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 569

_id ecaade2014_147
id ecaade2014_147
authors James Charlton and Markus Brune
year 2014
title Towards a dynamic evacuation system: developing methodologies to simulate the evacuation capabilities of subway stations in response to a terrorist attack with CBRNE weapons
doi https://doi.org/10.52842/conf.ecaade.2014.1.109
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 109-118
summary Events in recent times have highlighted the vulnerability of underground public transportation to possible terrorist attacks. A key question therefore is how an evacuation can be accomplished from underground stations safely. The strategy “go up and take the nearest exit to the surface” might not be the best response. Evidence from the Daegu subway station fire in 2003, investigated by Tsujimoto (2003) and Jeon and Hong (2009) establish that smoke or toxic airborne substances from a terrorist attack tend to use the same direct routes used by the fleeing passengers and as result significant injuries or fatalities can occur. This study proposes the concept of a dynamic evacuation system which would guide subway users along safe routes. To test how this system may operate, the study discussed combines measurements from tracer gas experiments with climate measurements to establish how toxic agents spread in subway stations under certain conditions and combines these results with those from pedestrian simulations applied to calculate evacuation times for possible escape routes. By integrating the resulting dataset from these methods, an evidence base of how a dynamic evacuation system may work can start to form.
wos WOS:000361384700010
keywords Pedestrian simulation, subway climatology; cbrne; subway evacuation; tracer gas experiments
series eCAADe
email
last changed 2022/06/07 07:52

_id 7655
authors Okeil, Ahmad and El Araby, Mostafa
year 2003
title Realism vs. Reality in Digital Reconstruction of Cities
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The digital reconstruction of existing cities using virtual reality techniques is being increasingly used. For consultants, municipalities and planning departments these models provide decision support through visual simulations (El Araby, 2001). For academia they provide a new tool for teaching students urban design and planning (Okeil, 2001). For authorities they provide a tool for promoting the city on the world wide web trying to attract more businesses and tourists to it. The built environment is very rich in detail. It does not only consist of open spaces surrounded by abstract buildings but it also includes many smaller objects such as street furniture, traffic signs, street lights, different types of vegetation and shop signs for example. All surfaces in the built environment have unique properties describing color, texture and opacity. The built environmentis dynamic and our perception is affected by factors such as pedestrian movement, traffic, environmental factors such as wind, noise and shadows. The built environment is also shaped by the accumulation of changes caused by many influences through time. All these factors make the reconstruction of the built environment a very complex task. This paper tries to answer the question: how realistic the reconstructed models of urban areas can be. It sees “Realism“ as a variable floating between three types of realties. The reality of the physical environment which we are trying to represent. The reality of the digital environment which will host the digitally reconstructed city. And the reality of the working environment which deals with the problem of limitation of resources needed to digitally reconstruct the city. A case study of building a 3D computer model of an urban area in the United Arab Emirates demonstrates that new time-saving techniques for data acquisition can enhance realism by meetingbudget limitations and time limitations.
keywords Virtual Reality; Photo Realism; Texture Maps; 3D Modeling; Urban Design
series other
email
last changed 2003/03/11 20:39

