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

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_id 017e
authors Soeda, M. and Ohno, R.
year 1997
title A study of wayfinding strategies using a visual simulator
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary In the previous study, the influence of the visual characteristics of the street-scape on wayfinding performance was investigated by an experiment using a user-controlled space-sequence simulator. Since it revealed that the performance was quite different among the subjects, the present study intends to clarify the influence of wayfinding strategies which are expected differ with individuals. Three scale models (1/150) of an identical maze pattern each with different visual information were used in the simulator which was designed to allow a subject to move through a model space and visually experience a travel sequence. Three conditions of visual information were : 1) no characteristics, with monotonous surfaces and uniform width of streets, 2) variations in spatial arrangements, with changes of street width and corner shapes, 3) symbolic information, provided by letters and photos of newspaper on the walls. Each of three male and three female subjects was first asked to memorize the route by viewing a predetermined continuous sequence of model street as shown on the screen, and were then asked to take the instructed route. This procedure was repeated until the subject could reach the end of the route. After the subjects reached the goal, they were asked to draw a cognitive map of the route. This series of experiment was conducted our times: 5, 12, 36 days after the first experiment. On and after the second experiment, the subjects were asked to explain the route verbally at the beginning of the experiment. An analysis of the results shows that some people shift their wayfinding strategies reasonably according to visual information on the route, and other people tend to rely on mainly one type of information to memorize the route at any situation. It also showed that people can take the right route by obtaining elemental information on the spot even if they have no clear memory in advance.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id caadria2016_735
id caadria2016_735
authors Sousa, Jose Pedro; Pedro Martins and Pedro De Azambuja Varela
year 2016
title The CorkCrete Arch Project: The digital design and robotic fabrication of a novel building system made out of cork and glass-fibre reinforced concrete
doi https://doi.org/10.52842/conf.caadria.2016.735
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 735-744
summary The CorkCrete arch is a 1:1 scale construction aiming at testing the use of robotic fabrication technologies in the production of a novel building system made out of two different materials – cork and concrete (GRC). The combination of these materials is promising since it merges the sustainable and performative properties of first with the structural efficiency of the second one. The result is a materi- al system suited for customized prefabrication and easy on-site instal- lation. The current paper describes the design and fabrication process of the arch, which employed a single parametric design environment to bridge design and fabrication, and an innovative sequence of differ- ent robotic processes. The success of this experience invites the team to continue this research into the future construction of larger scale applications.
keywords Cork; concrete; computational design; digital fabrication; robotics
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2018_1723
id sigradi2018_1723
authors Souza, Thiago Leitão de; Mesquista, Gabrielde de Araujo; Costa, Elisa Clemente da Fonseca; Mondelli, Mariana Botelho
year 2018
title Panorama-salon’s Patent x Google Cardboad: reflections about 360° immersive digital experience
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 886-893
summary This article is related to the research "The immersive experience in 360°: investigation, representation and digital immersion in the city of Rio de Janeiro in the 19th and 20th centuries", developed in University AAABBB. The present work will (re)think the Panorama in ‘old-new’ and ‘new-old’ views: panorama-salon’s patent versus Google Cardboard Virtual Reality glasses. It will investigate these immersive systems in order to analyze the esthetics of portable immersive experiences. Thus, 1:1 scale models of Panorama-Salon and Google Cardboard will be built, with Rio de Janeiro's Panorama, the original engraving in Nepveu’s patent, as the basis for this exploration.
keywords Panorama-salon; Google Cardboard
series SIGRADI
email
last changed 2021/03/28 19:59

