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 567

_id 9968
id 9968
authors Tinnirello, A.; Voget, R.; De Federico, S.
year 2004
title MATHEMATICS FORMATION AND CREATIVE DESIGN
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 225-229.
summary One of the earliest human beings desires has been to inhabit a place that may assemble beauty and functionality. Architecture and Design have been the disciplines in charge to formalize it. Their study, as well as the way they are taught have been adapted to fit the needs; and the velocity of their transformation is even greater as well as the link between design, art and technology. Creativity, in it basic generic entity, is the capability to solve appropriately and originally phrased architectural problems which involves not only space, act, environment and semiotics but with everything related to make the project able to be constructed and inhabitable.

New technologies are based on complex algorithms which, by the use of simulators, achieve to produce complexity works that would have been unbelievable twenty year ago. These algorithms have a strong mathematical basis and allow to generate other working methods so as to create wonderful geometrical objects. The study of this New Geometry requires to explore and expand this field of knowledge in the Architecture studies. In order to analyze and use complex design systems to generate non linear experimental models, it is necessary the Mathematical contribution, not only at the University education stage but also at the professional life.

This New Mathematics adequately focused, is able and must be an essential ally to creative design which is born with an exercised imagination in the formation stage; therefore it must aid to establish a space where knowledge and ability for architectural work can be created, synthesized and experimented.

This work tries to encourage students and in relation to Geometry promotes the following aspects: (i) Inspection of new architectural spaces, (ii)Comprehension of the geometrical structure, (iii) Originality and common sense, (iv) Relation between Geometry and design of construction constitutive elements,(v) Insertion of man in the space, (vi) Conditioning of design to human body dimensions, (vii) Fractal geometries.

According to what has been expressed, this proposition acquires a fundamental significance to develop a spatial vision of geometrical shapes in students, in order to stimulate the understanding of the existing relation between abstract geometrical elements and their real applications in Architecture, Geometry and Design and Art. Besides, the purpose of this work has the aim to approach knowledge at the architectural design process and to the study of shapes and mathematical models that such designs sustain , and ultimately demonstrate the importance of an academic organization that involve teachers from different disciplines.

series other
type normal paper
email
last changed 2005/04/07 15:37

_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 315caadria2004
id 315caadria2004
authors Kuo-Chung Wen, Wei-Lung Chen
year 2004
title Application of Genetic Algorithms to Establish Flooding Evacuation Path Model in Metropolitan Area
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. 557-570
doi https://doi.org/10.52842/conf.caadria.2004.557
summary This research has shown the difficulties associated with the GIS and the flooding evacuation path search through the huge searching space generated during the network analysis process. This research also presents an approach to these problems by utilizing a search process whose concept is derived from natural genetics. Genetic algorithms (GAs) have been introduced in the optimization problem solving area by Holland (1975) and Goldberg (1989) and have shown their usefulness through numerous applications. We apply GA and GIS to choice flooding evacuation path in metropolitan area in this study. We take the region of Shiji city in Taiwan for case. That could be divided into four parts. First, is to set the population of GA operation. Second, is to choose crossover and mutation. Third, is to calculate the fitness function of each generation and to select the better gene arrangement. Fourth, is to reproduce, after evolution, we can establish Flooding Evacuation Path that more reflect really human action and choice when flood takes place. However we can apply GA to calculate different evacuation path in different time series. Final, we compare and establish real model of evacuation path model to choosing flooding evacuation path.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ascaad2004_paper15
id ascaad2004_paper15
authors Mallasi, Z.
year 2004
title Identification and Visualisation of Construction Activities’ Workspace Conflicts Utilising 4D CAD/VR Tools
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary This work addresses the problem arising on all construction sites: the occurrence of workspace interference between construction activities. From a site space planning context, this problem can lead to an inevitable roadblock to the progress of the scheduled construction operations. In real situations, when the spatial congestions occur, they could reduce productivity of workers sharing the same workspace and may cause health and safety hazard issues. The aim of this paper is on presenting a computer-based method and developed tool to assist site managers in the assignment and identification of workspace conflicts. The author focuses on the concept of ‘visualising space competition’ between the construction activities. The concept is based on a unique representation of the dynamic behaviour of activity workspace in 3D space and time. An innovative computer-based tool dubbed PECASO (Patterns Execution and Critical Analysis of Site-space Organisation) has been developed. The emerging technique of 4D (3D + time) visualisation has been chosen to yield an interesting 4D space planning and visualisation tool. A multi-criteria function for measuring the severity of the workspace congestions is designed, embedding the spatial and schedule related criteria. The paper evaluates the PECASO approach in order to minimise the workspace congestions, using a real case study. The paper concludes that the PECASO approach reduces the number of competing workspaces and the conflicting volumes between occupied workspace, which in turn produces better assessment to the execution strategy for a given project schedule. The system proves to be a promising tool for 4D space planning; in that it introduces a new way of communicating the programme of work.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 515caadria2004
id 515caadria2004
authors Naai-Jung Shih, Chin-Hui Su
year 2004
title Manipulation of an Automatic Guided Vehicle with 3D Software and Remote Control
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. 927-936
doi https://doi.org/10.52842/conf.caadria.2004.927
summary The purpose of this research is to build a simulating operation system of automatic guided vehicles (AGV) at a construction site, which including (1) construction path planning system (2) real-time vision information, and (3) simulation system of automatic guided vehicles at the construction site. This paper proposes an efficient method that provides VR-based AGV path guidance with Caligari Truspace 3D software and Python Script. We designed an interactive vision information interface by using LEGO Mindstorms Vision Command combined with Visual Basic ActiveX; and also built an automatic guided vehicle with the functions of obstacle avoidance by LEGO Robotics Invention System. The majority of this research is to develop an effective construction site management model, and develop a construction path planning and a real-time system.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 2004_128
id 2004_128
authors Shih, Naai-Jung and Su, Chin-Hui
year 2004
title Combine 3D Software and Remote Control to Progress Operating Simulation of Automatic Guided Vehicles
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 128-134
doi https://doi.org/10.52842/conf.ecaade.2004.128
summary The purpose of this research is to build a simulating operation system of automatic guided vehicles (AGV) at a construction site, which including (1) construction path planning system (2) real-time vision information, and (3) simulation system of automatic guided vehicles at the construction site. This paper proposes an ef- ficient method that provides VR-based AGV path guidance with Caligari Truspace 3D software and Python Script. We designed an interactive vision information interface by using LEGO Mindstorms Vision Command combined with Visual Basic ActiveX; and also built an automatic guided vehicle with the functions of obstacle avoidance by LEGO Robotics Invention System. The majority of this research is to develop an effective construction site management model, and develop a construction path planning and a real-time system.
keywords Automatic Guided Vehicles, LEGO Mindstorms, Path Planning, Virtual Reality, Vision Information
series eCAADe
last changed 2022/06/07 07:56