_id caadria2007_057
id caadria2007_057
authors Kouide, Tahar; G. Paterson
year 2007
title BIM as a Viable Collaborative Working Tool: A Case Study
doi https://doi.org/10.52842/conf.caadria.2007.x.l1j
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary For the majority of design practices in the construction industry the use of CAD systems have been used to merely automate hand drafting (Cohen 2003). This is the traditional way of working that has changed very little since the introduction of commercial CAD systems. These practices as means of communication are being replaced by a virtual building model environment which encapsulates all of the information for an entire construction project and thereby enables computer-supported co-operative working practices. (Newton 2003) This study aims to determine whether Building Information Modelling (BIM) can, and whether it will, replace traditional communication media as the standard in the industry for computersupported co-operative working practices in the Architecture Engineering and construction (AEC) sector. The bulk of the research comprises an extensive literature review looking at the principal reasons behind the development of BIM, the potential advantages and drawbacks of the technology, and the barriers and obstacles which inhibit its adoption as a means of computer-supported co-operative working. The findings of the study have been validated and analysed against current practice in the field through a live case study analysis of the on-going Heathrow airport Terminal 5 Project in London (UK). The Terminal 5 case study demonstrates that present software tools, although usable, still present significant implicit technical constraints to wider implementation among Small and Medium Enterprises (SMEs). The case study has also shown that in practice, the success of BIM depends just as much on the working practices and ethos of participants in the project chain as it does on the capabilities of the software itself, in particular the willingness of practitioners to change traditional working practices. The case study has shown that the present investment, in terms of time, cost, and effort required to implementing the technology means that BIM is unlikely to be adopted on small simple projects where conventional CAD is still adequate. It also highlighted that BIM tools currently available are not yet adequately developed to satisfy the requirements of the many procurement and especially contractual arrangements which presently exist and many firms will be frightened off by the unresolved legal issues which may arise from implementing BIM in their practices.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2003_a1-3
id caadria2003_a1-3
authors Shih, Sheng-Cheng
year 2003
title A Web-Based Agent Framework for Collaborative Design-Build Communication
doi https://doi.org/10.52842/conf.caadria.2003.055
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. 55-68
summary The Internet connects the globe as a whole and at the same time pushes the competition increasing dramatically. Multidiscipline and distributed collaborative design-build in architecture, engineering and construction (A/E/C) companies can gain foster competitive advantage, improved designs, and more effective management of construction facilities. However collaboration can often fail, since it involves different professions who often hold different goals and also one-off organizations also build obstacles to collaboration. This paper presents a web-based agent framework to support communication, to facilitate shared understanding amongst the participants and to inspire teamwork. This paper proposes a multi-agent social interaction framework as the communication model of design-build projects. The conceptual framework emp hasizes process-centric learning and the creation of group agreements within design-build collaborative activities, which help facilitate conflict migration. In addition, based upon web agent technology, this communication framework providing an intelligence distribution opportunity for the for the A/C/E industry to introduce a new and innovative paradigm of collaborative design.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 50b1
authors Abbasov, A.M. and Mamedova, M.H.
year 2003
title Application of fuzzy time series to population forecasting
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The potential of fuzzy logic application in simulating of demographic processes by the example of population forecasting task hasbeen investigated. The particularities of population as dynamical system functioning under the condition of uncertainty have beenexamined and fuzzy statement problem has been suggested. The strategy of population forecasting using the method of fuzzy timeseries model has been proposed. The simulations on retrospective evaluation of population are carried out and on the base of the results of these simulations the conclusion avocet the effectiveness of utilization of fuzzy model for demographic forecasting has been model.
series other
last changed 2003/11/21 15:15

_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 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 ecaade03_187_11_brandy
id ecaade03_187_11_brandy
authors Brady, Darlene A.
year 2003
title IDEATION: METAPHORICAL EXPLORATIONS AND DIGITAL MEDIA
doi https://doi.org/10.52842/conf.ecaade.2003.187
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 187-190
summary Metaphor in architecture involves two distinct paradigms of ideation and visualization: architecture as a virtual metaphor of an idea and virtual models of architecture as metaphors of an architectural intention or vision. Digital media is a powerful vehicle for the generation and expression of both paradigms. The dominant applications of digital media in architecture are drafting and computer simulations as virtual constructs of an architectural intention. This paper will focus on the us e of digital media and ideation, a design process which uses metaphor to link idea and form early in the design process.
keywords Design creativity, Design process, Generative design, Innovation, Precedents
series eCAADe
email
more http://www.archi-textures.com
last changed 2022/06/07 07:54

_id cf2003_m_016
id cf2003_m_016
authors CHEN, Hong-Sheng and LIN, Feng-Tyan
year 2003
title A Simulation Study on Public Building's Staircase Fault Tolerance
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. 393-402
summary This paper applies the concept of fault tolerance to staircase layout plan. Fire or smoke may cause some staircases in a building inaccessible. We argue that architects should assess the result from the possible fault of vertical routes. The capability of tolerating staircase faults depends on space usage, arrangement, and pedestrian attributes. In this study, a mathematical model is constructed. For analysing pedestrian's movement in interior space, we employ Monte Carol simulation and Agent-Based Modelling method in a CAAD environment. It helps us to visualise the dynamic process of agent's evacuation process, and to test the problem of possible staircase faults. Finally, a case study brings some important discoveries.
keywords agents, fault tolerance, simulation
series CAAD Futures
last changed 2003/09/22 12:21

