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 61 to 80 of 95

_id ecaade03_229_40_monedero
id ecaade03_229_40_monedero
authors Monedero, Javier and Muñoz, Francisco
year 2003
title Data Organization in City Modeling
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 229-236
summary Working with big models requires a good balance between the technical requirements of the model and the technical requirements of the user. Although every virtual model, whether it is 2d, 3d or 4d, may be regarded as a particular form of a general data base, it is clear that is not, at the present time, a very flexible data base. It does not behave like a relational data base that can be inspected in a flexible way. On the contrary, it has a rigid structure, a hierarchical structure that is well suited for performance but is badly suited for navigating through the data and gathering derived information. These are well known disadvantages and advantages, related to the evolution of the data base software that has moved, in the last 30 years, from a hierarchical to a relational structure. These considerations are relevant for any kind of architectural or engineering model. But are particularly pertinent in the case of the model of a city where everything must have its place, and should relate properly with other parts of the model, be susceptible of further modifications and be able to receive new information. These and other related issues have been encountered and developed during the construction of several models at our Laboratory at the ETS Architecture of Barcelona. Our paper explains the main decisions we had to take during the course of these works with special emphasis on those aspects related with the organization of different kind of data in a unified whole that had to be sent to other professionals and had to be, for that reason, organized in a clear and comprehensible way for its further development.
keywords CAAD; City Modeling; Visual Simulation
series eCAADe
last changed 2003/09/18 07:13

_id 7032
authors More, G., Harvey, L. and Burry, M.
year 2002
title Understanding Spatial Information with Integrated 3D Visual and Aural Design Applications
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 333-338
summary The ability to arrange information graphically in digitally represented Cartesian space offers obviousadvantages over two-dimensional graphical reductions. Adding time to the spatial palette provides adynamic dimension. Cartesian space used for these purposes, however, reinforces an ocular-centricapproach to information delivery. We can include sound in order to seek a sensory balance, therebyimproving cognition and enhancing dimensionality within an ‘information space’, especially for complexmaterial requiring greater interactivity or ‘audience’ participation. Combined visual and audio synthesisoffers multidimensional and multi-sensorial environments that challenge existing linear and twodimensionalpresentation orthodoxies – ‘audience’, for instance, presupposes a lecture to be listened to.This paper presents work in progress investigating the use of sonification as both a thematic andnavigational vehicle in dynamic presentation environments.
series ACADIA
last changed 2002/10/26 23:25

_id a01a
authors Morgan, Fred and Pohlmann, Richard W. (eds.)
year 1993
title Education and Practice: The Critical Interface [Conference Proceedings]
source ACADIA Conference Proceedings / ISBN 1-880250-02-0 / Texas (Texas / USA) 1993, 185 p.
summary For many years architects and educators have debated questions about appropriate approaches to architectural education: HOW should education serve the profession? What should be our educational objectives? What level of computer expertise and potential should society expect of our graduates? At times the pragmatic concerns of practitioners have clashed with the theoretical concerns of educators. Most would agree that both points of view have merit; it is in establishing an appropriate balance that we most disagree. Now, the discussions have expanded to include issues of computer-aided design. Software and hardware vendors find themselves in the middle of a difficult but interesting dilemma. While supporting systems optimized for professional practice they are asked to supply radically different systems for educational use.
series ACADIA
last changed 1999/02/25 09:06

_id 46
authors MuÒoz , Patricia and Coronel, Juan LÛpez
year 1998
title Las Cuentas Pendientes del CAD con la Generacion de Formas Curvas Para DiseÒo (The Pending Balance of CAD with the Generation of Curved Forms for Design)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 342-349
summary In the modelling process of curve shapes, some conic lines have been privileged to the point that they have become tools in CAD systems: circumferences and ellipses. Others have been ignored to the point of being excluded: parabolas and hyperbolas. Important reasons make this rescue convenient. One of those is that these curves are frequently used in design because of their distinct identification. In theory, modern "splines" and "nurbs" cover the whole range of whatever a designer might want to draw (as far as curve shapes are concerned). However, its structuring capacity cannot be compared to that of conic lines. To have all the conceivable curves and to lack the possibility of organizing them, restricts its morphological potentialities. There is a set of notable curves, among others lemiscates, spirals and Cassinian ovals, that keep waiting for new technologies to give them the possibility of existence. Though these lines have a high aesthetic and graphic value, they are not frequently included in projects. This is not because they are unsuitable, but because there are not simple possibilities of drawing them. We expect graphic computing will fill this empty place, so that these shapes become part of our habitat.
series SIGRADI
last changed 2016/03/10 08:55

