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 e671
authors Bentley, Jon L., Haken, Dorothea and Saxe, James B.
year 1978
title A General Method for Solving Divide-and-Conquer Recurrences
source 10 p Carnegie Mellon University: December, 1978. includes bibliography.
summary The complexity of divide-and-conquer algorithms is often described by recurrence relations of the form T(n) = kT(n/c) + f(n). The only method currently available for solving such recurrences consists of solution tables for fixed functions f and varying k and c. In this note the authors describe a unifying method for solving these recurrences that is both general in applicability and easy to apply without the use of large tables
keywords recursion, algorithms, divide-and-conquer
series CADline
last changed 2003/06/02 13:58

_id 10a8
authors McCall, Raymond Joseph
year 1978
title On the structure and use of issue systems in design
source University of California, Berkeley
summary The purpose of this dissertation is to explain and justify the concept of issue serving-systems as a new paradigm for descriptive and normative models of design processes. This paradigm is based in general on Horst Rittel's "Argumentative Planning Paradigm" and in particular on Rittel's "Issue-Based Information System" --IBIS-- method. Like IBIS, the issue serving-system concept views design as consisting of the raising and answering of various questions, called issues. The addition of the issue serving-system concept to IBIS is the claim that the serving relationship is the main means for structuring issues into a system for design. That relationship is the one in which an issue A serves an issue B, by which it is meant that the answering of A is useful in deriving the answer to B. Collections of issues structured by this relationship are labelled "issue serving-systems." In the dissertation it is explained that an issue servingsystem has a quasi-hierarchical structure and has as its function the answering of a P!L issue, i.e., an issue of the form, "What should this plan be." Two projects are undertaken in order to demonstrate the normative significance of the issue serving-system concept. The first is to show that the concept forms the basis of a variety of techniques for mechanical (algorithmic) generation of issues and answers. The second is to show how the concept provides criteria for determining which issues should be dealt with and in what order. In particular, it is argued that a topdown breadth-first order of raising issues is best. These conclusions are incorporated into procedures for design, and two applications of these procedures are described. One application involves use of an interactive computer program written by the author. The other involves a non-computerized version of the method.
series thesis:PhD
last changed 2003/02/12 22:37

_id sigradi2023_90
id sigradi2023_90
authors Codarin, Sara and Daubmann, Karl
year 2023
title Rom[AI]nterrotta
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. 705–716
summary This contribution presents the outcomes of a three-credit elective course offered at Lawrence Technological University’s College of Architecture and Design that involved a week-long travel experience in Rome with undergraduate and graduate students. The course used on-the-fly digital synthetic creations with AI text-to-image and image-to-image generation. The students collectively produced a disciplinary design-fiction tour book for a futuristic Rome, integrated into the city's historical layers. Inspired by the 1978 Roma Interrotta/Interrupted Rome project, the students reimagined the city using AI-informed storytelling to create altered narratives that explored common themes and critical insights. The digital tools allowed students to seamlessly blend AI-generated ideas with photos from the tour, linking historical contexts and contemporary design proposals. The critical use of AI served as a valuable tool in this process, educating designers on the importance of site-specific considerations and capturing the essence of a place through innovative creations informed by their experiences.
keywords AI, Text-to-Image, Storytelling, Travel Experience, Rome
series SIGraDi
email
last changed 2024/03/08 14:07

_id 2612
authors Flemming, Ulrich
year 1978
title Wall Representations of Rectangular Dissections and Their Use in Automated Space Allocation
source Environment and Planning B. 1978. vol. 5: pp. 215-232 : ill. includes bibliography
summary A procedure is described which generates dissections of rectangles into rectangular components in order to obtain solutions to space-allocation problems which are restricted through topological and dimensional constraints. Solutions are generated in two steps: step 1 determines basic geometric properties of the arrangements to be produced, and step 2 computes the dimensions of the spaces in such an arrangement. Both steps are based on `wall representations' of the solutions. These representations allow geometric relations and operations to be transformed into relations and operations defined on character strings. They furthermore allow the (possibly infinite) set of solutions to be systematically searched for a finite set of `principal options'. The importance linear-programming techniques for step 2 is described
keywords space allocation, linear programming, representation, CAD, design,automation, layout, synthesis
series CADline
email
last changed 2003/02/26 17:24

