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 604

_id ijac20031403
id ijac20031403
authors Schnabel, Marc A.; Kvan, Thomas
year 2003
title Spatial Understanding in Immersive Virtual Environments
source International Journal of Architectural Computing vol. 1 - no. 4
summary In this study, we examined the perception and understanding of spatial volumes within immersive and non-immersive virtual environments by comparison with representation using conventional media. We examined the relative effectiveness of these conditions in enabling the translation to a tangible representation, through a series of design experiments. Students experienced, assessed, and analysed spatial relationships of volumes and spaces and subsequently constructed real models of these spaces. The goal of our study is to identify how designers perceive space in Virtual Environments (VEs). We explore issues of quality, accuracy and understanding of reconstructing architectural space and forms. By comparison of the same spatial performance task undertaken within a Head Mounted Display, screen-based and real 2D environment, we are able to draw some conclusions about spatial understanding in immersive VE activity.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id e962
authors Hesina, Gerd and Tobler, Robert F.
year 2003
title Secure and Fast Urban Visualization
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary Due to the rising interest in urban visualization, a number of issues have emerged that need to be solved for practical application. The most prominent of these issues are: visualization performance and security. Visualization speed concerns the usability of urban visualization. In order to make urban visualization practical, it is necessary to completely hide all latency of loading data. Here we will demonstrate techniques like multi-threading, different rendering methods and level-of-detail that our platform uses to maintain interactive frame-rates in the face of the large amounts of data that are common in urban visualization environments. The secondissue, securing the geometry and image information contained in an urban model is of eminent importance for the owner of the data. We will point out a number of techniques that have been incorporated in our viewing platform in order to maintain a high level of data security: data compression and encryption, obfuscation of access keys, compression and encryption of executables. While perfect security is an unattainable goal, the multi-staged approach of security in our system significantly raises the cost of illegally obtaining access to the geometry or image data. By demonstrating solutions for both issues our framework serves as a viable platform for urban visualization.
series other
email
last changed 2003/03/11 20:39

_id diss_anders
id diss_anders
authors Anders, P.
year 2003
title A Procedural Model for Integrating Physical and Cyberspaces in Architecture
source Doctoral dissertation, University of Plymouth, Plymouth, U.K
summary This dissertation articulates opportunities offered by architectural computation, in particular the digital simulation of space known as virtual reality (VR) and its networked, social variant cyberspace. Research suggests that environments that hybridize technologies call for a conception of space as information, i.e. space is both a product of and tool for cognition. The thesis proposes a model whereby architecture can employ this concept of space in creating hybrids that integrate physical and cyberspaces.The dissertation presents important developments in architectural computation that disclose concepts and values that contrast with orthodox practice. Virtual reality and cyberspace, the foci of this inquiry, are seen to embody the more problematic aspects of these developments. They also raise a question of redundancy: If a simulation is good enough, do we still need to build? This question, raised early in the 1990's, is explored through a thought experiment - the Library Paradox - which is assessed and critiqued for its idealistic premises. Still, as technology matures and simulations become more realistic the challenge posed by VR/cyberspace to architecture only becomes more pressing. If the case for virtual idealism seems only to be strengthened by technological and cultural trends, it would seem that a virtual architecture should have been well established in the decade since its introduction.Yet a history of the virtual idealist argument discloses the many difficulties faced by virtual architects. These include differences between idealist and professional practitioners, the failure of technology to achieve its proponents' claims, and confusion over the meaning of virtual architecture among both architects and clients. However, the dissertation also cites the success of virtual architecture in other fields - Human Computer Interface design, digital games, and Computer Supported Collaborative Work - and notes that their adoption of space derives from practice within each discipline. It then proposes that the matter of VR/cyberspace be addressed from within the practice of architecture, a strategy meant to balance the theoretical/academic inclination of previous efforts in this field.The dissertation pursues an assessment that reveals latent, accepted virtualities in design methodologies, instrumentation, and the notations of architectural practices. Of special importance is a spatial database that now pervades the design and construction processes. The unity of this database, effectively a project's cyberspace, and its material counterpart is the subject of the remainder of the dissertation. Such compositions of physical and cyberspaces are herein called cybrids. The dissertation examines current technologies that cybridize architecture and information technology, and proposes their integration within cybrid wholes. The concept of cybrids is articulated in seven principles that are applied in a case study for the design for the Planetary Collegium. The project is presented and critiqued on the basis of these seven principles. The dissertation concludes with a discussion of possible effects of cybrids upon architecture and contemporary culture.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id ecaade03_117_101_bund
id ecaade03_117_101_bund
authors Bund, Sébastien and Do, Ellen Yi-Luen
year 2003
title SPOT! Fetch Light - Interactive navigable 3D visualization of direct sunlight
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 117-124
doi https://doi.org/10.52842/conf.ecaade.2003.117
summary SPOT is a 3D environment for direct sunlight visualization. Implemented in Java 3D, SPOT features two distinct and complementary components: Time Projection and Navigable Animation for virtual interaction. SPOT supports multi-dimensional data visualization including sun angle variations with diurnal and annual cycles in threedimensional space. In SPOT users can sketch on any surface in the 3D environment to indicate the area for simulation. SPOT then generates a spatial distribution representation of the illuminance level on a selected surface over time, rendered with colors of varied gradients. SPOT also enables designers to visualize the temporal information of light distribution over time for a given point. For each point clicked on the 3D model, SPOT generates a calendar diagram where the X and Y axis represent the months of the year and the time of the day. The color of each cell of the calendar is the result of the calculation of the light amount reaching the selected point.
keywords Daylighting, virtual worlds, virtual environments, sketching in 3D, gestureinterface, multi-dimension information visualization
series eCAADe
email
more http://depts.washington.edu/archbook
last changed 2022/06/07 07:54

