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 1 to 20 of 185

_id 7897
authors Achten, Henri and De Vries, Bauke
year 2001
title Multiple Sketch Users in DDDoolz
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 153-162 [Book ordering info:]
summary This paper presents DDDoolz, a desktop-VR three-dimensional voxel sketchtool. DDDoolz is developed in the Design Systems Group to explore the use of Virtual Reality technology in the early design stage. The aim is to offer a sketch-like environment in VR with an unobtrusive interface. The paper presents DDDoolz, how it is used in education and with partners in architectural practice, and some future developments. As an extension to current functionality, the possibility of multiple users at the same time will be developed in the system for the {ACCOLADE} workshop.
series other
last changed 2001/09/14 19:30

_id ddss9801
id ddss9801
authors Achten, Henri and Leeuwen, Jos van
year 1998
title A Feature-Based Description Technique for Design Processes: A Case Study
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary In order to develop appropriate tools for decision support in design processes, it is necessary to found them on an understanding of design. Analytical techniques of design processes that have a direct relationship with tool development can enhance design support systems development. The paper focuses on a design support system in the VR-DIS research program. The aim of this research program is to develop insight in the architectural design process and to establish design tools for architectsworking in Virtual Reality. The basic approach for data modelling in VR in this research is based on an extension of the Feature Based Modelling paradigm taken from design in mechanical engineering. The computer model of the design in the system is a Feature-based model. This paper describes design processes in terms of changes in the Feature-based model of the design. For this purpose, a case of a house design is used. Drawings in the conceptual design phase up to the preliminary design phase arestudied. Each state of the drawings is described in terms of a Feature-model. Particular design actions such as creation of spaces, definition of architectural elements, and changes during the design process can be expressed in terms of changes in the Feature-model. Because of the use of Features, the changes can be formalised in the VR-DIS system. The description in terms of Features offers an analytical toolthat leads to a functional brief for design support tools. The paper ends with a discussion of implications and future work.
series DDSS
last changed 2003/11/21 14:15

_id ecaade2007_226
id ecaade2007_226
authors Agger, Kristian; Lassen, Michael; Knudsen, Nikolaj; Borup, Ruben; Rimestad, Jens; Norholdt, Peter; Bramsen, Nikolaj
year 2007
title B-processor
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 43-50
summary The B-processor is a redesign of the digital building information modelling/managing concept: Addressing the whole building industry participants and all phases in the building process. Offering a new “standard” for digital building information structure with generic modelling and evaluation tools in the B-model kernel. Plug-in structure for free extension of the B-processor system by the Building Industry. Kernel prototyped in Java to be downloaded for free – open source.
keywords Digital applications in construction, digital fabrication and construction, prediction and evaluation, design methodology, generative design
series eCAADe
last changed 2007/09/16 15:55

_id e78e
authors Anders, Peter
year 1999
title Anthropic Cyberspace: Defining Eletronic Space from First Principles
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 56-62
summary This paper proposes principles for the design of human-centered, anthropic cyberspaces. Starting with a brief examination of our cognitive use of space, it suggests that we address cyberspace as an extension of our mental space. The paper procedes with twelve concepts based on scientific and cultural observations with respect to individual cognition and social interaction. These concepts are general - not specific to any culture or technology in the accompanying arguments the author expands on these concepts illustrating them with examples taken from conventional and electronic media, space and cyberspace the author hopes with these conjectures to begin a discussion on the anthropology of space and its emulation.
keywords Cognition, Cyberspace, Design, Internet, Simulation, Space
series SIGRADI
last changed 2016/03/10 08:47

_id a93b
authors Anders, Peter
year 1997
title Cybrids: Integrating Cognitive and Physical Space in Architecture
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 17-34
summary People regularly use non-physical, cognitive spaces to navigate and think. These spaces are important to architects in the design and planning of physical buildings. Cognitive spaces inform design - often underlying principles of architectural composition. They include zones of privacy, territory and the space of memory and visual thought. They let us to map our environment, model or plan projects, even imagine places like Heaven or Hell.

Cyberspace is an electronic extension of this cognitive space. Designers of virtual environments already know the power these spaces have on the imagination. Computers are no longer just tools for projecting buildings. They change the very substance of design. Cyberspace is itself a subject for design. With computers architects can design space both for physical and non-physical media. A conscious integration of cognitive and physical space in architecture can affect construction and maintenance costs, and the impact on natural and urban environments.

