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 559

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
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. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2006_e034d
id sigradi2006_e034d
authors Ryan, Rachel and Donn, Michael
year 2006
title A 3D, interactive, multilayered, web-enabled model as a tool for multiple sets of end user groups: A case study and end user analysis
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 392-396
summary This research undertakes a case study involving focus groups of potential end users, to identify how a successful digital tool could be created using new and emerging technologies, to accommodate the multiple needs of these end users. 2005 saw the completion of a research paper, which proposed that a single, 3 dimensional digital model of a city forming a core for many different information systems, is a better approach to the needs of the city than many individual models optimised for each information system. The case for the single 3D model was evaluated through the research, development, delivery and analysis of a prototype 3 Dimensional model of Wellington City, New Zealand, presenting different ‘views’ of information in Wellington: a rendered visualisation in an animated “walkthrough”; the impact of planning constraints on daylight; interactive “plots” of property values. The development and delivery of the prototype model was analysed in regards to how complex, costly and time consuming it may be to exploit one base model for several purposes; and also therefore how beneficial, affordable and potentially successful a single model may be. The prototype model was created to test the idea, and therefore provided conclusions based on a limited feasibility analysis - with four potential information layers modelled and two potential delivery methods tested. The prototype model and user analysis results were presented in a research report that suggested further research and development of a single model could be very beneficial: Positive feedback from potential end users and data providers, and examples of potential data mining opportunities forming the basis of the need for continued research. 2006 sees the research continue as an 18 month research project in conjunction with an industry partner, Terralink International, (http://www.terralink.co.nz/). Terralink International Limited provides GIS and mapping solutions which according to their web site: “enable better business management.” The company maintains a national resource of “imagery, cartography, and spatial databases” and provides consultancy services linking these to company databases through GIS systems. The research investigates the potential for 3 dimensional, interactive, multilayered models to enhance delivery of information to multiple end user groups. The research method uses functional prototypes in end-user focus group workshops. These workshops, consisting of a combination of presentations, hands on interactive examples, group discussions, and individual feedback surveys, aim to establish how a tool might best be developed to communicate to a wide range of end users. The means of delivery whether a stand alone tool or web-based is a key element of the user group workshop assessment process. Note: The submission of the prototype tool (via video or interactive media) would greatly increase the effectiveness of the research presentation. Ability to include such media would be greatly appreciated.
keywords multilayered; 3D; end users; interactive; web-enabled
series SIGRADI
email
last changed 2016/03/10 09:59

