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 312caadria2004
id 312caadria2004
authors Wan-Ping Gao
year 2004
title Tectonics? A Case Study for Digital Free-Form Architecture
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 519-534
summary During this information age, spatial form in the field of architecture has advanced to a new level. Digital free-form space is commonly seen as the use of computer media has increased. Computers are used in various stages of this process with regard to form, structure, supplies and planning. Many designs seen now are computer generated and have come about as a result of the development and implementation of new computer software and hardware. Tectonic knowledge representation of construction, which emphasizes structural joints and attention to detail in creativity, displays architectural form by means of poetry of construction. However, present day digital architecture emphasizes dynamic surface, with its three-dimensional curves, and the interior and exterior continuity of its topological spaces. This is all quite different from the spatial form produced by traditional tectonics view, making it impossible to explain these modern designs within the field of traditional architecture. This study uses the FEIDAD Award as a basis for analysis, and attempts to define the phenomena and aspects of digital tectonics. This study reflects the technique and mechanism of the process of digital design production, which, through the use of computers, becomes digital tectonics. Digital free-form architecture can only be understood through digital tectonics.
series CAADRIA
email wpyng@arch.nctu.edu.tw
last changed 2004/05/20 17:39

_id 2004_553
id 2004_553
authors Wojtowicz, J., Shakarchi, A. and Takeyama, M.
year 2004
title dWall – Case of VDS Baghdad
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 553-557
summary Virtual Design Studio students and teachers of architecture in Canada, Japan and United Arab Emirates worked on the central area of University of Baghdad and examined its main square by proposing designs ideas and projects while sharing dynamic web portal. The narrative aspect of the digital media redefines the nature of design practice by making the creative process more democratic and transparent. Communicating design progress across temporal and geographic borders we can publish it instantly and make design accessible at different stages of its development for the benefit of distant collaborators, as well as general public. Baghdad remains site of traumatic conflict. Approaching aftermath of this war, creates unique opportunity to challenge the role of students of design. Among issues raised by this studio were: While apart - we will share and design for the betterment of the future condition of man people. We will consider not only possible futures, but also importance of the tradition while constructing our proposals in hope for both peace and democracy. However, the ongoing Globalization patterns are subject to the growing reassessment by many. What is the role of the central square in the campus of University of Baghdad in the XXI century? How can architecture and new media contribute to the peace making under such a circumstance as Iraq is facing at present? These were fundamental questions that the students needed to deal with. This paper presents the dynamic collaborative environment as well as diverse Digital Democracy Wall projects formulated in this distributed situation.
keywords Virtual Design Studio; VDS; Baghdad; Architecture; Democracy
series eCAADe
last changed 2004/09/18 06:45

_id ecaade2010_054
id ecaade2010_054
authors Wurzer, Gabriel; Fioravanti, Antonio; Loffreda, Gianluigi; Trento, Armando
year 2010
title Function & Action: Verifying a functional program in a game-oriented environment
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.389-394
wos WOS:000340629400041
summary The finding of a functional program for any kind of building involves a great amount of knowledge about the behavior of future building users. This knowledge can be gathered by looking at relevant building literature (Adler, 1999; Neufert and Neufert, 2000) or by investigating the actual processes taking place in similar environments, the latter being demonstrated e.g. by (Schütte-Lihotzky, 2004) or new functionalist approaches of the MVRDV group (Costanzo, 2006)). Both techniques have the disadvantage that the architect might assume a behavior which is seldom experienced in real life (either through lack of information or by failing to meet the building user’s expectations). What is needed is a verification step in which the design is tested on real users. We have devised a game-like environment (Figure 1a) in which it is possible to capture the behavior of future building users in order to verify the relevance of the design even at a very early stage. As result of applying our approach, we can find previously overlooked usage situations, which may be used to further adapt the design to the user’s needs.
keywords Requirements checking; Participative design
series eCAADe
email wurzer@iemar.tuwien.ac.at
last changed 2016/05/16 09:08

