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 16520

_id sigradi2010_173
id sigradi2010_173
authors Merlin, José Roberto
year 2010
title Instrumentos digitais na produção espacial: novas relações gesto, olhar, pensamento [Digital tools in space construction: new relationships between gestures, sight and thoughts]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 173-176
summary This work seeks to understand the creation of projects today given the radical changes in the relationships between the gestures, looks and thoughts of traditional architect due to the inclusion of digital technologies. Computers have been disseminated in architecture, leaving behind a phase of manually repeated drawing, and now reach all creative work by being able to insert the cultural characteristics of people through forms. This irreversible expansion has created the necessity for interdisciplinary study that generates a collective creative subject, whose work demands more respect for otherness and a sense of cooperation than individual intuition.
keywords architectural design; digital technologies; computer graphics; Creation in architecture; creativity
series SIGRADI
email
last changed 2016/03/10 09:55

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
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. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2008_23_session3a_185
id caadria2008_23_session3a_185
authors Merrick, Kathryn; Mary Lou Maher, Rob Saunders
year 2008
title Achieving adaptable behaviour in intelligent rooms using curious supervised learning agents
doi https://doi.org/10.52842/conf.caadria.2008.185
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 185-192
summary Multiple devices, both hardware and software, may come and go at any time in a given room. Software controlling the behaviour of these devices must be able to adapt to encompass new devices or the removal of existing devices. This paper presents a model for curious, supervised learning agents that address the issue of adaptability at a behavioural level in an intelligent room. Curious, supervised learning agents comprise a curiosity module and a supervised learning algorithm. The curiosity module identifies interesting devices on which to focus the agent’s learning. The supervised learning component realises behaviours by observing, modelling and mimicking human actions. Our framework is demonstrated in a virtual meeting room in Second Life. We show that the curious learning agent can adapt its behaviour to identify new learning goals in response to new devices and activities. 
keywords Curiosity, Supervised learning, Agent, Intelligent room
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2011_066
id caadria2011_066
authors Merrick, Kathryn; Ning Gu, Muhammad Niazi and Kamran Shafi
year 2011
title Motivation, cyberworlds and collective design
doi https://doi.org/10.52842/conf.caadria.2011.697
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. 697-706
summary Collaborative design is characterised by small-scale, carefully structured, professional design teams. The increasing popularity of social computing and mass communication supported by cyberworlds suggests there is now also a strong possibility of design through mass participation, beyond small-scale, collaborative design scenarios. However to achieve collective intelligence in design, there is a need to motivate large groups of users to contribute constructively to design tasks. This paper studies different types of cyberworlds to classify the motivation profiles of their user bases. We compare these motivation profiles to those required for the emergence of collective intelligence and develop a list of technological requirements for cyberworlds to support collective intelligence and design.
keywords Collective intelligence; design; motivation; cyberworlds
series CAADRIA
email
last changed 2022/06/07 07:58

_id b4e1
authors Merz, R.
year 1994
title Shape deposition manufacturing
source Vienna University of Technology
summary This thesis addresses the issue of rapidly and automatically fabricating functional metal parts directly from CAD models. A newly developed process called Shape Deposition Manufacturing (SDM) is introduced. The process is based on the concept of layered manufacturing in SFF, but uses separate deposition and shaping steps to create a layer. Three dimensionally shaped layers are created using 5-axis CNC machining, to achieve the required geometric accuracy for fully functional shapes. Thermal deposition technologies (thermal spraying, welding) are used to achieve the required material properties. A novel, droplet based deposition process, microcasting, has been developed, to create well- bonded, high-strength material, while minimising the heat input into previously shaped layers. To create layers with a true three dimensional geometry, more detailed building strategies, than used by conventional SFF processes, are required by the SDM process. A CAD based planning system, which addresses these issues by decomposing a solid model of a part into layers and manufacturable, fully three dimensional segments is described. An automated testbed facility installed at Carnegie Mellon's Shape Deposition Laboratory is discussed, and shows the feasibility of automating the process. The microcasting process is explained in detail and its performance in the SDM environment is evaluated. Different strategies and material combinations for the support structure have been developed and are presented with detailed descriptions of several building strategies for parts with various complexity and material quality. Material properties of structures created by the SDM process are evaluated. Problems affecting the accuracy and material integrity of SDM created structures, which mainly involve the buildup of thermal stresses during material deposition, are identified and opened for future research. Finally, various parts, with different complexity, have been built with the SDM process, to show the feasibility and performance of the process. Building time and material usage are evaluated and compared to conventional SFF processes
series thesis:PhD
email
more http://www.arcs.ac.at/dissdb/rn024248
last changed 2003/02/12 22:37