_id caadria2005_b_4c_b
id caadria2005_b_4c_b
authors Chang, Ting-Yuan
year 2005
title Shift the Style: Supporting Product Design through Evolving Styles
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 240-245
doi https://doi.org/10.52842/conf.caadria.2005.240
summary How can we provide computational supports for product designers to actively utilize existing styles as driving force to achieve new designs? For a new style that can take the advantage from existing styles, we surveyed Case-Based Design and Case-Based Reasoning systems for product design and found discouraging results. We employ Learning Classifier Systems, a machine-learning paradigm, to perform automatic style classification. These classified styles are used to evolve new styles of designs.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 2005_399
id 2005_399
authors Johansson, Mikael and Roupé, Mattias
year 2005
title From CAD to VR – Implementations for Urban Planning and Building Design
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 399-405
doi https://doi.org/10.52842/conf.ecaade.2005.399
summary At present time, three-dimensional objects are often represented with 2D-data in urban planning and building design. In order to get all the involved parties to fully understand a certain project, this may not be enough. More and more projects therefore take use of the Virtual Reality (VR) technique as a complement to traditional 2D drawings and sketches. All the involved parties can then share a common frame of reference for all discussions regarding a certain project. Unfortunately, the technique is not yet adapted to fit the current building design process. In this paper, we present a solution for semi-automatic generation of a VR-model based on 3D CAD information and aerial photos obtained from the City Planning Authorities in Sweden. The data is imported to support real-time editing of terrain, roads and buildings. We also present a framework for importing 3D-models created in Autodesk Revit which enables a seamless integration of modern 3D CAD and VR-models. The features are implemented in a software developed at Chalmers Visualization studio (Gothenburg, Sweden) and technical details about terrain handling and speed-up techniques will be given.
keywords Virtual Reality; 3D City modeling; Urban planning; Terrain; Visualization
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2005_b_5a_b
id caadria2005_b_5a_b
authors De-Lun Huang, Shen-Guan Shih
year 2005
title A Case-Based Decision Support System for Housing Refurbishment
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 288-299
doi https://doi.org/10.52842/conf.caadria.2005.288x.r0c
summary Effective communication is a key for ensuring quality of housing refurbishment. This paper provides a framework of decision support system for housing refurbishment that helps designers better communicate with tenants who generally lack expert knowledge and can not express their needs clearly. The framework is constructed using Case-Based Reasoning (CBR) for retrieving past similar cases to meet the challenges and demands of the present refurbishment project at hand. With the help of the system, users can retrieve past cases that match the users’ requirements and revise them to meet current needs. It can also be used as design criteria for evaluating the final product to ensure its conformance with the initial planning. A test case is used to demonstrate the system’s suitability. The effectiveness of this system is supported by a post-experiment evaluation and interview with the tenant concerning his satisfaction on the refurbishment.
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2017_062
id caadria2017_062
authors Ji, Seung Yeul, Kim, Mi Kyoung and Jun, Han Jong
year 2017
title Campus Space Management Using a Mobile BIM-based Augmented Reality System
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. 105-114
doi https://doi.org/10.52842/conf.caadria.2017.105
summary In South Korea, the changing paradigm of family composition toward single-person households and nuclear families has caused the decrease in number of students, which has led to the need for change in the qualitative, rather than quantitative, management of spaces and facilities on university campuses. In particular, since 2005, the merging of universities have accelerated, which has brought up the need for a system that facilitates the management of integrated university systems. Accordingly, universities now require efficient system operation based on three-dimensional and data visualization, unlike the document-based management of facilities and spaces in the past. Users lack a sense of responsibility for public facilities, causing difficulties such as energy waste and frequent movement, as well as damage and theft of goods. This study aims to form an AR-based interface using the ANPR algorithm, a computer vision technique, and the position-based data of the GPS. It also aims to build a campus space management system to overcome the limitations of current systems and to effectively and systematically manage integrated building data. In addition, for module test verification, the prototype is applied to actual campus spaces, and additional demands for campus space management in the AR application are identified and organized.
keywords augmented reality; Campus space management; BIM; CAFM (computer-aided facilities management); user experience (UX)
series CAADRIA
email
last changed 2022/06/07 07:52

_id cf2005_1_35_162
id cf2005_1_35_162
authors PALMON Orit, OXMAN Rivka, SHAHAR Meir and WEISS Patrice L.
year 2005
title Virtual Environments in Design and Evaluation
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 145-154
summary One of the major challenges facing the professionals involved in the home modification process is to succeed in adapting the environments in a way that enables an optimal fit between the individual and the setting in which he or she operates. The challenge originates primarily from the fundamental characteristic of design - one can see and test the final result of home modifications only after they have been completed. The goal of this study was to address this problem by developing and evaluating an interactive living environments model, HabiTest, which will facilitate the planning, design and assessment of optimal home and work settings for people with physical disabilities. This paper describes the HabiTest tool, an interactive model that has been implemented via an immersive virtual reality system which displays three-dimensional renderings of specific environments, and which responds to user-driven manipulations such as navigation within the environment and alteration of its design. Initial results of a usability evaluation of this interactive environment by users are described.
keywords accessibility, environmental-modifications, 3D simulation, barrier-free design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id cf2005_1_91_156
id cf2005_1_91_156
authors PLUME Jim and MITCHELL John
year 2005
title A Multi-Disciplinary Design Studio using a Shared IFC Building Model
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 445-454
summary This paper reports on a multi-disciplinary building design studio where a shared IFC (Industry Foundation Classes) building model was employed to support a collaborative design process in a studio-teaching environment. This project began with the premise that the efforts over the past decade of the International Alliance for Interoperability (IAI) to develop a genuinely operational building model schema has resulted in a mature technology that is now ready to be applied. This design studio experience sought to test that premise. The paper discusses the background to the idea of design collaboration based on a shared building model, placing this current work within that context. We look at both the nature of design decision-making, as well as the process opportunities afforded by close multi-disciplinary collaboration and rapid feedback from design analysis. Although the work was undertaken in a teaching context, the paper does not discuss the pedagogical issue, but rather concentrates on the operational issues that are encountered when working with a shared building model during a design process. The paper concludes with a statement of the lessons learnt and strategies to be adopted in future projects of this nature.
keywords collaborative design, industry foundation classes, shared building model, building information modelling, design studio
series CAAD Futures
email
last changed 2006/11/07 07:27

