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 caadria2005_a_7c_a
id caadria2005_a_7c_a
authors Anandan Karunakaran
year 2005
title Organisation of Pedestrian Movements: an Agent-Based Approach
doi https://doi.org/10.52842/conf.caadria.2005.305
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. 305-313
summary Cities are becoming more complex in this digital era due to technological changes. Thinking of cities without such technological changes is equivalent to an embryonic state in the morphology of city growth, that is, the growth seems less advanced. So it is appropriate to think of the non digital city digitally. Urban design is one state which establishes the perfect relationship between the street, people and building. The relationship of the people with the building and street is becoming one of the key factors in architecture. It has been observed that the design of a city has been influenced by the pedestrian movement. Many cities prior to the industrial era were largely determined by the social interactions based on walking. Thus the pedestrians play a key role in the formation of the city. They are a very important component in any representation of transport movements. They generally terminate or initiate a chain of linked activities, and if observed carefully, a single pedestrian movement is meant to include various sub journeys from one location to another. In order to organize pedestrians, we need to understand the pedestrian movement system. Though there is a lot of development of urban models in this aspect, it is still in a nascent state in comparison with the digital advancement. Thus much research work is carried out which can be applied to any given environmental setting, and as a result urban designers can respond to the changing socio-cultural technologies.
series CAADRIA
last changed 2022/06/07 07:54

_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 sigradi2005_427
id sigradi2005_427
authors Tannuré, Abel E.
year 2005
title Shadow and digital system: digital techniques and architecture
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 427-432
summary The system proposes to apply the results of the investigation in the task of architecture de-structurizing the idea in order to free the capacity of thought. One works in a three-dimensional way with models built, using discarded material. It is processed by means of digital media, giving a series of images which have been selected. One uses on them different systems of lighting changing the number of lights, the position in space and the distances. Like that one obtains different shadows on a surface; those shadows work in similar form with “eyes” of possible architectural forms. They are digitally processed according to the desired objectives. Several of them are combined adding and removing elements, which makes them dynamic in time. This technique tries to develop a new tool for students who may find the idea spontaneously, with the freedom of thought in three-dimensions like a new form of looking at architecture. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 10:01

_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 acadia05_078
id acadia05_078
authors Fox, Michael and Hu, Catherine
year 2005
title Starting From The Micro: A Pedagogical Approach to Designing Interactive Architecture
doi https://doi.org/10.52842/conf.acadia.2005.078
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 78-93
summary The paper outlines a pedagogical approach whereby a number of technology-intensive skills can be quickly learned to a level of useful practicality through a series of discrete, yet cumulative explorations with the design goal of creating intelligently responsive architectural systems. The culmination of such explorations in creating full-scale interactive architectural environments leads to a relatively unexplored area of negotiation whereby individual systems must necessarily manage environmental input to mediate a behavioural output. The emerging area of interactive architecture serves as a practical means for inventing entirely new ways of developing spaces, and the designing and building environments that address dynamic, flexible and constantly changing needs. Interactive architecture is defined here as spaces and objects that can physically re-configure themselves to meet changing needs. The central issues explored are human and environmental interaction and behaviours, embedded computational infrastructures, kinetic and mechanical systems and physical control mechanisms. Being both multidisciplinary and technology-intensive in nature, architects need to be equipped with at least a base foundational knowledge in a number of domains in order to be able to develop the skills necessary to explore, conceive, and design such systems. The teaching methods were carried out with a group of undergraduate design students who had no previous experience in mechanical engineering, electronics, programming, or kinetic design with the goal of creating a responsive kinetic system that can demonstrate physical interactive behaviours on an applicable architectural scale. We found the approach to be extremely successful in terms of psychologically demystifying unfamiliar and often daunting technologies, while simultaneously clarifying the larger architectural implications of the novel systems that had been created. The authors summarize the processes and tools that architects and designers can utilize in creating and demonstrating of such systems and the implications of adopting a more active role in directing the development of this new area of design.
series ACADIA
email
last changed 2022/06/07 07:50

