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 540

_id 2005_547
id 2005_547
authors Elger, Dietrich and Russell, Peter
year 2005
title Crisis? What Crisis?
doi https://doi.org/10.52842/conf.ecaade.2005.547
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 547-556
summary The paper describes the current situation concerning career opportunities in the field of architecture in developed western countries. Several aspects that are almost universal mark this situation. Firstly, there are too many architects chasing traditional work in competition with structural (civil) engineers. This is not surprising in consideration of the fact, that the architectural education industry produces far too many new architects for the economy to absorb. In Germany, the number is almost three times too many. Secondly, the needs of the building industry have changed over the past twenty years so that the skills that architects want to offer are not necessarily those that are sought. Lastly, the constant specialisation of work has continued unabated. Architects, as generalists, have idly watched their areas of expertise be usurped from neighbouring fields like civil and structural engineering The reasons for this crisis are manifold. In the schools of architecture, the discussions often deal with form or formal arguments, which, in fact, have little or no relevance to the building industry. This position was tenable so long as the clients were willing to accept formal arguments in order to receive buildings of high quality or current social relevance (i.e. current architectural fashion). With the dual aspects of globalisation and a shift to maintaining building stocks rather than producing new buildings, the tolerance for “architectural” discussions has been reduced even further. Indeed, the monetary pressures overwhelm almost all other aspects, including so-called green issues. What is more, most of the monetary issues are time based. Time represents, perhaps, the largest pressure in any current planning project. The clients expect expedient, accurate and inexpensive solutions. If architects are not able to produce these, the clients will (and do) go elsewhere. The authors argue that there remain serious problems to be solved for architects and the metier in general. Ever cheaper, ever faster and ever encompassing information technologies offer the architectural community a chance to turn recent trends on their head. By using information technologies to their full potential, architects can reassert themselves as the coordinators of building information and processes. Simply put, this means less photorealistic rendering and more databases, which may be unappealing for those architects who have positioned themselves as “designers” and are able to talk long on form, but short on cost or logistics. Nonetheless, the situation is not lost, so long as architects are able to recognise what is desired from the point of view of the client and what is desired from the point of view of the architect. It is not a question of one or the other. Architects must be able to offer innovative design solutions that not only address the fiscal, legal and programmatic constraints, but also push the boundaries at to the position of architecture in the community at large. For educators, it must be made clear that the real potential architects possess is their encompassing knowledge of the building process including their expertise concerning questions of architectural form, function, history and art. Precisely while they are generalists are architects invaluable in a sea of specialists. The biggest hurdle to asserting this in the past has been the control of the vast amounts of information. This is no longer a problem and also no longer an excuse. In the education of architects, it must be made clear that their role dictates sovereignty over architectural information. Architectural Information Management is a necessary skill alongside the more traditional architectural skills. A brief outlook as to how this might come about is detailed in the paper. The authors propose didactic steps to achieve this. Primarily, the education of computer supported planning should not simply end with a series of lectures or seminars, but culminate in integrated Design Studios (which including Design-Build scenarios).
keywords Architectural Information Mangement, Computer Supported Design Studios, CSCW
series eCAADe
email
last changed 2022/06/07 07:55

_id 2005_415
id 2005_415
authors Tramontano, Marcelo and Mônaco dos Santos, Denise
year 2005
title Online_communities
doi https://doi.org/10.52842/conf.ecaade.2005.415
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 415-423
summary Research on contemporary habitation spaces is directly related to the study of the relationship between new media and everyday life. This paper presents ongoing in-depth research which intends to discuss these relationships in different ways on a conceptual basis. A collaborative multi-users interface is being specially designed, supported by different kinds of electronic equipment. Furthermore, the project’s objective is to analyze how these information and communication technologies are to be used, as well as their impact on poor communities. As a hypothesis, our intention is to verify if the access to information will be able to broaden social interactions and improve new services which have been set up, in order to guarantee a better quality of life. Beyond being a conceptual approach, the study intends to present and examine facts obtained from intervening in a poor district in São Paulo city, Brazil. Using an existing public telecenter as an access provider to the internet, individual TV-connected set-top boxes in 220 apartments in a local social housing complex are being installed, enabling users to communicate through a collaborative multiusers digital interface. Adding a virtual instance to a geographically-based community, the aim of the project is to provide new possibilities to improve dialogue and debates, to encourage more income and cultural activities. It also intends to evaluate the effects of the technological mediation of social relationships, both inside and outside the community, as well as within the physical urban space such as in the dwellings. The results of this study will be useful in defining public policies to be implemented by the Sao Paulo Local Government. The work is being sponsored by FAPESP, which is the Sao Paulo State Funding Agencie, but also by public institutions, private partners and universities. Researchers involved belong to complementary fields such as architecture, urbanism, computer sciences, social sciences, psychology and electronic engineering.
keywords Virtual Communities, Collaborative Networks, Digital Inclusion
series eCAADe
email
last changed 2022/06/07 07:57

