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 571

_id sigradi2008_166
id sigradi2008_166
authors Papanikolaou, Dimitris
year 2008
title Digital Fabrication Production System Theory: Towards an Integrated Environment for Design and Production of Assemblies
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary A Digital Fabrication Production System (DFPS) is a concept describing a set of processes, tools, and resources that will be able to produce an artifact according to a design, fast, cheap, and easy, independently of location. A DFPS project is a complex assembly of custom parts that is delivered by a network of fabrication and assembly processes. This network is called the value chain. The workflow concept of a DFPS is the following: begin design process with a custom geometric form; decompose it into constructible parts; send the part files for fabrication to various locations; transport all parts at the construction site at the right time; finally, assemble the final artifact. Conceptually it means that based on a well structured value chain we could build anything we want, at anyplace, at controllable cost and quality. The goals of a DFPS are the following: custom shapes, controllable lead time, controllable quality, controllable cost, easiness of fabrication, and easiness of assembly. Simply stated this means to build any form, anywhere, accurately, cheap, fast, and easy. Unfortunately, the reality with current Digital Fabrication (DF) projects is rather disappointing: They take more time than what was planned, they get more expensive than what was expected, they involve great risk and uncertainty, and finally they are too complex to plan, understand, and manage. Moreover, most of these problems are discovered during production when it is already late for correction. However, there is currently no systematic approach to evaluate difficulty of production of DF projects in Architecture. Most of current risk assessment methods are based on experience gathered from previous similar cases. But it is the premise of mass customization that projects can be radically different. Assembly incompatibilities are currently addressed by building physical mockups. But physical mockups cause a significant loss in both time and cost. All these problems suggest that an introduction of a DFPS for mass customization in architecture needs first an integrated theory of assembly and management control. Evaluating feasibility of a DF project has two main problems: first, how to evaluate assemblability of the design; second, how to evaluate performance of the value chain. Assemblability is a system’s structure problem, while performance is a system’s dynamics problem. Structure of systems has been studied in the field of Systems Engineering by Network Analysis methods such as the Design Structure Matrix (DSM) (Steward 1981), and the liaison graph (Whitney 2004), while dynamics of systems have been studied by System Dynamics (Forrester 1961). Can we define a formal method to evaluate the difficulty of production of an artifact if we know the artifact’s design and the production system’s structure? This paper formulates Attribute Process Methodology (APM); a method for assessing feasibility of a DFPS project that combines Network Analysis to evaluate assemblability of the design with System Dynamics to evaluate performance of the value chain.
keywords Digital Fabrication, Production System, System Dynamics, Network Analysis, Assembly
series SIGRADI
email
last changed 2016/03/10 09:57

