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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The transition from analogue to digital visualization poses questions that encompass the traditional investigation of relationships between geometric representations and built form, as well as issues such as a unified theory of architectural representation, the relationships between analysis and visualization and the role of abstraction in the structure of a representation. In addition to theoretical investigations, the utilization of new possibilities in architectural visualization requires technology and knowledge transfer from areas other than computer science. The integration of such transfers suggests flexible, modular approach which contradicts the holistic, integral principles of computer-aided architectural design.
With the recent introduction of computer graphics, much attention has been given to the representation of architecture. Floor plans and elevations have remained relatively unchanged, while digital animation and photorealistic renderings have become exciting new means of representation. A problem with the majority of this work and especially photorealistic rendering is that it represents the building as a image and concentrates on how a building looks as opposed to how it works. Often times this "look" is artificial, expressing the incapacity of programs (or their users) to represent the complexities of materials, lighting, and perspective. By using digital representation in a descriptive, less realistic way, one can explore the rich complexities and interrelationships of architecture. Instead of representing architecture as a finished product, it is possible to represent the ideas and concepts of the project.
Digital media have a significant and strategic role to play toward this end. Of particular value are representational strategies that help disentangle issues, clarify alternatives and evaluate consequences of very complex and often emotional issues of land use, planning and design. This paper reports on the ELEMENTS OF NEIGHBORHOOD, a prototype 'electronic notebook' (relational database) tool developed to bring design information and example 'to the table' of a public workshop. Elements are examples of the building blocks of neighborhood (open spaces, housing, commercial, industrial, civic and network land uses) derived from built examples, and illustrated with graphic, narrative and numeric representations relevant to planning, design, energy, environmental and economic performance. Quantitative data associated with the elements can be linked to Geographic Information based maps and spreadsheet based-evaluation models.
Architectural design is perhaps most commonly described by the architect as consisting of the ability to see the whole picture, to organize, to collect, to juggle, to manage, and to maintain multiple conflicting goals and values. Architecture by the preceding definition is hierarchical and top-down in nature. The agent based experiment in this paper presents an alternative design process, involving multiple autonomous agents acting distributively. The agents (objects) move through the design landscape, simultaneously collaborating, building, degenerating, and transforming their world.
The projects presented here are of three types: (1.) The first project compares people's evaluation of several slightly modified virtual models of a space. (2.) The second project compares how people evaluate a foam core model of a space to how they evaluate a virtual representation of the same space (3.) The third project compares people's evaluation of a real space to that of a virtual representation of this space. //
The wide range of results presented provides one argument in support of using VR simulations to study spaces and how they are perceived. For example, results shows that a virtual window serves to alleviate perceived crowding and that added furniture serves to make a virtual room feel slightly larger and less constraining. However, problems did emerge with using virtual reality simulations to gain information about peoples' behavioral reactions to a space. Thus, not all circumstances under which VR representations are used creates valid results. Differences appear to be in the type of evaluations measured (e.g. dimensional versus behavioral). More research is needed to clarify this issue.
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