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 cf2005_1_34_180
id cf2005_1_34_180
authors CALDERON Carlos, WORLEY Nicholas and NYMAN Karl
year 2005
title Architectural Cinematographer: An Initial Approach to Experiential Design in Virtual Worlds
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. 135-144
summary This paper presents a paradigm for the generation of camera placements for architectural virtual environments as a method of enhancing the user's experience and as a way of facilitating the understanding of architectural designs. This paper reports on an initial prototype of a real-time cinematic control camera engine which enables the creation of architectural walkthroughs with a narrative structure. Currently, there is neither software nor a structured approach which facilitates this in architectural visualisations. The paper discusses the potential of our approach; analyses the technical and application domain challenges; examines its current limitations using well known architectural design concepts such as rhythm.
keywords virtual environments, navigation, camera engine, cinematography, experiential design
series CAAD Futures
last changed 2006/11/07 06:27

_id 0ca1
id 0ca1
authors Calderon, C, Cavazza., M
year 2001
source Game-On 2001, Holiday Inn London Docks, London, United Kingdom , November 30 - December 1, 2001.
summary In this paper we present an Intelligent Virtual Environment (IVE) obtained by incorporating a problem solving mechanism (AI technique) into a Virtual Environment. In particular, in this paper, we will discuss the implementation of the interaction with the problem solving mechanism by using the following metaphor: the visual space provided by the Virtual Environment is seen as the search space
keywords Game Engines, Artificial Intelligence
series other
type normal paper
last changed 2005/12/02 10:19

_id ad19
id ad19
authors Calderon, C., and Noble, R
year 2005
source I Jornadas de Investigacion en Construccion, Madrid, 2-4 June, 2005.
summary If the result of computer innovations can be interpreted as an emerging “difference” in the quality of constructed space, then in order to truly understand what future applications may be regarding architecture at present, we should look at what advanced functions are available in the process of designing forms and space (DeLuca and Nardini, 2002). Recently the so called parametric approach, a technique for describing a large class of designs with a small description in programming code, has become a focus of attention in architectural computing. In this paper, we reflect on the current use of parametric tools using real case studies as well as our own proof of concept parametric programmes and report on how the avant-garde computer techniques may help to increase the quality of residential building.
keywords Building Quality, Parametric Design
series other
type normal paper
last changed 2005/12/02 10:42

_id c5c5
id c5c5
authors Calderon, C., Cavazza M. and Diaz, D.
year 2003
source 7th IEEE International Information Visualisation Conference, London, UK, 16-17 July 2003.
summary In this paper, we present a new framework for the use of Virtual Reality (VR) in engineering design for configuration applications. Traditional VR systems support the visual exploration of a design solution but do not assist the user in exploring alternative solutions based on domain knowledge. Extending previous work in the area of Intelligent Virtual Environment, we propose an intelligent configuration system based on constraint logic programming (CLP), integrated in a real-time 3D graphic environment. This type of integration facilitates the expression of design knowledge in the VE and enables the user to interactively solve and/or refine a spatial configuration problem. In the system described in this paper, the user can visually explore configurations, but his interaction with objects of the configuration problem triggers new cycles of constraint propagation from the modified configuration to produce a new compatible solution.
keywords Virtual Reality, Virtual Design
series other
type normal paper
last changed 2005/12/02 10:31

_id 1101
id 1101
authors Calderon, C., Cavazza M. and Diaz, D.
year 2003
source 3rd International Symposium on Smart Graphics, Heidelberg, Germany, 2-4, July 2003. . Proceedings published by Springer: Lectures notes in Artificial Intelligence.
summary Intelligent Virtual Environments integrate AI techniques with 3D real-time environments. As such, they can support interactive problem solving, provided the underlying AI techniques can produce solutions within a time frame matching that of user interaction. In this paper, we describe an intelligent virtual environment based on Constraint Logic Programming (CLP), integrated in a real-time 3D graphic environment. We have developed an event-based ap-proach through which user interaction can be converted in real-time into appro-priate solver queries which are then translated back into automatic reconfigura-tions of the Virtual Environment (VE). Additionally, this framework supports the interactive exploration of the solution space in which alternative solutions (configurations) can be found. We demonstrate the system behaviour on a con-figuration example. This example illustrates how solutions can be interactively refined by the user through direct manipulation of objects in the VE and how the interactive search of alternative solutions in the VE is supported by these type of systems.
keywords Artificial Intelligence, Virtual Environments, Constraint Programming
series other
type normal paper
last changed 2005/12/02 10:34

