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 43

_id 110caadria2004
id 110caadria2004
authors John S. Gero and Wei Peng
year 2004
title A Situated Agent-Based Design Assistant
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. 145-158
doi https://doi.org/10.52842/conf.caadria.2004.145
summary This paper introduces a situated agent-based design assistant. The agent is wrapped around an existing design tool in order to adapt that design tool to its use. Current design tools are unchanged by their use and as a consequence as the designer develops experience in using the tool, the tool remains the same. Such an agent is able to learn from its interactions with environments through its “experience”. This learning is based on situated representation mechanisms and a constructive memory system. The agent wrapper will be able to adapt the tool’s behaviours to its use and as a result improve the tool’s usability.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 519caadria2004
id 519caadria2004
authors Mao-Lin Chiu, Rui-Lung Wu, Rui-Zhang Peng, Chih-Chun Huang
year 2004
title BEING THERE: FROM THE PHYSICAL TO VIRTUAL ENVIRONMENTS
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. 969-981
doi https://doi.org/10.52842/conf.caadria.2004.969
summary The creation of virtual environments is becoming an important issue in digital design. The purpose of this paper is therefore to explore the transformation from the physical to the virtual environment from a social and behavioral point of views, and the process is demonstrated by a museum exhibition project. We had built both the physical and virtual environment, and studied the human behaviors and experiences from their presence at both environments. Agent-based interface is adopted in the virtual environment to enhance people-to-people and people-to-place interactions. The development process, the observation, the interface agent, and discussion based on the findings are presented.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:59

_id ascaad2004_paper4
id ascaad2004_paper4
authors Ahmad, Sumbul and Scott C. Chase
year 2004
title Design Generation of the Central Asian Caravanserai
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Challenges for the study of Islamic architecture include its abundance and diversity in expression and its classification based on distinct functional or stylistic types. We address these issues by presenting shape grammars as a methodology for the analysis and design generation of Islamic architecture, with a specific example in the form of a parametric shape grammar for central Asian caravanserais. The grammar is developed by identifying distinct design types. Shape rules are created based on a study of the spatial elements and their organisation in the designs. We illustrate the utility of the grammar by deriving an extant design and as well as, previously unknown designs. We conclude by discussing possible extensions to the current grammar and future work involving the development of a grammar based framework for the comparative analysis of medieval Islamic courtyard buildings.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 269b
id 269b
authors Andrea Carnicero, Gustavo Fornari & Carlos Pereyra
year 2004
title ARQUITECTURA, CINE Y LITERATURA: LA SEDUCCIÓN DE LA GEOMETRÍA
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 27-34.
summary ¿Estamos presenciando un nuevo paradigma hacia otra forma de concebir la matemática?. El presente ensayo pretende indagar, a través del análisis y discusiones sobre diferentes obras literarias, cinematográficas y proyectos arquitectónicos, clásicos y contemporáneos, la relación entre la arquitectura y la literatura a partir de las estructuras matemáticas que los sustentan y cómo estas se han modificado o evolucionado a partir de los cambios tecnológicos de las últimas décadas. Relacionaremos la literatura y la arquitectura contemporánea pos revolución digital, con sus propiedades de nolinealidad y de fragmentación. Nuestra línea de investigación se centra en cuáles pueden ser las aportaciones esencialmente nuevas de la cultura digital a la producción de la arquitectura y la literatura, partiendo de su base estructural. La era informática trae con ella implicaciones que desestabilizan los conceptos tradicionales de espacio y tiempo. Nos preguntamos cuáles son los cambios en las estructuras textuales a partir de la era digital, cuáles son las nuevas estructuras geométricas, cómo influyen estas nuevas geometrías en la arquitectura, en el cine y en la literatura, en esta era de la información y qué rol ocupa la matemática en este cambio. El desarrollo de las ciencias contemporánea ha generado teorías que transforman nuestro conocimiento del universo. Caos, Teoría de la complejidad, Fractales son términos que caracterizan estos conceptos. En arquitectura estas teorías han tenido importancia en la producción de arquitectura "no-lineal" por medio de el uso de computadoras, especialmente en trabajos de arquitectos como Frank Gehry, Zevi Hecker, Greg Lynn, ARM y O.C.E.A.N UK, entre otros. En esta época informatizada la relación de la arquitectura con las demás ciencias (como la física y la matemática), con otros códigos como el lenguaje (por ejemplo en la narración) y con los límites del pensamiento filosófico, pueden hallarse hoy, tanto en el repertorio del deconstructivismo, en el repertorio “minimalista”, como en las abstracciones de los jóvenes nacidos con la computadora, que emulan cintas de Moebius, topologías “no euclideanas”, “estructuras líquidas” o ya en el campo de la literatura formas virtuales como en Calvino o dimensiones paralelas, bifurcadas, etc. como en Cortázar o Borges. Sin embargo, podemos preguntarnos si esta proliferación exuberante es el desarrollo de un organismo sólidamente construido, que adquiere cada día más cohesión y unidad en su propio crecimiento o si, por el contrario, no es más que el signo exterior de una tendencia a un fraccionamiento cada vez mayor, debido a la naturaleza misma de las matemáticas y si éstas no se estarán convirtiendo en una torre de Babel de disciplinas autónomas, aisladas unas de otras, tanto en sus principios como en sus métodos e incluso en su lenguaje. En una palabra, hoy, en esta tendencia, ¿estamos presenciando un nuevo paradigma hacia otra forma de concebir la matemática?.
series other
type normal paper
email
last changed 2005/04/08 17:14