_id ecaade2018_110
id ecaade2018_110
authors Nguyen, Binh Vinh Duc, Watlom, Thanonchai, Peng, Chengzhi and Wang, Tsung-Hsien
year 2018
title Prototyping Adaptive Architecture - Balancing Flexibility of Folding Patterns and Adaptability of Micro-Kinetic Movements
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 391-400
summary The design process of dynamic architecture has been an emerging topic in recent studies, in which researchers try to find an effective method of generating and controlling adaptive components. In this paper, we present a digital-physical modelling process that seeks to explore tectonic fusion of origami folding patterns and micro-kinetic movements. A flexible modular prototype system is developed and evaluated through combining origami-based fabrication simulation and mathematical characterisation mimicking the pinecone's nastic movements. The modular design system is then applied to an urban site as a test case study. The results show how the pinecone-like nastic movements may be translated into design and fabrication of an adaptive architecture. We discuss the lessons learned from the digital-physical prototyping process finding the balance between geometric flexibility and micro-kinetic adaptability.
keywords adaptive architecture; origami folding patterns; micro-kinetic movements; pinecone; parametric modelling; digital-physical prototyping
series eCAADe
last changed 2018/07/24 10:24

_id 3105
authors Novak, T.P., Hoffman, D.L., and Yung, Y.-F.
year 1996
title Modeling the structure of the flow experience
source INFORMS Marketing Science and the Internet Mini-Conference, MIT
summary The flow construct (Csikszentmihalyi 1977) has recently been proposed by Hoffman and Novak (1996) as essential to understanding consumer navigation behavior in online environments such as the World Wide Web. Previous researchers (e.g. Csikszentmihalyi 1990; Ghani, Supnick and Rooney 1991; Trevino and Webster 1992; Webster, Trevino and Ryan 1993) have noted that flow is a useful construct for describing more general human-computer interactions. Hoffman and Novak define flow as the state occurring during network navigation which is: 1) characterized by a seamless sequence of responses facilitated by machine interactivity, 2) intrinsically enjoyable, 3) accompanied by a loss of self-consciousness, and 4) selfreinforcing." To experience flow while engaged in an activity, consumers must perceive a balance between their skills and the challenges of the activity, and both their skills and challenges must be above a critical threshold. Hoffman and Novak (1996) propose that flow has a number of positive consequences from a marketing perspective, including increased consumer learning, exploratory behavior, and positive affect."
series other
last changed 2003/04/23 13:50

_id ecaade2011_172
id ecaade2011_172
authors Okuda, Shinya; Ping, Chua Liang
year 2011
title Form Follows Performance: Structural Optimisation and the Cost-effectiveness of Digital Fabrication
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.837-842
summary The presented paper describes a series of studio-based research projects on structural optimisation and the cost-effectiveness of digital fabrication that aim to balance stress distribution across thick walls or a rib density of slabs. As a consequence of the structural optimisations, the results tend to be non-uniform shapes that are not ideal for cost-effective fabrication. This paper introduces a few simple models to balance structural optimisation and fabrication cost-effectiveness. It involves relatively simple structural simulations as the design inputs, and then converts the simulation results into various architectural forms using parametric 3D modelling tool (McNeel Rhinoceros v4, Grasshopper v0.8) before fabricating them using digital fabrication technologies. The major challenge of this study is how to translate simulation results into architectural components/overall building shapes and how to fabricate complex forms in a cost-effective manner.
wos WOS:000335665500096
keywords Digital Fabrication; Mass Customisation; Cost-effectiveness; Structural Optimization; Parametric
series eCAADe
last changed 2016/05/16 09:08

_id ijac20076202
id ijac20076202
authors Park, Hyoung-June
year 2008
title Parametric Variations of Palladio's Villa Rotonda
source International Journal of Architectural Computing vol. 6 - no. 2, pp. 145-169
summary A computational tool for the study of proportional balance is introduced as an apparatus for investigating Andrea Palladio's design of Villa Almerico, more familiarly known as Villa Rotonda, in the second book of his Quattro Libri dell'Architettura. The objective of this investigation of Villa Rotonda is to find a novel outcome from the morphological transformations of the villa, where the transformations are generated from parametric variations of the villa while maximizing its proportional balance. The outcome confirms Palladio's mastery of proportional treatments of his design of Villa Rotonda and shows various morphological descendants evolved from the original design. It suggests a new way of employing a parametric geometry in the formal study of a classical building and its stylistic evolution.
series journal
last changed 2008/10/01 19:49

