CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 17462

_id 93a0
authors Llavaneras Sánchez, Gustavo José
year 2001
title El diseño de mundos virtuales como proyecto de titulacion de pregrado en arquitectura. [Virtual Design as a Degree Project in Architecture]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 166-173
summary In this paper our approach to what we think about a Degree Project in Architecture is defined, and a study of different ways of doing such degree projects in the area of Computer Applications to Architecture is done. We also set the neccesary basis for implementing such Degree Project in the field of Virtual Buildings Desing in one of its many variations. One expirience in progress with a group of students who are doing their Degree Project in this area, in a completely experimental way, is also explained. We finish with our conclusions on the subject.
keywords Architecural Design Teaching; Degree Project; Computer Aided Architecture
series other
email
last changed 2003/02/14 08:29

_id caadria2013_071
id caadria2013_071
authors Lloret Kristensen, Ena; Fabio Gramazio, Matthias Kohler and Silke Langenberg
year 2013
title Complex Concrete Constructions – Merging Existing Casting Techniques with Digital Fabrication
doi https://doi.org/10.52842/conf.caadria.2013.613
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 613-622
summary In the course of the 20th century, architectural construction has gone through intense innovation in its material, engineering and design, radically transforming the way buildings were and are conceived. Technological and industrial advances enabled and challenged architects, engineers and constructors to build increasingly complex architectural structures from concrete. Computer-Aided Design and Manufacturing (CAD/CAM) techniques have, more recently, rejuvenated and increased the possibilities of realising ever more complex geometries. Reinforced concrete is often chosen for such structures since almost any shape can be achieve when poured into a formwork. However, designs generated with digital tools tend to have limited relation to the efficient modes of production typically used in contemporary concrete construction. A large gap has emerged between the technology in architectural design and the building industry, so that few efficient solutions exist for the production of geometrically complex structures in concrete. This paper focuses on the capabilities and efficiency of existing casting techniques both with static and dynamic formwork which, when combined with digital fabrication, allow innovative fabrication approaches to be taken. Particular focus is placed on slipforming, an approved and efficient construction technique, which until now is unexplored in conjunction with digital fabrication. 
wos WOS:000351496100060
keywords Complex concrete structures, Casting techniques, Formwork, Slipforming, Digital fabrication, Smart dynamic casting 
series CAADRIA
email
last changed 2022/06/07 07:59

_id 6eb1
authors Lloyd, P. and Deasley, P.
year 1998
title Ethnographic description of design networks
source Automation in Construction 7 (2-3) (1998) pp. 101-110
summary One of the central themes of a commercial design process is communication. Complex design artefacts, rather than being rationally thought out by individuals, evolve through designers negotiating and bargaining with clients and peers alike. Problems are resolved through discussion and explanation. The 'design process,' as a reified entity, cannot be apprehended by any individual. Understanding of the process is spread over a social network, and through the narratives and discourses that are forged from day to day. This is design as a social process. The focus of the present paper is twofold. First, we wish to establish the field of ethnography as a particularly useful method of describing design in its social form. Secondly, we describe the results of a design case study we have carried out, using ethnographic methods, in an aerospace manufacturing company. We observe informal structures determining work activity, and the use of subtle `role' playing in problem-solving.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 28f5
authors Lloyd, P. and Scott, P.
year 1994
title Discovering the design problem
source Design Studies, Vol 15, No 2, 125-140
summary The design disciplines of architecture, engineering, and computer science have provided three distinct models of the design process. We hypothesize that these models merely indicate three approaches to design, and that fragments of all three models will be found in any one discipline. To discuss this issue we present a discipline-independent cognitive framework which we then apply to a protocol analysis study of five engineering designers. Our results indicate that the designer's experience plays a key role in determining the design process.
series journal paper
last changed 2003/04/23 15:14