This paper is about the convergence of physical and electronic space and its potential effects on architecture. The first part of the paper will define cognitive space and its relationship to cyberspace. The second part will relate cyberspace to the production of architecture. Finally, a recent project done at the University of Michigan Graduate School of Architecture will illustrate the integration of physical and cyberspaces.

series ACADIA
last changed 2003/11/21 14:15

_id becb
authors Anders, Peter
year 1999
title Electronic Extension: Some implications of cyberspace for the practice of architecture
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 276-289
summary This white-paper builds upon previous research to present hybrids of electronic and physical spaces as extensions of current design practice. It poses an hypothetical project - a hybrid of physical and cyberspaces - to be developed through an extrapolation of current architectural practice by fully exploiting new information technologies. The hybrid's attributes not only affect the scope of development but the very activities of the design team and client during - and after - deployment. The entire life cycle of the project is affected by its dual material and media presence. The paper concludes by discussing the effect the hybrid - here called a "cybrid" - on the occupant, and its local and global communities. It reviews the economics, administration, marketing, operation, flexibility, and extension of the project to assess its effects on these scales. The conclusions are provisional owing to the youth of the technologies. However, in laying out these issues, the author hopes to begin a discussion on effects computation will have on our built environment.
series ACADIA
last changed 2003/11/21 14:15

_id sigradi2004_333
id sigradi2004_333
authors Andrés S. Rodríguez
year 2004
title Exploración de relaciones entre analogías y bocetos durante la generación de ideas en diseño industrial como elicitación de requerimientos para CAD [Exploration of Relations between Analogies and Sketches During the Generation of Ideas in Industrial Design for Eliciting CAD Requirements]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary An exploration on the analogy-based idea generation process in industrial design is reported. In particular we try to identify relationships between the sketching process and the analogy building in order to elicit requirements for a supporting software. We use concurrent think aloud protocols to obtain experimental data and an extension of a proved content oriented schema to analyze them. Statistical analysis on segments containing .analogical chains. found relations between analogical and design actions that allow us to support the hypothesis that the sketch seems to be more useful for helping the analytical aspects of the analogical making (i.e. to code a situation in terms of higher order relations) than the synthetic ones (i.e. to identify an analogy source). Results were interpreted as software requirements for a Computer Aided Design Application.
keywords Sketching, Analogy, CAD, Industrial design, Protocol analysis
series SIGRADI
last changed 2016/03/10 08:47

_id sigradi2015_sp_10.33
id sigradi2015_sp_10.33
authors Antiqueira, Renan Leite; Vizioli, Simone Helena Tanoue; Antiqueira, Kau? de Macedo
year 2015
title Digital Game and Drawing in Heritage Education Teaching
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 815-817.
summary This Short Paper intends to present the development of a digital game as part of the extension research: “Architectonic heritage, design and education: development of Playful Interactive Systems (educational games in digital media)” and is part of the work fomented by the Research Group (name withheld for submission). It is intended to emphasize the concept of game as a transmitter of culture and knowledge and to discuss the potentiality of digital game as a tool in assimilation of heritage architecture.
keywords Digital Game, Digital Drawing, Heritage Education
series SIGRADI
last changed 2016/03/10 08:47

_id cf2015_380
id cf2015_380
authors Barekati, Ehsan; Clayton, Mark J. and Yan, Wei
year 2015
title A BIM-compatible schema for architectural programming information
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 380.
summary Architectural programming, although a key part of AECFM processes, has not been well integrated into Building Information Modeling (BIM). Having access to architectural programming information throughout the lifecycle of a building can add value to design evaluation, facility management, renovation and extension. There is not currently a comprehensive and standard data model to store architectural programming information. Our research is producing a universal format for an architectural program of requirements (UFPOR) that can connect the architectural programming information to the IFC BIM schema. The result is a data model for architectural programming that is inherently interoperable with BIM standard schema. A graphical user interface facilitates data creation and manipulation. The schema and effectiveness of the bridging fields has been tested by entering the content of three two different architectural programming documents into the UFPOR database.
keywords BIM, Architectural Programming, Data Modelling, Interoperability, IFC.
series CAAD Futures
last changed 2015/06/29 05:55

