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 14446

_id 4362
id 4362
authors Talbott K
year 2006
title Hand-Machine Conflict and the Ethics of Digital Fabrication
source Cheng R and Tripeny PJ (eds) Getting Real: Design Ethos Now, Proceedings of the 94th Annual Meeting of the Association of Collegiate Schools of Architecture, Salt Lake City, 2006, 207-214
summary The introduction of machines into human affairs produces tension between competing needs. We need to engage the world directly with the hand, and we need to augment the hand with mechanical power. What is the right balance between human autonomy and mechanical influence – between direct and indirect control? With the rise of the computer age, we seem to resolve the matter in favor of machines, encouraging their unrestrained expansion. However, a Resistance Movement persists. It resurfaces with each wave of technological invention, rekindling the tension. This can be seen in the current debate over the appropriate use of digital fabrication technology. Some architects believe it yields unprecedented creative freedom by overcoming the restrictions of mass production. Others believe it alienates us from a vital source of inspiration by deemphasizing direct contact with material. This paper examines the hand-machine conflict in its current form, and argues that its polarized categories cloud our thinking with false moral alternatives such as: embrace technology and foster a new aesthetic age, or resist it and protect mankind from further alienation. Instead, we should seek a third alternative that frees us from this either-or thinking. One established way of doing this in architectural design is to use traditional media and computer media in oscillation. The paper critically evaluates this approach and presents a design studio experiment that moves beyond oscillation, seeking a higher degree of hand-machine unity.
keywords digital fabrication, 3D printing, design, hybrid media
series other
type normal paper
email
last changed 2006/08/13 06:25

_id ecaade2018_397
id ecaade2018_397
authors Stellingwerff, Martijn, Gordijn, Johannetta, Ouwerkerk, Udo and Kiela, Peter
year 2018
title Improving the Online Design Education Experience
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 401-408
doi https://doi.org/10.52842/conf.ecaade.2018.1.401
summary Design education usually takes place in a studio setting, in which visual and spatial artefacts are produced, shared, improved, presented and commented. This specific setting comes with qualitative properties that allow for situated learning with object-oriented focus and interaction, combined with a rich collegial context in which ideas can flourish and certain values and ethics are cherished. Using our education platform for online learning, we noticed the lack of support for typical creative and social design studio aspects, while factual classroom education was well supported. This paper describes how we attempt to translate the qualities of the studio education setting into an online environment for design education. Our approach is not to build a Virtual Design Studio (VDS) from the bottom up, but instead, to build on top of our universities' online education platform of choice. The paper commences with a short description of design education in a studio setting. Then a number of basic principles of design studio education is applied to the development of two Massive Open Online Courses (MOOCs). In the last section we discuss the different setups and compare the online aspects with on campus design studio education.
keywords Online design education; MOOC; Creative Learning Environment
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2024_46
id ecaade2024_46
authors Talmor-Blaistain, Anat; Merhav, Maayan; Fisher-Gewirtzman, Dafna
year 2024
title Grid to Star Network Transformation: Developing a Topological Assessment and Transformation Model to Enhance Spatial Memory and Route Learning for Wayfinding
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. 329–338
doi https://doi.org/10.52842/conf.ecaade.2024.2.329
summary Wayfinding is the cognitive process of determining and following a path from one location to another. During navigation, a route-learning process occurs in which individuals encode spatial information. Older populations and individuals with cognitive difficulties face challenges in spatial learning and navigating complex environments. This study builds on Merhav and Fisher-Gewirtzman (2023), which suggests that star-shaped pedestrian paths, containing a distinct center through which all paths pass between origins and destinations, improve spatial memory and learning abilities for wayfinding compared to grid networks, benefiting all age groups. The research aims to bridge the gap in the analysis of pedestrian network topological shapes by developing a quantitative analytical model to evaluate how close each network is to a grid-type or a star-type and potentially transform these networks, from a grid-type into star-type topology. The proposed model suggests a methodology for assessing and modifying network topologies through spatial manipulations. The model utilizes a combination of open-source components (such as Space Syntax axial analysis and the Galapagos optimization plugin) and combines novel computational tools (python code) to rank nodes in the network and identify networks where isolated areas were created during the optimization process.
keywords Spatial Computing, Spatial memory, Route learning, Wayfinding, Grid and star network’s Topological Shape, Space Syntax, analytical model
series eCAADe
email
last changed 2024/11/17 22:05

