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 acadia06_292
id acadia06_292
authors More, Gregory
year 2006
title Making Space Content Specific Interactive Architectures for Information Presentation
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 292-299
summary This paper examines the connections between digital architectures and interaction design with an emphasis on how the latter informs the former. Digital spatial interfaces have been in development for well over a decade. However there is still a distinct and problematic separation between the function of these spaces architecturally and the functional use of architectural concepts in the design of these spaces. The research presented here outlines an approach to interface design that promotes an architecture that is temporal, interactive and sonic, and is defined explicitly by a functional relationship to its informational content. In particular this research reports on the design of a software prototype that incorporates spatial concepts of interactivity, visualization and sound to assist in the navigation of presentation information, promoting space as a primary interface to an information collection.
series ACADIA
last changed 2006/09/22 06:22

_id cdc2008_287
id cdc2008_287
authors More, Gregory
year 2008
title The Matter of Design in Videogames
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 287-294
summary What is videogame matter? This essay examines the matter of videogames in relationship to architectural design, and advances a definition that videogame matter is: meta, modular, indexical, and distributive. These attributes support an argument that the materiality of the videogame has a markedly different set of properties than the matter of the physical world. A definition of videogame matter is critical to understanding the value of design within virtual environments, which then aids architects and designers utilizing the immersive environments of the videogame for representation, design and collaboration.
last changed 2009/01/07 07:05

_id acadia03_065
id acadia03_065
authors Neidhardt, Lisa and Luhan, Gregory A.
year 2003
title The Space of an IDEA: Ideas for Living
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, p. 437
summary Studio Issue: The space of an idea resides in the connection between thinking and making. The studio explorations reveal the tension between the private experience and the public perception and investigate new methods of architectural assemblage. By uniting thinking/drawing with seeing/making, an effectual palette engenders a new way of looking at the individual and thus narrows the normative boundaries associated with actualizing ideas.
series ACADIA
last changed 2003/10/30 15:20

_id 0207
authors Nielson, Gregory M.
year 1986
title Rectangular V-Splines
source IEEE Computer Graphics and Applications. February, 1986. vol. 6: pp. 35-40 : ill. some col. includes bibliography
summary This article describes and presents examples of some techniques for the representation and interactive design of surfaces based on a parametric surface representation that uses v-spline curves. These v-spline curves, similar in mathematical structure to B-splines, were developed as a more computationally efficient alternative to splines in tension. Although splines in tension can be modified to allow tension to be applied at each control point, the procedure is computationally expensive. The v-spline curve, however, uses more computationally tractable piecewise cubic curves segments, resulting in curves that are just as smoothly joined as those of a standard cubic spine. After presenting a review of v-splines and some new properties, this article extends their application to a rectangular grid of control points. Three techniques and some application examples are presented
keywords parametrization, curved surfaces, representation, curves, B-splines
series CADline
last changed 2003/06/02 11:58

_id e721
authors Nitsche, Michael and Roudavski, Stanislav
year 2002
title Building Cuthbert Hall Virtual College as a Dramatically Engaging Environment
source PDC 02 - Proceedings of Participatory Design conference, T. Binder, J. Gregory, I. Wagner (eds.), Malmö. Sweden, 23-25 June 2002 [ISBN 0-9667818-2-1]
summary This paper outlines the interdisciplinary nature, collaborative work patterns and role of aesthetics in the Cuthbert Hall Virtual College research project at the Cambridge University Moving Image Studio (CUMIS) and the Centre for Applied Research in Education Technology (CARET). The project identifies key properties of dramatically engaging real-time three-dimensional virtual environments (RT 3D VE) and how the holistic experiential phenomenon of place is organised and mediated through spatial narrative patterns. Interdisciplinary by nature, the project requires a collaborative approach between science, engineering, media and architecture, and the results are revealing for all these areas. The Cuthbert Hall project invites discussion of the importance in the creation and use of RT 3D VE's - under single and multi-user conditions - of articulate aesthetics (the quality of architectural, visual and audio design; the production and incorporation of dramatic properties) and of the conditions required for collaborative, communicative use of the environment. The full theoretical and technical discussions as well as the evaluation results are outside the scope of this submission.
keywords Real-time virtual environment, Computer Game, Place, Mediation, Expressive space
series other
last changed 2003/02/09 15:03

