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 caadria2019_211
id caadria2019_211
authors Globa, Anastasia, Wang, Rui and Beza, Beau B.
year 2019
title Sensory Urbanism and Placemaking - Exploring Virtual Reality and the Creation of Place
doi https://doi.org/10.52842/conf.caadria.2019.2.737
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 737-746
summary Sensory Urbanism is an experimental prototyping project exploring the potential of immersive Virtual Reality (VR) environments to support the incorporation of sensory and intangible aspects of place. The study investigates how sensory exploration of urban places can be integrated into decision making regarding the future of cities. In the past, numerous studies reported various sophisticated 'livability' measures, deeming to determine what makes a city a great place to live in. While a part of these measures can be quantified and be represented as text, graphs or images, most of the qualitative aspects of place are inherently abstract and sensory. These aspects have to be experienced to be understood and therefore they are extremely difficult to communicate using conventional representation means. The proposition explored in this study is that the increasing ubiquity of VR and Augmented Reality (AR) technologies can provide new opportunities to engage with the multi-sensory and temporal aspects of urban place. A mixed media approach was adopted, tapping into a temporal dimension as well as visual, aural and kinesthetic range of human senses. The paper reports on the development of the VR sensory urbanism prototype and the initial pilot study that demonstrated the proof-of-concept.
keywords Sensory Urbanism; Immersive Environments; Virtual Reality; Design Evaluation; Placemaking
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2022_193
id caadria2022_193
authors Tsai, Tsung-Han, Chen, Ting-Chia, Huang, Ching-Wen, Lu, Yen-Cheng and Wang, Shih-Yuan
year 2022
title S.n.o.w_Sintering TPU via Nichrome Wire
doi https://doi.org/10.52842/conf.caadria.2022.2.243
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 243-252
summary This paper introduces and investigates NiChrome wire sintering, a novel fabrication technique in the field of additive manufacturing. With a combination of differentiated material states and material properties, this research generates forms with different sintering strategies through computation and fabrication systems. Rather than creating objects through selectively depositing melted material in a predetermined path, layer-by-layer, this rapid prototyping methodology generates 2D or 3D spatial wireframes by weaving NiChrome wire and sintering thermoplastic polyurethane (TPU) onto it by utilizing the instantaneous high temperature of NiChrome wire after electrification. A series of experiments is presented utilizing a proportional integral derivative (PID) temperature control system in cooperation with thermal camera equipment to ensure consistent results under the same conditions. In addition, the project focuses not only on developing NiChrome wire sintering systems but also on the applicabilities of this technique by fabricating wireframe surfaces under different situations.
keywords Nichrome Wire Sintering, Rapid Prototyping, Elastic Material, Digital Fabrication, SDG 12
series CAADRIA
email
last changed 2022/07/22 07:34

_id acadia14_601
id acadia14_601
authors Globa, Anastasia; Donn, Michael; Moloney, Jules
year 2014
title Abstraction versus Case-Based: A Comparative Study of Two Approaches to Support Parametric Design
doi https://doi.org/10.52842/conf.acadia.2014.601
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 601-608
summary The paper investigates two approaches to reduce the barriers to the use of programming in design through utilising existing parametric design solutions. The first approach is the re-use of abstract algorithmic ‘patterns’, the second approach is the re-use of parametric solutions from specific design cases (case-based design).
keywords Parametric design in architecture, Parametric modelling, Programming, Design patterns, Case-based design, Abstraction, Computational design research and education
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:51

_id acadia22_108
id acadia22_108
authors Globa, Anastasia; Lyu, Kun; Gocer, Ozgur; Yildirim, Muhammed
year 2022
title Implementation of Interactive Virtual Sites for Architectural Education
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 108-119.
summary This study proposes that an alternative development workflow for hybrid learning can be implemented using a commercially available VR tour software application, 3DVista, that requires much less time and effort to produce virtual environments. The proposed alternative was compared with a popular gaming engine Unity. This paper presents a comparative experimental study that tests the implementation of these two workflow approaches used for site visits and design explorations for architectural education. 
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_id ijac201513305
id ijac201513305
authors Globa, Anastasia; Michael Donn and Jules Moloney
year 2015
title Abstraction versus Case Based: A Comparative Study of Two Approaches to Support Parametric Design
source International Journal of Architectural Computing vol. 13 - no. 3, 313-333
summary Abstraction versus Case Based:A Comparative Study of Two Approaches to Support Parametric Design
series journal
last changed 2019/05/24 09:55

