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 ascaad2007_057
id ascaad2007_057
authors Menges, A.
year 2007
title Computational Morphogenesis: Integral Form Generation and Materialization Processes
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 725-744
summary Natural morphogenesis, the process of evolutionary development and growth, derives polymorphic systems that obtain their complex form, organisation and versatility from the interaction of system intrinsic material capacities and external environmental influences and forces. One striking aspect of natural morphogenesis is that formation and materialisation processes are always inherently and inseparably related. In stark contrast to these integral development processes of material form, architecture as a material practice is mainly based on design approaches that are characterised by a hierarchical relationship that prioritises the definition and generation of form over its subsequent materialisation. This paper will present an alternative approach to design that entails unfolding morphological complexity and performative capacity without differentiating between form generation and materialisation processes. Based on an understanding of material systems not as derivatives of standardized building systems and elements but rather as generative drivers in the design process this approach seeks to develop and employ computational techniques and digital fabrication technologies to unfold innate material capacity and specific latent gestalt. Extending the concept of material systems by embedding their material characteristics, geometric behaviour, manufacturing constraints and assembly logics within integral computational models promotes an understanding of form, material and structure not as separate elements, but rather as complex interrelations in polymorphic systems resulting from the response to varied input and environmental influences and derived through the logics and constraints of advanced manufacturing processes. These processes will be explained along 8 research projects.
series ASCAAD
email
last changed 2008/01/21 22:00

_id acadia09_66
id acadia09_66
authors Menges, Achim
year 2009
title Performative Wood: Integral Computational Design for Timber Constructions
doi https://doi.org/10.52842/conf.acadia.2009.066
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 66-74
summary Wood differs from most building materials in that it is a naturally grown biological tissue. Thus wood displays significant differentiation in its material makeup and structure as compared to most industrially produced, isotropic materials. Upon closer examination wood can be described as an anisotropic natural fiber system with different material characteristics and related behavior in different directions relative to the main grain orientation. Because of its differentiated internal capillary structure wood is also hygroscopic. It absorbs and releases moisture in exchange with the environment and these fluctuations cause differential dimensional changes. In architectural history the inherent heterogeneity of wood and the related more complex material characteristics have been mainly understood as a major deficiency by the related crafts, timber industry, engineers and architects alike. This paper will present an alternative design approach and associated computational design tools that aim at understanding wood’s differentiated material make up as its major capacity rather than a deficiency. Along two design experiments the related research on an integral computational design approach towards unfolding wood’s intrinsic material characteristics and performative capacity will be discussed. The first experiment explores the anisotropic characteristics of wood by exploiting the differential bending behavior in relation to the local induction of forces through which a specific overall morphology can be achieved. The second experiment focuses on the hygroscopic property of wood as the base for developing a surface structure that responds to changes in relative humidity with no need for any additional electronic or mechanical control.
keywords Wood, materiality, prototype, performance, responsive design
series ACADIA
type Normal paper
email
last changed 2022/06/07 07:58

_id acadia10_151
id acadia10_151
authors Menges, Achim
year 2010
title Material Information: Integrating Material Characteristics and Behavior in Computational Design for Performative Wood Construction
doi https://doi.org/10.52842/conf.acadia.2010.151
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 151-158
summary Architecture as a material practice is still predominantly based on design approaches that are characterized by a hierarchical relationship that prioritizes the generation of geometric information for the description of architectural systems and elements over material specific information. Thus, in the early design stage, the material’s innate characteristics and inherent capacities remain largely unconsidered. This is particularly evident in the way wood constructions are designed today. In comparison to most construction materials that are industrially produced and thus relatively homogeneous and isotropic, wood is profoundly different in that it is a naturally grown biological tissue with a highly differentiated material makeup . This paper will present research investigating how the transition from currently predominant modes of representational Computer Aided Design to algorithmic Computational Design allows for a significant change in employing wood’s complex anisotropic behaviour, resulting from its differentiated anatomical structure. In computational design, the relation between procedural formation, driving information, and ensuing form, enables the systematic integration of material information. This materially informed computational design processes will be explained through two research projects and the resultant prototype structures. The first project shows how an information feedback between material properties, system behaviour, the generative computational process, and robotic manufacturing allows for unfolding material-specific gestalt and tapping into the performative potential of wood. The second project focuses on embedding the unique material information and anatomical features of individual wooden elements in a continuous scanning, computational design and digital fabrication process, and thus introduces novel ways of integrating the biological variability and natural irregularities of wood in architectural design.
