CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
doi https://doi.org/10.52842/conf.caadria.2004.005
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 5-14
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id sigradi2004_333
id sigradi2004_333
authors Andrés S. Rodríguez
year 2004
title Exploración de relaciones entre analogías y bocetos durante la generación de ideas en diseño industrial como elicitación de requerimientos para CAD [Exploration of Relations between Analogies and Sketches During the Generation of Ideas in Industrial Design for Eliciting CAD Requirements]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary An exploration on the analogy-based idea generation process in industrial design is reported. In particular we try to identify relationships between the sketching process and the analogy building in order to elicit requirements for a supporting software. We use concurrent think aloud protocols to obtain experimental data and an extension of a proved content oriented schema to analyze them. Statistical analysis on segments containing .analogical chains. found relations between analogical and design actions that allow us to support the hypothesis that the sketch seems to be more useful for helping the analytical aspects of the analogical making (i.e. to code a situation in terms of higher order relations) than the synthetic ones (i.e. to identify an analogy source). Results were interpreted as software requirements for a Computer Aided Design Application.
keywords Sketching, Analogy, CAD, Industrial design, Protocol analysis
series SIGRADI
email
last changed 2016/03/10 09:47

_id disschoo
id disschoo
authors Choo, Seung Yeon
year 2004
title STUDY ON COMPUTER-AIDED DESIGN SUPPORT OF TRADITIONAL ARCHITECTURAL THEORIES
source Technische Universität München
summary The research presented in this thesis describes a computer-aided design support of traditional architectural theories. Traditional architectural theories in western architecture have been considered as a basis for answering the fundamental questions of architecture: proportion, symmetry, colour, harmony and so on. In particular, the aesthetic aspect of these theories has been one of many important architectural aspects, and which is concerned with the field of architecture in determining the beauty of architectural form. The most significant role of the traditional theories in architecture is to maintain unity, to avoid chaos and then to achieve harmony in a design, using some specific design principles. However, current technology-guided constructions tend to neglect often the importance of these theories due to the standardization of building elements, due to mechanically-prepared construction and the reducing completion costs, etc. Thus, this research proposes a design support system as a design assistant that gives an intelligent advice on architectural design, using analytical design- and ordering- principles of traditional theories for the optimization of the architectural design from the aesthetic perspective. To evaluate the aesthetic quality of an architectural design, this system is implemented in the AutoCAD environment, using the AutoLISP. It is applied so as to explain and develop aesthetic qualities of a design. Designs proposed by this system include optimum designs, which are based on the traditional architectural theories, and new ones which can be in future connected to information models. To do this, the definition of information about building elements is accomplished by using the neutral format EXPRESS and EXPRESS-G for such application systems. The results of the application system are presented, such as the easily generating and quickly conceptualising of an object model, the checking of the aesthetic value of the design during the various design phases, the helping to find direction during rational searching for a solution. The user can easily appreciate the usefulness of the proposed system as a set of tools for searching for rational architectural aesthetics and formal solutions at different design-stages. It is to be hoped that a new "traditional" fundamental of architecture, such as the proposed system, incorporating CAAD systems, will find its place among new technological methods in the AEC industry and so help to bridge the gap between the value of traditional architecture and CAAD systems.
keywords Aesthetics, Design Theory, Order Principle, Product Model, IFC, AutoCAD/AutoLISP
series thesis:PhD
type normal paper
email
more http://tumb1.biblio.tu-muenchen.de/publ/diss/ar/2004/choo.html
last changed 2004/05/23 07:05