_id cb9f
authors Paterson, Inga and Natanson, Louis
year 2002
title Context, Practice and Technique in the Development of a Creative Curriculum
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 39-42
summary This paper explores ideas in relation to the design and delivery of a university level curriculum aimed at producing computer artists. Theessential principle is that the organisation of the film industry is a useful paradigm, and that the paradigm can be used as a tool in the designand delivery of this kind of curriculum. The education of graduates destined for the “new media” industries is complex. A particular problemis to achieve balance between development of technological skills on the one hand and artistic and creative development on the other. The challenge for educators is that many students are motivated by acquiring technical expertise and may not realise the importance of artistic and creative development. Comparisons with the world of film are used to address the problem of balance. The background to this approach is discussed and some preliminary results, in terms of student attitudinal change, are described.
series SIGRADI
last changed 2016/03/10 08:57

_id ab09
authors Qaqish, Ra’ed and Hanna, Raid
year 1997
title The Impact of CAL Strategies on CAD
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 475-489
summary This paper reports on a two fold study, which examines the impact of CAL on CAD and architectural education, and evaluates the overall effectiveness and efficiency of CAD teaching and strategies in the curriculum of architecture. The study also examined the need for a framework within which the creation of a module for applying CAL in CAD to support the curriculum of architecture can be structured and assessed. The main concern of the study was to explore the range and balance of computer assisted activities in the design studio, and the interpretation of the various roles of the CAD tutor and his/her involvement in delivering these activities. In delivering these activities two criteria, namely: teaching methods and CAD integration (which are interchangeable and yet play different roles), can have a distinct effect on the implementation of CAL in the design studio. The case study evaluated and investigated the CAL the AEC course as part of the 3rd year design studio at Mackintosh School of Architecture, to determine to what extent the AEC learning events were effective in advocating new strategies in CAD. The methods of this investigation consisted of classroom observations and administrating questionnaires. Variables such as the group and gender differences/participation, the tutor’s confidence, level of administration and strategies to help with technical problems and motivations, also the task-related activities, tangibility of the learning materials, and the minutes of lesson have been examined. The global rating of the CAL events in CAD lessons, the CAL organisation and sequence, the level of students’ confidence, the rate of students’ interest, the mode of classroom, the level of learner performance and the relationship between CAL and the overall curriculum have also been empirically examined and their interdependent relationships explored. The findings of this study may help in establishing future directions in adopting some form of effective CAL strategies in CAD. The study also serves as an evaluation tool for computing teaching in the design studio. Furthermore, the checklist used in this case study may also be used in evaluating the different courses in CAD in the curriculum of architectural schools.
series CAADRIA
last changed 1999/02/01 14:21

_id c6df
authors Radford, A., Woodbury, R., Braithwaite, G., Kirkby, S., Sweeting, R. and Huang, E.
year 1997
title Issues of Abstraction, Accuracy and Realism in Large Scale Computer Urban Models
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 679-690
summary The availability of large scale computer urban models promises to radically improve the effectiveness of urban design policy-making and development control. A key question in the implementation of such models is how the balance between abstraction, accuracy and realism influences the effectiveness of their use. This paper discusses and illustrates the issues involved, with a computer model of the City of Adelaide as example.
keywords 3D City Modeling
series CAAD Futures
last changed 2001/06/04 12:23

_id 397d
id 397d
authors Rafi, A, Tinauli, M and Mohd Izani, Z A
year 2007
title High dynamic range images: Evolution, applications and suggested processes
source Proceedings of the 11th International Conference on Information Visualization (IV07), ETH Zurich, Switzerland, 4-6 July, 877-882.
summary Three dimensional (3D) and Computer Graphics (CG) industries nowadays require ‘instant’ realism and extreme special effects while imposing the balance in cost, time and solution acceptance standard. It has been known that realistic rendering is time consuming, difficult to use, complex, expensive and often produces insufficient digital output to predict particularly in the early visualization process. This paper focuses on one of the emerging technologies, High Dynamic Range Image (HDRI) and how it can be developed in achieving effective solution, while maintaining ‘realism’ or required result based on a specific application. We firstly introduce the overall HDRI processes before continue to present a framework of captured Low Density Range Image (LDRI) source sequence effectively in HDRI environment. This paper concludes with discussions and lists the application of HDRI.
keywords HDRI, Rendering, HDRI Applications
series other
type normal paper
last changed 2007/09/11 00:27

