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 2005_763
id 2005_763
authors Beilharz, Kirsty
year 2005
title Architecture as the Computer Interface: 4D Gestural Interaction with Socio-Spatial Sonification
doi https://doi.org/10.52842/conf.ecaade.2005.763
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 763-770
summary Architecture today extends far beyond designing building shells and material, peripheral boundaries. Arguably, it has always been, and shifts increasingly in contemporary environments towards, designing space and interaction with space. Hence, the role of the designer includes integration of computing in architecture through ambient display and non-tactile interaction. This paper explores a framework in which the architecture is the computer interface to information sonification. (Sonification is automatically generated representation of information using sound). The examples in this paper are Emergent Energies, demonstrating a socio-spatially responsive generative design in a sensate environment enabled by pressure mats; Sensor-Cow using wireless gesture controllers to sonify motion; and Sonic Kung Fu which is an interactive sound sculpture facilitated by video colour-tracking. The method in this paper connects current information sonification methodologies with gesture controller capabilities to complete a cycle in which gestural, non-tactile control permutes and interacts with automatically-generated information sonification. Gestural pervasive computing negotiates space and computer interaction without conventional interfaces (keyboard/mouse) thus freeing the user to monitor or display information with full mobility, without fixed or expensive devices. Integral computing, a blurring of human-machine boundaries and embedding communication infrastructure, ambient display and interaction in the fabric of architecture are the objectives of this re-thinking.
keywords Interactive Sonification, Gesture Controllers, Responsive Spaces, SpatialSound
series eCAADe
email
last changed 2022/06/07 07:54

_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 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 2005_771
id 2005_771
authors Gavrilou, Evelyn, Bourdakis, Vassilis and Charitos, Dimitris
year 2005
title Documenting the Spatial Design of an Interactive Multisensory Urban Installation
doi https://doi.org/10.52842/conf.ecaade.2005.771
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 771-778
summary The paper documents the design and implementation of an interactive multi-sensory environment (DETOUR) created by the interdisciplinary group VE_Design for an international open-air exhibition in Athens, Greece during the summer of 2004. The paper describes the creative process followed throughout the project and registers how computers, sensors and effectors have been utilised to either facilitate the creation of electronically mediated experiences or support the design. The architectural concept of the multi-sensory installation is analyzed in relation to its potential for creating communicative experiences as well as addressing physical form simulations. Notions such as ephemeral structures, parasites, social space, game as art and communication are discussed. The body – space interaction is investigated, enabling the team to elaborate on a modular construction. Finally, the impact of the work is discussed on the basis of recorded observations by visitors.
keywords Interactive Multi-Sensory Environment; Ephemeral Space; Public Art;Embodied Spatial Experience; Simulation of Physical Form.
series eCAADe
email
last changed 2022/06/07 07:51