_id ascaad2004_paper21
id ascaad2004_paper21
authors Garba, Shaibu B. and Mohammad A. Hassanain
year 2004
title A Review of Object Oriented CAD Potential for Building Information Modeling and Life Cycle Management
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary In many countries, the Architecture/Engineering/Consulting (AEC) industry is characterised by poor performance reflected in project delays and cost overruns. A contributor to the problem is the traditional approach to handling building information and its communication in life cycle management (LCM). Recent developments in Object Oriented Computer Aided Architectural Design (OO CAD) have provided the opportunity for improving building information modelling and its communication for more effective LCM. The aim of the paper is to review the potentials of OO CAD for building information modelling (BIM) and LCM. The paper reviews building information in the life cycle process, identifying the various actors and activities and the need for communication and information flow to support life cycle management. The paper also reviews the concept of OO CAD, highlighting its potential to improve building information and its flow and communication in life cycle management. The paper then goes on to review the potentials and limitations of OO CAD implementation in the AEC industry. The paper concludes by pointing out that the widespread adoption of OO CAD and the anticipated associated improvement in life cycle management will only be encouraged when the building industry is able to agree on a widely acceptable, interoperable standard for encoding building objects.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 916b
id 916b
authors Janusz Rebielak
year 2004
title SHAPING OF STRUCTURAL SYSTEMS OF HIGH-RISE BUILDINGS
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 341-350.
summary Design of an efficient and suitably rigid support structure of a tall building is constantly a challenge for architects and engineers. Recently this challenge is enormously increased by the safety requirements conditioned by numerous emergency reasons. Among others one should mention here about effects of fire or a terrorist attack. The complex forms of structural systems have to be examined in many ways. Comprehensive analyses of these systems are carried out by application of suitable numerical models of these systems. The paper contains examples of shapes of structural systems proposed by the author together with definitions of their numerical models prepared in the programming language Formian.
series other
type normal paper
email
last changed 2005/04/07 15:47

_id ddss2004_ra-193
id ddss2004_ra-193
authors Ohgai, A., Y. Gohnai, S. Ikaruga, M. Murakami, and K. Watanabe
year 2004
title Japan Cellular Automata Modeling for Fire Spreading as a Tool to Aid CommunityBased Planning for Disaster Mitigation
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 193-209
summary As a tool to support collaboration in community-based planning for disaster mitigation in Japanese old wooden built-up areas, we attempt to develop a fire spreading simulation model incorporated a fire fighting activity using Cellular Automata (CA). The proposed model can deal with the process of fire spreading in a building that traditional models can not represent. Whether or not fire can spread is based on a stochastic calculation process to reproduce uncertain fire spreading. The errors caused by the stochastic factor are analyzed by carrying out simulation two or more times under the same condition. Moreover, the reproductivity of the model is examined by comparing simulation results with actual fire records.
keywords Community-Based Planning for Disaster Mitigation, Fire Spreading, Fire Fighting Activity, Cellular Automata Modeling, Planning Support Tool
series DDSS
last changed 2004/07/03 22:13

_id ddss2004_ra-69
id ddss2004_ra-69
authors Barton, J., B. Parolin, and V. Weiley
year 2004
title A Spatial Decision Support System for the Management of Public Housing
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 69-84
summary This paper is reporting on a research project undertaken jointly between the University of New South Wales (UNSW) and the NSW Department of Housing (DoH) to develop a Spatial Decision Support System (SDSS) to assist planning, management and evaluation in areas of high public housing concentration. In the paper we will describe the development of the SDSS, the specific spatial problems challenging the DoH and the potential for the system to incorporate a range of social, financial and physical data, both internal and from other sources, for interaction and presentation in a three dimensional environment. The prototype SDSS attempts to address the specific challenges of providing better service for clients of the DoH. An information audit and survey has been conducted of the department’s resources and needs. Issues identified include the management of high-rise and superlot areas, crime mapping, community interactivity, internal and intergovernmental information sharing, interoperability and maintaining confidentiality and security of data. Interactive 3D visualisation of the model is facilitated by use of the 3map free geospace platform. Use of open source code and open standards such as X3D for 3D graphics interchange allow the project to explore advanced visualisation techniques while ensuring interoperability and data longevity.
keywords Spatial Decision Support System, Public Housing, Community Renewal, Security, Open Source, Interoperability, Visualisation, 3D GIS, PPGIS, X3D
series DDSS
last changed 2004/07/03 22:13

_id acadia07_174
id acadia07_174
authors Bontemps, Arnaud; Potvin, André; Demers, Claude
year 2007
title The Dynamics of Physical Ambiences
doi https://doi.org/10.52842/conf.acadia.2007.174
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 174-181
summary This research proposes to support the reading of physical ambiences by the development of a representational technique which compiles, in a numerical interface, two types of data: sensory and filmic. These data are recorded through the use of a portable array equipped with sensors (Potvin 1997, 2002, 2004) as well as the acquisition of Video information of the moving environment. The compilation of information is carried out through a multi-media approach, by means of a program converting the environmental data into dynamic diagrams, as well as the creation of an interactive interface allowing a possible diffusion on the Web. This technique, named APMAP/Video, makes it possible to read out simultaneously spatial and environmental diversity. It is demonstrated through surveys taken at various seasons and time of the day at the new Caisse de dépôt et de placement headquarters in Montreal which is also the corpus for a SSHRC (Social Sciences and Humanities Research Council) research grant on Environmental Adaptability in Architecture (Potvin et al. 2003-2007). This case study shows that the technique can prove of great relevance for POEs (Post Occupancy Evaluation) as well as for assistance in a new design project.
series ACADIA
email
last changed 2022/06/07 07:54