_id ijac20032205
id ijac20032205
authors Yi-Luen Do, Ellen; Gross, Mark D.
year 2004
title Let There be Light! Knowledge-Based 3-D Sketching Design Tools
source International Journal of Architectural Computing vol. 2 - no. 2
summary This paper presents a framework for 3D knowledgebasedsketching tools for lighting design and twosoftware prototypes built to illustrate sketch-basedinteraction with intelligent systems in 3-D domains.Spot supports direct sunlight simulation andvisualization in a selected time period and Light Pensupports placement of electric lighting designs to lightan intended area in space. In both examples, a 3-Dsketching front-end is coupled with a back-endknowledge-based system. This enables a designer topose a problem by drawing onto a 3-D model towhich the knowledge-based system offers a solution –in one case by providing quantitative data analysis; inthe other by modifying the 3-D model. Spot and LightPen’s specific domain of architectural lighting designexemplifies a more general class of 3-D interactionwith intelligent systems.
series journal
email ellendo@u.washington.edu
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 06:08

_id 203caadria2004
id 203caadria2004
authors Ying-Chun Hsu, Robert J. Krawczyk
year 2004
title Space Adjacency Behavior in Space Planning
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 253-264
summary Digitally supported space-planning techniques have been researched and developed for decades. By processing space adjacency data with existing space-planning techniques, an objective space relationship diagram or schematic layout can be produced. These results represent the functional aspect of each project, which can be used as a reference for further design development. With these results, designers can enhance plan layouts with the preferences established by their client or themselves, as well as design styles. In this research, the author proposes a new method of applying personal preference to modify the objective layout, which imitates human interacting behavior as space organizing categories, Space Character.
series CAADRIA
email hsuying1@iit.edu
last changed 2004/05/20 16:46

_id sigradi2004_323
id sigradi2004_323
authors Yoshihiro Kobayashi; Meenakshi Sharma
year 2004
title Dynamic interface for axial spatial arrangements using soft computing
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper describes a computer application that can organize 3D objects along an axis and also redistribute those based on a set of constraints or existing patterns as selected by the user. In particular, the focus of the paper is the two dynamic Graphical User Interfaces (GUIs): the Constraint Arrangement (CA) and the Pattern Arrangement (PA). For these, we use the Soft Computing Techniques . Kohonen.s Self Organizing Map (SOM) and Genetic Algorithm (GA). In both the cases, the application outputs an axial organization of predefined 3D objects which, either adhere to selected constraints or follow patterns set by prior design. The application is implemented, tested and its results are demonstrated using buildings systems.
series SIGRADI
email ykobaya@asu.edu, Meenakshi.Sharma@asu.edu
last changed 2016/03/10 09:03

_id sigradi2004_221
id sigradi2004_221
authors Yoshihiro Kobayashi; Subhadha Battina
year 2004
title Generating housing layout designs: Fractals as a framework
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper introduces a computer-based application for three dimensional (3D) landscape simulations of housing-layout-design using the concepts of fractals with Iterative Function System (IFS). At an early phase of designing housing layouts, the designer assigns specific locations and positions for many house-units on an undeveloped site. From a simple template pattern defined by an XML file, this application generates a wide variety of such layout designs in 3D which consists of multiple residential house-units. Along with the house, the unit can include other design components found in a residential development such as a roads, walls, trees etc. The template defines the transformation rules for the IFS. It includes the information of the geometrical relationships between the stages in the iteration and of the components used in stopping the iteration. The application is formulated, implemented and tested. The results got from the case studies are demonstrated and evaluated.
series SIGRADI
email ykobaya@asu.edu, sbattina@asu.edu
last changed 2016/03/10 09:03