_id caadria2018_232
id caadria2018_232
authors Poustinchi, Ebrahim, Wang, Shengmian and Luhan, Gregory
year 2018
title No Keyboard, No Mouse - Hybrid Digital-Analog Hardware Design for Enhancing Design UI and UX
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 535-544
summary This paper presents a mixed-method research design investigation that integrates a Hybrid Digital-Analog Software-Hardware protocol referred to as the No Keyboard, No Mouse (NK-NM) platform. The NK-NM process uses both theoretical and applied research mechanisms to measure its influence on architectural design decision-making, knowledge exchange, student learning, aesthetics, and user experience in the context of an undergraduate architectural design studio. Observing a recognized gap in the current digital architectural design environments this paper details how the NK-NM protocol bridges this gap through an instructed hierarchical design process, customizable physical interface, and iterative simulation-based feedback loop.
keywords Digital Hardware; Digital Design; Pedagogy; Human-computer Interaction; Physical computation
series CAADRIA
last changed 2018/05/17 07:08

_id ecaade2015_286
id ecaade2015_286
authors Safarova, Bara; Ledesma, Edna, Luhan, Gregory, Caffey, Stephen and Giusti, Cecilia
year 2015
title Learning from Collaborative Integration:The Hackathon as Design Charrette
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 233-240
wos WOS:000372316000028
summary This paper examines the application of innovative and interdisciplinary collaboration methods that emerged from the rapidly developing field of information technology and its intersection within the realm of design and architecture. These events, also referred to as hackathons, have risen in popularity in recent years (Artiles & Wallace, 2013) and stem from a design response for the increasing demand for accelerated design decisions within the field of architecture. This paper examines the potential of hackathons as a platform for rapid development of design ideas into prototypes within a time constraint of 24 hours. The paper explores the hackathon as a robust foundational element for pedagogical approaches rooted in interdisciplinary collaboration. Using a case-study research methodology, this paper probes the framework of the event, the outcomes, and the lessons learned. As this paper demonstrates, the hackathon required participants to identify and explore shifting territories through interdisciplinary teamwork to arrive at innovative solutions. In this setting, the format of the hackathon serves as a vibrant territory that enables a concrete theoretical contribution to design pedagogy, CAAD education, and collaborative professional practice.
series eCAADe
last changed 2016/05/16 09:08

_id c05b
authors Senagala, M.
year 1999
title An Epistemological and Systems Approach to Digital Technology Integration in Architectural Curriculum
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 16-26
summary Architectural institutions around the world have been faced with the question of digital technology integration for the last one decade. Numerous attempts have been made by those institutions to utilize and harness the new technology by trial and error methods. Although much has been said and done about the computer as a tool and a medium, there is a great paucity of well-considered and holistic theoretical frameworks that have been successfully applied in architectural curricula. The emergence of digital technology as an environment and as an overarching system has NOT been a much understood or acknowledged fact. This lack of systemic wisdom, in the digital technology integration process, is always punished by the system. In this paper, I intend to 1.) Outline the epistemological, philosophical, pedagogical and operational issues of digital technology integration efforts undertaken at Kansas State University. 2.) Meditate a systemic and holistic framework of principles, paradigms, proposals and strategies from a systems point of view that could be applied at other educational institutions. In contradistinction to the analytical, hierarchical and prosthetic approaches frequently adapted by the architectural institutions, I propose a systems approach and an ecological paradigm to understand and comprehensively integrate digital technology with architectural curricula. While many of the ideas brought under the framework may not be new, the framework itself is a new proposition. The framework draws heavily from Jean-François Lyotard’s postmodern pedagogical work, Deleuze and Guattari’s post-structural notions of “rhizome”, and Gregory Bateson’s expositions of ecological and systems approach.
series ACADIA
last changed 1999/12/02 07:48