_id a2b4
id a2b4
authors Rafi A, Khairul A, Samad A, Maizatul H, Mazlan M
year 2005
title Improving spatial ability using a Web-based Virtual Environment (WbVE)
source Automation in Construction
summary Spatial ability is one of the cognitive means used in problem solving activities particularly when manipulating and processing visuo-spatial information. With the increasing use of network communication, conventional teaching and learning has shifted towards the development of network environments, online learning, real-time interaction and high quality multi-user collaboration. This paper presents our experiment using a Web-based Virtual Environment (WbVE) that has improved a group of pre-service teachers' spatial ability understanding for teaching Engineering Drawing for secondary school subjects. The experiment is carried out in Universiti Pendidikan Sultan Idris (UPSI) comprising of 98 pre-service teachers taking the Computer Aided-Design (CAD) course. Selected subjects were pre-tested at the beginning of the semester with spatial tests focusing on mental rotation and spatial visualization to provide the baseline measurement. A desktop WbVE, which was employed and tested in the CAD laboratories to improve their spatial ability for five weeks of instructional treatment, will be demonstrated. Post-testing of spatial tests revealed significantly the overall spatial ability improvements as measured by the test scores. This paper concludes with a discussion on the impact of WbVE spatial learning that will be used as a precedent in the development of the VE teaching and learning prototypes for secondary school in Malaysia.
keywords Web-based virtual environment; engineering drawing; spatial learning
series journal paper
type normal paper
email
more http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6V20-4F9F8J7-1&_user=152310&_coverDate=12%2F31%2F2005&_alid=457968480&_rdoc=1&_fmt=summary&_orig=search&_cdi=5688&_sort=d&_docanchor=&view=c&_acct=C000012578&_version=1&_urlVersion=0&_userid=152310&md5=018e8748a940a11496dcbc2e65832452
last changed 2006/09/29 03:22

_id cf2005_2_52_159
id cf2005_2_52_159
authors SHIH Naai-Jung and WU Ming-Chang
year 2005
title A 3D Point-cloud-based Verification of As-built Construction Progress
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 193-202
summary Point clouds were overlapped to reveal differences between two working days. The same type of comparison was made between 2003.2.11 and 2003.12.11. Comparisons between the original schedule and real schedule (the catch-up schedule) were also made. The overlapping test provides one of the most comprehensive checking methods of the as-built progress in a digital format. Examples show that the overlapping comparisons help identify the addition and removal of objects scanned from 50 meters away. The geometric information is feasible for construction inspection and records. Limitations and benefits of overlapping are discussed.
keywords 3D scan, construction technology, schedule
series CAAD Futures
email
last changed 2005/05/05 07:06

_id 791f
id 791f
authors Stellingwerff, M. C.
year 2005
title VIRTUAL CONTEXT - INVESTIGATING THE CHARACTERISTICS AND OPPORTUNITIES OF DIGITAL VISUALISATION MEDIA FOR SITUATED APPROACHES TO ARCHITECTURAL DESIGN IN AN URBAN ENVIRONMENT
source Delft University Press
summary This research initiative addresses the issue of Design in relation to Virtual Context.

Central to this study are the innovative potentials and instrumental opportunities of computer based media techniques, capable of generating interactive models and changing perspectives for the benefit of urban and architectural design.

