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 5389

_id ecaade2015_ws-robowood
id ecaade2015_ws-robowood
authors Hornung, Philipp; Johannes Braumann, Reinhold Krobath, Sigrid Brell-Cokcan and Georg Glaeser
year 2015
title Robotic Woodcraft: Creating Tools for Digital Design and Fabrication
doi https://doi.org/10.52842/conf.ecaade.2015.2.033
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 33-36
summary Robotic Woodcraft is a transdisciplinary, arts-based investigation into robotic arms at the University for Applied Arts Vienna. Bringing together the craftsmen of the Department for Wood Technology, the geometers of the Department for Arts and Technology, the young industrial design office Lucy.D and the roboticists of the Association for Robots in Architecture, the research project explores new approaches on how to couple high-tech robotic arms with high-end wood fabrication. In the eCAADe workshop, participants are introduced to KUKA|prc (parametric robot control, Braumann and Brell-Cokcan, 2011) and shown approaches on how to create their own digital fabrication tools for customized fabrication processes involving wood.
wos WOS:000372316000004
keywords Robotic woodcraft; Arts-based research; Robotic fabrication; Visual programming; Parametric robot control
series eCAADe
last changed 2022/06/07 07:50

_id ecaade2011_112
id ecaade2011_112
authors Wurzer, Gabriel; Alaçam, Sema; Lorenz, Wolfgang
year 2011
title How to Teach Architects (Computer) Programming: A Case Study
doi https://doi.org/10.52842/conf.ecaade.2011.051
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.51-56
summary Computer programming in architecture seems to be commonplace throughout the eCAADe Community. Yet, a critical evaluation of a programming course as seen from a student’s side is still missing. During a week-long programming workshop in a fellow university, we have been assessing subjective parameters such as mood, quality of presentation and comprehensibility, comparing these to the actual topics that were covered at this instance. Our results contribute to understanding architecture students in their quest towards algorithmical thinking. We are convinced that the discussion given in this paper will help other teachers to further increase the quality of their lectures. Furthermore, the structure of our approach may serve as basis for further research into recording student behavior during programming courses.
wos WOS:000335665500004
keywords Teaching; Programming; Assessment
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_022
id ecaade2011_022
authors Achten, Henri
year 2011
title Degrees of Interaction: Towards a Classification
doi https://doi.org/10.52842/conf.ecaade.2011.565
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.565-572
summary In architecture various approaches have been developed do deal with changing demands on the building. The most recent development is interactive architecture. In this paper we aim to outline what interactive architecture is. First we define the type of performance behavior that an interactive building or environment has. Following, we consider the relation between the system and the user. We derive four types of relations, characterized as “perfect butler,” “partner,” “environmental,” and “wizard.” Interactive systems are composed of sensors, controllers, actuators, and materials. Various degrees of interactivity can be achieved with such systems, ranging from passive, reactive, autonomous, to agent systems. Complete with earlier discussion of design methods this provides the range of aspects that should be considered when designing interactive architecture.
wos WOS:000335665500065
keywords Interactive architecture; Human-Computer interaction; design theory
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_017
id ecaade2011_017
authors Achten, Henri; Koszewski, Krzysztof; Martens, Bob
year 2011
title What happened after the “Hype” on Virtual Design Studios?: Some Considerations for a Roundtable Discussion
doi https://doi.org/10.52842/conf.ecaade.2011.023
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.23-32
summary The issue of collaborative design has been elaborated extensively within the framework of previous CAAD–conferences. Today, an appreciation for traditional attitudes and methods can be observed, but interestingly, a mixture of approaches is also noticeable (computational techniques used in low–tech fabrication environments, for example). This allows for a round–table survey of the current state–of–the–art focused on experiences related to distant learning in the architectural curriculum. To make VDS viable, not only are technological solutions necessary, but so are social (among people) and professional (ways of behavior) ones. In this round–table we aim to identify critical factors of success (or failure).
wos WOS:000335665500001
keywords Education; architectural curriculum; blended learning; collaborative design; VDS
series eCAADe
email
last changed 2022/05/01 23:21

