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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_id avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
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 The rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 9d10
authors Anders, Peter and Livingstone, Daniel
year 2001
title STARS: Shared Transatlantic Augmented Reality System
doi https://doi.org/10.52842/conf.acadia.2001.350
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 350-355
summary Since October 2000 the authors have operated a laboratory, the Shared Transatlantic Augmented Reality System (STARS), for exploring telepresence in the domestic environment. The authors, an artist and an architect, are conducting a series of experiments to test their hypotheses concerning mixed reality and supportive environments. This paper describes these hypotheses, the purpose and construction of the lab, and preliminary results from the ongoing collaboration.
keywords Mixed Reality, Cybrid, Art, Cyberspace, CAiiA-STAR
series ACADIA
email
last changed 2022/06/07 07:54

_id 174f
authors Bakker, N.H.
year 2001
title Spatial Orientation in Virtual Environments
source Delft University of Technology
summary Recently, a growing interest can be detected in the application of Virtual Environment (VE) technology as an operator interface. VEs are three-dimensional computer-generated images that can be shown on a conventional monitor, on a large screen display, or on a head-mounted display. In order to use these three-dimensional interfaces for finding and retrieving information, the user must be able to spatially orient themselves. Different types of VE technology are available for navigating in these VEs, and different types of navigation can be enabled. A choice has to be made between the different options to enable good spatial orientation of the user. There are two main types of VE interfaces: an immersive interface that provides rich sensory feedback to the user when moving around in the VE, and a non-immersive interface that provides only visual feedback to the user when moving around in the VE. Furthermore, navigation through the VE can either be continuous providing fluent motion, or can be discontinuous which means that the viewpoint is displaced instantaneously over a large distance. To provide insight into the possible effects of these options a series of nine experiments was carried out. In the experiments the quality of spatial orientation behaviour of test subjects is measured while using the different types of interface and the different types of navigation. The results of the experiments indicate that immersive navigation improves the perception of displacement through the VE, which in turn aids the acquisition of spatial knowledge. However, as soon as the spatial layout of the VE is learned the two types of navigation interface do not lead to differences in spatial orientation performance. A discontinuous displacement leads to temporary disorientation, which will hinder the acquisition of spatial knowledge. The type of discontinuous displacements has an effect on the time needed for anticipation. The disorienting effects of a discontinuous displacement can be compensated for by enabling cognitive anticipation to the destination of the displacement. These results suggest that immersive navigation might only be beneficial for application domains in which new spatial layouts have to be learned every time or in domains where the primary users are novices. For instance, in training firemen to teach them the layout of new buildings with VE, or in using architectural walkthroughs in VE to show new building designs to potential buyers. Discontinuous movement should not be allowed when exploring a new environment. Once the environment is learned and if fast displacement is essential then discontinuous displacement should be preferred. In this case, the interface designer must make sure that information is provided about the destination of a discontinuous displacement.
series thesis:PhD
last changed 2003/11/21 15:16

_id 0e58
authors Campbell, D.A. and Wells, M.
year 1994
title A Critique of Virtual Reality in the Architectural Design Process, R-94-3
source Human Interface Technology Laboratory, University of Washington, Seattle, USA, http://www.hitl.washington.edu/publications/r-94-3/: 23 May 2001
summary An addition to a building was designed using virtual reality (VR). The project was part of a design studio for graduate students of architecture. During the design process a detailed journal of activities was kept. In addition, the design implemented with VR was compared to designs implemented with more traditional methods. Both immersive and non-immersive VR simulations were attempted. Part of the rationale for exploring the use of VR in this manner was to develop insight into how VR techniques can be incorporated into the architectural design process, and to provide guidance for the implementers of future VR systems. This paper describes the role of VR in schematic design, through design development to presentation and evaluation. In addition, there are some comments on the effects of VR on detailed design. VR proved to be advantageous in several phases of the design. However, several shortcomings in both hardware and software became apparent. These are described, and a number of recommendations are provided.
series other
email
last changed 2003/04/23 15:50

