scholarly journals TEACHING PARAMETRICISM AS A STANDARD SKILL FOR ARCHITECTURE

2018 ◽  
Vol 42 (1) ◽  
pp. 34-39 ◽  
Author(s):  
Arne RIEKSTINS

The traditional need for coding to create parametric design has become quite obsolete with the advent of powerful visual programming languages for most becoming architects of the current young generation that are studying all around the world. Parametricism might become one of the standard skills for applicants seeking for a position at architectural design practices. It raises a question – how to implement the parametric knowledge into the workflow of a classical architectural designing approach, and rethinking the way we present these concepts at university level education of architecture. Additional knowledge of subjects is necessary, for example, about the structural integrity, material tolerance, fabrication optimization, sustainability issues etc. just to name the most frequent areas where lies the highest potential of making mistakes when these new systems are in use. Meanwhile the CAD/CAM paradigm that let architects design straight for fabrication brings new challenge for construction practice. Parametricism is an excellent platform of research for form finding, as there is very little amount of time needed to recreate significantly different design proposals by changing the variables, as soon as the bigger system of internal relations is set up.

2021 ◽  
Author(s):  
◽  
Christopher David Welch

<p>Parametric design tools and visual programming languages are fast becoming an important part of the architects design process. A review of current literature notes that the barrier to entry into the medium is lowering while the power of the tools available is increasing. The purpose of this research is to use these emerging tools to explore complex architectural issues related to space planning and massing. This research aims to bring these aspects of the design process together to generate an architecture where programme and aesthetic are derived in equal measure by the architect and the computer. The project began with a series of technical studies focusing primarily on space planning, massing, site analysis and circulation with the purpose of using an amalgamation of these techniques to develop into a final generative algorithm. These ideas are explored through an open ended design process of iterative research and testing, self and peer review, development and critical reflection. The viability of the algorithm is then tested through the generation a number of test buildings, across variety of sites. In order to provide a direction and author a degree of creative friction within the research process, the projects are framed around the development of a mid-size, urban sited secondary school. The final algorithm provides constraints in such a way that the architecture evolves in a natural, predictable way that can still surprise and inform, as well as consistently producing viable, interesting iterations of buildings. This process, described as an “open box” structure, produced a wide variety of working concepts and provided a high level of control as a designer.</p>


2018 ◽  
Vol 2 (1) ◽  
pp. 43
Author(s):  
Rendy Perdana Khidmat

Abstract:. Recent trends and rapid developments in computing gives tremendous impact in many disciplines beside computer science. Architecture is one of disciplines that have undergone an evolution in paradigm as a result of this development. Parametric design is one of the approaches used in architectural design which lead to the advance circumtances in design process. This approach adopts some of designer-friendly programming language where architects can utilize unlimited computation abilities from computers in search of design solutions by designing their parametric definitions or rules. This article will discuss about the parametric approach to the design of multi-storey building buildings. The case study in this research is the design competition of ASEAN Secretariat building (ESAC) organized by Ikatan Arsitek Indonesia (IAI) Jakarta. The Grasshopper platform is used to explore for building form (form-finding) that maximize the view toward its site. A simple radiation analysis is also conducted in this design process using the plug-in called Ladybug + Honey bee and Multi-Objecive Optimization using Octopus plug-in, to look for minimal radiation that is affected by the location of the building form. Keywords: Parametrik desain, Grasshopper, Ladybug + Honey bee, Octopus Abstrak: Tren dan perkembangan yang pesat dalam komputasi banyak mempengaruhi disiplin lain diluar ilmu komputer. Arsitektur adalah salah satu disiplin yang banyak mengalami perubahan dalam paradigma pemikirannya akibat dari perkembangan ini. Parametrik desain merupakan salah satu pendekatan yang digunakan dalam desain arsitektur. Pendekatan ini mengadopsi bahasa pemrograman dimana arsitek dapat memanfaatkan kemampuan menghitung yang tidak terbatas dari komputer dalam mencari solusi desain dengan merancang definisi parametriknya. Artikel ini akan membahas mengenai pendekatan parametrik pada desain bangunan gedung berlantai banyak. Studi kasus pada penelitian ini adalah sayembara desain gedung sekretariat ASEAN Jakarta yang diselenggarakan Ikatan Arsitek Indonesia (IAI) Jakarta. Platform Grasshopper digunakan untuk mencari gubahan masa yang dapat memaksimalkan view dan bentuk terhadap tapaknya. Analisa radiasi sederhana juga dilakukan pada proses ini dengan menggunakan plug-in Ladybug + Honey bee dan Multi-Objecive Optimization dengan menggunakan plugin Octopus, untuk mencari radiasi minimal yang dipengaruhi oleh bentuk dan letak bangunan yang didesain. Kata Kunci: Parametrik desain, Grasshopper, Ladybug + Honey bee, Octopus


Author(s):  
Steinar Hillersøy Dyvik ◽  
Marcin Luczkowski ◽  
John Haddal Mork ◽  
Anders Nils Rønnquist ◽  
Bendik Manum

