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 caadria2003_a5-3
id caadria2003_a5-3
authors Chang, Teng-Wen and Lai, Ih-Cheng
year 2003
title Navigation In 3D Information Landscape-A 3D Museum for Civic Buildings
doi https://doi.org/10.52842/conf.caadria.2003.641
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 641-650
summary Navigation is about information that requires visual feedback and spatial orientation in both information representation and userinteraction. Among those, spatial orientation is the primary research question for navigating in 3D information landscape. By inspired by Ware's three control loops, 'spatial metaphors' and 'visual components" are proposed as the fundamental concepts of a navigation framework called 'i-Room'. i-Room is comprised of four constituents-handles, i-Bag, i-Map and Focus/scale. An information landscape based on a repository of diverse digital media of 11 significant civic buildings in Taiwan is designed for testing this navigation framework. An implementation of i-Room based on Muse of navigation realization and their interaction behaviors with spatial metaphors/visual components is also reported in this paper.
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia03_053
id acadia03_053
authors More, G., Padgham, L., Mathieson, I. and Burry, M.
year 2003
title Multidimensional Presentation Environments with IntegratedIntelligent Agents
doi https://doi.org/10.52842/conf.acadia.2003.421
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. 421-425
summary A Multidimensional Presentation Environment (MPE) is defined here as a digital environment containing spatially located data that can be navigated by a presenter. Given an array of data types and the potential infinity of the associated datascapes, there is an opportunity to develop systems that assist the presenter in the navigation and analysis of complex information scenarios. This research reports on the utilisation of intelligentagent based software for a better understanding of spatial information representation within the MPE. This is achieved by utilising intelligent agent software to aid the presenter in the searching, retrieving, and articulation of datasets, and the application of such technologies in the generation of time based 3D graphical and audio presentations.
series ACADIA
email
last changed 2022/06/07 07:58

_id cf2003_m_026
id cf2003_m_026
authors WYELD, Theodor G.
year 2003
title An Object Server System for 3D Digital Design Collaboration
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. 235-248
summary Moving through and between computer generated 3D objects we experience a 'virtual world'. Virtual Worlds have created a dream-like landscape. They also have facilitated a paradigm shift for architects working with CAD tools where they now desire to “design three-dimensional spaces in an immersed way” (Strehlke and Engeli 2001). Architects are already working in computer-moderated collaborative networked organisations. A 3D Virtual World offers a different kind of collaboration. To understand how architects might design in an 'immersed way', three experiments are described. The experiments attempt to investigate how participants experience the 3D spaces within which they collaborated. In particular, the last experiment makes use of 'shared objects' in the scene. The software chosen to create these Virtual Worlds was VRML and JAVA due to their flexibility and rapid prototyping. Where VRML differs from most CAD languages is in its openness. This paper describes an object sharing client-server architecture based on a simple multi-user system providing navigation in CosmoPlayer 2.11 ported through Netscape. The Object Server System allows multiple clients, as avatars, and objects to be manipulated in a 3D Virtual World. The system updates the transforms of the objects explicitly allowing their transform values to be shared across multiple browser sessions.
keywords collaboration, multi-user, object sharing
series CAAD Futures
last changed 2003/09/22 12:21

_id ecaade03_369_112_akgun
id ecaade03_369_112_akgun
authors Akgun, Yenal
year 2003
title An Interactive Database (HizmO) for Reconstructing Lost Modernist Izmir:
doi https://doi.org/10.52842/conf.ecaade.2003.369
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 369-372
summary The research project in progress in the School of Architecture at the Izmir Institute of Technology includes documentation and reconstruction (by 3D modeling in electronic media) of damaged and lost early modern buildings in the Izmir region. The research aims to analyze the differences between Izmir modern buildings and Universal Modern Style, and preserve information on architectural heritage for future generations. The project is at the phase of developing an interactive web-based historical database (HizmO) that includes data (information, images, technical drawings, VRML models) and visualization of the findings. This database aims to be a pioneer in Mediterranean Region for exhibition of relations between traditional architecture (especially Mediterranean locality) and modernism, and organization of a network and off-campus learning activity for Mediterranean architecture that serve as a guide for students, researchers and architects. This paper aims at introducing this research and discussing the application of the database “HizmO,” its aims and potential effects on education in architectural history.
keywords E-learning, educational database, architectural history, VRML
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia03_044
id acadia03_044
authors Bermúdez, Julio and Foresti, Stefano
year 2003
title Information Visualization
doi https://doi.org/10.52842/conf.acadia.2003.x.p5s
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, p. 346
summary Digital visualization addresses representational challenges from within and without architecture. ‘Disciplinary’ digital visualization is used to explore, understand and communicate architectural information associated with the production of buildings. 3D modeling, rendering, animation and VR as well as the power of digital media to permit the seamless integration of various data types are unleashing completely new ways to display architecture. As digital power continues to increase and get cheaper, portability and wi-fi networks take root, and visualization work becomes even more main stream, we can expect growing changes in the way the design process is conducted, buildings are presented and documented, and the public and 3rd party’s demands from professional services. This demands a more conscious research/pedagogies aimed at developing new representation conventions.
series ACADIA
email
last changed 2022/06/07 07:49