_id ijac201210401
id ijac201210401
authors Globa, Anastasia; Michael Donn, Simon Twose
year 2012
title Digital To Physical: Comparative Evaluation Of Three Main CNC Fabrication Technologies Adopted For Physical Modelling In Architecture
source International Journal of Architectural Computing vol. 10 - no. 4, 461-480
summary The objective of this experimental study is to investigate and systematise data regarding the production issues and limitations of Computer Numerically Controlled fabrication technologies typically adopted for physical modelling in architecture.This study also aims to observe the value of potential feedback to the design process from different types of digitally fabricated architectural models.This experimental research systematically explores digital fabrication as a computer-aided modelling tool using two international architectural competition projects as case studies: the design of a skyscraper and relocatable schools. Developed by the authors especially for this research paper, each case study acts as a test bed to compare and evaluate digital production techniques adopted for physical modelling in architecture. Designs go through a process of refinement using CNC fabrication as an integral part of the design process. Each step in the process is closely evaluated as to its effectiveness according to a matrix of feedback criteria.
series journal
last changed 2019/05/24 09:55

_id cf2015_112
id cf2015_112
authors Globa, Anastasia; Moloney, Jules and Donn, Michael
year 2015
title Urban Codes: Abstraction and Case-Based Approaches to Algorithmic Design and Implications for the Design of Contemporary Cities
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 112-123.
summary This paper reports on a comparative study that evaluates two approaches to support the learning and use of algorithmic design in architecture, and extrapolates from this to consider applications for the algorithmic design of cities. The study explored two methods to reduce the barriers of using programming and potentially improve design performance. The first is the reuse of abstract algorithmic ‘patterns’. The second approach is the reuse of algorithmic solutions from specific design cases (case-based design). Reflecting on this research we outline how our findings discussed in relation to alternate thinking on the use of pattern, might inform a hybrid approach to the algorithmic design of cities.
keywords Case-Based, Design Patterns, algorithmic design, Urban Design
series CAAD Futures
email
last changed 2015/06/29 07:55

_id d65c
authors Glymph, J., Shelden, D., Ceccato, C., Mussel, J. and Schober, H.
year 2002
title A Parametric Strategy for Freeform Glass Structures Using Quadrilateral Planar Facets
doi https://doi.org/10.52842/conf.acadia.2002.303
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 303-321
summary The design and construction of freeform glass roofing structures is generally accomplished through theuse of either planar triangular glass facets or curved (formed) glass panes. This paper describesongoing research on the constructability of such structures using planar quadrilateral glass facets for theJerusalem Museum of Tolerance project by Gehry Partners, in collaboration with Schlaich Bergermann& Partners, engineers. The challenge here lies not only in the development of a geometric strategy forgenerating quadrilateral planar facet solutions, but also in the fact that said solutions must closely matchthe designs created initially in physical model form by the architects.We describe a simple but robust geometric method for achieving the structure by incorporating thenecessary geometric principles into a computational parametric framework using the CATIA Version 5system. This generative system consists of a hierarchical set of geometric ‘control elements’, that drivethe design toward constructible configurations. Optimization techniques for approximating the generatedstructural shape to the original created by the designers are also described. The paper presents theunderlying geometric principles to the strategy and the resulting computational approach.
series ACADIA
email
last changed 2022/06/07 07:51

_id sigradi2022_103
id sigradi2022_103
authors Tseng, Ching-Yun; Cheng, Chung-Chieh; Lu, Yen-Cheng; Hu, Che-Chen; Sheng, Yu-Ting; Wang, Shih-Yuan
year 2022
title Shell Structure of Bamboo Composite
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 445–454
summary This research is aimed at proposing a lightweight shell structure made from a bamboo composite. The research explores the addition of glass fiber to bamboo veneer for adhesion to produce a bamboo composite. Adding glass fiber improves the material’s elasticity and ductility and strengthens the bond between units of laminated bamboo veneer. Moreover, we utilized a simulation tool to analyze the structural performance and compare the shell structure’s mechanical differences before and after adding the glass fiber. In terms of fabrication, this paper presents a computational workflow for mesh segmentation and unrolling as well as a design for unique snap- fit joints for the connection between mesh strips. Finally, this paper outlines the fabrication of one part of the overall form as a demonstration case to verify the proposed method.
keywords Digital Fabrication, Bamboo composite
series SIGraDi
email
last changed 2023/05/16 16:56