_id ea0f
authors El Araby, Mostafa and Okiel, Ahmed
year 2003
title The Use of Virtual Reality in Urban Design: Enhancing the Image of Al-Ain City, UAE
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary This study aims at exploring the rapid growth of the use of Virtual Reality techniques in the field of Urban Design with application to the Al-Ain City. Currently, Virtual Reality and Virtual Environments are the most growing fields of information technology and have a great media attention. There is evidence to suggest that the use of such technology will enhance conceivable image of any proposed project at any urban setting for users, designers and clients. Therefore, city officials and administrators (clients) and the public (users) can reach better decisions regarding proposed projects within their towns and cities. Because of the limited time and resources, this study examines the visual quality of Downtown Al Ain, UAE, specifically, the Khalifa street (major shopping street). A basic VRmodel to the street was constructed. Modifications to the basic model were made to examine how changes in buildings’ heights and street vegetation affect the visual quality of the street. Results of this study showed that urban visualization is proving to be a valuable tool for designers and planners. Increasing the heights of buildings in the mid-street and on the edges, along with enforcing distinctive architectural styles for the proposed buildings will enhance the overall quality of the street. Furthermore, decreasing the intensity of current vegetation and tree heights will increase the imaginable quality of the street. Nevertheless, the built of a comprehend VR model needs more time, resources and facilities that were not available to this study. This model, if completed, tothe whole downtown area can be used both to identify existing problems and to quickly evaluate alternative solutions to those problems.
series other
email
last changed 2003/03/11 20:39