_id 2005_581
id 2005_581
authors Wender, Katrin, Willenbacher, Heiko, Hübler, Reinhard and Donath, Dirk
year 2005
title A Modular Navigation Layer for Information Retrieval in the Building Life Cycle
doi https://doi.org/10.52842/conf.ecaade.2005.581
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 581-588
summary One cause for the mostly inconsistent and incomplete transfer of data within the building life-cycle is the insular nature of currently available software solutions for building planning / facility management. An IT-supported integrative platform could ensure the integration not only of all planning participants and their respective tasks but also all phases of the building life-cycle. A platform of this kind must provide flexibility on several levels: modelling / administration, model integration and of course data navigation and information retrieval. Because of the uniqueness and long lifetime of buildings it is impossible to develop a comprehensive and generically applicable building model as well as information requirements occurring during the life-cycle cannot be precisely defined in advance. A basic feature of the proposed approach is the ability to modify the building model (i.e. data structure) at run-time of the system. As a fundamental requirement the navigation layer of the integrative platform must support a variety of search strategies and be open for the integration of new modules. We describe an approach for an integrated platform for information retrieval across the entire life cycle of a building using a digital building model as a basis. The system architecture developed for the data and integration layers is described and problems associated with information provision for supporting decisions are examined. Based on the demands identified, an approach for a navigation and online search layer is formulated.
keywords Information Retrieval: Building Life Cycle, Building Model, Planning Process, Decision Process
series eCAADe
email
last changed 2022/06/07 07:57

_id sigradi2005_000
id sigradi2005_000
authors Angulo, Antonieta and Vásquez de Velasco, Guillermo (eds.)
year 2005
title SiGradi2005: Vision and Visualization
source Proceedings of the 9th Iberoamerican Congress of Digital Graphics Graphics / ISBN 978-1-59975-306-5] Lima (Perú) 21-23 november 2005, 826 p.
summary Paradoxically, one of the most difficult but enjoyable things we do is to imagine. To open the eyes of our mind and see what no one else can see. We see images of things that are yet to be and through the same skill we devise ways in which to make them happen. We design the future in the form of environments, graphics, products, films, and a growing range of new media. Our ability to develop a vision and to visualize it is a gift that we are called to cultivate and put to good use. We have been privileged with a great responsibility. In the process of developing a vision and communicating that vision to others, we “visualize”. Visualization can be a very private experience in which we are alone with mental images that help us shape our vision. In other instances visualization can be a component of mass communication. Visualization can be a means or can be an end. It can be a small architectural sketch on a paper napkin or a mega-graphic covering a high-rise building, an airplane or a ship. In every case, the relationship between vision and visualization is a mutually supportive articulation of what our eyes and our minds can see. Our vision of the role of computers in the art and science of visualization is in constant development. Computer visualization can support an intimate dialog between a designer and his/her vision. It can translate and communicate that vision to a larger audience and in the hands of a new-media artist it can actually constitute his/her vision. The 9th Annual Conference of SIGraDI (Ibero American Society for Computer Graphics) will explore our collective vision on the future of digital visualization and digital media in Environmental Design, Product Design, Graphic Design, Cinematography, New Media, and Art. Authors are invited to share their research work with a focus on how it contributes to shape a collective understanding of the past, awareness of the present, and vision of the future in our multiple disciplines.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2005_219
id sigradi2005_219
authors Carmena, Sonia; Diana Rodríguez Barros, Alfredo Stipech, Martin Groisman
year 2005
title 4D /5D space: construction processes
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 219-224
summary It is presented a development of an exploratory experience about a hyper medial 4D and 5D space design workshop. The concept of 4D /5D space refers to a new representation order of the digital media that inserts space-time variables, where the subject’s action articulates the space. Directed by a group of professors, it was focused from different disciplines, and destined to a heterogeneous group of students. The work methodology recognizes and links the cyberspace, heterogenesis and morphogenesis concepts. As implications, it is observed the mutation of digital image-form creation, production, storage, interchange, interaction and social use, next to languages hybridation and representation systems. As conclusions, it is considered that the digital image-form is a random event, a result of an interrupted but not closed process where the creation vectors, procedures, direction variables and the subject prefiguration are the outstanding characteristics. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:48

