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 sigradi2011_136
id sigradi2011_136
authors Navarro, Isidro; Fonseca, David; Puig Janina;
year 2011
title Aplicación docente de Realidad Aumentada en cursos universitarios de representación de proyectos de Arquitectura [Case study of application of augmented reality in university courses for representation of projects of architecture]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 74-77
summary The purpose of the work is to define and evaluate a method for the application of 3D rendering techniques with augmented reality in architectural courses and graphic representation. This will allow students to integrate volumetric architecture projects, facilitating the understanding of their proposals.
keywords Architecture; education; augmented reality
series SIGRADI
email
last changed 2016/03/10 09:56

_id caadria2010_040
id caadria2010_040
authors Neisch, P.
year 2010
title Thai children’s participation in development of 3D virtual village
doi https://doi.org/10.52842/conf.caadria.2010.423
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 423-431
summary This paper present the process of virtual world’s adaptation to the vision of the real environment designed by the children of two primary Thai schools – a state school and a private school. The main point of the present paper is presentation of empirical research that is an analysis of four exercises – inquiries in which I asked children to draw the elements of their city and social life. The first task was to represent a route from home to school. Next, children were asked to draw the plan of their school, on which they had to differentiate the places dedicated to them, the common spaces and the spaces for another people. The last exercise done at school was related to the description of their family and their closest friends. At the end, the children were asked to draw an inside of their houses with the maximum of details. The results of representations of the daily life environments analysed and synthesised were rebuilt with the graphic computer tools. They will serve as the base of the conception of a 3D virtual village dedicated to the Thai children.
keywords Virtual / real; children; inquiry; drawing; pedagogic platform
series CAADRIA
email
last changed 2022/06/07 07:58

_id acadia22_294
id acadia22_294
authors Nelson, Cameron
year 2022
title Field Guide to Meta-Architecture
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 294-299.
summary Architecture, as a discipline, is enjoying a front row seat to the cosmological big bang of the Metaverse. Countless designers have flooded into a new forum for 3D worldbuilding, with a significant portion of new content attributable to moonlighting architects. This trend is partly catalyzed by accessible game engine technology, increased emphasis on technical literacy in the field, and the rise of remote work and the gig economy as alternatives or supplements to traditional career paths. Educators, practitioners, students, and amateurs curious about this space should be aware of earlier “virtual worlds” like Second Life in order to contextualize the aesthetic and social contributions of the “Metaverse’s” latest incarnation. This article also calls upon architects to help imagine a more digital-native architecture of the Metaverse, beyond mere imitation of the real.
series ACADIA
type field note
email
last changed 2024/02/06 14:00

_id ecaade2012_238
id ecaade2012_238
authors Neuenschwander, Noemi ; Hayek, Ulrike Wissen ; Grêt-Regamey, Adrienne
year 2012
title Integrated Multi-Criteria Modeling and 3D Visualization for Informed Trade-Off Decision Making on Urban Development Options
doi https://doi.org/10.52842/conf.ecaade.2012.1.x.j7k
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. .203-211
summary Cities all over the world are faced with growing population pressure and are challenged by decreasing environmental quality. Development strategies and planning processes often fail to involve local environment knowledge. We present an approach to integrate environmental aspects into a two-step urban modeling framework, generating 3D visualizations from GIS-based and procedural modeling. The dynamic nature of this approach provides considerable support for transdisciplinary communication processes in urban planning.
wos WOS:000330322400020
keywords Procedural modeling; generic urban pattern design; understanding ecosystem services; multi-criteria decision analysis (MCDA); GIS-based modeling
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2024_185
id ecaade2024_185
authors Neusser, Wilhelm; Morales-Beltran, Mauricio; Ülkün Neusser, Isik; Berthold, Manfred
year 2024
title An Investigation into Form Blending in Architecture Through Generative Form-Finding and Optimization Procedures: A form-finding methodology
doi https://doi.org/10.52842/conf.ecaade.2024.2.383
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. 383–392
summary ‘Form-blending’ is a computational design tool rooted in the animation industry and utilized by 3D programs originally developed for cartoon films. At the turn of the millennium, architects and designers started utilizing ‘form-blending’ to design gradual shapes. However, since these form-blended geometries per se, have their genesis rooted in merging irregular patterns, they do not necessarily embrace structural principles. Thus, the use of ‘form-blending’ tools does not guarantee geometries adhere to any generic structural rationale. To address this problem, a comparison discussing the pros and cons of optimization methods and tools regarding their potential for integration into ‘form-blending’ was initiated. The outcome of this process suggested the development of a methodology incorporating discretization, finite element model, and multi-objective optimization in connection with tools such as ‘form-blending', to generate geometries with structural logic. This methodology aims to enable architects and designers to receive structural feedback during the design process and to generate variants based on structural objectives. In a case study employing form-blended shapes, the methodology was tested to evaluate the methodology’s applicability and performance. The results exhibited form-blended geometry based on structural rationale and form-finding principles. Thus, supporting architects with a methodology to employ computational tools such as ‘form blending’ to design and generate variants of shapes based on a structural logic for further structural development.
keywords Architectural Geometry, Form-Finding, Form-Blending, Generative Design, Multi-Objective Optimization, Design Method
series eCAADe
type normal paper
email
last changed 2024/11/20 22:45