_id sigradi2004_047
id sigradi2004_047
authors Antonio Almagro Gorbea; Ana Almagro Vidal; José Antonio Fernández Ruiz; Miguel González Garrido
year 2004
title Madinat al-zahraí: Investigación y representación [Madinat al-Zahraí: Investigation and Representation]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The virtual reconstruction of the archeological site of Madinat al-Zahra. in Córdoba (Spain) has permitted a new approach to the study and comprehension of this palatine city as well as to the typologies of Islamic architecture in Al-Andalus during the 10th century. Starting from fieldwork and from a photogrammetric survey of the site, the digital model has become a highly qualified tool in the research process. Through virtual navigation, it allows to learn new aspects about spatial configuration of this characteristic constructions that configure the basis for the development of further architectures during the following centuries. Furthermore, being conscious that knowledge is basic for cultural heritage preservation, this 3D reconstruction model is an important instrument for general dissemination and for implementing a visit to this significant case of Islamic architecture in Spain.
keywords Islamic architecture, computer graphics, virtual reconstruction, 3D modeling
series SIGRADI
email
last changed 2016/03/10 09:47

_id b83a
id b83a
authors Benoudjit A, Derix C and Coates P
year 2004
title Human perception and space classification: The Perceptive Network
source Proceedings of the Generative Arts conference, Milan, 2004
summary This paper presents a computer model for space perception, and space classification that is built around two artificial neural networks (ANN). This model is the first known application in architecture, where a self-organized map (SOM) is used to create a space classification map on the base of human perception criteria. This model is built with the aim to help both the space designers (architects, interior designer and urban designers), and the space users to gain a better understanding of the space in particular, and the environment where they evolve in general. This work is the continuity of an outgoing work started in the CECA by C. Derix around Kohonen network.
keywords neural network, self-organised feature map, perception, spatial configuration
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 21:28

_id sigradi2004_089
id sigradi2004_089
authors Charles C Vincent
year 2004
title Projeto arquitetônico e computação gráfica: processos, métodos e ensino [Architectural Design and Computer Graphics: Processes, Methods and Education]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The architectural design processes lectured at an architectural school are brought into a new level when computer graphics tools are thought as "aids to architectural design". The experience described in this paper is one where computer graphics tools are used as such "design aids", and put to work as soon as .conceptual design. takes place.
keywords BIM, Methodology
series SIGRADI
email
last changed 2016/03/10 09:48

_id 2005_037
id 2005_037
authors Côté, Pierre, Léglise, Michel and Estévez, Daniel
year 2005
title Virtual Architecture as Representation for Creative Design Process - Through a Collaborative eDesign Studio
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 37-45
doi https://doi.org/10.52842/conf.ecaade.2005.037
summary Using Virtual Architecture (VA) as a general scheme for representations to sustain the reflection activities involved in the design process can help students to initiate creative design ideas. Because of its implicit abstract nature, VA can be used, to represent original ideas or processes, or well-known architectural theories to articulate design ideas. Furthermore, VA as a mean of expression, turn out to be a source of inspiration for students who perceive it as medium with very few limits with which to develop, explore and express their design intuitions. A recent collaborative edesign studio experience is reported to illustrate the benefit observed. Using three examples out of ten student projects, we show how designs and design process have been characterized by those virtual representations. In fall semester 2004, the edesign studio took place between the Schools of Architecture of Toulouse and Université Laval in Québec. VA was both an academic and a studio topic at Laval while the other school students had a traditional design task to tackle, namely the rehabilitation of Chapou University Residences for students in Toulouse. Students from both schools composed each edesign team. In addition, three common architectural themes were web-documented and introduced to both classes: room, as defined by Louis Kahn: “a space which knows what it wants to be is a room”; color, as an architectural medium in dialectic with structure; and body-space relationships, as articulated by Gilles Deleuze and its projection to cyberspace. From the edesign studio results, we are arguing that virtual architecture should be looked at not only as new domain to be investigated by architects and taught in academic studios but also as a new medium of design to develop and explore design intuitions through virtual representations.
keywords Virtual Architecture; Virtual Representations; Medium; eDesign; Design by Collaboration
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2004_084
id sigradi2004_084
authors Darío J. Álvarez-Salgado
year 2004
title Exploración de recursos en software libre (código abierto) aplicados a la educación a distancia (ead) asistida por computadora (apc). Hacia la creación y fortalecimiento de una comunidad virtual de enseñanza - Aprendizaje en el área de arquitectura y urbanismo [Exploration of Open Source Software Applied to Computer-aided Remote Education. Towards the Creation and Strengthening of a Virtual Community of Education - Learning in Architecture and Urbanism Area]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This work shows an initial approach for the identification and benchmarking of free software resources (open code) available for major operating systems (Linux, Mac / OS, Windows), oriented to distance learning education. As mayor goal the project wants to create, develop and consolidate a Virtual Learning Community in the Architecture and Urbanism areas.
keywords Distance Learning, Open Source, Linux / GNU, Architecture and Urbanism
series SIGRADI
email
last changed 2016/03/10 09:50

