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 546

_id ascaad2007_034b
id ascaad2007_034b
authors Ambrose, M.A.
year 2007
title Body|Form|Space: Geometric translations of the body in motion
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. 431-438
summary This paper presents a novel approach to digital investigation of body, space, form and motion to expose issues of spatial perception. The spatial experience as generated from, and translated by, the human body is the focus of this work. The work explores the representational value of the body’s sense-image, the context and spatial/visual literacy of the learned sense of space-time generated from the study of the human body. Here the body is conceived not just in space but also in time, affording the ability to reinterpret the body and it’s dynamic motion engaged not as a static condition, but as a set of event spaces. Motion here is defined as a multiplicity of continuities that can be subdivided by artificial boundaries that describe space, time and body. The study of a series of bodies and movements is described that explore the human condition as a series of differential lines (form + time) and framed structures (bodies + motion). The intention is to examine the relationship between human form and metaphysical simultaneity as generators of architectural form. The work is structured by a research approach that dissects and isolates the representational concept/image from the body in a way that might offer an alternative description to the traditional historic models.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaadesigradi2019_449
id ecaadesigradi2019_449
authors Becerra Santacruz, Axel
year 2019
title The Architecture of ScarCity Game - The craft and the digital as an alternative design process
doi https://doi.org/10.52842/conf.ecaade.2019.3.045
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 45-52
summary The Architecture of ScarCity Game is a board game used as a pedagogical tool that challenges architecture students by involving them in a series of experimental design sessions to understand the design process of scarcity and the actual relation between the craft and the digital. This means "pragmatic delivery processes and material constraints, where the exchange between the artisan of handmade, representing local skills and technology of the digitally conceived is explored" (Huang 2013). The game focuses on understanding the different variables of the crafted design process of traditional communities under conditions of scarcity (Michel and Bevan 1992). This requires first analyzing the spatial environmental model of interaction, available human and natural resources, and the dynamic relationship of these variables in a digital era. In the first stage (Pre-Agency), the game set the concept of the craft by limiting students design exploration from a minimum possible perspective developing locally available resources and techniques. The key elements of the design process of traditional knowledge communities have to be identified (Preez 1984). In other words, this stage is driven by limited resources + chance + contingency. In the second stage (Post-Agency) students taking the architects´ role within this communities, have to speculate and explore the interface between the craft (local knowledge and low technological tools), and the digital represented by computation data, new technologies available and construction. This means the introduction of strategy + opportunity + chance as part of the design process. In this sense, the game has a life beyond its mechanics. This other life challenges the participants to exploit the possibilities of breaking the actual boundaries of design. The result is a tool to challenge conventional methods of teaching and leaning controlling a prescribed design process. It confronts the rules that professionals in this field take for granted. The game simulates a 'fake' reality by exploring in different ways with surveyed information. As a result, participants do not have anything 'real' to lose. Instead, they have all the freedom to innovate and be creative.
keywords Global south, scarcity, low tech, digital-craft, design process and innovation by challenge.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id sigradi2010_146
id sigradi2010_146
authors Choma, Joseph
year 2010
title CONTESTED BOUNDARIES: Digital Fabrication + Hand Craft
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 146-149
summary This research investigates the relationship between efficiency, precision and tactile variation within architectural design and fabrication. A digitally driven design may be seamlessly precise and consistent but also feel sterile and distant from the human body. A materially driven design may be intimate and tactile but lack the accuracy needed to connect elements. Digital fabrication techniques are combined with hand craft material manipulations in search of a unique hybrid tectonic that merges connection accuracies with subtle but sensual divergences between repeating modules. Prototypes have been constructed at the object and inhabitable scale.
keywords instrumentality, tacit knowledge, digital fabrication, hand craft, design and computation
series SIGRADI
email
last changed 2016/03/10 09:49

