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 448

_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 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_331
id 2005_331
authors Al-Douri, Firas A., Clayton, Mark J. and Abrams, Robin F.
year 2005
title The Impact of 3D Digital Modeling on the 3D Design Aspects in Urban Design Plans
doi https://doi.org/10.52842/conf.ecaade.2005.331
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 331-340
summary Some experts suggest that urban design plans in US cities may lack adequate coverage of the three-dimensional design aspects of the built environment. 3D digital models may help designers visualize and interact with design alternatives, large urban data sets, and 3D information more effectively, thus correcting this problem. Case studies of recent urban design plans that have used 3D digital models may indicate whether these technologies can increase the quality of the plan. This research discusses the role 3D urban models can play in supporting designers in addressing the 3D design aspects. A literature review focused on reviewing secondary sources to construct or adopt theoretical propositions against which the empirical data can be compared and contrasted. A case study involved investigating the methods with which 3D models have been used in developing a selected urban design plan. The content analysis of the case study refuted the premise that the plan would inadequately address 3D aspects and utilize 3D information, and indicated an effective usage of 3D modeling to analyze and represent most of the 3D and 2D information elements and issues. The results are consistent with a hypothesis that the effective usage of 3D modeling would result in the effective coverage of 3D information and issues. The effective usage of the model’s functionalities has improved the quality of the decision-making process through improving designers’ cognitive capabilities and providing a platform for communicating design ideas among and across design teams.
keywords 3D Modeling; Urban Design Plans; Digital Models; 3D Design Aspects
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2005_731
id sigradi2005_731
authors Albornoz Delgado, Humberto Ángel; Laura Talía Escalante Rodríguez, Leticia Gallegos Cazares
year 2005
title Didactic Design: light and optics for preschool level
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 731-737
summary Since 2003, we have been developing a pedagogic proposal and didactic material for teaching Light and Optics to kindergarden children that enhances the construction of the first scientific thinking schemes. The design (industrial and graphic) applied to this project has generated an educational product composed of 44 objects. These materials allow teaching concepts such as: combination of colors, light indispensable to see, formation of shadows and images are not objects. These have been developed as inciters of curiosity, capable to awake the innate restlessness of children, achieving to stimulate their creativity. The purpose is to explore knowledge and construct their own ideas; enrich their experiences and inquire a reality that was drawn grey and tedious, generating a process of manipulation-action and then representation-conceptualization. This product has been successfully used as a pilot test in a kindergarden, reflecting significant gains in students’ science learning. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2012_30
id sigradi2012_30
authors Angeluzzi, Gustavo; Hanns, Daniela Kutschat
year 2012
title Um levantamento de requisitos gerais para o desenvolvimento e posicionamento de DOOTERS – um aplicativo lúdico de listas de tarefas para iPhone [A survey of general requirements for developing and positioning DOOTERS - a to-do list application for iPhone]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 191-195
summary DOOTERS is a to-do list application for iPhone which entertains and motivates the user to get things done. It was developed based on requirements obtained trough: 1. the study of several personal information organizing methods (Covey, 1989; Allen, 2005; Foster, 2006); 2. answers to a task lists user focused questionnaire; 3. observation of to-do list users while creating lists and organizing tasks; 4. comparison of digital and non-digital task list media (paper, computer and mobile device); 5. analysis of profiles, behaviors and to-do list applications for iPhone. In this paper, the authors present the process of obtaining requirements for developing and positioning DOOTERS.
keywords information and interface design, requirements, to-do list application, iPhone, DOOTERS
series SIGRADI
email
last changed 2016/03/10 09:47