_id sigradi2004_247
id sigradi2004_247
authors Suzete Venturelli; Mario Maciel
year 2004
title Imagens pós-humanas: Ciborgues e robôs [Images after Human Beings: Cyborgs and Robots]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary During 19, 20 and 21 centuries theories and new ideas became important things and marked the science and the culture. Questions about truth and reality, reason and knowledge, real and virtual they are mixed like center of the debate between the rational and the relative. Like this, the fiction has been an element constituent of our reality and an instrument for the construction of the truth by means of the language. The fiction represented by the interactive images initiated a research dedicated to the technical images in the construction from the own reality. Images of the human body draw, for example, called pos-human approach the concept of ciborgue in the midia.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 508caadria2004
id 508caadria2004
authors Tomas V. Dorta
year 2004
title Drafted Virtual Reality - A New Paradigm to Design with Computers
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
doi https://doi.org/10.52842/conf.caadria.2004.829
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 ijac20075402
id ijac20075402
authors Burry, Jane R.
year 2007
title Mindful Spaces: Computational Geometry and the Conceptual Spaces in which Designers Operate
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 611-624
summary Combinatorial computational geometry, while dealing with geometric objects as discrete entities, provides the means both to analyse and to construct relationships between these objects and relate them to other non-geometrical entities. This paper explores some ways in which this may be used in design through a review of six, one-semester-long design explorations by undergraduate and postgraduate students in the Flexible Modeling for Design and Prototyping course between 2004 and 2007. The course focuses on using computational geometry firstly to construct topologically defined design models based on graphs of relationships between objects (parametric design,) and concurrently to output physical prototypes from these "flexible models"(an application of numerical computational geometry). It supports students to make early design explorations. Many have built flexible models to explore design iterations for a static spatial outcome. Some have built models of real time responsive dynamic systems. In this educational context, computational geometry has enabled a range of design iterations that would have been challenging to uncover through physical analogue means alone. It has, perhaps more significantly, extended the students' own concept of the space in which they design.
series journal
email
last changed 2008/02/25 20:30