The ambition was to not only make a contribution to the existing body of knowledge concerning digital technologies and their applications, but explore theoretical conditions which might help define and stimulate further study.

From the outset, the focus was on furthering the opportunities for computer based representation media in creative design. On the basis of a series of explorative studies the subject of this research was targeted: the issue of Design in Context, or more specifically: Design(ing) in a Virtual Context.

During the process there was a marked shift in the conception of the subject from – more or less immersive – VR technologies in the direction of approaches which might be expected to become readily available in practice and education and could be effective in actual design processes. This insight also brought about a shift in emphasis from realism per-se towards creating a sense of situatedness.

The design representation system which was developed was intended to not just allow for one type of model view, but to afford an array of different views, from which the designer would be able to choose freely, depending on the phase and focus of design as well as personal preferences. A series of interface prototypes and support tools were developed especially and successively tested experimentally. 

For the intended final design driven experimental study, different virtual context models were considered. Eventually, an integral –  purely fictitious – design ‘environment’ was constructed in the computer, so that the workings of the proposed system and its components would be tested systematically.

A conscious choice was made for an in depth study, on a relatively modest scale, which would a certain amount of mutual involvement between designer and researcher, to confront the participants with the finer aspects of the proposed system in a relatively short time and to gather detailed data. A half dozen design professionals were invited to participate in a closely monitored experimental exercise.

The results of this study therefore do not offer straightforward, indisputable facts, to be considered representative for the design community as a whole, but indicate that the working methods of the individual designers – when discovering aspects of the site, developing and presenting proposals and reflecting on the qualities of represented designs – tend to vary considerably. For this reason the interactive representation system proved to be of value. Participants could express different view preferences, with more or less realistic image modes being used in different phases of their design developments, with varying experiences of situatedness. Some of the design professionals participants were very appreciative of the system’s opportunities, others tended to be more ‘set in their ways’.

The results of this experimental study indicate that there may particularly be opportunities for interface applications which are able to function interactively, offering individual designers –  as well as others involved in evaluating design proposals – a variety of tools with which to approach specific design artefacts in their changing contexts. Virtual models can play not only an important role as a ‘reminder’ for the designer but also to other parties playing an active role in the design and implementation processes. Interactive environment models are not only promising as exploration tools for existing sites, but could be valuable to test the impact of a design on its location. This could be especially interesting if the site is difficult or impossible to visit or as yet a virtual construction. In addition such an approach might be beneficial for objective comparison and evaluation of design proposals in competitions and in education as well as in on-line collaborative design projects where the context is still in the process of being developed.  

series thesis:PhD
type normal paper
email
more http://www.bk.tudelft.nl/users/stelling/internet/
last changed 2005/03/02 22:40