_id 0354
authors Goodman, Gary and Reddy, Raj D.
year 1978
title Alternative Control Structures for Speech Understanding Systems
source 1978 ? [13] p. : ill. includes bibliography Control structures are an essential part of any speech recognition system. They are the devices by which passive knowledge about the task and language is transformed into active and effective processes. In the chapter, three areas of control structures are defined and discussed: knowledge source interaction, knowledge source activation, and knowledge source focusing. Discussion relates the concepts presented to systems developed during the five-year ARPA speech understanding project. speech recognition / systems / control / structures / AI. 64. Goodman, Tim and Keith Unsworth. 'Manipulating Shape and Producing Geometric Continuity in B-spline Curves.' IEEE Computer Graphics and Applications. February, 1986. vol. 6: pp. 50-56 : ill. includes bibliography.
summary This article examines some of the desirable features of B- splines that make them particularly suitable for computer- aided design. First, a theoretical analysis is presented regarding the effects upon the shape of a design curve when the bias and tension parameters are allowed to vary in certain ways. Second, the concept of geometric continuity is discussed, and conditions are derived upon the control vertices to ensure that the design curve has second-order geometric continuity. Illustrations of B-spline curves are presented to support the theoretical conclusions
keywords computational geometry, B-splines, curves, CAD
series CADline
last changed 2003/06/02 13:58

_id 87a9
authors Napolitano, Luigi G. and Losito, Valentine
year 1978
title The Closed Spline Functions
source Computer Methods in Applied Mechanics and Engineering. North Holland Pub. Co., 1978. vol. 13: pp. 335-350 : ill. one bibliographical note
summary Spline functions defined over a closed interval are inadequate for solving interpolating problems related to closed curves. The inadequacy can be overcome by spline functions defined over a closed contour. Such new functions, called closed spline functions, are introduced, characterized and studied in this paper. Examples of applications are presented and discussed
keywords curves, B-splines
series CADline
last changed 2003/06/02 13:58

_id 6635
authors Scherrer, P.K. and Hillberry, B.M.
year 1978
title Determining Distance to a Surface Represented in Piecewise Fashion with Surface Patches
source Computer Aided Design. September, 1978. vol. 10: pp. 320-324 : ill. includes bibliography
summary A previously reported method for finding the points of intersection of a vector and a parametric surface patch is examined. However, before the point of intersection of a vector and a patch can be determined, it is necessary to find the patch (or patches) on a multipatch surface intersected by the vector. A technique is described for determining the patch or patches intersected by a vector, given the patches intersected by a single plane containing the intersecting vector. Once these have been found, the point of intersection can be determined and the distance to the multipatch surface obtained
keywords computational geometry, curved surfaces, intersection
series CADline
last changed 2003/06/02 13:58