_id 6353
authors Raibert, Marc H.
year 1986
title Symmetry in Running
source Science. March, 1986. vol. 231: pp. 1292-1294 : ill. includes bibliography
summary Symmetry plays a key role in simplifying the control of legged robots and in giving them the ability to run and balance. The symmetries studied describe motion of the body and legs in terms of even and odd functions of time. A legged system running with these symmetries travels with a fixed forward speed and a stable upright posture. The symmetries used for controlling legged robots may help in elucidating the legged behavior of animals. Measurements of running in the cat and human show that the feet and body sometimes move as predicted by the even and odd symmetry functions
keywords symmetry, robotics, animation
series CADline
last changed 2003/06/02 08:24

_id 79f8
authors Rieber, L.
year 1994
title Computers Graphics, and Learning
source Brown & Benchmark, Madison
summary The first of the topics begins with an overview of instructional computer graphics. This leads into an overview of the status of instructional visual research including discussions on visual perception, visual cognition, and theories on storing visual information in short-term and long-term memory. More practical application information is found in the next few chapters covering when and how static and animated graphics should be integrated into computer based instruction. The book concludes with a consideration of the role visuals play with multimedia. The useful information of each chapter is delivered with a cautious and wise nature. Rieber introduces his book with the first principle of instructional graphics, which I found to be very insightful. It reads, "There are times when pictures can aid learning, times when pictures do not aid learning but do no harm, and times when pictures do not aid learning and are distracting." The general premise throughout the book is that learning is paramount and should take center stage. He further warns the instructional designer about becoming "technocentric" (this is where technology dictates decision making) and recommends that media decisions not be made untilother instructional decisions are made. Again and again, from chapter to chapter, the reader is reminded of this underlying premise which made this book particularly effective. Another strength was the comprehensive nature of the book. There was an excellent balance of theory, research, and application to ensure the reader will gain the knowledge for appropriate integration of graphics into instructional materials. The theoretical information covers the role of visuals in communication and education, quoting many research sources for validation. There is an overview of three types of instructional graphics (representational, analogical, and arbitrary) and an analysis of their possible use in Gagneís domains of learning. Rieber states that the design of instructional graphics is strongly influenced by the inter-relationships and interdependency of the five domains. To help the reader choose the correct graphic for the job intended, a section describing the five applications of instructional graphics (cosmetic, motivation, attention-gaining, presentation, and practice) is included. It is recognized that these applications originated from Gagne's nine events of instruction.
series other
last changed 2003/04/23 13:14

_id sigradi2017_029
id sigradi2017_029
authors Rossado Espinoza, Verónica Paola
year 2017
title La Importancia del Dibujo en la Formación del Arquitecto: Equilibrio entre el diseño digital y el analógico [The Importance of Drawing in Architectural Formation: Balance between digital and analog design]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.207-213
summary There are many advantages that technology brings in support to the architect, among the skills that must be acquired by students of architecture, are, without a doubt, digital skills. However, excessive use of digital tools leads to lose other skills, such as drawing and hand design, with the consequent low quality and warmth of the artistic expression of the designer. It is important that academic training considers a balance between the application of technology and design, and that future professionals are as competent in both digital and analog design.
series SIGraDi
last changed 2018/07/27 08:05

_id acadia16_24
id acadia16_24
authors Savov, Anton; Buckton, Ben; Tessmann, Oliver
year 2016
title 20,000 Blocks: Can gameplay be used to guide non-expert groups in creating architecture?
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 24-33
summary The paper follows research in engaging groups of non-trained individuals in the creation of architectural designs using games and crowdsourcing for human-directed problem-solving. With the proposed method, architectural experts can encode their design knowledge into custom-developed multiplayer gameplay in Minecraft. Non-expert players then are constrained by this gameplay which guides them to create unique architectural results. We describe a method with three components: guiding rules, verification routines and fast feedback. The method employs a real-time link between the game and structural analysis in Grasshopper to verify the designs. To prove the viability of these results, we use robotic fabrication, where the digital results are brought to reality at scale. A major finding of the work is the suite of tools for calibrating the balance of influence on the resulting designs between the Experts and the Players. We believe that this process can create designs which are not limited to parametrically optimal solutions but could also solve real-world problems in new and unexpected ways.
keywords robot-human collaboration, digital fabrication, gaming in design, big data
series ACADIA
type paper
last changed 2016/10/24 11:12

