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 8 of 8

_id 3875
authors Stappers, P.J., Saakes, D. and Adriaanse, J.
year 2001
title On the narrative structure of Virtual Reality walkthroughs. An analysis and proposed design
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 125-138
summary Architectural walkthroughs have often been presented as prime examples of applications that can benefit from Virtual Reality (VR) technology, but still VR presentations can be disappointing. A main reason for this is that most VR applications have been developed on purely technical criteria, with an emphasis on geometrical precision rather than experiential quality. In this paper we present a human-centered analysis and propose design solutions, by focusing on the narrative aspects of the walkthrough, such as connecting transitions of the kind used in contemporary computer games. The solutions show how such narrative enhancements can improve the user's experience of presentations at modest technical expense.
keywords Virtual Reality, User-Centered Design, Narrative Theory
series CAAD Futures
email
last changed 2006/11/07 07:22

_id dc3f
authors Fernández, Mónica Inés and Piegari, Ricardo Gustavo
year 2001
title LA GRÁFICA DIGITAL COMO ÁREA DISCIPLINAR DE LA ARQUITECTURA (Digital Graphics as a Discipline inj Architecture)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 216-217
summary Although we are already in the new millennium, some architects still doubt about the discipline introduction of the Digital Graph in architects development. For that reason, it is important to put forward some reflections in the sigradi, that collaborate to establish and spread the digital graph as a disciplinary area of teaching architecture. The Digital Graph included in the University of Architecture and postgraduation, collaborates from the biginning in the discipline development, as long as it trains and teaches the new way of architecture representation and prefiguration that arise from the introduction of new tools.
series SIGRADI
email
last changed 2016/03/10 09:51

_id 3847
authors Gattis, Merideth
year 2001
title Space as a Basis for Reasoning
source J. S. Gero, B. Tversky and T. Purcell (eds), 2001, Visual and Spatial Reasoning in Design, II - Key Centre of Design Computing and Cognition, University of Sydney, Australia
summary We use space as a basis for reasoning whenever we use aspatial representation of a nonspatial concept to make decisions orinferences. From a psychological perspective, our tendency to create andreason fluidly from spatial models is somewhat surprising, becauseusing a spatial model to reason involves creating correspondencesbetween two semantically unrelated concepts: space, and something thatisn’t space, whether that be time, performance, or the desirability of anew job. Our proficiency in using space as a basis for reasoning reliesour abilities to detect similarities in the structures of very differentconcepts. In this paper I discuss two types of similarities between spaceand nonspatial concepts and describe how those similarities influencereasoning from spatial representations.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:16

_id 9de9
authors Laakso, Mikko
year 2001
title Practical Navigation in Virtual Architectural Environments
source Helsinki University of Technology, Espoo, Finland
summary The interest towards virtual reality (VR) and virtual environments (VE) is growing all the time. The applications being developed for VE run a wide spectrum, from games to business planning. This thesis concentrates on navigation in virtual architectural environments, movement in worlds that are very similar to our own. Navigation in a virtual world should be practical, intuitive and simple. Unfortunately, it is very often far from that - for some reason the usability issues in VEs have been usually left with little attention. Currently it is easy for a user to get lost and disoriented when traveling in a VE. This situation must change, navigating through virtual environments can no longer be considered a task reserved for the experts only. 3D-worlds and architectural applications for the common user require new, intuitive interface techniques. This thesis addresses issues related to both physical and cognitive aspects of navigation as well as theoretical models that bind them together. In the technology survey of this thesis, the virtual environment technology is presented. Different visual display systems, new input devices and some 3D user interface design aspects are described. The literature survey section discusses the main issues concerning navigation theory. The two parts of navigation, travel and wayfinding, are described in detail. The major challenges are discussed and some solutions and various research results are presented. A major part of the thesis consists of the description of HCNav, a new navigation system developed by the author. The system was constructed for use in the virtual room at Helsinki University of Technology. The purpose of HCNav is to provide a very intuitive and practical navigation interface. Three new experimental input devices, namely custom wand, data glove and speech recognition system, were tested. Another important part of the work is to evaluate the effectiveness of the HCNav system. A usability test was conducted to determine if the use of HCNav was actually improving navigation performance. Twelve subjects participated in a test where HCNav was compared with a traditional navigation software used previously in the virtual room. The experiment setup has been described and the results analyzed. The results are promising and show that the navigation methods adopted in HCNav are clearly better.
keywords Virtual Environments, Navigation, Usability
series thesis:MSc
last changed 2003/02/12 22:37