_id eaa2
authors Godart, C., Halin, G., Bignon, J.C. Bouthier, C., Malcurat, O. and Molli, P.
year 2001
title Implicit or explicit coordination of virtual teams in building design
doi https://doi.org/10.52842/conf.caadria.2001.429
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 429-434
summary This paper describes the conclusions of a reflection driven by a virtual team, composed of three research teams (one in computing at LORIA, one in telecommunications at France Telecom R&D, and a last one in building construction and design at CRAI) in the context of a common project. The topic of this project is the coordination of a virtual team in the context of a virtual enterprise, with experiments in the field of building construction. More precisely, our goal is to define a model of cooperative work allowing the partners of a building construction to coordinate their efforts in an efficient way.
series CAADRIA
email
last changed 2022/06/07 07:51

_id ecaadesigradi2019_359
id ecaadesigradi2019_359
authors Tsikoliya, Shota, Kovaøík, David, Vasko, Imro, Garajová, Petra, Varga, Adam and Osifová, Marketa
year 2019
title InFoamed Matter - Robotic production and assembly of foam-injected structures
doi https://doi.org/10.52842/conf.ecaade.2019.2.235
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 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 235-240
summary Project InFoamed Matter works with foam and explores the internal logic of the material and develops a construction system based on fluidity and expansion. The basic unit of the system consists of two elements, that continuously exchange their roles in the construction process - the frame (controlling element made of paper or, in later development, from glass or carbon fiber cured in epoxy resin) and the expander (filling element consisting of 2k polyurethane foam). The expander fills up voids within the frame. While initially only the frame plays crucial structural role within a system, the expander being a filling element, eventually the hardening process switches the roles, hardened expander being the structural core and the frame being a form-defining tool. In later development, fiber frame creates a composite together with hardened expander, being able to resist both tension and compression forces. Project further proposes computational model, which generates positions and orientations for placing further components as well as a robotic fiber laying, assembly and injection system, which leads to novel automated construction system based on material behavior.
keywords robotic fabrication; foam; materiality; robotic assembly
series eCAADeSIGraDi
email
last changed 2022/06/07 07:57

_id df70
authors Goel, V.
year 1999
title Cognitive Role of Ill-Structured Representations in Preliminary Design
source Visual and Spatial Reasoning in Design, eds. J. S. Gero, and B. Tversky. Sydney: Key Centre of Design Computing and Cognition, University of Sydney
summary I have previously argued that cognitive processes involved in preliminary design require "lateral" transformations or mental state shifts, and that "ill-structured" mental representations are necessary to support these transformations. I review the argument and provide additional support for it by appealing to some neuropsychological data.
series other
last changed 2003/04/23 15:50

_id bsct_tsiopoulou
id bsct_tsiopoulou
authors Tsiopoulou, Chamaidi
year 2006
title Calibrated Sky Luminance Maps for Daylight Simulation
source Vienna University of Technology; Building Science & Technology
summary Building design and control applications can benefit from daylight simulation. Sky models help to model the sky conditions and predict the availability of daylight in indoor environments. Sky luminance is changing according to the weather, the season of the year and the time of the day, therefore it is difficult to create an accurate sky model. The simplified models that are currently used for computational simulation do not take into account these constant changes. It is important to test if there is the possibility of creating a sky model that approaches the characteristics of real sky and provides the architects with more precise daylight predictions. As past research has demonstrated, relatively low-cost sky luminance mapping via digital imaging can provide an alternative to highly sophisticated sky scanners and support the provision of information on sky luminance distribution patterns on a more pervasive basis. The aim of this research is first to explore the potential of deriving sky luminance distribution maps based on digital imaging and then to test their efficiency for the prediction of indoor daylight. A comparison is made between the predictions based on existing sky models (CIE Standard Skies and Perez All-weather sky) and the camera-based sky model. Thus, the effects of the selection of the sky model on indoor daylighting prediction are explored. A set of measurements were performed at the roof of the TU Vienna in order to obtain the necessary data. The horizontal illuminance levels due to 12 sky sectors were measured with the help of a sky monitoring device. A scale (1:5) model of an architectural space was used to measure the indoor illuminance values with the help of three sensors. At the same time, images of the sky were obtained with the help of a digital camera with a fish-eye converter. Luminance values were derived from the images and four calibration methods were used to generate accurate sky luminance distribution maps. These variously calibrated luminance values were then compared with the corresponding photometric measurements. Finally, the application of a digitally derived sky model based on the best calibration method was compared with the other two sky models toward the prediction of indoor illuminance levels using the case of the scale model. The results demonstrated that the camera-based sky model was more reliable than the other two sky models. It was concluded that digital imaging combined with parallel photometric calibration can provide a valuable means for a real-time generation of sky luminance maps. Detailed sky luminance models can be generated and their application can increase the predictive accuracy of the computational daylight prediction tools. Moreover, the reliability of daylight simulation can be increased toward supporting the design process and the operation of daylighting systems in buildings.
keywords Daylight simulation; sky luminance mapping; digital imaging; sky models.
series thesis:MSc
type normal paper
email
more http://cec.tuwien.ac.at
last changed 2006/07/02 22:33