_id ecaade2017_309
id ecaade2017_309
authors Lo Turco, Massimiliano, Zich, Ursula, Astolfi, Arianna, Shtrepi, Louena and Botto Poaola, Matteo
year 2017
title From digital design to physical model - Origami techniques applied to dynamic paneling shapes for acoustic performance control
doi https://doi.org/10.52842/conf.ecaade.2017.2.077
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 77-86
summary The recent trend toward non-standard and free form architecture has generated a lot of debate among the Scientific Community. The reasons can be found in the renewed interest in organic shapes, in addition to recent and powerful capabilities of parametric platforms. In this regard, the Visual Programming Language (VPL) interface gives a high level of freedom and control for conceiving complex shapes. The geometric problems in identifying a suitable shape have been addressed by relying on the study of Origami. The control of variable geometry has required the use of algorithmic models that ensure fast changes and free control of the model, besides a physical one made of rigid cardboard to simulate its rigid-foldability. The aim is to present a prototype of an adaptive structure, with an acoustic application, to control sound quality and perception in spaces where this has a central role, such as theatres or concert halls.
keywords parametric modeling; generative design; shape and form studies; acoustics conditions; digital Representation
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2014_171
id caadria2014_171
authors Lo, Chia-Hui and Teng-Wen Chang
year 2014
title Lily: Developing a Contextual Idea Linking Tool for Designing on Site
doi https://doi.org/10.52842/conf.caadria.2014.667
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 667–676
summary This research develops a supporting tool (Lily) to inspire designer generates relevant ideas while he or she is on site visiting. This mobile application has been developed via scenario-based design paradigm and testing experiment. Based on the analysis of the interaction process from experiment observation, the visualization is comprised of both the physical information (site) and virtual information (linking form idea pieces) that is implemented based on the Location-Based technology with iOS application platform. An implementation called Lily.
keywords Mobile; idea linking; on site; design tool
series CAADRIA
email
last changed 2022/06/07 07:59

_id ijac201412206
id ijac201412206
authors Lo, Chia-Hui Nico; Ih-Cheng Lai, Teng-Wen Chang
year 2014
title Design Jigsaw: Exploring a computational approach to assembling ideas in the design production process
source International Journal of Architectural Computing vol. 12 - no. 2, 199-212
summary Idea generation in the design production process often occurs within brainstorming sessions. Linking ideas is the key mechanism in the process of producing design. Through linking ideas, a graph-like knowledge is achieved in representing the individual memories, with the nodes and arcs being the ideas and the links between ideas respectively.The design process is similar to doing a jigsaw. Using the jigsaw metaphor, a cognitive study is applied to the design tool DIM (Dynamic Idea Map) to explore computational jigsaw mechanisms.Thereafter, a computational framework called Design Jigsaw is developed to support students in assembling vast ideas effectively and reveals the construction of meaning in the graph-like knowledge structure of design thinking.
series journal
last changed 2019/05/24 09:55