_id ascaad2014_032
id ascaad2014_032
authors Merzougui, Abdelkrim; Abdelmalek Hasseine; Djemoui Laiadi; Sadouk Houda and Jamel Chaouki
year 2014
title A CFD Analysis of the Urban Morphology Effect on Air Pollutants Dispersion
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 395-403
summary Air pollution in urban environments can have negative consequences on people's health and comfort of city-dwellers, and on the durability of buildings. Understanding the transfer and deposition of pollutants in the urban environment is therefore essential in the design process of a building. Computational simulations can aid in understanding the pollutant/chemical dispersion in the urban cityscapes. Computational fluid dynamics (CFD) represents the study of fluid mechanics with the use of computer models and simulations. In this paper we study the impact of urban planning on pollution dispersion, the dispersion characteristics, such as the spread of the pollution dispersions, have been determined for different wind speeds and wind directions.
series ASCAAD
email
last changed 2016/02/15 13:09

_id ecaade2021_319
id ecaade2021_319
authors Mesa, Olga and O'Keefe, John
year 2021
title Modeling Inter-dimensional Narratives
doi https://doi.org/10.52842/conf.ecaade.2021.2.565
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 565-574
summary The integration of VR in the creative process has caused a profound shift in the use of modeling tools and abstraction. How do instantaneous experiential feedback, body awareness, the triggering of spatial sensations, and traveling in real-time from an object-scale to a habitable-scale affect modeling in VR? This research explores the tensions and exchanges between the physical and the digital relative to spatial perception when designing in VR. The work produced by participants involved in a digital design workshop developed around these topics will be presented. In response to a written provocation, participants modeled three-dimensional dreamscapes in VR using Oculus Medium. Participants explored the connection between the body and its movements to measure, model, and control phenomena when animating virtual scenes. This research contributes to the teaching and implementation of modeling in a virtual environment by exploring the inherent possibilities of VR in relation to the conceptualization of spaces.
keywords Virtual Reality; Spatial Perception; Virtual Reality Modeling; Virtual Reality in Architecture
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2020_106
id ecaade2020_106
authors Mesa, Olga, Mhatre, Saurabh and Bechthold, Martin
year 2020
title Woven Compliant Composites
doi https://doi.org/10.52842/conf.ecaade.2020.1.079
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 79-88
summary Compliant composites are a new approach to composite systems that leverage the semi-rigid properties of composite woven fabrics to create kinetic compliant mechanisms. Simple fabrication and economic actuation principles are proposed to transform planar fabrics into three-dimensional configurations without using expensive molds, instead, relying on the millimeter-scale mechanical interactions of woven composite fabrics. The relation between fabric type, weave, matrix, laminations, and localized reinforcement was studied to achieve repeatable, durable, and functional components that displayed instant transformations. Woven compliant mechanisms were patterned to create adjustable surfaces actuated uniaxially and biaxially producing different degrees of porosity. The kinetic response is generated without the use of complicated mechanisms by relying on material properties and smart geometries. Our system expands work on kinetic surfaces with the advantage of the ease of actuation and fabrication. These surfaces can be used in architectural applications such as facades, shading mechanisms, and interior partitions where performative qualities are desirable.
keywords Compliant composites; Responsive systems; Material Intelligence; Smart geometries
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaadesigradi2019_541
id ecaadesigradi2019_541
authors Mesa, Olga, Mhatre, Saurabh, Singh, Malika and Aukes, Dan
year 2019
title CREASE - Synchronized Gait Through Folded Geometry.
doi https://doi.org/10.52842/conf.ecaade.2019.3.197
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 197-206
summary Robotics have expanded exponentially in the last decade. Within the vast examples of ambulatory robots, traditional legged robots necessitate engineering expertise and the use of specialized fabrication technologies. Micro electromechanical (MEM) robots are useful for a wide range of applications yet in most cases, difficult to fabricate and excessively intricate. Advances in pop-up laminate construction have generated a model shift in the development of robot morphologies due to their ease of fabrication and scalability from the millimeter to centimeter scale. This research continues to investigate the link between kinematics and pop-up origami structures in robotics. The objective was to design a robot that exhibited efficient and controlled locomotion minimizing number of motors. "Crease", an origami robot that emerges from a two-dimensional sheet into its three-dimensional configuration was developed. By amplifying a simple rotational motion through the geometry of folds in the robot, a complex gait was achieved with minimal motorized actuation. Variations in gait, control, and steering were studied through physical and computational models. Untethered Creases that sense their environment and steer accordingly were developed. This research contributes not only to the field of robotics but also to design where efficiency, adjustability and ease of fabrication are critical.
keywords Digital Fabrication and Robotics, Smart Geometry, Origami Robotics, Laminate Construction.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_id sigradi2020_894
id sigradi2020_894
authors Mesa, Olga
year 2020
title Choreographed Matter
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 894-902
summary This research proposes an animation technique using external stimuli to activate kinematic transformations in material. Inherent material properties were enhanced to obtain specific behaviors. Carefully designed but easily fabricated two-dimensional paper constructions animate into three-dimensional configurations through water absorption in three different conditions: Surface, Datum, and Depth. Principles of origami, fiber orientation, and wax patterns are used to control movement in response to choreographic considerations. Digital workflows and analysis coupled with physical prototyping were used to produce patterns and informed a formal and performative taxonomy. Choreographed Matter contributes to expanding the expressive potential of material-based responsive systems and animation.
keywords Choreographed matter, Responsive materials, Animation techniques, Animated Origami, Smart materials
series SIGraDi
email
last changed 2021/07/16 11:53