_id 2004_515
id 2004_515
authors Tsou, J-Y., Lam, S., Jie, H. and Yucai, X.
year 2004
title Performance Based Planning for High Density Urban Habitation
doi https://doi.org/10.52842/conf.ecaade.2004.515
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 515-522
summary In Hong Kong, about 22% of the total territory‘s area can be classified as built-up area and potential development area. Only 6% of this area is allocated to district and local open space for the 6.8 million populations, i.e. 2m2 per person. Sensible planning of the limited area to enhance the livability and environmental quality hence become a challenging issue for quality urban living of the mass population. However, considering the dynamic relationship of the different performance criteria in the hyper-dense urban environment, one needs to assess various environmental criteria to carry out a balanced planning. Meanwhile, effective tools to evaluate and manage the inter-relationship of these criteria, or indexes for integrated issues indication are not readily available that a reasonable planning is not always easy to achieve. In this paper, the „openness ratio“ concept is introduced for open space planning to provide an integrated index for early stage of planning and design. The new index is expected to provide a comprehensive rating system in considering the environmental performance of open area. It helps to highlight the potential problems in planning or site layout and support the integrated thinking of the four key components: visual sensitivity, urban wind, urban noise and solar heat gain. The concept has shown to be feasible on simple massing study which is applicable in the preliminary planning stage.
keywords Design Process; Performance Simulation; Design Methodology; Urban Planning
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2017_182
id caadria2017_182
authors Austin, Matthew
year 2017
title The Other Digital - What is the Glitch in Architecture?
doi https://doi.org/10.52842/conf.caadria.2017.551
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 551-559
summary This paper will discuss and investigate the issues with the concept of 'glitch' in architecture. There are currently two definitions that sit in a symbiotic relationship with each other; Moradi's (2004) and Menkman's (2011). This paper will explore the implications of these two approaches, while investigating the possibility of a third, unique definition (the encoded transform), and what effect they have on the possibility for a 'glitch architecture'. The paper will then focus on the glitches' capacity to be disruptive within the design process. In the context of architecture, it has been previously argued that the inclusion of glitches within a design process can easily create a process that does not 'converge' to a desired design outcome, but instead shifts haphazardly within a set of family resemblances (Austin & Perin 2015). Further to this, it will be revealed that this 'divergent' quality of glitches is due to the encoded nature of architectural production.
keywords Glitch aesthetics; Theory; Algorithmic Design; Process.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 2004_269
id 2004_269
authors Gowans, Scott and Wright, Richard M.
year 2004
title Developing Architectonic Language Through Digital Observation
doi https://doi.org/10.52842/conf.ecaade.2004.269
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 269-277
summary The question for architects is always how to begin. This proposal attempts to illustrate a design methodology that is characterised by its attention to non-traditional generators. The focus of the paper is the definition of an innovative design process characterised by the production of an architectonic language through the observation of the ephemeral and the transitory (the quanta of place), and which pays cognisance to the realization of a three-dimensional narrative, placing value upon the products of investigation as well as the resultant design. As the title suggests the process outlined concerns itself with the examination of the ephemeral, the transitory and the unobserved. The overriding concern is with the recording of fragments of a chosen environment (site) and, the collation and depiction of these findings in an alternative three-dimensional environment (virtual space). This process is only made possible by the advent of computer applications capable of generating the complexity of three-dimensional environments needed to explore the plethora of forms generated by the initial recordings. This process is concerned with the nascence of architectural expression and the formalising of architectural propositions composed from an individual’s interpretation of the ‘space between’, the obvious and the immaterial, and the phenomena that exist there. The generators are the things beyond immediate perception. They are the quanta of place. It is this process of capturing fixed moments in time and space and, translating imperceptible nanomoments and nanoevents, that allows for the development of exploratory diagrams constructed over a backdrop of credible analysis. These make apparent the infinite possibilities for further transition whilst illustrating the conceptual lineage that links each instance to its antecedents. The resultant physical forms embody the essence of something transformed. They possess cultural and emotional syntax. They become mementos in the landscape.
series eCAADe
last changed 2022/06/07 07:51

_id 2004_500
id 2004_500
authors Hanzl, Malgorzata and Wrona, Stefan
year 2004
title Visual Simulation as a Tool for Planning Education - Computer Aided Participation Support
doi https://doi.org/10.52842/conf.ecaade.2004.500
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 500-507
summary Contemporary computer techniques offer many new opportunities to engage citizens into the planning process. There are new possibilities of interaction, introducing an observer into the “game”. The research project presented in the paper assumes the use of a visual 3D language which consists of a series of schematic types of buildings. They form a language which is easy to understand both by professionals and by laymen. Understanding is the very first step towards getting convinced by the ideas presented. The next step is interaction - the user’s action induces the response of the system. The solution proposed by the user meets an evaluation from the part of the system which evokes the user’s interest - in the case presented here the evaluation introduces the simulation of future state of the site. The problem posed is to find out the best way to convince people that some places are less or more suitable for settlement, depending on the media present there, distance from the urban areas and the environment protection. The attempt to create a tool which could be helpful in an educational process is described in the paper. The idea is to prepare a form of a master plan record which uses the visual 3D language and may be accessed via World Wide Web pages. The paper formulates the assessments for the software described above and examines the possibility to create an application. The trial to prepare a web based service using the flash and shockwave technology is presented.
series eCAADe
email
last changed 2022/06/07 07:49