_id 5422
authors Barría, H., Lagos, R. and Munoz, Chr.
year 2002
title The Inter-Media Space
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 584-587
summary This paper explores the juxtaposition between architectonic space and virtual environments. It establishes the hypothesis that the intersection of virtual environments with our common life causes a break-up of time and space. Virtual environments are the last and most integral part of the technological revolution, becoming a parallel world, an unlimited extension of our limited world. The spatial and temporal juxtaposition of these two realities creates a new reality of being “inbetween”, it reveals the “inter-media”. This “inter-media” reality is an issue for architecture of our time, and it still lacks of responses.
series eCAADe
last changed 2003/11/21 14:16

_id 4c44
id 4c44
authors Beirão, José; Duarte, José; Gil, Jorge; Montenegro, Nuno
year 2009
title Monitoring urban design through generative design support tools: a generative grammar for Praia
source Proceedings of 15 Congresso da APDR, Cidade da Praia, Cabo Verde.
summary Abstract Urban planning and design has a considerable impact on the economic performance of cities and regions. It is a complex process that extends for a long period and involves many participants. The lack of integrated tools to support this process hampers the ability to maximize the response of plans to contextual conditions while using the least resources. This paper describes research that aims to develop such a tool, integrating formulation, generation, and evaluation capabilities. It is focused on the generation module which relies on the encoding of Urban Induction Patterns (UIP) using shape grammars. A grammar for the extension plan of the city of Praia is presented as one of the case studies used to support UIP definition and illustrate its application. The paper also discusses how the proposed tool can be used for developing and monitoring urban plans.
keywords shape grammars; generative urban design; planning
series other
type normal paper
last changed 2009/07/30 13:58

_id 6838
authors Berberidou-Kallivoka, Liana
year 1994
title An Open Daylighting Simulation Environment
source Carnegie Mellon University, Pittsburgh
summary Various studies have shown that performance simulation tools have not been integrated effec- tively in the architectural design process. The conventional lighting simulation tools have been characterized as decision verification tools rather than design support tools. Particularly in the early design stage, when crucial and often irreversible decisions are made, this evident lack of appropriate lighting simulation environments represents a serious drawback. The "mono-directionality" of the conventional simulation tools can be identified as one of the factors responsi- ble for insufficient integration of computational lighting modeling tools in the design process. In response to this circumstance, this thesis presents the conceptual background and the proto- , typical realization of an "open" daylighting simulation environment (GESTALT) to support architectural lighting design and education. Open simulation environments aim at extension (and inversion) of the design-to-performance mapping mechanisms of the conventional build- ing performance simulation tools. Toward this end, two fully operational versions of GESTALT have been implemented. GESTALT-01 is an explicit implementation based on invertible "fast-response" computational modules. GESTALT-02 is an implicit version that uses a comprehensive computational daylight simulator and investigative projection technique for performance-driven design exploration. Concepts, implementations, case studies, contributions and future directions are presented.
series thesis:PhD
last changed 2003/02/12 21:42

_id ecaade2012_057
id ecaade2012_057
authors Bielik, Martin ; Schneider, Sven ; König, Reinhard
year 2012
title Parametric Urban Patterns: Exploring and integrating graph-based spatial properties in parametric urban modelling
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 701-708.
summary The article presents a graph-based spatial analysis toolset (“decoding spaces”components) which we have recently developed as an extension of the visual scripting language Grasshopper3D for Rhino. These tools directly integrate spatial analysis methods into CAD design software which can have a signifi cant effect on current design workfl ows. However,grasshopper doesn’t only enable the results of analyses to be used in the standard Rhino modelling environment. It also makes it possible to integrate spatial analysis into a parametric design approach as discussed in this paper. The functionality of this toolset is demonstrated using a simple urban design scenario where we introduce the idea of parametric patterns based on graph-measures.
wos WOS:000330322400074
keywords Spatial analysis; parametric modelling; urban layout; design process; decoding spaces
series eCAADe
last changed 2014/04/14 11:07