_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 1375
id 1375
authors Coyne, Richard
year 2005
title Cornucopia Limited: Design and Dissent on the Internet
source MIT Press: Cambridge, Mass
summary The Internet provides a remarkable demonstration of the persistence of the gift in contemporary commerce. Net enthusiasts seem prepared to donate much to the common good. This generous spirit ought to strike resonances with the culture of design, which generally promotes a creative ethos of generosity, conspicuous display, and exuberance. But the cornucopia of the gift economy is offset by net culture's recent leanings towards consumerism. This book challenges the supposed gift society of the Internet, and supplants the gift by a more compelling metaphor, enjoyed in certain quarters of contemporary design, that of theft, rule breaking, and transgression. The relationship between design thinking and the network economy is characterized by the reckless spirit of the trickster, the crosser of boundaries, and the malingerer in the hybrid and uncertain condition of the threshold. The book thus presents a designer's view of the network economy, drawing on insights from design theorists, economists, philosophers and cultural theorists. It provides valuable insights for theorists of human-computer interaction, architects, designers, and those interested in registering the source and direction of the impulse to create, innovate, and design.

The book examines five metaphors: household, machine, game, gift and threshold. Economic theory is grounded in the household. The romantics and Marx claimed that labor is dominated by the rampant machinery of capitalism. The computer game represents a potent exemplar of new media economics. The gift is presented as precursor to commercial exchange. Coyne subjects each metaphor to scrutiny in terms of how it deals with the threshold, in other words as it is dissected by the cynic or manipulated by the trickster, and other liminal dwellers in the network economy.

'What’s shaping the culture of the Internet? This turns out to be a surprisingly tricky question, one that Richard Coyne explores with verve and erudition.' --Albert Borgmann, author of Holding On to Reality

keywords design computing digital media economics threshold trickster e-commerce
series book
type normal paper
email
last changed 2006/05/27 18:21