_id ascaad2023_127
id ascaad2023_127
authors Gamal, Heba; Elmahdy, Deena
year 2023
title Assessment of User Interaction Using Photogrammetry as a Tool for Preserving Rosetta Stone
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 74-89.
summary Many Egyptian artifacts, statues, and monuments are displayed in museums around the world, where most of them are illegally transferred. One of these monuments is the Rosetta stone, which is located at the British Museum in London, where Egypt has been demanding its return for years. Many applications such as Photogrammetry can be used to temporarily document, restore, and preserve any missing or damaged monuments that no longer exist. The paper aims to assess the user interaction with the absence of unattainable/looted artifacts focusing on the Rosetta stone using photogrammetry as a tool. This would increase users ‘awareness and interaction with their heritage through the integration of virtual and augmented techniques. The method used Recap Autodesk software as a guideline to generate an accurate 3D model of the stone to simulate a real environment. 3D Vista software and Vuforia Unity plugin were used for virtual and augmented user interaction. A survey has been done on 36 participants to test the model for assessing their interaction. The results recorded high interaction and satisfaction from the participants through experiencing the virtual tours of the Rosetta stone in its actual environments via augmented reality. Introducing Photogrammetry techniques would not only help to preserve the missing pieces but also reduce the boundaries between various generations and their heritage. Moreover, VR and AR can help museums attract new audiences and encourage repeat visits from existing ones. Additionally, these technologies can help museums reach a wider audience by providing virtual tours and exhibits that can be accessed from anywhere in the world, making it easier for people to engage with art and culture regardless of their location.
series ASCAAD
email
last changed 2024/02/13 14:41

_id ascaad2023_105
id ascaad2023_105
authors Khamis, Noha; El Harairy, Yosra
year 2023
title Employing Extended Reality (XR) to Expanding Narratives of Place-Making, Spatial Presence and Immersive Experience
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 963-974.
summary Extended Reality XR, which encompasses various forms of virtual reality VR and augmented reality AR, has emerged as a powerful experimental tool in design and environmental psychology research due to its ability to produce comprehensive and immersive experiences for users through narratives. A strong sensation of spatial presence, which may be viewed as a subjective sense of space cognition and its surroundings, is one sign of a good XR experience. Despite the fact that XR research has shed light on numerous elements that may affect presence and place-making in XR environments, there is still much to learn about the varied phenomenology of narrative possibilities that ensure a successful immersion experience. The paper focuses on extended reality and how it influences how we create spaces, feel present in our surroundings, and have an immersive experience. In this paper, the concepts of place-making and spatial presence were examined in relation to how people might create a consistent sense of reality during both real-world and virtual experiences. The purpose of this study is to evaluate the ideas of place-making, presence, and immersion experience as they have been developed in XR research while also addressing variables that could affect expanding narratives. The study covers major elements of the "place" literature, connects them to the idea of presence, and then exhibits their use in the context of extended reality. It also discusses the phenomenological properties of presence in human consciousness. A user study conducted through a designed immersive experience as a simulation to some spaces of the Grand Egyptian Museum. Samples of users’ responses were collected through a survey addressing their perceptions of the virtual visit. The study showed that place-making and spatial presence in extended reality work as a link between real-world locations and virtual attributes. When moving from the real world to the virtual one, boundaries become more fluid, themes can be developed, and virtual spaces mimic the real spaces. The study outline proposals for further work and lays out some ideas for future research.
series ASCAAD
email
last changed 2024/02/13 14:41

_id 4d7d
id 4d7d
authors Marionyt Tyrone Marshall
year 2010
title HYGROSCOPIC CLIMATIC MODULATED BOUNDARIES: A Strategy for Differentiated Performance Using a Natural Circulative and Energy Captive Building Envelope in Hot and Moisture Rich Laden Air Environments
source Perkins+Will Research Journal, Vol 02.01, 41-53
summary The operation and construction of buildings account for almost half of the energy use in the United States. To meet global climate change targets, energy consumption of buildings in the long term must be reduced as well as carbon dioxide emissions. This article explores a theoretical building envelope that generates energy and produces water by drawing water vapor out of the air to deliver new sources of water; it lowers indoor humidity in hot and humid climates. The design in this model considers materiality, surface area and environmental conditions to influence build- ing form. The case in this article considers materials and systems application in the design of the building envelope. The hygroscopic building envelope design strategically senses varying conditions of concentration and density of moisture laden air to provide visual indications of its performance. It is a building skin that emulates biological processes by creating pressure differences and transferring energy in various forms.
keywords biomimetics, building envelope, building façade, computational design, computational control, humidity, hygroscopic, renewable resources
series journal paper
type normal paper
email
more http://www.perkinswill.com/research/research-journal-vol.-02.01.html
last changed 2010/10/31 02:39

