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 2005_763
id 2005_763
authors Beilharz, Kirsty
year 2005
title Architecture as the Computer Interface: 4D Gestural Interaction with Socio-Spatial Sonification
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 763-770
summary Architecture today extends far beyond designing building shells and material, peripheral boundaries. Arguably, it has always been, and shifts increasingly in contemporary environments towards, designing space and interaction with space. Hence, the role of the designer includes integration of computing in architecture through ambient display and non-tactile interaction. This paper explores a framework in which the architecture is the computer interface to information sonification. (Sonification is automatically generated representation of information using sound). The examples in this paper are Emergent Energies, demonstrating a socio-spatially responsive generative design in a sensate environment enabled by pressure mats; Sensor-Cow using wireless gesture controllers to sonify motion; and Sonic Kung Fu which is an interactive sound sculpture facilitated by video colour-tracking. The method in this paper connects current information sonification methodologies with gesture controller capabilities to complete a cycle in which gestural, non-tactile control permutes and interacts with automatically-generated information sonification. Gestural pervasive computing negotiates space and computer interaction without conventional interfaces (keyboard/mouse) thus freeing the user to monitor or display information with full mobility, without fixed or expensive devices. Integral computing, a blurring of human-machine boundaries and embedding communication infrastructure, ambient display and interaction in the fabric of architecture are the objectives of this re-thinking.
keywords Interactive Sonification, Gesture Controllers, Responsive Spaces, SpatialSound
series eCAADe
last changed 2012/11/23 18:17

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web ( , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
last changed 2012/02/11 18:21

_id acadia05_170
id acadia05_170
authors Barker, Daniel and Dong, Andy
year 2005
title A Representation Language for a Prototype CAD Tool for Intelligent Rooms
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. 170-183
summary Intelligent rooms are a type of intelligent environment which enhance ordinary activities within the confines of a room by responding to human interaction using pervasive and ubiquitous computing. In the design of intelligent rooms, the specification of how the intelligent room enacts intelligent behavior through computational means is as integral as the geometric description. The self-aware and context-aware capabilities of intelligent rooms extend the requirements for computer-aided design tools beyond 3D modeling of objects. This article presents a Hardware as Agents Description Language for Intelligent Rooms (HADLIR) to model hardware in an intelligent room as “hardware agents” having sensor and/or effector modalities with rules and goals. End-users describe intelligent room hardware as agents based on the HADLIR representation and write agent rules and goals in Jess for each hardware component. This HADLIR agent description and the requisite software sensors/effectors constitute “hardware agents” which are instantiated into a multi-agent society software environment. The society is then bridged to either a virtual environment to prototype the intelligent room or to microelectronic controllers to implement a physical intelligent room. The integration illustrates how the HADLIR representation assists in the design, simulation and implementation of an intelligent room and provides a foundation technology for CAD tools for the creation of intelligent rooms.
series ACADIA
last changed 2005/10/25 16:52

_id caadria2017_062
id caadria2017_062
authors Ji, Seung Yeul, Kim, Mi Kyoung and Jun, Han Jong
year 2017
title Campus Space Management Using a Mobile BIM-based Augmented Reality System
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 105-114
summary In South Korea, the changing paradigm of family composition toward single-person households and nuclear families has caused the decrease in number of students, which has led to the need for change in the qualitative, rather than quantitative, management of spaces and facilities on university campuses. In particular, since 2005, the merging of universities have accelerated, which has brought up the need for a system that facilitates the management of integrated university systems. Accordingly, universities now require efficient system operation based on three-dimensional and data visualization, unlike the document-based management of facilities and spaces in the past. Users lack a sense of responsibility for public facilities, causing difficulties such as energy waste and frequent movement, as well as damage and theft of goods. This study aims to form an AR-based interface using the ANPR algorithm, a computer vision technique, and the position-based data of the GPS. It also aims to build a campus space management system to overcome the limitations of current systems and to effectively and systematically manage integrated building data. In addition, for module test verification, the prototype is applied to actual campus spaces, and additional demands for campus space management in the AR application are identified and organized.
keywords augmented reality; Campus space management; BIM; CAFM (computer-aided facilities management); user experience (UX)
series CAADRIA
last changed 2017/05/09 08:05

