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 7839

_id ecaade2020_201
id ecaade2020_201
authors Kovařík, David, Tsikoliya, Shota, Vaško, Imrich, Sviták, Daniel and Fri?riksson, ?órbergur
year 2020
title Vibrant Formations - Geometries and dynamic material systems
doi https://doi.org/10.52842/conf.ecaade.2020.1.281
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 281-288
summary The project Vibrant Formations presents a series of experiments based on the research of the behavior of granular materials. The experiments shown in the paper are seen as a link between native material geometries and designed geometries. The project perceives granular materials as an intelligent matter capable of creating distinct patterns and actively responding to the environment they are placed in. This attitude towards material positions the project in an opposition to standard 3D printing technologies, where materials are seen as a proto-matter that acquires its properties and capabilities first after being formed into computed geometries and 3D printed shapes. The project Vibrant Formations explores material properties of different granular materials and processes and materializes their behavior. It works with the phenomenon called "granular segregation" to achieve specific objects connected to material logic which resemble frozen, digitally simulated particle systems. The material properties found in the research are further utilized. The process of granular segregation is investigated and material geometries replaced by fabricated geometries. This leads to a semi-automatised interlocking system capable of assembling and disassembling.
keywords granular material; material behaviour; self-assembly; material assembly
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2023_55
id sigradi2023_55
authors Koçer Özgün, Feyza Nur and Alaçam, Sema
year 2023
title Understanding the User Interfaces Through Spatial Metaphors
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. 1573–1584
summary This study focuses on spatial metaphors in digital interfaces that designers use in their modeling processes. When designers themselves perform an action by using a digital tool, they often make spatial inferences without realizing it, with the help of their mental models and established modeling experiences. In order to trace these implicit spatial metaphors, the spatial metaphors used by the designers were discussed through their verbal expressions. Within the scope of the pilot case study, the participants told each other the 3D models given to them verbally, and the other participant made the 3D model simultaneously with the narrative. The metaphors that the participant in the role of the narrator used with the intention of making a spatial description allowed the participant in the role of the modeler to build spatial relations. This study, which has the potential to provide a spatial framework for interfaces in the future, is a step toward designing new user interface metaphors.
keywords Spatial metaphors, User interface, UI metaphors, Modeling process, Human-computer interaction
series SIGraDi
email
last changed 2024/03/08 14:09

_id ddssup9612
id ddssup9612
authors Kribbe, Willeke and Sanders, Frank
year 1996
title Growth of spatial network constructions: a decision support systems oriented approach
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings (Spa, Belgium), August 18-21, 1996
summary The paper describes a method that has been developed to be used in a process for a systematic search of alternative designs for a network configuration. In the design process we will take into account that we may not be able to implement the full configuration all at once. Logical partial configurations must be derived. The process can than also be used to investigate the expansion of (railroad) networks. The basic idea is that either the most profitable trajectories or the trajectories that contribute most to the improved quality of the configuration will be developed first. A method cannot incorporate all criteria that are relevant for the final decision simultaneously, one of the reasons being that not all criteria are suitable for a mathematical formulation. Therefore a method cannot be used to replace current legal and political procedures. However it can be considered to be part of a decision support system that could be used in a preliminary investigation preceeding such procedures. In the example presented in this paper the criteria and calculations are kept simple for illustrative purposes. However they can easily be made more complex and realistic without damaging the fundamental concepts of the search algorithm. If the system is implemented in a way that the criteria to be used in the selection process can be chosen in interaction with the decision maker (or moderator) one can truly speak of a decision support system for the project formulation phase for the construction of the physical network. In the algorithm the network is represented as a graph and the nodes connected by the network are termed centers of attraction, supply and demand.
series DDSS
last changed 2003/08/07 16:36