_id caadria2003_a4-1
id caadria2003_a4-1
authors Chen, Jia-Yih Joy and Jeng, Taysheng
year 2003
title Exploring Digital City With Physical Interactions
doi https://doi.org/10.52842/conf.caadria.2003.505
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 505-512
summary The purpose of this work is to develop needed interaction techniques for understanding the context of a digital city. In this paper, we present a framework in terms of three perspectives: information representation, physical interactions and media space design. We implement tangible media for physical interactions, allowing users to explore a digital city with respect to different positions in time-space in an interactive and intuitive manner. The time-space representation is mapped to physical media space. Our work is demonstrated in a digital 3D museum project for Tainan city in Taiwan.
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2003_090
id sigradi2003_090
authors Espina, Jane
year 2003
title Ciudades Tradicionales Vs. Ciudades Digitales (Traditional Cities Vs Digital Cities)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This work presents the creation of a Documentary City which has 3D models of buildings and actualized urban spaces, related to a systematic information and hypermediatical, through the use of a Data Base as a digital tool for the construction of a Data Bank, which will be part of the Digital City of Maracaibo and it could be requested on a physical approach or distance way using digital technologies. The virtual reconstruction and documented part of the history of the city and the records of buildings in different historical growing moments of Maracaibo City, since its foundation until now, will permit recover part of the lost memories of the city. This research will constitute a unpublished experience in Venezuela and belong to the Hypermediatical Model of Maracaibo City of the Institute of Architectonical Research of the Faculty of Architecture and Design in the Universidad del Zulia.
keywords Data base, tridimensional models, multimedia, digital city, urban spaces.
series SIGRADI
email
last changed 2016/03/10 09:51

_id ijac20031308
id ijac20031308
authors Garcia Alvarado, Rodrigo; Baesler Abufarde, Felipe; Moreno, Pedro Rodriguez; Bravo, Mauricio Pezo
year 2003
title Modeling of Activities: an approach to the virtual representation of human behaviors in architectural spaces tested in emergency units
source International Journal of Architectural Computing vol. 1 - no. 3
summary Despite the increasing interest in the functionality and humanization of architecture, there are few studies covering the occupation of buildings and methods to represent activities in spaces. This article explores new software for simulating and virtual modeling in order to facilitate the analysis and visualization of events in buildings. Of particular importance is programming the behavior of 3D-characters according to the probabilistic evolution of activities, and producing animations and interactive models. This approach was tested in a study of three emergency units of hospitals in Chile. Although a full integration of software was not possible, the process developed (in particular the subjective tours) demonstrated that the technique can provide new information about the functioning and spatiality of the units. In addition, it suggested operative and architectural improvements supporting the management and design of facilities.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 47b3
authors Gruen, A., Steidler F. and Wang, X.
year 2003
title Generation and visualization of 3D-city and facility models using CyberCity Modeler (CC-Modeler)
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The efficient generation of data for 3-D city models and their handling in Spatial Information Systems has become feasible. The derivation of this data from aerial and terrestrial images with semi-automated techniques constitutes the most powerful tool currently available to fulfill this task. Semi-automated object extraction has become a viable concept for the generation of 3-D city models. CyberCity-Modeler (CC-Modeler) has been developed with the aim of creating not only buildings, but also other objects pertaining to a city model efficiently and with a high degree of flexibility concerning the level of detail. In its commercial implementation, CCModeler has been confronted with a number of user requirements which needed to be observed. This led to some extensions in functionality, which are addressed in this paper: Geometrical regularization of buildings, editing functions for topology adjustment, integration of facades and other vertical walls and modeling of overhanging roofs. These extensions of the original concept make CyberCity-Modeler an even more powerful tool for 3-D city modeling.
series other
last changed 2003/03/11 20:39