_id 2005_000
id 2005_000
authors Duarte, José Pinto, Ducla-Soares, Gonçalo and Sampaio, A. Zita (Eds.)
year 2005
title Digital Design: The Quest for New Paradigms
doi https://doi.org/10.52842/conf.ecaade.2005
source 23nd eCAADe Conference Proceedings [ISBN 0-9541183-3-2], Lisbon (Portugal) 21-24 September 2005, 880 p.
summary As the field of computer-aided design evolved over the last thirty years or so, it has witnessed five changes of emphasis in research direction. In the first stage, the use of computers in architecture focused on the development of Computer Aided Design (CAD), that is, systems that simulated the use of drafting tools, and research was mainly concerned with the satisfaction of designers' ergonomic needs. In the second stage, there were efforts to use computer tools in non-graphical aspects of designing, such as the use of Data Base Management Systems (DBMS) in the quantity survey of buildings. The concern was to satisfy the cognitive needs of designers by focusing on the way information and knowledge were perceived, acquired, stored, and processed. In the third stage, the focus shifted to the development of realistic models of buildings to permit the assessment of design proposals. In the fourth stage, the focus was on studies concerned with the encoding of architectural knowledge into design tools (KBMS), and the discussion was whether to go towards design automation or design supporting tools. In the fifth stage, with the advent of the Internet and the development of communication tools, research became focused on the collaborative and social aspects of design activity. In recent years, research also became concerned with the exploration of the physical implications of digital media in the production of artefacts. Today, there is a vast range of research interests and approaches, but the quest for new, unifying paradigms continues.
series eCAADe
type normal paper
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id ascaad2012_003
id ascaad2012_003
authors Elseragy, Ahmed
year 2012
title Creative Design Between Representation and Simulation
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 11-12
summary Milestone figures of architecture all have their different views on what comes first, form or function. They also vary in their definitions of creativity. Apparently, creativity is very strongly related to ideas and how they can be generated. It is also correlated with the process of thinking and developing. Creative products, whether architectural or otherwise, and whether tangible or intangible, are originated from ‘good ideas’ (Elnokaly, Elseragy and Alsaadani, 2008). On one hand, not any idea, or any good idea, can be considered creative but, on the other hand, any creative result can be traced back to a good idea that initiated it in the beginning (Goldschmit and Tatsa, 2005). Creativity in literature, music and other forms of art is immeasurable and unbounded by constraints of physical reality. Musicians, painters and sculptors do not create within tight restrictions. They create what becomes their own mind’s intellectual property, and viewers or listeners are free to interpret these creations from whichever angle they choose. However, this is not the case with architects, whose creations and creative products are always bound with different physical constraints that may be related to the building location, social and cultural values related to the context, environmental performance and energy efficiency, and many more (Elnokaly, Elseragy and Alsaadani, 2008). Remarkably, over the last three decades computers have dominated in almost all areas of design, taking over the burden of repetitive tasks so that the designers and students can focus on the act of creation. Computer aided design has been used for a long time as a tool of drafting, however in this last decade this tool of representation is being replaced by simulation in different areas such as simulation of form, function and environment. Thus, the crafting of objects is moving towards the generation of forms and integrated systems through designer-authored computational processes. The emergence and adoption of computational technologies has significantly changed design and design education beyond the replacement of drawing boards with computers or pens and paper with computer-aided design (CAD) computer-aided engineering (CAE) applications. This paper highlights the influence of the evolving transformation from Computer Aided Design (CAD) to Computational Design (CD) and how this presents a profound shift in creative design thinking and education. Computational-based design and simulation represent new tools that encourage designers and artists to continue progression of novel modes of design thinking and creativity for the 21st century designers. Today computational design calls for new ideas that will transcend conventional boundaries and support creative insights through design and into design. However, it is still believed that in architecture education one should not replace the design process and creative thinking at early stages by software tools that shape both process and final product which may become a limitation for creative designs to adapt to the decisions and metaphors chosen by the simulation tool. This paper explores the development of Computer Aided Design (CAD) to Computational Design (CD) Tools and their impact on contemporary design education and creative design.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_003.pdf
last changed 2012/05/15 20:46

_id sigradi2205_725
id sigradi2205_725
authors Haque, Mohammed E.
year 2005
title DESKTOP VIRTUAL ENVIRONMENTS IN CONSTRUCTION EDUCATION
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 725-730
summary In construction science, classroom oriented education remains the preferred mode of teaching. Alternative methods such as field trips, use of 3D drawings, and physical models often supplement and enhance the understanding of students. In addition to the risks involved with field trips, designated sites may not be at the particular stage of construction during the academic semester, or the construction sequence may not be fast enough to demonstrate the multiple facets during field visits. Considerable pedagogical advantages can be achieved by the integration of IT and visualization tools in teaching construction engineering/technology. The objective of this research was to develop a desktop virtual environment using 3D, animations, virtual reality and walkthrough of construction processes of steel, concrete, and lightwood structures. These visualization techniques can be valuable aids not only in teaching in the classroom but also an effective self-directed tool for open learning via the web.
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:53

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id b086
id b086
authors Hofmeyer, Herm
year 1995
title UNTERSUCHUNG DER PARAMETEREMPFINDLICHKEIT BEI PROBLEMEN DER STRUKTUROPTIMIERUNG
source Universität Stuttgart, Institut für Baustatik, Prof. Dr.-Ing. E. Ramm, Stuttgart, Germany
summary Besides the development of benchmarks for structural optimization, this report shows that optimization techniques can be used not only for changing structural elements, but also for changing structural topology and thus potentially whole building designs. This is relevant for computer aided structural design in general and for interaction of spatial and structural design as presented by the author at eCAADe 2005.
keywords structural optimization; form-finding; structural topology
series report
type normal paper
email
last changed 2006/04/21 07:58

_id sigradi2005_042
id sigradi2005_042
authors Jiménez López, Mary Ruth
year 2005
title Diffusion of research & development (RD) results with the help of new information and communication technologies (NICT)
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 42-47
summary This work has the objective to post some discussions about the usage of media and communication technologies with respect to dissemination, diffusion and commercialization of RD products. With the help of a documented analysis, a system is proposed for the research and diffusion of the products generated by IDEC, to allow these products transfer, commercialization and appropriation on the part of users, in order to improve the conditions of habitability, quality of life and sustainability applicable to the construction techniques of the users own houses. Part of the concept is that the NICT are not good per se, but because of their potential to create powerful institutional, economic and social networks. Within this context, this work presents the advances achieved so far with respect to: 1. Analysis of production and information processes used for the diffusion of researches and development; 2. Current importance and limitations of intelligent systems of information diffusion; 3. Its application. " [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:53