_id e031
authors Stannard, Sandy
year 1998
title Computers in Design Exploring Light and Time
doi https://doi.org/10.52842/conf.acadia.1998.026
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 26-35
summary Computers have helped bring architectural education to a digital crossroads. This new tool is effecting architectural education on numerous levels, from the simplest word processing of research papers to more complex interactive modeling. This casestudy paper will focus on the new and changing role of the computer in the design studio. In this case, the approach to integrating the computer into the studio revolves around its application simply as another tool for a designer’s use. Clearly, the use of computers in design studios is not a new development. However, as the computer’s use in design education is not yet widespread, a dialogue about methods of application is valuable for design educators. The intent behind computer use in this case was not to replace traditional design methods but to complement and enhance them. In this spirit, this case study focuses on the use of computers to investigate two aspects of design that are challenging to model: light and time. In the studios to be examined here, students were required to explore their designs with both traditional tools (sketches on trace, physical study models as well as final finish models, etc.) and with newer digital tools (lighting simulation programs, threedimensional modeling programs, and animation). Students worked in teams in most cases. The computer was used both as a design tool as well as a representational tool, with varying degrees of success, depending on the student’s expertise, comfort using the computer as a design tool and access to appropriate hardware and software. In the first studio case study, the “new” medium of the computer was a perfect complement for the focus of the studio, entitled “Space and Light.” In addition to utilizing large scale physical models traditionally used for lighting design, three-dimensional computer models using Lightscape enriched the design results. Both sets of tools were vital for the design processes of the studio assignments. In the second studio case study, a traditional fourth year studio was required to use the computer to explore the dimension of time in their designs, which in this case translated into animation modeling. Integrating the computer into the design studio promises to be a complex task. As these examples will illustrate, the advantages and the disadvantages require continual balancing. Philosophical disagreement, potential discomfort, or a general lack of knowledge of digital tools may inhibit design educators from testing the potential of these ever-changing tools. Despite the challenges, this case study reveals the educational value of continued experimental use of digital tools in the design studio.

series ACADIA
email
last changed 2022/06/07 07:56

_id caadria2013_178
id caadria2013_178
authors Stavric, Milena and Albert Wiltsche
year 2013
title Investigations on Quadrilateral Patterns for Rigid Folding Structures – Folding Strategies - Rigid and Curved Folding
doi https://doi.org/10.52842/conf.caadria.2013.893
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 893-902
summary A rigid spatial structure represents a three-dimensional structural system in which the size of the singular planar elements is very small related to the whole construction. In this paper we will do investigations of quadrilateral patterns and we will propose an analytical method for designing structural rigid folding with quadrilateral patterns following geometrical surfaces of different topology. Our method offers folding structures with four fold lines meeting in one node which allows a simpler solution of join connections and assembling of the whole spatial and structural system. As the physical characteristics of paper can lead to all kinds of wrong conclusions it is necessary to use CAD tools in addition to scale models, where the entire folding element is reconstructed and its geometric characteristics are controlled. This kind of control reflects on the scale model. Models are then adjusted, examined and built to reach certain conclusions that are once more tested in CAD software.  
wos WOS:000351496100092
keywords Rigid and curved folding, Quadrilateral folding pattern 
series CAADRIA
email
last changed 2022/06/07 07:56

_id ijac201412104
id ijac201412104
authors Stavric, Milena; Albert Wiltsche
year 2014
title Quadrilateral Patterns for Rigid Folding Structures
source International Journal of Architectural Computing vol. 12 - no. 1, 61-80
summary In this paper we will do investigations on spatial quadrilateral meshes developed from folding patterns. The simplicity of manual production in combination with the geometrical complexity of paper folding shall lead to an inspiration for designing architectural structures. We propose geometrical methods for designing these quadrilateral structures which follow in their shape geometrical surfaces. Our methods use folding patterns where only four folding lines meet in one node and every quadrangular part stays flat. This enables simpler solutions for architectural realization in a big scale especially for join connections and assembling of the whole spatial and structural system. In order to understand and handle the complexity of paper folding we use CAD tools to model the structures where the entire folding element is reconstructed and its geometric characteristics are controlled. This kind of control reflects on scale models. Models are then adjusted, examined and built to reach certain further geometric conclusions that are once more tested in CAD software.
series journal
last changed 2019/05/24 09:55

_id 791f
id 791f
authors Stellingwerff, M. C.
year 2005
title VIRTUAL CONTEXT - INVESTIGATING THE CHARACTERISTICS AND OPPORTUNITIES OF DIGITAL VISUALISATION MEDIA FOR SITUATED APPROACHES TO ARCHITECTURAL DESIGN IN AN URBAN ENVIRONMENT
source Delft University Press
summary This research initiative addresses the issue of Design in relation to Virtual Context.

Central to this study are the innovative potentials and instrumental opportunities of computer based media techniques, capable of generating interactive models and changing perspectives for the benefit of urban and architectural design.