_id caadria2003_b4-3
id caadria2003_b4-3
authors Chen, Hong-Sheng and Lin, Feng-Tyan
year 2003
title Computer Aided Performance Analysis of Staircase Fault Tolerance
doi https://doi.org/10.52842/conf.caadria.2003.567
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. 567-578
summary This study is to investigate the performance of staircases in a building with some faulty staircases. In this building, any unexpected hazard or repairs may cause vertical escaping routes inaccessible. Therefore, it is crucial that architects should assess this condition, and the users also need to be aware of this problem. Facing those staircase faults, architects need to consider space usage, staircases arrangement, and pedestrian attributes. This paper proposes a method to model the pedestrian's movement in the interior space of abovementioned building. We applied Monte Carlo simulation and AgentBased Modeling method in a CAAD environment. And we will apply two case studies to bring forward some important discoveries and support our arguments.
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2003_0
id caadria2003_0
authors Choutgrajank, A., Charoensilp, E., Keatruangkamala, K. and Nakapan, W. (eds.)
year 2003
title CAADRIA 2003
doi https://doi.org/10.52842/conf.caadria.2003
source 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, 370 p.
summary The proceedings of the Eighth International Conference on Computer-Aided Architectural Design Research in Asia, presents 70 papers. These papers were selected from the 180 submissions through a blind review of 46 international review committee. Each submission was reviewed by three reviewers and the final acceptance was based on the reviewers' recommendations. Introduced in these proceedings are the papers presented at the Conference under the following session headings: - Collaborative Design - Knowledge Representation - Design Education - Virtual Environment and Computer Media - Information Systems - Simulations
series CAADRIA
type normal paper
email
more www.caadria.org
last changed 2022/06/07 07:49

_id cf2003_m_005
id cf2003_m_005
authors FISCHER, T., BURRY, M. and FRAZER, J.
year 2003
title How to Plant a Subway System
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. 403-412
summary We speculate on a possible CAAD future that deploys and extends paradigms of natural growth and cellular development to an extent that would allow the planting and growth of man-made structures. This approach is based on the translation and expression of digital data structures into artificial physical form and the building of structures by decentral means. In such a scenario, generative and evolutionary architecture could seamlessly blend into building construction. As a discussion of as yet unavailable future technologies and methodologies the proposed remains at a “sketchy” level and must largely limit itself to preliminary and speculative considerations. In order to restrain the scope of this paper to the area of building design and construction, we focus on subway development and discuss possible cellular approaches to this particular field emphasizing aspects of functional aesthetics. We encourage the reader to take this example as a point of departure only, to generalise our explanations and to apply them to other building types. We support our discussion with findings made in software simulations of humandesigned cellular growth processes.
keywords cellular, evolutionary, morphogenesis, subway
series CAAD Futures
email
last changed 2003/09/22 12:21

_id ecaade03_017_136_franz
id ecaade03_017_136_franz
authors Franz, G., Von der Heyde, M. and Bülthoff, H.H.
year 2003
title An empirical approach to the experience of architectural space in VR - Exploring relations between features and affective appraisals of rectangular interiors
doi https://doi.org/10.52842/conf.ecaade.2003.017
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 17-24
summary While it is well known that the built environment influences our emotional state, it is often difficult to attribute these experiences to particular properties. In fact, a systematic investigation of the relation between physical structure and emotional experience of architecture has not yet been done. Now virtual reality simulations facilitate a completely controlled variation of spatial properties and thus allow to empirically evaluate architectural hypothesises. The aim of the presented study was to investigate which factors from a component-based description of rooms significantly correlate with cardinal dimensions of experience. In a perceptual experiment experiental qualities of 16 virtual vacant rectangular interiors were rated in eight principal categories by 16 participants using the semantic differential scaling technique. The scenes were generated by a custom made graphics tool that also automatically generated the component-based scene descriptions. The data analysis revealed several interesting correlations between scene features and rated experience: For example, a preference for ratios near to the golden section could be observed for spatial proportions, which are not directly perceivable. Altogether, a set of five independent factors (openness, two room proportions, room area and balustradeheight) appeared to be effective for widely describing the observed variance of the averaged attributed experiental qualities. Our combination of realistic virtual reality simulations and psychophysical data raising methods proved to be effective for basic architectural research. It allowed us to demonstrate quantitative relations between physical properties from a component-based description of architectural space and its emotional experience.
keywords Experiental Qualities; Psychophysics; Correlation Analysis; Virtual Reality
series eCAADe
email
more http://www.kyb.tuebingen.mpg.de/~gf
last changed 2022/06/07 07:50