_id caadria2005_a_7c_f
id caadria2005_a_7c_f
authors M.N.H. Siddique, Qazi A. Mowla, Mohammad A. Al Masum
year 2005
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. 342-350
summary Traditionally, architecture in its design process employs physical matter, requires physical presence and relies on real world environment using conventional methods of 2D depictions such as paper and pen or 3D representations such as physical models and communicates design ideas in verbal or text-based form. The conventional design process, for example an interior design, a residential house, a commercial complex or even urban design projects, follows the same hierarchy of activities. Efforts are made to the satisfaction of both parties to give the ideas of a physical shape through sketches, drafts and models which may take weeks even months. Finally the project gets its final shape in a working drawing, 3D visualisation or model making. This process is time consuming and somewhat redundant. In recent years technology has offered architects a new tool - the virtual environment. Architects use virtual environment increasingly as device of communication and presentation of design intensions. Virtual environment enables users to interact in real-time with design but unfortunately have not been used widely in the process of design development. The aim of this paper is to investigates the relationship between present design process and the emerging technology of virtual reality, establish a relationship between the two and its influence on architecture to form a new translated design process and communication, an interface between architect and client.
series CAADRIA
type normal paper
last changed 2005/04/30 01:46

_id sigradi2006_e034d
id sigradi2006_e034d
authors Ryan, Rachel and Donn, Michael
year 2006
title A 3D, interactive, multilayered, web-enabled model as a tool for multiple sets of end user groups: A case study and end user analysis
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 392-396
summary This research undertakes a case study involving focus groups of potential end users, to identify how a successful digital tool could be created using new and emerging technologies, to accommodate the multiple needs of these end users. 2005 saw the completion of a research paper, which proposed that a single, 3 dimensional digital model of a city forming a core for many different information systems, is a better approach to the needs of the city than many individual models optimised for each information system. The case for the single 3D model was evaluated through the research, development, delivery and analysis of a prototype 3 Dimensional model of Wellington City, New Zealand, presenting different ‘views’ of information in Wellington: a rendered visualisation in an animated “walkthrough”; the impact of planning constraints on daylight; interactive “plots” of property values. The development and delivery of the prototype model was analysed in regards to how complex, costly and time consuming it may be to exploit one base model for several purposes; and also therefore how beneficial, affordable and potentially successful a single model may be. The prototype model was created to test the idea, and therefore provided conclusions based on a limited feasibility analysis - with four potential information layers modelled and two potential delivery methods tested. The prototype model and user analysis results were presented in a research report that suggested further research and development of a single model could be very beneficial: Positive feedback from potential end users and data providers, and examples of potential data mining opportunities forming the basis of the need for continued research. 2006 sees the research continue as an 18 month research project in conjunction with an industry partner, Terralink International, ( Terralink International Limited provides GIS and mapping solutions which according to their web site: “enable better business management.” The company maintains a national resource of “imagery, cartography, and spatial databases” and provides consultancy services linking these to company databases through GIS systems. The research investigates the potential for 3 dimensional, interactive, multilayered models to enhance delivery of information to multiple end user groups. The research method uses functional prototypes in end-user focus group workshops. These workshops, consisting of a combination of presentations, hands on interactive examples, group discussions, and individual feedback surveys, aim to establish how a tool might best be developed to communicate to a wide range of end users. The means of delivery whether a stand alone tool or web-based is a key element of the user group workshop assessment process. Note: The submission of the prototype tool (via video or interactive media) would greatly increase the effectiveness of the research presentation. Ability to include such media would be greatly appreciated.
keywords multilayered; 3D; end users; interactive; web-enabled
series SIGRADI
last changed 2016/03/10 08:59

_id 791f
id 791f
authors Stellingwerff, M. C.
year 2005
source Delft University Press
summary This research initiative addresses the issue of Design in relation to Virtual Context.