_id 2004_024
id 2004_024
authors Holmgren, S., Rüdiger, B., Storgaard, K. and Tournay, B.
year 2004
title The Electronic Neighbourhood - A New Urban Space
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 24-34
doi https://doi.org/10.52842/conf.ecaade.2004.024
summary During the event Cultural Market Days on 23 and 24 August 2003 at Noerrebro Park in Copenhagen, visitors could also enter the marketplace from their home via the Internet, as a digital 3D model had been constructed that showed the marketplace with all its information booths and activities. This virtual marketplace functioned as an extension of the urban space, allowing you to take part in the flow of information, activities and experiences that were offered in the marketplace. And this just by a click on the Internet address: http://www.e-kvarter.dk. Furthermore at certain times of the day you could chat with people from some of the many working groups of the urban regeneration project in Noerrebro. The digital 3D model is similar to the marketplace, but it creates its own universe in the green surroundings of Noerrebro Park. And now, when the Cultural Market Days are finished and the booths and people have gone, the Electronic Marketplace still remains on the Internet, with a potential for developing a new public space for information, dialogue and cooperation between the actors of the urban regeneration project. This paper presents the results of a 3-year research project, The Electronic Neighbourhood (2000-2004). Researchers have developed and tested a digital model of the urban area and other digital tools for supporting the dialogue and cooperation between professionals and citizens in an urban regeneration project in Copenhagen. The Danish Agency for Enterprise and Housing, the Ministry for Refugees, Immigration and Integration and Copenhagen Municipality have financed the research, which is planned to be published 2004. The results can also be followed on the Internet www.e-kvarter.dk.
keywords 3D Modelling; Virtual Environments; Design Process; Human-Computer Interaction; Collaborative Design; Urban Planning
series eCAADe
last changed 2022/06/07 07:50

_id ecaade03_029_203_kieferle
id ecaade03_029_203_kieferle
authors Kieferle, Joachim and Wössner, Uwe
year 2003
title Combining Realities - Designing with Augmented and Virtual Reality
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 29-32
doi https://doi.org/10.52842/conf.ecaade.2003.029
summary Augmented Reality (AR), the layering of reality and virtuality, can be used as a tool in architecture in model scale as well as in 1:1 scale on site. By combining real architecture models with virtual representations like e.g. wind simulation an intensive understanding for impacts can be observed. Coupling AR with further virtual environments (AR and Virtual Reality) in one scenario makes AR a tangible interface for VR and on the other hand supports the group discussion of distributed teams.
keywords Augmented Reality, Virtual Reality, Visualization, Interaction, Simulation
series eCAADe
email
more http://www.architektur.fh-wiesbaden.de
last changed 2022/06/07 07:52