_id caadria2020_426
id caadria2020_426
authors Goepel, Garvin and Crolla, Kristof
year 2020
title Augmented Reality-based Collaboration - ARgan, a bamboo art installation case study
doi https://doi.org/10.52842/conf.caadria.2020.2.313
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 313-322
summary ARgan is a geometrically complex bamboo sculpture that relied on Mixed Reality (MR) for its joint creation by multiple sculptors and used latest Augmented Reality (AR) technology to guide manual fabrication actions. It was built at the Chinese University of Hong Kong in the fall of 2019 by thirty participants of a design-and-build workshop on the integration of AR in construction. As part of its construction workflow, holographic setups were created on multiple devices, including a series of Microsoft HoloLenses and several handheld Smartphones, all linked simultaneously to a single digital base model to interactively guide the manufacturing process. This paper critically evaluates the experience of extending recent AR and MR tool developments towards applications that centre on creative collaborative production. Using ARgan as a demonstrator project, its developed workflow is assessed on its ability to transform a geometrically complex digitally drafted design to its final physically built form, highlighting the necessary strategic integration of variability as an opportunity to relax notions on design precision and exact control. The paper concludes with a plea for digital technology's ability to stimulate dialogue and collaboration in creative production and augment craftsmanship, thus providing greater agency and more diverse design output.
keywords Augmented-Reality; Mixed-Reality; Post-digital; High-tech vs low-tech; Bamboo
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2021_301
id caadria2021_301
authors Goepel, Garvin and Crolla, Kristof
year 2021
title Secret Whispers & Transmogrifications:a case study in online teaching of Augmented Reality technology for collaborative design production.
doi https://doi.org/10.52842/conf.caadria.2021.2.021
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 21-30
summary This paper focusses on teaching the integration of Augmented (AR) and Mixed Reality (MR), combined referred to as Extended-Reality (XR), and photogrammetry technology into handicraft using an online-taught digital fabrication workshop as an educational case study. Set up in response to restrictions from Covid-19, workshop 'Secret Whispers & Transmogrifications' had students and instructors around the world participate in a course that challenged our understanding of educating craft and technology without the necessity of physical presence. The integration of AR into craftsmanship enhances architectural design and fabrication processes as it overlays computation-driven information onto the hands of the end user. These computer-numerically-controlled workflows incorporate and rely on manual actions as an integral part of a process that is typified by inevitable, unpredictable, human error. In doing so, the workshop questions common infatuation with precision in digital fabrication and construction by striving for alternative approaches that embrace the inaccuracies and imprecisions innate to technologically-augmented human craftsmanship. Participants took part in a hands-on clay modelling 'secret whispers' experiment that was designed to introduce theoretical concepts and applications of XR technology into the production workflows. This paper concludes by highlighting that the accessibility of today's technology enables AR-enhanced craftsmanship to be successfully taught remotely and online.
keywords collaborative design; augmented-reality ; mixed reality ; human-computer interaction ; tolerances and error
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2023_149
id caadria2023_149
authors Goepel, Garvin, Guida, George and Loayza Nolasco, Ana Gabriela
year 2023
title Towards Hyper-Reality – A Case Study Mixed Reality Art Installation
doi https://doi.org/10.52842/conf.caadria.2023.1.383
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. 383–392
summary This paper reflects on the notion of hyper-reality through the creation of ‘Self-Compass’, an immersive mixed reality art installation. By merging the physical with overlayed digital 3D content, this study proposes a view of current notions of the metaverse as an extension of reality rather than a digitized replacement of it. This was demonstrated by augmenting a modular installation with an immersive digital counterpart through an augmented reality (AR) application accessible through mobile devices. ‘Self-compass’ combines a timber structure and a digital AR overlay into a radial configuration that framed eight views, revealing an historical connection beyond the immediate context, and inviting reflections on the relationship between oneself and place. The AR overlay merges meaning with data, allowing one to rethink the physical through the digital, and providing awareness of our impact on place across time. The paper discusses and evaluates applied methods of merging digital and physical objects through a mixed reality (MR) installation. It expands on current workflows through the development of an AR mobile application and examines simultaneous localization and mapping (SLAM) techniques, essential in the alignment of digital content within real-world environments. The paper concludes by illustrating the potential applications and impact of AR technologies within design practices by augmenting the physical and revealing a new hyper-reality.
keywords Virtual and Augmented Environments, Mixed-Reality installation, Hyper-Reality
series CAADRIA
email
last changed 2023/06/15 23:14