_id sigradi2005_333
id sigradi2005_333
authors Koutamanis, Alexander
year 2005
title Group design evaluation
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 333-337
summary Architectural visualization refers not only to the bulk of documents produced in the externalization of design representations but also to a major component of design communication and decision-taking. The paper focuses on the use of visualization in group design processes, i.e. processes typically involving the issues of common authorship, multi-actor design and intensive interaction between different aspects. It proposes that effective group design visualization requires hybrid environments that combine digital and analogue media in unobtrusive and efficient support structures. Registration of design information in group visualization refers primarily to two complementary dimensions: the syntagmatic (the sequence of actions that produce an image) and the paradigmatic (the collection of graphic primitives in the image). Recording syntagmatic information (i.e. who drew what and when) is essential for disentangling the usually dense results of group visualization and for distinguishing between actors, aspects and alternatives.
series SIGRADI
email
last changed 2016/03/10 09:54

_id cdc2008_243
id cdc2008_243
authors Loukissas, Yanni
year 2008
title Keepers of the Geometry: Architects in a Culture of Simulation
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 243-244
summary “Why do we have to change? We’ve been building buildings for years without CATIA?” Roger Norfleet, a practicing architect in his thirties poses this question to Tim Quix, a generation older and an expert in CATIA, a computer-aided design tool developed by Dassault Systemes in the early 1980’s for use by aerospace engineers. It is 2005 and CATIA has just come into use at Paul Morris Associates, the thirty-person architecture firm where Norfleet works; he is struggling with what it will mean for him, for his firm, for his profession. Computer-aided design is about creativity, but also about jurisdiction, about who controls the design process. In Architecture: The Story of Practice, Architectural theorist Dana Cuff writes that each generation of architects is educated to understand what constitutes a creative act and who in the system of their profession is empowered to use it and at what time. Creativity is socially constructed and Norfleet is coming of age as an architect in a time of technological but also social transition. He must come to terms with the increasingly complex computeraided design tools that have changed both creativity and the rules by which it can operate. In today’s practices, architects use computer-aided design software to produce threedimensional geometric models. Sometimes they use off-the-shelf commercial software like CATIA, sometimes they customize this software through plug-ins and macros, sometimes they work with software that they have themselves programmed. And yet, conforming to Larson’s ideas that they claim the higher ground by identifying with art and not with science, contemporary architects do not often use the term “simulation.” Rather, they have held onto traditional terms such as “modeling” to describe the buzz of new activity with digital technology. But whether or not they use the term, simulation is creating new architectural identities and transforming relationships among a range of design collaborators: masters and apprentices, students and teachers, technical experts and virtuoso programmers. These days, constructing an identity as an architect requires that one define oneself in relation to simulation. Case studies, primarily from two architectural firms, illustrate the transformation of traditional relationships, in particular that of master and apprentice, and the emergence of new roles, including a new professional identity, “keeper of the geometry,” defined by the fusion of person and machine. Like any profession, architecture may be seen as a system in flux. However, with their new roles and relationships, architects are learning that the fight for professional jurisdiction is increasingly for jurisdiction over simulation. Computer-aided design is changing professional patterns of production in architecture, the very way in which professionals compete with each other by making new claims to knowledge. Even today, employees at Paul Morris squabble about the role that simulation software should play in the office. Among other things, they fight about the role it should play in promotion and firm hierarchy. They bicker about the selection of new simulation software, knowing that choosing software implies greater power for those who are expert in it. Architects and their collaborators are in a continual struggle to define the creative roles that can bring them professional acceptance and greater control over design. New technologies for computer-aided design do not change this reality, they become players in it.
email
last changed 2009/01/07 08:05