_id sigradi2003_044
id sigradi2003_044
authors Heidrich, F.E., Claro, A. and Cybis Pereira, A.T.
year 2003
title Simulação Computacional de Iluminação Natural através de Ambientes em VRML (Computational simulation of natural ilumination through VRML environments)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Natural illumination can be considered as one of the major conditioner of the architectonical project, thus it demands an evaluation of it in the proposed architectonical object. Such evaluation can be achieved with graphic representations produced from computational simulations. However, those representations, images usually, deal with the difficulty to provide a better spatial comprehension since they do not allow people to visualize the tri-dimensional space due to it is a static and bi-dimensional representation. Once the interacting possibility can favour the observer spatial comprehension, this possibility was analyzed, creating a VRML environment to present a natural illumination simulation.
keywords Computational Simulation, Natural Illumination, VRML Environment..
series SIGRADI
email
last changed 2016/03/10 09:53

_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 acadia03_034
id acadia03_034
authors Luhan, G.A., Bhavsar, S. and Walcott, B.L.
year 2003
title Deep-Time ProbeInvestigations in Light Architecture
doi https://doi.org/10.52842/conf.acadia.2003.258
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. 258-266
summary This paper presentation presents an interdisciplinary research project conducted by a design team comprised of faculty from the Colleges of Architecture, Engineering, and Astrophysics. The title of the project, Deep-Time Probe, Investigations in Light-Architecture, explores the use of an optically active-SETI experiment that centers on the thematic of time, vision, and movement through space. The realm of architecture was the digital glue that united the varied disciplines. The core of the project is broken down into three intrinsically linked components—data representation—collection, storage, and modulation; the Project Mission Wall; and the resultant Light Architecture or Deep-Time Probe. A small team of architecture students under the direction of one architecture faculty member designed the Mission Wall while the Robotics Department provided CNC machinery to digitally mill and fabricate its components. This same team assembled the 40’x60’x15’ structure in one day. The site of the launch created an adequate interface for the public art structure at the scale of an urban park. The scale of the Mission Wall addressed a variety of places, paces, and scales that mediated between the laser, the context of the surrounding plaza, and pedestrian and vehicular circulation, all while concealing the laser from direct view. The Mission Wall served three functions. It provided a housing for the Deep-Time Probe laser. It created windows and scaffolding for lighting. Moreover, it established a series of “View Corridors” that provided the onlooker with multiple vantage points and thus multiple-readings of information as architecture. Nearly fifty “Time Probe Reporters” gathered information through oral interviews. In addition to messages linked to the interviews, the Deep-Time Probe contained verbal and graphic information, images depicting the design and fabrication processes. At the time of the launch, the design team digitized, specially formatted, converted, and modulated the data into a special high-powered laser that was “launched” into space. An advanced civilization in the universe could theoretically receive and decode this information. The Deep-Time Probe project visualized the strengths of each profession, fostered the creative aspects of each team member, and resulted in a unique and dynamic experience. The deep time probe is right now passing through the Oort Cloud, the debris left over from the formation of our Sun and planets, present as a halo surrounding our solar system . . . a distance of nearly 1.5 trillion miles.
keywords Interdisciplinary Design Research, Information Visualization, and Fabrication
series ACADIA
email
last changed 2022/06/07 07:59