_id 67b2
id 67b2
authors Calderon, C., Cavazza, M. and Diaz, D.
year 2003
source ACM Intelligent User Interfaces, Miami, Florida, USA, January 12-15, 2003. January 6-7 2003.
keywords Constraint Programming, Virtual Environments
series other
type normal paper
last changed 2005/12/02 10:27

_id 88d3
id 88d3
authors Calderon, C., Cavazza., M
year 2001
source Proceedings: SCI 2001, The Fifth Multi-Conference on Systemics, Cybernetics and Informatics, Orlando, Florida, USA, July 22 - 25, 2001.
summary This paper presents the first prototype of a reconfigurable Virtual Environment (VE). The objective of the system is to link 3D Intelligent Virtual Environments to interactive planning systems. This type of system makes possible interactive solutions where the user refines a possible configuration and enables the system to generate a complete new solution enforcing all the design constraints, previously programmed. In this first prototype we link our constraint solver with the visualization engine so that the solution produced by the constraint solver is displayed in a VE.
keywords Intelligent, Reactive, Virtual Environment, Spatial configuration tasks
series other
type normal paper
last changed 2005/12/02 10:12

_id f2ff
id f2ff
authors Calderon, C., van Schaik, P., and Hobbs, B
year 2000
source Proceedings. Virtual Reality International Conferences 2000, Laval, France 18-21 May 2000 (pp 46-55)
summary This paper is concerned with the effectiveness of the use of Virtual Reality (VR) to inform the early design stages of construction projects. The investigation has developed a new experimental methodology for assessing building designs and an enabling tool “ASSET”. A first VR model of a building has been produced as a vehicle for evaluating the methodology and ASSET and, incidentally, influencing the design of the building. An experi-ment has been completed to assess if design constraints have been fulfilled.
keywords Building Design, Communication, Users, VR Technologies
series other
type normal paper
last changed 2005/12/02 10:02

_id dcfe
id dcfe
authors Calderon, C., van Schaik, P., and Hobbs, B
year 2000
source VSMM 2000, Gifu, Japan, 4th- 6th October 2000
summary This paper is concerned with the evaluation of VR applications using the construction domain as an example. The investigation has developed a new experimental methodology and an enabling tool “ASSET to (1)determine the effectiveness of different representations of buildings –2D drawings and 3D Real-Time models- and to (2) assess the solutions proposed by the design team –architects and engineers. A first VR model of a building has been produced as a vehicle for evaluating the methodology and AS-SET. A first cycle of the research has been completed; the first experiment has been carried out, the data has been collected and analysed and, the results have been produced
keywords Building Design, Communication, Users, VR Technologies
series other
type normal paper
last changed 2005/12/02 10:13

_id 3032
id 3032
authors Calderon, C., Worley, N and Nyman, K.
year 2005
source Proceedings. Conference on Construction Applications of Virtual Reality 2005, Durham, UK 12th –13th Sep 2005.
series other
type normal paper
last changed 2005/12/02 10:43

_id ijac20064405
id ijac20064405
authors Calderon, Carlos; Nyman, Karl; Worley, Nicholas
year 2006
title The Architectural Cinematographer: Creating Architectural Experiences in 3D Real-time Environments
source International Journal of Architectural Computing vol. 4 - no. 4, pp. 71-90
summary This paper addresses the problem of creating new navigation paradigms for experiencing architectural designs in 3D real-time environments. The exploration of techniques other than still images or fly-through animations is complex and manifold, and requires the understanding and skills of many disciplines including cinematography, computer programming, architectural design and communication of 3D space. In this article, we present the Architectural Cinematographer (AC), a first step towards new navigation paradigms for real-time interactive virtual environments that are intended to enhance architectural walkthroughs with interactive camera effects. The AC is a fully developed modification (mod) of the game UnrealTournament2004™ using the Unreal™ game engine and relies on the notions of architectural concepts, cinematographic techniques and game level design to structure the virtual environment (VE) content in a way that facilitates a perception of design qualities in virtual architecture. AC addresses the current lack of either software or a structured approach to facilitate this in real-time architectural visualizations.
series journal
last changed 2007/03/04 06:08