_id sigradi2004_357
id sigradi2004_357
authors Carlos Calderon and Nicholas Worley
year 2004
title An automatic real-time camera control engine for the exploration of architectural designs
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper is concerned with the use of real-time camera engines in architectural virtual environments as a method of enhancing the user.s experience and as a way of facilitating the understanding of architectural concepts. This paper reports on an initial prototype of a real-time cinematic control camera engine for dynamic virtual environments in the architectural domain. The paper discusses the potential of the system to convey architectural concepts using well known architectural concepts such as rhythm and proposes a series of future improvements to address those limitations. Keywords: virtual environments, camera control, design process, filmaking.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 0131
id 0131
authors Chiarella, Mauro
year 2004
title GEOMETRY AND ARCHITECTURE: NURBS, DESIGN AND CONSTRUCTION
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 135-139.
summary Geometry regarded as a tool for understanding is perhaps the part of Mathematics which is the most intuitive, concrete and linked to reality. From its roots as a tool to describe and measure shapes, geometry as ‘the space science’ , has grown towards a theory of ideas and methods by means of which it is possible to build and study idealised models, not only from the physical world but also from the real world. In graphic architecture thought, geometry usually appears as an instrumental support for project speculation. Geometric procedures are presented as representational resources for the graphic testing of reflection and for the exposition of ideas in order to build a logical order as regards representation and formal prefiguration. The fast rise of computing in the last decades has made it possible for architects to work massively and in a graphic and intuitive way with mathematical representations of tridimensional geometry, such as the NURBS . These organic surfaces of free shapes defined by vectorial curves have allowed access to a rapid generation of complex shapes with a minumum amount of data and of specific knowledge.

The great development of modelling achieved by the digital media and the limitations in the technical and building areas and in the existence of materials which are coherent with the resultant shapes reveal a considerable distance between the systems of ideation and simulation characteristic of the computing era and the analogous systems of production inherited from the slow industrial development. This distance has been shortened by CAD/CAM systems, which are, however, not very accessible to the architectural field. If we incorporate to the development of these divergent media the limitations which are distinctive of the material resources and procedures of the existent local technology, the aforementioned distance seems even greater.

Assuming the metaphor of living at the threshold of two ages (industrial-computing, analogical-digital, material-virtual) and the challenge of the new conceptual and operational tools in our field, we work in the mixture, with no exclusions or substitutions, proposing (by means of the development of informational complements) some alternatives of work to approach the issue under discussion from the Architecture Workshop.

keywords Geometry, Design, NURBS, Unfolding, Pedagogy
series other
type normal paper
email
last changed 2005/04/07 12:51

_id ecaaderis2018_103
id ecaaderis2018_103
authors Davidová, Marie and Prokop, Šimon
year 2018
title TreeHugger - The Eco-Systemic Prototypical Urban Intervention
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 75-84
keywords The paper discusses co-design, development, production, application of TreeHugger (see Figure 1). The co-design among community and trans-disciplinary participants with different expertise required scope of media mix, switching between analogue, digital and back again. This involves different degrees of physical and digital 'GIGA-Mapping' (Sevaldson, 2011, 2015), 'Grasshopper3d' (Davidson, 2017) scripting and mix of digital and analogue fabrication to address the real life world. The critical participation of this 'Time-Based Design' (Sevaldson, 2004, 2005) process is the interaction of the prototype with eco-systemic agency of the adjacent environment - the eco-systemic performance. The TreeHugger is a responsive solid wood insect hotel, generating habitats and edible landscaping (Creasy, 2004) on bio-tope in city centre of Prague. To extend the impact, the code was uploaded for communities to download, local-specifically edit and apply worldwide. Thus, the fusion of discussed processes is multi-scaled and multi-layered, utilised in emerging design field: Systemic Approach to Architectural Performance.
series eCAADe
email
last changed 2018/05/29 14:33

_id 2004_184
id 2004_184
authors Fatah gen. Schieck, Ava
year 2004
title Using Multiple Input Devices
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 184-194
doi https://doi.org/10.52842/conf.ecaade.2004.184
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 sigradi2004_155
id sigradi2004_155
authors Fernando Duro da Silva; Betina Tschiedel Martau
year 2004
title A iluminação artificial simulada no ensino de projeto [Simulated Artificial Lighting in Design Teaching]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper presents the preliminary results of an architectural design studio research developed with undergraduate students of UNISINOS architecture course. The aim was to search for a tool that potentially would allow them to use artificial lighting as element of architectural composition and characterization of the project. The architectural design could be defined as a virtual anticipation of the real architectural object. Being previous to the construction of the architectural object, it is an exploration of a possibility of existence of that same object that is figured in the shown form. As result, the issue of representation takes the status of logical proposition, from which is possible to verify if the tentative solution proposed by the designers could actually have an existence in the world and, if it.s true, fully evaluate its potential. This way it would be possible for the designers to also critically reflect about their own design practice.
keywords Computational environment, simulation, artificial lighting, learning-teaching process
series SIGRADI
email
last changed 2016/03/10 09:51