The ambition was to not only make a contribution to the existing body of knowledge concerning digital technologies and their applications, but explore theoretical conditions which might help define and stimulate further study.

From the outset, the focus was on furthering the opportunities for computer based representation media in creative design. On the basis of a series of explorative studies the subject of this research was targeted: the issue of Design in Context, or more specifically: Design(ing) in a Virtual Context.

During the process there was a marked shift in the conception of the subject from – more or less immersive – VR technologies in the direction of approaches which might be expected to become readily available in practice and education and could be effective in actual design processes. This insight also brought about a shift in emphasis from realism per-se towards creating a sense of situatedness.

The design representation system which was developed was intended to not just allow for one type of model view, but to afford an array of different views, from which the designer would be able to choose freely, depending on the phase and focus of design as well as personal preferences. A series of interface prototypes and support tools were developed especially and successively tested experimentally. 

For the intended final design driven experimental study, different virtual context models were considered. Eventually, an integral –  purely fictitious – design ‘environment’ was constructed in the computer, so that the workings of the proposed system and its components would be tested systematically.

A conscious choice was made for an in depth study, on a relatively modest scale, which would a certain amount of mutual involvement between designer and researcher, to confront the participants with the finer aspects of the proposed system in a relatively short time and to gather detailed data. A half dozen design professionals were invited to participate in a closely monitored experimental exercise.

The results of this study therefore do not offer straightforward, indisputable facts, to be considered representative for the design community as a whole, but indicate that the working methods of the individual designers – when discovering aspects of the site, developing and presenting proposals and reflecting on the qualities of represented designs – tend to vary considerably. For this reason the interactive representation system proved to be of value. Participants could express different view preferences, with more or less realistic image modes being used in different phases of their design developments, with varying experiences of situatedness. Some of the design professionals participants were very appreciative of the system’s opportunities, others tended to be more ‘set in their ways’.

The results of this experimental study indicate that there may particularly be opportunities for interface applications which are able to function interactively, offering individual designers –  as well as others involved in evaluating design proposals – a variety of tools with which to approach specific design artefacts in their changing contexts. Virtual models can play not only an important role as a ‘reminder’ for the designer but also to other parties playing an active role in the design and implementation processes. Interactive environment models are not only promising as exploration tools for existing sites, but could be valuable to test the impact of a design on its location. This could be especially interesting if the site is difficult or impossible to visit or as yet a virtual construction. In addition such an approach might be beneficial for objective comparison and evaluation of design proposals in competitions and in education as well as in on-line collaborative design projects where the context is still in the process of being developed.  

series thesis:PhD
type normal paper
email
more http://www.bk.tudelft.nl/users/stelling/internet/
last changed 2005/03/02 22:40

_id eaea2005_61
id eaea2005_61
authors Stellingwerff, Martijn
year 2006
title Fabrication of detailed scale models for eye level visualisation
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 61-68
summary Putting a camera close to a scale-model requires deliberately chosen abstractions and refinements in order to communicate the required architectural insights. Depending on what aspects exactly have to be evaluated (e.g. the visualisation of urban space, building blocks, façade structures, urban furniture, traffic, day and night situations, general atmosphere of a place etc.) different choices can be made for level of detail and materialisation of the scale-models. Specific computer controlled tools can be employed to gain high-precision control over model making. In this conference contribution an overview is provided of possibilities from our newly established Computer-Aided- Modelling-lab (CAM-lab). A selection of applications, made by students and researchers, will be presented. Specific choices can make or break the quality of the final presentation. Insight and knowledge of many available techniques, using the right tools and materials, can bring appropriate scenes before the camera. The input from unbiased and freely experimenting students can give happy surprises and new insights. While looking at the broad range of possibilities, inspired by innovative experiments of students in the workshop we work towards a set of best practices. Especially the integration of different digital and traditional techniques remains interesting.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id stellingwerff02_paper_eaea2007
id stellingwerff02_paper_eaea2007
authors Stellingwerff, Martijn
year 2008
title Googlized Contextual Design
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Over the past decade, the topic of city modelling has been extensively discussed in focus-groups during meetings of the EAEA and eCAADe conferences, amongst others. Many attempts have been made to specify what information should be included, how the relevant information should be represented and how the models should be viewed and considered. Digital and physical models for urban representation share particular, similar properties, but also have distinct advantages. Digital models qualify for adaptability and ability to be shared in both a-synchronous and synchronous ways. Physical scale models excel in tangibility, directness and the ways in which they can be shared in a ‘natural’ way. Recent studies have focused on mixing the advantages of both types of representational models. Digital models can be made ‘physical’ by means of a 3D colour printer or other Rapid Prototyping techniques. Physical models can be augmented by projecting different digital data and images on them. Furthermore all kinds of post-production media can be used to refine, represent and share the model image.
keywords Contextual Design, Web 2.0, Geotagging, Virtual Context
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id fdef
authors Stoeckli, Tobi
year 1999
title OPENINGS AND NATURAL LIGHT: EXPERIENCES IN FULL-SCALE MODELS
source Full-scale Modeling and the Simulation of Light [Proceedings of the 7th European Full-scale Modeling Association Conference / ISBN 3-85437-167-5] Florence (Italy) 18-20 February 1999, pp. 41-50
summary On the EPFL-campus two experimental laboratories are located just side by side: the LEA (Laboratoire d'Expérimentation Architecturale) and the LESO (Laboratoire d'Energie Solaire et de Physique du Bâtiment). The research work on daylighting performed by the LESO will be presented in the framework of this contribution and finished with a personal statement about openings.
keywords Light Chimney, Daylighting Research, Anidolic Daylighting System, Computer-controlled Heliodon, Diffuse Light Simulation, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:29