_id sigradi2004_357
id sigradi2004_357
authors Carlos Calderon and Nicholas Worley
year 2004
title An automatic real-time camera control engine for the exploration of architectural designs
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper is concerned with the use of real-time camera engines in architectural virtual environments as a method of enhancing the user.s experience and as a way of facilitating the understanding of architectural concepts. This paper reports on an initial prototype of a real-time cinematic control camera engine for dynamic virtual environments in the architectural domain. The paper discusses the potential of the system to convey architectural concepts using well known architectural concepts such as rhythm and proposes a series of future improvements to address those limitations. Keywords: virtual environments, camera control, design process, filmaking.
series SIGRADI
last changed 2016/03/10 08:48

_id 4f26
id 4f26
authors Cavazza, M., Chavaroche J. and Calderon, C.
year 2003
source 6th EVA: Electronic imaging and Visual Art 2003 Conference, Florence, Italy. /
series other
type normal paper
last changed 2005/12/02 10:28

_id 43f0
id 43f0
authors Flynn, D., van Schaik, P., Blackman, T., Fencott, P.C., Hobbs, B., & Calderon, C.
year 2003
source Journal of CyberPsychology and Behavior, Vol6, Number6, 2003.
summary The aim of this study was to examine the feasibility of virtual reality (VR) technology for use by persons with dementia (PWD). Data were obtained directly from six PWD regarding their experiences with a virtual environment (VE) of a large outdoor park. A user-centered method was developed to assess: (a) presence; (b) user inputs; (c) display quality; (d) simulation fidelity; and (e) overall system usability. The extent to which PWD could perform four functional activities in the VE was also investigated (e.g., mailing a letter). In addition, physical and psychological well-being of PWD while interacting with the VE was assessed objectively by recording heart rate during the VR sessions and subjectively with discrete questionnaire items and real-time prompts. Symptom profiles associated with simulator sickness were assessed with an adapted version of the Simulator Sickness Questionnaire. The study found that PWD to some extent experienced presence; perceived that objects were realistic and moved naturally; generally felt in control of the interaction; and demonstrated little difficulty using a joystick for navigation. The study also demonstrated that VR is an appropriate medium for assessing functional behavior within the context of an ecologically valid VE. PWD did not experience any significant increase in symptoms associated with simulator sickness, or detriments to their psychological and physical well-being. These findings demonstrated that it is feasible to work in VEs with PWD.
keywords Dementia, VR
series journal paper
type normal paper
last changed 2005/12/02 10:36

_id ascaad2007_060
id ascaad2007_060
authors Gillispie, D. and C. Calderon
year 2007
title A framework towards designing responsive public information systems
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 767-782
summary "Evolving effective responsive systems, and creating a credible interface between the work and the user, requires an awareness of many different types of user, contexts and functions as well as the phenomenological aspects of social and environmental conditions." (Bullivant, 2006). Responsive design and interactive architecture operates at the intersection of Architecture, Arts, Technology, Media Arts, HCI and Interaction Design in a physical context suggesting ways in which the existing physical environments can be augmented and extended adding a greater level of depth, meaning and engagement with the world around us. Through a series of case studies, this paper explores a number of principles which may be applied to the design of responsive environments of which public information systems form part. Divided into three main sections, the paper first explains how responsive environments have addressed the application of public information systems, secondly, through a series of case studies, precedents are highlighted which lead to development of principles for developing designs for responsive environments. The third section discusses and elaborates on these principles which have been developed based upon our own interpretations and grouping of precedents and approaches towards interaction design. This paper contributes towards the field of responsive environments and interactive architecture through an analysis of case studies to infer a framework from which responsive environments may be created and developed.
series ASCAAD
last changed 2008/01/21 21:00

_id cf2009_547
id cf2009_547
authors Kobayashi, Yoshihiro; Hawker, Ronald; Terzidis, Kostas; Narahara, Taro; Abdelhameed, Wael; Fukuda, Tomohiro; Labarca, Claudio; Calderon, Carlos and Jemtrud, Michael
year 2009
title World8: International working group for new virtual reality applications in architecture
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 547- 556
summary This paper introduces the activities of World8, an international working group on virtual reality, and demonstrates the group’s developed VR applications in architecture. Group members come from eight universities around the world, including the United States, the United Kingdom, Japan, Chile, Canada, Egypt, and the United Arab Emirates. The main objective is to develop a research framework for collaboration between architectural schools and a software developing company. Specifically, the group is looking to create new applications for VR visualizations of urban settings with dynamic agents such as human and vehicular traffic. Models developed by these members are explained, and the project is reviewed based on survey results.
keywords Virtual reality, 3D city modeling, agent-based simulations, international project, education
series CAAD Futures
type normal paper
last changed 2010/04/04 14:41