_id caadria2024_211
id caadria2024_211
authors Ng, Provides, Li, Yuechun, Zhu, Shutong and van Ameijde, Jeroen
year 2024
title Kit-of-Parts Design for Architecture Co-Creation Games
doi https://doi.org/10.52842/conf.caadria.2024.2.221
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. 221–230
summary In the planning of built environments, participatory design can help to tailor spaces and facilities that are better suited to residents’ needs. Through the use of new digital tools in sandbox games and collaborative virtual environments, participants can express their needs in a spatial language and better understand the implications of their collective design decisions. However, the kit of building parts and 3D assets with which they can interact to create spatial proposals can impose limitations on design explorations, by being overly prescriptive or open-ended. This study explored ways in designing novel kit-of-parts (KoP) systems that can enable collaborative architectural production. It employed participatory methods in which local communities co-create a public space through a tailored videogame to test three types of KoP systems: modular-integrated, modular, and discrete. The initial findings show how the levels of discretization and abstraction affect the amount of knowledge needed for participation, time required to initiate collab- oration and creative thinking, and potential to generate meaningful and implementable design proposals. Reflecting on these lessons, the paper presents insights on the implications of KoP (granularities, stacking methods, and self-similarity) on spatial design (technical possibilities, spatial arrangements, and activity scenarios) to better assist co-creation processes. In midst of an accelerated digital transformation, this study reflects on the evolving role of new collaborative tools in architecture.
keywords Digital Common(s), Kit-of-Parts, architecture co-creation, sandbox games, combinatorial creativity, modular and discrete
series CAADRIA
email
last changed 2024/11/17 22:05