_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 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
doi https://doi.org/10.52842/conf.caadria.2017.105
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
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 caadria2005_b_6c_e
id caadria2005_b_6c_e
authors Julio Bermudez, Albert C. Smith, Seth Striefel
year 2005
title Visualizing the Invisible: Digital Studies on Representing Non-Visual Architectural Experiences
doi https://doi.org/10.52842/conf.caadria.2005.510
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. 510-515
summary During the last several years our architecture school has gone through the process of fully digitizing the studios. We, as faculty are learning much about the advantages and difficulties of teaching architectural design in this new electronic environment. This knowledge has been included in our development of a beginning design communications course that offers an important improvement in regards to our changing teaching situation. This short paper presents one project from this course that introduces our students to the use of digital media for dealing with non-visual and subjective content —something quite contrary to what is usually associated with the teaching of digital graphics. We believe that this project breaks new ground for teaching and investigating the nature of computer graphics and through it into the very essence of our experience and understanding of architecture.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2005_433
id 2005_433
authors Lang, Silke Berit
year 2005
title Designing Tele Reality Using Media and Communication Technologies
doi https://doi.org/10.52842/conf.ecaade.2005.433
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 433-440
summary In this paper we describe the use of media and communication technologies with a special notification on video systems for the design of a technological enhanced environment. We make suggestions how architects can design environments that are more flexible and dynamic. These environments are adapted to our changing social and cultural trends. Developments in media and communication technologies allow extending the real world to a so called Tele Reality. These environments will have a certain degree of intelligence provided via computer performance. Humans will be able to receive information form anywhere and at anytime. The focus is on expanding the availability of human resources.
keywords Media and Communication Technologies; Tele Reality; Video Systems, Design Principles
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia05_142
id acadia05_142
authors Lee, Jaewook and Kalay, Yehuda E.
year 2005
title Collaborative Design Approach to Intelligent Environments
doi https://doi.org/10.52842/conf.acadia.2005.142
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 142-155
summary Intelligent environments are buildings and other settings that can recognize the changing needs of their users and/or the changing nature of their context, and respond to them by adjusting some key environmental parameters (temperature, light, sound, furnishings, etc.). Unlike the currently common approach, which is based on systems theory (i.e., adjusting the parameters of the environment to match some pre-defined use profile), the approach proposed in this paper is based on dynamic, collaborative design: it views the (built) environment as comprised of multiple independent object-agents, each of which is responsible for one small aspect of the environment. Each can sense the immediate changes pertaining to its domain of responsibility, and propose corrective measures, which are negotiated with other agents to form a collective response. The paper hypothesizes that such an approach can be made more context-sensitive and dynamic, is easily scaleable, and can respond to the needs of multiple different users of the environment at the same time. The paper presents the rationale for developing the multi-agent approach, its hypothetical implementation, and its application to hypothetical case studies.
series ACADIA
email
last changed 2022/06/07 07:52

_id acadia05_128
id acadia05_128
authors Sanchez-Del-Valle, Carmina
year 2005
title Adaptive Kinetic Architecture: A Portal To Digital Prototyping
doi https://doi.org/10.52842/conf.acadia.2005.128
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 128-140
summary This paper presents a definition for adaptive kinetic structures in architecture, generated from an examination of research in engineering and architecture. This characterization introduces the challenges presented both by modeling form and environment, and simulating their interaction. Adaptive kinetic structures react to a changing environment, as well as generate their own. These conditions make them appropriate subjects through which the design and implementation of tools for ‘digital prototyping’ may be explored. Digital prototyping serves performance and simulation-based design. In general terms, it is an interdisciplinary integrated approach for modeling, predicting, and analyzing the behavior of a system. It is at the core of virtual engineering. In the aerospace, automobile, and manufacturing industries, it is practiced extensively through discrete-event and continuous simulations, as well as simulation environments. This paper provides an overview of digital prototyping commercial software for engineering applications that can be transferred to architecture, and identifies some of the unresolved issues. It thereby extends the vision of the comprehensive building information modeling initiative.
series ACADIA
email
last changed 2022/06/07 07:56