_id ecaade2008_149
id ecaade2008_149
authors Tamke, Martin; Ramsgard Thomsen, Mette
year 2008
title Designing Parametric Timber
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 609-616
doi https://doi.org/10.52842/conf.ecaade.2008.609
summary Non-Standard elements in architecture bear the promise of a more suitable and sustainable solutions. A new understanding of design evolves, which is focusing on relational and evolutionary approaches. Parametric design tools and computer controlled production facilitate the emerging complex spatial constructions, as they are able to imply and feedback knowledge. Whereas the story of non-standard elements and mass customization is quickly told the actual facilitation of these techniques bears a lot of unresolved questions. We undertook a design based research taking in the whole process of digital design to production of complex shaped geometry. In close cooperation with wood construction software- and machine industry we fabricated a 1:1 demonstrator show casing the potential of digital wood fabrication.
keywords Non Standard Element digital production, CAD/CAM, Parametric design, complex geometry, industry cooperation, Case study
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2009_036
id ecaade2009_036
authors Tamke, Martin; Thomsen, Mette Ramsgard; Asut, Serdar; Josefsson, Kristoffer
year 2009
title Translating Material and Design Space: Strategies to Design with Curved Creased Surfaces
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 385-390
doi https://doi.org/10.52842/conf.ecaade.2009.385
wos WOS:000334282200046
summary This paper shares findings from the project DevA (Developable surfaces in Architecture), a research by design based project developed a collaboration between academic and industry partners. The project aims to investigate the use of curved sheet material in architecture using hybridised 3D modelling and pattern cutting techniques. The project investigates how digital design and fabrication technologies enable the development of new structural concepts through the new means of material specification and detailing at unprecedented levels of precision. The paper presents speculative research project as well as the demonstrator Reef Pattern.
keywords Complex surface design, CAD, material behavior in design, industrial and interdisciplinary collaboration, practice based research
series eCAADe
email
last changed 2022/06/07 07:56

_id cf2009_poster_31
id cf2009_poster_31
authors Tan, Beng-Kiang and Stephen Lim Tsung Yee
year 2009
title Place-Making In Online Virtual Envionment: The Case Of Second Life
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary With Internet bandwidth becoming better and more affordable, coupled with rapid advancement in web technology, multiuser online 3D virtual environments have become a reality and increasingly popular. One such world, Second Life (launched in 2003), has 2.3 million “residents” living in their virtual platform as of January 2007. The residents “live”, work and play there. They also socialize in public spaces inside this virtual environment.
keywords Virtual world, virtual environment, second life, place
series CAAD Futures
type poster
last changed 2009/07/08 22:12

_id 2004_547
id 2004_547
authors Tan, Beng-Kiang
year 2004
title Pencil, Pixels and Pulp : A Collaborative Design Studio with Digital Modeling and Full-scale Construction
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 547-552
doi https://doi.org/10.52842/conf.ecaade.2004.547
summary This paper presents the observations of a design studio for undergraduates that adopted a hands-on, collaborative and experiential approach to combining both digital modeling and full-scale construction in their design process. The studio was designed as team-based to encourage peer learning, knowledge sharing and collaboration in design. The students were engaged in multiple media and tactile experiences. Through this process, students explored the issues of translating digital design into full-scale construction and achieved a better understanding of construction, scale and materiality.
keywords Collaborative Design, Digital Design, Design Education, Pedagogy, Knowledge Sharing
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2008_70_session7a_579
id caadria2008_70_session7a_579
authors Tan, Beng-Kiang; Daniel Jun Chung Hii
year 2008
title The Acceptable Visual Quality of Stereoscopic Virtual Reality Architectural Visualisation
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 579-586
doi https://doi.org/10.52842/conf.caadria.2008.579
summary The realism of VR visualisation is diminished when images look pixelated or forms are faceted instead of smooth. What constitutes acceptable visual quality by viewers? This paper presents the survey results of what is the acceptable visual quality of triangle complexity and texture resolution for full-size VR visualisation on a large screen and serves as a guide to create VR models more efficiently.
keywords Virtual Reality, Stereoscopic, Visualisation, User perception
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2024_398
id caadria2024_398
authors Tan, Linus and Luke, Thom
year 2024
title Accelerating Future Scenario Development For Concept Design With Text-Based GenAI (ChatGPT)
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 1, pp. 39–48
doi https://doi.org/10.52842/conf.caadria.2024.1.039
summary This case study describes the integration of Generative Artificial Intelligence (GenAI) into a design workflow that envisions future scenarios for concept development. While image-based GenAI tools like MidJourney and Stable Diffusion have garnered attention from designers for their ability to visualise ideas rapidly, integrating textual GenAI, like ChatGPT-3.5, in design workflows has been less explored. This case study investigates how future thinking techniques can be digitized and accelerated using ChatGPT-3.5 to create a textual GenAI-embedded design workflow. Next, we test the workflow with postgraduate design students to speculate future scenarios, substantiate scenarios with existing circumstantial evidence, and develop a concept design based on the scenario. The outcomes highlight that GenAI suggested social changes from a range of disciplines, and designers still need to search for the source to clarify and evidence the changes manually. The case study concludes by describing the benefits of using textual GenAI in design workflows, and future research needed to strengthen the use of textual GenAI as a tool for design concept development.
keywords Future scenario, Futures thinking, Horizon Scanning, Signal, Futures Wheel, Generative AI, ChatGPT, Concept design
series CAADRIA
email
last changed 2024/11/17 22:05