_id acadiaregional2011_008
id acadiaregional2011_008
authors Krietemeyer,Elizabeth A.; Anna H. Dyson
year 2011
title Electropolymeric Technology for Dynamic Building Envelopes
doi https://doi.org/10.52842/conf.acadia.2011.x.s0s
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary Human health and energy problems associated with the lack of control of natural light in contemporary buildings have necessitated research into dynamic windows for energy efficient buildings. Existing dynamic glazing technologies have made limited progress towards greater energy performance for curtain wall systems because they are still unable to respond to dynamic solar conditions, fluctuating building demands, and a range of user preferences for visual comfort and individual control. Recent breakthroughs in the field of information display provide opportunities to transfer electropolymeric technology to building envelopes that can achieve geometric and spectral selectivity in concert with pattern variation within the façade. Integrating electroactive polymers within the surfaces of an insulated glazing unit (IGU) could dramatically improve the energy performance of windows while enabling user empowerment through the control of the visual quality of this micro-material assembly, in addition to allowing for the switchable patterning of information display. Using parametric modeling as a generative design and analysis tool, this paper examines the technical intricacies linking system variables with visual comfort, daylight quality, and pattern design of the proposed electropolymeric dynamic facade technology.
series ACADIA
last changed 2022/06/07 07:49

_id a48f
authors Krishnan, D. and Patnaik, L.M.
year 1986
title GEODERM : Geometric Shape Design System Using an Entity-Relationship Model
source Computer Aided Design. May, 1986. vol. 18: pp. 207-218 : ill. includes bibliography and 7 appendixes
summary GEODERM, a microcomputer-based solid modeler which incorporates the parametric object model, is discussed. The entity-relationship model, which is used to describe the conceptual schema of the geometric database, is also presented. Three of the four modules of GEODERM, which have been implemented are described in some detail. They are the Solid Definition Language (SDL), the Solid Manipulation Language (SML) and the User-System Interface
keywords CAD, solid modeling, relational database, geometric modeling,parametrization
series CADline
last changed 2003/06/02 13:58

_id a6d4
authors Krueger, Myron W.
year 1991
title Artificial Reality II
source Reading, Massachusetts: Addison-Wesley Publishing. 2nd.ed.
summary The focus of Myron Krueger in Artificial Reality II is the interaction between humans and machines, both in the immediate interface and the associated cultural relationships. He uses the concept of artificial reality as a medium of experience and as a tool to examine the relationships between people and machines. When he first coined the term in the mid-1970s, his 'goal was full-body participation in computer events that were so compelling that they would be accepted as real experience.' He wanted to create an artificial reality that would perceive human actions in a simulated world of sight, sounds, and other sensations and would make the experience of this illusion convincing. His focus was to create unencumbered, artificial realities where the humans could participate with their entire body without wearing any special instruments (be they sensors or displays) in an experience created by the computer. The environment could be controlled by preexisting programs, or could have operators intervene and use the computer to amplify their ability to interact with people. The intention was not to reproduce conventional reality but to create synthetic realities.
series other
last changed 2003/04/23 15:14

_id ga0005
id ga0005
authors Kubasiewicz, Jan and Jang, DK  
year 2000
title InfoGEOMETRY. Conceptual Prototype for Navigating InfoSPACE
source International Conference on Generative Art
summary InfoGEOMETRY  is the word the authors use to describe the concept of utilizing geometric patterns and dynamic symmetry in graphical user interface design for navigating complex information. This paper refers to a specific collaborative project in which the concept of infoGeometry was first introduced as an alternative tool of information architecture. In their design process, the authors tried to reconcile the visual nature of geometric vocabulary with parametric nature of interface design and dynamic nature of information organization. The project resulted in experimental interactive tools for information search and navigating complex information structures. 2. YOU ARE HERE. A study in interactivity. This paper refers to a studio project in interface design, conducted at the Massachusetts College of Art in Boston, where individual designers explored essential concepts in navigating complex structures of information. Taking the notion of You-Are-Here as a point of departure, individual designers explored various definitions and interpretations of the notion's three components: You(We/They, etc)-Are(Will Be/Have Been, etc)-Here(in Time/in Space). Exploring specific instances of parametric design and developing linked, multiple representations for information display resulted in a broad spectrum of contexts associated with navigation. Specific descriptions of individual instances will accompany the final presentation of the project.  
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ecaade2010_167
id ecaade2010_167
authors Kunze, Antje; Schmitt, Gerhard
year 2010
title A Conceptual Framework for the Formulation of Stakeholder Requirements
doi https://doi.org/10.52842/conf.ecaade.2010.697
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.697-705
summary We need to face challenging needs for the planning of sustainable future cities. New methods in urban simulation enhance significantly the early urban design phase. However, these promising methods will only be sustainable if they consider stakeholder participation from the very beginning. Therefore we propose a conceptual framework for the formulation of stakeholder requirements, which enables the iterative modification of an urban model inside participatory workshops. A special emphasis concentrates on environmental, social and economical factors. The requirements posed by the stakeholders are instantly transferred into urban design patterns. Each single pattern stands for a solution for a specific problem that is integrated and visualized in a procedural model. Our goal is to create a participatory process that takes advantages by the use of comprehensive urban design patterns. The results are integrated within an interactive procedural model that communicate the most important guidelines for the planning of sustainable future cities.
wos WOS:000340629400075
keywords Decision-making process; Stakeholder participation; Shape grammars; Urban patterns; Urban planning
series eCAADe
email
last changed 2022/06/07 07:52