_id 8a8c
authors Choi, J.W., Kwon, D.-Y. and Lee, H.-S.
year 2001
title DesignBUF: Exploring and Extending 2D Boolean Set Operations with Multiple Modes in the Early Design Phase
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 589-602
summary Boolean set operations have been a powerful design function set for any CAD systems including 2D and 3D domains. Their capacity to provide even more powerful design tools have not, however, been fully explored in the 2D system. The purpose of this study is to further explore 2D Boolean set operations with multiple modes, which include a pick mode, a wait mode, a drag-and-drop mode, and a draw-and-action mode. We develop a prototype design tool, called DesignBUF. It introduces a new concept of “design object buffer,” an intermediate design zone in which a designer freely sketches his/her design with design objects in a brainstorming fashion since valuable design ideas are ephemeral? and the designer needs to generate design schemes rapidly before the ideas disappear or are forgotten. After finishing such fast brainstorming processes, especially in the early design phase, the designer gets a stable and refined form of a floor plan, which in turn becomes a well structured form to maintain building and design information systematically. Therefore, the designer keeps switching back and forth between the “design object buffer” and structured floor plans. We believe that this dual working memory will not only increase system flexibility, but also reduce computation with unnecessarily complex design objects. This study also develops a robust algorithm to transform the intermediate design objects into a well-structured floor plan. In fact, the algorithm is also used for the extended Boolean set operations described above. A structured floor plan can also be transformed into non-structured forms. Research issues for future development are also identified at the end of the paper.
keywords Design Buffer, Extended Boolean Set Operations, Structured Floor Plan.
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 40a6
authors Ennis, Gareth and Lindsay, Malcolm
year 2001
title VRGLASGOW.CO.UK implementation of internet multi-user functionality to Glasgow's virtual city
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 135-142 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximayely 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper will describe the background to this VR space, and suggest a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria will take into account lessons learned by 'observing' and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
series other
email
last changed 2001/09/14 21:30

_id 3dcd
authors Ennis, Gary and Maver, Tom
year 2001
title Visit VR Glasgow - Welcoming multiple visitors to the Virtual City
doi https://doi.org/10.52842/conf.ecaade.2001.423
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 423-429
summary The development of the Virtual Reality Modelling Language (VRML) for the Internet has resulted in the emergence of a multiplicity of 3D web sites. The metaphor used by these sites varies enormously from virtual galleries to virtual cities and style varies from abstract to reality. Additionally these worlds are populated by virtual objects, some having reactive or interactive properties, including movement, audio, video, databases, artificial intelligence etc. Perhaps the most stimulating embodiment of these new environments are those that offer the participant the opportunity to meet and communicate with other visitors exploring the same virtual space/world. The Glasgow Directory is an established 3D web space, with around 10,000 visitors per year. The model represents approximately 10,000 properties in the city and is populated by contextual information on its culture and socio-economic topography. This paper describes the background to this VR space, and suggests a set of design criteria for successfully deploying multi-user software within this and similar environments. These criteria take into account lessons learned by ‘observing’ and analysing how participants interact with the existing system under different conditions and also what benefits they perceive on entering the environment via the multi-user interface. These recommendations will hopefully be applicable to a wide spectrum of internet virtual environment builders and users.
keywords Virtual, City, 3-D, Databases, Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_id ga0124
id ga0124
authors Feuerstein, Penny L.
year 2001
title Art In The Digital Age: Using Computer As An Expressive Tool
source International Conference on Generative Art
summary I use digital technology to visualize the theory that we experience any one moment in a "constant state of collage". I literally "scan" the moment, scanning objects such as rocks or paper, energy, and ideas into the computer to convert them to a new common language of binary numbers. After scanning, I work with digital tools to create generation, replication, and integration. These three attributes of the computer are used throughout my work. In this way the computer is used as an expressive tool to visualize the subconscious layering and relayering that occurs as the mind processes "experience" -that moment when the physical, intellectual, emotional and spiritual come together as one. I call this my "assemblage of the mind" with all that surrounds it. To illustrate this concept, I use software such as High Rez QFX or Photoshop to manipulate images of photographs drawings and paintings. I am exploring what happens to the gestural quality of the line or brushtroke when it has been maniplatedwith these digital tools. The manipulation of photography, drawings, paintings and found objects expresses a new reality that reflects this digital age.Digital imaging intensifies this reality because youhave the potential for infinite replications of the same image within one artwork. By making many reproductions it substitutes a plurality of copies for a unique existance. Using the generative tools, this plurality is taken a step further because it actually mimics our existance. Looking at Kasimir Malevich's painting, "basic Suprematist Element" inspired me to paint a brushstroke and transcend a photo of a landscape into it. By using transparency tools to integrate objects and photos with paintings, I want toconvey that the objective consciousness of an object is just as important as the subjective inner state of consciousness in experiencing reality. The irony is that my theory directly opposes Malevich's theories on Suprematism, yet it was Malevich who inspired me.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
doi https://doi.org/10.52842/conf.acadia.2002.013
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