_id c39a
authors Ahumada Gallardo, N., López Morales, B., Mora Olate, M.L. and Muñoz, V.C.
year 2001
title MARCO ANTONIO DE LA PARRA COMO NARRADOR Y ENSAYISTA. MONOGRAFIA MULTIMEDIAL (Marco Antonio de la Parra as Narrator and Writer. Monography in Multimedia)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 268-270
summary The analysis of Marco Antonio de la Parra’s novels and essays from the discourse perspective, is the contents of an interdisciplinary work for modernizing and improving communicative possibilities of universitary thesis through multimedia. For the multimedia design, the main and most recent digital creating software for the graphic treatment of texts and images were analised, then the navigation system and screens were designed, difining backgrounds, texts, audio and video, besides buttons and hits. Results permit: 1. To present the contents in an easy access and transportation support, reducing production costs. 2. The offering of three communication supports: written text, audio and video. 3. Ostensibly improves universitary thesis and seminars quality.
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia21_328
id acadia21_328
authors Akbari, Mostafa; Lu, Yao; Akbarzadeh, Masoud
year 2021
title From Design to the Fabrication of Shellular Funicular Structures
doi https://doi.org/10.52842/conf.acadia.2021.328
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 328-339.
summary Shellular Funicular Structures (SFSs) are single-layer, two-manifold structures with anticlastic curvature, designed in the context of graphic statics. They are considered as efficient structures applicable to many functions on different scales. Due to their complex geometry, design and fabrication of SFSs are quite challenging, limiting their application in large scales. Furthermore, designing these structures for a predefined boundary condition, control, and manipulation of their geometry are not easy tasks. Moreover, fabricating these geometries is mostly possible using additive manufacturing techniques, requiring a lot of supports in the printing process. Cellular funicular structures (CFSs) as strut-based spatial structures can be easily designed and manipulated in the context of graphic statics. This paper introduces a computational algorithm for translating a Cellular Funicular Structure (CFS) to a Shellular Funicular Structure (SFS). Furthermore, it explains a fabrication method to build the structure out of a flat sheet of material using the origami/ kirigami technique as an ideal choice because of its accessibility, processibility, low cost, and applicability to large scales. The paper concludes by displaying a structure that is designed and fabricated using this technique.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id 456a
authors Alvarado, R.G., Parra, J.C., Vergara, R.L. and Chateau, H.B.
year 2000
title Architectural References to Virtual Environments Design
doi https://doi.org/10.52842/conf.ecaade.2000.151
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 151-155
summary Based on a comparison between the perception of digital and real construction, the development of virtual systems and the review of additional sources, this paper states some differences between the design of virtual environments and architectural spaces. Virtual-reality technologies provide advanced capabilities to simulate real situations, and also to create digital worlds not referred to physical places, such as imaginary landscapes or environments devoted to electronic activities, like entertainment, learning or commerce. Some on-line services already use 3D-stages, resembling building halls and domestic objects, and several authors have mentioned virtual modeling as a job opportunity to architects. But it will argue in this paper that the design of those environments should consider their own digital characteristics. Besides, the use of virtual installations on networks impells a convergence with global media, like Internet or TV. Virtual environments can be a 3Devolution of communicational technologies, which have an increasing participation in culture, reaching a closer relationship to contemporary architecture.
keywords Virtual Environments, Spatial Perception, Design Methodology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id acadia21_238
id acadia21_238
authors Anifowose, Hassan; Yan, Wei; Dixit, Manish
year 2021
title BIM LOD + Virtual Reality
doi https://doi.org/10.52842/conf.acadia.2021.238
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 238-245.
summary Architectural Education faces limitations due to its tactile approach to learning in classrooms with only 2-D and 3-D tools. At a higher level, virtual reality provides a potential for delivering more information to individuals undergoing design learning. This paper investigates a hypothesis establishing grounds towards a new research in Building Information Modeling (BIM) and Virtual Reality (VR). The hypothesis is projected to determine best practices for content creation and tactile object virtual interaction, which potentially can improve learning in architectural & construction education with a less costly approach and ease of access to well-known buildings. We explored this hypothesis in a step-by-step game design demonstration in VR, by showcasing the exploration of the Farnsworth House and reproducing assemblage of the same with different game levels of difficulty which correspond with varying BIM levels of development (LODs). The game design prototype equally provides an entry way and learning style for users with or without a formal architectural or construction education seeking to understand design tectonics within diverse or cross-disciplinary study cases. This paper shows that developing geometric abstract concepts of design pedagogy, using varying LODs for game content and levels, while utilizing newly developed features such as snap-to-grid, snap-to-position and snap-to-angle to improve user engagement during assemblage may provide deeper learning objectives for architectural precedent study.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id sigradi2023_270
id sigradi2023_270
authors Asevedo, Laíze, Monteiro, Verner, Medeiros, Deisyanne, Rodrigues, Fernanda, Moura, Marcone and Rocha, Thuany
year 2023
title Parameterization and Gamification in Descriptive Geometry Learning: One Study, Two Scenarios
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. 1047–1058
summary Despite the complexity of parametric modeling, it is possible to apply it in educational context with a simpler approach. The COVID-19 pandemic increased the use of active methodologies in education. Gamification, particularly, should be emphasized regarding its association with parametric modeling. Post-pandemic scenario made possible the reinsertion of traditional practices, thus adding successful learning methods from online teaching. This paper aims to compare the adoption of parameterization and gamification to teach Descriptive Geometry on both teaching scenarios: online and presential. Two experiments were implemented to four Technical Drawing classes - A and B (2021), C and D (2022) -, in high school and technician level. The quantitative results addressed to the efficiency of parametric modeling as a didactic tool, and the qualitative results indicated that the students accepted the experiences of parameterization and gamification, on both scenarios. Nevertheless, there were subtle differences between the results from online and presential scenarios.
keywords Online learning, presential learning, parameterization, gamification, descriptive geometry
series SIGraDi
email
last changed 2024/03/08 14:08

