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 568

_id 2004_136
id 2004_136
authors Mullins, Michael and Zupancic Strojan, Tadeja
year 2004
title Depth Perception in CAVE and Panorama
doi https://doi.org/10.52842/conf.ecaade.2004.136
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 136-141
summary This study compares aspects of spatial perception in a physical environment and its virtual representations in a CAVE and Panorama, derived from recent research. To measure accuracy of spatial perception, participants in an experiment were asked to look at identical objects in the three environments and then locate them and identify their shape on scaled drawings. Results are presented together with statistical analysis. In a discussion of the results, the paper addresses the two hypothetical assertions – that depth perception in physical reality and its virtual representations in CAVE and Panorama are quantifiably different, and that differences are attributable to prior contextual experience of the viewer. The role of prior or tacit knowledge in these environments is established from the empirical data. It is concluded that the CAVE offers a higher potential for spatial experience and learning than the Panorama. The results also suggests that knowledge gained in physical contexts is more readily transferred to its virtual simulation, while that gained in virtual experience is not reliably transferred to its equivalent physical context. The paper discusses implications for spatial ability, learning and training in virtual environments; in architectural education; and participatory design processes, in which the dialogue between real and imagined space may take place in virtual reality techniques.
keywords Virtual Reality; Perception; Spatial Ability; Learning; Virtual Context
series eCAADe
email
last changed 2022/06/07 07:59

_id 2004_012
id 2004_012
authors O’ Coill, Carl and Doughty, Mark
year 2004
title Computer Game Technology as a Tool for Participatory Design
doi https://doi.org/10.52842/conf.ecaade.2004.012
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 12-23
summary This paper reviews existing research into real-time visualization in architecture, urban design and landscape architecture and describes a University of Lincoln project exploring the application of this technology to participatory design. Staff at the School of Architecture have used 'Virtools Development', a computer game prototyping package, to help residents in Hull, UK, to visualize and interact with a design proposal for a 'home zone' in their neighbourhood, arrived at as part of a wider participatory process. This paper evaluates computer game technology in relation to more conventional participatory tools. It is difficult to justify using the technology to create simple 'walk-through' simulations of design proposals, it argues. In such cases, the benefits real-time visualization offers over non-interactive video are largely outweighed by the technical difficulties involved in the production and use of real-time environments.
keywords Computer Games; Real-Time Visualization; Landscape Architecture; Public Participation
series eCAADe
last changed 2022/06/07 08:00

_id acadia04_186
id acadia04_186
authors Bell, Bradley
year 2004
title Digital Tectonics: Structural Patterning of Surface Morphology
doi https://doi.org/10.52842/conf.acadia.2004.186
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 186-201
summary The computer in architectural design has shifted from its role as a merely representational device to that of a tool for instrumentalized simulation and fabrication. The desire to make buildings look like a rendering, or to produce photo-realistic images and walkthroughs has given way to an opening of the potentials of software to assist the designer with managing complex geometries, parametric organizational diagrams, structural analysis, and integrated building systems. Simulation has become the means by which virtual space becomes more than just a mirror of reality. It becomes the space within which different potential realities can be tested and evaluated before they are materially implemented. In architecture, information derived from material constraints to site conditions can be constantly fed into the computer models to provide an accurate update, which in turn introduces feedback into the overall design, and change can then be registered in the detail.
keywords surface, patterns, structure, CAD/CAM, fabrication
series ACADIA
email
last changed 2022/06/07 07:54