_id 2004
authors Hendricx, A.
year 2000
title A Core Object Model for Architectural Design
source Katholieke Universiteit Leuven
summary A core object model apt to describe architectural objects and their functionality is one of the keystones to an integrated digital design environment for architecture. The object model presented in this thesis is based on a conceptual framework for computer aided architectural design (CAAD) and aims to assist the architect designer right from the early stages in the design process. For its development the object-oriented analysis method MERODE (Model-based Existence-dependency Relationship Object-oriented Development) is used. After a survey on the role of computers in the architectural design process and on particular Product Modelling initiatives, the model is elaborated in two phases: the enterprise-modelling phase and the higher functionality-modelling phase. Actual design cases and test implementations help to establish the conceptual model and illustrate its concepts. The appendices provide a detailed description of both the object model and one of the case studies. The architect’s point of view and the specific nature of the architectural design process are the basic considerations, thus leading to a unique model that hopes to make a valuable contribution to the research area of integrated design environments.
series thesis:PhD
email
last changed 2003/02/12 22:37

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

_id 2004_318
id 2004_318
authors Ng, Edward
year 2004
title Optimise Urban Daylight Design Using Computational Simulations
doi https://doi.org/10.52842/conf.ecaade.2004.318
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 318-324
summary Urban design is about providing an infrastructure for its inhabitants. An important consideration of design is to provide natural outdoor conditions that are pleasant and conductive to human activities. A well designed outdoor urban environment will also make the design of individual buildings within it easier. There are many design parameters, for example: Development Density, Plot ratio, Site Coverage, Skyline, Building to Space Ratio, Permeability, Building Shapes and so on. This paper reports a study based on „skylines“ as a design parameter, and how it affects daylight and natural ventilation provisions and performance. Experiments are conducted with physical models in artificial sky, as well as using computational lighting simulations. The study establishes that by varying the skylines of the city, the overall daylight performances could be improved when compared to a city with a uniform skyline - given the same density. The message of the paper is that: through better understanding and design, high density cities could be planned and optimised without losing the development efficacy of the land.
keywords Daylight; Parametric Study; Urban Design; Density
series eCAADe
email
last changed 2022/06/07 07:58

_id 101caadria2004
id 101caadria2004
authors Tuzmen, A.
year 2004
title REQUIREMENTS-BASED METHDOLOGY FOR THE EVALUATION OF THE COMPUTER SUPPORTED COLLABORATION ENVIRONMENTS
doi https://doi.org/10.52842/conf.caadria.2004.019
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. 19-34
summary Literature consists of research identifying the benefits and pitfalls of the use of computer supported collaboration tools and environments to support collaborating design teams (Kvan, 1998; Maher et al, 2000). However, we don’t find enough information in literature about the methodology needed for evaluating the performance of a collaboration environment in meeting the needs and expectations of the collaborating design teams. There are no uniformly accepted methodologies or metrics for evaluating the performance of a design collaboration environment. This paper introduces a requirements-based methodology for evaluating the effectiveness of design collaboration environments. The requirements-based methodology was developed and implemented during a process which involved: a) the use of various synchronous and asynchronous collaboration environments, and b) comparison of those against each other each other by an evaluation methodology. The evaluation methodology proposed in this study is experimented during a course entitled Computer Supported Collaborative Design at the University of Sydney.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:58