_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 2005_441
id 2005_441
authors Biloria, Nimish
year 2005
title Emergent Technologies and Design
doi https://doi.org/10.52842/conf.ecaade.2005.441
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 441-447
summary The recurrent issue of materializing a responsive architectural spatiality, emergent, in its conception and the need for collaborative substantiation of the design process, utilizing a multidisciplinary approach towards developing intelligent architectonics are exemplified upon in this research paper through a design research experiments conducted by the author: Developing concept prototypes for electronic media augmented spatial skins. The augmented skin project exemplifies a synergetic merger of scientific investigations into the fields of bio-mimetics, control system, material technology and embedded computation techniques.
keywords Control Systems; Real-Time Interactivity; Bio-Mimetics; Embedded Computation
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2005_344
id sigradi2005_344
authors Bustos, Gabriela I. L.; Iván V. Burgos P., Javier Oliva
year 2005
title Multi-user virtual worlds: 3D interactive visualization in synthetic environments for design workshops
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 344-349
summary The goal of this research is to describe a methodology of architectural design by using digital technology with three-dimensional interactive simulation in multi-user virtual worlds. In addition, this study will focus on the application of this method in the workshops at the School of Architecture in the University of Zulia. With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet. In the same way, each visitor is able to interact and modify the virtual world using virtual menus while sharing ideas or modifications regarding the design of the project. This strategy allows modeling, visualizing, developing and evaluating the designed projects during the conceptual and parametric phase in the process of design. This application is a powerful tool to develop creativity and skills of spatial perception among the students. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia05_156
id acadia05_156
authors Cabrinha, Mark
year 2005
title From Bézier to NURBS: Integrating Material and Digital Techniques through a Plywood Shell
doi https://doi.org/10.52842/conf.acadia.2005.156
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. 156-169
summary The development of digital fabrication has reintroduced material processes with digital processes. There has been much discussion about the tool and the objects of the tool, but little discussion of the implication of the material process on the digital process. A brief historical review on the development of computer numerical control and the origins of the Bézier curve reveals an instrumental fact: computer numerical controlled tools necessitated advancements in computational surfaces which eventually led to NURBS (Non-Uniform Rational B-Splines) surfaces. In other words, the origins of NURBS surfaces resides in its relation to material processes, rather than many current approaches that develop free form surfaces and then force the tool onto the material without regard to the material properties. From this historical and mathematical review, this project develops toward more intelligent construction methods based on the integration of NURBS differential geometry paired with material qualities and processes. Specifically, a digital technique of developing conceptual NURBS geometry into piecewise surface patches are then flattened based on the material thickness and density. From these flattened patches, a material technique is developed to intelligently remove material to allow the rigid flat material to re-develop into physical surface patches. The goal of this research is to develop digital and material techniques toward intelligent construction based on the correspondence between digitally driven surface and digitally driven material processes. The application of this technique as a rational and flexible system is to support the dynamic response of form and material toward such performative aspects as structure, daylight, ventilation, and thermal properties.
series ACADIA
email
last changed 2022/06/07 07:54

_id 2005_501
id 2005_501
authors Celani, Gabriela, Pupo, Regiane, Mendes, Gelly and Pinheiro, Érica
year 2005
title Generative Design Systems for Housing
doi https://doi.org/10.52842/conf.ecaade.2005.501
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 501-506
summary The present paper describes an undergoing research that aims at developing a generative design computer implementation with an outside-in approach, OIDS. The system will allow developing and visualizing context-based housing development designs. This approach will include both natural characteristics of the site and the existing neighboring buildings. It is argued that certain common urban design practices are the result of a simplification due to difficulties in dealing with the irregularities of the natural environment, which often requires the use of time-consuming methods. The computer-based application will provide tools for dealing with such difficulties, allowing designers to describe their own design rules. In an initial phase of the project, a tool that can subdivide irregular land parcels into equally sized areas has been developed. In further stages, other environmental variables will be addressed, such as solar aspect and prevalent wind directions. Eventually, even the designs of interior layouts should result from exterior forces. The resulting generative system is expected to facilitate and encourage the use of a more organic approach to building siting and design, bringing about the important discussion about which should be the main forces in the generation of the built environment.
keywords Generative Design; Context-Based Design; Housing Design; Building Siting; Urban Space Simulation
series eCAADe
email
last changed 2022/06/07 07:55

_id 2005_303
id 2005_303
authors Clark, Steve and Maher, Mary Lou
year 2005
title Learning and Designing in a Virtual Place
doi https://doi.org/10.52842/conf.ecaade.2005.303
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 303-309
summary This paper reports on a study of the role of place in a virtual learning environment for digital media design. Using an immersive 3D Virtual World based on Active Worlds, we have created a virtual learning place for students in a Website Design course. The virtual learning place has two distinct parts: a classroom-like place surrounded by student galleries. Students can navigate and communicate (synchronous chat) within the environment in the form of an avatar (virtual person). We recorded the conversations and activities of the students in discussions held in the virtual learning place and applied a communication coding scheme to analyze their discussions. In this paper we present our approach to developing an understanding of the role of place and evidence of its effect on the conversations of design students in a virtual learning environment. We show how we identified the characteristics of place and specifically how it provides a context for identity and presence for supporting collaborative and constructivist student centred learning.
keywords Virtual Learning Environments, Place, Virtual Design Studios
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2005_615
id sigradi2005_615
authors Flório, Wilson
year 2005
title Analysis and visualization of architecture projects in urban context
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 615-620
summary This paper is the result of an experience at Mackenzie Computer Graphic’s Laboratory during the last three years. The students used the digital resources during their Final Project developing. We analyzed render images related to digital insertion of design projects in urban context at Sao Paulo and suburbs, with intend to explain the importance of this resource for visualization and evaluation of relationship between new building and real context. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:52