_id caadria2010_035
id caadria2010_035
authors Lo, Chia-Hui; Ih-Cheng Lai and Teng-Wen Chang
year 2010
title Playing jigsaw: finding the underlying structure of assembling ideas within design productive process
doi https://doi.org/10.52842/conf.caadria.2010.371
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 371-380
summary Idea generation in design productive process often occurs within brainstorming sessions. Linking ideas is the key mechanism in this process to produce design. Through linking ideas, a graph-like knowledge is representing the individual memories with the nodes and arcs that are the ideas and the links between ideas respectively. Design is the process of puzzle-making, such thinking process is similar to play jigsaw. This research applies a computational tool (called DIM) to produce a graph-like knowledge including diverse jigsaw-like ideas and their relationships. Then we use protocol analysis to understand how designers organise the ideas. The objective is to find the hidden patterns of assembling ideas in the design productive process. Some feasibilities of the game mechanisms are proposed in this paper.
keywords design production; linking ideas; graph-like knowledge; protocol analysis; puzzle-making
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2011_063
id caadria2011_063
authors Lo, Chia-Hui; Ih-Cheng Lai and Teng-Wen Chang
year 2011
title A is B, displacement: Exploring linking patterns within metaphor in the design process
doi https://doi.org/10.52842/conf.caadria.2011.663
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. 663-672
summary Design educators often apply metaphor as a teaching tool to help novice designers in their design process. Richards(1936) defines metaphor as the form “A is B”. The most important operation in metaphor is displacement—the linking process of moving A to B. Linking ideas is the key mechanism in the design process. By linking ideas, a graph-like knowledge represents the individual memories with the nodes and arcs that are the ideas and the links between ideas respectively. Such linking knowledge provides an interesting way to understand the operation of displacement within metaphor. This research applies a computational tool (called DIM) to produce a graph-like knowledge. Protocol analysis is then used to understand how designers organize ideas. The objective of this research was to explore the linking patterns of idea displacement within metaphor in the design process.
keywords Metaphor; displacement; linking ideas; graph-like knowledge; protocol analysis
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2007_361
id caadria2007_361
authors Lo, Chien Jung; Mao-Lin Chiu and Ming-Nan Liu
year 2007
title Play with Parts and Joints-Digital Design supported by Rapid Prototyping
doi https://doi.org/10.52842/conf.caadria.2007.x.a0r
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Digital architectures are emerging because of the advancement of information and communication technologies. Rapid prototyping becomes important for digital design in the early conception stage because of the complexity of geometrical relations. The paper is aimed to examine the design teaching issues of dynamic structure by rapid prototyping in experimental studies. Our goal is to integrate the process with rapid prototyping in generating variety types of joints adapting different conditions. This study proposes the digital design process by “playing with parts and joints” approach for the educational purposes. By introducing in design studios, the findings and discussion are reported.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2022_322
id caadria2022_322
authors Lo, Chun-Yu and Hou, June-Hao
year 2022
title A Natural Human-Drone Interface For Better Spatial Presence Experiences
doi https://doi.org/10.52842/conf.caadria.2022.1.099
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. 99-108
summary As many remote construction projects increase in size and complexity, being able to manage personnel schedules, delegate tasks, and check work progress can improve work efficiency and productivity. Hence, video conferencing and remote monitoring software have been attempting to pursue an immersive and intuitive experience, but with limited developments. To better achieve that, we propose a system with a natural user interface (NUI) that can offer a vivid experience, facilitating AEC personnel who is novice drone operator to interact with the Unmanned Aerial Vehicle (UAV) by voice instructions and body posture to conduct remote site surveying, monitoring, and inspections instead of physical visiting. In addition, the proposed system is capable of on-demand path planning and camera movements for various tasks and enhances the spatial experience. We integrate these techniques to develop a human-drone interface, including a VR simulator and a haptic vest system, which offer a perceivable experience of spatial presence for different purposes. Compared with other relative works, the proposed system allows users to actively control the viewing angle and movements in the remote space more intuitively. Moreover, drones can augment human vision and let users gain mobile autonomy.
keywords spatial presence, natural user interface, human-drone interaction, virtual reality, remote working, body posture recognition, speech recognition, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id caadria2020_232
id caadria2020_232
authors Lo, Tian Tian and Gao, Xinrui
year 2020
title From HCI to HVRI - How different will the interaction of digital architecture design be?
doi https://doi.org/10.52842/conf.caadria.2020.2.253
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. 253-262
summary This paper contributes to the conference theme by looking at the human impact factors in the context of virtual reality interaction. The creation of architectural design drawings was done through pens and rulers in the beginning. Although the process is time-consuming, the connection of the mind and body is very close and every line drawn are done through the motion of the human body. The development of computer speed up the design process but the generation of the drawings are done with the keyboard and mouse. This human-computer interaction (HCI) disrupted the body-mind connection since the controls are now pointing, dragging and clicking. Architects were having a hard time accustoming to the new methods but gave up to the speed of its efficiency. However, architects never lose their skills to draw and sketch when brainstorming design. The coming of virtual reality (VR) provides an opportunity to bring back this connection. This paper explores the possibilities of human-virtual reality interaction (HVRI) through analysing the currently available VR tools and understand how close they are to this mind-body connection.
keywords HCI; HVRI; Interaction; Digital Architecture Design; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2018_050
id caadria2018_050
authors Lo, Tian Tian and Schnabel, Marc Aurel
year 2018
title Virtual & Augmented Studio Environment (VASE) - Developing the Virtual Reality Eco-System for Design Studios
doi https://doi.org/10.52842/conf.caadria.2018.1.443
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 443-452
summary Virtual Reality (VR) is being revived in major disciplines, including architecture. VR is no longer only employed for basic operations, such as construction of 3D models, dynamic renderings, closed-loop interaction, inside-out perspective and enhance sensory feedback. This paper explains how over the past twenty years technologies and software have evolved that a new eco-system for design processes have risen. This paper discusses how students made full use of both software and equipment in the whole design process; from ideas exploration to site analysis to form generation to design realization. Students have been exposed to a whole range of digital software tools in the beginning. As most of them were already familiar with modelling software, they have in particular been introduced to animation software, game engines and even 3D documentation software such as photogrammetry. Most importantly, they were led to IVE. The paper points out the benefits of adopting such methodology and the difficulties faced by the students at the various stages of the design process.
keywords Design Studio; Virtual Reality; Software and Equipment; Design Exchange
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2017_004
id caadria2017_004
authors Lo, Tian Tian, Schnabel, Marc Aurel and Moleta, Tane J.
year 2017
title Gamification for User-Oriented Housing Design - A Theoretical Review
doi https://doi.org/10.52842/conf.caadria.2017.063
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 63-72
summary Fluctuating economies and changing family demographics have increased the complexity in meeting the spatial needs for contemporary housing. Digital systems that allow flexibility are growing in demand but its rate of development is not catching up with the rapid changes. This paper explores how digital interventions can limit or help the process of collaborative design in high-density mass housing context. One key factor in user-oriented design system is participation. Many researchers have looked into system usability, design simplification and realistic visualisation to provide an immersive experience for users to engage the design. This paper argues how gamification acts as a form of decision support within a bigger framework model for a user-oriented digital design system. Using three levels of rules: constitutive rules, operational rules and implicit rules, the aim is for users to generate a housing design outcome not only for themselves but also collaboratively with other users through gamification.
keywords gamification; user-oriented; digital intervention; decision support; mass housing
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2016_045
id ecaade2016_045
authors Lo, Tian Tian, Schnabel, Marc Aurel and Moleta, Tane
year 2016
title A Simple System for Complex Mass Housing Design Collaborations - A system development framework
doi https://doi.org/10.52842/conf.ecaade.2016.2.137
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 137-146
summary Through the lens of participatory mass housing the paper explores the conference theme of simplicity and complexity. A suitable home is a deep rooted desire in the heart of people, and everyone has their own vision of what is a suitable home. Yet the multi-faceted social needs of housing and how they are being designed and developed in mass housing buildings appear too complex and appear too costly that the process would involve direct user participations. The authors have developed a Computer Aided Participatory Housing Design System (CAPHDS) to allow end users (future occupants) become active stakeholders in the design process with the aid of computational design instruments. These tools allow end users to actively engage in the process. The paper describes how a mass housing design process can be broken down into a set of simple tasks that encourage the active engagement and joint development of end users and architects with the proposed design.
wos WOS:000402064400013
keywords Participatory design; housing design system; computer-aided; bottom-up
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2019_439
id caadria2019_439
authors Lo, Tian Tian, Xiao, ZuoPeng and Yu, Henry
year 2019
title Designing 'Action Trigger' for Architecture Modelling Design within Immersive Virtual Reality
doi https://doi.org/10.52842/conf.caadria.2019.1.545
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 545-552
summary Architectural modelling is radically evolving with time. The introduction of VR into gaming and education has also encouraged architecture to integrate VR into its course of the design process. However, the current integration of Augmented Reality (AR) and Virtual Reality (VR) components is mostly limited to enhancing visualisation, especially towards the corresponding design tasks. This opportunity lead to an increase in attempts to bring the modelling process into the immersive environment. This paper aims to challenge the current design capabilities within the immersive environment and introduce a new interaction method between the human and the virtual reality. The research in human-computer interaction (HCI) has been ongoing for years till present day to observe how humans interact with computers and design technologies. The appearance of the smartphone has extended this HCI research towards hand-carried devices. With VR, although the hardware is still considered 'computer', the interaction is very much different. Since the human is immersed in the virtual environment, the interaction is already beyond the traditional keyboard and mouse. This paper responds to the conference theme by capitalising the power of VR technology to bring new methods of HVRI to the architecture design process.
keywords VR; HVRI; Interaction; Action Trigger; Immersive
series CAADRIA
email
last changed 2022/06/07 07:59