_id 1b31
authors Stöckli, Tobi
year 1992
title THE MEASURABLE AND THE UNMEASURABLE OR - FROM FORM TO DESIGN TO EXISTANCE
source Proceedings of the 4rd European Full-Scale Modelling Conference / Lausanne (Switzerland) 9-12 September 1992, Part B, pp. 55-62
summary This article discusses the architectural design process from two sides of the spectrum: the formal exercises of experts and the participatory process involving users. The "place" of the full-scale-modelling laboratory at the Federal Institute of Technology in Lausanne is then assessed with respect to this spectrum. It may seem that activities in a full-scale laboratory are closer to the participation process than to formal exercises. However, activities of the full-scale laboratory in Lausanne may best be situated around the middle of the design process. It is clearly within the realm of the measurable (since each construction can easily be measured.) Yet, it does not quite correspond to the real building; it remains an abstraction, a model. And in this quality of abstraction lies the potential to give form to the unmeasurable. It is a tool which allows a transformation of the unmeasurable aspects of an idea into the unmeasurable of existence.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:40

_id caadria2024_433
id caadria2024_433
authors Sun, Chengyu, Meng, Yu and Wang, Xinru
year 2024
title Scale Mismatching: Prevalent Compactness Indexes of Urban Form DO NOT Work in Computational Urban Design
doi https://doi.org/10.52842/conf.caadria.2024.2.455
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 2, pp. 455–464
summary This study systematically evaluates and compares the effectiveness of 9 prevalent indexes for measuring the compactness of building distributions at the meso-scale through comparative experiments. Experiments primarily employ an ideal sample with controlled variables, and superior indicators are further tested in actual urban areas. The assessment, grounded in sensitivity and consistency, adopts rigorous quantitative criteria and is compared against a baseline computed by cohesion evaluation based on graph (GCE). Research findings indicate: (a) when quantifying compactness differences in same scale regions: Directly employing GCE or the improved T* is recommended; (b) when comparing compactness differences in regions of diverse scales, GCE is recommended; if using ENN or ANN, supplementary evaluation is necessary; (c) in studies of urban morphology effects mechanisms, it is advisable to utilize GCE instead of T*, as T* presents collinearity issues with footprint density. None of the remaining indexes is recommended for the above scenario at meso-scale. This research distinctly reveals the limitations of prevalent compactness indexes at meso-scale and suggests superior alternatives.
keywords urban morphology measurement, building distribution compactness, compactness indexes, index applicability
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2024_434
id caadria2024_434
authors Sun, Chengyu, Wang, Xinru and Meng, Yu
year 2024
title A Review of Compactness Indexes of Form in Computational Urban Design
doi https://doi.org/10.52842/conf.caadria.2024.2.325
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 2, pp. 325–334
summary This study investigates the application and challenges of compactness indexes in computational urban design. It begins with a conceptual review and application analysis of six urban form compactness indexes, classified into four categories. The study then identifies several issues in their current application, including imprecise referencing conditions, interpretational discrepancies, and opacity in computational parameters. Using actual blocks in Shanghai as case studies, it further verifies that parameter settings significantly influence calculation outcomes. This work emphasizes the importance of rigorous analysis of index application conditions in block-scale morphological measurements to prevent biases in computational design results.
keywords Computational Design, Urban Form, Compactness Indexes, Index Standardization
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2013_129
id caadria2013_129
authors Sun, Lei; Tomohiro Fukuda, Toshiki Tokuhara and Nobuyoshi Yabuki
year 2013
title Difference Between a Physical Model and a Virtual Environment as Regards Perception of Scale
doi https://doi.org/10.52842/conf.caadria.2013.457
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 457-466
summary This paper focuses on differences of spatial reasoning capacity observed by using a physical model and a Virtual Reality (VR) system, and specifically emphasizes perception of the scale of space. While respondents view eda physical model and a VR system, a questionnaire was used to objectively evaluate these and establish which was more accurate in conveying object size. As a result, it was acknowledged by the respondents that the physical model performed more accurately and quickly. Subject to further validation, we expect the physical model to offer great utility to develop new digital media in the future. 