Central to this study are the innovative potentials and instrumental opportunities of computer based media techniques, capable of generating interactive models and changing perspectives for the benefit of urban and architectural design.

The ambition was to not only make a contribution to the existing body of knowledge concerning digital technologies and their applications, but explore theoretical conditions which might help define and stimulate further study.

From the outset, the focus was on furthering the opportunities for computer based representation media in creative design. On the basis of a series of explorative studies the subject of this research was targeted: the issue of Design in Context, or more specifically: Design(ing) in a Virtual Context.

During the process there was a marked shift in the conception of the subject from – more or less immersive – VR technologies in the direction of approaches which might be expected to become readily available in practice and education and could be effective in actual design processes. This insight also brought about a shift in emphasis from realism per-se towards creating a sense of situatedness.

The design representation system which was developed was intended to not just allow for one type of model view, but to afford an array of different views, from which the designer would be able to choose freely, depending on the phase and focus of design as well as personal preferences. A series of interface prototypes and support tools were developed especially and successively tested experimentally. 

For the intended final design driven experimental study, different virtual context models were considered. Eventually, an integral –  purely fictitious – design ‘environment’ was constructed in the computer, so that the workings of the proposed system and its components would be tested systematically.

A conscious choice was made for an in depth study, on a relatively modest scale, which would a certain amount of mutual involvement between designer and researcher, to confront the participants with the finer aspects of the proposed system in a relatively short time and to gather detailed data. A half dozen design professionals were invited to participate in a closely monitored experimental exercise.

The results of this study therefore do not offer straightforward, indisputable facts, to be considered representative for the design community as a whole, but indicate that the working methods of the individual designers – when discovering aspects of the site, developing and presenting proposals and reflecting on the qualities of represented designs – tend to vary considerably. For this reason the interactive representation system proved to be of value. Participants could express different view preferences, with more or less realistic image modes being used in different phases of their design developments, with varying experiences of situatedness. Some of the design professionals participants were very appreciative of the system’s opportunities, others tended to be more ‘set in their ways’.

The results of this experimental study indicate that there may particularly be opportunities for interface applications which are able to function interactively, offering individual designers –  as well as others involved in evaluating design proposals – a variety of tools with which to approach specific design artefacts in their changing contexts. Virtual models can play not only an important role as a ‘reminder’ for the designer but also to other parties playing an active role in the design and implementation processes. Interactive environment models are not only promising as exploration tools for existing sites, but could be valuable to test the impact of a design on its location. This could be especially interesting if the site is difficult or impossible to visit or as yet a virtual construction. In addition such an approach might be beneficial for objective comparison and evaluation of design proposals in competitions and in education as well as in on-line collaborative design projects where the context is still in the process of being developed.  

series thesis:PhD
type normal paper
last changed 2005/03/02 21:40

_id 2005_665
id 2005_665
authors Brito, Tiago, Fonseca, Manuel J. and Jorge, Joaquim A.
year 2005
title DecoSketch – Towards Calligraphic Approaches to Interior 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. 665-670
summary Computer-Aided Design tools have long played an important role in architecture design. However, we need to go beyond direct manipulation to devise new tools that will expedite the interior design and decoration. Indeed, conventional CAD systems, while providing ever increasing functionality, do not provide equal support to the drafting and drawing tasks. This makes even the simplest drawings a complicated endeavor. Draftspeople struggle with different concepts that those learnt from their earlier days in school and have to think long and hard to translate familiar sequences of operations to commands which require navigating a dense jungle of menus. The term calligraphic interfaces was coined by us to designate a large family of applications organized around the drawing paradigm, using a digital stylus and a tablet-and-screen combination as seen most recently in Tablet PCs®. Using these, users can enter drawings in a natural manner, largely evocative of drafting techniques that were perfected for pencil-and-paper media. This paper presents a simple calligraphic interface to explore interior design literally from the ground up. The Decosketch application is a modeling and visualization tool structured around 2 _D architectural plants. Its purpose is to help architects or customers easily creating and navigating through house designs starting from the floorplan and moving to their three-dimensional representation. Moreover, both 2D and 3D representations can be independently edited, providing a natural interface that tries to adhere to well-known representations and idioms used by architects when drafting using pencil and paper.
series eCAADe
last changed 2012/11/23 18:17