_id acadia21_258
id acadia21_258
authors Augustynowicz, Edyta; Smigielska, Maria; Nikles, Daniel; Wehrle, Thomas; Wagner, Heinz
year 2021
title Parametric design and multirobotic fabrication of wood facades
doi https://doi.org/10.52842/conf.acadia.2021.258
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 258-269.
summary The paper describes the findings of the applied research project by Institute Integrative Design (currently ICDP) HGK FHNW and ERNE AG Holzbau to design and manufacture prefabricated wooden façades in the collaborative design manner between architects and industry. As such, it is an attempt to respond to the current interdisciplinary split in the construction, which blocks innovation and promotes standardized inefficient building solutions. Within this project, we apply three innovations in the industrial setup that result in the integrated design-to-production process of individualized, cost-efficient and well-crafted façades. The collaborative design approach is a method in which architect, engineer and manufacturer start exchange on the early stage of the project during the collaborative design workshops. Digital design and fabrication tools enable architects to generate a large scope of façade variations within production feasibility of the manufacturer and engineers to prepare files for robotic production. Novel multi-robot fabrication processes, developed with the industrial partner, allows for complex façade assembly. This paper introduces the concept of digital craftsmanship, manifested in a mixed fabrication system, which intelligently combines automated and manual production to obtain economic feasibility and highest aesthetic quality. Finally, we describe the design and fabrication of the project demonstrator consisting of four intricate façades on a modular office building, inspired by local traditional solutions, which validate the developed methods and highlight the architectural potential of the presented approach.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id e10e
authors Billon, R. and Rocca, R.
year 1983
title Comprendre KEOPS: Logiciel de conception assistee par ordinateur en architecture
doi https://doi.org/10.52842/conf.ecaade.1983.x.s9f
source Proceedings of the International Conference eCAADe [European Computer Aided Architectural Design Education] Brussels (Belgium) 1983, pp. III.19-III.35
summary En informatique graphique, la méthode la plus courante pour saisir un bâtiment consiste à dêcrire et à stocker en base de données les "pleins": les murs, planchers, composants. Cette procédure est vite fastidieuse, et ne permet pas réellement une véritable conception assistée par ordinateur. KEOPS expérimente une autre méthode qui consiste à décrire l'esquisse par ses "vides", c'est-à-dire les volumes des locaux en trois dimensions. Le logiciel opère automatiquement la transformation "filaire" en composants et ouvrages du bâtiment en exploitant un savoir technologique. Le benéfice? La réduction spectaculaire du temps de saisie et un logiciel de C.A.O. enfin opérationnel en bâtiment.
series eCAADe
more http://www.marseille.archi.fr
last changed 2022/06/07 07:50