wos WOS:000351496100045
keywords Spatial reasoning capacity, Scale perception, Physical model, Virtual reality, Questionnaire 
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2017_029
id caadria2017_029
authors Sun, Zheng and Cao, Yong Kang
year 2017
title Applications of Integrated Digital Technologies for Surveying Tibetan Architectural Heritage:Three Years of Experiences
doi https://doi.org/10.52842/conf.caadria.2017.663
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 663-672
summary Absence of reliable and accurate surveying of Tibetan architectural heritage has long been a major constraint for architects, architectural historians and archeologists working in that region. Due to distinctive geographical environment and architectural typology, unique surveying technologies are required in Tibet. In the last three years, integrated digital surveying technologies are applied to architectural heritage in Gyantse, a Tibetan city. The aim of the surveying is to document and analyze local architectural heritage for potential technical intervention such as consolidation, restoration and renovation. Key technical issues ranging from reliability of consumer-level UAV to BIM-based platform are presented in the article. The conclusions are that digital technologies greatly improve architectural heritage surveying in Tibet in terms of accuracy, efficiency and versatility. Future works will be addressed in more robust algorithms for points cloud semantic segmentation, change detection of large-scale architectural heritage based on remotely sensed imagery over time, and data exchange and coordination between BIM and GIS, etc.
keywords Architectural heritage; Digital survey; Tibet; UAV; BIM
series CAADRIA
email
last changed 2022/06/07 07:56

_id fb82
authors Svirskaya, Tatyana
year 2002
title The Automated Prototyping Method in Modern Architectural Designing
doi https://doi.org/10.52842/conf.ecaade.2002.366
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 366-369
summary The paper deals with a problem efficiency of rapid prototyping using for the scale modelling of the architectural objects. The authors show a possibility of SLA process application for architectural rapid prototyping on example of scale modelling of Corbuse’s Chapel in Rhonshane. Both a technique and the results of research of an area of rational application RP in the architectural scale modelling are given.
series eCAADe
email
last changed 2022/06/07 07:56

_id architectural_intelligence2024_10
id architectural_intelligence2024_10
authors Sylvain Rasneur, Denis Zastavni, Jean-Charles Misson & Jean-Philippe Jasienski
year 2024
title On plastic development of timber structures based on 3D interactive vector-based graphic statics (VGS)
doi https://doi.org/https://doi.org/10.1007/s44223-024-00054-3
source Architectural Intelligence Journal
summary The present contribution addresses both the topics of the design of timber-to-timber joints and the design of innovative and structurally efficient timber structures with the aid of a computational tool based on vector-based graphic statics (VGS). First, this manuscript explains how the latest developments of graphic statics and its use applied to both timber joints and structures can improve the design of structures made of this low embodied carbon material. An exhaustive review of timber assemblies focussing on their sustainability and their structural behaviour is presented. Among these is the notch joint specifically identified in the context of digital fabrication and circular use of timber. Afterwards, the theoretical framework of this research is explained. Taking advantage of the lower bound theorem of the theory of plasticity, the main hypotheses that enable the use of graphic statics and strut-and-tie modelling (STM) for timber are then presented. In addition, the structural behaviour of the single notch joint is evaluated using algebraic dimensioning method. The limitations of this method are pointed out and the article proposes an integrated universal approach to investigate the problem using Strut and Tie Modelling (STM) and stress fields. The results of this theoretical framework are validated trough 1/1 scale lab tests. Finally, the third chapter illustrates the potential of VGS via a Research-by-Design approach. In the aim of testing if designing simultaneously creative and efficient timber structures could be effective while using the VGS, architectural engineering student were asked to focus on both the primary load-bearing structure and the joint-systems.
series Architectural Intelligence
last changed 2025/01/09 15:03