_id sigradi2005_362
id sigradi2005_362
authors Jemtrud, Michael; Konstantin Privalov
year 2005
title “User Controlled LightPath” Enabled Participatory Design Studio: first steps
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 362-368
summary The technical scheme and creative scenario of a new media-based “User Controlled Lightpath Provisioning” (UCLP) enabled “Participatory Design Studio” will be elaborated. This practical collaborative work environment model represents a technologically robust and sophisticated means of communication and sharing of resources that stands to radically transform design processes. UCLP technology is a fibre based software solution designed to enable end-users to create their own discipline or application-specific IP network whose topology and architecture is optimized for their particular applications needs and requirements. A distinction between “task-based collaboration” found in conventional “Virtual Design Studios” and the heterogeneous nature of the “participatory” work environment will be made. UCLP technology provides a secure, large bandwidth, low latency network that can accommodate up to 10Gbps. This capability creates an environment which is not dependent upon traditional low bandwidth requirements for communication, visualization, and production therefore allowing a greater range of desired tools for creative activity.
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2005_b_5c_b
id caadria2005_b_5c_b
authors Martin Tamke
year 2005
title Crossing The Media
doi https://doi.org/10.52842/conf.caadria.2005.364
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. 364-374
summary An open-ended, diversified and critical approach of architectural design, using different form of ideas representation might offer best chances to gain new spatial solutions. Today’s most forward architects and designer are aware of this and make full use of physical and digital media during the process of design. During the summer term 2004 the experiment ‘Crossing the Media’ took place at the Technical University of Braunschweig. The main goal of this practical oriented seminar has been the exploration of the interface between analogue and digital Media within the design process. Both techniques, analogue and digital, were used in an experimental way and their interaction and adaptability in the field of architecture was analyzed. The work examines the possibility of a consistent integration of digital and physical representation in a design process and the individual benefits of each. In order to achieve this, we made up a stringent line of digital-analogue and analogue-digital (DA-AD) Technologies for our design experiment. During the examination we focused especially on the creative potential of the techniques used, their interaction and adaptability in the field of architecture. Hence one of the goals of the occupation with the digital analogue interfaces was the examination of the emerging shift within the structure during the process, the imprints of technology. This paper describes the workflow and tools that were used, our practical experiences with analogue digital interface and the emerging questions and impulses to architects future work and theory. The discovered limitations and consequences of interfaces between the analogue and digital realm of design and their creative chances will be revealed. 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 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_b_5c_a
id caadria2005_b_5c_a
authors Surapong Lertsithichai
year 2005
title A TANGIBLE MODELING INTERFACE FOR COMPUTER-AIDED ARCHITECTURAL DESIGN SYSTEMS
doi https://doi.org/10.52842/conf.caadria.2005.357
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. 357-363
summary Computer-aided architectural design (CAAD) systems have been widely adopted in the architectural practice to improve and speed up late design phases. However, CAAD has not been successfully implemented in the early phases of design due to the overly structured nature of interactions with its interface. Current CAAD interfaces leave little room for intended ambiguity crucial to design conception and can cause obstructions to spontaneous creative thought. This research hypothesizes that architects employ tangible interactions to assist design-thinking tasks in early design phases. In doing so, architects can lessen visual overload and exploit underutilized motor skills and hand-eye coordination lacking in most CAAD systems. With this premise, a new CAAD interface is proposed, prototyped, and evaluated to validate the hypothesis. The new interface can retain functionality and accuracy of a CAAD system while also benefit from ambiguous freehand input directly from users. This can greatly improve the interaction between designers and current computer-aided architectural design systems.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:56

_id cf2005_2_31_60
id cf2005_2_31_60
authors TALBOTT Kyle
year 2005
title Integrating Generative Modelling and Design Process
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. 77-88
summary While researchers learn to generate design options with a computer, the question of how a designer interacts with these options remains largely unexcavated. This paper explores how a generative system should interact with a designer. It argues that limitations in human cognition require a designer to manage the complexity of his task with a creative thinking strategy called Perception-Imagination Overlay. To support this, a generative system should present a progression of contextual design “moves” rather than a collection of finished solutions. After validating a set of interface requirements, the paper presents an example interface. The paper concludes that the development of computational methods cannot be legitimately isolated from the development of an appropriate designer-system interaction, and that integrating these concerns might transform our conception of generative systems.
keywords human-computer interaction, generative design, creativity, design process, 3D modelling
series CAAD Futures
email
last changed 2005/05/05 07:06

_id cf2005_2_13_167
id cf2005_2_13_167
authors VANDE MOERE Andrew
year 2005
title Form Follows Data
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. 31-40
summary This paper analyzes the relationships between creative design and the field of information visualization, with a focus on historical connotations and newest developments that show great potential. Empirical evidence shows how designers often employ information visualization as a creative concept capable of significantly determining the design outcome, and vice versa, how information visualization can be enhanced by exploring interdisciplinary concepts, such as design cognition, user engagement, aesthetics and art. Several symbiotic dependencies are explained and demonstrated, including the first conceptual cyberspace and information architecture definitions. This paper will argue that information visualization should be enriched with the principles of creative design and art, to develop valuable data representations that address the emotional experience and engagement of users, instead of solely focusing on task effectiveness metrics. Finally, several interdisciplinary movements are described that show great symbiotic potential in the near future, especially in the fields of ambient information displays, informative art and location-based information awareness.
keywords information visualization, aesthetics, design, information architecture
series CAAD Futures
email
last changed 2005/05/05 07:06