_id 2006_560
id 2006_560
authors Parraga-Botero, Carlos and Carlos Calderon
year 2006
title 3D Real-time design environments for interactive morphogenesis of architectural space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 560-564
summary In this investigation we are concerned with rethinking and proposing the concept of space towards an enhanced interactive place where our spatial surroundings are no longer understood as fixed but as living organisms that adapt to our inter-actions inside of them. It is the aim of the research to show a space created by the interaction of the users with the building rather than the one generated by the personal interpretation of the designer. A place co-created by its inhabitant in real-time through a virtual prototype. Hereby, we are interested to investigate human-computer interactions inside of game engines as a morphogenetic process for potential architectural design and space conception. This research not only underlines theoretical concepts of architecture and folding as a spatio-structural diagrams that generate emergent processes in architecture design, but also proposes the creation and further development of a prototype based on these potentials that computer games and multimedia have brought to experiment and determine architectural environments. With the potentials of 3D Real-Time engines as design environments for the co-development of user driven spaces and folding as a design formation attitude we aim to determine space within the experience of a space prototype.
keywords Interactive architecture; 3D real-time design environments; Space Folding; User driven spaces; Virtual Collaborative Design
series eCAADe
last changed 2006/08/16 16:54

_id caadria2015_111
id caadria2015_111
authors Alani, Mostafa W. and Carlos R. Barrios
year 2015
title A Parametric Description for Metamorphosis of Islamic Geometric Patterns
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 593-602
summary This paper presents a parametric approach toward studying the characteristics of the Islamic geometric patterns (IGP). The presented computational system utilizes a parametric description of the geometry to initiate the process of metamorphosis exploration and to document the generated variations. The study found that changing the parameters in the description produces new variations that have a wide range of qualitative and quantitative properties; some match exactly the properties of traditionally existed geometries.
keywords Parametric Design; Metamorphosis; shape-code; key-shape; Islamic Geometric Pattern.
series CAADRIA
last changed 2015/06/05 05:14

_id sigradi2017_016
id sigradi2017_016
authors Alexandre da Silva, Geovany Jessé; Carlos Alejandro Nome, Lucy Donegan
year 2017
title Ferramentas de Projeto para análise da qualidade urbana: Relacionando forma, usos, densidade e configuração espacial na cidade de João Pessoa, Brasil. [Design tools to assess urban quality: Relating form, uses, density and spatial configuration in João Pessoa city, Brazil.]
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.123-129
summary This paper describes an experience in a Graduate course Architecture and Urbanism that used computational tools to analyze urban quality – considering form, uses, density and spatial configuration (based on visual and fields) – in different urban areas in the city of João Pessoa. Understanding that the city is a problem in organized complexity, different aspects condition the quality of use of spaces and reveal urban dynamics. Urban analysis aided by computational tools revealed successful in characterizing different problems and potentialities that can lay the foundation for interventions with more urban quality.
keywords Design computational tools; Study of urban form, uses and density; Urban space performance; Spatial configuration.
series SIGraDi
last changed 2018/07/27 08:05

_id ijac20053303
id ijac20053303
authors Alvarado, Rodrigo Garcia; Castillo, Gino Alvarez; Marquez, Juan Carlos Parra; Mayorga, Sergio Navarro
year 2005
title Filmic Development of Architectural Animations
source International Journal of Architectural Computing vol. 3 - no. 3, 299-316
summary This paper proposes a general method to make animated presentations of architectural designs, based on cinematographic techniques. Particularly, it reviews theoretical documenttion about filmmaking as well as several productions that exhibit remarkable locations. The proposed method first comprises of a planning stage, with the narrative and graphic formulation of the presentation. Next is an elaboration or adjustment stage for the digital modelling of the design, and finally, there is an animation production and editing stage. Likewise, the research sets up a computer implementation of some activities and characteristics, and experiments in the programming of camera movements for architectural animations. In general, this work suggests focusing on the communication of the qualitative features of the design, instead of the elaboration of the digital model, and on emphasizing the visual diversity, graphic style and narrative construction of the presentation.
series journal
last changed 2007/03/04 06:08

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