_id 5ba3
authors Tan, M., Tan, B.K. and Ngahtemin, J.
year 2000
title By Rhyme or Reason. Rapid Design Thinking by Digital Cross Referencing
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 399-410
doi https://doi.org/10.52842/conf.caadria.2000.399
summary A prime objective of a visual database for design thinking is to support trains of thought. The game of "Rhyme or Reason" provides a clue for the cognitive basis for mind racing. In particular, it shows why in creative design speed matters, why we need memory cues, why reasoning by lateral association and conceptual positioning are as important as logical pattern matching. Unlike a conventional database, such as a banking system, which is concerned with the correct convergence on specific records, visual databases for design thinking need to support divergent exploration. The paper presents a method of "multivalent" tagging of discrete items in the database. It provides for knowledge of relations. This achieves two things. Firstly, it enables the search engine to return a specific database item in different exploratory contexts because of the multiple ways it can meet the search criteria. Secondly, the different tagged aspects of the item can be used to trigger new exploratory routes. The user can explore other tagged aspects whose relationship to the original search criteria need not exist in the indexing system. Short of this, a search is dependent on direct literal or other variants of pattern matching to retrieve only parts of a database. The strategies for sustainable input-output, and for search-storage of a visual database demand high modularity and generic structures which are not dependent on specific software or computer system. The paper specifies its open structure and its transparent and re-configurable methods. These are non-trivial design issues.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 83b4
authors Tan, Milton
year 1991
title Themes for Schemes: Design Creativity as the Conceptualization, Transformation, and Representation of Emergent Forms
source Harvard University, Graduate School of Design
summary Architects, graphic designers, and others frequently develop designs by picking out and transforming subshapes of two-dimensional or three-dimensional shapes. Shape grammars formalize this aspect of design by specifying rules of the form $a /to b$: the left-hand side a describes a type of subshape that may be picked out, while the right-hand side b describes what that type of subshape may become. Designs in the language specified by a shape grammar are derived by recursively applying the shape transformation rules to a starting shape. To apply a shape-transformation rule automatically, a computer system, must have the capacity to recognize instances of the type of subshape specified on the left-hand side of the rule. Sometimes such instances are explicitly input by the designer, and explicitly represented in a data structure: in this case, recognition is a relatively straightforward task. But there may also be 'emergent' instances that were not explicitly input, and are only indirectly represented in the data structure. These emergent instances are potentially numerous, and may be extremely difficult to discover. This thesis focuses on mechanisms for picking out and transforming subshapes. The first three chapters place the issue in its broadest context by arguing that different designers--bringing different knowledge and attitudes to the task--will pick out and pay attention to different subshapes in a drawing. This contention is supported by introducing some of the relevant literature on perception, problem-solving, and creativity. Chapter 4 introduces shape grammars to provide a more formal framework for investigating this topic. Chapter 5 describes the properties and limitations of Topdown--a computer program which supports design by applying the rules of a shape grammar, but does not provide for recognition of emergent subshapes. Chapter 6 introduces ECART, a computer program which supports efficient recognition and transformation of emergent subshapes, and demonstrates how its performance transcends that of Topdown. Examination of the results produced by ECART suggest that a designer's conceptual filter--the repertoire of subshape types that he or she can recognize in a drawing--plays a crucial role in the development of design ideas.  
keywords Computer Graphics; Computer Software; Development
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ecaade2020_284
id ecaade2020_284
authors Tan, Rachel, Patt, Trevor, Koh, Seow Jin and Chen, Edmund
year 2020
title Exploration & Validation - Making sense of generated data in large option sets
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. 653-662
doi https://doi.org/10.52842/conf.ecaade.2020.1.653
summary The project is a real-world case study where we advised our client in the selection of a viable and well-performing design from a set of computationally generated options. This process was undertaken while validating the algorithmic generative process and user-defined evaluation criteria through scrutinizing the other alternative options to ensure ample variability was considered. Optimisation algorithms were not ideal as low performing options were not visible to validate variability. We established variability by extracting the different groups of options, proving to the client that various operational behaviours were present and accounted for. In order to sieve through the noise and derive meaningful results, we employed methods to filter through thousands of options, including: k-means clustering, archetypal labelling and analysis, pareto front analysis and visualisation overlays. We present a sense-making and decision-making process that utilizes principles of genetic algorithms and analysis of multi-dimensional user-derived evaluation scores. To enable the client's confidence in the computational model, we proved the effectiveness of the generative model through communicating and visualizing the impact of different criterias. This ensured that operational needs were considered. The visualization methods we employed, including pareto front extraction and analysis eventually helped our clients to arrive at a decision.
keywords generative design; validation; multi-objective optimisation; k-means; pareto front; decision-making
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2018_212
id caadria2018_212
authors Tan, Ying Yi and Lee, Tat Lin
year 2018
title The Flexible Textile Mesh - Manufacture of Curved Perforated Cladding Panels
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. 349-358
doi https://doi.org/10.52842/conf.caadria.2018.2.349
summary This paper presents a new approach to manufacture lightweight perforated panels using textile reinforced composites (TRCs) for curved building designs. It explores the design variation of a graded mesh as a knitted textile formwork created by CNC knitting technology that can be edge-shaped by bendable elements and sprayed with polymer resin to form the composite panel.
keywords Textile-reinforced composites; Knitted textiles; Perforated Panels
series CAADRIA
email
last changed 2022/06/07 07:56