_id cf2011_p093
id cf2011_p093
authors Nguyen, Thi Lan Truc; Tan Beng Kiang
year 2011
title Understanding Shared Space for Informal Interaction among Geographically Distributed Teams
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. 41-54.
summary In a design project, much creative work is done in teams, thus requires spaces for collaborative works such as conference rooms, project rooms and chill-out areas. These spaces are designed to provide an atmosphere conducive to discussion and communication ranging from formal meetings to informal communication. According to Kraut et al (E.Kraut et al., 1990), informal communication is an important factor for the success of collaboration and is defined as “conversations take place at the time, with the participants, and about the topics at hand. It often occurs spontaneously by chance and in face-to-face manner. As shown in many research, much of good and creative ideas originate from impromptu meeting rather than in a formal meeting (Grajewski, 1993, A.Isaacs et al., 1997). Therefore, the places for informal communication are taken into account in workplace design and scattered throughout the building in order to stimulate face-to-face interaction, especially serendipitous communication among different groups across disciplines such as engineering, technology, design and so forth. Nowadays, team members of a project are not confined to people working in one location but are spread widely with geographically distributed collaborations. Being separated by long physical distance, informal interaction by chance is impossible since people are not co-located. In order to maintain the benefit of informal interaction in collaborative works, research endeavor has developed a variety ways to shorten the physical distance and bring people together in one shared space. Technologies to support informal interaction at a distance include video-based technologies, virtual reality technologies, location-based technologies and ubiquitous technologies. These technologies facilitate people to stay aware of other’s availability in distributed environment and to socialize and interact in a multi-users virtual environment. Each type of applications supports informal interaction through the employed technology characteristics. One of the conditions for promoting frequent and impromptu face-to-face communication is being co-located in one space in which the spatial settings play as catalyst to increase the likelihood for frequent encounter. Therefore, this paper analyses the degree to which sense of shared space is supported by these technical approaches. This analysis helps to identify the trade-off features of each shared space technology and its current problems. A taxonomy of shared space is introduced based on three types of shared space technologies for supporting informal interaction. These types are named as shared physical environments, collaborative virtual environments and mixed reality environments and are ordered increasingly towards the reality of sense of shared space. Based on the problem learnt from other technical approaches and the nature of informal interaction, this paper proposes physical-virtual shared space for supporting intended and opportunistic informal interaction. The shared space will be created by augmenting a 3D collaborative virtual environment (CVE) with real world scene at the virtual world side; and blending the CVE scene to the physical settings at the real world side. Given this, the two spaces are merged into one global structure. With augmented view of the real world, geographically distributed co-workers who populate the 3D CVE are facilitated to encounter and interact with their real world counterparts in a meaningful and natural manner.
keywords shared space, collaborative virtual environment, informal interaction, intended interaction, opportunistic interaction
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia23_v2_166
id acadia23_v2_166
authors Nicholas, Paul; Lharchi, Ayoub; Tamke, Martin; Valipour Goudarzi, Hasti; Eppinger, Carl; Sonne, Konrad; Rossi, Gabriella; Ramsgaard Thomsen, Mette
year 2023
title Biopolymer Composites in Circular Design: Malleable Materials for an Instable Architecture
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 166-173.
summary This paper examines temporality within material and architectural cascades. It takes point of departure in the perception of bio-based materials as abundant within the emerging framework of bio-based circular design, and the need for materials that can incorporate flexibility to local availability, ecological implications, and cost. In this paper we introduce a specific biopolymer composite composed of interchangeable constituent materials from agricultural waste streams, and describe the malleability of this material through the processes of material composition and robotic fabrication, and the re-activation of its thermoplastic properties. We examine the design opportunities this opens for cascading, and how processes of repair, refitting, and recycling of a malleable material create ongoing instabilities of the object that can be conceptually and practically exploited at both architectural and material levels. We identify and describe these opportunities within the context of ‘Radicant’, a 3D printed wall paneling system made from the bio-polymer composite. We also present a series of experiments that exemplify how the strategic localized reactivation of the printed material can ideate new architectural strategies of repairing, refurbishing, and recycling.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id e716
authors Nickerson, S., Thrale, B. and Whiting, D.
year 1995
title Automating the Drafting for As-Found Recording and Facility Management Surveys
doi https://doi.org/10.52842/conf.acadia.1995.315
source Computing in Design - Enabling, Capturing and Sharing Ideas [ACADIA Conference Proceedings / ISBN 1-880250-04-7] University of Washington (Seattle, Washington / USA) October 19-22, 1995, pp. 315-332
summary Much of the time of a facility planner, restoration architect or heritage recorder is spent, on site analysing thebuilding and collecting data and measurements. These will be used later to create the reports and drawings that will provide the basis for the subsequent design but these notes and measurements are just the beginning of the long process of drafting the as-found situation. Errors are inevitable in this type of work but, typically they only come to light, back in the office where confirming a measurement may entail an extra trip to the site, and there are times that they only turn up when a contractor encounters problems on the job A software tool, currently under development, addresses this problem by first helping to structure the note taking process so that more consistent data is collected, and then, automatically creating a 2D or 3D CAD model from the resulting database. This can be done on a laptop computer, before the recording team leaves the site so that the model can be compared with reality and faulty or missing measurements corrected. Furthermore, this combination of database and drawing is linked, allowing queries of the data from inside Autocad or the assembly of a specialized model based on a database query. Point collection techniques supported include traditional and not so traditional) hand measurement, total station surveying equipment and interfaces with other software such as rectification and photogrammetric packages. The applications envisioned include as found recording, facilities management data collection and the possibility of a totally data-driven GIS
series ACADIA
last changed 2022/06/07 07:58

