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 46

_id acadia23_v3_39
id acadia23_v3_39
authors Goti, Kyriaki; A. Scelsa, Jonathan; Rossi, Natalia; Wang, Wei; Palaci, Arthur
year 2023
title Bric(k)olage: Spoliated Masonry C+D Waste
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary The 2016 US Environmental Protection Agency reported that 23.1 million tons of broken pieces of concrete waste are annually discarded from new construction sites (EPA -2) and in example states in the north american context only 6.6% of C&D concrete is recycled; the rest is thrown out in landfills as it is labeled “contaminated or too hard to process on a large scale.” (CT DOE 25) Relatively little investigation has occurred in how this material could reappear in the architectural project that might honor its intrinsic broken quality as a part of its materiality within a life-cycle of continual usage. This project speaks towards a problematic Habit of the Anthropocene in how we construct buildings placing intrinsic cultural value on new parts over the broken and old due to economic efficiencies.
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id ijac201917206
id ijac201917206
authors Ackerman, Aidan; Jonathan Cave, Chien-Yu Lin and Kyle Stillwell
year 2019
title Computational modeling for climate change: Simulating and visualizing a resilient landscape architecture design approach
source International Journal of Architectural Computing vol. 17 - no. 2, 125-147
summary Coastlines are changing, wildfires are raging, cities are getting hotter, and spatial designers are charged with the task of designing to mitigate these unknowns. This research examines computational digital workflows to understand and alleviate the impacts of climate change on urban landscapes. The methodology includes two separate simulation and visualization workflows. The first workflow uses an animated particle fluid simulator in combination with geographic information systems data, Photoshop software, and three-dimensional modeling and animation software to simulate erosion and sedimentation patterns, coastal inundation, and sea level rise. The second workflow integrates building information modeling data, computational fluid dynamics simulators, and parameters from EnergyPlus and Landsat to produce typologies and strategies for mitigating urban heat island effects. The effectiveness of these workflows is demonstrated by inserting design prototypes into modeled environments to visualize their success or failure. The result of these efforts is a suite of workflows which have the potential to vastly improve the efficacy with which architects and landscape architects use existing data to address the urgency of climate change.
keywords Modeling, simulation, environment, ecosystem, landscape, climate change, sea level rise, urban heat island
series journal
email
last changed 2019/08/07 14:04

_id ijac20053201
id ijac20053201
authors Aitcheson, Robert; Friedman, Jonathan; Seebohm, Thomas
year 2005
title 3-Axis CNC Milling in Architectural Design
source International Journal of Architectural Computing vol. 3 - no. 2, 161-180
summary Physical scale models still have a role in architectural design. 3-axis CNC milling provides one way of making scale models both for study purposes and for presentation in durable materials such as wood. We present some types of scale models, the methods for creating them and the place in the design process that scale models occupy. We provide an overview of CNC milling procedures and issues and we describe the process of how one can creatively develop appropriate methods for milling different types of scale models and materials. Two case studies are presented with which we hope to convey not only the range of possible models that can be machined but also the way one creatively explores to arrive at appropriate milling strategies. Where apposite, we compare 3-axis CNC milling to newer technologies used for rapid prototyping but rapid prototyping is not a primary focus.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id a7de
authors Bic, Lubomir and Jonathan P. Gilbert
year 1986
title Learning from AI : New Trends in Database Technology
source IEEE Computer. March, 1986. vol. 19: pp. 44-54. includes bibliography
summary With the steadily increasing demand for user-oriented systems, new trends in database technology have evolved outside of the scope of the traditional data models. The authors are concentrated in this article on two closely related efforts: The incorporation of more semantic modeling capabilities into database models, and the development of better user environment, which include user friendly interfaces and support different user views of the content and organization of the data
keywords AI, user interface, database, relational database
series CADline
last changed 1999/02/12 15:07