_id ascaad2016_046
id ascaad2016_046
authors Albarakat, Reem; Gehan Selim
year 2016
title Radicalism vs. Consistency - The Cyber Influence on Individuals’ Non-Routine Uses in the Heritage Public Spaces of Cairo
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 451-460
summary Since the emergence of the concept of user-generated content websites – Web 2.0, Internet communications have developed as a powerful personal and social phenomenon. Many Internet applications have become partially or entirely related to the concept of social network; and cyberspace has become a space about ‘us’ not ‘where’ we are. This paper investigates the theoretical grounds of the effect of cyber experience on changing the individuals’ uses of the public spaces, and sustaining this change through maintaining the ties and reciprocal influence between actions in physical and cyber spaces. It aims at examining the impact of cyber territories on the perception, definition and effectiveness of personal space within different circumstances; and its role in changing the uses of spaces where people used to act habitually. The personal space, here, will be represented as the core of both: change and consistency – the space of bridging the reciprocal effect of cyber and physical counterparts, which is transformed through the experience of physical events mediated into the cyberspace. The paper is part of a study which looks at the case of Tahrir Square during the Egyptian political movement in 2011. We will compare the activists’ actions and practices in the Square during different events of non-routine use of the square and its surroundings. The case study will show the level of consistency in the features of the produced personal space within different waves of the revolutionary actions for all that different circumstances, motivations and results.
series ASCAAD
email
last changed 2017/05/25 13:33

_id ecaade2011_117
id ecaade2011_117
authors Albayrak, Canan; Tunçer, Bige
year 2011
title Performative architecture as a guideline for transformation: Defense Line of Amsterdam
doi https://doi.org/10.52842/conf.ecaade.2011.501
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.501-510
summary Performance as an architectural design paradigm has been emerging during the recent years. We have developed an understanding that we formalized as a taxonomy for performative architecture that considers performance from three points of view: health, safety and security performance; functional and efficiency performance; and psychological, social, cultural, and esthetic performance. This paper focuses on a design project that explores these ideas as a performative architecture proposal. The project focuses on the architectural transformation of the Defense Line of Amsterdam, 41 forts, as a green belt. This transformation considers a holistic approach of defining a general method and guideline. We developed a series of parametric models for the definition and generation of designs. The first model computes an urbanization level for each fort. Consequently, models are developed in 4 stages: regional design, urban design, building design, and production of a scale model, and these are applied in an iterative manner to reach design outcomes for the project.
wos WOS:000335665500058
keywords Performative architecture; performance evaluation; taxonomy; parametric modeling
series eCAADe
email
last changed 2022/05/01 23:21

_id sigradi2011_099
id sigradi2011_099
authors Balmaceda, Maria; Díaz Reinoso, Verónica; Pringles, Alicia; Azeglio, Carlos
year 2011
title Cultura digital, cultura aumentada "conocimiento aumentado" [Digital Culture, Augmented Culture. Augmented knowledge?]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 415-418
summary This study investigates the potential of multimedia learning materials to improve the possibilities of knowledge construction processes about computer graphics technology. The primary hypothesis was that information in multimedia format, could contribute to overcome epistemological obstacles students encounter, more effectively than printed literature, and improve the quality of their learning. We designed multimedia learning materials, using appropriate pedagogy and instructional strategies. We gave them to the students and used them for teaching. The results suggest that the hypothesis could be corroborated, thus indicators of knowledge level and quality of the students, showed a significant upswing.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2011_050
id ecaade2011_050
authors Beirão, José N.; Nourian, Pirouz; Mashhoodi, Bardia
year 2011
title Parametric urban design: An interactive sketching system for shaping neighborhoods
doi https://doi.org/10.52842/conf.ecaade.2011.225
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.225-234
summary In this paper we show the structure of an urban design parametric system. The system is dynamic and builds an interactive relation with the designer updating the layout and related data at each input change. The responsiveness of the system allows the designer to gain awareness on the qualitative consequences of each design move by comparing a design state with a set of urban indicators and density measures which are automatically calculated along with the geometrical updates.
wos WOS:000335665500025
keywords Parametric urban design; city modelling; urban planning
series eCAADe
email
last changed 2022/05/01 23:21

_id acadiaregional2011_029
id acadiaregional2011_029
authors Bell, Brad; Kevin Patrick McClellan, Andrew Vrana
year 2011
title Reconfiguring Collaboration by Computational Means Tex-Fab: A new model for collaborative engagement
doi https://doi.org/10.52842/conf.acadia.2011.x.f7u
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary TEX-FAB is a non-profit organization founded between three universities in Texas with the primary function of connecting design professionals, academics, and manufactures interested in digital fabrication. The three co-directors established TEX-FAB as a collective action, one that attempts to combine divergent interests and capabilities, for the purpose of strengthening the regional discourse around digital fabrication and parametric design. The three primary avenues for accomplishing this goal are set out as Theoria (Lectures / Exhibitions), Poiesis (Workshops) and Praxis (Competition). We see this type of effort as a new paradigm focused on providing a network of affiliated digital fabrication resources, and a platform for education/ exchange on issues of parametric modeling. It is our position that TEX-FAB engages the new and growing awareness of a regional and global hybridization. We seek to leverage the burgeoning global knowledge base to produce a more specific and contextual dialogue within the region we operate, teach, and practice.
series ACADIA
last changed 2022/06/07 07:49