_id acadia20_198p
id acadia20_198p
authors Birkeland, Jennifer; Scelsa, Jonathan A.
year 2020
title Live L’oeil – Through the Looking Ceiling
source ACADIA 2020: Distributed Proximities / Volume II: Projects [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95253-6]. Online and Global. 24-30 October 2020. edited by M. Yablonina, A. Marcus, S. Doyle, M. del Campo, V. Ago, B. Slocum. 198-201
summary Following the proliferation of linear perspective during the Renaissance, the hegemony of the vantage point was often problematically used to signify the patron’s dominance. During the mannerist era, we witnessed the creation of elaborate rooms, painted in architectural linear perspective establishing the illusionary space of faraway lands - a measure of optic imperialism wherein the conquests of the west played out in the domestic decoration of the elite later provided to the public as a societal spectacle in the form of the panorama. Within these architectural illusions, or Quadratura as they were named in Italy, lies the most notable and justifiable critique of design by vantage point, the question ‘which vantage point is privileged?’ History not surprisingly reveals that the typical vantage point was most problematically centered at one and three-quarter meters above the ground – coincident with five centimeters below the average height of a human European male. The design of architectural form through view or spatial image has arguably perpetuated this act of optic bias. This project addresses this problematic practice of design by vantage point by utilizing motion sensors to liberate the virtual space of a canonic example of quadrature from its confines within a singular vantage point. The authors digitally modeled the projective space of Andrea Pozzo’s vision for the Church of Sant’Ignazio di Loyola in Rome, scaled and fit to a gallery space outfitted with a canvas to inform a ceiling plane. Anamorphic images of the virtual heavenly space, as seen through the canvas ceiling picture plane, were created from the digital model and encoded to the individual moments in the room. Individuals who moved through the gallery were followed by the illusion of the heavenly space, creating a live l’oeil distortion.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_id acadia21_318
id acadia21_318
authors Borhani, Alireza; Kalantar, Negar
year 2021
title Nesting Fabrication
doi https://doi.org/10.52842/conf.acadia.2021.318
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 318-327.
summary Positioned at the intersection of the computational modes of design and production, this research explains the principles and applications of a novel fabrication-informed geometric system called nesting. Applying the nesting fabrication method, the authors reimage the construction of complex forms by proposing geometric arrangements that lessen material waste and reduce production time, transportation cost, and storage space requirements. Through this method, appearance and performance characteristics are contingent on fabrication constraints and material behavior. In this study, the focus is on developing design rules for this method and investigating the main parameters involved in dividing the global geometry of a complex volume into stackable components when the first component in the stack gives shape to the second. The authors introduce three different strategies for nesting fabrication: 2D, 2.5D, and 3D nesting. Which of these strategies can be used depends on the geometrical needs of the design and available tools and materials. Next, by revisiting different fabrication approaches, the authors introduce readers to the possibility of large-scale objects with considerable overhangs without the need for nearly any temporary support structures. After establishing a workflow starting with the identification of geometric rules of nesting and ending with fabrication limits, this work showcases the proposed workflow through a series of case studies, demonstrating the feasibility of the suggested method and its capacity to integrate production constraints into the design process. Traversing from pragmatic to geometrical concerns, the approach discussed here offers an integrated approach supporting functional, structural, and environmental matters important when turning material, technical, assembly, and transportation systems into geometric parameters.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id 9a04
authors Bouza Rodríguez, J.B., Valcarce, J.D., Baltar, X.L. and Vázquez, M.P.
year 2001
title SISTEMA WEB INTERACTIVO CON CATÁLOGO PSEUDO-TRIDIMENSIONAL DE RODUCTOS Y VÍDEO EN TIEMPO REAL (Interactive Web System with Pseudo-Three-Dimensional Catalogue of Places and Video in Real Time)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 104-106
summary It has been designed and developed a system Web that has video in real time and an interactive product catalogue based on pseudo-three-dimensional models, that is to say, models that they pretend to be three-dimensional, but that in fact do not have geometry 3D properly in the memory, but of an appropriate composition according to the case of geometry 2D (image or any graph), that allows to see the model from several points of view and to consult additional information (weight, material, dimensions, etc.). They have been analyzed and proven the different formats from transmission of video and audio by Internet, studying all its parameters, until finding the optimal ones for this server. In comparison with the use of format VRML (Virtual Reality Modeling Language) used commonly to put models 3D in the Web, this system that we have devised presents like advantages the low time of load, the high precision of the views of the object and the low cost of maintenance of the Web. On the other hand, one does not have the infinity of views and facility of manipulation of the VRML.
series SIGRADI
email
last changed 2016/03/10 09:47