_id sigradi2006_c086a
id sigradi2006_c086a
authors Bustos Lopez, Gabriela Ilusion and Vélez Jahn, Gonzalo
year 2006
title Alternativas de Diseño: Sede virtual interactiva para el Taller Virtual de las Américas [Alternatives of Design: 3D Interactive Virtual Site to "Las Americas Virtual Design Studio"]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 47-51
summary Alternatives of Design is a course that aims to prepare architects from the Master Studies Department of Computing in Architecture (LUZ), in two ways: first, by expanding their perspective about potentialities of using new virtual reality technologies in architecture, and second, by qualifying them to apply this acquired theoretical knowledge in their professional environment, The goal of this research is to describe the products of the course Alternatives of Design 2005, which include: a methodology of designing to the cyberspace by using VRML and Java Script, in order to achieve a proposal of a Site to "Las Americas Virtual Design Studio". This site is projected as a digital manager to interactive simulation in multiuser virtual worlds, specifically to virtual architectonical workshops, With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet.
series SIGRADI
last changed 2016/03/10 08:47

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
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. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
last changed 2012/02/11 18:21

_id cf2005_1_21_74
id cf2005_1_21_74
authors DAVE Bharat
year 2005
title Labyrinthine Digital Histories
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. 53-62
summary Interactive and media-rich digital representations are being increasingly used to offer passages through time and space, a role that was traditionally supported by travels and travelogues, maps, sketches, books and oral histories. In the last two decades, a number of projects have been implemented using digital media with the aim of recording past and extant artefacts and environments. However, the future of such digital past remains as fragile as the memories and moments it tries to capture. There is a need to go beyond creating introverted and closed historical reconstruction projects. This paper surveys significant issues and describes our ongoing work in developing an interpretive, extensible and referential framework toward virtual reconstruction projects.
keywords historic reconstruction, relativism, data reuse, semantic representation
series CAAD Futures
last changed 2006/11/07 06:27

_id sigradi2005_144
id sigradi2005_144
authors Goldberg, Sergio Araya
year 2005
title ICHTYOMORPH - Design and development of a fish-skin double façade system for freeform super tall buildings using Parametric Design Tools
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 144-149
summary Parametric design implies a whole new paradigm of non standard design through the propagation of the difference, the repetition of variation. The ability to control variation and adaptation to local conditions allows more precise yet complex designs. This paper describes a research project designing double skin façade systems for tall buildings using a parametric approach. These designs are tested later through rapid prototyping techniques. This research aims its design towards an adjustable façade structure, articulated according to various complex geometrical conditions on the façade of a building. The skin is conceived as a light, flexible, reconfigurable composition responding to different criteria regarding the design, its environment or the program. It achieves this through different levels of control on different scales of the project, by embedding several layers of parametric features, which are nested one inside the other, in order to produce the overall rainscreen surface of the tower.
series SIGRADI
last changed 2016/03/10 08:52