_id cf2015_325
id cf2015_325
authors Lo, Tian Tian; Schnabel, Marc Aurel and Gao, Yan
year 2015
title ModRule: A user-centric mass housing design platform
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. 325.
summary This paper presents a novel platform, ModRule, designed and developed to promote and facilitate collaboration between architects and future occupants during the design stage of mass housing buildings. Architects set the design-framework and parameters of the system, which allows the users to set their space requirements, budgets, etc., and define their desired way of living. The system utilizes gamification methodologies as a reference to promote incentives and user-friendliness for the layperson who has little or no architectural background. This enhanced integration of a both bottom-up approach (user-centric/player) with a top-down approach (architect-centric/game-maker) will greatly influence how architects design high rise living. By bridging the gap between the architect and the user, this development aims to instill a greater sense of belonging to people, as well as providing architects with a better understanding of how to give people more control over their living spaces. The paper also presents an evaluation of a design process that employed ModRule.
keywords Mass housing, collaborative design, participatory system.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id caadria2014_514
id caadria2014_514
authors Lo, Tian Tian; Serdar Aydin and Marc A. Schnabel
year 2014
title Collaborative Design with Quasi-Grammars
doi https://doi.org/10.52842/conf.caadria.2014.941
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 941–942
series CAADRIA
type poster
email
last changed 2022/06/07 07:59