_id caadria2005_b_4b_d
id caadria2005_b_4b_d
authors Martin Tamke
year 2005
title Baking Light: Global Illumination in VR Environments as architectural design tool
doi https://doi.org/10.52842/conf.caadria.2005.214
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. 214-228
summary As proven in the past, immersive Virtual Environments can be helpful in the process of architectural design (Achten et al. 1999). But still years later, these systems are not common in the architectural design process, neither in architectural education nor in professional work. The reasons might be the high price of e.g. CAVEs, the lack of intuitive navigation and design tools in those environments, the absence of useful and easy to handle design workflows, and the quality constraints of real-time display of 3D models. A great potential for VR in the architectural workflow is the review of design decisions: Display quality, comfortable navigation and realistic illumination are crucial ingredients here. Light is one of the principal elements in architectural design, so design reviews must enable the architect to judge the quality of his design in this respect. Realistic light simulations, e.g. via radiosity algorithms, are no longer the domain of high-end graphic workstations. Today's off-the-shelf hardware and 3D-software provide the architect with high-quality tools to simulate physically correct light distributions. But the quality and impression of light is hard to judge from looking at still renderings. In collaboration with the Institute of Computer Graphics at our university we have established a series of regular design reviews in their immersive virtual environment. This paper describes the workflow that has emerged from this collaboration, the tools that were developed and used, and our practical experiences with global-light-simulations. We share results which we think are helpful to others, and we highlight areas where further research is necessary.
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia07_130
id acadia07_130
authors Satpathy, Lalatendu; Mathew, Anijo Punnen
year 2007
title Smart Housing for the Elderly: Understanding Perceptions and Biases of Rural America
doi https://doi.org/10.52842/conf.acadia.2007.130
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 130-137
summary It is commonly acknowledged that ‘smart’ environments, interactive architecture and ‘smart’ homes will define the next cutting edge in architectural research. Most critics agree that one of the first problems that ‘smart’ homes will help to address is that of spiraling costs of healthcare and aging-in-place. This may be true for urban settings where there is the financial feasibility for such technologies but what about rural America? It has been conclusively proven that rural America suffers from a lack of healthcare (delivery and access). Prior research (Mathew 2005) has also established that a rural home is different from an urban home. Will technologies designed for the urban home work in a rural setting? And do rural people carry the same attitudes and biases towards technology? This paper continues our research in the design of ‘smart’ rural environments. It summarizes findings from focus group studies conducted in rural communities that help us to understand attitudes of people towards ‘smart’ technology. We will use these findings to examine the feasibility of ubiquitous computing and ‘smart’ spaces in rural areas. In conclusion, we will present guidelines to help designers in the creation of technology to augment healthy aging in rural home settings.
series ACADIA
email
last changed 2022/06/07 07:57

_id 2005_237
id 2005_237
authors Schink, Claus-Jürgen, König, Holger and Krines, Manfred
year 2005
title The “BASYS”-house - From a Research Project to Practice - a house in a day
doi https://doi.org/10.52842/conf.ecaade.2005.237
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 237-243
summary From 2000 to 2002 a building system was developed within an applied research project for creating individual planned, but widely prefabricated building- elements consisting of “Brettstapelholz”. These are massive wood elements, fabricated by a CNC-machine. Two years later the results were transferred to the building industry. Most of the developed innovations had been adapted, the virtual enterprise worked together spatially separated via a common internet platform. The building elements developed by the architect were used. Although working properly, the complete integration of the CAD/CAM chain hadn’t been completely adapted. The house was shown at the “Bau”-exhibition in Munich. The following day it was mounted 350 km far from Munich and finished at the same day. Overall, it took only one day to mount the house, from the bottom to the roof. The article will show the building system and discuss the experiences gained by transferring research to industry.
keywords Multidisciplinary Design for Sustainability, CAD-CAM, Massive Wood Construction, Industrial Production of Buildings, Sustainable Construction, Low-eMission Buildings, Virtual Enterprise, Integral Planning Process
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2005_b_6a_d
id caadria2005_b_6a_d
authors Ting-Han Chen, Teng-Wen Chang
year 2005
title Towards an Instant Collaboration Environment: Designing Ambient Interfaces for Social Awareness and Collaboration
doi https://doi.org/10.52842/conf.caadria.2005.447
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. 447-458
summary For geographically separated designers, moving into collaboration is sometimes distracting because it requires complex negotiation in between colleagues. This research explores the practicability of moving from social awareness of remote colleagues into physical collaboration in an instant but unobtrusive way. A framework of “Instant Collaboration” has been proposed with characteristics identified, and a demonstrational prototype is implemented to examine the computability and usability of the proposed framework.
series CAADRIA
email
last changed 2022/06/07 07:56

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