_id 505caadria2004
id 505caadria2004
authors Yun Gil Lee, Il Ju Lee, Jin Won Choi
year 2004
title Location Modeling for Ubiquitous Computing Based on a Spatial Information Management Technology
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 787-802
summary Location modeling, which generally has influence on location-aware applications, is a critical and interesting aspect. In the ubiquitous computing, location modeling has been discussed as one of fundamental research subject, because a location is a very essential element of contexts and useful information for other applications related with ubiquitous computing. Especially, location modeling in architectural space should be defined through the comprehension of the physical environment, because the users' (or objects) location does not only mean numerical coordinates, but also refers to the situation related to users' (or objects) physical contexts. In other hands, location model for architectural space should be based on the simplification of complicated physical environment, the consideration of corresponding various changes, and also the definition for the relationship of spatial information. Traditionally, those issues have been actively studied in the fields of CAAD (Computer Aided Architectural Design) research and could used effectively for ubiquitous computing system. This paper proposes the location model and its utilization method which can be applied on making the ubiquitous computing system in the architectural space based on CAAD theories. At the end of the paper, we present a CAAD system, called “Vitruius”, in order to define architectural spaces appropriately and manage them easily for the ubiquitous computing environment.
series CAADRIA
email jchoi@yonsei.ac.kr
last changed 2004/05/20 17:43

_id 2004_228
id 2004_228
authors Özener, Ozan Önder, Akleman, Ergun and Srinivasan, Vinod
year 2004
title Interactive Rind Modeling for Architectural Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 228-237
summary The paper presents a new modeling technique for architectural design. Rind modeling provides for the easy creation of surfaces resembling peeled and punctured rinds. We show how the method‘s two main steps of 1) creation of a shell or crust 2) opening holes in the crust by punching or peeling can be encapsulated into a real time semi-automatic interactive algorithm. We include a number of worked examples, some by students in a special modeling workshop that demonstrate the ease with which a large variety of intricate rind shapes can be created. Rind modeling method allows us developing a user-friendly tool for designers and architects. The new tool extends the abilities of polygonal modeling and allows designers to work on structured and consistent models for architectural design purposes. Rind modeling gives architects and designers a processing flexibility. It can be used in conceptual modeling during the early design phase. It can also be efficiently used for creating variety of shell structures for architectural design.
keywords CAAD, Digital Design, 3D Modeling, Subdivision Surfaces
series eCAADe
last changed 2004/09/18 06:45

_id sigradi2004_249
id sigradi2004_249
authors Carlos G. Navia D.
year 2004
title Virtual.comics (v.1)
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Virtual Comics proposed a reflection about digital universe and its capacity to represent real, unreal, imaginary, oneirics, or daily under an only web-multimedial soport. As a result of the project it was appreciated the vision of the students of the world and current society, the difficulty of learning new tools to solve a problem and the strong influence of other cultures that deeply impact our own identity. Reforced the importance of groupal work, the goals fullfilment and a real percepción of the labor life. The job intented to appeal to the man sences, where the user could freely choose the way to go through the story, choosing among other things, the end of these. Different softwares where use to oriented the creation of illustrations, animations and web development.
series SIGRADI
email carlos.navia@inacap.cl
last changed 2016/03/10 08:48

_id sigradi2004_501
id sigradi2004_501
authors Celestino Soddu
year 2004
title Argenìa, artificial dna and visionary variations
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Argenìa is a Generative System activating a process that is analogous to a genetic code and that forms the basis of artificial worlds. It is a design activity, whose aim is not only to obtain a single result. It is an executable code that is capable of producing infinite variations during its evolutionary process. This is an inspiring experience. We can reread the meta-design approach of the sixties as a concrete realization of three-dimensional models, belonging to a species.
keywords Generative, DNA, Architecture, Transformation, Variations
series SIGRADI
email celestino.soddu@polimi.it
last changed 2016/03/10 08:48