keywords Computational Design, Digital Fabrication, Material Properties, Behavioural Modelling
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ecaade2009_006
id ecaade2009_006
authors Menges, Achim
year 2009
title Integral Computational Design for Composite Spacer Fabric Structures: Integral Processes of Form Generation and Fabrication for Sandwich Structured Composites with 3D Warp-Knitted Textile Core
doi https://doi.org/10.52842/conf.ecaade.2009.289
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 289-298
summary Spacer fabrics are three dimensionally warp-knitted textiles that can be draped over complex double curved surfaces with no need for cut patterns or additional seams. This paper explains the development of an integral computational approach to the design and fabrication of sandwich composite structures with a spacer fabric core. Contrary to the common hierarchy of architectural design processes that prioritizes the definition of form over the inherent characteristics of materialization, this approach aims at an integral computational design process capable of unfolding a design from the constraints of making. The way the material capacity of spacer fabrics combined with the constraints of sandwich composite manufacturing directly informs the computational design process will be explained along the development of two prototype structures.
wos WOS:000334282200035
keywords Integral computational design, computational morphogenesis, computer aided manufacturing, digital fabrication, computational design methodology, composite structure, material system, spacer fabric, 3D warp-knitted textile, sandwich lay-up
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia11_72
id acadia11_72
authors Menges, Achim
year 2011
title Integrative Design Computation: Integrating material behaviour and robotic manufacturing processes in computational design for performative wood constructions
doi https://doi.org/10.52842/conf.acadia.2011.072
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 72-81
summary In contrast to most other building materials, wood is a naturally grown biological tissue. Today, the organic nature of wood is recognized as a major advantage. Wood is one of the very few naturally renewable, fully recyclable, extremely energy efficient and CO2-positive construction materials. On the other hand, compared to industrially produced, isotropic materials, the inherent heterogeneity and differentiated material makeup of wood’s anatomic structure is still considered problematic by architects and engineers alike. This is due to the fact that, even today, most design tools employed in architecture are still incapable of integrating and thus instrumentalizing the material properties and related complex behavior of wood. The research presented in this paper focuses on the development of a computational design approach that is based on the integration of material properties and characteristics. Understanding wood as a natural composite system of cellulose fibers embedded in a lignin and hemicelluloses matrix characterized by relatively high strain at failure, that is high load-bearing capacity with relatively low stiffness, the particular focus of this paper is the investigation of how the bending behavior of wood can become a generative design driver in such computational processes. In combination with the additional integration of the possibilities and constraints of robotic manufacturing processes, this enables the design and production of truly material-specific and highly performative wood architecture. The paper will provide a detailed explanation of such an integrative approach to design computation and the related methods and techniques. This is complemented by the description of three specific research projects, which were conducted as part of the overall research and all resulted in full scale prototype structures. The research projects demonstrate different approaches to the computational design integration of material behavior and robotic manufacturing constraints. Based on a solution space defined by the material itself, this enables novel ways of computationally deriving both material-specific gestalt and performative capacity of one of the oldest construction materials we have.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id architectural_intelligence2024_5
id architectural_intelligence2024_5
authors Mengjuan Hu, Jiading Zhong, Yujie Chu & Jianlin Liu
year 2024
title Assessment on natural ventilation and pollutant dispersion around sunken squares by transient simulation
doi https://doi.org/https://doi.org/10.1007/s44223-024-00049-0
source Architectural Intelligence Journal
summary Sunken square is a semi-open public space that has been gaining popularity in urban planning and designs. Its semi-open design is beneficial to ventilation of the connected underground spaces, but it is also subject to potential exposure to ground-level traffic pollutants. To evaluate the semi-open design’s influence on the balance between underground ventilation efficiency and the pollutant exposure, this study uses large eddy simulation (LES) to simulate turbulent wind flow characteristics and pollutant dispersion in a typical sunken square. The sunken square is connected to two indoor spaces with single-sided opening, and the design features of staircase and arcade are further tested for their influences on the wind flow field. The air change rate per hour (ACH, h-1) is adopted to quantify the ventilation efficiency of the two connected indoor spaces. Results show that the staircases amplify wind velocities for the indoor spaces but also bring higher pollutant concentrations inside together. Moreover, the design of the arcade at the opening prompts the vortex to shift towards the entrance, leading to a heightened concentration of pollutants. Meanwhile, the effective ACH is mostly contributed by the turbulent diffusion (ACHt), while the mean flow (ACHm) has much less effect on the ventilation of the indoor spaces. These findings of this study provide references for sunken square design.