_id avocaad_2001_06
id avocaad_2001_06
authors Giovanni De Paoli
year 2001
title Architectural design and procedural models - A radical change of language to design in 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 The history of architecture and its teaching clearly reveal how representations of the image and drawing have changed over centuries. Today, computers are increasingly found at the desks of architecture professionals and students, but their usage remains restricted to technical functions and what is commonly known as CAD (computer-assisted design), in architecture is often simply the other CAD (computer-assisted drawing).This presentation deals with architectural design, particularly at its earliest stage. Our objective is to propose a model for describing the architectural concept that meets the needs of architects through software. Only then will they really be able to use computers as an aid to design by overcoming the obstacles that presently keep us from making full use of them.This has led me to propose an avenue of exploration that examines projection through an object’s properties, and a method of computer-assisted design that makes use of procedural models. These procedural models consist of geometric operators and operators that define the properties, characteristics and performance of a building — operators which I have termed “semantic”.This research fits into a paradigm that leads to representation of the building through functions that can be called with parameters and encapsuled in an algorithm, making it possible to create procedural models that assist with the design. This approach opens up a means of integrating the logos with the figurative representation where drawing is used instead of words to convey the architectural concept.The example of a procedural model shows how we can use a generic model to produce a volume model with all the characteristics belonging to the same family of objects. This type of model can serve not only to illustrate the result of a process, or to draw connections among buildings on the basis of their construction process, or to test the validity of a rule typical of a set of objects, but also to integrate, through a functional language, semantic operators which to date have been excluded from the initial design phase. This descriptive mechanism is extremely powerful in making it possible to establish relationships among the functions and properties of a building and the purpose of the architectural project.The scientific contribution of this research is to test the hypothesis that we can use computer tools to manipulate operators which enable the architect to reappropriate a complex design of the building, and open up new lines of investigation into integrating geometric and knowledge-based systems into a unified representation. The declarative approach for creating three-dimensional scenes fits into this perspective.It is now a matter of exploring the possibility of working on a “common morphology” shared by everyone involved in the design process by rewriting the functions or by converting the functions used for representation, or else through a functional dialect (language) that allows for dialectic relationships among all types of operators and the actions of the protagonists in the architectural design process.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ae8a
authors Hanson, Gabriel Quinn
year 2001
title Connection & Transition, Exploring Place-Based Physical Environment in a Digital Media FirmPhysical Environment in a Digital Media Firm
source University of Washington, Design Machine Group
summary The design solution of the typical high-tech firm bombards its employees with the same signs and sleek coded information that they are designing, instead of addressing their innate biological needs. In the workplace specifically, the change in technology has a pernicious result when its relationships are deployed society-wide as subsitutes for face-to face interactions, which are inherently richer than mediated interactions. This thesis presents a design of a media firm that engages build environment with lighting and natural and a CD-Rom digital sketchbookof the design process.
series thesis:MSc
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

_id 4447
authors Levy, Adrián José
year 2001
title ESPACIOS REALES Y VIRTUALES GENERADOS POR MUSICA (Real and Virtual Spaces Generated by Music)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 151-152
summary This research work has as its main aim exploring a new digital designing process. This new way of creating spaces, known as ‘Architecture of data’ entails choosing any event of the everyday world, and through a process, generating either a real or virtual space. In this particular case, the chosen event is the music. Several melodies, some of them famous, others especially composed for this project, come to existence as original spaces. For each composition, many musical instruments are played, each of which is part of the final space. In doing so, new alternative designing processes emerge. This processes build non conventional spaces that might outline a whole new architecture. Different fields of knowledge, namely architecture, music, maths and computing sciences had to be brought together in order to achieve the present work.
series SIGRADI
email
last changed 2016/03/10 09:54