_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 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 ascaad2004_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2004_209
id sigradi2004_209
authors Alexandre Cantini Rezende
year 2004
title Estudo sobre o cognitivismo e o hipertexto, e a disponibilização de material didático na internet [A Study on Cognitivism and Hypertext, and Pedagogical Material delivery over the Internet]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Internet has made the use of computer based teaching tools more popular then ever. Little attention has been paid to methods for providing schoolbooks in hypertext environment, though. The objective of this research was to develop propositions of methods and tools specifically for presenting textbook in interactive digital environments, paying attention to the characteristics and demands of contemporary youth and the characteristics and potentialities of hypertext systems, specially its associative quality, similar to those of the human mind. The theory on which this article is based is brought by David Ausubel.s cognitive pedagogy and its similarity to web systems, especially those which are hypertext based.
keywords Hypertext; Education; Cognition; Webdesign; Textbook
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_292
id sigradi2004_292
authors Aline Couri Fabião
year 2004
title Vilosidades espaciais - Ambientes imersivos e interativos em rede [Space Villosities - Immersive and Interactive Environments in Network]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary With the aim to explore the potential of creating spaces through the Internet, the research is based on Novak.s concepts . .Soundscapes. and .Navigable Music. . for a project that includes the production of a file sharing software (peer to peer) and chat that allows the sonorous and visual representation of the connected users, defining a virtual space, a fluid sonorous landscape, where it.s main constituent substance is the sound. An environment network with participative and collective sound and image being able to be visualized in full screen. This software is the experimental part of the MSc project (still in its initial phase) developed in the School of Communication of UFRJ, in the line of research Communication Technologies and Aesthetics.
keywords Soundscape; communication; net art; peer to peer; environment
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_143
id sigradi2004_143
authors Andrés Cavieres; Christian Beros; Maria Loreto Flores; Marcelo Quezada; Osvaldo Zorzano
year 2004
title Capacitación docente en tecnologías de información y comunicación hacia la conformación de redes colaborativas de trabajo/aprendizaje [Faculty Development in Information Technology and Communication Towards the Creation of Collaborative Working and Learning Networks]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The Academic Upgrade Program (.Capacitación Docente.) is been developed in the contexto of a MECESUP project (government funding assignments for education) at the FAU of Universidad de Chile. This program is about upgrading knowledge and user capabilities in Information and Communication Technologies (IT) of our academic team, in order to improve our pedagogical model, and to include these IT into the learning-teaching process for Architecture, Design and Geography. Considering that new technologies are part of the contemporary professional development and they are already included in high school in Chile, they should be part of the university academic environment as well, as an important tool and a link between generations, careers, and stages of education. Estimulating a cultural transformation process in the academic team, promoting transversal network thinking and to generate a base of knowledge in digital culture are our main objectives. This is our contribution to a new academic model, which we need in deed.
keywords Colaborative Learning, IT, Knowledge Management
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_e131c
id sigradi2006_e131c
authors Ataman, Osman
year 2006
title Toward New Wall Systems: Lighter, Stronger, Versatile
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 248-253
summary Recent developments in digital technologies and smart materials have created new opportunities and are suggesting significant changes in the way we design and build architecture. Traditionally, however, there has always been a gap between the new technologies and their applications into other areas. Even though, most technological innovations hold the promise to transform the building industry and the architecture within, and although, there have been some limited attempts in this area recently; to date architecture has failed to utilize the vast amount of accumulated technological knowledge and innovations to significantly transform the industry. Consequently, the applications of new technologies to architecture remain remote and inadequate. One of the main reasons of this problem is economical. Architecture is still seen and operated as a sub-service to the Construction industry and it does not seem to be feasible to apply recent innovations in Building Technology area. Another reason lies at the heart of architectural education. Architectural education does not follow technological innovations (Watson 1997), and that “design and technology issues are trivialized by their segregation from one another” (Fernandez 2004). The final reason is practicality and this one is partially related to the previous reasons. The history of architecture is full of visions for revolutionizing building technology, ideas that failed to achieve commercial practicality. Although, there have been some adaptations in this area recently, the improvements in architecture reflect only incremental progress, not the significant discoveries needed to transform the industry. However, architectural innovations and movements have often been generated by the advances of building materials, such as the impact of steel in the last and reinforced concrete in this century. There have been some scattered attempts of the creation of new materials and systems but currently they are mainly used for limited remote applications and mostly for aesthetic purposes. We believe a new architectural material class is needed which will merge digital and material technologies, embedded in architectural spaces and play a significant role in the way we use and experience architecture. As a principle element of architecture, technology has allowed for the wall to become an increasingly dynamic component of the built environment. The traditional connotations and objectives related to the wall are being redefined: static becomes fluid, opaque becomes transparent, barrier becomes filter and boundary becomes borderless. Combining smart materials, intelligent systems, engineering, and art can create a component that does not just support and define but significantly enhances the architectural space. This paper presents an ongoing research project about the development of new class of architectural wall system by incorporating distributed sensors and macroelectronics directly into the building environment. This type of composite, which is a representative example of an even broader class of smart architectural material, has the potential to change the design and function of an architectural structure or living environment. As of today, this kind of composite does not exist. Once completed, this will be the first technology on its own. We believe this study will lay the fundamental groundwork for a new paradigm in surface engineering that may be of considerable significance in architecture, building and construction industry, and materials science.
keywords Digital; Material; Wall; Electronics
series SIGRADI
email
last changed 2016/03/10 09:47

