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 ddss2008-36
id ddss2008-36
authors Burger, J.; R.P. de Graaf, and G.J. Helmerhorst
year 2008
title Dynamic Actor Network Steering And ControlManaging Actor Networks In The Construction Process
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
keywords Multi-actor, network planning, critical path, linear programming
series DDSS
last changed 2008/09/01 15:06

_id acadia14projects_201
id acadia14projects_201
authors Burger, Shane
year 2014
title South Australian Health and Medical Research Institute (Sahmri)
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 201-204
summary An outline of the workflow used on the SAHMRI project from design through to fabrication and assembly. SAHMRI, which opened in 2014, features a doubly-curved glass and metal facade with exterior solar fins for shading.
keywords Building Information Modelling, Digital Fabrication and Construction, Computational design analysis
series ACADIA
type Practice Projects
email shane.burger@woodsbagot.com
last changed 2014/09/29 05:57

_id acadia18_72
id acadia18_72
authors Nagy, Danil; Stoddart, Jim; Villaggi, Lorenzo; Burger, Shane; Benjamin, David
year 2018
title Digital Dérive. Reconstructing urban environments based on human experience
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. 72-81
summary This paper describes a novel method for reconstructing urban environments based on individual occupant experience. The method relies on a low-cost off-the-shelf 360-degree camera to capture video and audio data from a natural walk through the city. It then uses a custom workflow based on an open-source Structure from Motion (SfM) library to reconstruct a dense point cloud from images extracted from the 360-degree video. The point cloud and audio data are then represented within a virtual reality (VR) model, creating a multisensory environment that immerses the viewer into the subjective experience of the occupant.

This work questions the role of precision and fidelity in our experience and representation of a “real” physical environment. On the one hand, the resulting VR environment is less complete and has lower fidelity than digital environments created through traditional modeling and rendering workflows. On the other hand, because each point in the point cloud is literally sampled from the actual environment, the resulting model also captures more of the noise and imprecision that characterizes our world. The result is an uncanny immersive experience that is less precise than traditional digital environments, yet represents many more of the unique physical characteristics that define our urban experiences.

keywords full paper, urban design & analysis, representation + perception, interactive simulations, virtual reality
series ACADIA
type paper
email danil.nagy@thelivingnewyork.com
last changed 2019/01/07 11:21

_id ecaadesigradi2019_088
id ecaadesigradi2019_088
authors Sardenberg, Victor, Burger, Theron and Becker, Mirco
year 2019
title Aesthetic Quantification as Search Criteria in Architectural Design - Archinder
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 17-24
summary The paper describes a research experiment of incorporating quantitative aesthetic evaluation and feeding the metric back into a parametric model to steer the search within the design space for a high-ranking design solution. The experiment is part of a longer-standing interest and research in quantitative aesthetics. A web platform inspired by dating apps was developed to retrieve an aesthetic score of images (drawings and photographs of architectural projects). The app and scoring system was tested for functionality against an existing dataset of aesthetic measure (triangles, polygon nets). In the actual experiment, an evolutionary algorithm generated images of design candidates (phenotypes) and used the aesthetic score retrieved by the "crowd" of app users as a fitness function for the next generation/population. The research is in the tradition of empirical aesthetics of G. T. Fechner (Fechner, 1876), using a web app to crowdsource aesthetic scores and using these to evolve design candidates. The paper describes how the system is set up and presents its results in four distinct exercises.
keywords Quantitative Aesthetics; Social Media; Crowdsourcing; Collaborative Design; Human-Computer interaction
series eCAADeSIGraDi
email sardenberg@aida.uni-hannover.de
last changed 2019/08/26 20:24

_id ascaad2006_paper2
id ascaad2006_paper2
authors Sharji, E. Amir and A. R. Mohd. Eshaq
year 2006
title The Significant Role of an Electronic Gallery to the Education Experience and Learning Environment
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Multimedia has brought new paradigms to education where users are able to use the technology to create compelling content that truly represents a new archetype in media experience. According to Burger (1995), the synergy of digital media is becoming a way of life where new paradigms for interactive audio-visual experiences of all communicative arts to date are mandatory. It potentially mixes technology and disciplines of architecture and art. Students can learn on their own pace and they can be tested in a non-linear way while interactivity allows the curious to easily explore related topics and concepts. Fundamental assumptions, theories and practices of conventional design paradigm are constantly being challenged by digital technology and this is the current scenario in architecture and art and design schools globally. Thus schools are enhancing the methods and improvising the technology of imparting knowledge to be in consistent with recent findings and knowledge. To be able to cater the use of digital media and information technology on architectural and art design education, four criteria are required, which are; the SPACE and place to accommodate the educational activities, the TOOLS that assist imparting of knowledge, the CONTENT of syllabus and information and the acceptance and culture of the receiving end users and HUMAN PERCEPTION. There is a need for the research of realization and activating the architectural space that has been equipped with multimedia tools and upgraded with recent technology to facilitate and support the community of learners and users. Spaces are now more interactive, multi functional, flexible and intelligent to suit the trend of computing in normal everyday life of the education sector, business and management, art and leisure, corporate and technological area. While the new concept of computing in education is still in the earlier phase, the conventional analogue paradigm still dominates the architectural design discourse which acts as a barrier to the development of digital designs and architectural education. A suitable approach is in need to bridge the gap between what theory has been explored and the practice of knowledge. A digital support environment with intelligent design and planning tools is envisioned to bridge the gap and to cater for the current scenario.
series ASCAAD
email elyna.amir@mmu.edu.my
last changed 2007/04/08 17:47

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