_id ddss2004_ra-293
id ddss2004_ra-293
authors Chang, T.-W.
year 2004
title Supporting Design Learning with Design Puzzles
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 293-307
summary The design process is a puzzle-solving process. Two groups of researches that share many similarities with Puzzle-solving design process are the process of game-playing and playful learning. The main argument is using the “playing” characteristics to amplify and explore the learning process, furthermore the design process. In addition, puzzles imply playful exploration that utilizes the characteristics of “playing a game” as “solving a puzzle”. Puzzle making and puzzle solving provides an incremental exploration mechanism that is more intuitive for design learning. For understanding and realizing puzzles in design learning, this research is divided into two stages of researches—manual design puzzles and interactive design puzzles. By analysing the outcome from manual design puzzles, this research proposes a framework called (interactive) “design puzzles”. The conceptual and implementation framework of this view of design is elaborated in this paper as well as a particular design puzzle called puzzle collage is described as the realization of design puzzles.
keywords Design Puzzles, Design Collage, Puzzle-Making, Andragogy, Game Play
series DDSS
last changed 2004/07/03 22:13

_id 041029_duerr-c
id 041029_duerr-c
authors Dürr, Christian
year 2004
title MORPHOGENESIS – EVOLUTION OF SHAPE; IMAGINATION AMPLIFIER VERSION 1.0
source ETH postgraduate studies final thesis, Zurich
summary The advent of computer technologies in the design-processes has already taken place, is meanwhile ordinary. New design perspectives are opened, and an almost inexhaustable form repertoire is available, even buildable - ‘Nothing is impossible‘. This thesis work deals only with a small clip from there. Essentially it consists of two parts: » MORPHOGENESIS – Evolution of Shape « describes the present situation of generating shape with the help of computers. Some of the technologies that are used for, as comupter-morphing or evolutionary programming, are examined more closely here. »IMAGINATION AMPLIFIER Version 1.0« is an interactive Form-Generator for houses - a House-Machine. The program deals with the possibilities of interpolation and morphing between two, 3 dimensional, states (Startand Target-House) configured by the user. As an output–result, the generator depicts the put in number of steps in between, with characteristic values like cubical contents (V), surface quadrature (A) and the relation between V/A. All the results are stored in a database, where it is possible to select from for new morphing operations, to get in the end closer to a more optimized shape.
series thesis:MSc
type normal paper
last changed 2005/09/09 13:13

_id 2004_148
id 2004_148
authors Fatah gen. Schieck, A., Penn, A., Mottram, C., Strothmann, C., Ohlenburg, J., Broll, W. and Aish, F.
year 2004
title Interactive Space Generation through Play - Exploring Form Creation and the Role of Simulation on the Design Table
doi https://doi.org/10.52842/conf.ecaade.2004.148
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 148-158
summary In this paper we report on recent developments in ARTHUR: an approach to support complex design and planning decisions for architects together with the simulation of pedestrian movement and the integration of existing CAD tools on the design table. Following a brief introduction, past and current work that has taken a similar approach will be reviewed. Next we describe a scenario that integrates agent-based simulations of pedestrian movement with space creation, and then give an overview of the system before finally discussing findings related to recent user evaluation studies of the system. This paper suggests that the integration of simulated pedestrian movement on the design table, while going through a cycle of reflection-in-action, plays a vital role in exploring possible design solutions and encourages new and different ways of thinking about design problems.
keywords Tangible User Interface, Pedestrian Simulation, Collaboration, Augmented Reality (AR), CAD Integration
series eCAADe
last changed 2022/06/07 07:55