_id cf2003_m_113
id cf2003_m_113
authors SMITH, G. J., MAHER, M.L. and GERO, J.S.
year 2003
title Designing 3D Virtual Worlds as a Society of Agents
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 105-114
summary We consider virtual architecture as 3D virtual worlds able to support human activities and collaboration needs in digital virtual environments. 3D virtual worlds can go beyond the simulation of physical worlds to become dynamic, adaptable worlds by incorporating agents in the representation of the world. Agents are software systems that are capable of acting autonomously according to their own goals and beliefs. A society of agents accommodates agent communication and collaboration as part of the agent reasoning. In this paper we present a framework in which agents become the basis for the elements of a 3D virtual world. This framework is presented as having a model for an agent that can interact and reason about the 3D world, and as a model for agent communication. The model is illustrated by the design of a virtual conference room."
keywords agent communication, agents, virtual architecture, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id avocaad_2003_17
id avocaad_2003_17
authors Anna Maria Chrabin, Jaroslaw Szewczyk and Herman Neuckermans
year 2003
title A Critical Evaluation of Early Stages Software in its Capacity of Coping with Contextual Issues
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary In this paper we analyse critically early design stages software in its capacity of coping with contextual data at large (i.e. representing cultural, aesthetical context, etc.). We identified 5 categories of early stages software: geometry based graphic editors, evaluation architectural software, generative and shape-grammar based systems, evolutionary systems and other systems. Calling the object under creation during of the early stages a CAD conceptual model, we will investigate to what extend this software allows the architect to experience and represent the context in which a design is situated. Especially we will focus on its capacity to allow interaction, playful interaction on our way to the design. Designers, and particularly architects, interact with the local context similarly to interacting in a game: the context influences the users’ decisions, surprises them and causes permanent changes to their ways of thinking. On the other hand, architects permanently shape and reshape the context, and reduce the context to a protean point of reference. Such behaviour characterises creative thinking that is crucial for the early stage of design. The investigation led us to the conclusions that the effective interactivity with the context needs simple rules, a plain interface and data reduced as simple as possible, especially when interaction with the context is performed during the early stages of a design process. The findings can be used in organising computer environments for early-stage design.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id avocaad_2003_06
id avocaad_2003_06
authors Arturo F. Montagu and Juan Pablo Cieri
year 2003
title Urbamedia - Development of an urban database of fragments of some Argentinian and Latin-American cities using digital technology
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary The proposal of "Urbamedia" is to undertake the development of 3D virtual and interactive models of historical areas of Latin-American cities. The selected zone is the "Mayo Avenue" including the "Mayo Square", an historical place of the city of Buenos Aires, Argentina; this project is financed by the National Agency of Scientific and Technological Development of Argentina and the University of Buenos Aires.We are presenting the first experimental model of the "Mayo Square" that has been developed at ABACUS, Department of Architecture & Building Aids Computer Unit, University of Strathclyde UK. combined with a system analysis of urban activities using the “Atlas.ti” CAQDAS software.This particular use of the “Atlas.ti” software is under experimental applications to this type of urban analysis procedures; allowed us the possibility to analysed a set of activities by means of graph theory as result of a series of interviews to the people working in the area. We are also looking to include historical areas of three cities: Mar del Plata, Rosario and Santa Fe (Argentina) and eventually other cities from Latin América as Rio de Janeiro and Habana.Due that ABACUS has a strong experience in city modelling plus the powerful software and hardware used there, we must develop a VRML customized menu to be adapted to our low cost PC equipment. The 3D model will be used mainly in urban design simulation procedures and the idea is to extend to other type of simulations of the environmental parameters.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id ijac20031304
id ijac20031304
authors Bustos, Gabriela L.; Burgos, Ivan P.
year 2003
title Virtual Menus on VRML
source International Journal of Architectural Computing vol. 1 - no. 3
summary The Virtual Reality Modeling Language (VRML) has allowed the expansion of resources and possibilities for architectural applications. In order to take even more advantage of VRML, we developed an application of virtual menus within VRML using Java Script as a first step to the creation of a Synthetic Environment Laboratory for architectural design. This paper briefly presents the criteria used to define the menus, the utilization of Visual Basic programming to allow the addition of said virtual menus to any file with extension *. wrl, specific examples of applicability of the menus developed, and how they were inserted in a methodological model of architectural design.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 1101
id 1101
authors Calderon, C., Cavazza M. and Diaz, D.
year 2003
title A NEW APPROACH TO THE INTERACTIVE RESOLUTION OF CONFIGURATION PROBLEMS IN VIRTUAL ENVIRONMENTS
source 3rd International Symposium on Smart Graphics, Heidelberg, Germany, 2-4, July 2003. http://www.smartgraphics.org/ . Proceedings published by Springer: Lectures notes in Artificial Intelligence.
summary Intelligent Virtual Environments integrate AI techniques with 3D real-time environments. As such, they can support interactive problem solving, provided the underlying AI techniques can produce solutions within a time frame matching that of user interaction. In this paper, we describe an intelligent virtual environment based on Constraint Logic Programming (CLP), integrated in a real-time 3D graphic environment. We have developed an event-based ap-proach through which user interaction can be converted in real-time into appro-priate solver queries which are then translated back into automatic reconfigura-tions of the Virtual Environment (VE). Additionally, this framework supports the interactive exploration of the solution space in which alternative solutions (configurations) can be found. We demonstrate the system behaviour on a con-figuration example. This example illustrates how solutions can be interactively refined by the user through direct manipulation of objects in the VE and how the interactive search of alternative solutions in the VE is supported by these type of systems.
keywords Artificial Intelligence, Virtual Environments, Constraint Programming
series other
type normal paper
email
last changed 2005/12/02 11:34