_id 2836
id 2836
authors Dunham, Douglas
year 2004
title COMPUTER DESIGN OF REPEATING HYPERBOLIC PATTERNS
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 83-90.
summary From antiquity, humans have created 2-dimensional art on flat surfaces (the Euclidean plane) and on surfaces of spheres. However, it wasn't until about 50 years ago that designers have created art in the third "classical geometry", the hyperbolic plane. Inspired by a diagram from the mathematician H. S. M. Coxeter, the graphic artist M. C. Escher became the first person to design such patterns, performing all the needed constructions laboriously by hand. In order to exhibit the true hyperbolic nature of such art, the pattern must exhibit symmetry and repetition. It seems natural to use a computer to avoid the tedious hand constructions performed by Escher. This was our goal: to design and implement a computer program to create repeating hyperbolic patterns.
series other
type normal paper
email
last changed 2005/04/07 12:49

_id ecaade2022_398
id ecaade2022_398
authors Dzurilla, Dalibor and Achten, Henri
year 2022
title What’s Happening to Architectural Sketching? - Interviewing architects about transformation from traditional to digital architectural sketching as a communicational tool with clients
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 389–398
doi https://doi.org/10.52842/conf.ecaade.2022.1.389
summary The paper discusses 23 interviewed architects in practice about the role of traditional and digital sketching (human-computer interaction) in communication with the client. They were selected from 1995 to 2018 (the interval of graduation) from three different countries: the Czech Republic (CR), Slovakia (SR), Netherland (NR). To realize three blending areas that impact the approach to sketching: (I) Traditional hand and physical model studies (1995-2003). (II)Transition form - designing by hand and PC (2004–2017). (III) Mainly digital and remote forms of designing (2018–now). Interviews helped transform 31 “parameters of tools use” from the previous theoretical framework narrowed down into six main areas: (1) Implementation; (2)Affordability; (3)Timesaving; (4) Drawing support; (5) Representativeness; (6) Transportability. Paper discusses findings from interviewees: (A) Implementation issues are above time and price. (B) Strongly different understanding of what digital sketching is. From drawing in Google Slides by mouse to sketching in Metaverse. (C) Substantial reduction of traditional sketching (down to a total of 3% of the time) at the expense of growing responsibilities. (D) 80% of respondents do not recommend sketching in front of the client. Also, other interesting findings are further described in the discussion.
keywords Architectural Sketch, Digital Sketch, Effective Visual Communication
series eCAADe
email
last changed 2024/04/22 07:10

_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
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 148-158
doi https://doi.org/10.52842/conf.ecaade.2004.148
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 sigradi2004_269
id sigradi2004_269
authors Felipe E. Heidrich; Alice T. C. Pereira
year 2004
title O uso do ciberespaço na visualização da forma arquitetônica de espaços internos em fase de projeto [The Use of Cyberspace in Architectural Form Visualization in Interior Spaces during the Design Process]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The architecture graphics presentation, showing three-dimensional space designed by the architect from bidimensional elements, besides being insufficient. But, just the three-dimensional presentation of this space does no guarantee its total visualization. It is necessary a way in which the observer can visualize and interact with it. For that reason it is needed to use the digital space. But, it can not be limited to the presentation of three-dimensional objects, because it brings the possibility of communication and information transmission through cyberspace. So, an investigation was done through bibliographical references and questions to architects to study how and what the graphics elements should be demonstrate for the correct visualization. Next, with those information, it was developed a prototype site to the visualization of the internal spaces of a design used as an example and after that this prototype was verified in a group of architects and a group of non-expert people.
keywords Cyberspace, Architectural Form, Internal Space
series SIGRADI
email
last changed 2016/03/10 09:51