_id sigradi2017_074
id sigradi2017_074
authors Nisenbaum, Marcio; José Ripper Kós
year 2017
title Paisagens Sonoras Digitais: metodologia de representação dos sons urbanos por meio de motor de jogo. [Digital soundscapes: urban sound representation methodology based on game engine.]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.505-512
summary This paper discusses about soundscape notation possibilities and structures a methodology for representing urban sounds based on game engine technology. Recently, new forms of sound visualization and auralization techniques have emerged within the research fields of Soundscape and Noise Pollution studies. The development of digital media, such as game engines, introduced new forms of audiovisual 3d representations, combining geometry and sound in a structured interactive computational space. This paper addresses these novel methods of representation and reflects upon their contribution for soundscape studies through an ongoing study case.
keywords Soundscapes; Simulation; Game engine; Digital medium.
series SIGRADI
email
last changed 2021/03/28 19:59

_id e721
authors Nitsche, Michael and Roudavski, Stanislav
year 2002
title Building Cuthbert Hall Virtual College as a Dramatically Engaging Environment
source PDC 02 - Proceedings of Participatory Design conference, T. Binder, J. Gregory, I. Wagner (eds.), Malmö. Sweden, 23-25 June 2002 [ISBN 0-9667818-2-1]
summary This paper outlines the interdisciplinary nature, collaborative work patterns and role of aesthetics in the Cuthbert Hall Virtual College research project at the Cambridge University Moving Image Studio (CUMIS) and the Centre for Applied Research in Education Technology (CARET). The project identifies key properties of dramatically engaging real-time three-dimensional virtual environments (RT 3D VE) and how the holistic experiential phenomenon of place is organised and mediated through spatial narrative patterns. Interdisciplinary by nature, the project requires a collaborative approach between science, engineering, media and architecture, and the results are revealing for all these areas. The Cuthbert Hall project invites discussion of the importance in the creation and use of RT 3D VE's - under single and multi-user conditions - of articulate aesthetics (the quality of architectural, visual and audio design; the production and incorporation of dramatic properties) and of the conditions required for collaborative, communicative use of the environment. The full theoretical and technical discussions as well as the evaluation results are outside the scope of this submission.
keywords Real-time virtual environment, Computer Game, Place, Mediation, Expressive space
series other
email
last changed 2003/02/09 16:03

_id ecaade2023_86
id ecaade2023_86
authors Nix, Tamar and Sprecher, Aaron
year 2023
title Crochet Digital Assemblage - Notes on additive manufacturing of textile in architecture
doi https://doi.org/10.52842/conf.ecaade.2023.1.273
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 273–282
summary The past decade has seen a growing interest in the use of textiles in architecture, driven by advancements in digital knitting technology. However, while digital knitting machines have enabled the creation of 3D-shaped textiles, they still face limitations in terms of handling complex topologies, output scale, and material thickness. This study proposes crochet as an alternative to knitting in large-scale applications due to its ability to create seamless 3D shells. Although there have been significant advances in the computation of crochet instructions, placing it within the context of additive manufacturing, a digital fabrication method for volumetric crochet is still lacking. This paper offers a comprehensive overview of the recent history of computational tools utilized in fabricating continuous yarned 3D textiles together with an in-depth comparison to reveal the significant differences between knitting and crochet. It then proceeds to identify the relevant design attributes for a novel technology by analyzing hand gestures and toolpaths. Finally, the paper presents a novel digital fabrication device designed for large-scale crochet frameworks, which highlights the considerable advantages of crochet over other related fabrication methods. The proposed robotic device employs patented technology, which enables unprecedented fabrication capabilities in the field and opens new prospects for incorporating large-scale textiles in architecture.
keywords Digital Crochet, Textile Additive Manufacturing, Computational Textile Architecture, Textile Construction, Textile Digital Fabrication
series eCAADe
email
last changed 2023/12/10 10:49