_id ecaade2016_140
id ecaade2016_140
authors Simeone, Davide, Coraglia, Ugo Maria, Cursi, Stefano and Fioravanti, Antonio
year 2016
title Behavioural Simulation for Built Heritage Use Planning
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 503-510
summary This paper presents a system for simulating human behaviour in built heritage artefacts aimed at supporting the decision-making processes for their possible re-use.Its goal is to predict the mutual influence between the occupancy phenomena and the architectural heritage environment, in order to optimise the balance between efficiency requirements of spaces and preservation needs of the heritage artefact. The proposed system is based on the integration of a BIM environment with a game engine that allows the modelling of the built environment and the simulation of its use phenomena at the same time. A central role in the systems is played by the distribution of Artificial Intelligence among Virtual Users, process entities (the activities) and the building components, ensuring the coherent representation of the use processes and the direct measurement of their impact on the artefact.
wos WOS:000402064400050
keywords Built Heritage; Human Behaviour Simulation; Agent-Based Modelling; BIM
series eCAADe
last changed 2017/06/28 08:46

_id sigradi2003_077
id sigradi2003_077
authors Soares, Francirose Furlani and Gomes da Costa, Anibal Sabrosa
year 2003
title O limite arquitetônico na floresta. A vigília digital na favela (The architectural limit in the forest. The digital surveillance in the "favela")
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This paper aims to discuss new preservation strategies for Rio de Janeiro's Rain Forests threatened by favelas' growth. It is supported by the developing of digital technology associated to urban design practices with a focus turned to a careful watching of the boundaries between the favela and the forest. Our case study is the Favela do Vidigal, situated in the forest, at the top of one of the city mountains and close to the sea. The paper presents a proposal based on people-environment relationships studies, considering the existence of a phisical-virtual limit which could be a permeable balance and control promoting.
series SIGRADI
last changed 2016/03/10 09:00

_id ddss9488
id ddss9488
authors Solans, Joan Antoni and Fargas, Josep
year 1994
title Towards Hybrid Technologies for Urban Design: Balancing Reliability, Power and Speed in Decision Support
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper constructs a theory of decision support system design, based on the three independent concepts of reliability, power and speed borrowed from epistemology. We say that a system is reliable if a large part of its performance is useful or correct, that it is powerful if it performs in a useful way in a variety of situations of interest, and that it is fast if its behaviour is consistently dynamic. An arithmetic calculator, for example, is more reliable than a mathematician, but the latter is more powerful. A programming language is as reliable as a calculator, but the calculator is faster. We use this framework to argue that a successful deployment of decision support technology must take into account the balance between reliability power and speed. We illustrate this approach with the case of a hybrid system for studying urban transportation issues in the Greater Barcelona Region based on land use, contrasting it with more conventional tools such as traditional geographic information systems or traffic analysis software. The hybrid system is shown to sacrifice the reliability and speed characteristic of commercially available software for a powerful set of computational tools developed specifically for the problem at hand. This tradeoff process is formalized using an analysis based on second-order reliability, power and speed concepts. We show that micro-level sacrifices of one of these properties are often inversely correlated with the same characteristics at the macro level. For example, the relatively slow performance of in-house software components on a given project can result in a high level of dynamism in addressing several related projects. We extend the design theory outlined above to a methodology for characterizing decision support systems in general, and argue that the hybrid technologies approach is more likely to result in systems reflecting the user's domain knowledge and skills.
series DDSS
last changed 2003/08/07 14:36

_id ga9805
id ga9805
authors Stebbing, Peter D.
year 1998
title There is a universal grammar for visual composition!
source International Conference on Generative Art
summary There appears to be little general concensus on what components should be taught on art and design courses in the university sector when introducing students to visual composition. The existing textbooks display a variety of approaches and material confirming this lack of consistency. This paper presents four closely related core components (contrast, rhythm, balance, and proportion) which the author proposes form a generative grammar for visual composition. These components appear not just to underlie art and design but also other areas of human expressive culture ranging across film, dance, sculpture and architecture etc. This visual grammar, or metagrammar, appears to have its biological origins before our evolutionary phase as a hunter/gatherer and appears to be universal.
keywords origins of order in the arts, organic form, visual grammar, epigenetic rules, core components: contrast, rhythm, balance and proportion, visual composition curriculum, art and design education.  
series other
last changed 2003/08/07 15:25

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