_id 82a8
authors Kutay, Ali R.
year 1981
title Multi-User Concurrent Design Databases
source May 14, 1981. [1] 27 p. includes bibliography
summary Developing comprehensive computer models of engineering systems is an important research effort. These models are planned to support design, analysis, optimization and production of these systems by providing a common integrated source of data. They are also expected to support multiple users accessing them concurrently so that parallel development of the system is enabled. This paper looks at the concurrency control problem in computer models of engineering design. It reviews the major aspects of database systems which are the tools of modelling, and identifies different representations used in the design process. With this as the context, the paper surveys the basic mechanisms for concurrency control in database systems. It then classifies the different degrees of concurrency in different representations of the design process
keywords engineering, design, database, concurrency, CAD
series CADline
last changed 2003/06/02 13:58

_id ce1b
authors Kvan, Th., Lee, A. and Ho, L.
year 2000
title Anthony Ng Architects Limited: Building Towards a Paperless Future
source Case Study and Teaching Notes number 99/65, 10 pages, distributed by HKU Centre for Asian Business Cases, Harvard Business School Publishing (HBSP) and The European Case Clearing House (ECCH), June 2000
summary In early 1997; Mr. Anthony Ng; managing director of Anthony Ng Architects Ltd.; was keenly looking forward to a high-tech; paperless new office; which would free his designers from paperwork and greatly improve internal and external communication – a vision that he had had for a couple of years. In 1996; he brought on board a friend and expert in Internet technology to help him realise his vision. In July 1997; his company was to move into its new office in Wan Chai. Their plan was to have in place an Intranet and a web-based document management system when they moved into the new office. But he had to be mindful of resulting changes in communication patterns; culture and expectations. Resistance from within his company was also threatening to ruin the grand plan. Several senior executives were fiercely opposed to the proposal and refused to read a document off a computer screen. But Ng knew it was an important initiative to move his practice forward. Once the decision was made there would be no chance to reconsider; given the workload demands of the new HK$12 billion project. And this decision would mark a watershed in the company’s evolution. This case study examines the challenges and implications of employing IT to support an architectural office.
keywords IT In Practice; Professional Practice; Archives
series other
email
last changed 2002/11/15 18:29

_id 2e3b
authors Kvan, Thomas and Kvan, Erik
year 1997
title Is Design Really Social
source Creative Collaboration in Virtual Communities 1997, ed. A. Cicognani. VC'97. Sydney: Key Centre of Design Computing, Department of Architectural and Design Science, University of Sydney, 8 p.
summary There are many who will readily agree with Mitchell’s assertion that “the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process.” [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants; that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided; therefore; must permit the best communication and the best social interaction. We think it essential to examine the foundations and assumptions on which software and environments are designed to support collaborative design communication. Of particular interest to us in this paper is the assumption about the “social” nature of design. Early research in computer-assisted design collaborations has jumped immediately into conclusions about communicative models which lead to high-bandwidth video connections as the preferred channel of collaboration. The unstated assumption is that computer-supported design environments are not adequate until they replicate in full the sensation of being physically present in the same space as the other participants (you are not there until you are really there). It is assumed that the real social process of design must include all the signals used to establish and facilitate face-to-face communication; including gestures; body language and all outputs of drawing (e.g. Tang [1991]). In our specification of systems for virtual design communities; are we about to fall into the same traps as drafting systems did?
keywords CSCW; Virtual Community; Architectural Design; Computer-Aided Design
series other
email
last changed 2002/11/15 18:29