_id ecaade2007_187
id ecaade2007_187
authors Pratschke, Anja; Tramontano, Marcelo
year 2007
title No Man is an Island (Even in the Virtual World): The Online_Communities Project
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 703-709
summary This article is based on the results of various research projects on the use of Information and Communication Technologies (ICT) to reduce the digital divide in poor neighborhoods at Nomads.usp Research Center (Center for Studies on Interactive Living, www.eesc.usp.br/nomads). Among them is the Online_Communities project, which has been financed by the São Paulo State Research Funding Agency - FAPESP since 2004 involving four research groups from both the Architecture and Computer Science departments at the University of São Paulo and various public and non-governmental organizations. The Online_Communities project proposes a diversified approach in order to cover the different aspects of the conception and implementation of a specific geographical complex communication system in a mixed reality scenario. It includes its network, the requalification of a local telecenter, meta-recycling activities, setting-up a graphic interface and presenting some workshops.
keywords Public policies, Brazil, digital divide, collaborative network, interface
series eCAADe
email pratschke@sc.usp.br, tramont@sc.usp.br
last changed 2007/09/16 15:55

_id ascaad2004_paper14
id ascaad2004_paper14
authors Abdel Mohsen, Ashraf M.
year 2004
title Future Space Cities@Universe (Digi-City Vision)
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A template for the future city has been carved into the heavens. Ever since the beginning of humankind, we have looked to the sky for the opportunity to make a new start in our imperfect world. Between the stars and the darkness we have imagined utopias beyond the reach of our travel technologies, colonizing space with our fantasies. Now we are in the first stages of an electronic revolution, but in the future 50 years later we will be in a mega-digital era which we have to predict, work and search for the reality of that future. Our planet is recently over loaded with different problems, such as pollution, population, nature disasters. Our vast speed of technology and the curiosity of discovering the invisible, leads to study and find out the nearest Future Space Architecture. With the vast acceleration of technology and digital life, we should start to predict the future architecture on, into or behind the Earth. This paper is one of many perceptions of life and architecture behind the Earth in the digital era, Digi-City Vision.
series ASCAAD
email ashraf@cubeconsultants.net
last changed 2007/04/08 17:47

_id ascaad2004_paper11
id ascaad2004_paper11
authors Abdelfattah, Hesham Khairy and Ali A. Raouf
year 2004
title No More Fear or Doubt: Electronic Architecture in Architectural Education
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Operating electronic and Internet worked tools for Architectural education is an important, and merely a prerequisite step toward creating powerful tele-collabortion and tele-research in our Architectural studios. The design studio, as physical place and pedagogical method, is the core of architectural education. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. Advances in CAD and visualization, combined with technologies to communicate images, data, and “live” action, now enable virtual dimensions of studio experience. Students no longer need to gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up—if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to support collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The challenge is to predict whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series ASCAAD
email hkhairy@archcairo.org
last changed 2007/04/08 17:47

_id ascaad2004_paper5
id ascaad2004_paper5
authors Abdelhameed, Wael A.
year 2004
title A Java Program Model for Design-Idea Exploration in Three Dimensions
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Visual Perception of depictions is the basis of the act of imagining employed in visual design thinking of design process, and consequently in design-idea exploration. Digital-media use plays a significantly important role in these exploration processes. The underlying assumption of the research is that Visual Perception affects Design-Idea Exploration processes. The research investigates and sheds more light on the processes of Visual Perception, which architects use in mass exploration of design ideas. The research is a part of a series that presents a Java program based on creating 3d shapes, in order for architects to explore initial shapes related to design ideas. The initial version of the program, which is a part of another research, creates 3d shapes through controlling their dimensions and insertion point. Functions of painting, controlling the light position, and shading are added to the program that is presented in this research. The research discusses Design-Idea Exploration and Visual Perception and their correlation. The added features of the program that is used as a design medium are also presented and linked to the investigated areas.
series ASCAAD
email w_wel@yahoo.com
last changed 2007/04/08 17:47