_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 2005_131
id 2005_131
authors Bailey, Rohan
year 2005
title Digital Tools for Design Learning
doi https://doi.org/10.52842/conf.ecaade.2005.131
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 131-138
summary There is growing consensus among architectural critics and educators that there exists an increasing divide between the worlds of architectural education and practice. New social and cultural norms, new materials, and current global concerns, like sustainability, have largely influenced the need for an improved balance/integration between design theory and practice. This places schools of architecture around the world under pressure to provide their graduates with the requisite skills that support responsible design characterized by good design thinking strategies. The Caribbean School of Architecture, in addition to being affected by this predicament, has other pressures on its educational offerings. The region’s lack of resources and particular social issues mandates that graduates of the school adopt a responsible attitude towards design in the region. A positive attitude to such issues as sustainability, energy conservation and community will only come about through an effective transmission of particular architectural knowledge that is relevant to the region. The challenge (globally and in the Caribbean), therefore, is the provision of an innovative and effective way of supporting the student master dialogue in studio, facilitating the transfer of “practical, appropriate knowledge” needed by students to create safe, purposeful and responsible architecture. This paper exists within the research paradigm of providing digital teaching tools to beginning students of architecture. This digital research paradigm seeks to move digital technology (the computer) beyond functioning as an instrumental tool (in visualization, representation and fabrication) to becoming a “Socratic machine” that provides an appropriate environment for design learning. Research funds have been allocated to the author to research and develop the information component of the tool with special reference to the Caribbean. The paper will report on the results of prior investigations, describe the reaction and appreciation of the students and conclude with lessons learnt for the further development of the teaching tool.
keywords Design Education, Digital Design, Teaching Tools
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2011_122
id ecaade2011_122
authors Chronis, Angelos; Jagannath, Prarthana; Siskou, Vasiliki Aikaterini; Jones, Jonathan
year 2011
title Sensing digital co-presence and digital identity: Visualizing the Bluetooth landscape of the City of Bath
doi https://doi.org/10.52842/conf.ecaade.2011.087
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.87-92
summary The impact of ubiquitous digital technologies on the analysis and synthesis of our urban environment is undoubtedly great. The urban topography is overlaid by an invisible, yet very tangible digital topography that is increasingly affecting our urban life. As W. J. Mitchell (Mitchell 2005) pointed out, the digital revolution has filled our world with “electronic instruments of displacement” that “embed the virtual in the physical, and weave it seamlessly into daily urban life”. The mobile phone, the most integrated mobile device is closely related to the notion of a digital identity, our personal identity on this digital space. The Bluetooth is the mainly used direct communication protocol between mobile phones today and in this scope, each device has its own unique ID, its “MAC address”. This paper investigates the potential use of recording and analysing Bluetooth enabled devices in the urban scale in understanding the interrelation between the physical and the digital topographies.
wos WOS:000335665500009
keywords Pervasive systems; digital presence; urban encounter; digital identity
series eCAADe
email
last changed 2022/05/01 23:21

_id sigradi2005_738
id sigradi2005_738
authors Gatermann, Harald
year 2005
title Educational Parcours for Architectural Photography
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 738-742
summary Our didactical concept is based on the idea of simulating photographical techniques by using a set of mock-up situations, created with a common CAAD- and visualisation-software (Artlantis).The didactic program (and the mock-up-“parcours“) starts with a two-dimensional object, found on different places in the city or on the campus: an „advertising panel“. With any kind of camera it is possible to take a picture of sufficient quality. When taking the real photo, students have to deal with different points of view, different inclinations of the camera and different zoom-adjustments. When they present their results in digital form, they also have to deal with disappointments in form of distortions of their lenses. The CAD-model of the same situation (professional photographers use the terminus, mock-up“) shows parallels in using different points of view, different zoom-adjustments. Our experience in using this kind of mock-up-simulation is very positive: students develop a new sight to things and procedures which intensifies their consciousness and their knowledge of photographical and architectural situations.
series SIGRADI
email
last changed 2016/03/10 09:52