_id acadia03_005
id acadia03_005
authors Maher, Andrew and Burry, Mark
year 2003
title The Parametric Bridge: Connecting Digital Design Techniques in Architecture And Engineering
doi https://doi.org/10.52842/conf.acadia.2003.039
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. 39-47
summary New design opportunities that are facilitated by cross-disciplinary collaboration in both practice and research are available through the use of high level design software that simultaneously offers real time access to both analysis and design geometry in shared three-dimensional digital models. Here we present a collaborative research project between architects and structural engineers for the design of a pedestrian bridge, conceived to test current digital design processes in architectural and structural engineering practice with those in research through the use of models of parametrically defined associative geometry. In this project, the digital model’s architectural design geometry was constrained by the bridge’s fabrication methods and linked with its engineering analysis. Iterations of the design geometry were then optimised or ‘solved’ to produce variations according to the design parameters offered up for change. The shift of the professions from the plane to digital space exposes the possibilities of new design techniques with the exchange of design parameters potentially operating as a digital dialogue between the disciplines—a kind of digital version of Antoni Gaudi’s funicular hanging model—a metaphor of the digital space that has been developed for this project.
series ACADIA
email
last changed 2022/06/07 07:59

_id cf2003_m_092
id cf2003_m_092
authors NG, E., CHAN, T.Y., LEUNG, R. and PANG, P.
year 2003
title A Daylight Design and Regulatory Method for High-Density Cities Using Computational Lighting Simulations
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. 339-350
summary Hong Kong is the most densely populated city in the world. Design of buildings in urban Hong Kong is regulated by the Building (Planning) regulations of the Government. This piece of law is over 40 years old and has been proven to be inadequate. This paper introduces a new simplified method, the Unobstructed Vision Area Method (UVA), for daylight design in high-density cities. The method was developed based on empirical and theoretical formulation as well as extensive validation and studies using computational simulations. The paper highlights the steps necessary to apply computational methods for law making, the difficulties and possibilities in the process, as well as the practical and implementation of adopting computational results and techniques in everyday practical life of the architect and the controlling agency. The Government of Hong Kong has recently adopted the UVA method.
keywords regulations, city, daylighting, simulation
series CAAD Futures
last changed 2003/09/22 12:21

_id caadria2006_557
id caadria2006_557
authors PREECHA MANESSATID, PETER J SZALAPAJ
year 2006
title THE DEVELOPMENT OF AN INTEGRATED ENVIRONMENTAL BUILDING DESIGN TOOL
doi https://doi.org/10.52842/conf.caadria.2006.x.n7f
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 557-559
summary Environmental design implementations are generally applied within limited and specialised areas of environmental design making them difficult to use intuitively by designers (Maneesatid and Szalapaj, 2003). Building simulations have mostly focused on accurate parameters and physical properties of building elements. Such tools typically require numerous numerical data which is often only accurately known in the detail design stages. Conventional environmental building design systems (EBS) have typically required highly experienced users who are familiar with extensive qualitative input and output requirements. A successful architectural design solution that is both energy efficient and environmentally friendly, cannot be obtained simply by additively combining a set of discrete specialist analyses. A move towards better architectural design with environmental considerations can be achieved by allowing designers themselves to express relationships between salient environmental parameters that can subsequently be analysed in integrated ways. This presentation is concerned with the issues involved in developing a quick and intuitive interface for expression of relationships between environmental parameters.
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia03_050
id acadia03_050
authors Schubert, Frieder and Lurz, Philipp (et al.)
year 2003
title Physical Simulation in a VR Tool for Urban Design
doi https://doi.org/10.52842/conf.acadia.2003.395
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. 395-401
summary Physical influences on a city, such as noise, light, air flow, and solar energy quantities, can already be simulated on computers; however, these simulations are usually not embedded into the urban planning process. Regarding a broad field of these influences and their correlations will improve the quality of the design. The use of simulations in the sketching stage provides the possibility of reacting accordingly for the urban planner, which is essential for sustainable design. This paper describes the development of a virtual reality tool for the early urban design process, in which we realized a network connection between a software package calculating noise propagation in urban spaces and a virtual reality design environment. In this dynamic VR design tool, it is possible to experiment with simple geometric forms and objects (these objects can be added to constructions, removed, and transformed). Interactively, with each action of the planner, simulations are generated and visualized in the VR environment in real-time. The last part of the paper describes our concept, how this VR design tool should be integrated in the study of urban planning, and how we want the students to get a sense for the impact of their design on physical phenomena in an urban scale.
series ACADIA
email
last changed 2022/06/07 07:57

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