series Architectural Intelligence
email
last changed 2025/01/09 15:03

_id acadia12_87
id acadia12_87
authors Menicovich, David ; Gallardo, Daniele ; Bevilaqua, Riccardo ; Vollen, Jason
year 2012
title Generation and Integration of an Aerodynamic Performance Data Base Within the Concept Design Phase of Tall Buildings
doi https://doi.org/10.52842/conf.acadia.2012.087
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 87-96
summary Despite the fact that tall buildings are the most wind affected architectural typology, testing for aerodynamic performance is conducted during the later design phases well after the overall geometry has been developed. In this context, aerodynamic performance studies are limited to evaluating an existing design rather than a systematic performance study of design options driving form generation. Beyond constrains of time and cost of wind tunnel testing, which is still more reliable than Computational Fluid Dynamics (CFD) simulations for wind conditions around buildings, aerodynamic performance criteria lack an immediate interface with parametric design tools. This study details a framework for empirical data collection through wind tunnel testing of building mechatronic models and the expansion of the collected dataset by determining a mathematical interpolating model using an Artificial Neural Network (ANN) algorithm developing an Aerodynamic Performance Data Base (APDB). Frederick Keisler called the interacting of forces CO-REALITY, which he defined as The Science of Relationships. In the same article Keisler proclaims that the Form Follows Function is an outmoded understanding that design must demonstrate continuous variability in response to interactions of competing forces. This topographic space is both constant and fleeting where form is developed through the broadcasting of conflict and divergence as a system seeks balance and where one state of matter is passing by another; a decidedly fluid system. However, in spite of the fact that most of our environment consists of fluids or fluid reactions, instantaneous and geologic, natural and engineered, we have restricted ourselves to approaching the design of buildings and their interactions with the environment through solids, their properties and geometry; flow is considered well after the concept design stage and as validation of form. The research described herein explores alternative relations between the object and the flows around it as an iterative process, moving away from the traditional approach of Form Follows Function to Form Follows Flow.
keywords Tall Buildings , Mechatronics , Artificial Neural Network , Aerodynamic Performance Data Base
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id acadiaregional2011_027
id acadiaregional2011_027
authors Meniru, Kene
year 2011
title Modeling Building Information in a Parametric Environment
doi https://doi.org/10.52842/conf.acadia.2011.x.b9s
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary The building design stage starts with an early effort by the architect to create a sketch which embodies the fundamental building knowledge that forms the basis for all later work. This knowledge is mostly lost in current building design practice procedures where the sketch is reduced to individual building components such as walls, floors, etc. By the time the building is constructed, new efforts have to be made to document information about the building necessary to control and maintain it during operation. This paper represents the next step to a Ph.D. study that describes the early building process and important features to support. It presents a sample design session from the study and based on observations from this session, it identifies and describes important digital objects that can be used to capture building knowledge in the sketch.
series ACADIA
last changed 2022/06/07 07:49

_id sigradi2011_098
id sigradi2011_098
authors Mensato da Silva, Isabelle Maria; Tanoue Vizioli, Simone Helena
year 2011
title O uso do tablet no ensino de Arquitetura: primeiras impressões [The use of the tablet in teaching Architecture: first impressions]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 43-47
summary This research main objective is to discuss the importance of freehand drawings in the architectural design process within the digital environment using tablets. Also aims to identify the sum of trials and perceptions kept in the drawings through the use of the tablets and the perpetuation of each own and personal sketch, accomplishing the perceptual awareness. Contributes on the researcher develoment, who ?re-studied? the Discipline of Architectural Drawing, replacing pencil and paper by the tablet. It is remarkable that this is not only a change of media, from paper to tablet, but the possibility of synergy between two graphic logics.
