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 41 to 60 of 549

_id caadria2005_a_8c_e
id caadria2005_a_8c_e
authors Uttiya Bhattacharya
year 2005
title Modeling Designing: Cognitive Models of the Design Process Using A Semantic Approach
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 465-472
summary This text is about research in design methods that the author hopes to undertake in the future. The objective of the research is to devise a cognitive model of designing, using empirical means of studying designers at work. The purpose of this proposal with respect to the research is to present it to an audience – preferably as a poster session, and examine possible strengths and weaknesses in the proposal. Apart from the obvious benefits that accompany any external scrutiny, there would be the advantage of presenting some independently incubated ideas to the rigors of an established realm of research. During the course of the presentation, there is an examination of the Design Methods Movement of the 1970’s, followed by an inquiry into its apparent failure. Subsequently, empirical studies in design research that have been undertaken are discussed – followed by a proposal to use verbal utterances in designing, and semantically map them with an ontology modeler like KAON. Instead, the author proposes to use an ontology-instance modeler to record and disseminate verbal utterances, and thus form a cognitive model of designing. Words spoken during designing – and presenting design – can be coded, and used to form a cognitive model, using the parameters of concept, property and instance that KAON uses. The author also presents a tentative methodology of empirically observing designers at work, and modeling designing using KAON. In conclusion, it is established that such research would help develop a cognitive model of designing – more that one that is computational – but would nevertheless rely heavily on computational support. Moreover, such analysis would also need pro-active collaboration of the designers being studied.
series CAADRIA
last changed 2005/04/30 01:30

_id 2005_581
id 2005_581
authors Wender, Katrin, Willenbacher, Heiko, Hübler, Reinhard and Donath, Dirk
year 2005
title A Modular Navigation Layer for Information Retrieval in the Building Life Cycle
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 581-588
summary One cause for the mostly inconsistent and incomplete transfer of data within the building life-cycle is the insular nature of currently available software solutions for building planning / facility management. An IT-supported integrative platform could ensure the integration not only of all planning participants and their respective tasks but also all phases of the building life-cycle. A platform of this kind must provide flexibility on several levels: modelling / administration, model integration and of course data navigation and information retrieval. Because of the uniqueness and long lifetime of buildings it is impossible to develop a comprehensive and generically applicable building model as well as information requirements occurring during the life-cycle cannot be precisely defined in advance. A basic feature of the proposed approach is the ability to modify the building model (i.e. data structure) at run-time of the system. As a fundamental requirement the navigation layer of the integrative platform must support a variety of search strategies and be open for the integration of new modules. We describe an approach for an integrated platform for information retrieval across the entire life cycle of a building using a digital building model as a basis. The system architecture developed for the data and integration layers is described and problems associated with information provision for supporting decisions are examined. Based on the demands identified, an approach for a navigation and online search layer is formulated.
keywords Information Retrieval: Building Life Cycle, Building Model, Planning Process, Decision Process
series eCAADe
last changed 2012/11/23 18:17

_id caadria2005_b_6c_a
id caadria2005_b_6c_a
authors Xiao Zhang
year 2005
title A Study of Daylight Environments with Spherical Mirrors
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 489-495
summary A spherical mirror has the ability to record all information of the surrounding environment and its map offers an ideal 2D picture to study 3D environments. This paper tries to study the daylight environment by using spherical mirror maps, which can be acquired from photography or computer simulation. Both quantitative and qualitative evaluations of daylight in architecture are discussed and applications of spherical mirror maps in daylight design are proposed.
series CAADRIA
last changed 2005/04/30 01:30

_id acadia18_404
id acadia18_404
authors Clifford, Brandon; McGee, Wes
year 2018
title Cyclopean Cannibalism. A method for recycling rubble
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 404-413
summary Each year, the United States discards 375 million tons of concrete construction debris to landfills (U.S. EPA 2016), but this is a new paradigm. Past civilizations cannibalized their constructions to produce new architectures (Hopkins 2005). This paper interrogates one cannibalistic methodology from the past known as cyclopean masonry in order to translate this valuable method into a contemporary digital procedure. The work contextualizes the techniques of this method and situates them into procedural recipes which can be applied in contemporary construction. A full-scale prototype is produced utilizing the described method; demolition debris is gathered, scanned, and processed through an algorithmic workflow. Each rubble unit is then minimally carved by a robotic arm and set to compose a new architecture from discarded rubble debris. The prototype merges ancient construction thinking with digital design and fabrication methodologies. It poses material cannibalism as a means of combating excessive construction waste generation.
keywords full paper, cyclopean, algorithmic, robotic fabrication, stone, shape grammars, computation
series ACADIA
type paper
last changed 2019/01/07 11:22