_id caadria2005_a_1b_e
id caadria2005_a_1b_e
authors Steve Kuan, Thomas Kvan
year 2005
title Supporting Objects in voxel-based design environments
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 105-113
doi https://doi.org/10.52842/conf.caadria.2005.105
summary Inspired from the idea of using voxels in the conceptual stages of architectural design, a synchronous collaborative design system, CoBlocks, was developed. This paper raises the problem that simply adopting the voxel representations would take voxels as graphic primitives and offer design operations at the voxel level. We introduce the object descriptor to group voxels to form higher-level semantic elements. A test of its efficacy is reported in this paper. The results indicate that the objects facilitated more discussions on high-level design issues and supported more effective design operations. This suggests designers can benefits from the use of objects in voxel-based design environments.
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia20_114p
id acadia20_114p
authors Zivkovic, Sasa; Havener, Brian; Battaglia, Christopher
year 2020
title Log Knot
source ACADIA 2020: Distributed Proximities / Volume II: Projects [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95253-6]. Online and Global. 24-30 October 2020. edited by M. Yablonina, A. Marcus, S. Doyle, M. del Campo, V. Ago, B. Slocum. 114-119.
summary Log Knot, developed by the Robotic Construction Laboratory (RCL) at Cornell University, is a robotically fabricated architectural installation that establishes a method for variable compound timber curvature creation utilizing both regular and irregular roundwood geometries. Moreover, the project develops methods for minimal formwork assembly and moment force optimization of customized mortise and tenon joints. Following the logic of a figure-8 knot, the project consists of an infinite loop of roundwood, curving three-dimensionally along its length. There are a variety of techniques to generate single curvature in wood structures – such as steam bending (Wright et al., 2013) or glue lamination (Issa and Kmeid, 2005) – but only a few techniques to generate complex curvature from raw material within a single wooden structural element exist. To construct complex curvature, the research team developed a simple method that can easily be replicated. First, the log is compartmentalized, establishing a series of discrete parts. Second, the parts are reconfigured into a complex curvature “whole” by carefully manipulating the assembly angles and joints between the logs. Timber components reconfigured in such a manner can either follow planar curvature profiles or spatial compound curvature profiles. Based on knowledge gained from the initial joinery tests, the research team developed a custom tri-fold mortise and tenon joint, which is self-supportive during assembly and able to resist bending in multiple directions. Using the tri-fold mortise and tenon joint, a number of full-scale prototypes were created to test the structural capacity of the overall assembly. Various structural optimization protocols are deployed in the Log Knot project. While the global knot form is derived from spatial considerations – albeit within the structurally sound framework of a closed-loop knot structure – the project is structurally optimized at a local level, closely calibrating structural cross-sections, joinery details, and joint rotation in relation to prevailing load conditions.
series ACADIA
type project
email
last changed 2021/10/26 08:03

_id ijac20053303
id ijac20053303
authors Alvarado, Rodrigo Garcia; Castillo, Gino Alvarez; Marquez, Juan Carlos Parra; Mayorga, Sergio Navarro
year 2005
title Filmic Development of Architectural Animations
source International Journal of Architectural Computing vol. 3 - no. 3, 299-316
summary This paper proposes a general method to make animated presentations of architectural designs, based on cinematographic techniques. Particularly, it reviews theoretical documenttion about filmmaking as well as several productions that exhibit remarkable locations. The proposed method first comprises of a planning stage, with the narrative and graphic formulation of the presentation. Next is an elaboration or adjustment stage for the digital modelling of the design, and finally, there is an animation production and editing stage. Likewise, the research sets up a computer implementation of some activities and characteristics, and experiments in the programming of camera movements for architectural animations. In general, this work suggests focusing on the communication of the qualitative features of the design, instead of the elaboration of the digital model, and on emphasizing the visual diversity, graphic style and narrative construction of the presentation.
series journal
more http://www.ingentaconnect.com/search/expand?pub=infobike://mscp/ijac/2005/00000003/00000003/art00004
last changed 2007/03/04 07:08