_id 679a
authors Tang, Hsien-Hui and Gero, John S
year 2001
title Cognition-based CAAD. How CAAD systems can support conceptual design
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 521-531
summary This paper introduces the concept of cognition-based CAAD. Protocol analysis and a content-oriented coding scheme are utilised to produce cognitive results of designers’ behaviour. This empirical analysis suggests that the speed of thought and vagueness among actions are the main areas to be supported by any cognition-based CAAD system. Three different modes of design thinking are presented as the basis of a possible CAAD system.
keywords Design Cognition, Protocol Analysis, Conceptual Design, CAAD
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 44cd
authors Tang, Hsien-Hui and Gero, John S.
year 2000
title A Content-Oriented Coding Scheme for Protocol Analysis and Computer-Aided Architectural Design
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 265-275
doi https://doi.org/10.52842/conf.caadria.2000.265
summary In this paper we introduce a content-oriented scheme for protocol studies of designers and demonstrate its benefit for CAAD research. The structure of the coding scheme is described. We discuss how this method can benefit CAAD research and its differences from the process-oriented method used previously. With this method we analyze data to describe the design process as the combination of sensor-driven and process-driven processes. The results emphasize the importance of the sensor-driven processes in the design process. As a consequence we are able to propose some areas for CAAD tools that are based on the cognitive behaviours of designers.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 99d8
authors Tang, Hsien-Hui and Gero, John S.
year 2001
title Sketches as Affordances of Meanings in the Design Process
source J. S. Gero, B. Tversky and T. Purcell (eds), 2001, Visual and Spatial Reasoning in Design, II - Key Centre of Design Computing and Cognition, University of Sydney, Australia
summary This paper utilized protocol analysis to explore further theroles of the sketches as the affordances of functional issues whiledesigning. We found that statistically significant amounts of thedrawing, looking, moving, and perceiving actions have meaningattached to them. In our limited number of subjects, the expert producedmore meaningful actions than the novice. Finally, designers can generatemore meanings from sketches when revising them than when depictingthem.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:12