_id eb24
authors Strauss, Wolfgang and Fleischmann, Monika
year 1997
title The House of Illusion: Extending the Boundaries of Space
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 57-66
summary The article presents projects on spatial research and Interface Design. The interdisciplinary work was done at ART+COM and the German National Research Center for Information Technology GMD. The work focuses on new notions of space as they emerge from the use of information and communication technologies. As new forms of perception and experience of time and space emerge, new fields of architecture appear. By using the computer as a media our architects office has changed into a Media Space Lab.
keywords Man-Machine Communication, Unsharp/Intuitive Interfaces, Interactive Storytelling
series AVOCAAD
last changed 2005/09/09 10:48

_id acadia14projects_15
id acadia14projects_15
authors Uriu, Scott; Baumgartner, Herwig
year 2014
title Apertures
doi https://doi.org/10.52842/conf.acadia.2014.015
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 15-18
summary Baumgartner+Uriu’s work consistently pushes the boundaries of architecture and urban design by experimenting with new spatial concepts, intensifying existing urban landscapes in pursuit of a visionary aesthetic that encompasses all fields of design.
keywords urban design, spatial concepts, installation, new technologies
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:56

_id ascaad2023_055
id ascaad2023_055
authors Yildiz, Berfin; Çagdaº, Gülen; Zincir, lbrahim
year 2023
title Deep Architectural Floor Plan Generation: An Approach for Open-Planned Residential Spaces
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 685-705.
summary This research investigates the collaborative potential of artificial intelligence and deep learning in architectural design, focusing on comprehending and synthesizing the complex relationships within architectural floor plans. The primary question addressed is whether deep learning algorithms can effectively generate residential floor plans characterized by open-planned architectural spaces. To address this, the study introduces a novel model employing generative adversarial networks (GANs) to create open-planned layouts within residential floor plans. Open-planned spaces refers to a design approach in which interior spaces within a structure are intentionally devoid of traditional partitioning elements such as walls and doors. The layout typically features interconnected and visually continuous spaces that flow seamlessly from one area to another. The research contributes by addressing a gap in the literature through the exploration of functional space differentiations within residences characterized by open plan arrangement without walls as a separating element. Furthermore, the study extends this investigation by applying the proposed methodology to angular and circular plans as well as orthogonal plan sets. In the generative model created with GAN, the space functions are defined and labelled with the RGB color codes assigned to them. For the RGB label representation of the open-plan layout, gradient coloring prepared. By using this method, it was investigated whether the generation of the plans was realized with an open-plan structure by examining the gradient generation results. In the generative model, the footprint of the plan is given as an input for the algorithm to produce by adhering to an outer boundary. Accordingly, it is aimed to learn how the network can be arranged within the given boundaries. The Pix2pix method was used for this generative model, which is defined as the problem of obtaining images from images. The model results advance the AI-driven understanding of architectural design by providing architects with an innovative tool to explore open-plan spatial solutions.
series ASCAAD
email
last changed 2024/02/13 14:34