_id eaea2003_27-firsov
id eaea2003_27-firsov
authors Firsov, A.I.
year 2004
title Using Video and Computer Technologies for the Appreciation of the Integral Beauty of Architectural Objects
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 135-137
summary The paper is devoted to finding the aesthetic value of architectural objects and it is the continuation of works /1/ and /2/ executed before. In those the following concepts had been developed: a) dot estimation of beauty of an architectural object; b) function of beauty, c) integrated estimation of beauty of an architectural object. // The integrated estimation of beauty doesn t depend upon the choice of a point of observation and can serve as an objective measure of beauty of an architectural object.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 2004_418
id 2004_418
authors Gilles, H., Damien, H., Benoît, O. and Bignon, J.-C.
year 2004
title A Scenario Approach to Validate and Demonstrate the Tool Usefulness in Cooperative Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 418-425
doi https://doi.org/10.52842/conf.ecaade.2004.418
summary The social and economic context of architectural co-operative projects does not support the experimentations with dedicated tools. Therefore, we chose to achieve functional validations and operations of communication about tools usefulness with the use of scenarios. The scenario techniques are usually used in computer science to capture user’s needs and to validate software specifications. After having analyzed the different contexts of scenario usage in computer science, we characterize the specific context of the use of tools in cooperative activities. Then, we report some experiences of functional validation, of tool demonstration and of usefulness validation based on the use of scenarios. We explain in each experience the objectives and their implication in the scenario definition.
keywords Scenario, Experimentation, Cooperation, Collaborative Tools
series eCAADe
email
last changed 2022/06/07 07:50

_id 2004_374
id 2004_374
authors Hannibal, C., Brown, A. and Knight, M.
year 2004
title How Useful is the Digital Sketch?
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 374-379
doi https://doi.org/10.52842/conf.ecaade.2004.374
summary This paper presents an experimental approach that examines human response to three virtual representations (sketchy line, non-photorealistic and near-photorealistic) of three similar architectural schemes (in terms of concept, context and scale) within a non-immersive large-screen projected virtual environment. Participant response is recorded utilising the factors of detail, spatial understanding, character and presence. By comparing data it should be possible to draw conclusions about aspects particular to non-immersive Virtual Reality (VR) activity as a means of architectural representation.
keywords Non-Immersive Virtual Environments, Digital Sketching, Non-Photorealism
series eCAADe
last changed 2022/06/07 07:50

_id ijac20032204
id ijac20032204
authors Harfmann, Anton C.; Bauser, Paul J.
year 2004
title Component-Based Design: A Summary and Scheme for Implementation
source International Journal of Architectural Computing vol. 2 - no. 2
summary This paper summarizes the major advantages ofcomponent-based design as a paradigm for handling alldesign and construction information about a buildingat every stage of design. The paper reviews some ofthe current issues that plague the building design andconstruction industry. The component-based paradigmis reviewed as a model that reunites the fragmentedbuilding industry and as a solution for dealing withvast amounts of information that accretes during thedesign-construction process. Based on interviews witharchitects, engineers, contractors and fabricators aswell as on-site documentation of construction wefeature the design and construction of the main stairin the Rosenthal Center for Contemporary Artdesigned by Zaha Hadid as a specific case study toillustrate the viability of component-based design andto highlight the obstacles challenging itsimplementation.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id avocaad_2003_23
id avocaad_2003_23
authors Jadwiga C. Zarnowiecka
year 2003
title AND WOULD COMPUTER SAVE THE MAGIC PLACE? A BOJARY STORY
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 Each city has its own magic, the spirit of the place. Not always are these ‘magic’ places commonly known. There are cities, however, for which such places are their pride and fame. Is there anybody who would not associate the Golden Street with Prague, or the Spanish Stairs with Rome? In Bialystok the magic quality is attributed to the district of Bojary.Currently Bojary is one of the districts of Bialystok. The town was first created as such in the 18th century as a result of merging of two villages: Bojary and Skorupy, church grounds and Kolonia Lowiecka known as Krolikarnia. Only Bojary has retained the old communication plan of the former village and characteristic type of wooden structure from the 19th and the first half of the 20th century.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
type normal paper
email
last changed 2006/01/16 21:38

_id ddss2004_ra-233
id ddss2004_ra-233
authors Kacher, S., J.-C. Bignon, and G. Halin
year 2004
title A Method to Index Images in the Wooden Architecture Domain
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: 14020-2408-8, p. 233-245
series DDSS
last changed 2004/07/03 22:13

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