_id caadria2005_a_7b_a
id caadria2005_a_7b_a
authors Abdullah, A.Q.M. ; Md. Emran Hossain, Md. Shabab Habib Khan
year 2005
title Digital Perception, Development and Presentation in Architecture: a study of Bangladesh with global context
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 255-267
summary In the recent past the computer has become an important tool in both the design and presentation media/method in architecture. In this paper digitalization in architectural practice and architectural education in both the global and Bangladesh contexts have been studied. A survey questionnaire was carried out to find how and to what extent available software are being used in Bangladesh for this purpose. Opinion, views, expectations of architects from leading architectural firms of Bangladesh were studied to understand the future prospect of this field in Bangladesh.
series CAADRIA
last changed 2007/07/23 05:08

_id 2005_010
id 2005_010
authors Aish, Robert
year 2005
title From Intuition to Precision
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 10-14
summary Design has been described as making inspire decisions with incomplete information. True, we may use prior knowledge, we may even think we understand the causalites involved, but what really matters is exploration: of new forms, of new materials, and speculation about the response to the resulting effects. Essentially, this exploration has its own dynamics, involving intuition and spontaneity, and without which there is no design. But of course we all know that this is not the whole story. Design is different to 'craft'; to directly 'making' or 'doing'. It necessarily has to be predictive in order to anticipate what the consequence of the 'making' or 'doing' will be. Therefore we inevitably have to counter balance our intuition with a well developed sense of premeditation. We have to be able to reason about future events, about the consequence of something that has not yet being made. There is always going to be an advantage if this reasoning can be achieved with a degree of precision. So how can we progress from intuition to precision? What abstractions can we use to represent, externalize and test the concepts involved? How can we augment the cognitive processes? How can we record the progression of ideas? And, how do we know when we have arrived? Design has a symbiotic relationship with geometry. There are many design issues that are independent of any specific configurations. We might call these “pre-geometric” issues. And having arrived at a particular configuration, there may be many material interpretations of the same geometry. We might call these “post-geometric” issues. But geometry is central to design, and without appropriate geometric understanding, the resulting design will be limited. Geometry has two distinct components, one is a formal descriptive system and the other is a process of subjective evaluation.
series eCAADe
last changed 2012/11/23 18:17

_id ecaade2017_184
id ecaade2017_184
authors Almeida, Daniel and Sousa, José Pedro
year 2017
title Tradition and Innovation in Digital Architecture - Reviewing the Serpentine Gallery Pavilion 2005
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 267-276
summary Please write your aToday, in a moment when digital technologies are taking command of many architectural design and construction processes, it is important to examine the place and role of traditional ones. Designed by Álvaro Siza and Eduardo Souto de Moura in collaboration with Cecil Balmond, the Serpentine Gallery Pavilion 2005 reflects the potential of combining those two different approaches in the production of innovative buildings. For inquiring this argument, this paper investigates the development of this project from its conception to construction with a double goal: to uncover the relationship between analogical and digital processes, and to understand the architects' role in a geographically distributed workflow, which involved the use of computational design and robotic fabrication technologies. To support this examination, the authors designed and fabricated a 1:3 scale prototype of part of the Pavilion, which also served to check and reflect on the technological evolution since then, which is setting different conditions for design development and collaboration.bstract here by clicking this paragraph.
keywords Serpentine Gallery Pavilion; Computational Design; Digital Fabrication; Wooden Construction; Architectural Representation;
series eCAADe
last changed 2017/09/13 13:13

