id sigradi2023_338
id sigradi2023_338
authors Spencer, Lawson, Jordan, Kurt A. and Lok, Leslie
year 2023
title UnFrame: An Augmented Reality Narrative on the History and Possible Future of North American Timber Framing
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1385–1396
summary UnFrame was an augmented reality (AR) exhibition on the history of timber framing in the Northeastern part of North America. In this region, timber has been a primary building material for millennia. The Hodinohso:nih (Six Nations Iroquois) constructed semi-permanent domestic longhouses from the trunks, branches, and bark of several locally available tree species. The UnFrame exhibition presents different periods of timber construction through an interactive AR exhibition to reflect and initiate conversations on the present timber industries, and their utilization of varying timber species, from architectural scales to a select series of details. With a focus on the Hodinohso:nih longhouse, this research paper presents the materials, equipment and methods necessary to construct the outdoor, public exhibition. The UnFrame exhibition is intended to be an educational tool representing and communicating these various timber material histories.
keywords Augmented Reality, AR exhibition, AR narrative, Timber Framing Histories, Interactive AR
series SIGraDi
email
last changed 2024/03/08 14:08

_id ecaade2023_439
id ecaade2023_439
authors Adelzadeh, Amin, Karimian-Aliabadi, Hamed, Ahlund, Karl and Robeller, Christopher
year 2023
title ReciprocalShell: A hybrid timber system for robotically-fabricated lightweight shell structures
doi https://doi.org/10.52842/conf.ecaade.2023.1.651
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. 651–660
summary Reciprocal timber systems have been widely studied, however they have never been directly applied to the segmented timber shell structures as cross bracing of the polygonal topologies. For the first time, this paper presents an innovative hybrid timber system developed for design and construction of the robotically-fabricated lightweight timber shell structures. The paper integrates two configurations of wood beams: polygonal framing and reciprocal bracing. While, the polygonal topology of facets enables a constant distance offset for the thickness of the shell, the reciprocal configuration allows for cross bracing of polygonal frames where diagonals within the polygons cannot directly connect corners due to geometric constraints resulted by the free-form surface structure of shell shapes. Joining the cross-bracing elements in the center of the polygons with a reciprocal node reduces the complexity of the connection system at nodes while demonstrating the high load-bearing capacity of joints to withstand structural loads throughout the structure, compared to connecting 5, 6 or 7 beams in a single point. The article discusses the application and limitations of the timber system while presenting the design-to-assembly process of a case study of the small-scale shell demonstrator with the maximum span of 7.5 meters made of 144 wood elements for each polygonal and reciprocal configurations. The results show that the timber system has a great capacity for the rapid and precise assembly and disassembly of prefabricated timber structures. Generation of similar but different solid elements, allowed for the development of a custom CAD data interface for the automated production of numerous pieces, where simple joint details are applied for both alignment and attachment of beams, reducing the design complexity and facilitate the construction phase. As the result, the fabrication process was completely carried out with only a saw blade in a multi-axis robotic fabrication set up that enables the rapid, precise, and accurate cuts and grooves. Both timber configurations generate a uniform distribution of beam size, meaning that the production process created only a minimal amount of offcuts that allows for the use of simple and cost-efficient, short solid wood pieces.
keywords Hybrid Timber System, Reciprocal Shell, Robotic Fabrication, Timber Shell, Lightweight Structures
series eCAADe
email
last changed 2023/12/10 10:49

_id acadia23_v1_226
id acadia23_v1_226
authors Baker, Emily
year 2023
title SpaceCraft: Building a Spatial Structure in Mixed Reality
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 226-231.
summary SpaceCraft was the final 5-week project for High Tech | Low Tech: Spatial Computing for Design and Fabrication, an advanced elective taught at the University of Arkansas. This project aimed to test a constructional method for spatial structures that uses standardized parts to create non-standard formal/structural configurations, and to test an augmented reality (AR)-based interface for fabrication (Figure 1).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id acadia23_v3_63
id acadia23_v3_63
authors Crolla, Kristof; Goepel, Garvin
year 2023
title Kepiting Bambu: Mixed-Reality-Aided Bamboo Construction
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary “Kepiting Bambu”, or “Bamboo Crab” in Balinese, referring to the projects’ particular roof geometry, consists of two permanent dormitory structures that were built in Bali’s jungle in 2023, as part of a bamboo construction workshop conducted at Bamboo U (see Figures 1 and 2). The workshop focused on the integration of augmented reality (AR) technology in bamboo craft and construction to expand its locally practically feasible solution space. The workshop aimed to expose participants to the possibilities this opens up for bamboo architecture design. The workshop’s objective was to optimize and test the construction processes of the pre-designed geometries by providing easily understandable construction information to both expert bamboo craftspeople and participants with no prior experience in bamboo construction. This report summarizes the key aspects and findings from the workshop, and highlights the role of AR in achieving efficient communication and the enhancement of craft.
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id acadia23_v1_188
id acadia23_v1_188
authors Crolla, Kristof; Goepel, Garvin
year 2023
title Resonance-In-Sight: Fabrication of a Mixed-Reality Art Installation
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 188-195.
summary The integration of mixed reality technology is facilitating significant changes in how we perceive and engage with our surroundings. “Resonance-In-Sight” is a public art installation by Kristof Crolla, Garvin Goepel, and the Laboratory for Explorative Architecture & Design Ltd. (LEAD) made for the Hong Kong Museum of Art (HKMoA). It responds to the challenges to social interaction imposed during the recent global health pandemic by playfully engaging the public in augmented reality-driven (AR) interactions with the museum’s rich art collection during times of its extended closure (see Figure 1).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id ecaade2023_326
id ecaade2023_326
authors Gaudreault, Grégoire and Nejur, Andrei
year 2023
title Heteromorph
doi https://doi.org/10.52842/conf.ecaade.2023.2.059
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 2, Graz, 20-22 September 2023, pp. 59–68
summary Whereas on a global scale, more than one billion people live in precarious housing situations, many construction materials are often sent to landfill sites or, worse, burned. However, these rejected materials represent a richness whose reallocation would lead to a significant economy of resources. Therefore, reusing materials from the construction industry could eventually be part of the solution. In this paper, we will present the results of a study carried out within the framework of a master's thesis project, which attempts to establish an architectural response to this issue. The proposed solution involves a constructive system that allows the assembly of temporary shelters using a wide range of reclaimed materials. This approach implies the use of digital tools to generate a form resulting from the analysis of locally salvaged materials. The algorithm developed in this project can generate multiple formal configurations optimized for the available resources. Any shape obtained in this manner will be composed of a low number (3-5) of unique edge lengths. This rationalization strategy also limits the unique triangle typologies in the structure to a manageable number. The different elements, whether planar or linear, are then joined using low-tech metal nodes that can be easily assembled and disassembled. Because the standardized edge lengths and triangle types are compatible, the proposed workflow unlocks mixed material reuse for complex reticular structures. The resulting flexibility allows for several variations or even a partial or complete reconfiguration of the initial shape, thus further supporting the implementation of the circular economy principles for the construction of complex architectural structures.
keywords Urban Mining, Temporary Shelters, Reclaimed Material, Low-tech, Kit-based Design, Circular Economy, Participatory Architecture, Material Optimization, Reconfigurable Structures, Material Reuse
series eCAADe
email
last changed 2023/12/10 10:49

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