_id 679c
authors Norman, Frederick
year 2001
title Towards a Paperless Studio
doi https://doi.org/10.52842/conf.acadia.2001.336
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 336-343
summary The infusion of digital media into the practice of architecture is changing how we design as well as what we design. Digital media has altered the process of design and the culture of design education. The question before us is how does one transition from a completely analog system of representation to one of complete computer immersion or the “paperless studio”. Schools of Architecture have already begun to struggle with the physical issues of integration of new media (infrastructure and economics). But the pedagogical integration of new media should be of a greater concern. New media and its forms of representation are challenging traditional skills of communication and representation, (i.e., sketching, hand drawing and physical model making). The paradox facing architectural practice today is the integration of new media into a realm where traditional or manual forms of representation are ingrained into how we think, produce and communicate. We must ask ourselves, must new media be held to the traditional forms of representation?
keywords Digital Media, Design Studio, 3D Modeling, Animation
series ACADIA
email
last changed 2022/06/07 07:58

_id 2005_723
id 2005_723
authors Norman, Richard
year 2005
title Digital Color as a Paradigm for 3D Modeling
doi https://doi.org/10.52842/conf.ecaade.2005.723
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 723-728
summary Johannes Itten wrote in the 1920’s that seven distinct possibilities exist for the contrast of color: “Each (is) unique in character and artistic value, in visual, expressive and symbolic effect...together these constitute the fundamental resource of color design” Itten (1973). In either the digital world or in the world of painting, there has never been a more profound statement about color arrangement. Of Itten’s seven contrasts, the contrast of hue, value, and saturation, taken together have become a standard description of digital color today. As most projects reach the final stage of presentation, color selection becomes a possible paradigm for their development. It is customary to leave the selection of color to the end of a project — if time permits, then the colors are changed to make the project “appear better”, otherwise the selection of color is put in a pile of “good intentions” — overlooked. Proposed here is an alternative, a method of selecting color “up front”. Student projects are used to illustrate just how a building, or even a group of buildings may be better illustrated if one bases a presentation on a successful and understood work of art. The use of a painting as a source of color is proposed as a specific way of working. Most libraries contain an abundance of examples. The web, too, has many paintings; painters generally have more experience at putting colors together than architects and usually do not mind if their color ideas are borrowed, Done right, the result can be a happy merger of idea, emotion, and color, providing another paradigm for studying digital modeling.
keywords Color ; Painting ; Itten ; Design
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2018_196
id ecaade2018_196
authors Nováková, Kateøina, Prokop, Šimon, Vele, Jiøí and Achten, Henri
year 2018
title PET(s)culpt - Crowd-printing recycled polyethylene tereftalate
doi https://doi.org/10.52842/conf.ecaade.2018.2.053
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. 53-58
summary One of the attitudes to recycling plastic in architectural design is it re-printing. 3D Printing of recycled polyethylene tereftalate is in its birth-days. Recycled filament can be bought in Argentina or Netherlands but lack of experience with this reborn material blocks its use in the Czech Republic. Firstly we made a study of settings of the home-3D-printers for this material. Secondly we came with a crowd printing project, which tested the possibility to print structural pieces by on various low-cost printers.
keywords 3D printing; sculpting; polyethylene tereftalate; crowd-printing; plastic recycling
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2021_227
id sigradi2021_227
authors Nóbrega, Thiers Freire, Nóbrega, Carlos Augusto Moreira da and Passaro, Andrés Martin
year 2021
title Experimental Paste Extrusion Mechanism for 3D Printing
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 1163–1175
summary This communication informs about the development of a low-cost clay extrusion mechanism, adapted to a 3d printer, which will be used to support the study and practice of architecture in the context of a research laboratory. We believe that this research is a contribution to the 3D printing community and architectural academic environment. We understand that this project makes a valuable contribution to the academic environment by promoting the production of knowledge in the “do it yourself” way by allowing the acquisition of “know how” in a procedural way. There is an effort in making our extruder mechanism replicable by whoever is interested in understanding how the system works.
keywords Fabricaçao Digital, Impressao 3D, Baixo custo, Pastoso, Aprendizado
series SIGraDi
email
last changed 2022/05/23 12:11