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2011_083
id sigradi2011_083
authors Bertuzzi, Juan; Zreik, Khaldoun
year 2011
title Mixed Reality Games - Augmented Cultural Heritage
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 304-307
summary This paper aims at enhancing Cultural Heritage in several ways. Using Augmented Reality and Virtual Reality technologies, we seek to highlight the advantages of understanding and applying hyper worlds in cultural, sociological, psychological and educational fields. For this purpose, we suggest the inclusion of social serious games as the perfect link to a more productive and pleasant experience for users and a more accurate analysis of simulated cultural environments for researchers.
keywords Game; social; city; culture; heritage
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2011_359
id sigradi2011_359
authors Bessone, Miriam; Milone, Diego; Irsuta, Maximiliano
year 2011
title Relaciones sinestésicas entre la música y la forma visual: hacia una identificación automatizada a través de métodos computacionales [Synaesthetic relations between music and visual shapes: towards automated identification using computational methods]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 289-293
summary In this paper, relations between music and visual perception are investigated using statistical analisys of the entailment made amongst them by different subjects in several experimental situations designed for such purpose. The goal, is to discover a set of elements and management mechanisms that are common to both field, from wich it is posible to detect significant constants and discard atypical relations. Finally, we will seek to develop a series of mathematical models that may be implemented as software to analize music and synthesis of forms, and simulate human analisys of relations between them.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p043
id cf2011_p043
authors Boeykens, Stefan
year 2011
title Using 3D Design Software, BIM and Game Engines for Architectural Historical Reconstruction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 493-509.
summary The use of digital tools has become a tremendous aid in the creation of digital, historical reconstructions of architectural projects. Regular visualization techniques have been used for quite some time and they still pose interesting approaches, such as following cinematic techniques [1]. While common visualizations focus on pre-rendered graphics, it is possible to apply Game Engines [2] for real-time architectural visualization, as witnessed by [3] and [4]. In the course of our teaching and research efforts, we have collected experience with several visualization and modeling techniques, including the use of gaming engines. While the modeling of qualitative geometry for use in regular visualization already poses an elaborate effort, the preparation of models for different uses is often not trivial. Most modeling systems only support the creation of models for a single amount of detail, whereas an optimized model for a real-time system will have fairly different constraints when compared to non-real-time models for photorealistic rendering and animation. The use of parametric methods is one usable approach to tackle this complexity, as illustrated in [4]. One of the major advantages of using parametric approaches lies precisely in the possibility of using a single model to generate different geometry with control over the amount of detail. We explicitly tackle this in a Building Information Modeling (BIM) context, as to support much more than purely 3D geometry and visualization purposes. An integrated approach allows the same model to be used for technical drawings in 2D and an optimized 3D model in varying levels of detail for different visualization purposes. However, while most Building Information Modeling applications are targeted to current architectural practice, they seldom provide sufficient content for the recreation of historical models. This thus requires an extensive library of parametric, custom objects to be used and re-used for historically accurate models, which can serve multiple purposes. Finally, the approach towards the historical resources also poses interpretation problems, which we tackled using a reasonably straightforward set up of an information database, collecting facts and accuracies. This helps in the visualization of color-coded 3D models, depicting the accuracy of the model, which is a valuable graphical approach to discuss and communicate information about the historical study in an appealing format. This article will present the results of different reconstruction case studies, using a variety of design applications and discuss the inherent complexity and limitations in the process of translating an active, evolving model into an environment suitable for use in a real-time system. Especially workflow issues are identified, as the translation of the model into the game engine should be repeated several times, when the model is further refined and adapted. This used to involve a large amount of repetitive work, but the current crop of game engines have much better approaches to manage the updating of the geometry.
keywords Real-time architecture, game engines, cultural heritage, digital reconstruction, parametric modeling, Building Information Modeling
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2011_366
id sigradi2011_366
authors Braida, Frederico; Nonima, Vera L.
year 2011
title A representação das cidades na era da cultura digital: ampliação, consumo e produção das cidades no ciberespaço [The representation of cities in the era of digital culture: expansion, consumption and production of cities in cyberspace ]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 320-323
summary This article presents a study on the representation of cities in the era of digital culture and aims to show how the phenomenon of self-production is present in the websites studied. At the end, we conclude that cities (through city marketing), local government (through advertising and through the creation of an identity) and citizens (through selfbranding), they create a rhetorical itself and constitute itself as brands. Therefore, we conclude that cybercities has been more an extended space of consumption and production of cities, municipalities and citizens.
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia11_242
id acadia11_242
authors Braumann, Johannes; Brell-Cokcan, Sigrid
year 2011
title Parametric Robot Control: Integrated CAD/CAM for Architectural Design
doi https://doi.org/10.52842/conf.acadia.2011.242
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 242-251
summary Robots are gaining popularity in architecture. Snøhetta has recently purchased their own industrial robot, becoming one of the first architectural offices to adopt robot technology. As more and more architects are exposed to robotic fabrication, the need for easy interoperability, integration into architectural design tools and general accessibility will increase. Architects are discovering that industrial robots are much more than kinematic machines for stacking bricks, welding or milling - they are highly multifunctional and can be used for a huge variety of tasks. However, industry standard software does not provide easy solutions for allowing direct robot control right from CAAD (Computer Aided Architectural Design) systems. In this paper we will discuss existing methods of programming industrial robots, published architectural results (Gramazio and Kohler 2008) and the design of a new user interface that allows intuitive control of parametric designs and customized robotic mass production, by integrating CAM (Computer Aided Manufacturing) functions into CAAD.
keywords robot programming; parametric design; mass customization; grasshopper component design; fabrication; robot milling; digital architecture
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id acadiaregional2011_025
id acadiaregional2011_025
authors Bum Kim, Jong ; Mark J. Clayton, Wei Yan
year 2011
title Parametric Form-Based Codes: Incorporation of land-use regulations into Building Information Models
doi https://doi.org/10.52842/conf.acadia.2011.x.l7j
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary This project describes investigations into whether parametric modeling using a Building Information Modeling (BIM) platform can represent the provisions and constraints of Form-Based Codes (FBCs). BIM software environments couple 3D modeling with parametric form generation and rich semantics. Further capabilities of an Application Programming Interface that supports Object-Oriented Programming (OOP) results in a very powerful environment for expressing planning and design concepts. While these capabilities were developed under the intention of supporting building design, we hypothesize that they can support planning rules and regulations that are found in FBCs. If our approach is successful, future planning departments will be able to provide architects and urban designers with a FBC that is implemented as a BIM software toolkit, better integrating the planning phase of a project into the building design phase.
series ACADIA
last changed 2022/06/07 07:49