_id acadia20_198p
id acadia20_198p
authors Birkeland, Jennifer; Scelsa, Jonathan A.
year 2020
title Live L’oeil – Through the Looking Ceiling
source ACADIA 2020: Distributed Proximities / Volume II: Projects [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95253-6]. Online and Global. 24-30 October 2020. edited by M. Yablonina, A. Marcus, S. Doyle, M. del Campo, V. Ago, B. Slocum. 198-201
summary Following the proliferation of linear perspective during the Renaissance, the hegemony of the vantage point was often problematically used to signify the patron’s dominance. During the mannerist era, we witnessed the creation of elaborate rooms, painted in architectural linear perspective establishing the illusionary space of faraway lands - a measure of optic imperialism wherein the conquests of the west played out in the domestic decoration of the elite later provided to the public as a societal spectacle in the form of the panorama. Within these architectural illusions, or Quadratura as they were named in Italy, lies the most notable and justifiable critique of design by vantage point, the question ‘which vantage point is privileged?’ History not surprisingly reveals that the typical vantage point was most problematically centered at one and three-quarter meters above the ground – coincident with five centimeters below the average height of a human European male. The design of architectural form through view or spatial image has arguably perpetuated this act of optic bias. This project addresses this problematic practice of design by vantage point by utilizing motion sensors to liberate the virtual space of a canonic example of quadrature from its confines within a singular vantage point. The authors digitally modeled the projective space of Andrea Pozzo’s vision for the Church of Sant’Ignazio di Loyola in Rome, scaled and fit to a gallery space outfitted with a canvas to inform a ceiling plane. Anamorphic images of the virtual heavenly space, as seen through the canvas ceiling picture plane, were created from the digital model and encoded to the individual moments in the room. Individuals who moved through the gallery were followed by the illusion of the heavenly space, creating a live l’oeil distortion.
series ACADIA
type project
email
last changed 2021/10/26 08:08

_id caadria2022_45
id caadria2022_45
authors Boim, Anna, Dortheimer, Jonathan and Sprecher, Aaron
year 2022
title A Machine-Learning Approach to Urban Design Interventions In Non-Planned Settlements
doi https://doi.org/10.52842/conf.caadria.2022.1.223
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 223-232
summary This study presents generative adversarial networks (GANs), a machine-learning technique that can be used as an urban design tool capable of learning and reproducing complex patterns that express the unique spatial qualities of non-planned settlements. We report preliminary experimental results of training and testing GAN models on different datasets of urban patterns. The results reveal that machine learning models can generate development alternatives with high morphological resemblance to the original urban fabric based on the suggested training process. This study contributes a methodological framework that has the potential to generate development alternatives sensitive to the local practices, thereby promoting preservation of traditional knowledge and cultural sustainability.
keywords Non-planned settlements, Cultural Sustainability, Machine Learning, Generative Adversarial Networks, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2024_29
id ecaade2024_29
authors Brama, Haya; Dalach, Agata; Grinshpoun, Tal; Dortheimer, Jonathan
year 2024
title Towards a Robust Evaluation Framework for Generative Urban Design
doi https://doi.org/10.52842/conf.ecaade.2024.1.529
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 529–538
summary This paper critically reviews the evaluation methods employed in the Generative Urban Design (GUD) literature. The review reveals various evaluation methods, including human-based, performance-based, and statistical evaluation. An analysis of the evaluation methods shows that each approach has limitations, and none fully addresses the unique challenges of evaluating GUD. The paper concludes that more robust and comprehensive evaluation methods are needed for GUD. The findings of this study have implications for GUD researchers, providing them with a critical understanding of the strengths and limitations of current evaluation methods and suggesting directions for future research.
keywords Machine-Learning, Generative Urban Design, Deep Learning, GAN, FID score
series eCAADe
email
last changed 2024/11/17 22:05

_id c19d
authors Camara, Antonio S. and Raper, Jonathan (Ed.)
year 1999
title Spatial multimedia and virtual reality
source London: Taylor & Francis
summary The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation. The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field. ------------------------------------------------------------------------
series other
last changed 2003/04/23 15:14

_id 6032
authors Camara, Antonio S. and Raper, Jonathan (Ed.)
year 1999
title Spatial multimedia and virtual reality
source London: Taylor & Francis
summary Contributed by Jose Ripper Kós (josekos@ufrj.br)
keywords 3D City modeling
series other
last changed 2001/06/04 20:27

_id ga0116
id ga0116
authors Chapuis, J. and Lutton, E.
year 2001
title ArtiE-Fract: Interactive Evolution of Fractals
source International Conference on Generative Art
summary Non-linear Iterated Functions Systems (IFSs) are very powerful mathematical objects related to fractal theory, that can be used in order to generate (or model) very irregular shapes. We investigate, in this paper, how an inetractive eveolutionary algorithm can be efficiently exploited in order to generate randomly or interactively artistic "fractal" "D shapes. this algorithm has been build up in an easy to use interface ArtiE-Fract with advanced interactive tools.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id f9e5
authors Cherneff, Jonathan Martin
year 1990
title Knowledge Based Interpretation of Architectural Drawings
source Massachusetts Institute of Technology, Department of Civil Engineering, Cambridge, MA
summary Architectural schematic drawings have been used to communicate building designs for centuries. The symbolic language used in these drawings efficiently represents much of the intricacy of the building process (e.g. implied business relationships, common building practice, and properties of construction materials). The drawing language is an accepted standard representation for building design, something that modern data languages have failed to achieve. In fact, the lack of an accepted standard electronic representation has hampered efforts at computer intergration and perhaps worsened industry fragmentation. In general, drawings must be interpreted, by a professional, and then reentered in order to transfer them from one CAD system to another. This work develops a method for machine interpretation of architectural (or other) schematic drawings. The central problem is to build an efficient drawing parser (i.e. a program that identifies the semantic entitites, characteristics, and relationships that are represented in the drawing). The parser is built from specifications of the drawing grammar and an underlying spatial model. The grammar describes what to look for, and the spatial model enables the parser to find it quickly. Coupled with existing optical recognition technology, this technique enables the use of drawings directly as: (1) a database to drive various AEC applications, (2) a communication protocol to integrate CAD systems, (3) a traditional user interface.
series thesis:PhD
last changed 2003/02/12 22:37