_id f2f1
authors Breen, Jack and Nottrot, Robert
year 2000
title Project a2W. A Dialogue on New Media Perspectives
doi https://doi.org/10.52842/conf.ecaade.2000.291
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 291-296
summary This paper documents an initiative taking the form of a "dialogue". The format which has been developed is somewhat similar to that of the "conversation" which Mondrian conceived in 1919, taking place between two fictitious characters - A and B - discussing the new direction in art, which he called "Nieuwe Beelding" and which contributed to the "De Stijl" movement (the dialogue was followed later that year by a "trialogue" between X, Y and Z on a virtual walk taking them from the countryside to the city) 1 . This time the issue is not so much the evolvement of a new artistic or architectural style, but the role of "new media" in architecture... The present dialogue takes place between two fictitious media proponents ("Alpha" and "Omega"). They take turns questioning several issues and exchanging proposals... What are the values - and the promises - of computer supported instruments in creative design and research - concerning the art and science shaping the built environment? How do the present applications measure up, how do they compare to the expectations and ambitions expressed a number of years ago? The form of a dialogue means that issues and ideas, which are not often aired within the confines of academic discourse, can be played back and forth and a measure of exaggeration was intended from the beginning... This contribution does not in any way pretend to be all-inclusive. Rather, the paper is meant to put forward ideas and experiences - from the perspective of the Delft Media group, in practice, in teaching and in research - which may stimulate (or even irritate?) but will hopefully activate. The aim is to open up discussions, to allow other (hidden) agendas for the future to become more visible and to look for platforms for sharing concepts and fascinations, however improbable they might be...
keywords A Dialogue on New Media
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id acadia21_400
id acadia21_400
authors Bruce, Mackenzie; Clune, Gabrielle; Xie, Ruxin; Mozaffari, Salma; Adel, Arash
year 2021
title Cocoon: 3D Printed Clay Formwork for Concrete Casting
doi https://doi.org/10.52842/conf.acadia.2021.400
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 400-409.
summary Concrete, a material widely used in the construction industry today for its low cost and considerable strength as a composite building material, allows designers to work with nearly any form imaginable; if the technology to build the formwork is possible. By combining two historic and widely used materials, clay and concrete, our proposed novel process, Cocoon, integrates robotic clay three-dimensional (3D) printing as the primary formwork and incrementally casting concrete into this formwork to fabricate nonstandard concrete elements. The incremental casting and printing process anchors the concrete and clay together, creating a symbiotic and harmonious relationship. The concrete’s fluidity takes shape from the 3D printed clay formwork, allowing the clay to gain structure from the concrete as it cures. As the clay loses moisture, the formwork begins to shrink, crack, and reveal the concrete below. This self-demolding process produces easily removable formwork that can then be recycled by adding water to rehydrate the clay creating a nearly zero-waste formwork. This technique outlines multiple novel design features for complex concrete structures, including extended height limit, integrated void space design, tolerable overhang, and practical solutions for clay deformation caused by the physical stress during the casting process. The novelty of the process created by 3D printing clay formwork using an industrial robotic arm allows for rapid and scalable production of nearly zero-waste customizable formwork. More significant research implications can impact the construction industry, integrating more sustainable ways to build, enabled by digital fabrication technologies.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia21_362
id acadia21_362
authors Bruscia, Nicholas
year 2021
title Surface Disclination Topology in Self-Reactive Shell Structures
doi https://doi.org/10.52842/conf.acadia.2021.362
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 362-371.
summary This paper discusses recent developments on the geometric construction and fabrication techniques associated with large-scale surface disclinations. The basic concept of disclinations recognizes the role of “defects” in the composition of materials, the strategic placement of which shapes the material by inducing curvature from initially planar elements. By acknowledging the relationship between geometry and topology that governs disclination based form-finding and material prototyping, this work consciously explores its potential at the architectural scale. Basic geometric figures and their topological transformations are documented in the context of digital modeling and simulation, fabrication, and a specific material palette. Specifically, this work builds on recent efforts by focusing on three particular areas of investigation; a) enhancing the stability of surface disclinations with a synthetic fibrous layer, b) aggregation via periodic tilings, and c) harnessing snap-through buckling to increase bending stiffness in thin surfaces.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

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