_id cf2003_m_098
id cf2003_m_098
authors CHAMPION, E., DAVE, B. and BISHOP, I.
year 2003
title Interaction, Agency and Artefacts
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 249-258
summary This paper argues (i) that understanding of a place (especially in heritage environments) requires a level of cultural engagement and (ii) that virtual environments, in their typical current form, fail to provide such engagement. A proposed solution to the issue of cultural presence is to apply the interactive mechanisms commonly used in computer games (social agents, levels of interaction constraint, and task-based manipulation of artefacts) to virtual heritage environments. The hypothesis is that the resulting environment will allow for greater engagement and a more culturally immersive learning environment. Virtual environments also often lack techniques for evaluating the extent to which their design goals are achieved. A proposed secondary outcome is that designers and researchers of virtual environment can also use the above interactive mechanisms for the evaluation of user engagement without simultaneously interrupting the user’s feeling of engagement.
keywords engagement, evaluation, games, HCI, virtual heritage, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id cf_2003_000
id cf_2003_000
authors Chiu, M.-L., Tsou, J.-Y., Kvan, Th., Morozumi, M. and Jeng, T.-S. (Eds.)
year 2003
title Digital Design - Research and Practice
source Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1 / Tainan (Taiwan) 13–15 October 2003, 464 p.
summary The use of computers in the design of the built environment has reached a watershed. From peripheral devices in the design process, they have in recent years come to take centre stage. An illustration is immediately at hand. Just as the entries to the competition for the Chicago Tribune Tower in 1922 defined the state-of-the-art at the beginning of the twentieth century, we have a similar marker at the end of the century, the competition in 2002 to replace the World Trade Centre towers in Lower Manhattan offered us a range of architectural solutions that exemplified the state-of-the-art eighty years later, setting forth not only architectural statements but also illustrating clearly the importance of computers in the design of the built environment. In these entries of 2002, we can see that computers have not only become essential to the communication of design but in the investigation and generation of structure, form and composition. The papers in this book are the current state-of-the-art in computer-aided design as it stands in 2003. It is the tenth in a series sponsored by the CAAD Futures Foundation, compiled from papers presented at the biennial CAAD Futures Conferences. As a series, the publications have charted the steady progress in developing the theoretical and practical foundations for applications in design practice. This volume continues in that tradition; thus, this book is entitled Digital Design: Research and Practice. The papers are grouped into three major categories, reflecting thrusts of research and practice, namely: Data and information: its organisation, handling and access, including agents; Virtual worlds: their creation, application and interfaces; and Analysis and creation of form and fabric. The editors received 121 abstracts after the initial call for contributions. From these, 61 abstracts were selected for development into complete papers for further review. From these submissions, 39 papers were chosen for inclusion in this publication. These papers show that the field has evolved from theoretical and development concerns to questions of practice in the decade during which this conference has showcased leading work. Questions of theoretical nature remain as the boundaries of our field expand. As design projects have grasped the potentials of computer-aided design, so have they challenged the capabilities of the tools. Papers here address questions in geometric representation and manipulation (Chiu and Chiu; Kocaturk, Veltkamp and Tuncer), topics that may have been considered to be solved. As design practice becomes increasingly knowledge based, better ways of managing, manipulating and accessing the complex wealth of design information becomes more pressing, demanding continuing research in issues such as modelling (Yang; Wang; Zreik et al), data retrieval and querying (Hwang and Choi; Stouffs and Cumming; Zreik, Stouffs, Tuncer, Ozsariyildiz and Beheshti), new modes of perceiving data (Segers; Tan). Tools are needed to manage, mine and create information for creative work, such as agents (Liew and Gero; Smith; Caneparo and Robiglio; Ding et al) or to support design processes (Smith; Chase). Systems for the support and development of designs continue (Gero; Achten and Jessurun). As progress is made on some fronts, such as user interfaces, attention is again turned to previously research areas such as lighting (Jung, Gross and Do; Ng et al; Wittkopf; Chevier; Glaser, Do and Tai) or services (Garcia; Chen and Lin). In recent years the growth of connectivity has led to a rapid growth in collaborative experience and understanding of the opportunities and issues continues to mature (Jabi; Dave; Zamenopoulos and Alexiou). Increasing interest is given to implications in practice and education (Dave; Oxman; Caneparo, Grassi and Giretti). Topics new to this conference are in the area of design to production or manufacture (Fischer, Burry and Frazer; Shih). Three additional invited papers (Rekimoto; Liu; Kalay) provide clear indication that there is still room to develop new spatial concepts and computer augmented environments for design. In conclusion, we note that these papers represent a good record of the current state of the evolving research in the field of digital design.
series CAAD Futures
email
more http://www.caadfutures.arch.tue.nl/
last changed 2003/09/22 12:21