keywords Freehand drawing; graphic; tablet; digital media; teaching
series SIGRADI
email
last changed 2016/03/10 09:55

_id ga9914
id ga9914
authors Meogrossi, Piero
year 1999
title The Idea of Rome: The Shape of Utopy
source International Conference on Generative Art
summary After having spent many years in researching about the topographical connections in the city and over the monumental sites and the main architectures of Rome (Palatino, Coliseum, Appia Antica are the areas where he’s working as director of restoring for the Rome Soprintendenza Archeologica) the architect Piero Meogrossi confirms his personal thesis dealing with a strategic oriented direction showing a geomanthic dynamism able to drive the urban growth. A key measure axis used to plan the topography submits the urban shape and the design itself at different ages revealing a virtual matrix whose hidden identity remains astronomically and simbolically characterized by the specific season position of the sun accorded to the dies natalis of Rome, the famous april XXIth connected with the romulean age and the tradictional Squared Rome. Such recognition over the archeological city connects the legendary and historical tales to the main monuments of Rome whose architectonical centers become instrumental knots to control, to accord and to submit to a DNA topographical codex, a symbolical axis-decuimanus by which the romans drive rules of the earth and of the sky (natural perspectives and sundial measures). The utopian reconstruction of the "sun-city plan" has confirmed the quality of the project by Sixtus Vth, the XVIIth century pope who wanted to create, as a new Romulus, a town design able to make comparison with the dynamic shape of the roman antiquities, a "net-city" whose infrastructures (obelisques and streets, etc.) let understood the value of that ancient topographical axis linking each others the center of the optagonal labyrinth to the center of Palatino,to the center of arch of Costantine to the center of Coliseum, to the center of optagonal hall in the golden kingdome by Nero........and further on. Rome, as example of historical town due to the western culture globality, needs to discover and organise those phisical memories,hidden identies whose ancient shape which can yet offer opportunies for the future plans and projects but only if the reality will be pushed by an Utopian vision as the Roman Column 200mt.high,accorded to the shapes upwritten, a Meogrossi’s project winner of the Utopia award in a national competition for the Rome of third millennium.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id sigradi2010_173
id sigradi2010_173
authors Merlin, José Roberto
year 2010
title Instrumentos digitais na produção espacial: novas relações gesto, olhar, pensamento [Digital tools in space construction: new relationships between gestures, sight and thoughts]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 173-176
summary This work seeks to understand the creation of projects today given the radical changes in the relationships between the gestures, looks and thoughts of traditional architect due to the inclusion of digital technologies. Computers have been disseminated in architecture, leaving behind a phase of manually repeated drawing, and now reach all creative work by being able to insert the cultural characteristics of people through forms. This irreversible expansion has created the necessity for interdisciplinary study that generates a collective creative subject, whose work demands more respect for otherness and a sense of cooperation than individual intuition.
keywords architectural design; digital technologies; computer graphics; Creation in architecture; creativity
series SIGRADI
email
last changed 2016/03/10 09:55

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2008_23_session3a_185
id caadria2008_23_session3a_185
authors Merrick, Kathryn; Mary Lou Maher, Rob Saunders
year 2008
title Achieving adaptable behaviour in intelligent rooms using curious supervised learning agents
doi https://doi.org/10.52842/conf.caadria.2008.185
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 185-192
summary Multiple devices, both hardware and software, may come and go at any time in a given room. Software controlling the behaviour of these devices must be able to adapt to encompass new devices or the removal of existing devices. This paper presents a model for curious, supervised learning agents that address the issue of adaptability at a behavioural level in an intelligent room. Curious, supervised learning agents comprise a curiosity module and a supervised learning algorithm. The curiosity module identifies interesting devices on which to focus the agent’s learning. The supervised learning component realises behaviours by observing, modelling and mimicking human actions. Our framework is demonstrated in a virtual meeting room in Second Life. We show that the curious learning agent can adapt its behaviour to identify new learning goals in response to new devices and activities. 