_id ecaade2024_116
id ecaade2024_116
authors Lo, Tiantian; Wu, Yuhong; Bruyns, Gerhard; Elkin, Daniel K
year 2024
title Enhancing Immersion in Virtual Spaces: PhytualBlend - a real-time interaction system for seamless physical feedback
doi https://doi.org/10.52842/conf.ecaade.2024.2.129
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 2, pp. 129–138
summary As an extension of physical space, VR and MR technologies offer convenient solutions for spatial and product design by providing immersive user experiences. Nevertheless, these technologies are limited in their ability to provide physical feedback, which can lead to a perceived disconnection between visual, auditory, and bodily sensations. This paper introduces PhytualBlend, an innovative real-time interaction system designed to enhance the physical feedback experience within virtual environments. The system employs perceptual and executive hardware driven by development boards as its hardware components. User’s operation on physical entities can be synchronized seamlessly to server-based virtual world through a local information hub, including position, orientation, and haptic interaction. Diverse interaction modes within the virtual world trigger corresponding feedback in the physical space, encompassing tactile vibrations, thermal sensations, visual illumination, and object deformations. Our prototypical demonstrates remarkable performance, achieving a frame rate exceeding 60 frames per second with imperceptible network latency. The modular design of PhytualBlend enables efficient and scalable expansion of various physical feedback, interactive modes, and new virtual environments. PhytualBlend bridges the gap between the virtual and physical worlds, enabling remote collaboration participants to experience and interact with virtual contents in a more tangible and realistic manner.
keywords Virtual Reality, IoT, Physical Feedback, Embedded hardware, Interaction System
series eCAADe
email
last changed 2024/11/17 22:05

_id caadria2024_109
id caadria2024_109
authors Lo, Tzu-Hsien and Liu, BoSheng
year 2024
title Extruding Dredged-Based Material for Concrete Formwork through Rapid Liquid Printing
doi https://doi.org/10.52842/conf.caadria.2024.3.321
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 321–328
summary The research delves into investigating the printed reusable Dredged-Based Material (DBM) concrete formwork using Rapid Liquid Printing (RLP) technology, revealing its potential impact on existing concrete construction by substituting sacrificial formwork usage. This is an initial exploration of the Rapid Liquid Printing process injecting Dredged-Based-Material material (M1) into the water environment (M2), where the water acts as the suspension and phase-changing accelerator. The Dredged-Based Material injection involves meticulously blended dredged material with bio-based cetyl palmitate. This paper focuses on designing and implementing an extrusion system and the extruder head utilizing stepper motors to control the flow rate, ensuring a stable extrusion state while monitoring the temperature. The Dredged-Based Material for the Rapid Liquid Printing experiment uncovered the challenge and the solution of creating a consistent extrusion through a custom extruder that can maintain the Dredged-Based-Material workability and construct a proportionally scaled prototype to validate the findings and practicality for the Dredged-Based Material Rapid Liquid Printing approach.
keywords Rapid Liquid Printing, Dredged-Based Material, Reusable Material, 3D Printed Formwork, Reusable Concrete Formwork
series CAADRIA
email
last changed 2024/11/17 22:05

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