_id 8095
authors Mahrouq, Abdulrahman and Al-Haddad, Baha'uddin
year 2001
title Gaza City: Virtual space and the control of physical space
source CORP 2001, Vienna, pp. 397-402
summary The interaction between virtual space and physical space is increasingly gaining more importance and consideration [1]. Much of theinterest concentrates upon theorizing this interaction and investigating the different concepts behind it [2]. Another concern is toexplore aspects of the physical space through its virtuality especially in the field of architecture and urban design [3]. Yet with theevidence that the increasing pace of development in multimedia, information and communications technology is exerting vastchanges on the physical space, there is a disparate need for control over these very fast changes. Control of the physical space is themain subject of physical planning where it is crucial to develop new tools and procedures for better control of the urban change.Applications of data, information and communications technologies in urban planning and geographic information system (GIS)constitute one of the vital fields for the control and guidance of urban development.In Gaza Strip for example, unprecedented developments resulted after the declaration of the Palestinian- Israeli peace agreements in1994. Information and communications technologies and data sources were improved with the introduction of computers, moderntelephone and wireless communications and satellite imaging. The new developments began to impinge the existing British Mandatesystem and the physical planning process. The municipality of Gaza city took the lead and became the most important and activelocal planning institution to benefit from the new situation. Although the new developments are in their early stage, the positiveimpact on the planning process and the control over the built environment in the city are paramount.This paper aims at exploring the new developments of spatial technologies in the municipality of Gaza and their impact on theplanning conduct and the built environment in the city.
series other
more www.corp.at
last changed 2002/09/04 13:19

_id d742
authors McGill, Miranda
year 2001
title A Visual Approach for Exploring Computational Design
source MIT, Department of Architecture
summary This thesis concerns the use of computers for learning about computational design and shape grammars. It discusses how software can be developed to create “microworlds” for designing, and how to take into account the needs of designers whilst retaining a transparency of process in computational design. The broader context pertains to the learning and practice of design. Through analysis of computation in a workshop setting, consideration is given to the role of the computer as a facilitator for designing with shape grammars. Prototype software for facilitating the learning of shape grammars, called Shaper2D, was created as a focus for this study. It is written in the Java programming language for cross-platform compatibility, and is available both as an applet and stand-alone application.
keywords Computational Design; CAD; Design Education; Shape Grammars; Exploratory Learning
series thesis:MSc
email
last changed 2003/05/13 06:09

_id 33e9
authors Paranandi, Murali
year 2001
title Computer-Aided Daylight Simulation - A Hybrid Approach to Recording and Exploring Ideas
doi https://doi.org/10.52842/conf.ecaade.2001.534
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 534-539
summary Accuracy and facility for iterative exploration are two of the most appealing promises of computer use in architectural design. In this paper, we discuss daylighting visualization, a very important aspect of the architectural design process, where computers do not yet fulfill these promises. We initiated a project to understand the reasons for this and to develop methods to deal with it in architectural design education. We report our work in progress, which combines creative thinking with scientific procedures to resolve the bottlenecks in computer graphics technologies making them suitable for design exploration. Our strategy seeks to fill the gaps in the science of photo realistic visualization with time tested physical modeling techniques. We present some of our student work based on this strategy.
keywords Photorealism, Rendering, Daylighting Design, Visualization, Simulation, Scale (Physical) Models, Design Education
series eCAADe
email
last changed 2022/06/07 08:00

_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 5b1e
authors Stellingwerff, Martijn
year 2001
title The concept of Carrying in Collaborative Virtual Environments
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 195-208 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Collaborative Architectural Design can take place within a virtual environment with a team of remote but virtually present people. However, in most virtual environments, the ability to perform actions is still limited to the availability of some interactive objects and a set of tools for the specific purposes of the system. As the interface of most systems is designed for unshared use, the graphic feedback signals are limited to local information about the state of objects and tools. If multiuser interaction is added to such Virtual Environments, many new possibilities and problems emerge. Users of shared applications should not only be informed about the state of local objects, tools and their own actions, they should also be made aware of what the other users undertake. Aspects, which are in daily life so obvious, should be restudied thoroughly for the application within Virtual Environments for Collaborative Design. Much research has to be undertaken in order to make such virtual places as intuitively interactive as ordinary shared working places. The 'concept of carrying', which is proposed and explained in this paper, is expected to become a useful metaphoric mechanism for solving several issues related to Spatial User Interfaces (SUI's) and Collaborative Virtual Environments (CVE's). The visual feedback from 'carrying-events' should provide more mutual understanding about ongoing processes in shared applications and it should add a more 'natural' interface for processes concerning people, tools and content in virtual and digitally augmented environments. At the start of this paper some basic human action patterns for tasks on a 2Ddesktop are compared to tasks in a 3D-environment. These action patterns are checked for their implementation in Windows Icons Menus and Pointer (WIMP) interfaces and Virtual Reality systems. Carrying is focused upon as an important interactive event in Virtual Environments. Three carrying actions related to Collaborative Architectural Design are explained by means of prototypes in Virtual Reality Modeling Language (VRML). Finally the usefulness of a general carrying concept as part of a new Visual Language is considered. The research at hand is in its first exploring phases and draws from a running PhD research about SUI's for Context Related Architectural Design and from recent experiences in CVE's.
series other
email
last changed 2001/09/14 21:30