_id ecaade2021_222
id ecaade2021_222
authors Azambuja Varela, Pedro, Sousa, José Pedro and Silva Dias, Joana
year 2021
title Drawing-to-Factory Process - Using freehand drawing to drive robotic assembly of brick walls
doi https://doi.org/10.52842/conf.ecaade.2021.1.189
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 189-194
summary The developments of digital technology applied to architecture in the recent decades has allowed for direct communication from the studio to fabrication. However, this process is typically dependent on complicated computational processes, enlarging the distance from the benefits of the traditional drawing approaches employed by architects. This research intends to explore possibilities of reenacting the drawing as a means of computational generative design which feeds automated systems of construction. By using a Cobot directed by an algorithm which reads a simple drawn curve on paper, an automated brick wall is built, as demonstrated in two exhibitions. This mixed approach allows for technology in architectural design and construction to be more accessible to a wider audience, while blurring the boundaries between concept and materialization.
keywords robotic assembly; human-robot collaboration; non-standard structures; digital fabrication; computational design; interactive fabrication
series eCAADe
email
last changed 2022/06/07 07:54

_id 2005_763
id 2005_763
authors Beilharz, Kirsty
year 2005
title Architecture as the Computer Interface: 4D Gestural Interaction with Socio-Spatial Sonification
doi https://doi.org/10.52842/conf.ecaade.2005.763
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 763-770
summary Architecture today extends far beyond designing building shells and material, peripheral boundaries. Arguably, it has always been, and shifts increasingly in contemporary environments towards, designing space and interaction with space. Hence, the role of the designer includes integration of computing in architecture through ambient display and non-tactile interaction. This paper explores a framework in which the architecture is the computer interface to information sonification. (Sonification is automatically generated representation of information using sound). The examples in this paper are Emergent Energies, demonstrating a socio-spatially responsive generative design in a sensate environment enabled by pressure mats; Sensor-Cow using wireless gesture controllers to sonify motion; and Sonic Kung Fu which is an interactive sound sculpture facilitated by video colour-tracking. The method in this paper connects current information sonification methodologies with gesture controller capabilities to complete a cycle in which gestural, non-tactile control permutes and interacts with automatically-generated information sonification. Gestural pervasive computing negotiates space and computer interaction without conventional interfaces (keyboard/mouse) thus freeing the user to monitor or display information with full mobility, without fixed or expensive devices. Integral computing, a blurring of human-machine boundaries and embedding communication infrastructure, ambient display and interaction in the fabric of architecture are the objectives of this re-thinking.
keywords Interactive Sonification, Gesture Controllers, Responsive Spaces, SpatialSound
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2021_329
id caadria2021_329
authors Breseghello, Luca, Sanin, Sandro and Naboni, Roberto
year 2021
title Toolpath Simulation,Design and Manipulation in Robotic 3D Concrete Printing
doi https://doi.org/10.52842/conf.caadria.2021.1.623
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 623-632
summary Digital fabrication is blurring the boundaries between design, manufacturing and material effects. More and more experimental design processes involve an intertwined investigation of these aspects, especially when it comes to additive techniques such as 3D Concrete Printing (3DCP). Conventional digital tools present limitations in the description of an object, which neglects material, textural, and machinic information. In this paper, we exploit the control of extrusion-based 3D printing via programmed layered toolpath as a design method for enhancing the control of the manufactured architectural elements. The paper presents an experimental framework for design, analysis and fabrication with 3DCP, developing a system for materializing interdependencies between geometry, material, performance. This is applied to a series of architectural artefacts which demonstrate the advantages and possibilities opened by the introduced workflow, expanding the design process towards higher control on the objects buildability, structural integrity and aesthetic. manufacturing and material effects. More and more experimental design processes involve an intertwined investigation of these aspects, especially when it comes to additive techniques such as 3D Concrete Printing (3DCP). Conventional digital tools present limitations in the description of an object, which neglects material, textural, and machinic information. In this paper, we exploit the control of extrusion-based 3D printing via programmed layered toolpath as a design method for enhancing the control of the manufactured architectural elements. The paper presents an experimental framework for design, analysis and fabrication with 3DCP, developing a system for materializing interdependencies between geometry, material, performance. This is applied to a series of architectural artefacts which demonstrate the advantages and possibilities opened by the introduced workflow, expanding the design process towards higher control on the objects buildability, structural integrity and aesthetic."
keywords 3D Concrete Printing; Robotic Fabrication; Additive Manufacturing; Toolpath Simulation; Toolpath Manipulation
series CAADRIA
email
last changed 2022/06/07 07:54