_id d00c
authors Kós, José Ripper
year 2001
title Modeling the City History
doi https://doi.org/10.52842/conf.ecaade.2001.436
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 436-441
summary This paper explores the idea that 3D city models integrated with hypermedia systems can facilitate the sense of belonging to a place. 3D models are powerful tools for buildings and urban space analysis as artifacts, which synthesize men’s reality and aspirations. As such, combined with hypermedia resources, they can strengthen the spectator’s actual experience in the analyzed space. The focus of the investigation is 3D models constructed to represent and analyze city evolution. The experience of developing the models of Latin American cities – Rio de Janeiro, Brazil and Havana, Cuba – developed at PROURB (Faculty of Architecture and Urbanism, Federal University of Rio de Janeiro) is explained with an overview of its methodology.
keywords 3D City Model, Hypermedia, Sense Of Place, City Evolution, Latin America
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2021_131
id ecaade2021_131
authors Körner, Andreas
year 2021
title Thermochromic Animation - Thermally-informed and colour-changing surface-configurations
doi https://doi.org/10.52842/conf.ecaade.2021.2.453
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 453-462
summary All factors of thermal comfort are invisible to humans and do not (yet) impact visual navigation in the built environment. Thermochromic materials change their colour relative to temperature. In architecture, their applications as responsive ornaments and as intelligent composite systems are discussed. Nonetheless, design research on their use together with computational design is scarce. This study investigates thermochromics concerning architectural surfaces. Design and material experiments were conducted to test the hypothesis that thermochromic animation can be configured to visualise invisible parameters of thermal comfort. Scale prototypes were fabricated from different materials and coated with thermochromics. They varied in layer number and sub-coatings. The colour change was observed with several instruments. Heat transfer simulations of digital doppelgangers accompanied the physical experiments. The results suggest that this method can be used to configure thermochromic animation. This can be implemented into a procedural design model for porous and multi-layered thermochromic surfaces in the future. In this, digital simulation and material-based design are combined in a method that advances the use of thermochromic materials in the context of digital architectural design.
keywords thermochromics; fabrication; simulation; materials; colour
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia15_149
id acadia15_149
authors Lagemann, Dennis
year 2015
title A Model to Space
doi https://doi.org/10.52842/conf.acadia.2015.149
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 149-159
summary Architects are used to work with models since the early beginnings of Renaissance. These models were made to conceive spatial objects before they become realized. Nowadays space seems to be outdated: There are information topologies, virtuality, and globalization. Our models are logistical rather than spatial and they become increasingly complicated. They put an emphasis on energy- or cost-efficiency rather than the vividness of a localized place. But as Architects we are supposed to be ‚masters of space’. And somehow it feels like we have lost our domain and degraded ourselves to attaching nice skins on increasingly optimized concrete- or steel-skeletons. In this sense it might be necessary to reconsider our mastership upon the articulation of space. One way to achieve this might be that computation could do more than just deliver increasingly intriguing geometries, instead it might offer us a look at the spaces conceivable but not yet imaginable: computed as information topologies and then rendered back into the geometrical framework of physical space. New media have entered our perception to a degree never imagined by future sciences of the past. So the question arises if space-time can still be considered as a single layer in actuality. As individualization takes command, being special becomes normality. In a quantized society, where many cultures coexist at the same places simultaneously, a new model to space must deal with the superposition of territories.
keywords Models, Computation, Digitization, Architectural History/Theory, Topology <=> Geometry, Active Space, Inversion, Interlaced Fields, Paradigm Shift
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id caadria2018_174
id caadria2018_174
authors Lagemann, Dennis
year 2018
title The Syntopy - An Information-Based Model of Space
doi https://doi.org/10.52842/conf.caadria.2018.2.443
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 443-452
summary The paper argues that Modernism has produced a manifoldness of theories about spaces or spatial configurations which resemble valuable facets. Yet, they all shed a light on single aspects of spatiality. This raises the question if not in the age of information, there could be a common ground for theories of space that might serve as a model to purport a more general view. Speaking with French philosopher Michel Serres, when the old model of time collapsed at the end of Modernity, it has left the underlying concepts as scattered elements to the beginning of Modernism. The most promising approach to reconcile these elements in spatiotemporality appears to be Category Theory in mathematics. It defines four categorically differentiated domains which exactly resemble the scattered elements. In search for a common ground to build up a new model, the Syntopy is being developed for thinking space, based on the way information is encoded within these four domains.
keywords Space; Information and Data; Lambda Calculus; Topography and Topology; Synthesis
series CAADRIA
email
last changed 2022/06/07 07:52