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ddss2004_d-193
id ddss2004_d-193
authors Burkhard, R.
year 2004
title Visual Knowledge Transfer between Planners and Business Decision Makers
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 193-208
summary The transfer of knowledge between planners and business decision makers can be improved when planners combine traditional visualizations with business knowledge visualizations. Today architects and urban planners use visualization methods such as sketches, diagrams, drawings, renderings, models and animations to illustrate their projects. While spending an enormous amount of time to illustrate a project, almost no time is used to illustrate business relevant information that decision makers need (i.e., revenue models, risks, return on investments, project phases). Consequences are information overload, misinterpretation or even misuse of information. Juxtaposing the visualizations that planners and decision makers use reveals a major gap: Both groups use different visualization types and are not familiar with the visualization types of each other. This paper stresses the importance to expand the visualization types of planners with business knowledge visualizations. First, it discusses the functioning of visual representations for the transfer of knowledge. Second, it introduces a general knowledge visualization framework. Third, it illustrates examples from an innovative office that improved knowledge transfer with decision makers in urban planning projects. We found that combining traditional visualizations with business knowledge visualizations reduces the information overload, prevents misinterpretation, increases the information quality, improves communication and as a consequence improves decision making. We found that decision makers pay extra for these visualization types, which therefore is a new source of income for planners. The results have implications for the education of future architects.
keywords Decision Making, Knowledge Transfer, Visualization Types, Interfunctional Communication, Business Knowledge Visualization, Information Visualization
series DDSS
last changed 2004/07/03 22:13

_id avocaad_2003_03
id avocaad_2003_03
authors Dag Boutsen
year 2003
title AN INCLUSIVE ‘WORK-METHOD’ AND A SPECIFIC SEARCH FOR FULLY SUPPORTED SOLUTIONS THROUGH SUBJECTORIENTED DESIGN (INSTEAD OF OBJECT-ORIENTED)!
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 This paper talks about the hardness of CAAD.And it talks about the necessity to develop ‘soft’ CAAD.A lot of architectural adventures are stopped in the beginning or the middle of the road. Because of decisions far away from the designers or the clients. These decisions break in against some aspects of the design. Small details often kill a whole design-process.Does architectural design only belong to architects and planners ?To a “Me, myself and I”-world ? For the last 10 years, we have gained a lot of experience of designing architectural landscapes in a specific way. We design in such a way that developing projects can change or evolve strongly within themselves without losing their typical spirit. Change because of external and non-predictable events, change because of unexpected or changing circumstances, change because of the participation of new intervening people….New housing projects in Apeldoorn and Dordrecht,Rehabilitation projects in Gennevilliers (Paris) and Hellersdorf (Berlin), …Schools and hospitals in Amsterdam, …Each time very local aspects are incorporated in the different design-spirits.The networks are similar because of specific design-methods.This paper wants to explain something about this process-spirit.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
type normal paper
email
last changed 2006/01/16 21:38

_id 2004_286
id 2004_286
authors Datta, Sambit
year 2004
title A Representational Construct for Sharing Knowledge in Design Exploration
doi https://doi.org/10.52842/conf.ecaade.2004.286
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 286-291
summary Exploration with formal design systems comprise iterative processes for specifying problems, finding plausible and alternative solutions, judging the validity of solutions relative to problems and reformulating problems and solutions. These processes are knowledge intensive, collaborative and multidisciplinary in nature. Recent research efforts propose representational frameworks that allow for modeling of knowledge capture, knowledge sharing and knowledge reuse during designing. However, design remains a human enterprise: to be scalable and usable in design practice, formal symbolic representations need to be embedded within a broader framework of agent (human and computational) interaction. This paper argues that, for sharing and reusing knowledge between agents in design exploration, it is necessary to build an intermediary representational structure that bridges specialist interactions with exploration knowledge (the domain) and the symbol structures that represent them (the symbol substrate). The paper identifies the requirements of such an intermediary representation for the sharing of knowledge between design agents. These requirements are addressed through the development of a shared interaction construct, the feature node.
keywords Exploration, Design Knowledge, Interaction Model, Mixed-Initiative
series eCAADe
last changed 2022/06/07 07:55