_id 2004_489
id 2004_489
authors Bille, Pia
year 2004
title CityScape - Analysing Modern Urbanism
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 489-494
summary Understanding scale is a major concern and a condition of working in the field of architecture and urban design. The project described in this case origins from Blauwe Koffer, a method developed in the 80’s by the Dutch architects Dolf Dobbelaar and Paul de Vroom. The method is devoted to analysis of form and function of important architectural and urban design projects in the last century and is a flexible model for searching architectural solutions at an early stage of a project. In the paper I will describe how a group of faculty transformed the Blauwe Koffer into a digital method serving as an introduction to urban design in the second year curriculum. The project introduced topics of modern urbanism defined as cityscapes. Through a series of mapping analysis the students studied variations of scale, extension, volume, density, borders, overlaps, bricollage, diversity etc. The students were required to do analysis in the form of a matrix of 6 x 7 cells. Categories in the analysis were three scales of figure / ground studies, bricollage and studies of the urban raster. DataTown was a particular category inspired by MVRDV. The project data derived from digital maps, and project presentations in books and magazines. At second year the students are assigned to do digital projects as a part of the curriculum and the students are required to have their own computer. The project was the first digital assignment in studio and previous computer courses and skills were limited to a one-week course in desktop publishing. The CityScape project was a successful experience in integrating computation in studio, in group work and in analysis of modern urbanism. The paper will show some of the projects and discuss the assignment as a part of the implementation of an IT-strategy.
keywords CAAD-Curriculum; Urban Morphology; Mapping; Education and Practise
series eCAADe
last changed 2004/09/18 06:45

_id e894
authors Blanco, Constanza
year 2000
title Un proyecto de gestión. La digitalizacion de los edificios escolares del Gobierno Autonomo de la Ciudad de Buenos Aires. (A management project. The Digitalization of School Buildings of the Autonomous Government of the City of Buenos Aires)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 185-187
summary The operation target, of digital school building plans recording, in the area of the Education Secretary of Buenos Aires City, is to survey, organize and create the connectivity into a single database, for a great number of graphic and non graphic documents. The information stocked in vellum, paper, and blueprints, on different scales and formats, has been collected, classified and checked. A skillful cad operator staff, in a prolific environment generated by codes, rules and helped by several particular tools which include macros, routines and libraries, is doing the production of drawings. All the documents and their parent information, from any kind of source, establish the core of an important database. The new information scope has the flexibility and accessibility required for a permanent data updating and extension.
series SIGRADI
last changed 2016/03/10 08:47

_id aa7f
authors Bollinger, Elizabeth and Hill, Pamela
year 1993
title Virtual Reality: Technology of the Future or Playground of the Cyberpunk?
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 121-129
summary Jaron Lanier is a major spokesperson of our society's hottest new technology: VR or virtual reality. He expressed his faith in the VR movement in this quote which appears in The User's Guide to the New Edge published by Mondo 2000. In its most technical sense, VR has attracted the attention of politicians in Washington who wonder if yet another technology developed in the United States will find its application across the globe in Asia. In its most human element, an entire "cyberpunk movement" has appealed to young minds everywhere as a seemingly safe form of hallucination. As architecture students, educators, and practitioners around the world are becoming attracted to the possibilities of VR technology as an extension of 3D modeling, visualization, and animation, it is appropriate to consider an overview of virtual reality.

In virtual reality a user encounters a computersimulated environment through the use of a physical interface. The user can interact with the environment to the point of becoming a part of the experience, and the experience becomes reality. Natural and

instinctive body movements are translated by the interface into computer commands. The quest for perfection in this human-computer relationship seems to be the essence of virtual reality technology.

To begin to capture the essence of virtual reality without first-hand experience, it is helpful to understand two important terms: presence and immersion. The sense of presence can be defined as the degree to which the user feels a part of the actual environment. The more reality the experience provides, the more presence it has. Immersion can be defined as the degree of other simulation a virtual reality interface provides for the viewer. A highly immersive system might provide more than just visual stimuli; for example, it may additionally provide simulated sound and motion, and simultaneously prevent distractions from being present.

series ACADIA
last changed 2003/11/21 14:16

_id sigradi2012_68
id sigradi2012_68
authors Borda, Adriane; Pires, Janice; Gomes, Hector Medina; Escobar, Andrew; Félix, Neusa Rodrigues
year 2012
title Sistematização e disponibilização da produção de modelos tridimensionais digitais de patrimônio arquitetônico [Systematization and making available of the production three-dimensional digital models of the architectural heritage]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 321-324
summary This paper describes the strategies which are being used to make a digital collection available, regarding the architectural heritage of the city of Pelotas, Rio Grande do Sul. Pelotas preserves architectural examples built between the end of the 18th century and the beginning of the 20th century. These examples include representatives of the Luso-Brazilian architecture, eclectic, transitional eclectic and pre-modern architecture. The representation of these examples has documented and valued such heritage, subsidizing the cultural memory of the city. The production system is a supportive process of teaching, research and extension, committed to the various possibilities for applying these representations and the evolution of the technological resources available.
keywords Three-dimensional digital models; architectural heritage; digital archive; augmented reality.
series SIGRADI
last changed 2016/03/10 08:47