_id cf2003_m_033
id cf2003_m_033
authors DAVE, Bharat
year 2003
title Hybrid Spaces of Practice
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 181-190
summary Research projects in computational design typically view digital tools as existing independently of their physical settings. However, what we witness are hybrid spaces of practice, one in which there is an increasing fusion and overlap of physical and digital objects and environments. Instead of focusing on digital tools and information in isolation, this paper argues for the need to conceptualise and experiment with hybrid work environments through combinations of place, time, scale, resolution and other dimensions to develop hybrid spaces of practice. The paper describes experiments with a work environment that consists of multiple displays and representations to motivate and characterise hybrid spaces of physical and digital work environments.
keywords collaboration, ephemeral, tangible, virtual environment
series CAAD Futures
email
last changed 2003/09/22 12:21

_id cf2003_m_034
id cf2003_m_034
authors DING, L, LIEW, P.-S., MAHER, M.-L., GERO, J.S. and DROGEMULLER, R.
year 2003
title Integrating CAD and 3D Virtual Worlds Using Agents and EDM
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 301-312
summary This paper develops an overall architecture for integrating CAD and virtual worlds. The advantages of having access to the building model in a virtual world include the collaborative nature of the world. The EDM database as an object-oriented database is developed to establish a common object-oriented representation of building model, which can be accessed by both CAD systems and virtual worlds. The integration between CAD systems and an EDM database is implemented through the use of Industry Foundation Classes (IFCs) as an intermediate data model and the communication between the database and virtual worlds is developed through agents.
keywords agents, IFC, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id acadia03_006
id acadia03_006
authors Dobson, Adrian and Lancaric, Peter
year 2003
title VIRTUreALITY Digital Urban Modelling as a Community Design Form
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 49-53
doi https://doi.org/10.52842/conf.acadia.2003.049
summary This paper describes a practice-led research project that investigates the application of digital modelling and communication technologies in urban and architectural design. The project is being carried out by our team with the collaboration of the architecture and planning departments at local borough council and local community participation. The main methodology for the project revolves around the evolution of an interactive three-dimensional digital urban model, which incorporates a variety of visual, graphic and numeric data. This digital model is utilised within a web site to help facilitate a participatory approach to the physical and social regeneration of an inner urban zone, in terms of both the built environment and the attempted creation of a virtual community.
series ACADIA
last changed 2022/06/07 07:55

_id ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, 905 p.
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, 899 p.
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

_id acadia03_011
id acadia03_011
authors d’Estrée Sterk, Tristan
year 2003
title Using Actuated Tensegrity Structures to Produce a Responsive Architecture
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 85-93
doi https://doi.org/10.52842/conf.acadia.2003.085
summary The major theoretical roots of responsive architecture lie within the work of Nicholas Negroponte, and its most inspiring realization, to date, is found in the work of dECOi Architects. The work of NOX, and Diller & Scofidio provide two other built examples of responsive architectures. Each of these works is impressive within its own right. However, all of them have their shortcomings, suggesting that several possibilities for alternative visions still exist. While Negroponte’s work identifies the characteristics of a responsive architecture, it does not propose a model that is suitable for implementation. On the other hand, the work of dECOi architects does not address the technical needs of a building envelope designed for real world conditions of weather and structural load. Diller & Scofidio’s work, also does not have a functional envelope, and NOX’s work lacks physical responsiveness, favoring a palate of virtual responses instead.This paper, after examining the four specific precedents of Negroponte, dECOi, Diller & Scofidio, and NOX, will examine how a fifth precedent—that of Buckminster Fuller’s model of tensegrity structures—may be applied. The paper will propose that by actuating a tensegrity structure a responsive architectural envelope that addresses real world weather and structural loading conditions becomes feasible.
series ACADIA
type normal paper
email
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last changed 2022/06/07 07:55

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