_id avocaad_2003_01
id avocaad_2003_01
authors Jack Breen
year 2003
title VISTA VERSA – Critical Considerations on the Evolvement of Designerly Attitudes, Instruments and Networks in Design Driven Studies
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 Keynote Paper - We are all involved in design.Besides being the (sub)conscious recipients of all sorts of design driven activities, we are professionally concerned with products of design and acts of designing, either as practitioners or as academics, in some cases as both… As someone who was trained as a designer, drifted into design teaching and presently attempts to combine composition research with design practice, I feel there is a need to bridge the cultural gap between design and design research. I intend to put forward the case for more designerly approaches in the study of design. In this context I would like to discuss perspectives for design driven studies by considering the following ensemble of aspects:- the matter of shifting attitudes to design in a scientific context; - the necessity of expanding the scope of instruments of design in relation to methods and insights. - the furthering of opportunities for networks aimed at bringing out and communicating findings concerning different aspects of design.It is on the topic of interaction, between the targeted creativity of designing on the one hand and the open minded search for relevant knowledge, insights and applications on the other, that I would like to dwell. Furthermore, I hope to provoke some thoughts – and hopefully responses – concerning the roles of computer based applications in such studies. What kinds of impulses have computer technologies offered, should they perhaps have offered and indeed might they still be able to offer in this field? I would like to by take a critical look back and try to turn things around, towards a possible view forward…
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id avocaad_2003_13
id avocaad_2003_13
authors John L. Heintz
year 2003
title Communication and Value in Networked Design Coalitions
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 advent of the Internet has led us to believe that we live in an era of unprecedented globalization. In the field of building design, we now expect both that the local market for design services will be altered, and that many firms will take up the opportunity to pursue commissions beyond their local market. To some extent this is true, but it is instructive to recall that in the 19th century London based architectural firms and public works designers designed buildings throughout the Empire. Designing for projects beyond the local market is not new, what is new is our expectation that such a task is now fundamentally altered, made easier and more transparent, by the abundance of new communications technologies.It remains the case that working outside one’s local context is difficult and that when doing so, problems are likely to arise out of cultural differences. Distance too imposes its burdens, as the possibility to meet other members of the team face to face is reduced as the travel costs increase. This breaks down the possibilities of building informal networks among the individual designers working for the firms that are members of the design team. A re-instantiation of this informal network can only be done on the basis of a model of formal and informal communication in the design team. Many of the difficulties of collaborative work outside one’s local market are problems that have already been with us a long time. These problems arise out of the fact that buildings are designed by heterogeneous groups of people. The members of such groups must communicate with each other to share information and coordinate decisions and actions. Yet they are in different relations to the project at hand and have differing values arising out of their different backgrounds. This leads inevitably to conflict. Therefore, if we are to discuss communication and value then we must devote our attentions to conflict.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design, Communication, values, informal communication, value resolution, design team, design coalition.
series AVOCAAD
email
last changed 2006/01/16 21:38

_id acadia04_rp220
id acadia04_rp220
authors Kolarevic, Branko
year 2004
title Designing and Manufacturing in the Digital Age
doi https://doi.org/10.52842/conf.acadia.2004.x.w8q
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004.
summary The paper discusses the newfound capacity to digitally design and manufacture materials, their properties and effects. It surveys recent experimental efforts in material production and presents student projects aimed at designing and manufacturing surface effects using increasingly accessible digital fabrication technologies.
series ACADIA
last changed 2022/06/07 07:49

_id acadia05_024
id acadia05_024
authors Mathew, Anijo
year 2005
title Smart Homes for the Rural Population: New Challenges and Opportunities
doi https://doi.org/10.52842/conf.acadia.2005.024
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 24-35
summary “Smart” Homes (domestic environments in which we are surrounded by interconnected technologies that are more or less responsive to our presence and actions) seem increasingly plausible with the emergence of powerful mobile computing devices and real time context aware computing (Edwards and Grinter, 2001). Research at premier technology universities have given birth to home “labs” that experiment with sensors, cameras and monitors to study physical, behavioral and social consequences of such technologies on occupants of such homes. One of the most important problems that “smart” homes will eventually help to address is that of spiraling costs of healthcare. Using ubiquitous technologies to motivate healthy decisions can help prevent the onset of myriad medical problems (Intille, 2004). Moving the focus of attention from the health centers and hospitals to the working home through such technology interventions would eventually lead to decreased financial pressure on the traditional healthcare system. This paper examines the challenges and opportunities in the design of “smart” technologies for preventive healthcare in rural homes. It summarizes findings from current ethnographic and demographic studies; and examines other contemporary research in the field of ubiquitous computing and “smart” homes. With the help of these studies, the paper lists different technical, social and functional challenges that we as designers may have to consider before designing “smart” homes for rural populations.
series ACADIA
email
last changed 2022/06/07 07:58