_id 2004_184
id 2004_184
authors Fatah gen. Schieck, Ava
year 2004
title Using Multiple Input Devices
doi https://doi.org/10.52842/conf.ecaade.2004.184
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 184-194
summary The field of computer graphics has developed significantly over the last decade. However, most current CAD systems support only the two most common input devices: a mouse and a keyboard. In addition to that few, if any, systems make it easy for the user or the programmer to add and use new input devices. People tend to use both hands to manipulate 3D real world objects; one hand is used to orient the object while the other hand is used to perform some operation on it. The same thing could be applied to computer modelling in the conceptual phase of the design process. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands. This paper investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. It demonstrates that using multiple input devices can offer many opportunities for form generation resulting in visually rich forms. However, the experimental results demonstrated that regulations are needed to avoid developing inefficient two-handed interfaces.
keywords Modelling Interactively, Architectural Design Tools at the Conceptual Phase, Affordable Low-Cost Solution, Multiple Input Devices MID
series eCAADe
last changed 2022/06/07 07:55

_id 2004_558
id 2004_558
authors Gatermann, Harald
year 2004
title The Didactic Triangle - Using CAD, Photography and Descriptive Geometry as Educating Tools with Mutual Influence
doi https://doi.org/10.52842/conf.ecaade.2004.558
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 558-562
summary Teaching of architectural photography is still not very popular at universities. We developed a didactic concept of teaching architectural photography in response to caad and to descriptive geometry. The first edge of the triangle (descriptive geometry): By having knowledge in descriptive geometry, students will be more aware of geometrical context in caad and in photography. On the other hand the teaching and understanding of descriptive geometry is much easier, when students have already a basic knowledge of photography. The second edge of the triangle (caad, animation): This kind of teaching architectural photography is not only necessary to open the eyes for „young“ student to learn photography - it also helps to understand the basics of constructing perspectives in descriptive geometry or computer aided design up to different kinds of visualisation. The third edge of the triangle (photography): In the age of non-slr-cameras students are no longer used to take sophisticated photographs. They are mostly only able to take snapsshots (even in the time of digital cameras). One of our main methods is to make them acquainted to slrcameras (analog and digital), to tripods and spirit levels as essential tools and to teach the basic geometrical context. The didactic concept is continued by teaching knowledge about colours, light, different points of view etc. Our didactical concept („Didactic Triangle“) is based on teaching all three elements (photography, caad, descr. geometry) by the same teacher in the same semester to the same students. This guarantees the mutual understanding of the three disciplines. Interactive, digital teaching elements (virtual „mock-up-studio“) support the acceptance.
keywords Descriptive Geometry, Photography, CAD
series eCAADe
last changed 2022/06/07 07:51

_id 2005_771
id 2005_771
authors Gavrilou, Evelyn, Bourdakis, Vassilis and Charitos, Dimitris
year 2005
title Documenting the Spatial Design of an Interactive Multisensory Urban Installation
doi https://doi.org/10.52842/conf.ecaade.2005.771
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 771-778
summary The paper documents the design and implementation of an interactive multi-sensory environment (DETOUR) created by the interdisciplinary group VE_Design for an international open-air exhibition in Athens, Greece during the summer of 2004. The paper describes the creative process followed throughout the project and registers how computers, sensors and effectors have been utilised to either facilitate the creation of electronically mediated experiences or support the design. The architectural concept of the multi-sensory installation is analyzed in relation to its potential for creating communicative experiences as well as addressing physical form simulations. Notions such as ephemeral structures, parasites, social space, game as art and communication are discussed. The body – space interaction is investigated, enabling the team to elaborate on a modular construction. Finally, the impact of the work is discussed on the basis of recorded observations by visitors.
keywords Interactive Multi-Sensory Environment; Ephemeral Space; Public Art;Embodied Spatial Experience; Simulation of Physical Form.
series eCAADe
email
last changed 2022/06/07 07:51

_id 1366
id 1366
authors Heylighen, Ann; Neuckermans, Herman; Casaer, Mathias
year 2004
title ICT REVISITED - FROM INFORMATION & COMMUNICATION TO INTEGRATING CURRICULA?
source ITcon Vol. 9, Special Issue Digital Media Libraries, pg. 101-120, [ISSN 1400-6529]
summary The paper presents a longitudinal study on the iterative implementation and testing of a support tool for precedent-based design. DYNAMO—Dynamic Architectural Memory On-line—was originally conceived as an interactive workhouse to stimulate and support student and professional architects in learning from previous design experience as encapsulated by concrete design projects. Five years after its baptism of fire, the paper looks back on how DYNAMO’s role has gradually evolved from an information and communication platform to an instrument for improving curriculum integration through a process of cumulative knowledge development. After briefly recalling the underlying ideas of DYNAMO and their stepwise implementation as an operational platform, a series of case studies documents how the platform has been brought into action in different contexts—within, across and beyond architecture schools. Besides valuable feedback on DYNAMO’s prototype, these case studies have generated more general insights regarding design and design tool support, which largely transcend the platform as such.
keywords architecture, ICT, design support, digital media libraries
series other
type normal paper
email
more http://www.itcon.org/2004/7
last changed 2005/01/26 22:46