_id cf2005_1_52_176
id cf2005_1_52_176
authors GU Ning and MAHER Mary Lou
year 2005
title Dynamic Designs of 3D Virtual Worlds Using Generative Design Agents
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. 239-248
summary 3D virtual worlds are networked environments designed using the metaphor of architecture. Recent developments in 3D virtual worlds focus on interactivity, flexibility and adaptability. Rather than creating virtual environments in which the objects have intelligent behaviours, our research takes a different approach to develop an agent model that is associated with an individual person in the 3D virtual world as a personal design agent. This paper presents a Generative Design Agent (GDA), a kind of rational agent capable of representing a person in a virtual world and designing, implementing and demolishing 3D virtual places based on the occupants' current needs in the virtual world. The core of a GDA's design component is a generative design grammar that is able to capture a style of 3D virtual worlds. 3D virtual worlds designed using the GDA model is another kind of architecture for the "moment".
keywords virtual environments, generative design, interactive design, shape grammars
series CAAD Futures
email
last changed 2006/11/07 07:27

_id caadria2005_b_4b_a
id caadria2005_b_4b_a
authors Hsuan-Cheng Lin, Yang-Ting Shen, Tayseng Jeng
year 2005
title IP++_Computer-Augmented Information Portal in Place
doi https://doi.org/10.52842/conf.caadria.2005.185
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. 185-192
summary In this paper, we introduce the concept of information portal (IP) that is a smart environment composed of a variety of computer-augmented architectural components. The objective of information portal is to augment information capabilities to places and support interactive media linked to location. A research prototype of information portal called IP++ is developed. Interactive experiences of IP++ that take place in a variety of outdoor and indoor settings are demonstrated.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2005_671
id 2005_671
authors Kilian, Axel
year 2005
title Design Innovation through Constraint Modeling
doi https://doi.org/10.52842/conf.ecaade.2005.671
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 671-678
summary This paper describes how constraint modeling can support design innovation. Furthermore, it lays out how constraints are employed in the construction and exploration of a model’s design space. The paper places this approach within the larger context of design exploration using computational and conceptual representations of design. Four general constraint types are identified and examples from several workshops and design studios are presented for each of the constraint types. The examples range from product design to structural design to fabrication issues in architecture. Based on a review of the literature the most common constraints are of geometric, topologic, functional, and quantitative type. Based on the case studies the paper describes how the different types of constraints can be used as design drivers and help in the exploration of solution space. In conclusion the paper identifies the addition of bi-directional properties to constraint modeling as the next challenge in improving the application of constraint modeling in design exploration. Furthermore, the paper demonstrates the necessity to develop better constraint models for cross domain design.
keywords Design Exploration, Constraint Modeling, Parametric Modeling
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2005_714
id sigradi2005_714
authors Klinger, Kevin R.
year 2005
title Augmented Vision: Digital Devices and Post-processing for Experiential Learning
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 714-719
summary Today, digital devices and post-processing provide for rich mediated observations of places. When we observe the natural world through a digital lens, it alters perception and augments our understanding. Digital devices affect the observing reality through a bias of digital laws, thus participating by revealing layers of information concealed within the captured scene. This paper outlines strategies for digitally augmenting our innate powers of observation and facilitating critical experiential learning through digital visual notation. Digitally augmented observation techniques were tested during student and professor related travel/study with Ball State University. Examples of time-based motion capture such as serial digital photography, post processed image manipulation, and digital video/still collage with multimedia narrative will be used to illustrate how digitally enhanced augmented vision techniques render observation of the everyday world in new terms. Additionally, the paper points to a trajectory for future digital notes scholarship by examining the potential for innovative new pedagogies, and situating the discourse in relation to an existing body of scholarship on traditional visual notes.
series SIGRADI
email
last changed 2016/03/10 09:54

_id caadria2005_a_7c_c
id caadria2005_a_7c_c
authors Yukiko Nomura, Tatsuya Kishimoto
year 2005
title Visualization of Tourists’ Behavior and Activity Using GPS and GIS in Kamakura City
doi https://doi.org/10.52842/conf.caadria.2005.320
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. 320-327
summary We suggest a new method using GPS to investigate human activities in an urban area. The time and space data of tourists’ migration in a specific tourist area from GPS are focused on. The data are visualized on GIS so that “Nigiwai” activity can be analyzed including notion of time. From the analysis, places that pedestrians tend to stay longer or move slower, and those that they aren’t, are found. As a case study, we analyze activity in Kamakura City using the suggested method, and examine the possibilities of application for the urban space design.
series CAADRIA
email
last changed 2022/06/07 07:57

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