_id caadria2005_a_7c_a
id caadria2005_a_7c_a
authors Anandan Karunakaran
year 2005
title Organisation of Pedestrian Movements: an Agent-Based Approach
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 305-313
summary Cities are becoming more complex in this digital era due to technological changes. Thinking of cities without such technological changes is equivalent to an embryonic state in the morphology of city growth, that is, the growth seems less advanced. So it is appropriate to think of the non digital city digitally. Urban design is one state which establishes the perfect relationship between the street, people and building. The relationship of the people with the building and street is becoming one of the key factors in architecture. It has been observed that the design of a city has been influenced by the pedestrian movement. Many cities prior to the industrial era were largely determined by the social interactions based on walking. Thus the pedestrians play a key role in the formation of the city. They are a very important component in any representation of transport movements. They generally terminate or initiate a chain of linked activities, and if observed carefully, a single pedestrian movement is meant to include various sub journeys from one location to another. In order to organize pedestrians, we need to understand the pedestrian movement system. Though there is a lot of development of urban models in this aspect, it is still in a nascent state in comparison with the digital advancement. Thus much research work is carried out which can be applied to any given environmental setting, and as a result urban designers can respond to the changing socio-cultural technologies.
series CAADRIA
last changed 2005/04/30 01:30

_id 2005_501
id 2005_501
authors Celani, Gabriela, Pupo, Regiane, Mendes, Gelly and Pinheiro, Érica
year 2005
title Generative Design Systems for Housing
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 501-506
summary The present paper describes an undergoing research that aims at developing a generative design computer implementation with an outside-in approach, OIDS. The system will allow developing and visualizing context-based housing development designs. This approach will include both natural characteristics of the site and the existing neighboring buildings. It is argued that certain common urban design practices are the result of a simplification due to difficulties in dealing with the irregularities of the natural environment, which often requires the use of time-consuming methods. The computer-based application will provide tools for dealing with such difficulties, allowing designers to describe their own design rules. In an initial phase of the project, a tool that can subdivide irregular land parcels into equally sized areas has been developed. In further stages, other environmental variables will be addressed, such as solar aspect and prevalent wind directions. Eventually, even the designs of interior layouts should result from exterior forces. The resulting generative system is expected to facilitate and encourage the use of a more organic approach to building siting and design, bringing about the important discussion about which should be the main forces in the generation of the built environment.
keywords Generative Design; Context-Based Design; Housing Design; Building Siting; Urban Space Simulation
series eCAADe
last changed 2012/11/23 18:17

_id cf2005_1_62_226
id cf2005_1_62_226
authors CHENG, Nancy Yen-wen and MCKELVEY Andrew
year 2005
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 291-300
summary This paper examines the effectiveness of animated versus non-animated drawings as teaching tools. Data was collected by comparing how architectural design students given an animation versus those given a static, six-panel storyboard are able to learn processes in a space-planning design problem. All subjects were given an example of an expert design drawing, asked to put the design steps in order, and then to follow those steps in performing a similar design problem. Their responses were recorded with a digital pen-on-paper system that automatically generates vector animations. The animations can then be immediately viewed on a computer for stroke-by-stroke review. Finally, each student’s animation was analysed in terms of design process steps and compared with the expert example. While those given animations performed only marginally better on the survey of steps, they were better able to imitate the order of expert steps. Furthermore, reviewing the examples by computer revealed common errors that students could modify for more successful design strategies. The following discussion examines methods for researching design process with the digital pen, along with shortcomings, advantages and directions for further study.
keywords teaching, with technology, sketching, design teaching, digital pPen-based computing
series CAAD Futures
type normal paper
last changed 2007/10/22 04:58

_id acadia05_184
id acadia05_184
authors Fineout, Matthew G.
year 2005
title The Tower of Babel: Bridging Diverse Languages with Information Technologies
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 184-191
summary New digital tools or information technologies are providing the means for architects to realize unprecedented architectural creations. Unfortunately, the promise these technologies hold is far from their potential expression in the built physical environment. A contributing cause to this disjunctive state is the multiplicity of languages and knowledge sets employed by the various team members or actors engaged in a building project. From the cost models of the owners to the shop drawings of the fabricators, each actor views the project in terms specific to their individual discipline. In order to successfully engage the building process, these new technologies must account for this condition and develop means in which to span across traditional boundaries. This paper will examine the disjointed and fractured nature of the building project and identify opportunities for the deployment of information technologies to bridge boundaries, ultimately providing for and delivering architectural projects of unparalleled precedence. Specific aspects inherent to these technologies will be examined to understand where their application may benefit the building process. The key attributes this paper will focus on include: visualization tools, centralized database, cross discipline platform tools and novel forms of information representation. A case study of an architectural project will serve as the means in which to study the successful implementation of these attributes and their resulting impact on the design process and building project. This study will demonstrate how information technologies can be implemented within the multifaceted framework of conventional building projects to yield a project of unprecedented form.
series ACADIA
last changed 2005/10/25 16:52