_id caadria2018_337
id caadria2018_337
authors Tang, Ming
year 2018
title From Agent to Avatar - Integrate Avatar and Agent Simulation in the Virtual Reality for Wayfinding
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. 503-512
doi https://doi.org/10.52842/conf.caadria.2018.1.503
summary This paper describes a study of using immersive virtual reality (VR) technology to analyze user behavior related to wayfinding, and the integration of the technology with the multi-agent simulation and space syntax. Starting with a discussion on the problems of current agent-based simulation (ABS) and space syntax in constructing the micro-level interactions for wayfinding, the author focuses on how the cognitive behavior and spatial knowledge can be achieved with a player controlled avatar in response to other computer controlled agents in a virtual building. This approach starts with defining the proposed Avatar Agent VR system (AAVR), which is used for capturing a player's movement in real time and form the spatial data, then visualizing the data with various representation methods. Combined with space syntax and ABS, AAVR is used to examine various players' wayfinding behaviors related to gender, spatial recognition, and spatial features such as light, sound, material, and other architectural elements.
keywords Virtual Reality; wayfinding simulation; agent; avatar; multi-agent simulation; space syntax
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia10_97
id acadia10_97
authors Tang, Ming; Anderson, Jonathon
year 2010
title Mathematically Driven Forms and Digital Tectonic: A formula for realizing the digital
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 97-102
doi https://doi.org/10.52842/conf.acadia.2010.097
summary Mathematics has been the interest of architects for hundreds of years and has been used in projects ranging from the Denmark Pavilion at Expo 2010 to Gaudi’s cathedral. Generative form finding frequently takes the inspiration of the geometric aesthetic found in mathematic forms. Today, the influence of digital computation technology is increasingly evident in architectural form seeking and analysis as they relate to mathematics. The sculptural possibilities of math forms have reconditioned the design process that establishes new modeling and tectonic approaches. This paper focuses on the study of current constraints and new procedures within mathematical approaches to architecture. Furthermore, this paper describes three experimental projects exploring mathematically driven designs and their potential within architectural vocabulary. In these experiments, the designers and students explored the manipulation of a planar surface through algorithmic equations and the molecular make-up of a surface through voxel representation.
keywords mathematical, digital fabrication, generative form finding, tectonic approaches, digital design
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id acadia14projects_59
id acadia14projects_59
authors Tang, Ming; Klimesh, Colin
year 2014
title Integrated work of MAN and MACHINE: digital craft as design agent
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 59-62
doi https://doi.org/10.52842/conf.acadia.2014.059
summary The practice of machining artifacts follows the idea of embedding memory of fabrication and design processes into the built artifact. The project titled “dragon skin” presents research conducted in CNC customized tool path for generating complex surface texture
keywords Digital fabrication, Craft in a Digital Age
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:56

_id ecaade2012_171
id ecaade2012_171
authors Tang, Wen Yen; Tang, Sheng Kai; Lee, Yuzn Zone
year 2012
title Tangible Pixels: Interactive Architectural Modules for Discovering Adaptive Human Swarm Interaction
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 301-307
doi https://doi.org/10.52842/conf.ecaade.2012.2.301
wos WOS:000330320600030
summary In this paper, we design and implement 40 identical modular architectural blocks, named Tangible Pixels, with swarm computing mechanism embedded. Each unit of tangible pixels is a customized, which has three functions_sensing, communication/computing, and actuating abilities to collective reactions to its surroundings. We further arrange this set of tangible swarm into a public interactive installation to explore the potential research and design territories of human swarm interaction and adaptive artifact. Via a preliminary onsite observation, we prove that this adaptive interaction model did overturn the conventional space design and usage as well as user mental model.
keywords Tangible; adaptive artifact; human swarm interaction; modular robotic; programmable matter
series eCAADe
email
last changed 2022/06/07 07:56

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