keywords Curiosity, Supervised learning, Agent, Intelligent room
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2011_066
id caadria2011_066
authors Merrick, Kathryn; Ning Gu, Muhammad Niazi and Kamran Shafi
year 2011
title Motivation, cyberworlds and collective design
doi https://doi.org/10.52842/conf.caadria.2011.697
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 697-706
summary Collaborative design is characterised by small-scale, carefully structured, professional design teams. The increasing popularity of social computing and mass communication supported by cyberworlds suggests there is now also a strong possibility of design through mass participation, beyond small-scale, collaborative design scenarios. However to achieve collective intelligence in design, there is a need to motivate large groups of users to contribute constructively to design tasks. This paper studies different types of cyberworlds to classify the motivation profiles of their user bases. We compare these motivation profiles to those required for the emergence of collective intelligence and develop a list of technological requirements for cyberworlds to support collective intelligence and design.
keywords Collective intelligence; design; motivation; cyberworlds
series CAADRIA
email
last changed 2022/06/07 07:58

_id b4e1
authors Merz, R.
year 1994
title Shape deposition manufacturing
source Vienna University of Technology
summary This thesis addresses the issue of rapidly and automatically fabricating functional metal parts directly from CAD models. A newly developed process called Shape Deposition Manufacturing (SDM) is introduced. The process is based on the concept of layered manufacturing in SFF, but uses separate deposition and shaping steps to create a layer. Three dimensionally shaped layers are created using 5-axis CNC machining, to achieve the required geometric accuracy for fully functional shapes. Thermal deposition technologies (thermal spraying, welding) are used to achieve the required material properties. A novel, droplet based deposition process, microcasting, has been developed, to create well- bonded, high-strength material, while minimising the heat input into previously shaped layers. To create layers with a true three dimensional geometry, more detailed building strategies, than used by conventional SFF processes, are required by the SDM process. A CAD based planning system, which addresses these issues by decomposing a solid model of a part into layers and manufacturable, fully three dimensional segments is described. An automated testbed facility installed at Carnegie Mellon's Shape Deposition Laboratory is discussed, and shows the feasibility of automating the process. The microcasting process is explained in detail and its performance in the SDM environment is evaluated. Different strategies and material combinations for the support structure have been developed and are presented with detailed descriptions of several building strategies for parts with various complexity and material quality. Material properties of structures created by the SDM process are evaluated. Problems affecting the accuracy and material integrity of SDM created structures, which mainly involve the buildup of thermal stresses during material deposition, are identified and opened for future research. Finally, various parts, with different complexity, have been built with the SDM process, to show the feasibility and performance of the process. Building time and material usage are evaluated and compared to conventional SFF processes
series thesis:PhD
email
more http://www.arcs.ac.at/dissdb/rn024248
last changed 2003/02/12 22:37

_id ascaad2014_032
id ascaad2014_032
authors Merzougui, Abdelkrim; Abdelmalek Hasseine; Djemoui Laiadi; Sadouk Houda and Jamel Chaouki
year 2014
title A CFD Analysis of the Urban Morphology Effect on Air Pollutants Dispersion
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 395-403
summary Air pollution in urban environments can have negative consequences on people's health and comfort of city-dwellers, and on the durability of buildings. Understanding the transfer and deposition of pollutants in the urban environment is therefore essential in the design process of a building. Computational simulations can aid in understanding the pollutant/chemical dispersion in the urban cityscapes. Computational fluid dynamics (CFD) represents the study of fluid mechanics with the use of computer models and simulations. In this paper we study the impact of urban planning on pollution dispersion, the dispersion characteristics, such as the spread of the pollution dispersions, have been determined for different wind speeds and wind directions.
series ASCAAD
email
last changed 2016/02/15 13:09

_id ecaade2021_319
id ecaade2021_319
authors Mesa, Olga and O'Keefe, John
year 2021
title Modeling Inter-dimensional Narratives
doi https://doi.org/10.52842/conf.ecaade.2021.2.565
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 565-574
summary The integration of VR in the creative process has caused a profound shift in the use of modeling tools and abstraction. How do instantaneous experiential feedback, body awareness, the triggering of spatial sensations, and traveling in real-time from an object-scale to a habitable-scale affect modeling in VR? This research explores the tensions and exchanges between the physical and the digital relative to spatial perception when designing in VR. The work produced by participants involved in a digital design workshop developed around these topics will be presented. In response to a written provocation, participants modeled three-dimensional dreamscapes in VR using Oculus Medium. Participants explored the connection between the body and its movements to measure, model, and control phenomena when animating virtual scenes. This research contributes to the teaching and implementation of modeling in a virtual environment by exploring the inherent possibilities of VR in relation to the conceptualization of spaces.