_id ecaade2011_122
id ecaade2011_122
authors Chronis, Angelos; Jagannath, Prarthana; Siskou, Vasiliki Aikaterini; Jones, Jonathan
year 2011
title Sensing digital co-presence and digital identity: Visualizing the Bluetooth landscape of the City of Bath
doi https://doi.org/10.52842/conf.ecaade.2011.087
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.87-92
summary The impact of ubiquitous digital technologies on the analysis and synthesis of our urban environment is undoubtedly great. The urban topography is overlaid by an invisible, yet very tangible digital topography that is increasingly affecting our urban life. As W. J. Mitchell (Mitchell 2005) pointed out, the digital revolution has filled our world with “electronic instruments of displacement” that “embed the virtual in the physical, and weave it seamlessly into daily urban life”. The mobile phone, the most integrated mobile device is closely related to the notion of a digital identity, our personal identity on this digital space. The Bluetooth is the mainly used direct communication protocol between mobile phones today and in this scope, each device has its own unique ID, its “MAC address”. This paper investigates the potential use of recording and analysing Bluetooth enabled devices in the urban scale in understanding the interrelation between the physical and the digital topographies.
wos WOS:000335665500009
keywords Pervasive systems; digital presence; urban encounter; digital identity
series eCAADe
email
last changed 2022/05/01 23:21

_id acadia23_v2_184
id acadia23_v2_184
authors Dessi-Olive, Jonathan; Oliyan, Omid; Buntrock, Rebecca
year 2023
title Computational Design and Craft of PHOENIX: A Hanging Myco-Structure
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 184-193.
summary This paper presents novel design and fabrication techniques with mycelium composite materials (myco-materials) demonstrated through Phoenix: a large-scale hanging sculp- ture (Figure 1). These increasingly popular biomaterials show promise to offset the negative impact of plastics and petrochemical materials in buildings. Myco-materials are renewable, biodegradable, and possess tunable performative properties that are relevant in buildings. A fascinating characteristic of myco-materials is they are flexible during their interme- diate stage of cultivation, when they are alive. This inherent flexibility before desiccation makes it possible to craft expressive three-dimensional curvatures into flat myco-material sheets by hanging them from precise support points, actively bending them, and drying them in place until they are lightweight and rigid. The addition of augmented reality (AR) guidance facilitates translating complex digitally generated geometries into physical mate- rials without the need for arduous measuring or wasteful formworks. This paper will (1) detail the innovative combination of computational design methods and sustainable fabrication protocols developed for Phoenix, (2) discuss craft and complexity of cultivating fungi-based structures, and (3) reflect upon limitations remaining with growing myco-structures as grounds for future research.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

_id ecaade2021_066
id ecaade2021_066
authors Dokonal, Wolfgang, Scheich, Patrick, Huyeng, Tim-Jonathan and Rüppel, Uwe
year 2021
title A Hard Road To Travel - Developing tools for low-cost Virtual Reality (VR) systems in the early design phases
doi https://doi.org/10.52842/conf.ecaade.2021.2.089
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 2, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 89-94
summary This paper updates on the developments in the use of low-cost Virtual Reality devices for Architectural design. The authors established a workflow using the gaming software "Unity" to prepare geometry for virtual environments and developed interfaces for a more natural movement inside the virtual world. We will give a summary on the old experiments and explain about our latest develoments in refining the workflow and the interfaces within a new setting. Architects teamed up with civil engineers with a focus on computer science. Due to new hardware developments, we could change the systems from wired to wireless and added several funktions within the overall aim to keep it simple and affordable.
keywords Virtual Reality; Head Mounted Displays; Low-Cost Interfaces; Google Cardboard; Microcontroller
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2014_134
id sigradi2014_134
authors Donzet, Jonathan; Rodrigo Leira, Eduardo Fernández Albano
year 2014
title Ecnologías de Interacción Avanzadas Aplicadas a Videojuegos [Advanced interaction technologies applied to gaming]
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 149-152
summary New technologies allowing new forms of interaction emerged in the last years and have been applied to videogames. From here arises the possibility of integrating these technologies in one interactive experience. In this article are presented the main results in the integration of Unity 3D graphics engine, Microsoft Kinect SDK and NVIDIA 3D Vision, in order to combine head tracking, gesture recognition and stereoscopic vision into a videogame.
keywords Natural user interface; stereoscopic images 3D; image processing; View-Dependent images; head tracking
series SIGRADI
email
last changed 2016/03/10 09:50