_id eaea2003_15-breen
id eaea2003_15-breen
authors Breen, J. and Giro, H.
year 2004
title The DXI Experience. Ten Years of Design Visualization Developments in an Educational Laboratory Context
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 71-77
summary Design visualisation is an essential aspect of virtually every form of design enquiry. The effects of potential environmental interventions may be simulated in order to gain the types of insights, which cannot be acquired easily from two-dimensional notations. Three-dimensional representations may be generated for very different reasons. The most direct form of design imaging is traditionally for the benefit of the designer him/herself, in order to test whether the working concepts offer fitting solutions to the complex array of design conditions such as context, programme and feasibility. Alternately, images may be generated for the benefit of communication, in order to offer insights into the expected workings of a particular proposal (possibly including alternatives). This may lead to greater understanding and possibly to reaching consensus amongst different ‘actors’ involved in the design and realisation process. In many cases the results of such visualisation studies contribute to ‘bridging the gap’ between the professionals and other parties involved more indirectly in design decision-making or the appraisal of the proposals. Designers can use distinctly different methods when going about such imaging procedures. Their choices for particular techniques may depend on their familiarity or the availability of certain media devices. Being confronted with new modelling and/or visualisation instruments can stimulate the interest in fresh approaches. In this respect, the design education environment can play an important role in not only teaching ‘proven’ applications to future designers, but also in creating a platform for the active development of innovative approaches to the design visualisation practices: education as a ‘laboratory’ for new insights and potentially a ‘breeding ground’ for the extension of the designer’s instrumentation. This contribution documents the experiences gained in some ten years within an educational application, involving active use of design driven media applications. The emphasis lies on the evolvement of techniques for eye-level imaging, whereby use can be made of different types of models: physical scale models as well as digital, virtual models. Changing attitudes towards dynamic and serial vision are considered, whereby storyboard approaches on the level of integral presentation are considered. By analysing a selection of cases and their underlying approaches an indication is given of the changing attitudes and combinations of multimedia techniques, which offer opportunities to design visualisation and communication.
series EAEA
last changed 2005/09/09 08:43

_id 2796
authors Brown, Andy and Lee, Hwa, Ryong
year 1998
title A Mental Space Model
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 27-42
summary The architectural design process is often characterised a series of evolving ideas, and involving a cyclical process between design and visualisation. However, the nature of the internal representation still remains unclear. What is actually represented in a designers mental space and what drives and influences the mental design process? If we wish to programme a computer to mimic or work in tandem with the mental processes involved we need to make that representation and the associated cognitive processes explicit. The ways that designers form mental representations are so diverse, personal, and often transient that it is not easy to externalise and articulate them in explicit terms. In order to propose a mental model, we can take in a particular I psychological research approach; that of introspective observation from design drawing . In doing so, we posit an assumption that the designer's drawing can be seen as an extension of the internal mental feature, and hence internal representation could be inferred from the analysis of external representation - the drawing or sketch. This approach contrasts with the protocol analysis approach where mental operations are inferred from words, what could be termed thinking aloud.
series plCAD
last changed 2003/05/17 08:01

_id ijac201917106
id ijac201917106
authors Brown, Nathan C. and Caitlin T. Mueller
year 2019
title Design variable analysis and generation for performance-based parametric modeling in architecture
source International Journal of Architectural Computing vol. 17 - no. 1, 36-52
summary Many architectural designers recognize the potential of parametric models as a worthwhile approach to performance- driven design. A variety of performance simulations are now possible within computational design environments, and the framework of design space exploration allows users to generate and navigate various possibilities while considering both qualitative and quantitative feedback. At the same time, it can be difficult to formulate a parametric design space in a way that leads to compelling solutions and does not limit flexibility. This article proposes and tests the extension of machine learning and data analysis techniques to early problem setup in order to interrogate, modify, relate, transform, and automatically generate design variables for architectural investigations. Through analysis of two case studies involving structure and daylight, this article demonstrates initial workflows for determining variable importance, finding overall control sliders that relate directly to performance and automatically generating meaningful variables for specific typologies.
keywords Parametric design, design space formulation, data analysis, design variables, dimensionality reduction
series journal
last changed 2019/08/07 12:04

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