_id ecaade03_315_146_he
id ecaade03_315_146_he
authors He, Jie and Tsou, Jin-Yeu
year 2003
title GIS Support in a Visual Resource Management System for Visual Sustainability of Urban Natural Landscape in China
doi https://doi.org/10.52842/conf.ecaade.2003.315
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 315-318
summary The proposed VLM system intends to facilitate the visual sustainability of urban natural landscape in China. In this system, GIS not only provides technologies for the inventory of landscape characteristics and the visual landscape evaluation, but also contributes to public or professional communication supporting through modeling and visualization. Therefore, GIS holistically acts as a fundamental support in this prototype system. Combining with psychophysical landscape evaluation (LE), photogrammetry and other digital 3D visualization, GIS provides quantitative data, scientific visualization and visual simulation for planning decision making.
keywords Geographic information system (GIS); visual resource management (VRM);natural landscape; urban planning
series eCAADe
email
more http://www.arch.cuhk.edu.hk/
last changed 2022/06/07 07:49

_id caadria2003_c5-1
id caadria2003_c5-1
authors Hoon, M. , Jabi, W. and Goldman, G.
year 2003
title Immersion, Interaction, and Collaboration In Architectural Design Using Gaming Engines
doi https://doi.org/10.52842/conf.caadria.2003.721
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 721-738
summary "This paper investigates the role of gaming engines in the architectural design process through the introduction of features such as immersion, interaction and collaboration. While traditional 3D modelling and visualization systems such as 3D Studio MAX and form?Z offer increasingly convincing visual simulations, gaming engines are approaching the visual realism of such systems and are offering additional interactive features that are usually available only in more expensive immersive virtual reality systems . Additionally, the capability to have multiple individuals inhabit and navigate the space offers unique opportunities for collaboration as well as the investigation of human behaviour. Participants with internet access can be invited to access a shared virtual environment. Collaboration among users can be further enhanced by combining immersive navigation with peer-to-peer instant messaging and/or adding a voice channel. This paper analyzes these issues through research summary and the creation and user testing of a prototype based on a publicly available gaming engine. Through a series of assignments within an academic course, students in the school of architecture were asked to iteratively use and test this prototype for the collaborative exploration of designed environments. Students made their environments available for others to navigate in real-time and offer comments. A final design review was conducted in which critics were asked to enter the designed environment, explore it at will and interact with the student as well as others present in the same virtual space. This paper will illustrate some of the student projects and describe the immersive,"
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2003_m_036
id cf2003_m_036
authors JENG, Taysheng and LEE, Chia-Hsun
year 2003
title iCube: Ubiquitous Media Spaces for Embodied Interaction
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. 225-234
summary This paper outlines new facilities within ubiquitous media spaces supporting embodied interaction between humans and computation. We believe that the current approach to developing electronic based design environments is fundamentally defective with regard to support for multi-person multimodal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement a research prototype environment called iCube. The functional capabilities implemented in iCube include spatially-aware 3D navigation, laser pointer interaction, and tangible media. Some of its details, benefits, user experiences, and issues regarding design support are discussed.
keywords interaction, ubiquitous media, virtual environment
series CAAD Futures
last changed 2003/09/22 12:21

_id caadria2003_a6-4
id caadria2003_a6-4
authors Bialas, Z.,Glinkowska, A., Kepczynska-Walczak, A. and Szrajber, R.
year 2003
title Architectural Heritage As A Force In Networked Caad Education
doi https://doi.org/10.52842/conf.caadria.2003.801
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 801-808
summary This paper aims to present a project being currently in progress. The task is to describe a concept for future access to information resources which cover the Polish (in wider international context) architectural and urban design, architectural heritage, applied arts in form of drawings, images, 3D models and VR along text explanations. In this way the database would enable access to huge resources and didactic packages. The proposed database would be primarily addressed to students of architecture, who in addition would be involved in creation of the collection, e.g. through building 3D models.
series CAADRIA
email
last changed 2022/06/07 07:52