_id 179e
id 179e
authors Schnabel, Marc Aurel
year 2004
title ARCHITECTURAL DESIGN IN VIRTUAL ENVIRONMENTS: EXPLORING COGNITION AND COMMUNICATION IN IMMERSIVE VIRTUAL ENVIRONMENTS
source Department of Architecture, The University of Hong Kong
summary There is a distance between the idea in the imagination of a design and its representation, communication and realisation. Architects use a variety of tools to bridge this gap. Each tool places different demands on the designer and each, through inherent characteristics and affordances, introduces reinterpretations of the design idea, thus imposing a divergence between the idea and the expression of the idea. Design is an activity that is greatly complex, influenced by numerous factors. The process may follow rules or established proceedings and traditions. Alternatively, the designer may choose to explore freely with no need to conventions. In all instances, the medium in which the exploration takes place will affect the act of designing to some degree. Tools are chosen, in part, to facilitate the chosen design process. Most researches on Virtual Environments (VE) have focused on their use as presentation or simulation environments. There has been inadequate research in the use of VE for designing. It has been suggested that this tool can empower designers to express, explore and convey their imagination more easily. For these reasons the very different nature of VE may allow architects to create designs that make use of the properties of VE that other tools do not offer in that way. As yet, barely any basic research has examined the use of VE to support the acts of designing. This thesis examines the implications of architectural design within VE. Perception and comprehension of spatial volumes within VE is examined by the comparison of representations using conventional architectural design method. A series of experiments was conducted to investigate the relative effectiveness of both immersive and non-immersive VE by looking at the creation, interpretation and communication of architectural design. The findings suggest why form comprehension and finding may be enhanced within VE activity. The thesis draws conclusions by comparing the results with conventional methods of two-dimensional depictions as they appear on paper or three-dimensional representations such as physical models.
keywords Virtual Environments; Virtual Environment Design Studio; VeDS; Collaborative Design; Cognition; Communication
series thesis:PhD
type normal paper
email
last changed 2005/11/15 05:53

_id avocaad_2003_10
id avocaad_2003_10
authors Sevil Sariyildiz, Ozer Ciftcioglu, Bige Tunçer and Rudi Stouffs
year 2003
title Knowledge Model for Cultural Analogy in Design and Design Education
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 Almost every architect uses analogy while designing. The source of inspiration is nature, technology, geometry, etc., besides the influence of the work of other architects. Analogy in architecture has a close relationship with culture as well. Culture is a dynamic occurrence and evolves by the influence of many aspects such as technological, economical, environmental and social. In the process of design, architects built op knowledge from their own experience and designs, but also from the other designers work. Usually, architects develop this quality and ability during the education, and later by trial and error methodwhile practising the design. This is habitually done based on own conscience, intuition and experience.The developments in ICKT (Information, Communication and Knowledge Technology) as a part of broader technological developments and the ongoing globalisation, influences the culture as a dynamic process and therefore the architecture.. It is necessary to make these influences explicit for their embedding in architectural design education of young professionals. This can be achieved by transferring the resulting knowledge to a knowledge model by using intelligent modelling techniques. The operational aspects of design analogies to be implemented in education, research and the daily practice of designing architects need attention. This paper discusses the operational aspects of cultural analogy in design by using an intelligent computational modelling approach.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design, ICKT, Architectural Design, Analogy, Culture, Design Education, Multiculturalism, Intelligent Modelling Techniques
series AVOCAAD
email
last changed 2006/01/16 21:38