_id acadia17_392
id acadia17_392
authors Mesa, Olga; Stavric, Milena; Mhatre, Saurabh; Grinham, Jonathan; Norman, Sarah; Sayegh, Allen; Bechthold, Martin
year 2017
title Non-Linear Matters: Auxetic Surfaces
doi https://doi.org/10.52842/conf.acadia.2017.392
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 392- 403
summary Auxetic structures exhibiting non-linear buckling are a prevalent research topic in the material sciences due to the ability to tune their reversible actuation, porosity, and negative Poisson’s ratio. However, the research is limited to feature sizes at scales below 10 mm2, and to date, there are no available efficient design and prototyping methods for architectural designers. Our study develops design principles and workflow methods to transform standard materials into auxetic surfaces at an architectural scale. The auxetic behavior is accomplished through buckling and hinging by subtracting from a homogeneous material to create perforated patterns. The form of the perforations, including shape, scale, and spacing, determines the behavior of multiple compliant "hinges" generating novel patterns that include scaling and tweening transformations. An analytical method was introduced to generate hinge designs in four-fold symmetric structures that approximate non-linear buckling. The digital workflow integrates a parametric geometry model with non-linear finite element analysis (FEA) and physical prototypes to rapidly and accurately design and fabricate auxetic materials. A robotic 6-axis waterjet allowed for rapid production while maintaining needed tolerances. Fabrication methods allowed for spatially complex shaping, thus broadening the design scope of transformative auxetic material systems by including graphical and topographical biases. The work culminated in a large-scale fully actuated and digitally controlled installation. It was comprised of auxetic surfaces that displayed different degrees of porosity, contracting and expanding while actuated electromechanically. The results provide a promising application for the rapid design of non-linear auxetic materials at scales complimentary to architectural products.
keywords material and construction; CAM; prototyping; smart materials; auxetic
series ACADIA
email
last changed 2022/06/07 07:58

_id ddss2008-39
id ddss2008-39
authors Meshitsuka, Yusuke and Yoshitsugu Aoki
year 2008
title Stochastic Transition of Fire-prevention Performanceof Urban Area
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary The aim of this study is to analyze the tendency of building renewal in order to understand the fire prevention performance of the Tokyo metropolitan area. To this end, firstly, the Tokyo metropolitan area was divided into small areas of 250,000 square meters, and the following stochastic transition matrix of each small area was estimated, 1. Stochastic matrix of state transition between the building use types, 2. Stochastic matrix of state transition between the structures of buildings. Secondly, the converged state of each small area was estimated with a Markov chain model. Finally, small areas where fire prevention performance will change for the better/constant/worse were pointed out from their converged states. The results suggest that in small areas where percentage of housing and commerce are increasing, the fire prevention performance will become worse.
keywords Urban Earthquake Disaster Mitigation, Earthquake Fire, Stochastic Transition Matrix
series DDSS
last changed 2008/09/01 17:06

_id ijac201715204
id ijac201715204
authors Mesnil, Romain; Cyril Douthe, Olivier Baverel and Bruno Léger
year 2017
title Generalised cyclidic nets for shape modelling in architecture
source International Journal of Architectural Computing vol. 15 - no. 2, 148-168
summary The aim of this article is to introduce a bottom-up methodology for the modelling of free-form shapes in architecture that meet fabrication constraints. To this day, two frameworks are commonly used for surface modelling in architecture: non-uniform rational basis spline modelling and mesh-based approaches. The authors propose an alternative framework called generalised cyclidic nets that automatically yield optimal geometrical properties for the envelope and the structural layout, like the covering with planar quadrilaterals or hexagons. This framework uses a base circular mesh and Dupin cyclides, which are natural objects of the geometry of circles in space, also known as Mo?bius geometry. This article illustrates how complex curved shapes can be generated from generalised cyclidic nets. It addresses the extension of cyclidic nets to arbitrary topologies with the implementation of a ‘hole-filling’ strategy and also demonstrates that this framework gives a simple method to generate corrugated shells.
keywords Free-form, conceptual design, structural morphology, architectural geometry, cyclidic net, fabrication-aware design, PQ mesh, corrugated shell
series other
type normal paper
email
last changed 2019/08/02 08:31