_id caadria2021_213
id caadria2021_213
authors Oghazian, Farzaneh and Vazquez, Elena
year 2021
title A Multi-Scale Workflow for Designing with New Materials in Architecture: Case Studies across Materials and Scales - Case studies across materials and scales
doi https://doi.org/10.52842/conf.caadria.2021.1.533
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 533-542
summary In this paper, we present a workflow developed for designing with and scaling-up new materials in architecture through an iterative cycle of materialization and testing. The framework establishes a connection between design requirements and form, taking advantage of different scales in new materials known as micro, meso, and macroscale in the process of design/manufacture. Different scales when dealing with material systems-especially in those that possess some level of uncertainty in their behavior from the formation process-make it challenging to deal with the different material variables controlled at each scale. This paper presents a brief review of existing design workflows centered on material properties. We then discuss case studies and argue for a multi-scale approach for design. Finally, we present the workflow. By implementing the workflow on two case studies, we answer how we can include material scales and their embedded properties as the central part of the design/manufacture process to aid in implementing new materials in architecture. The case studies are a responsive skin system and a free-standing tensile structure incorporating 3D printed wood filament and knitted yarn as the primary material.
keywords material computation; material-based design; wood 3D printing; knitting; multi-scale workflow
series CAADRIA
email
last changed 2022/06/07 07:58

_id cdc2008_195
id cdc2008_195
authors Okabe, Aya; Tsukasa Takenaka and Jerzy Wojtowicz
year 2008
title Beyond Surface: Aspects of UVN world in Algorithmic Design
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 195-204
summary The need for architects to develop their own computational tools is becoming increasingly evident. In this paper, we introduced our design tool named ‘UVN generator’ which is based on the algorithmic process combining scripting potentiality and flexibility of traditional 3D surface modeling. Our attempt on combining the two served us well to explore the new ground for design. New conditions were explored and observed in the three case studies which are named ‘on a surface’, ‘between surfaces’ and ‘on a new ordered surface’, referring to place where the scripts were run. In design projects presented in our case studies, we focus on the system behind the generation of complex, expressive, biomimetic, yet humanistic shape. This challenge to find a new ground for computational design enables us to pose our critical question ‘What could be algorithmic design potential may lay beyond basic surfaces?’
email
last changed 2009/01/07 08:05

_id caadria2010_052
id caadria2010_052
authors Okuda, S. and Z. Ou
year 2010
title Bio-shell (biodegradable vacuum-formed modularised shelter)
doi https://doi.org/10.52842/conf.caadria.2010.565
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 565-574
summary This paper demonstrates how digitally fabricated vacuum-formed components can provide a new type of efficient construction applicable to architecture. Vacuum forming has the advantage of rapid mass-production capability of 3D curved forms. Recent digital fabrication technologies, such as 3D CAD and CNC machining, have dramatically reduced the cost and time for making the mould. In combination with biodegradable plastic, such as PLA (poly lactic acid) made of biopolymer, it could open up new type of sustainable construction system, which is applicable for temporal disaster housings or exhibition booths.
keywords Digital fabrication; biodegradable; vacuum forming; fi nite element; lightweight structure
series CAADRIA
email
last changed 2022/06/07 08:00

_id ecaade2013_057
id ecaade2013_057
authors Orbey, Betül and Gürel, Nihan
year 2013
title Digital Design Tools versus Architectural Representation and Design Approach
doi https://doi.org/10.52842/conf.ecaade.2013.2.415
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 415-423
summary This study aims to investigate the relation between evolving graphic representations and due to new digital tools and how they affect architects’ approach to design process. In order to do this, Yap_ Magazine being published since 1973 in Turkey will be retrieved and data related to types of architectural design representation used will be recorded. The study will conclude with an evaluation of new representation means such as 3D render, other 3D digital products and diagrams and how they have influenced new approach to design.
wos WOS:000340643600042
keywords Digital design tool; architectural representation, architectural design thinking.
series eCAADe
email
last changed 2022/06/07 08:00

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