_id 7e02
authors Elger, Dietrich and Russell, Peter
year 2002
title The Virtual Campus: A new place for (lifelong) learning?
doi https://doi.org/10.52842/conf.ecaade.2002.472
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. 472-477
summary 472 eCAADe 20 [design e-ducation] Modeling Real and Virtual Worlds Session 13 In the early spring of 2001 a collection of German universities founded a virtual faculty of architecture, which was named „Liquid Campus“. Current thinking about future forms of education in the field of architecture combined with over 4 years of experience with net-based design studios, led to questions about the future of existing universities, their buildings and their use. This problem was put to 43 students in the form of a design exercise to create a place for a virtual university. In the current situation, in which the administration of knowledge is more and more located on the internet, and even the so-called meeting places themselves can be virtualised through the help of video-conference-software, the exercise was to design a virtual campus in the framework and to carry out this design work in a simulation of distributed practice. Initial criticism of the project came from the students in that exemplary working methods were not described, but left for the students to discover on their own. The creation of a concept for the Liquid Campus meant that the participants had to imagine working in a world without the face to face contacts that form the basis (at present) of personal interaction. Additionally, the assignment to create or design possible links between the real and the virtual was not an easy task for students who normally design and plan real physical buildings. Even the tutors had difficulties in producing focused constructive criticism about a virtual campus; in effect the virtualisation of the university leads to a distinctive blurring of its boundaries. The project was conducted using the pedagogical framework of the netzentwurf.de; a relatively well established Internet based communication platform. This means that the studio was organised in the „traditional“ structure consisting of an initial 3 day workshop, a face to face midterm review, and a collective final review, held 3,5 months later in the Museum of Communication in Frankfurt am Main, Germany. In teams of 3 (with each student from a different university and a tutor located at a fourth) the students worked over the Internet to produce collaborative design solutions. The groups ended up with designs that spanned a range of solutions between real and virtual architecture. Examples of the student’s work (which is all available online) as well as their working methods are described. It must be said that the energy invested in the studio by the organisers of the virtual campus (as well as the students who took part) was considerably higher than in normal design studios and the paper seeks to look critically at the effort in relation to the outcomes achieved. The range and depth of the student’s work was surprising to many in the project, especially considering the initial hurdles (both social and technological) that had to overcome. The self-referential nature of the theme, the method and the working environment encouraged the students to take a more philosophical approach to the design problem. The paper explores the implications of the student’s conclusions on the nature of the university in general and draws conclusions specific to architectural education and the role of architecture in this process.
series eCAADe
email
last changed 2022/06/07 07:55

_id 7a81
authors Pinet, Céline
year 1999
title ACADIA'S Browser: Crossing Centuries, Blurring Boundaries
doi https://doi.org/10.52842/conf.acadia.1999.024.4
source ACADIA Quarterly, vol. 18, no. 4, pp. 24-25
summary New years are inspiring; they are times for new beginnings. As we are now starting a new century, I am inspired… and it looks like I am not the only one: Two graduates from Columbia University have recently launched a web- business and people are taking notice.
series ACADIA
email
last changed 2022/06/07 08:00

_id ascaad2023_000
id ascaad2023_000
authors Abdelmohsen, Sherif; Al-Jokhadar, Amer
year 2023
title ASCAAD 2023: C+++: Computation, Culture, and Context
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, 1042 p.
summary The ASCAAD 2023 theme focuses on Computation, Culture, and Context; a triad that is increasingly informing and reshaping the emerging dynamics of design and construction in the built environment of several regions in the Global South. Socio-cultural spheres, heritage roots, contextual relevance, and art and material culture have historically been the primary sources for design and construction innovation and uniqueness in such regions and contexts. Complex geopolitical events however have resulted in a shift towards a perplexed practice of post-modernist styles or imported Western models of design and production, coupled with some attempts to rebrand modernist and post-modernist approaches through critical regionalism and revolts against orientalist movements. Technology and computation have always been an active factor and tool in reflecting these practices. Advancements in computational design have in some ways sparked a latent intent to revive the character and heritage of rich civilizations. While this has led to growing interest within communities belonging to such rich history to adopt computational methodologies and practices, it has equally raised questions regarding authenticity, innovation and identity. Many of the recent attempts to shift away from Western-centered orientalist approaches have in reality not been that far, but have often further accentuated the superficial use of geometrical practices and pattern-based approaches in art, architecture, and urban design, characterized by stereotypical schemes in building interiors, façade screens, and spatial configurations.
series ASCAAD
email
last changed 2024/02/13 14:34