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_07
id avocaad_2001_07
authors Stefan Wrona, Adam Gorczyca
year 2001
title Complexity in Architecture - How CAAD can be involved to Deal with it. - "Duality"
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary “Complexity “ is for us a very ambigous notion. It may be understood in two contexts.1.Thorough solution of a problem.Complexity means full recognition of design area, followed by appropriate work. That work must be thorough and interdisciplinary – if necessary, separated to different co-operatives. These trade designers reqiure a branch coordination and – the most important- all of them must have a „common denominator”. Such as a proper CAAD platform and office standards. That will reduce costs of changes, improve an interplay between designers and somtimes enable to face up a new challenge.Nowadays architects are no longer “solitary” individualists working alone – they must concern a team – they become a member, a part of a huge design machine. “Import/export”, compatibility, interplay – these words must appear and we have to put a stress on them. How to organize work for different trade-designers? How to join in common database architectural design ,engineering design, HVAC design, electricity design, technology design, computer network design and all other trades ?...A key to solve this range of problems is in good work organization. Universal prescription does not exist, but some evergreen rules can be observed. We are going to present a scheme of work in CAAD application ALLPLAN FT v.16 with a Group manager , which starts to conquest polish market and is widely spread in Germany. “Golden rules” of ALLPLAN FT There is one database – it is placed on server. It includes all projects. There is a well-developed office standard. It must be created at the beginning of collaboration, although it is possible to improve it later. It consist of hatches, fonts, symbols, macros, materials, pen-widths, and – the most important –layers . A layer set – predefined structure divided into functional groups – e.g. drafting, text, dimensioning, architecture, HVAC, engineering, urban design, etc.That stucture is a part of an office standard – all workers use a relevant part of it. No name duplicates, no misunderstandings... If however design extends, and a new group of layers is required, it can be easily added, e.g. computer networks, fireguard systems. Administrator of ALLPLAN network defines different users and gives them different permitions of access. For example – an electrician will be able to draft on layer “electricity”, but he won’t modify anything at layer “architecture – walls”, and he won’t even see a layer “engineering- slabs”, because he doesn’t need it..At the same time our electrician will be able to see , how architect moves some walls and how HVAC moved and started to cross with his wires. Every user is able to see relevant changes, after they are saved by author. Two different users can not access at the same time the same file. That excludes inconsistent or overlapping changes . All users operate on a 3D model. While putting some data into a model, they must remember about a “Z” coordinate at work-storey. But at the same time all create a fully-integrated, synchronous database, which can be used later for bills of quantities, specifications, and – of course – for visuaisation. That method can be described as “model-centric”. To simplify complex structure of architectural object -ALLPLAN offers files. Usually one file means one storey, but at special designs it might become a functional part of a storey, or whatever you wish. Files connected with layers easy enable to separate certain structural elements, e.g. if we want to glance only at concrete slabs and columns in the building – we will turn on all files with “layer filter” – “slabs” and “columns”. ALLPLAN is of course one of possible solutions. We described it , because we use it in our workshop. It seems to be stretchy enough to face up every demand and ever-increasing complexity of current projects. The essence of the matter, however, is not a name or version of application – it is a set of features, we mentioned above, which allows to deal with EVERY project. The number of solutions is infinite.2. Increasing difficulties during design process. It may be associated with more and more installations inside of new buildings, especially some “high-tech” examples. The number of these installations increases as well as their complexity. Now buildings are full of sensors, video-screens, computer networks, safety-guard systems... Difficulties are connected with some trends in contemporary architecture, for example an organic architecture, which conceives “morphed” shapes, “moving” surfaces, “soft” solids. This direction is specially supported by modelling or CAD applications. Sometimes it is good – they allow to realize all imaginations, but often they lead to produce “unbuildable” forms, which can exist only in virtual world.Obstacles appear, when we design huge cubatures with “dense” functional scheme. Multi-purposed objects, exhibition halls, olimpic stadium at Sydney – all of them have to be stretchy, even if it requires sliding thousands pound concrete blocks! Requirements were never so high.The last reason, why designs become so complex is obvious - intensifying changes due to specific requirements of clients/developers.We could say “ signum tempori” – everything gets more and more complicated , people have to become specialists, to face up new technology. But how CAAD can help us with it? How?! We have already answered that question. Sometimes CAAD is the only way to imagine and sketch something, to visualize something, to compute a construction , to prepare a simulation... So that human must “only” interprete ready solutions. Sometimes CAAD help us to notify a problem. It works exactly in the same way, as spy-glasses does. For example – without a real-time visualization we we would have never realised (until finished!) some strange interference of solids, which have occured in the upper roof part of our new appartment-house.ConclusionsTemporary CAAD is an integral part of design process – not only as a tool, but sometimes as an inspiration. It helps to organize our work, to define problems, to filter relevant elements and to render our visions. It becomes an integral part of our senses – and that will be a real complexity in architecture...
series AVOCAAD
email
last changed 2005/09/09 10:48

_id bf54
authors Vásquez De Velasco, Guillermo
year 2002
title The Computer is to Blame - The Disruptive Potential of a CAD Curriculum in an Architecture / Curriculum
doi https://doi.org/10.52842/conf.ecaade.2002.050
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. 50-54
summary In 2001 “DesignIntelligence” and the “Almanac of Architecture and Design” conducted a survey in which they interviewed over 800 leading U.S. architecture firms. The fundamental question was: “In your firm’s hiring experience within the past five years, which schools do you feel have best prepared students for the architecture profession?” This survey produces one of the most respected rankings of schools of architecture in the U.S., but in addition to that critical question, the survey gathers data on a number of additional parameters that are of fundamental importance on why some schools are doing better than others. If we compare current figures with figures of previous years we see that our students are improving in their computer skills at the same time that they are loosing ground in other skills and fields of knowledge. For a non-inquisitive mind the reason is simple: “Our students are too busy working on the computer and are failing to put attention to other important stuff”. This paper makes an attempt to understand the problem from a fair perspective and highlight ways in which our growth in the field of CAD, and the pervasive presence of computer technology in our classrooms, can be used to enhance our teaching / learning capabilities in fields that are currently failing to achieve excellence.
series eCAADe
email
last changed 2022/06/07 07:58

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