_id ecaade2018_380
id ecaade2018_380
authors Symeonidou, Ioanna
year 2018
title Furniture Design with Digital Media - A participative educational experiment of digital craftsmanship
doi https://doi.org/10.52842/conf.ecaade.2018.2.417
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 417-426
summary The paper discusses the methodology, educational process and design outcome of the studio course "Furniture Design with Digital Media: From Design To Production" which took place at International Hellenic University in Thessaloniki, Greece. 20 students and young professionals participated in the course working in teams to produce a series of models which would later develop into a full-scale furniture piece. The workshop aimed to offer an experiential learning opportunity, showcasing the entire digital workflow employed for furniture design, from design to production. The design methodology employed digital design strategies, linked with material constraints, optimization and adaptation of the design for digital fabrication equipment. This educational experiment led to the production of a full-scale furniture prototype which was digitally fabricated and is currently on exhibit at the premises of the International Hellenic University in Thessaloniki.
keywords furniture design; parametric design; digital fabrication; experiential learning ; CNC milling
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2022_143
id ecaade2022_143
authors Talmor-Blaistain, Anat and Fisher-Gewirtzman, Dafna
year 2022
title Developing an Interactive Method for Generation and Evaluation of Urban Environments
doi https://doi.org/10.52842/conf.ecaade.2022.2.267
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, pp. 267–276
summary The ongoing increase in the population sizes of urban dwellers around the globe translates into dense and crowded neighborhoods that may negatively impact residents’ well-being. This research study presents a novel process for creating, evaluating, and filtering a range of suitable urban planning alternatives at the neighborhood scale, using generative tools and computerized analytical tools. This innovative model enables the proposal of a range of planning alternatives during the initial planning stages when changes can be made simply and without incurring unnecessary costs. Generative approaches that find optimal solutions tend to process that resemble the “black box”. This can Couse the designer to feel a lack of involvement in the process. Therefore, the suggested method emphasizes interactions between the designer and computerized tools, providing an applicable algorithm that supports the designer in the decision-making process.
keywords Generative Urban Design, New Urbanism Theory, Dynamic Visibility Analysis (DVA), Daylight Analysis, Design Alternatives Filtering
series eCAADe
email
last changed 2024/04/22 07:10

_id ijac20097303
id ijac20097303
authors Taron, Joshua M.
year 2009
title Interactive Hemostasis Modeling in Urban Network Design
source International Journal of Architectural Computing vol. 7 - no. 3,375-387
summary This paper describes a type of project that images a city as it might exist given the integration of hemostatic procedures within pedestrian networks during emergencies requiring full-scale egress from an urban core. It articulates the steps taken to integrate a pre-existing C++ hemostasis model (C. Jacob, 2008) into Maya software in order to describe how the project operates on a computational level. By projecting these agent-based logics directly into/onto each pedestrian in the city (the smallest unit of the system), egress-oriented infrastructure can shift from being extensively predetermined in form (concrete barriers, metal railing, police barricades, etc.), to something more intensively defined, real-time, and locally on-demand. These procedures are situated within a larger schema based on the structural principles of Norbert Wiener's cybernetic feedback loops, that acknowledge and allow for hybrid (top-down + bottom-up) awareness and control within systems. The project attempts to ally itself with emerging forms of network design with similar structural typologies supported through the use of personal mobile devices (PMDs) in urban environments.
series journal
last changed 2009/10/20 08:02

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