_id cf2005_1_52_176
id cf2005_1_52_176
authors GU Ning and MAHER Mary Lou
year 2005
title Dynamic Designs of 3D Virtual Worlds Using Generative Design Agents
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. 239-248
summary 3D virtual worlds are networked environments designed using the metaphor of architecture. Recent developments in 3D virtual worlds focus on interactivity, flexibility and adaptability. Rather than creating virtual environments in which the objects have intelligent behaviours, our research takes a different approach to develop an agent model that is associated with an individual person in the 3D virtual world as a personal design agent. This paper presents a Generative Design Agent (GDA), a kind of rational agent capable of representing a person in a virtual world and designing, implementing and demolishing 3D virtual places based on the occupants' current needs in the virtual world. The core of a GDA's design component is a generative design grammar that is able to capture a style of 3D virtual worlds. 3D virtual worlds designed using the GDA model is another kind of architecture for the "moment".
keywords virtual environments, generative design, interactive design, shape grammars
series CAAD Futures
last changed 2006/11/07 06:27

_id sigradi2205_725
id sigradi2205_725
authors Haque, Mohammed E.
year 2005
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 725-730
summary In construction science, classroom oriented education remains the preferred mode of teaching. Alternative methods such as field trips, use of 3D drawings, and physical models often supplement and enhance the understanding of students. In addition to the risks involved with field trips, designated sites may not be at the particular stage of construction during the academic semester, or the construction sequence may not be fast enough to demonstrate the multiple facets during field visits. Considerable pedagogical advantages can be achieved by the integration of IT and visualization tools in teaching construction engineering/technology. The objective of this research was to develop a desktop virtual environment using 3D, animations, virtual reality and walkthrough of construction processes of steel, concrete, and lightwood structures. These visualization techniques can be valuable aids not only in teaching in the classroom but also an effective self-directed tool for open learning via the web.
series SIGRADI
type normal paper
last changed 2016/03/10 08:53

_id 6b43
id 6b43
authors Heylighen A, Casaer M, Neuckermans H
year 2005
source P. Kommers & P. Isaías (eds), Web Based Communities 2005, Proceedings of the IADIS International Conference on Web-Based Communities 2005, Algarve (Portugal), Feb 2005, pp.238-245 (ISBN 972-99353-7-8)
summary In architecture, design ideas are developed as much through interaction as by individuals in isolation. This awareness inspired the development of a Dynamic Architectural Memory On-line, an interactive platform to share ideas, knowledge and insights in the form of concrete building projects among designers in different contexts and at different levels of expertise. Interaction with various user groups revealed this platform to suffer from at least two thresholds. First of all, making projects available to other platform users takes time, effort, and specific skills. Secondly, designers tend to sense a psychological threshold to share their ideas and insights with others. In trying to tackle both thresholds, this paper proposes to conceive the platform as an associative network of projects, and develops ideas about how the relationships in this network can be determined and updated by exploiting the insights implicitly available in the project documentation and user (inter)actions. In the long run, this should allow the platform to learn from all designers using the platform, including those who do not release information on their own projects, and to apply the lessons learned to continuously enhance its performance.
keywords web-based communities, self-organization, data mining, design experience
series other
type normal paper
last changed 2005/04/01 11:25

_id cf2005_2_61_192
id cf2005_2_61_192
authors HOLZER Dominik, TANG Jiwu, XIE Mik2 and BURRY Mark
year 2005
title Design Using Evolutionary Optimisation and Associative Geometry
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. 243-254
summary This paper describes the usage of parametric design and evolutionary optimisation techniques in architect-engineer collaborations. It discusses the apparent challenges in setting up a trans-disciplinary working-platform that cuts across profession-specific boundaries and negotiates between the otherwise distinct work-methodologies through the use of intelligent CAAD applications. Two approaches to architectural form finding have been combined in this research. The first, parametric design, uses a proprietary package as a key element to the organisation and reorganisation of architectural design. By doing so, it is providing it with intrinsic flexibility allowing designers to go beyond form and accommodate performance data for versioning. The second, ESO (Evolutionary Structural Optimisation), is an engineering tool based on the use of finite element analysis (FEA) capable of optimising the formal geometry of an object to obtain minimum volume under even stress-distribution through an iterative design process. In undertaking this research it became apparent that different levels of resolution need to be addressed in the form-finding process in order to investigate the full potential of the interactive use of parametric design and evolutionary optimisation. The case studies reflect this diversity and demonstrate more successes, limitations and future challenges within the transdisciplinary, collaborative effort.
keywords associative geometry, evolutionary structural optimisation, architect engineer collaboration, finite element analysis
series CAAD Futures
last changed 2005/05/05 05:06