_id 2005_197
id 2005_197
authors Hsieh, Chih-Wen
year 2005
title A Networked Sketching Environment for Supporting Collective Creativity
doi https://doi.org/10.52842/conf.ecaade.2005.197
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 197-204
summary In the early conceptual design, individual designers often make extensive use of sketches to explore design problems. Moreover, within the collaborative design sessions, designers communicate and discuss with each other by sharing their temporary sketches. These private design artifacts are used to externalize ideas and share them with other designers in order to facilitate the performance of design sessions. During such social interaction performance, some abstraction behaviors behind social activities like collective creativity are synchronized. However, the existent tele-communication tools proposed for separated design groups, slightly hold back the activities of collective creativity. It makes designers dedicated just in the table discussion, and negatively influenced on collective creativity sharing. Thus, some private design artifacts became isolated in tele-communicative environments. In order to respect this, we propose an approach that uses the notion of Digital Backchannel to realize the sub-channel communications. In this paper, we also present the implementation of a working prototype of groupware application. Finally, we discussed some points from our studies.
keywords CSCD: CSCW; Natural User Interface; Digital-Backchannel; Collective Creativity
series eCAADe
email
last changed 2022/06/07 07:50

_id 2005_427
id 2005_427
authors Jakovich, Joanne and Beilharz, Kirsty
year 2005
title Multimodal Spatial Emergence in the Design of Sensate Spaces
doi https://doi.org/10.52842/conf.ecaade.2005.427
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 427-432
summary Design of reactive, intelligent and sensate spaces is a form of spatial design that demands creating thinking in terms of non-permanent, non-tactile and sometimes non-visual media. This implies spatial conceptualization using sensory modalities that are ordinarily of secondary importance to vision in design, such as proprioception and hearing. This paper explores these alternative modalities for both spatial perception and spatial expression with a view to developing innovative interfaces for spatial design. Computer games and installation art environments are analyzed for use of alternative spatial immersion techniques. This informs a physical spatial interaction environment. Motion-capture input and digital auditory output provide real-time, intuitive feedback to the user. Useful interaction strategies are acquired that can be used in a non-intrusive manner in sensate spaces for communal, commercial, or public contexts.
keywords Spatial Emergence; Multimodal Perception; Computer Games; Installation Art; Auditory Feedback
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia07_158
id acadia07_158
authors Oatman, Devin; Senagala, Mahesh
year 2007
title Am I? Architecture of Ambient Intelligence
doi https://doi.org/10.52842/conf.acadia.2007.158
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, 158-163
summary In its purest state, Ambient Intelligence is smart computing whose presence is not apparent to the human senses except in response and actions. The original intentions and origins of Ambient Intelligence began with the need for more efficient and unobtrusive management of our everyday activities. Synonymous with ubiquitous computing, Ambient Intelligence, or AmI, consists of: UbiComp: the integration of microchips and computers into everyday objects; UbiComm: the ability of these objects to communicate with each other and the user; and Intelligent User Interface which allows inhabitants of the environment to interact with the system with human gestures (Riva 2005). Put together, these components are basically personifi ed computers. The key factor in Ambient Intelligent communities is that the microscopic computers are aware of their surroundings and their purpose just as human beings are. With the ability to self-program and react to new software, they eliminate the need for humans to program them, decreasing maintenance and programming time. These concepts and technologies raise important questions. What happens when the system disappears? Are we ready as a society to see a certain degree of power taken away from us by anticipatory computers? This short paper will provide an overview of AmI and why it is important for architects to embrace, explore, and engage this emerging technology.
series ACADIA
email
last changed 2022/06/07 08:00