_id cdrf2021_305
id cdrf2021_305
authors Mette Ramsgaard Thomsen, Martin Tamke1, Aurelie Mosse, Jakob Sieder-Semlitsch, Hanae Bradshaw, Emil Fabritius Buchwald, and Maria Mosshammer
year 2021
title Imprimer La Lumiere – 3D Printing Bioluminescence for Architectural Materiality
doi https://doi.org/https://doi.org/10.1007/978-981-16-5983-6_28
source Proceedings of the 2021 DigitalFUTURES The 3rd International Conference on Computational Design and Robotic Fabrication (CDRF 2021)

summary ‘Imprimer la Lumi?re’ examines the making of a bioluminescent micro architecture. The project positions itself inside a sustainability agenda. By exploring the use of light-emitting bacteria as a material for architecture it asks what are the concepts, methods and technologies needed for designing with living materials. The project devises new means by which to design with the luminescent vibrio fischeri bacteria in a 3D printing manufacturing process based on extrusion principles. By combining the study of these living organisms and their appropriation through advanced robot-controlled 3D printing technologies, we establish a conceptual, material and technological framework for a bio-controlled bacteria growth and 3D extrusion process and a printable material based on agarose and gelatine.
series cdrf
email
last changed 2022/09/29 07:53

_id ijac202018402
id ijac202018402
authors Mette Ramsgaard Thomsen, Paul Nicholas, Martin Tamke, Sebastian Gatz, Yuliya Sinke and Gabriella Rossi
year 2020
title Towards machine learning for architectural fabrication in the age of industry 4.0
source International Journal of Architectural Computing vol. 18 - no. 4, 335–352
summary Machine Learning (ML) is opening new perspectives for architectural fabrication, as it holds the potential for the profession to shortcut the currently tedious and costly setup of digital integrated design to fabrication workflows and make these more adaptable. To establish and alter these workflows rapidly becomes a main concern with the advent of Industry 4.0 in building industry. In this article we present two projects, which presents how ML can lead to radical changes in generation of fabrication data and linking these directly to design intent. We investigate two different moments of implementation: linking performance to the generation of fabrication data (KnitCone) and integrating the ability to adapt fabrication data in realtime as response to fabrication processes (Neural-Network Steered Robotic Fabrication). Together they examine how models can employ design information as training data and be trained to by step processes within the digital chain. We detail the advantages and limitations of each experiment, we reflect on core questions and perspectives of ML for architectural fabrication: the nature of data to be used, the capacity of these algorithms to encode complexity and generalize results, their task-specificness versus their adaptability and the tradeoffs of using them with respect to conventional explicit analytical modelling.
keywords Machine learning, architectural design, industry 4.0, digital fabrication, robotic fabrication, CNC knit, neural networks
series journal
email
last changed 2021/06/03 23:29

_id architectural_intelligence2022_13
id architectural_intelligence2022_13
authors Mette Ramsgaard Thomsen
year 2022
title Computational design logics for bio-based design
doi https://doi.org/https://doi.org/10.1007/s44223-022-00015-8
source Architectural Intelligence Journal
summary This paper examines how the central contributions of the computational design field can be understood as central steppingstones into an age of sustainability to engage with new renewable, regenerative and restorative material systems. By taking departure in the conceptualisation of an extended digital chain by which architecture can address fabrication at the low scales of the material, this paper asks how these methodological innovations can be transferred to new questions arising from a bio-based material paradigm. The paper outlines the three central contributions of the computational design field: advanced information modelling, functional grading and integrated sensing, and suggests how these can be extended to allow new means of instrumentation for bio-based materials characterised by the heterogeneous, the behaving and the living.
series Architectural Intelligence
email
last changed 2025/01/09 15:00