_id 00f7
authors Smith, Gregory J and Gero, John S
year 2001
title Situated design interpretation using a configuration of actor capabilities
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 15-24
summary A designer looking at a drawing sometimes notices things not originally intended. Conversely, not all implications of a design action are considered before each depiction action is taken. This paper describes an approach to understanding and reproducing this behaviour based on a situated interaction with an external representation.
series CAADRIA
last changed 2001/05/27 16:27

_id b207
authors Smith, Gregory J. and Gero, John S.
year 2002
title Interaction and Experience - Situated Agents and Sketching
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 115-132
summary Cognitive studies of designers often involve sketching, but studies using artificial intelligence often apply a search paradigm. Sketching is an interaction between an agent and an environment. Perception influences how shape rules are applied, and the application of the rules influences future perception. One motivation behind our work is to computationally model an autonomous design agent that is based on interaction; an agent that can interact with an external representation of a developing design. We describe an interactive model of an agent. In our model an agent has six parts: sensors, perceptors, a conceptor, an action activator, a hypothesiser, and effectors. In this paper we describe our model and a trial implementation involving learning, perception and action activation
series other
last changed 2003/05/10 08:16

_id acadia13_453
id acadia13_453
authors Verma, Sushant; Epps, Gregory
year 2013
title Curved Folding: Design to Fabrication
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 453-454
summary The research demonstrates the innovative use of fabrication technologies developed by RoboFold in the domain of curved folding within industrial, product and interior design, with potential extensions in architectural form finding.
keywords Next Generation Technology, curved folding, robofold methodology, tool development, form finding, adaptive systems
series ACADIA
type Research Poster
last changed 2013/12/16 08:04

_id 0611
authors Ward, Gregory J.
year 1995
title Making global illumination user-friendly
source Eurographics Workshop on Rendering
summary Global illumination researchers tend to think in terms of mesh density and sampling frequency, and their software reflects this in its user interface. Advanced rendering systems are rife with long command lines and parameters for tuning the sample densities, thresholds and other algorithm-specific variables, and the novice user is quickly lost in a sea of possibilities. This paper details a successful effort of making one such global illumination system usable by people who understand their problems, even if they do not understand the methods needed to solve them, through an assisted oracle approach. A single program is introduced to map a small set of intuitive control variables to the rendering commands and parameter settings needed to produce the desired output in a reasonable time. This new executive program then serves as the basis for a graphical user interface that is both friendly in its appearance and reliable in its performance. Finally, we conclude with some future directions for improving this interface.
series other
last changed 2003/04/23 13:50

_id abb6
authors Woodbury, Robert F. and Glass, Gregory John
year 1983
title VEGA : A Geometric Modelling System
source 11 p. : ill. December, 1983. DRC- 48-04-83. includes bibliography
summary VEGA is an interactive geometric modelling system which has been developed at Carnegie-mellon University primarily for education in architecture and the arts. Its educational use is twofold: first as a medium for description and manipulation of form to aid in creative work and second as a base package of procedures that may be used by advanced architecture students in the creation of specialized modelling packages. VEGA is written in PASCAL. There are versions of VEGA currently running on VAX 11/780 computer under the UNIX and VMS operating systems. VEGA has been designed to run on a stand-alone personal computer. Currently VEGA is being converted to run on Sun Microsystems and PERQ machines. VEGA is used in the undergraduate curriculum of the School of Architecture at Carnegie-Mellon University. Its primary use to date has been as a means to introduce geometric modelling to architecture students who have minimal computer experience. VEGA may be viewed as a complete geometric modelling package or as a programming aid for development of special purpose geometric modelling programs. To date, one such specialized system, a robot arm design package, has been created as a student project. The development of the VEGA system is continuing. Current areas of interest include the development of more powerful geometric operations on polyhedra, parametric shapes and assemblies, instancing of sub- assemblies, user definition of primitive shapes and an interactive macro language for the manipulation of form
keywords assemblies, user interface, modeling, polyhedra, CAD, education, architecture, geometric modeling, solid modeling
series CADline
last changed 2003/06/02 11:58

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