_id cf2011_p083
id cf2011_p083
authors Calderon, Dominguez, Emmanuel Ruffo, Hirschberg Urs
year 2011
title Towards a Morphogenetic Control of Free-Form Surfaces for Designers
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 165-180.
summary The present paper discusses a novel computational design strategy for approximating architectural free form geometry with discrete planar elements by using morphogenetic patterns. We report on an ongoing research project [1], which is focused on the design of flat ornamental tessellations by using computational geometry for the discretization of curved forms rather than manufacturing curvy elements, which typically increase cost. The significance of our approach lies in the fact that it allows the designer to progressively embrace the constructive constraints and their esthetic potential already in the design stage and to follow them through to actual fabrication.
keywords morphogenetic geometry, design strategies, user-interactiveness, design control, flat tessellations, ornamental structure.
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadiaregional2011_032
id acadiaregional2011_032
authors Castellano, Devan
year 2011
title Humanizing Parametricism
doi https://doi.org/10.52842/conf.acadia.2011.x.d3g
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary As we increase the complexity and correlations of variables that are critical to the design of a project, we are becoming increasingly aware of the possibilities emerging from a computer integrated design process. There is such great opportunity to use these tools to manage and analyze multi variable design information, yet there is still much criticism of the design solutions created from computational design. These design solutions have been said to be “lacking any character, cultural influence, human engagement, or communication” and that “most of our contemporary architecture has forsaken this dimension of architectural discourse and it’s potential for exceptional spaces.” The current focus of computational investigation is primarily limited to building performance and optimization. Buildings that are designed from a purely optimizational construct without acknowledging the users desires and needs are falling short in creating “places”. Optimization can be the end result, but the constructs that are being optimized must be broadened to address all facets of a project. Computational design has emerged because it has the capacity to resolve multiple constraints and deal with extreme complexity of variables. By optimizing a more holistic set of constraints, computational architecture can truly provide comprehensive design solutions.
series ACADIA
last changed 2022/06/07 07:49

_id caadria2011_061
id caadria2011_061
authors Celani, Gabriela; José P. Duarte and Carlos V. Vaz
year 2011
title The gardens revisited: The link between technology, meaning and logic?
doi https://doi.org/10.52842/conf.caadria.2011.643
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. 643-652
summary The objective of this paper is to compare the computational concepts present in three books published by Mitchell between 1987 and 1990: The art of computer-graphics programming (1987), which has Robin Liggett and Thomas Kvan as co-authors, The logic of architecture (1990), probably his most influential work, and The poetics of gardens (1988), which has Charles Moore and William Turnbull as coauthors. By looking at the concepts that are presented in the three books and establishing a comparison between them, we expect to show that The poetics of Gardens should not be seen as a detour from Mitchell´s line of research, but rather as a key piece for understanding the relationship between technology, meaning and logic in his very coherent body of work.
keywords Computational design concepts; technology; meaning; logic
series CAADRIA
email
last changed 2022/06/07 07:55

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