_id 41e5
authors Abendroth, M., Decock, J. and Mestaoui, N.
year 2000
title O_1:// the hypertextu(r)al matrix
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. 75-76
summary Founded in 1995 LAB[au], laboratory for architecture and urbanism, links theoretic research LAB[a+u] to concrete works of conception and realisations LA.BAU. LAB[au] elaborates a “hyperdesign” investigating the implications of new technologies of communication and computation in spatiotemporal and social processes and their forms of representation as architecture and urbanism. The transposition of the hypertext model to architectural and urban concepts question the mutation of the spatial and semantic construct of space. The definition of architecture as a code is based on “glocal” systems according to the processes of computation and communication.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2023_024
id ascaad2023_024
authors Afshar, Sepehr; Eshaghi, Sarvin; Kim, Ikhwan; Afshar, Sana
year 2023
title Leveraging Landscape Architecture and Environmental Storytelling for NextGeneration Gaming Experiences: A Holistic Approach to Virtual World Design
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 639-651.
summary Designing a virtual environment within a digital game occupies a large part of the design procedure, requiring holistic attention and a broad arrangement of the game constituents. Considering other design disciplines, they occupy a unified design methodology; however, a comprehensive literature review reveals the lack of the intended design methodology in the digital game domain's virtual environment development, despite a currently proposed theoretical methodology trying to dissolve the issue. Hence, this research aims to determine the industry's requirements and provide a set of assets included in current digital games as an initial step of providing such a design methodology for the domain. In this regard, the researchers reverse-engineered ten selected digital games, understanding the current condition of digital games via adopting the mentioned currently available design methodology. This dataset reveals a lack in the assets of the story layer in the recent digital games, despite their focus on being story-based. This dilemma leads to long text or speech conversations between game characters, disrupting the players while following the game. The current design focuses on environmental resources only, however, as a virtual landscape, the story needs to be reinforced to be a balanced and well-designed game. Hence, increasing the ratio of the assets in this layer will advance the games' interactivity. Also, as future work, this data set could pave the way for a digital game industry design tool regarding the virtual environment.
series ASCAAD
email
last changed 2024/02/13 14:34

_id ascaad2023_070
id ascaad2023_070
authors Agrawal, Rohan; Karkoon, Rashi
year 2023
title Reinterpreting the Courtyard in Modern Indian Architecture: A Computational Study on Configurations
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 253-274.
summary India is a land of significantly varying cultures, climates, and hence, a myriad of architectural styles and elements. Courtyard, one such element, had emerged as a result of multiple factors including not only climate and its context but the community and its culture as well. It is true reflection of the diversity that the country showcases. From the Havelis in Rajasthan and Gujarat to the Wadas in Maharashtra, it has always been an integral part of Indian architecture and its heritage. However, despite being such deeply rooted in the country's heritage, it has started to go missing in modern construction. Various changes in social, cultural, and climatic patterns have made courtyards either an element of luxury or a lost element of the past. What exists today is a vague notion of this element, whose origin is muddled, and the science behind it is lost. One needs to understand that leaving an empty space or a cut-out is neither the true identity nor the authentic form of a courtyard. This configuration depends on a plethora of factors, one of which is Enclosure, governed by width, length, and height. Configurations formed with varied enclosed proportions not only have a psychological influence on the user owing to volume change but also affect air circulation and temperature change. However, the modern application of courtyards is often theoretically examined, resulting in a lack of practical application of its methodologies and design techniques. Hence, different spatial possibilities create an opportunity to use computational methods such as modeling and simulation techniques to form cases of varying degrees and forms of enclosures. It enables the research to reinterpret courtyards in today’s modern context using computer-aided design for a more data-driven exploration for higher human well-being in designed spaces, optimized microclimate, and a more sustainable building. Thus, the paper aims to understand the age-old concept of the courtyard through a scientific lens with the help of modern computational techniques. It will evaluate different configurations formed through simulations graphically. Through the case of Bengaluru, Karnataka, a modern city that experiences a temperate climate in India, the paper will showcase how changing enclosures and various positions of openings can incorporate the true essence of a courtyard in today’s modern architecture. Further, a similar study of different climatic conditions can bring back the lost heritage to the country in its truest form through a futuristic design process that is not only data-driven but also more human and community-centric.
series ASCAAD
email
last changed 2024/02/13 14:40