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
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. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_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
doi https://doi.org/10.52842/conf.ecaade.2003.117
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 117-124
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 c5c5
id c5c5
authors Calderon, C., Cavazza M. and Diaz, D.
year 2003
title A NEW APPROACH TO VIRTUAL DESIGN FOR SPATIAL CONFIGURATION PROBLEMS,
source 7th IEEE International Information Visualisation Conference, London, UK, 16-17 July 2003. http://www.graphicslink.demon.co.uk/IV03/
summary In this paper, we present a new framework for the use of Virtual Reality (VR) in engineering design for configuration applications. Traditional VR systems support the visual exploration of a design solution but do not assist the user in exploring alternative solutions based on domain knowledge. Extending previous work in the area of Intelligent Virtual Environment, we propose an intelligent configuration system based on constraint logic programming (CLP), integrated in a real-time 3D graphic environment. This type of integration facilitates the expression of design knowledge in the VE and enables the user to interactively solve and/or refine a spatial configuration problem. In the system described in this paper, the user can visually explore configurations, but his interaction with objects of the configuration problem triggers new cycles of constraint propagation from the modified configuration to produce a new compatible solution.
keywords Virtual Reality, Virtual Design
series other
type normal paper
email
last changed 2005/12/02 11:31

_id caadria2003_a7-1
id caadria2003_a7-1
authors Chantawit, D. and Hadikusumo, B.H.W.
year 2003
title Integrated 4d Cad and Construction Safety Planning Information for a Better Safety Management
doi https://doi.org/10.52842/conf.caadria.2003.891
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 891-904
summary Safety is an important element of project successes. In the conventional project management, safety planning, as a function, is separated from other functions, such as planning/scheduling function. This separation creates difficulties for engineers to analyze what, when, why and where a safety measure is needed to prevent accidents in a construction activity. Another problem occurs due to the conventional practice of representing project designs using two-dimensional (2D) drawings. In this practice, a user (e.g. an engineer) has to convert the 2D drawings into three-dimensional (3D) mental pictures, and this is a tedious task. If only converting this 2D drawing is a tedious task, combining these 2D drawings with safety planning creates more difficult tasks. In order to address the problems, this paper discusses our research in integrating construction scheduling and safety planning in a 4D environment.
series CAADRIA
last changed 2022/06/07 07:55

_id cf2003_m_015
id cf2003_m_015
authors CHIU, Yi-Chang and CHIU, Mao-Lin
year 2003
title Right Tools for Designing Free-form Geometry More than Representation and Manipulation
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. 433-444
summary This paper examines what the appropriate strategy for designers to handle the complex object is and how digital and conventional tools are involved in presenting and representing design artefacts for presenting design ideas and deliver design information, particularly in 3D free-form geometry. A series of precedent studies are conducted to examine the argument. The manipulation of digital tools is not merely a technical problem but a strategy about what the right tool for designing geometry is and how design process and principles are innovated. Two demonstrative projects are presented to illustrate how designers can better analyse and define the best choice of medium and design tools, and create a digital design platform to reach the merit of the tools created.
keywords design thinking, digital tools, free-form, prototype
series CAAD Futures
email
last changed 2003/09/22 12:21

_id sigradi2003_010
id sigradi2003_010
authors Curcio, Esteban
year 2003
title Projekct Uno - De Bono y el Rinoceronte (Project One - Of Bond and the Rhino)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Information Technologies are part of our daily lives - use of terminologies, interphases, interactions, etc -. By the time a student goes into university has a potential, intuitive, dispersed and none valued knowledge on the matter. Using this as a starting point, the experience related below has an equipment of first year students"of" Industrial Design as protagonists, gathered in order to learn 3D modeling, simultaneously to the implementation of project methodologies and techniques of creativity for the development of concepts and ideas.
keywords Technological project, Innovation, Modeled 3D
series SIGRADI
email
last changed 2016/03/10 09:49

_id ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
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.
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

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