_id b04c
authors Goerger, S., Darken, R., Boyd, M., Gagnon, T., Liles, S., Sullivan, J. and Lawson, J.
year 1996
title Spatial Knowledge Acquisition from Maps and Virtual Environments in Complex Architectural Space
source Proc. 16 th Applied Behavioral Sciences Symposium, 22-23 April, U.S. Airforce Academy, Colorado Springs, CO., 1996, 6-10
summary It has often been suggested that due to its inherent spatial nature, a virtual environment (VE) might be a powerful tool for spatial knowledge acquisition of a real environment, as opposed to the use of maps or some other two-dimensional, symbolic medium. While interesting from a psychological point of view, a study of the use of a VE in lieu of a map seems nonsensical from a practical point of view. Why would the use of a VE preclude the use of a map? The more interesting investigation would be of the value added of the VE when used with a map. If the VE could be shown to substantially improve navigation performance, then there might be a case for its use as a training tool. If not, then we have to assume that maps continue to be the best spatial knowledge acquisition tool available. An experiment was conducted at the Naval Postgraduate School to determine if the use of an interactive, three-dimensional virtual environment would enhance spatial knowledge acquisition of a complex architectural space when used in conjunction with floor plan diagrams. There has been significant interest in this research area of late. Witmer, Bailey, and Knerr (1995) showed that a VE was useful in acquiring route knowledge of a complex building. Route knowledge is defined as the procedural knowledge required to successfully traverse paths between distant locations (Golledge, 1991). Configurational (or survey) knowledge is the highest level of spatial knowledge and represents a map-like internal encoding of the environment (Thorndyke, 1980). The Witmer study could not confirm if configurational knowledge was being acquired. Also, no comparison was made to a map-only condition, which we felt is the most obvious alternative. Comparisons were made only to a real world condition and a symbolic condition where the route is presented verbally.
series other
last changed 2003/04/23 15:50

_id sigradi2018_1482
id sigradi2018_1482
authors Goffinet de Almeida, Rafael; Lopes de Souza Santos, Fábio
year 2018
title Participation and contemporary spatialities: new technologies of social agency
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 1150-1158
summary Focusing on the Museu do Futebol and Google Campus – São Paulo, specifically their impacts on the space conventions of culture and labor, this article aims to investigate main questions behind the contemporary phenomena that erases previous boundaries between both fields. Manuel Castells´ concept of “informational economy” will be confronted with Michel Foucault´s theoretical perspective of power devices, social agency and the fabrication of the neoliberal subject to demonstrate how key terms such as participation, collaboration and interactivity – associated with informational technologies – are producing new spatialities that are functioning as sophisticated forms of social behavior and experience control.
keywords Participation; Contemporary spatialities; Space and Power; Social agency
series SIGRADI
email
last changed 2021/03/28 19:58

_id acadia21_438
id acadia21_438
authors Goidea, Ana; Popescu, Mariana; Andréen, David
year 2021
title Meristem Wall: An Exploration of 3d-printed Architecture
doi https://doi.org/10.52842/conf.acadia.2021.438
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. 438-443.
summary Meristem Wall is a prototype for a 3D-printed building envelope, featuring a dynamically controllable network of integrated air channels that allow a fl uid and adaptive relationship between inside and outside. The wall integrates functional lighting and electricity, windows, and a custom CNC-knitted textile interior. It is fabricated through binder-jet sand 3D printing and points towards a climatically performative architecture inclusive of nonhuman life in urban contexts.
series ACADIA
type project
email
last changed 2023/10/22 12:06

_id sigradi2012_196
id sigradi2012_196
authors Gokmen, Sabri
year 2012
title The Ornaments of Shoowa Kuba: A digital re-interpretation of a textile art
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 79-83
summary This paper will discuss how Shoowa Kuba textiles could be analyzed as an ornament that can be digitally constructed and applied in design. An historical outline of ornament is provided by briefly comparing Classical and Gothic ornaments. This theoretical framework is then compared to the art of Shoowa Kuba focusing on their textile embroideries. Various patterns and techniques will be introduced showing how Kuba people implement rules as well as how they break them. These patterns will be digitally reconstructed to show their applicability to the digital design domain.
keywords Digital design research, textile patterns, ornaments, scripting
series SIGRADI
email
last changed 2016/03/10 09:52

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