_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_1_66_173
id cf2005_1_66_173
authors RICHENS Paul and NITSCHE Michael
year 2005
title Mindstage: Towards a Functional Virtual Architecture
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. 331-340
summary Mindstage is a multi-user real-time 3D environment in which is embedded a lecture on film design by Christopher Hobbs. The spatial design follows the structure of the lecture, and is richly illustrated with stills and film clips. The environment, implemented in Virtools, proved to be a visually intriguing combination of architectural, filmic and virtual space, though it was found that co-presence induced some problems with the concept of time.
keywords virtual learning environment, knowledge spatialisation, film design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id cf2005_2_12_157
id cf2005_2_12_157
authors SRINIVASAN Vinod, OZENER Ozan Onder and AKLEMAN Ergun
year 2005
title Interactive Inverted Perspective Rendering for Architectural Visualization
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. 21-30
summary Inverted perspective is an illusion of depth perception characterized by the inversion of depth cues in the scene. Distant parts of the scene are shown larger and nearer parts shown smaller than they would appear in linear perspective to achieve the illusion. In this paper, we present a method to achieve this illusion in real-time for interactive applications. We also present a 3D modelling environment for conceptual design which makes use of this display method. Apart from the artistic and perceptual applications of inverted perspective rendering, our method is also very useful for creating an active viewport scene for 3D modelling of solid models with boundaries and complex interior structures. Effective and legible visualization of complex conceptual objects with different kind of layered structures is an important topic for design research. Our method also enables the user to easily create non-photorealistic renderings to understand both the interior and exterior structure of a spatial model from a single image.
keywords inverted perspective, conceptual design, architectural visualization
series CAAD Futures
email
last changed 2005/05/05 07:06

_id sigradi2005_214
id sigradi2005_214
authors Carnos Scaletsky, Celso
year 2005
title Constructing a reflexive computational environment
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 214-218
summary The learning of simple computer tools can represent an important resource to teach the complex design process in architecture. This article presents three didactic experiences that demonstrate certain design strategies normally used by architects and their relationship with the digital environment. By doing these design exercises, the students are invited to better understand the reflexive dialogue established with the design object. In these process notions as “references” and “sketches” should be approached. Instrumental resources are studied in parallel with epistemological reflection about the creative process. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:48

_id caadria2005_a_2c_b
id caadria2005_a_2c_b
authors Geeta Arjun
year 2005
title An Agent Facilitated Design Conversation System for Aiding Creative Thinking in Architectural Design
doi https://doi.org/10.52842/conf.caadria.2005.216
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. 216-221
summary This paper presents an on-going research aimed at designer support in the conceptual stages of architectural design. It is argued that collaboration plays an important role at every stage of the design process. Extending Schön's seminal theory of 'design as a conversation', the support of the conceptual architectural design process is proposed as a dialogue between the designer and the computational agents wherein the agents adopt the role of design team members. The dialogue is theoretically aimed at triggering the experiential memory of the designer and associating significant experiences from different domains of the design problem to stimulate creative thinking. The paper presents an outline of the proposed model for a design-conversation system implementing computational agents in a blackboard architecture environment.
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2005_a_2c_a
id caadria2005_a_2c_a
authors Ivan Redi, Andrea Redi
year 2005
title A.N.D.I. - A new Digital Instrument for networked creative collaboration in architecture and net.art
doi https://doi.org/10.52842/conf.caadria.2005.209
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. 209-215
summary A.N.D.I. (A New Digital Instrument), an open source software project, has objective to develop a run-time environment with the focus on the applications for the networked international and cross-disciplinary production in the creative sphere of architecture, urban planning, design and net.art. It is a digital environment which opens the possibilities to generate advanced projects in a networked society. This new working tools will increase the creativity, productivity and competitiveness of the involved actors by drawing upon and developing technologies for virtual, augmented and mixed realities. A.N.D.I. has two basic aspects. On the one hand it is a database driven collaborative environment and on the other hand it will enable the development of future software and tools for networked creative collaboration.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2005_091
id 2005_091
authors Kirschner, Ursula and Kirschner, Nauka
year 2005
title E-learning in Creative Planning Processes
doi https://doi.org/10.52842/conf.ecaade.2005.091
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 91-97
summary This conference paper examines experimental design exercises on a simulated model in relation to designing on a physical model. In the initial design phases, the process of designing on both a haptic and digital model is analysed with regard to the didactic objectives. In this context, only form-related aesthetic aspects are discussed. The starting point is the didactic necessity of imparting to students the process of designing on spatial models. Reduced to form determination, the question examined is for which aspects of design theory the potentials of real and virtual models, as well as of the interaction of both types, can be exploited.
keywords Design methods; Digital and Physical Models; 3D-Digizer; Design Education
series eCAADe
email
last changed 2022/06/07 07:52

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