_id sigradi2004_185
id sigradi2004_185
authors Fábio Araújo; Jose dos Santos Cabral Filho
year 2004
title Espacialização de ambientes virtuais de imersão ñ convergência entre arquitetura real e digital [Spatialization of Immersive Virtual Environments - The Convergence between Real and Digital Architecture]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This research paper deals with the Information Technology and its close and increasing relation with the dwelling spaces in search for new and more accurate environments in real, tectonics spaces in architecture promoting new ways of living and dealing with space. This work has great importance since it is generally noticed straight convergence between architecture and the state of the art digital medias. Working through interactive digital media system attached to physical environments the paper also discuss the real sense of production and insertion of these new medias in the architecture environs and which kind of qualification is gained in these spaces through out this event.
keywords Information technology, physical (real) spaces, interactivity
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2004_067
id sigradi2004_067
authors Gabriela Celani
year 2004
title The symmetry exercise: Using an old tool in a new way
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The present paper describes an exercise for architecture students that has two objectives: (1) to present the different types of symmetry and introduce the importance of symmetric design in graphic and architectural composition; and (2) to describe an example of how common CAD tools can be customized and turned into specific symmetric design tools. The final aim is to show how computer drafting can be more efficient than hand drafting in certain cases, especially when the computer.s real-time shape computation abilities can be used to the designer.s help.
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2004_101
id sigradi2004_101
authors Guillermo Vásquez de Velasco de la Puente
year 2004
title En la aplicación de pantallas interactivas de plasma en el taller de diseño [The Application of Interactive Plasma Screens in the Design Studio]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper elaborates on the use of electronic pin-ups in real-time local reviews making use of larger format interactive plasma screens. The paper briefly explains the technical aspects of an actual implementation in the College of Architecture at Texas A&M University. The main focus of the paper is placed on the use of a 61. interactive plasma screen in a graduate design studio during the second semester of 2003 and the benefits that such an implementation has reported. The narrative explains how the use of an interactive plasma screen for informal as well as formal reviews is not only saving printing resources but it is also having a very positive impact on how we conduct design reviews.
series SIGRADI
email
last changed 2016/03/10 09:53

_id 504caadria2004
id 504caadria2004
authors Kia-Tzu Lu
year 2004
title Navigating 3D Information Space with 6 Degree of Freedom Devices
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. 777-786
doi https://doi.org/10.52842/conf.caadria.2004.777
summary The purpose of this research is to identify how to intuitively operate 6 DOF Input Devices for interactive data storage in 3D virtual environments through the virtual Internet world generated by Image, Text, Animation, Model, under the condition that the role of the computer is to simulate the way people sense the real space, so users may instinctively utilize this simple device to explore the possibility of data recurrence and reorganization, and designers may receive timely inspiration in the process of architectural design.
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia04_110
id acadia04_110
authors Kilian, Axel
year 2004
title Linking Digital Hanging Chain Models to Fabrication
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, 110-125
doi https://doi.org/10.52842/conf.acadia.2004.110
summary The paper traces the development of a digital hanging chain modeler in Java inspired by Antonio Gaudi’s physical hanging chain models. More importantly, it demonstrates how fabrication schemas for physical mockups of the digitally simulated hanging chain can be linked to the real time form finding simulation. Fabrication output is an integral part of the iterative process and not a post-design process. The current implementation is still limited and currently requires programming for reconfiguration. The paper proposes the link of form-finding and fabrication finding and lays out several examples and first steps of how to do so.
keywords form finding, simulation, fabrication
series ACADIA
email
last changed 2022/06/07 07:52

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment Interaction
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. 741-758
doi https://doi.org/10.52842/conf.caadria.2004.741
summary This paper examines three key areas of responsive sound interaction in 3D Digital Environments: designing generative sound that derives its composition and relevance from social and physical human interaction within a digital environment; the relation of sonic structure to the digital visual and spatial experience; and responsive, reactive real time sound generation activated by environmental conditions and human behaviours. The primary purposes for responsive sound design are: (1) to provide navigational cues supporting way-finding and spatial orientation; and (2) to provide realtime generative environmental sound that reflects social behaviour in a way that is meaningful and recognisable. The applied contexts for navigational cues and environmental generative sound include online (multi-user), synchronous Virtual Environments and Digital Installation Spaces (e.g. intelligent rooms, virtual reality and immersive environments). Outcomes of responsive sound design include: a trigger system of aural alerts, warnings and guidance; a computational system for generating sound in real time activated by spatial location and social interaction; and an audio (non-visual) tool aiding spatial orientation and way-finding interaction in 3D immersive Digital Environments.
series CAADRIA
email
last changed 2022/06/07 07:51

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