_id ecaade2020_037
id ecaade2020_037
authors Dortheimer, Jonathan, Neuman, Eran and Milo, Tova
year 2020
title A Novel Crowdsourcing-based Approach for Collaborative Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2020.2.155
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 155-164
summary This paper provides an overview of "Architasker", a large-scale crowdsourcing approach, platform, and method that enables a collaborative professional architectural design process in collaboration with a community of stakeholders. The platform includes communicating complex architectural project requirements; solution space exploration using different micro-tasks like sketching, 2D and 3D CAD; design selection; and design review as an evolutionary process. The architectural crowdsourcing model underlying the platform is contextualized in the state-of-the-art research on creative crowdsourcing methods and is supported by relevant evidence from empirical experiments. Experimental results validate the effectiveness of the method to generate architectural artifacts by harnessing the skills, talents, and experience of architects and the opinions and values of the stakeholders.
keywords Crowdsourcing; Participatory Design; Human Computation; Creative Crowdsourcing; Co-Design; Collective Intelligence
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2023_145
id ecaade2023_145
authors Dortheimer, Jonathan, Schubert, Gerhard, Dalach, Agata, Brenner, Lielle Joy and Martelaro, Nikolas
year 2023
title Think AI-side the Box! Exploring the Usability of text-to-image generators for architecture students
doi https://doi.org/10.52842/conf.ecaade.2023.2.567
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 567–576
summary This study examines how architecture students use generative AI image generating models for architectural design. A workshop was conducted with 25 participants to create designs using three state-of-the-art generative diffusion models and BIM or 3D modeling software. Results showed that the participants found the image-generating models useful for the preliminary design stages but had difficulty when the design advanced because the models did not perform as they expected. Finally, the study shows areas for improvement that merit further research. The paper provides empirical evidence on how generative diffusion models are used in an architectural context and contributes to the field of digital design.
keywords Machine Learning, Diffusion Models, Design Process, Computational Creativity
series eCAADe
email
last changed 2023/12/10 10:49

_id 3d35
authors Finkelstein, Jonathan
year 2000
title Introduction to AutoCAD 2000
source Melbourne University Press
summary Using a wide range of video, animation, and audio files, AutoCAD 2000i acts as a state-of-the-art multimedia course for students and professionals alike. Its capabilities include drawing enhancements, printing drawings, sharing files over a network, multiple design environment, publishing on the Internet, and drawing from scratch.
series other
last changed 2003/02/26 18:58

_id sigradi2013_10
id sigradi2013_10
authors Gomez, Paula; Matthew Swarts; Pedro Soza; Jonathan Shaw; James MacDaniel; David Moore
year 2013
title Campus Landscape Information Modeling: Intermediate Scale Model that Embeds Information and Multidisciplinary Knowledge for Landscape Planning
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 61 - 65
summary Building Information Modeling (BIM) and Geographic Information Systems (GIS), as their names imply, are models of information at different scales that usually appear segregated. Our proposal is to integrate both scales of information in a Campus Information Model (CIM). This paper focuses on the description of this integration in terms of information and knowledge models, from the point of view of landscape design. We emphasize on the description of CLIM, an interactive tabletop we have developed to support collaboration and planning of landscape, which is constructed using models of information and knowledge to perform assessments, including quantitative aspects of effectiveness, efficiency and satisfaction of certain features of the Georgia Tech Campus.
keywords Campus Information Modeling; Landscape Modeling; Landscape Planning; Knowledge-based Design; Interactive Tabletop
series SIGRADI
email
last changed 2016/03/10 09:52

_id c9bf
authors Gross, Jonathan L. and Rosen, Ronald H.
year 1979
title A Linear Time Planarity Algorithm for 2-Complexes
source Journal of the Association for Computing Machinery. October, 1979. vol. 26: pp. 611-617 : ill. includes bibliography
summary A linear time algorithm to decide whether a given finite 2- complex is planar is described. Topological results of Gross, Harary and Rosen are the mathematical basis for the algorithm. Optimal running time is achieved by constructing various lists simultaneously and keeping their orderings compatible. If the complex is simplical with p vertices, then the algorithm has O(p) time and space bounds. The algorithm uses depth-first search both in application of the graph planarity algorithm of Hopcroft and Tarjan and elsewhere
keywords algorithms, complexity, depth-first, search, topology, graphs, computational geometry,
series CADline
last changed 2003/06/02 13:58

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