_id 2004_142
id 2004_142
authors Achten, Henri, Jessurun, Joran and de Vries, Bauke
year 2004
title The Desk-Cave - A Low-Cost Versatile Virtual Reality Design and Research Setup Between Desktop and CAVE
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 142-147
summary Virtual Reality has become an almost ubiquitous technology in many applications, but it has seen limited success in design support. Reasons for this seem to lie in lack of easily available tools, high threshold for non-programmers, and high cost of equipment. In this paper we describe a Virtual Reality environment that is developed at Design Systems called the Desk-Cave. The Desk-Cave is a low-cost VR setup that combines principles of a CAVE system with a work desk. Architecture students with no specific training in VR technology use the Desk-Cave in design projects both in the early stage and the final presentation stage. The system allows quick transfer to the Desk-Cave and architectural evaluation of design proposals.
keywords Virtual Reality, Architectural Design, Design Process, Cel Shading
series eCAADe
email h.h.achten@bwk.tue.nl
last changed 2004/09/18 06:45

_id ddss2004_ra-19
id ddss2004_ra-19
authors Akamine, A. and A. Nélson Rodrigues da Silva
year 2004
title An Evaluation of Neural Spatial Interaction Models Based on a Practical Application
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 19-32
summary One of the serious problems faced by the Brazilian municipalities is the scarcity of resources for building education infrastructure. This asks for an optimal allocation of the available resources that includes, among other things, a rational spatial arrangement of the supply points (i.e., schools) in order to increase the demand coverage (i.e., students). If it is possible to foresee the regions where the demand is going to be concentrated, it is then possible to plan the location of new facilities and to assess the impact on the future level of service of the entire system. Considering that one of the consequences of the location-allocation process is the distribution of trips from demand points to supply points throughout the city, therefore affecting the overall intraurban accessibility conditions to essential services such as education, there is a strong need of models that planners can rely on to predict the future trip distribution patterns. As a result, the objective of this work was to evaluate the performance of Artificial Neural Networks (ANN) when applied to spatial interaction models, the so-called Neural Spatial Interaction Models. This was done in a practical context, in contrast to the more theoretical works commonly found in literature. The practical application showed that the neural spatial interaction model had different performances when compared to the traditional gravity models. In one case the neural models outperformed the gravity models, while on the other case it was just the opposite. The explanation for this may be in the data or in the ANN model formulation, as discussed in the conclusions.
keywords Artificial Neural Networks, Spatial Interaction Models, Education Infrastructure
series DDSS
last changed 2004/07/03 20:13

_id ascaad2004_paper17
id ascaad2004_paper17
authors Al-Attili, Aghlab A. and Richard D. Coyne
year 2004
title Embodiment and Illusion: The Implications of Scale as a Cue for Immersion in Virtual Environments
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary This paper examines the extent to which the issue of scale impinges on our sense of immersion in virtual environments. We consider perception from the point of view of Merleau-Ponty's phenomenology, and describe a study involving extended interviews of a small number of subjects who were presented with static, moving and interactive images of spaces. We test a series of propositions about scale cues, and speculate on the wider phenomenological issues of expectation, metaphor and play.
series ASCAAD
email Richard.Coyne@ed.ac.uk
last changed 2007/04/08 17:47

_id ascaad2004_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email jamalq@kfupm.edu.sa
last changed 2007/04/08 17:47

_id avocaad_2003_09
id avocaad_2003_09
authors Alexander Asanowicz
year 2003
title Form Follows Media - Experiences of Bialystok School of Architectural Composition
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary This paper considers transition from physical modelling to digital methods of the creation of architectural forms. Every type of creation has constructed the proper means of expression and its own methodology. The main thesis of this paper is that a specific character of the composition activity of an architect is determined by the modelling methods. As the research on architectural modelling, the two methods of creating spatial architectural forms (cardboard model and computer model) have been compared. Research has been done on the basis of the same exercise for both media. The process of creation proceeded in the same way, too. As the start point students have found the inspiration. Each student presented photos of existing architectural objects and a text, which explained the reasons of the choice. Next steps were sketches of the idea and realisation of the model. The achieved results of creative activity fully confirm the thesis of the research.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email asan@cksr.ac.bialystok.pl
last changed 2006/01/16 20:38

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