_id acadia08_066
id acadia08_066
authors Ahlquist, Sean; Moritz Fleischmann
year 2008
title Material & Space: Synthesis Strategies based on Evolutionary Developmental Biology
doi https://doi.org/10.52842/conf.acadia.2008.066
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 66-71
summary A material system can be defined as a set of self-organized materials, defining a certain spatial arrangement. In architecture, this material arrangement acts as a threshold for space, though space often only appears as a by-product of the material organization. Treating space as a resulting, therefore secondary, independent product minimizes the capacity to generate architecture that is astutely aware of concerns of functionality, environment and energy. An effective arrangement of material can only be determined in relation to the spaces that it defines. When proposing a more critical approach, a material system can be seen as an intimate inter-connection and reciprocal exchange between the material construct and the spatial conditions. It is necessary to re-define material system as a system that coevolves spatial and material configurations through analysis of the resultant whole, in a process of integration and evaluation. ¶ With this understanding of material system comes an expansion in the number of criteria that are simultaneously engaged in the evolution of the design. The material characteristics, as well as the spatial components and forces (external and internal), are pressures onto the arrangement of material and space. ¶ This brings a high degree of complexity to the process. Biological systems are built on methods that resolve complex interactions through sets of simple yet extensible rules. Evolutionary Developmental Biology explains how growth is an interconnected process of external forces registering fitness into a fixed catalogue of morphological genetic tools. Translating the specific framework for biological growth into computational processes, allows the pursuit of an architecture that is fully informed by the interaction of space and material.
keywords Biology; Computation; Material; Parametric; System
series ACADIA
last changed 2022/06/07 07:54

_id acadia18_216
id acadia18_216
authors Ahrens, Chandler; Chamberlain, Roger; Mitchell, Scott; Barnstorff, Adam
year 2018
title Catoptric Surface
doi https://doi.org/10.52842/conf.acadia.2018.216
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 216-225
summary The Catoptric Surface research project explores methods of reflecting daylight through a building envelope to form an image-based pattern of light on the interior environment. This research investigates the generation of atmospheric effects from daylighting projected onto architectural surfaces within a built environment in an attempt to amplify or reduce spatial perception. The mapping of variable organizations of light onto existing or new surfaces creates a condition where the perception of space does not rely on form alone. This condition creates a visual effect of a formless atmosphere and affects the way people use the space. Often the desired quantity and quality of daylight varies due to factors such as physiological differences due to age or the types of tasks people perform (Lechner 2009). Yet the dominant mode of thought toward the use of daylighting tends to promote a homogeneous environment, in that the resulting lighting level is the same throughout a space. This research project questions the desire for uniform lighting levels in favor of variegated and heterogeneous conditions. The main objective of this research is the production of a unique facade system that is capable of dynamically redirecting daylight to key locations deep within a building. Mirrors in a vertical array are individually adjusted via stepper motors in order to reflect more or less intense daylight into the interior space according to sun position and an image-based map. The image-based approach provides a way to specifically target lighting conditions, atmospheric effects, and the perception of space.
keywords full paper, non-production robotics, representation + perception, performance + simulation, building technologies
series ACADIA
type paper
email
last changed 2022/06/07 07:54

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