_id 4a1a
authors Laird, J.E.
year 2001
title Using Computer Game to Develop Advanced AI
source Computer, 34 (7), July pp. 70-75
summary Although computer and video games have existed for fewer than 40 years, they are already serious business. Entertainment software, the entertainment industry's fastest growing segment, currently generates sales surpassing the film industry's gross revenues. Computer games have significantly affected personal computer sales, providing the initial application for CD-ROMs, driving advancements in graphics technology, and motivating the purchase of ever faster machines. Next-generation computer game consoles are extending this trend, with Sony and Toshiba spending $2 billion to develop the Playstation 2 and Microsoft planning to spend more than $500 million just to market its Xbox console [1]. These investments have paid off. In the past five years, the quality and complexity of computer games have advanced significantly. Computer graphics have shown the most noticeable improvement, with the number of polygons rendered in a scene increasing almost exponentially each year, significantly enhancing the games' realism. For example, the original Playstation, released in 1995, renders 300,000 polygons per second, while Sega's Dreamcast, released in 1999, renders 3 million polygons per second. The Playstation 2 sets the current standard, rendering 66 million polygons per second, while projections indicate the Xbox will render more than lOO million polygons per second. Thus, the images on today's $300 game consoles rival or surpass those available on the previous decade's $50,000 computers. The impact of these improvements is evident in the complexity and realism of the environments underlying today's games, from detailed indoor rooms and corridors to vast outdoor landscapes. These games populate the environments with both human and computer controlled characters, making them a rich laboratory for artificial intelligence research into developing intelligent and social autonomous agents. Indeed, computer games offer a fitting subject for serious academic study, undergraduate education, and graduate student and faculty research. Creating and efficiently rendering these environments touches on every topic in a computer science curriculum. The "Teaching Game Design " sidebar describes the benefits and challenges of developing computer game design courses, an increasingly popular field of study
series journal paper
last changed 2003/04/23 15:50

_id 8f39
authors Laiserin, Jerry
year 1999
title CAD in Practice Profile: Polshek Partnership Architects LLP
doi https://doi.org/10.52842/conf.acadia.1999.010
source ACADIA Quarterly, vol. 18, no. 3, pp. 10-14
summary Since the advent of computers for architecture, James Stewart Polshek, FAIA, founding partner of Polshek Partnership Architects LLP, has insisted that his firm's technology standards match the same high level they maintain for their awardwinning designs. As explained by Senior Associate Don Weinreich, AIA, this objective translates into computing priorities that differ significantly from those of the average firm. Weinreich observes that many "typical" firms use computer technology for profitability first, consistency of documentation second, and enhancement of the design process last. At Polshek Partnership these priorities are reversed. Supporting and enriching the design process is the overriding objective of all computing activity at the firm. Consistency of documentation, as a second-level priority, is pursued not just for routine coordination and quality control, but in a proactive effort to maintain control over every detail in the process of communicating design intent—in other words, to further support design. The potential to increase profitability through computerization (e.g., by doing the same work in less time) ranks low among the computing priorities at Polshek Partnership. According to Weinreich, "the guiding principle is to do no harm," that is, to exploit the maximum potential of computers to support the design process without incurring additional net costs. In effect, the firm is taking the time and effort that computerization can save on many routine, procedural tasks and reinvesting those savings in additional design studies and details. This approach to computers for design is consistent with that of other AIA Firm Award-winning practices profiled in this series. (1)(2)
series ACADIA
email
last changed 2022/06/07 07:52