<p>Freeform structures can provide both aesthetically interesting and material efficient solutions but are considered a demanding task for both structural design, manufacturing and architectural design. A free form surface is therefore rationalized into something more buildable like the gridshell. However, a digital design process with freeform geometry can be a complex and confusing task. By defining a gridshell as <i>nodes</i>(joints) and <i>elements</i>(members), we can set up a parametric workflow that handles the complexity in design and analysis. Optimization and rationalization of shape, topology, and cross-section are studied real-time, giving the designer confidence and design- freedom. This paper explains a parametric workflow for designing freeform gridshells. Through the design and construction of a timber gridshell pavilion with 3D printed nylon nodes, we discovered important elements of the parametric design process of freeform gridshells.</p>


2021 ◽  
Author(s):  
◽  
Christopher David Welch

<p>Parametric design tools and visual programming languages are fast becoming an important part of the architects design process. A review of current literature notes that the barrier to entry into the medium is lowering while the power of the tools available is increasing. The purpose of this research is to use these emerging tools to explore complex architectural issues related to space planning and massing. This research aims to bring these aspects of the design process together to generate an architecture where programme and aesthetic are derived in equal measure by the architect and the computer. The project began with a series of technical studies focusing primarily on space planning, massing, site analysis and circulation with the purpose of using an amalgamation of these techniques to develop into a final generative algorithm. These ideas are explored through an open ended design process of iterative research and testing, self and peer review, development and critical reflection. The viability of the algorithm is then tested through the generation a number of test buildings, across variety of sites. In order to provide a direction and author a degree of creative friction within the research process, the projects are framed around the development of a mid-size, urban sited secondary school. The final algorithm provides constraints in such a way that the architecture evolves in a natural, predictable way that can still surprise and inform, as well as consistently producing viable, interesting iterations of buildings. This process, described as an “open box” structure, produced a wide variety of working concepts and provided a high level of control as a designer.</p>


2014 ◽  
Vol 5 (2) ◽  
pp. 778-789
Author(s):  
Hassan Nouri Al-Obaidi ◽  
Ali A. Rashead Al-Azawy

Current research presents a visual-computational tool to design and investigate round electrostatic lenses in sense of analysis procedure. The finite elements methods is adopted to find the electrostatic potential in the lens region. Laplace’s equation is first replaced by a certain functional which physically represent the electric energy stored in the electric field. This functional is then minimized at each mesh point with respect to the nearest eight ones. This minimization process is proved to be entirely equivalent to solving Laplace’s equation. The requirement that the functional being minimized is then yields a set of nine point equations which inter relate the potentials at adjacent mesh points. Finally this set of equations is solved to find the electrostatic potential at each mesh point in the region of the lens under consideration. The procedure steps mention above are coded to program written in visual basic. Hence an interface tool for analyzing and designing electrostatic lenses has been built up. Designing results proved that the introduced tools has an excellent outputs in comparison with the others written in not visual programming languages. Furthermore it easier for researchers and designer to use such a tool over their counterpart ones.


1981 ◽  
Author(s):  
M. DUNN, JR. ◽  
J. BERTELSEN

2021 ◽  
Vol 11 (15) ◽  
pp. 6881
Author(s):  
Calvin Chung Wai Keung ◽  
Jung In Kim ◽  
Qiao Min Ong

Virtual reality (VR) is quickly becoming the medium of choice for various architecture, engineering, and construction applications, such as design visualization, construction planning, and safety training. In particular, this technology offers an immersive experience to enhance the way architects review their design with team members. Traditionally, VR has used a desktop PC or workstation setup inside a room, yielding the risk of two users bump into each other while using multiuser VR (MUVR) applications. MUVR offers shared experiences that disrupt the conventional single-user VR setup, where multiple users can communicate and interact in the same virtual space, providing more realistic scenarios for architects in the design stage. However, this shared virtual environment introduces challenges regarding limited human locomotion and interactions, due to physical constraints of normal room spaces. This study thus presented a system framework that integrates MUVR applications into omnidirectional treadmills. The treadmills allow users an immersive walking experience in the simulated environment, without space constraints or hurt potentialities. A prototype was set up and tested in several scenarios by practitioners and students. The validated MUVR treadmill system aims to promote high-level immersion in architectural design review and collaboration.


2005 ◽  
Vol 277-279 ◽  
pp. 318-323
Author(s):  
Yang Hee Nam

Architectural design is one of those areas that have actively employed interactive design tools such as CAD/CAM software. In order to add a realistic view of the design results in the 3D work process, there have been several recent attempts to employ a virtual reality technology that allows architects to explore design in 3D space. However, VR’s weakness is that common interaction tasks, such as navigation and selection, are still not supported conveniently in 3D space. In addition, VR devices are generally unfamiliar to the average person and are too expensive to use. This paper presents a VR framework that makes the design task easily achieved by employing a PDA interface for a VR interaction applied to street-view emotional color design problems.


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