_id sigradi2005_609
id sigradi2005_609
authors Mettig Rocha, Heliana F.; Gilberto Corso Pereira
year 2005
title Representation of the urban space in time
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 609-614
summary This study is part of a research project that investigates forms of visualization and representation of the urban space. The focus is to represent part of the city of Salvador – the port area – that permits the understanding of what this area is today and what it was in the past. Therefore, the problem is to represent an urban area in different times. It will be used several instruments and media to build this representation, which will have as a standard support the interpretation of historic iconography. Besides it will also need other devices as the actual digital cartography available, historic maps, e.g. The final objective is to integrate the new models within a three-dimensional model of the city of Salvador, built in a previous project and through an interactive application that will permit the user navigates in the urban space within time. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:55

_id ec36
authors Meurant, Robert C.
year 1988
title Some Metaphysical Considerations Raised by the Computer-Generated Electronic Environment
doi https://doi.org/10.52842/conf.acadia.1988.059
source Computing in Design Education [ACADIA Conference Proceedings] Ann Arbor (Michigan / USA) 28-30 October 1988, pp. 59-70
summary The effects of the computer on the designer are profound, and affect design methodology and habitation. The computer-aided designer experiences within the electronic environment a freedom from certain important constraints of real-world modelling of physical reality. Electronic configurations are not bound by the constructional, material, or structural constraints operating in the physical world. This freedom is liberating, in that the imagination is given a powerful tool with which to develop external representations of ideal environments. But there is also the potential of destructive tendencies. Is the increasing sophistication of external tools of the imagination at the expense of the ability of the individual to master the internal imagination - are we externalizing at the price of inner vision? There is also the possibility of greater alienation from the physical world. We loose the tactile sensitivity, and the spatial and structural intuition with which we draw and make physical models. These are essential parts of the design of the physical environment.

We are left on the horns of a dilemma. The rapid response and exciting images of the computergenerated video environment suggest we are entering an era when architecture itself becomes electronic. The physical built-form recedes in importance, and may even become redundant. But we must also ask: Are we entering a post-computer age? Will we realize the potential profundity of our innate human biocomputers - to the point where we renounce the hard technology of the material for the soft technology of consciousness?

series ACADIA
last changed 2022/06/07 07:58

_id 43b9
authors Meurant, Robert C.
year 1990
title Structure, Form and Meaning in Microgravity - the Integral Space Habitation
source International Journal of Space Structures. United Kingdom: Multi-Science Pub. Co., 1990. vol. 5: pp. 90-105 : ill. includes bibliography. --- See: The Integral Space Habitation - Towards an Architecture of Space by Meurant, Robert C
summary There will likely be an intensive colonization movement into space within the foreseeable future. Presupposing eventual adaptation to the microgravitational environment, the structural, habitable, and meaningful environment Space Architecture will be fundamentally redefined. The primary shift in spatial conception will be from a two-dimensional decentralized horizontal schema with singular up-down vertical axis, to a three-dimensional centralized polyaxial schema with in-out the primary existential axis. Mega- structures are proposed, which provide ample habitable space in Space. Their structure is provided by means centralized tensile lattices stressed by pneumatic enclosures. These are envisaged to be large-scale, of about 13 kilometers in diameter each. with Primary Tensile Lattice ties of 1 km. length. The geometry of the tensile lattice is given by the author's centralized polyaxial zonahedral expansions. Secondary tensile assemblages are then stressed by means of the primary tensile lattice, with tertiary and subordinate assemblages as desired. This permits a 'soft' non-rigid architecture to be developed. Principles of traditional architecture are relevant to space habitation studies, and indicate Space Habitation theory should seek to integrate metaphysical, psychic, and physical human needs appropriate to dwelling in microgravity. Ideally the Space Habitation should integrate structure form and meaning
keywords habitation, architecture, applications
series CADline
last changed 2003/06/02 10:24

_id ecaade2012_85
id ecaade2012_85
authors Meyboom, AnnaLisa
year 2012
title Tuning Heavy Design: Parametric Structural Form Generation
doi https://doi.org/10.52842/conf.ecaade.2012.2.567
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 567-572
summary This paper discusses a methodology for generating architectural form parametrically from structural logics such that an architectural vocabulary can be generated for use in design. It intends to further the discussion of how parametrics can play a role in architectural design. Parametric applications are facilitating the use of engineering design feedback into the architectural process, allowing architects to ‘tune’ their designs. In this case, structural form is discussed. The nature of parametrics makes the use of structural principles relatively simple because they are already in the numeric form of equations. As well, parametrics make the generation of alternatives easy because of the iterative nature of the tool. As such, including the basis of structural principles in the logic of the parametrics allows the design to function performatively in both an architectural and a structural sense.
wos WOS:000330320600060
keywords Parametric; form finding; structural analysis; algorithmic
series eCAADe
email
last changed 2022/06/07 07:58

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