_id ascaad2006_paper25
id ascaad2006_paper25
authors Artopoulos, Giorgos; Stanislav Roudavski and Francois Penz
year 2006
title Adaptive Generative Patterns: design and construction of Prague Biennale pavilion
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This paper describes an experimental practice-based research project that considered design process, implementation and construction of a pavilion built to be part of the Performative Space section of the International Biennale of Contemporary Art, Prague 2005. The project was conceptualized as a time-bound performative situation with a parasite-like relationship to its host environment. Its design has emerged through an innovative iterative process that utilized digital simulative and procedural techniques and was formed in response to place-specific behavioral challenges. This paper presents the project as an in-depth case-study of digital methods in design, mass customization and unified methods of production. In particular, it considers the use of Voronoi patterns for production of structural elements providing detail on programming and construction techniques in relationship to design aspirations and practical constraints.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2005_557
id 2005_557
authors Barelkowski, Robert
year 2005
title Web-based Social Participation in the Process of Town Planning
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 557-564
doi https://doi.org/10.52842/conf.ecaade.2005.557
summary The paper discusses the principles of using internet nested “Citizen” system that composes the platform to exchange information between different participants of planning procedure. As a part of P.R.S. method instrumentation, “Citizen” allows multidirectional interaction of planners, authorities and users of space. The paper shows various aspects of system structure, pointing out the most significant application abilities, the role different contents of the system play and services they provide to participants. The article summarizes the results of application, discusses the impact, web-based social participation has on efficiency of planning procedure, elimination of conflicts and understanding of planning problematics.
keywords Web-Based Planning Support, Programming Implementations for TownPlanning, User Participation
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2005_b_4a_c
id caadria2005_b_4a_c
authors Halil I. Erhan, Ulrich Flemming
year 2005
title User-System Interaction Design for Requirements Modeling
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 160-170
doi https://doi.org/10.52842/conf.caadria.2005.160
summary RaBBiT (Requirements Building for Building Types) provides computational support for architectural programming or requirements modeling in building design. A highly interactive graphical user interface (GUI) allows users to adapt RaBBiT to various programming styles and terminologies. Since users are not expected to have any prior computer programming experience, the design of RaBBiT’s GUI posed particular challenges, which we attempted to meet through a direct-manipulation interface based on the model-world metaphor.
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2005_2_36_65
id cf2005_2_36_65
authors LIAO Kai and HAN Chia Y.
year 2005
title Collective Pavilions: A Generative Architectural Modelling for Traditional Chinese Pagoda
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 129-138
summary This paper investigates generative architectural modelling for traditional Chinese architecture and aims to explore and extend the potential of adaptive computing for architectural design methods. The design manners analysis of traditional pagodas architectures is made in a holistic view and under historical perspective. We propose a descriptive model and generative system for the design of traditional Chinese pagodas, by which each pagoda is defined as a collection of style-matched and form-coordinated pavilions and described by both topological graphs and variant geometrical units. Our approach models both of the building geometry and space organization/spatial patterns of pagodas separately. The generative mechanism consists of a framework of grammar-based design and parametric, recursive shape computation. Accordingly, the generative algorithm is also made of two levels, the topology of spatial patterns and the shape geometrical parameters that characterize pavilion variations. The algorithm for computing the former is based on GP (Genetic Programming) and the latter GA (Genetic Algorithms). To explore the collective behaviour of a group of pavilions, multi-agent modelling approach is incorporated in composition patterns search. A prototype system, 'glPagoda', using the OpenGL graphics library for rendering and visualization, has been developed and implemented on PC windows platform.
keywords pagoda, grammar-based design, multi-agent modelling, generative design system
series CAAD Futures
email
last changed 2005/05/05 07:06

_id 2005_507
id 2005_507
authors Romăo, Luis
year 2005
title Can a Computer Implementation Based on Set Grammars Allow Emergent Shapes?
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 507-514
doi https://doi.org/10.52842/conf.ecaade.2005.507
summary In a previous paper, (Romăo 2005) it was shown that a designer could create his own rules and combine them for application in a deterministic way using a computational device based on Set Grammars called SGtools. Using this device, the designer can assess the results in a visual manner and then change the rules without any knowledge of a programming language. This work examines whether SGtools can deal with emergence by coupling the representational abilities of Set Grammars with the search power of hybrid algorithm inspired on Genetic and Taboo search algorithms. The use of this search algorithm enhances the ability of the designer to explore solutions in practical time thereby enabling him/her to find unexpected, emergent solutions.
keywords Shape Grammars, Generative Design; Prediction and Evaluation
series eCAADe
email
last changed 2022/06/07 07:56

_id 2005_017
id 2005_017
authors Rüdenauer, Kai
year 2005
title Web Based Configuration and CNC Production
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 17-25
doi https://doi.org/10.52842/conf.ecaade.2005.017
summary The ESG_Pav project demonstrates the advantages of computer aided design, collaboration, and production technologies. The parti-concept for this project was the design and programming of a parametrically driven architecture that could be designed by “users” of a web based configurator. The underlying technology relies on a logical and parametric geometry structure which was developed, programmed and implemented by the postgraduate students of the CAADNDS study program. The pavilion has since been the instigation of a number of projects that use this concept of the ‘digital production chain’. This methodology is conceived for every stage of the work; from the design to the production of architecture, and still allows for the creation of highly individualized solutions within the mind-set of mass-production methods.
keywords Mass Customization, Design Collaboration
series eCAADe
email
last changed 2022/06/07 07:56

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