_id acadia20_164p
id acadia20_164p
authors Lange, Christian; Ratoi, Lidia; Co Lim, Dominic; Hu, Jason; Baker, David M.; Yu, Vriko; Thompson, Phil
year 2020
title Reformative Coral Habitats
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. 164-169
summary Coral reefs are some of the most diverse ecologies in the marine world. They are the habitat to tens of thousands of different marine species. However, these wildlife environments are endangered across the globe. Recent research estimates that around 75 percent of the remaining coral reefs are currently under threat. In 2018 after a devastating storm, Hong Kong lost around 80% of its existing corals. Consequently, a team consisting of marine biologists and architects at The University of Hong Kong has developed a series of performative structures that have been deployed in the city's waters in July 2020, intending to aid new coral growth over the coming years. The project was commissioned by the Agriculture, Fisheries, and Conservation Department (AFCD) and is part of an ongoing active management measure for coral restoration in Hoi Ha Wan Marine Park in Hong Kong. The following objectives were defined as part of the design and fabrication research of the project. To develop a design strategy that builds on the concept of biomimicry to allow for complex spaces to occur that would provide attributes against the detachment of the inserted coral fragment, hence could enhance a diverse marine life specific to the context of the cities water conditions. To generate an efficient printing path that accommodates the specific morphological design criteria and ensures structural integrity and the functional aspects of the design. To develop an efficient fabrication process with a DIW 3D printing methodology that considers warping, shrinkage, and cracking in the clay material. The research team developed a method that combined an algorithmic design approach for the design of different geometries with a digital additive manufacturing process utilizing robotic 3D clay printing. The overall fabrication strategy for the complex and large pieces sought to ensure structural longevity, optimize production time, and tackle the involved double-sided printing method. Overall, 128 tiles were printed, covering roughly 40sqm of the seabed.
series ACADIA
type project
email
last changed 2021/10/26 08:03

_id 39fb
authors Langton, C.G.
year 1996
title Artificial Life
source Boden, M. A. (1996). The Philosophy of Artificial Life, 39-94.New York and Oxford: Oxford University Press
summary Artificial Life contains a selection of articles from the first three issues of the journal of the same name, chosen so as to give an overview of the field, its connections with other disciplines, and its philosophical foundations. It is aimed at those with a general background in the sciences: some of the articles assume a mathematical background, or basic biology and computer science. I found it an informative and thought-provoking survey of a field around whose edges I have skirted for years. Many of the articles take biology as their starting point. Charles Taylor and David Jefferson provide a brief overview of the uses of artificial life as a tool in biology. Others look at more specific topics: Kristian Lindgren and Mats G. Nordahl use the iterated Prisoner's Dilemma to model cooperation and community structure in artificial ecosystems; Peter Schuster writes about molecular evolution in simplified test tube systems and its spin-off, evolutionary biotechnology; Przemyslaw Prusinkiewicz presents some examples of visual modelling of morphogenesis, illustrated with colour photographs; and Michael G. Dyer surveys different kinds of cooperative animal behaviour and some of the problems synthesising neural networks which exhibit similar behaviours. Other articles highlight the connections of artificial life with artificial intelligence. A review article by Luc Steels covers the relationship between the two fields, while another by Pattie Maes covers work on adaptive autonomous agents. Thomas S. Ray takes a synthetic approach to artificial life, with the goal of instantiating life rather than simulating it; he manages an awkward compromise between respecting the "physics and chemistry" of the digital medium and transplanting features of biological life. Kunihiko Kaneko looks to the mathematics of chaos theory to help understand the origins of complexity in evolution. In "Beyond Digital Naturalism", Walter Fontana, Guenter Wagner and Leo Buss argue that the test of artificial life is to solve conceptual problems of biology and that "there exists a logical deep structure of which carbon chemistry-based life is a manifestation"; they use lambda calculus to try and build a theory of organisation.
series other
last changed 2003/04/23 15:14

_id acadia18_358
id acadia18_358
authors Lara Ditzel, Patricio; Balas, Leonard; Kalina, Olga; Vasey, Lauren; Bechert, Simon; Krieg ,Oliver David; Menges, Achim; Knippers, Jan
year 2018
title Integrative Fabrication of Sandwich Shells. An integrative approach to design of robotically fabricated wood- based sandwich segmented shells
doi https://doi.org/10.52842/conf.acadia.2018.358
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 358-365
summary This paper presents the development of an integrative and adaptive robotic fabrication process for the production of wooden-based segmented shells of variable thickness. A material and construction process is presented whereby an industrial robot with a two-degree of freedom end-effector acts as active form-work, positioning flexible strips of plywood so they can be assembled into a structurally performative configuration and then filled with a polyurethane expandable foam. The resulting material system is a structurally performative and doubly curved sandwich composite which performs well in bending. This paper discusses the construction process and the material system, methods for structural analysis, an adaptive robotic fabrication process, as well as a computational design tool which integrates material constraints, robotic constraints, and structural performance. The resulting construction system expands the design possibilities for robotic fabrication in wood, particularly as a viable material system for implementation directly in an on-site condition.
keywords work in progress, fabrication & robotics, materials & adaptive systems
series ACADIA
type paper
email
last changed 2022/06/07 07:52

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