A Simulation-Validated Shape Grammar for Architectural Acoustics

Author(s):  
Jonathan Dessi-Olive ◽  
Timothy Hsu
2020 ◽  
Vol 179 ◽  
pp. 02089
Author(s):  
Zhang Shutao ◽  
Xu Juanjuan ◽  
Su Pengfei ◽  
Su Jianning

In view of the problems such as the single type of cultural derivative products of Linxia brick carving and the weak cultural attraction, we carried out the application research of Linxia brick carving culture by using shape grammar. Firstly, we collected and combed the materials of brick carving culture in Linxia by means of literature research and field investigation. Then, we determined the target product, analyzed the product form and emotional demand, construct the reference product form database, screen the brick carving pattern through the matching of the product emotional demand, obtained the characteristic lines of the brick carving pattern by the way of the type spectrum analysis, and established the typical form factor database of brick carving; Finally, taking some lines in the typical form factor database as the initial shape, we combined them with the lines in the reference product form database. According to the shape grammar deduction rules, the scheme was generated, the best scheme was selected and further refined. Studies have shown that the use of shape grammar for product design can enhance the cultural connotation of products, promote cultural heritage, and effectively guide the design of Linxia brick carving products.


Buildings ◽  
2021 ◽  
Vol 11 (6) ◽  
pp. 235
Author(s):  
Joanna Jablonska ◽  
Roman Czajka

Contemporary architectural and urban planning aims at optimal development of the environment, including in terms of acoustics. As such, support with computer-aided design (CAD) tools is, nowadays, obligatory. The authors present investigation outcomes of three different CAD and computing methods extracted for the study. The scope covers different scales of considerations from architectural acoustics to the urban level, which relates to the standard architect’s commissions field. The described approaches are applicable for both academics and professionals in the broadly understood building industry There were analysed and synthesized experiences from the use of two-dimensional and three-dimensional simulations, computing based on standardized formulas, and an acoustic meter (here: the SVAN 979 for RT60, LAeq measurement). The article concludes with an assessment, which shows possible uses of methods and confirmations of their usability.


Author(s):  
Manish Agarwal ◽  
Jonathan Cagan

Abstract This paper argues that shape grammars and the languages they define are an ideal means to generate and represent products where basic functionality can be decomposed into discrete processes, forms can be created to fulfill those functional processes, and variation in those forms differentiates between competitive products. A shape grammar for the design of coffee makers is highlighted and used to illustrate how an infinite set of a class of products can be articulated through a concise shape grammar. Novel coffee makers and coffee makers in the market today are generated from the grammar.


2005 ◽  
Vol 32 (3) ◽  
pp. 347-380 ◽  
Author(s):  
José Pinto Duarte

The goal of the described research is an interactive computer system for the design of customized mass housing. Shape grammars are the formalism proposed to systematize the design rules required for such a system. A shape grammar for Alvaro Siza's patio houses at Malagueira, a 1200-unit development still being designed and constructed today, is presented. The grammar is based on the corpus of thirty-five houses designed between 1977 and 1996. The generation of houses in the grammar proceeds by the recursive dissection of rectangles locating four different functional zones (patio, living, services, and sleeping) and the key placement of the staircase. The schematic generations of two existing houses and the detailed generation of a novel one illustrate the grammar.


Author(s):  
Stefanie Evelyn ◽  
Sutrisnowati Machdijar

BSD City is an area that is planned to be a pioneer of the Integrated Smart Digital City, triggered by the population of BSD which is dominated by millennials and alpha generations who grow up following technological developments. Millennials have a high level of anxiety, stress and depression. To reduce high levels of stress art has an important role where art can change one's emotions and behavior, have a positive impact on stress management, reduce anxiety levels and improve mood. Digital technology has allowed art to go beyond existing boundaries, so that art in the present and in the future will be more dynamic, flexible in accordance with the character of the millennials generation. Therefore, this design aims to provide a forum for interaction between art and humans and among fellow human beings from various groups by utilizing technological advances to maximize the interactions that occur and foster creative thinking and self-expression through digital art. The design is done by survey method and shape grammar. A museum where visitors can explore digital art and interact directly with the artwork and express their emotions freely into a museum, is needed by the Millennials at this time. AbstrakKota BSD merupakan suatu kawasan yang direncanakan akan menjadi pionir Integrated Smart Digital City, dipicu oleh penduduk BSD yang didominasi oleh generasi milenial dan generasi alfa yang tumbuh dengan mengikuti perkembangan teknologi. Generasi  milenial memiliki  tingkat kecemasan, stress, dan depresi yang tinggi. Untuk mengurangi tingkat stress yang tinggi itu seni memiliki peran yang penting dimana seni dapat mengubah emosi dan perilaku seseorang, memberi dampak positif pada manajemen stress, mengurangi tingkat kecemasan dan meningkatkan mood.[1] Teknologi digital telah memungkinkan seni untuk melampaui batasan-batasan yang ada, sehingga seni di masa sekarang dan di masa yang akan datang menjadi lebih dinamis, fleksibel sesuai dengan karakter generasi millennials. Oleh karena itu, perancangan ini bertujuan untuk menyediakan wadah interaksi antara seni dengan manusia dan antara sesama  manusia dari berbagai golongan dengan memanfaatkan kemajuan teknologi untuk memaksimalkan interaksi yang terjadi serta menumbuhkan pemikiran kreatif dan ekspresi diri melalu seni digital. Perancangan dilakukan dengan metode survei dan shape grammar. Museum dimana pengunjung dapat mengeksplorasi seni digital dan berinteraksi langsung dengan karya seni tersebut serta mengekspresikan emosinya secara bebas menjadi museum yang dibutuhkan generasi milenial di masa ini.[1] Sabine C. Koch & Fuchs T, Embodied Arts Therapies, (Arts Psychother, 2011)


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