keywords Virtual Reality; Spatial Perception; Virtual Reality Modeling; Virtual Reality in Architecture
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2020_106
id ecaade2020_106
authors Mesa, Olga, Mhatre, Saurabh and Bechthold, Martin
year 2020
title Woven Compliant Composites
doi https://doi.org/10.52842/conf.ecaade.2020.1.079
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 79-88
summary Compliant composites are a new approach to composite systems that leverage the semi-rigid properties of composite woven fabrics to create kinetic compliant mechanisms. Simple fabrication and economic actuation principles are proposed to transform planar fabrics into three-dimensional configurations without using expensive molds, instead, relying on the millimeter-scale mechanical interactions of woven composite fabrics. The relation between fabric type, weave, matrix, laminations, and localized reinforcement was studied to achieve repeatable, durable, and functional components that displayed instant transformations. Woven compliant mechanisms were patterned to create adjustable surfaces actuated uniaxially and biaxially producing different degrees of porosity. The kinetic response is generated without the use of complicated mechanisms by relying on material properties and smart geometries. Our system expands work on kinetic surfaces with the advantage of the ease of actuation and fabrication. These surfaces can be used in architectural applications such as facades, shading mechanisms, and interior partitions where performative qualities are desirable.
keywords Compliant composites; Responsive systems; Material Intelligence; Smart geometries
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaadesigradi2019_541
id ecaadesigradi2019_541
authors Mesa, Olga, Mhatre, Saurabh, Singh, Malika and Aukes, Dan
year 2019
title CREASE - Synchronized Gait Through Folded Geometry.
doi https://doi.org/10.52842/conf.ecaade.2019.3.197
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 197-206
summary Robotics have expanded exponentially in the last decade. Within the vast examples of ambulatory robots, traditional legged robots necessitate engineering expertise and the use of specialized fabrication technologies. Micro electromechanical (MEM) robots are useful for a wide range of applications yet in most cases, difficult to fabricate and excessively intricate. Advances in pop-up laminate construction have generated a model shift in the development of robot morphologies due to their ease of fabrication and scalability from the millimeter to centimeter scale. This research continues to investigate the link between kinematics and pop-up origami structures in robotics. The objective was to design a robot that exhibited efficient and controlled locomotion minimizing number of motors. "Crease", an origami robot that emerges from a two-dimensional sheet into its three-dimensional configuration was developed. By amplifying a simple rotational motion through the geometry of folds in the robot, a complex gait was achieved with minimal motorized actuation. Variations in gait, control, and steering were studied through physical and computational models. Untethered Creases that sense their environment and steer accordingly were developed. This research contributes not only to the field of robotics but also to design where efficiency, adjustability and ease of fabrication are critical.
keywords Digital Fabrication and Robotics, Smart Geometry, Origami Robotics, Laminate Construction.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_id sigradi2020_894
id sigradi2020_894
authors Mesa, Olga
year 2020
title Choreographed Matter
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 894-902
summary This research proposes an animation technique using external stimuli to activate kinematic transformations in material. Inherent material properties were enhanced to obtain specific behaviors. Carefully designed but easily fabricated two-dimensional paper constructions animate into three-dimensional configurations through water absorption in three different conditions: Surface, Datum, and Depth. Principles of origami, fiber orientation, and wax patterns are used to control movement in response to choreographic considerations. Digital workflows and analysis coupled with physical prototyping were used to produce patterns and informed a formal and performative taxonomy. Choreographed Matter contributes to expanding the expressive potential of material-based responsive systems and animation.
keywords Choreographed matter, Responsive materials, Animation techniques, Animated Origami, Smart materials
series SIGraDi
email
last changed 2021/07/16 11:53

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