_id sigradi2005_799
id sigradi2005_799
authors Gonzalo, Guillermo E.; Sara L. Ledesma, V.M. Nota, C.F. Martínez, G.I. Quiñones y G. Márquez Vega.
year 2005
title Methodology for the bioclimatic design: computer sustain for election of guidelines and strategies.
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 799-805
summary After numerous studies and practical of use, field and laboratory measurements, carried out among the years 1994 and 1999, we arrived to the elaboration and presentation of a methodology for the bioclimatic design and energetically sustainable that already takes two books publications. With the support of more than 600 figures that facilitate the understanding of the concepts explained in the books and 26 computer software and databases, that are attached to the second book, the work is facilitated so that designers of buildings that have not been never in contact with a certain climate, or that they don’t have sufficiently assumed by means of the observation of the particularities of a certain climatic situation, to understand the form in that the climate influence their design, condition or determine the design solutions and averge strategies that will choose when carrying out an architecture work. [Full paper in Spanish]
series SIGRADI
last changed 2016/03/10 08:52

_id sigradi2005_240
id sigradi2005_240
authors Hernández, Silvia Patricia
year 2005
title Educational hypermedia: designing with confusion, discovery and video games
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 240-244
summary The aim of this work is to present some reflexions raised when designing teaching materials in hypermedia formats for architecture. We plan to work with the essential notions for design, creation and use of hypermedia technology in either traditional and/or distance learning. While doing this, we will go deep in the use of some tools of hypermedia design. We will go from formal models such as abstraction, taking as an example the use of video games, to interface elements. We will present different concepts that should be applied in the design of hypermedia; they help in assisting the user to discover and to increase his knowledge. We intend to promote an effective user. We aim to assess design emphasizing the ludic experience, according to what exists in the market and to the two works on hypermedia design from the author." [Full paper in Spanish]
series SIGRADI
last changed 2016/03/10 08:53

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
last changed 2012/02/11 18:21

_id ascaad2016_002
id ascaad2016_002
authors Jabi, Wassim
year 2016
title Rigorous Creativity - Ubiquity, Parametrics, Tectonics
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 3-6
summary Architects frequently understand and experience design and creativity as a personal and lonely activity. However, there is, increasingly, a need to collaborate with others in the design and construction of buildings. Digital technology is intricately intertwined with the creative and social aspects of the emerging practice world. A prime example is the use of digital fabrication technology and building information models to directly transfer information among architects, contractors, fabricators and consultants. At the same time, the discipline and practice of creative design is increasingly seen as a valuable cognitive skill, to be emulated, tapped, and understood by other disciplines in various settings. Fields outside of architecture and governmental granting agencies have shown strong interest in understanding, rationalizing and importing the creative design process that architects engage in. The obstacle, however, has been that architects and designers are rarely able to explain their processes in a manner understood by others. The advent of digital tools and social computing further complicates the issues of how designers design with such tools and how designers design with others (Lawson, 2005). Our aim should be to define a discipline of collaborative digital design with clear conceptual frameworks, methodologies, and epistemologies. The goal is two-fold: 1) to formulate a discipline of digital design based on sound theoretical and pragmatic underpinnings, and 2) to elucidate the processes of digital design so that we can better communicate them to other disciplines and thus engage more effectively in interdisciplinary research.
series ASCAAD
last changed 2017/05/25 11:13

_id 2005_399
id 2005_399
authors Johansson, Mikael and Roupé, Mattias
year 2005
title From CAD to VR – Implementations for Urban Planning and Building Design
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 399-405
summary At present time, three-dimensional objects are often represented with 2D-data in urban planning and building design. In order to get all the involved parties to fully understand a certain project, this may not be enough. More and more projects therefore take use of the Virtual Reality (VR) technique as a complement to traditional 2D drawings and sketches. All the involved parties can then share a common frame of reference for all discussions regarding a certain project. Unfortunately, the technique is not yet adapted to fit the current building design process. In this paper, we present a solution for semi-automatic generation of a VR-model based on 3D CAD information and aerial photos obtained from the City Planning Authorities in Sweden. The data is imported to support real-time editing of terrain, roads and buildings. We also present a framework for importing 3D-models created in Autodesk Revit which enables a seamless integration of modern 3D CAD and VR-models. The features are implemented in a software developed at Chalmers Visualization studio (Gothenburg, Sweden) and technical details about terrain handling and speed-up techniques will be given.
keywords Virtual Reality; 3D City modeling; Urban planning; Terrain; Visualization
series eCAADe
last changed 2012/11/23 18:17