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

_id 411caadria2004
id 411caadria2004
authors Bauni Hamid
year 2004
title Visualizing Urban Resettlement Project in the Context of Community-Based Development
doi https://doi.org/10.52842/conf.caadria.2004.707
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. 707-716
summary This research was focused on visualizing new housing model and its customization based on people’s option as part of implementing community-based development principle. There are two significant research findings that are discussed in this paper that will be basis for developing a user-friendlier digital model as part of longterm research in visualizing whole resettlement process. The role of local person who is authorized to handle the model and to customize it to other inhabitants in the resettlement area is very essential in order to achieve the maximum versatility of the model. Another significant finding is potential of VRML model as information nodes for other digital modeling alternatives in an integrated information system for urban revitalization project.
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia04_000
id acadia04_000
authors Beesley, P., Cheng, N.Y.-W. and Williamson, R.S. (eds.)
year 2004
title FABRICATION: EXAMINING THE DIGITAL PRACTICE OF ARCHITECTURE
doi https://doi.org/10.52842/conf.acadia.2004
source 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 09696665-2-7] Cambridge (Ontario) 8-14 November, 2004.
summary We are presenting design ideas, technical innovation, and fabrication expertise that address crucial issues. Authors investigate how to effectively design and practice architecture with automated prototyping and manufacturing. We want to understand where this might lead, and how it might change the nature of architecture itself. We are just beginning to discover the opportunities to be found in integrating automated fabrication within the practice of architecture. At the same time, the new century has brought very mixed perspectives on confident Modern progress. A cautious scrutiny of 'innovation' is needed. Fabrication is an old word with the straightforward meaning, to make. The roots of the word lead to the origins of architecture. Making has been considered a virtue by ancient writers and modern politicians alike. Fabrication (and homo faber, 'one who makes') have served as fundamental terms that constitutions and contract laws have been built upon. Shaping and working with materials is at the core of Western civilization. However at a point in human history where nature is steadily being replaced by human artifice, the consequences of making are far from simple. Whether for good or ill, our new fabricated environment is transforming the world.
series ACADIA
type normal paper
last changed 2022/06/07 07:49

_id ascaad2004_paper9
id ascaad2004_paper9
authors Bennadji, A.; H. Ahriz, and P. Alastair
year 2004
title Computer Aided Sustainable Design
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary One of the most important aspects architects need to consider fairly early on is that of energy saving, cost, thermal comfort and the effect on the environment in terms of CO2 emissions. At present, during the early design stage of a building, different options are assessed using simple tools (tables, graphs and software) that contain a large number of assumptions the very nature of which can bias choice or possibly lead to an inappropriate solution. It can be argued that the only way to provide a rational assessment of options is to use calculation methods that represent in detail the physical processes involved; this usually involves the use of dynamic thermal models. Furthermore if this tool is also used during detailed design it would introduce a consistency that is normally absent from the analytical design process. Many designers are of the opinion that, because not all details are known, then such tools are not suitable for application at early stages in the design. This view can be challenged because, even at the concept stage, a great deal is known about a building. This paper aims to show that a general description of a building can be used to generate sufficient data to drive a valid analysis using a detailed thermal model at the early sketch stage of the design process. The paper describes the philosophy, methodology and the interface developed to achieve this aim. The interface guides the user through the input process using a series of screens giving options for keywords used to describe the building; comprehensive default data built into the software are then attached to these keywords. The resulting data file is a building description that is the best possible interpretation of the design intent. This can then be used to assess options and guide towards a final design.
series ASCAAD
email
last changed 2007/04/08 19:47

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