_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 2005_467
id 2005_467
authors Guéna, François
year 2005
title Assisting 3D Modeling from Documents
doi https://doi.org/10.52842/conf.ecaade.2005.467
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 467-476
summary This paper presents research in computer modeling that ARIAM team of the school of architecture of Paris La Villette has been developing for several years. One of the aims of this research group is to develop computer systems that assist architects in modeling existing buildings or monuments from heterogeneous documents or data as drawings plans, sections, photos, measures taken on site etc. In spite of advances in computer recognition it’s a long way to have a system that could automatically recognize, from any bitmap document or photo, relevant architectural objects and automatically build the model these documents represent. However, if we could define a knowledge base about a particular domain, it would be possible to develop a system that could interpret specific documents that represent some kind of building or monuments. But, even in such limited domain, it is difficult to build an exhaustive knowledge base and user-interactions are generally required. We argue that a user could mark relevant information on the documents and thus facilitate the process of interpreting. The system we propose has three components: a graphical user interaction tool, an analyzer of documents and user interactions, and a generative tool that produces the required model. As an illustration, the paper presents a system we have developed which assists an architect in modeling a 3D mesh of gothic vaults for a finite elements analysis.
keywords 3D Modeling; Restitution; Knowledge Base System; Meshing; Gothic Vaults
series eCAADe
email
last changed 2022/06/07 07:50

_id cf2005_2_14_39
id cf2005_2_14_39
authors HYUN-AH Choi and HAN-JONG Jun
year 2005
title A Design Model Using Mutation Shape Emergence
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. 41-50
summary The ability to recognize properties and characteristics unforeseen in the early stage of design, namely shape emergence, is considered one of vital aspects of human visual perception in creative thinking. This study aims at developing a design model by using an extended theory of shape emergence, mutation shape emergence which we call. The first part of this paper describes the definition of mutational emergent shapes clearly. In the second part, possibility of discovering mutational emergent shapes will be explored through protocol analysis. On the basis of the results of these efforts, we will examine closely the cognitive mechanism to discover mutational emergent shapes. In the last stage, based on our results we propose a design model for understanding the cognitive process implications for training architects.
keywords creativity, design process, mutational emergent shapes, design model
series CAAD Futures
email
last changed 2005/05/05 07:06

_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 caadria2005_b_4c_e
id caadria2005_b_4c_e
authors J. Jinu Louishidha Kitchley, A. Srivathsan
year 2005
title Combining Shape Grammar and Genetic Algorithm for Developing A Housing Layout: Capturing the Complexity of an Organic Fishing Settlement
doi https://doi.org/10.52842/conf.caadria.2005.259
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. 259-265
summary Many settlements like the fishermen’s habitat have organically developed and embody the complex relation between land characteristics, functional activities and social aspirations. However, the recent rehabilitation and planning projects, constrained by technical and inscriptional rigidities, have become relatively fixed, formal and monotonous. This research attempts to harness and integrate some of the qualities of organic design process into computer aided design. The two complementary fields of Shape Grammar and Genetic algorithm have been converged for this purpose.
series CAADRIA
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 cf2005_1_67_72
id cf2005_1_67_72
authors JENG Taysheng
year 2005
title Advanced Ubiquitous Media for Interactive Space
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. 341-350
summary Developing ubiquitous media for interactive space requires interdisciplinary collaboration in studying ubiquitous computing. This work generalizes the criteria in the many disciplines of ubiquitous computing into a conceptual framework, including interaction interfaces, sensing technologies, application control, and human adaptation. This work presents a novel system architecture based on such a framework, and a research prototype recently developed called IP++. Additionally, the design principles and the potential of IP++ are discussed.
keywords ubiquitous media, interactive space, human-computer interaction
series CAAD Futures
email
last changed 2006/11/07 07:27

_id cf2005_2_54_229
id cf2005_2_54_229
authors LEE Yungil, CHOI Jinwon and LERTLAKKHANAKUL Jumphon
year 2005
title Developing a User Location Prediction Model for Ubiquitous Computing
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. 215-224
summary Our prediction model is based on the development of “Semantic Location Model.” It embodies geometrical and topological information which can increase the efficiency in prediction and make it easy to manipulate the prediction model. Data mining is being implemented to extract the inhabitant's location patterns generated day by day. As a result, the self-learning system will be able to semantically predict the inhabitant's location in advance. This context-aware system brings about the key component of the ubiquitous computing environment. First, we explain the semantic location model and data mining methods. Then the location prediction model for the ubiquitous computing system is described in details. Finally, the prototype system is introduced to demonstrate and evaluate our prediction model.
keywords prediction, data mining, semantic location model, ubiquitous computing
series CAAD Futures
email
last changed 2005/05/05 07:06

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