_id 24db
authors Tang, Tsien-Hui
year 2001
title Exploring the Roles of Exploring the roles of Sketches and Knowledge in the Design Process
source The University of Sydney, Faculty of Architecture
summary The needs of computational tools provide the motivation to have a better understanding of the roles of knowledge and sketches in the design process. The inadequacies of current computer-aided conceptual design tools result from our vague comprehension of the nature of the design process. The hypothesis of this study is that the design process involves interlocked and multi-mode processes in which design knowledge and sketches interact with each other to advance the design process. These interactions make current computer-aided design systems unsatisfactory in the conceptual design process. The understanding of these interactions would provide the foundation of more useful computational tools and potentially play a role in developing better pedagogical methods.

This research utilized both process-oriented and content-oriented coding schemes to examine different aspects of the design process. Concurrent and retrospective protocols were analyzed to determine their utility in revealing the design processes. Retrospective protocols and the content-oriented coding scheme were selected for design cognition studies in this research, and the procedures of experiments and analyses were described in detail.

The results of encoded protocols were presented in terms of segments, levels, and instances. They represented the design process in a way that enabled us to observe the interactions among sketches, knowledge, and different cognitive levels.

The examination of the conceptual design process demonstrated its features of interlinked levels and multiple modes; even one snippet of the process contained various modes and sub-processes. The shifting speed of intentions and the vagueness of sketches and functional references were also shown.

The study of the meditated roles of the sketches and knowledge in the design process shows the following. First, sketches are the affordances of perceptual and functional instances while designing. Most of the sketches made by designers are multi-functionally bounded. Second, design knowledge plays various roles in the conceptual design process. The ubiquitous designerly way of knowing demonstrates the differences between active developing and passive utilizing design knowledge. Finally, one of the roles of design sketches and knowledge is shown to be the connector among different cognitive levels in the design process.

The unpredictability of the design process is demonstrated in the results. Design knowledge provides previously generated solutions for the problem at hand, and design situatedness describes the phenomenon that a designer uses his/her experience to produce novelty and innovation. A method to measure the design innovation through an encoded protocol is proposed based on the concept of situated creativity.

The implications for future computer-aided design systems are presented based on the roles of sketches, knowledge, and situatedness in the interlinked and multimode design process. The concept of cognition-oriented CAD is proposed to provide empirical clues to improve current CAD systems.

series thesis:PhD
last changed 2003/05/06 11:35

_id 7180
authors Therakomen, Preechaya
year 2001
title Mouse.class: Experiments for Exploring Dynamic Behaviors in Urban Places
source University of Washington, Design Machine Group
summary Urban space comprises not only physical forms - buildings, streets, plazas, trees, etc. – but also the people 'acting on them'. The purpose of this thesis is to increase our awareness of behavior and environment relationships, focusing on local movement at the individual level in a pedestrian environment. The thesis describes the experiment Mouse.class, as a concept demonstration model, which allows users to create a 2D-virtual environment for accommodating autonomous agents, Mouse, to explore (pedestrian) dynamic behavior in relation to (urban) space. The program uses multi-agent technology to construct an individual-based simulation in which each agent employs individual behaviors. The agents have abilities to navigate through the environment using a behavior rule set derived from a wide range of research – both theoretical and empirical approaches – on spatial behavior in small-scale urban space. These simulated individuals also have the ability to improvise their actions according to the situations they find themselves in. In the simulation, each agent reacts to the space configuration, to specific attractions in the environment, as well as to other mice. The local movement of an individual is, therefore, the result of the interaction of its visual perception, motivation, and social actions. The program then tracks each movement – path of use – revealing patterns that emerge from interactions among the components of the environment. The exploration seeks to develop a way urban designers think of 'space' as fluid processes and recognize that objects in the urban environment can have radically differing effects, depending on the circumstances and contexts in which they exist. Indeed, people are parts of the environment.
series thesis:MSc
email
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