_id 2005_779
id 2005_779
authors Hsiang, Shin-Hsien
year 2005
title Using Hand Movement System to Operate 3D Objects in Virtual Environment
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 779-786
summary This study integrates infrared distance measuring sensors and applies wrist rotations and hand movements to replace the space operations of conventional mouse and Data Glove. Through an array of infrared distance measuring devices, the position and direction of the hand in the space can be precisely detected, allowing designers to control 3D design objects intuitively in virtual spaces. The infrared distance measuring device adopted in this study has the effective test distance about 40 cm, with the precision range between 4 ~ 30cm, which is compatible with general hand movements. This device is expected to provide designers a more economical way to achieve intuitive operations in virtual spaces, as well as an intuitive way to explore virtual environments.
keywords Input Device, Hand Movement, Human-Computer Interaction, InfraredDistance Measuring, Virtual Environment
series eCAADe
last changed 2012/11/23 18:17

_id cf2005_1_42_119
id cf2005_1_42_119
authors IORDANOVA Ivanka and TIDAFI Temy
year 2005
title Using Historical Know-how to Model Design References
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. 197-206
summary The main purpose of this paper is to demonstrate that new computer and communication technology has the potential to change architectural education in a positive way, based on previous experiences and learning from the past. This research is based on two historical aspects that we bring together in order to propose a new didactic method and material for architectural education: the first one consists in finding obsolete architectural training practices and reconsidering them from a modern point of view; the second one proposes using precedents in a new constructive way in situation of teaching architectural conception in studio. This historical approach, combined with architectural design studio observations, has lead to an outline of a prototype of a digital assistant for teaching architectural design. Some aspects of its functioning are here discussed.
keywords architectural education, reference modeling, digital design studio
series CAAD Futures
last changed 2006/11/07 06:27

_id 2005_573
id 2005_573
authors Oh, Sooyeon, Tanaka, Katsumi and Sasada, Tsuyoshi
year 2005
title 3D Digital Archive Experience for Historical Architectures
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 573-580
summary Digital archives that use 3D CG models, for example, relating to historical architecture and archaeological sites, are now commonly created for a wide range of purposes. Unlike actually visiting historical architecture, access to digital archives and browsing of their content are computer-related. Thus, users cannot easily gain a deep understanding of the content and are less likely to truly enjoy it. Therefore, in this paper, we propose a method to support collaborative experiencing of 3D digital archives related to historical architecture. To achieve this goal, we developed a prototype system for a 3D digital archive of historical architecture using VR technology. The system offers an interactive interface.
keywords 3D Digital Archive; Experience; Comparison; VR
series eCAADe
last changed 2012/11/23 18:17

_id sigradi2005_293
id sigradi2005_293
authors Oh, Sooyeon; Wookhyun Yeo, Katsumi Tanaka
year 2005
title Comparative Navigation System for Collaborative Architectural Design
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 293-299
summary As information technology continues to evolve, it is affecting all creative art forms by providing new tools and surroundings, such as virtual environments. 3D real-time simulation environments strongly support communication and navigation, enabling users to collaborate on designs using centralized or distributed environments. The persons concerned must understand the proposed design. Systems that help them gain this understanding are therefore required. An effective concept for gaining understanding is comparison. However, comparing one design proposal with another using existing systems is difficult because the users must consider their viewpoints separately. In this paper, we describe the concepts, strategies, and functions of a 3D virtual design environment for collaborative, real-time architectural design that is based on our 3D comparative navigation system and real-time simulation technology. We also evaluate the advantages and disadvantages of using this design environment to support collaborative architectural design.
series SIGRADI
last changed 2016/03/10 08:56

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