_id 508caadria2004
id 508caadria2004
authors Tomas V. Dorta
year 2004
title Drafted Virtual Reality - A New Paradigm to Design with Computers
doi https://doi.org/10.52842/conf.caadria.2004.829
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. 829-844
summary This paper proposes a new technique for designing spaces, called Drafted Virtual Reality (DVR), to be used in interior, architectural or industrial design. It proposes the construction of virtual panoramic environments through the QuickTime VR (QTVR) Panorama platform (Apple), starting from sketches made by hand using traditional pen-on-paper techniques. To construct these drawings, the designer uses the computer to build a graphic panoramic template. Using this technique, the designer takes advantage of both approaches, the capacities and possibilities of the computer using VR (3D environments, interaction and real-time), and those of free-hand sketches (abstraction, inaccuracy and ambiguity). These last elements are essential for the first steps of the design process in contrast to the conventional techniques of 3D modeling interacting with mouse and menus. In the development of design computer solutions, it is important to know the user well. However, most researchers propose systems very different than how designers actually work. The DVR doesn’t try to simulate analog tools by computers (digital pens), but takes advantage of hand drawn sketches created using analog techniques that are already known by designers and improved by VR visualization. A review of the implication of this technique on the design process. Not only is the technique fast and easy to learn, the results show that the designer can express their individuality and the idiosyncrasies of their personal sketches; important elements hard to achieve with conventional 3D modeling techniques. Finally, this technique can be perceived as a new paradigm in the way we work with computers in design. The limitations of interfaces and usage of current technology are seen when the designer outputs information from the system to process using other analog techniques. The proposed solution marries the existing competencies and techniques of the designer with the advantages of the computer processing. The quality of the virtual experience of this technique is consistent with current designer’s intentions within the traditional design process.
series CAADRIA
email
last changed 2022/06/07 07:58

_id sigradi2004_221
id sigradi2004_221
authors Yoshihiro Kobayashi; Subhadha Battina
year 2004
title Generating housing layout designs: Fractals as a framework
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper introduces a computer-based application for three dimensional (3D) landscape simulations of housing-layout-design using the concepts of fractals with Iterative Function System (IFS). At an early phase of designing housing layouts, the designer assigns specific locations and positions for many house-units on an undeveloped site. From a simple template pattern defined by an XML file, this application generates a wide variety of such layout designs in 3D which consists of multiple residential house-units. Along with the house, the unit can include other design components found in a residential development such as a roads, walls, trees etc. The template defines the transformation rules for the IFS. It includes the information of the geometrical relationships between the stages in the iteration and of the components used in stopping the iteration. The application is formulated, implemented and tested. The results got from the case studies are demonstrated and evaluated.
series SIGRADI
email
last changed 2016/03/10 10:03