_id sigradi2005_433
id sigradi2005_433
authors Muñoz, Patricia Laura; Juan López Coronel
year 2005
title Looking at CAD from Morphology
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 433-437
summary Our knowledge on Morphology of Industrial Design was increased through its relation to CAD systems. It was not just a functional change, because there was an integration of conceptual and operational morphological knowledge with 3D modelling systems. Over almost ten years of research we identified three different stages: exploration, surpassing of restrictions and expansion. We worked mainly in the generative systems of curve spatial surfaces and on their determination and communication, combining both digital and analogous resources. Throughout these stages we were able to understand CAD systems as instruments of inquiry that enable morphological explorations that would be unfeasible without them. If we can look beyond their visualizing faculties we can enter this challenging research area that will allow us to broaden the vision and scope of our discipline. [Full paper in Spanish]
series SIGRADI
last changed 2016/03/10 08:55

_id cf2005_2_12_157
id cf2005_2_12_157
authors SRINIVASAN Vinod, OZENER Ozan Onder and AKLEMAN Ergun
year 2005
title Interactive Inverted Perspective Rendering for Architectural Visualization
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 21-30
summary Inverted perspective is an illusion of depth perception characterized by the inversion of depth cues in the scene. Distant parts of the scene are shown larger and nearer parts shown smaller than they would appear in linear perspective to achieve the illusion. In this paper, we present a method to achieve this illusion in real-time for interactive applications. We also present a 3D modelling environment for conceptual design which makes use of this display method. Apart from the artistic and perceptual applications of inverted perspective rendering, our method is also very useful for creating an active viewport scene for 3D modelling of solid models with boundaries and complex interior structures. Effective and legible visualization of complex conceptual objects with different kind of layered structures is an important topic for design research. Our method also enables the user to easily create non-photorealistic renderings to understand both the interior and exterior structure of a spatial model from a single image.
keywords inverted perspective, conceptual design, architectural visualization
series CAAD Futures
last changed 2005/05/05 05:06

_id cf2005_2_31_60
id cf2005_2_31_60
authors TALBOTT Kyle
year 2005
title Integrating Generative Modelling and Design Process
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 77-88
summary While researchers learn to generate design options with a computer, the question of how a designer interacts with these options remains largely unexcavated. This paper explores how a generative system should interact with a designer. It argues that limitations in human cognition require a designer to manage the complexity of his task with a creative thinking strategy called Perception-Imagination Overlay. To support this, a generative system should present a progression of contextual design “moves” rather than a collection of finished solutions. After validating a set of interface requirements, the paper presents an example interface. The paper concludes that the development of computational methods cannot be legitimately isolated from the development of an appropriate designer-system interaction, and that integrating these concerns might transform our conception of generative systems.
keywords human-computer interaction, generative design, creativity, design process, 3D modelling
series CAAD Futures
last changed 2005/05/05 05:06

_id 2005_537
id 2005_537
authors Barrios, Carlos
year 2005
title Symmetry, Rules and Recursion
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 537-543
summary This paper presents a parametric shape grammar that explains the generation of the structural forms of the Spanish designer Santiago Calatrava. The shape grammar is divided into two separate grammars a lower level grammar and a higher level grammar. The lower level or first grammar is composed of rules to generate a “fundamental unit” design, which has the characteristic to be a single component with non-repetitive parts that becomes the primitive object of the design. The higher level or second grammar is composed of rules that generate the overall design by recursive application of Euclidean transformations to the fundamental unit. We concentrate our discussion on the higher level or second grammar to demonstrate the process of generating complex designs by application of simple rules.
keywords Shape Grammars, Parametric Design, Design Rules, Complex Structures
series eCAADe
last changed 2012/11/23 18:17

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