_id 401caadria2004
id 401caadria2004
authors Mitsuo Morozumi, Riken Homma
year 2004
title Assessment of the Use of 3D-Viewing and Mark-Up Tool for Rich Network Design Communication
doi https://doi.org/10.52842/conf.caadria.2004.589
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 589-600
summary Though there have been many successful examples of Virtual Design Studio, there still exist unsuccessful cases in which participants felt dissatisfied or even frustrated, especially at synchronous stages of design communication. A discussion that required designers to refer to 3D models was one of the situations where technical support was insufficient to satisfy the expectation of designers. Assuming that an interactive viewing of 3D models and use of a mark-up utility on a shared PC window could enhance such design communications (though this also requires network bandwidth and computational power) the author conducted experiments in design discussion between two designers to test the capability and effects of these tools for network collaborations. This paper discusses the framework and results of the experiments, and proposes the next step for system developments.
series CAADRIA
email
last changed 2022/06/07 07:58

_id ijac20042403
id ijac20042403
authors Morozumi, Mitsuo; Homma, Riken
year 2004
title Assessment of the Use of 3D-Viewing and Mark-up Tool for Rich Network Design Communication
source International Journal of Architectural Computing vol. 2 - no. 4, 462-473
summary Though there have been many successful examples of Virtual Design Studio, there still exist unsuccessful cases in which participants felt dissatisfied or even frustrated, especially at synchronous stages of design_communication. A discussion that required designers to refer to 3D models was one of the situations where technical support was insufficient to satisfy the expectation of designers. Assuming that an interactive viewing of 3D models and use of a markup utility on a shared PC window could enhance such design communications (though this also requires network bandwidth and computational power) the author conducted experiments in design discussion between two designers to test the capability and effects of these tools for network collaborations. This paper discusses the framework and results of the experiments, and proposes the next step for system developments.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id acadia07_284
id acadia07_284
authors Robinson, Kirsten; Gorbet, Robert; Beesley, Philip
year 2007
title Evolving Cooperative Behaviour in a Reflexive Membrane
doi https://doi.org/10.52842/conf.acadia.2007.284
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 284-293
summary This paper describes the integration of machine intelligence into an immersive architectural sculpture that interacts dynamically with users and the environment. The system is conceived to function as an architectural envelope that might transfer air using a distributed array of components. The sculpture includes a large array of interconnected miniature structural and kinetic elements, each with local sensing, actuation, and machine intelligence. We demonstrate a model in which these autonomous, interconnected agents develop cooperative behaviour to maximize airflow. Agents have access to sensory data about their local environment and ‘learn’ to move air through the working of a genetic algorithm. Introducing distributed and responsive machine intelligence builds on work done on evolving embodied intelligence (Floreano et al. 2004) and architectural ‘geotextile’ sculptures by Philip Beesley and collaborators (Beesley et al. 1996-2006). The paper contributes to the general field of interactive art by demonstrating an application of machine intelligence as a design method. The objective is the development of coherent distributed kinetic building envelopes with environmental control functions. A cultural context is included, discussing dynamic paradigms in responsive architecture.
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

_id ascaad2004_paper7
id ascaad2004_paper7
authors Satti, Hassan M. and Robert J. Krawczyk
year 2004
title Issues of Integrating Building Codes in CAD
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary In this age of information revolution, design professionals are looking forward to exploring new methods and tools that could help them in delivering better designs and particularly understanding and incorporating of code-compliant design provisions in their projects. Automation of building code analysis is a vital factor in leveraging building codes from what is as a textual legal document to more graphical interactive source of building criteria. The argument of the paper will be based on the International Building Code (IBC) which is issued by the International Code Council (ICC) and considered as the most comprehensive and coordinated national model code in the US and is currently commonly used and enforced in 44 states. The paper will also examine and report on the purpose, types, interpretation, understanding and use of building codes applied in the United States; evaluation of recent research activities on automation of building code analysis; evaluation of current building code analysis tools; and a conceptual framework of a Computer-Aided Analysis of Design (CAAnD) program for building codes that could assist design professionals during project design development.
series ASCAAD
email
last changed 2007/04/08 19:47

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