_id 410caadria2004
id 410caadria2004
authors Chiung-Hui Chen, Hui-Tin Lin, Mao-Lin Chiu
year 2004
title A Scenario-Based Agent System for Digital City Interaction
doi https://doi.org/10.52842/conf.caadria.2004.693
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. 693-706
summary Urban design involves coordination and communication for collecting consensus among citizens and developing the design strategy and spatial program. While these are web-based systems for representing the real world actions, there is lack of human interaction for receiving feedbacks during the process. Therefore, the purpose of this study is to introduce the agents into the participatory design process (PDP) based on scenarios. This paper has developed a webbased system prototype to demonstrate how the agent can interact with users and how the interface facilitates incremental design. We present a participatory design project in an old street to illustrate how the Scenario-Based Agent System (SBAS) model functions in a real application. Meanwhile, four issues will be discussed in regarding with building a learning interaction agent as an actor.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ascaad2004_paper11
id ascaad2004_paper11
authors Abdelfattah, Hesham Khairy and Ali A. Raouf
year 2004
title No More Fear or Doubt: Electronic Architecture in Architectural Education
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Operating electronic and Internet worked tools for Architectural education is an important, and merely a prerequisite step toward creating powerful tele-collabortion and tele-research in our Architectural studios. The design studio, as physical place and pedagogical method, is the core of architectural education. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. Advances in CAD and visualization, combined with technologies to communicate images, data, and “live” action, now enable virtual dimensions of studio experience. Students no longer need to gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up—if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to support collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The challenge is to predict whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2004_142
id 2004_142
authors Achten, Henri, Jessurun, Joran and de Vries, Bauke
year 2004
title The Desk-Cave - A Low-Cost Versatile Virtual Reality Design and Research Setup Between Desktop and CAVE
doi https://doi.org/10.52842/conf.ecaade.2004.142
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 142-147
summary Virtual Reality has become an almost ubiquitous technology in many applications, but it has seen limited success in design support. Reasons for this seem to lie in lack of easily available tools, high threshold for non-programmers, and high cost of equipment. In this paper we describe a Virtual Reality environment that is developed at Design Systems called the Desk-Cave. The Desk-Cave is a low-cost VR setup that combines principles of a CAVE system with a work desk. Architecture students with no specific training in VR technology use the Desk-Cave in design projects both in the early stage and the final presentation stage. The system allows quick transfer to the Desk-Cave and architectural evaluation of design proposals.
keywords Virtual Reality, Architectural Design, Design Process, Cel Shading
series eCAADe
email
last changed 2022/06/07 07:54

_id ddss2004_ra-19
id ddss2004_ra-19
authors Akamine, A. and A. Nélson Rodrigues da Silva
year 2004
title An Evaluation of Neural Spatial Interaction Models Based on a Practical Application
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. 19-32
summary One of the serious problems faced by the Brazilian municipalities is the scarcity of resources for building education infrastructure. This asks for an optimal allocation of the available resources that includes, among other things, a rational spatial arrangement of the supply points (i.e., schools) in order to increase the demand coverage (i.e., students). If it is possible to foresee the regions where the demand is going to be concentrated, it is then possible to plan the location of new facilities and to assess the impact on the future level of service of the entire system. Considering that one of the consequences of the location-allocation process is the distribution of trips from demand points to supply points throughout the city, therefore affecting the overall intraurban accessibility conditions to essential services such as education, there is a strong need of models that planners can rely on to predict the future trip distribution patterns. As a result, the objective of this work was to evaluate the performance of Artificial Neural Networks (ANN) when applied to spatial interaction models, the so-called Neural Spatial Interaction Models. This was done in a practical context, in contrast to the more theoretical works commonly found in literature. The practical application showed that the neural spatial interaction model had different performances when compared to the traditional gravity models. In one case the neural models outperformed the gravity models, while on the other case it was just the opposite. The explanation for this may be in the data or in the ANN model formulation, as discussed in the conclusions.
keywords Artificial Neural Networks, Spatial Interaction Models, Education Infrastructure
series DDSS
last changed 2004/07/03 22:13

_id acadia04_282
id acadia04_282
authors Anders, Peter
year 2004
title Arch-OS: An Implementation of Cybrid Strategies
doi https://doi.org/10.52842/conf.acadia.2004.282
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 282-293
summary A review of the literature on Intelligent Buildings suggests an ideal of a building as an autonomous system that controls its internal and external environments. The model, whose origin lies with early models of artificial intelligence, effectively treats the building as a slave to human needs, and appears to invest more intelligence in the building than in its occupants. This paper proposes that automated environments be understood as extensions of human sense and awareness. It describes an operating system, Arch-OS, that exemplifies this approach by increasing building occupants’ consciousness of their environment.
keywords Cybrid, Mixed Reality, Responsive Environment, Planetary Collegium
series ACADIA
email
last changed 2022/06/07 07:54

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