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 557

_id 2005_010
id 2005_010
authors Aish, Robert
year 2005
title From Intuition to Precision
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 10-14
doi https://doi.org/10.52842/conf.ecaade.2005.010
summary Design has been described as making inspire decisions with incomplete information. True, we may use prior knowledge, we may even think we understand the causalites involved, but what really matters is exploration: of new forms, of new materials, and speculation about the response to the resulting effects. Essentially, this exploration has its own dynamics, involving intuition and spontaneity, and without which there is no design. But of course we all know that this is not the whole story. Design is different to 'craft'; to directly 'making' or 'doing'. It necessarily has to be predictive in order to anticipate what the consequence of the 'making' or 'doing' will be. Therefore we inevitably have to counter balance our intuition with a well developed sense of premeditation. We have to be able to reason about future events, about the consequence of something that has not yet being made. There is always going to be an advantage if this reasoning can be achieved with a degree of precision. So how can we progress from intuition to precision? What abstractions can we use to represent, externalize and test the concepts involved? How can we augment the cognitive processes? How can we record the progression of ideas? And, how do we know when we have arrived? Design has a symbiotic relationship with geometry. There are many design issues that are independent of any specific configurations. We might call these “pre-geometric” issues. And having arrived at a particular configuration, there may be many material interpretations of the same geometry. We might call these “post-geometric” issues. But geometry is central to design, and without appropriate geometric understanding, the resulting design will be limited. Geometry has two distinct components, one is a formal descriptive system and the other is a process of subjective evaluation.
series eCAADe
email
last changed 2022/06/07 07:54

_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 caadria2006_565
id caadria2006_565
authors CHEN CHIEN TUNG
year 2006
title DESIGN ON SITE: Portable, Measurable, Adjustable Design Media
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 565-567
doi https://doi.org/10.52842/conf.caadria.2006.x.b7f
summary Space designers usually look for information on site before proceeding design. They image any possibilities of design, while they are on site. Restricted to traditional design media, if they want to develop their ideas further, they have to go back to desks. This kind of design process can capture only part of information of the site. Why not do some developments directly when designers are on the site? That is the starting point of this paper. The whole situation of site is very complicated, so it is very difficult discussing all the possibilities. In order to understand how to design on site, reducing the variations is needed. Tsai and Chang (2005) proposed a prototype about design on site, which focuses on land forming. So I chose interior as the site to reduce the variation and have more controllable factors. Still there are many factors effecting design on site, scale is very unique and very important factor of them. Beginners are difficult to really feel how long it is on the plan drawing, and even most advanced VR equipment still can’t fully present the rich information on the site. To experience the site though body, the main idea is how to propose a portable device that can support space designer to do design on site directly, with intuitional body movement and precise scale, and get feedback immediately.
series CAADRIA
email
last changed 2022/06/07 07:49

_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 ijac20053305
id ijac20053305
authors de Almeida, Clarissa Ribeiro Pereira; Pratschke, Anja; La Rocca, Renata
year 2005
title In-between and Through:Architecture and Complexity
source International Journal of Architectural Computing vol. 3 - no. 3, 335-354
summary This paper draws on current research on complexity and design process in architecture and offers a proposal for how architects might bring complex thought to bear on the understanding of design process as a complex system, to understand architecture as a way of organizing events, and of organizing interaction. Our intention is to explore the hypothesis that the basic characteristics of complex systems – emergence, nonlinearity, self-organization, hologramaticity, and so forth – can function as effective tools for conceptualization that can usefully extend the understanding of the way architects think and act throughout the design process. To illustrate the discussions, we show how architects might bring complex thought inside a transdisciplinary design process by using models such as software engineering diagrams, and three-dimensional modeling network environments such as media to integrate, connect and 'trans–act'.
series journal
more http://www.ingentaconnect.com/search/expand?pub=infobike://mscp/ijac/2005/00000003/00000003/art00006
last changed 2007/03/04 07:08

_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 cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 2005_067
id 2005_067
authors Pellitteri, Giuseppe, Colajanni Benedetto and Concialdi, Salvatore
year 2005
title Distance Collaboration. A Comparative Analysis of Tools and Procedures
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 67-73
doi https://doi.org/10.52842/conf.ecaade.2005.067
summary Besides design theory and practice, curricula of architectural students should include some experiences referring to professional situations. Among these experiences, Collaborative Design is nowadays somewhat frequent. It is normally practised by large professional studios, using expansive software which is beyond what they can afford on average. Much academic research on the topic has also been carried out often resulting in the proposition of new and too complex description models of the building object. We think that students should instead get acquainted with such a design process: an experience has been planned and carried out in our Department for the purpose of practising the possible paradigm in a more ordinary context. Its purpose was threefold. First, making the students grasp the method’s potentialities and learn the right approach. Second, testing the practical suitability of the most widely used software. Third, comparing their relative efficiency. The software we used was: Architectural Desktop, AutoCad Revit, ArchiCad for Teamwork. We focused special attention on how representing and managing restraints, since they are the main source of conflicts. This was the hardest topic to manage. The results were partly positive inasmuch as the experience showed that it could be possible to adopt the Collaborative Design paradigm which is also used in the AEC field. The drawbacks emerged from the analysis of non-dedicated software are: a relative slow process for the lack of certain specific tools; a subsequent necessity of integrating them with different communication software; the difficulty of managing hard and soft restraints. However, in the final analysis, the experience can be considered as positive.
keywords Collaborative Design, Architectural teaching
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2005_257
id sigradi2005_257
authors Sánchez Cavazos, Ma. Estela; Adolfo Benito Narváez Tijerina
year 2005
title The digital visualization of the future architecture and the intellectual operations
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 257-263
summary It is sustained here that the designer before carrying out any trace (digital or similar) on the architectural design to solve, the person carries out a series of intellectual operations that allow him/her to carry out this traces with more precision, delimitation, knowing the space that will be realized in future. This work explains how the digital visualization of the architecture will be carried out in a future, based on the construction of the knowledge that Piaget proposes about the cognitive structures and the significant learning, as well as the metacognición that Vygotsky and Ausubel; the topic of the language is also approached, because it is thought that the language is very related with the figuration element that is presented in the document as one of the intellectual operations and the pattern that Wittgenstein exposes in its book “Tractatus, logical-philosophicus”, where he explains how the figuration is given by means of the interrelation among the elements of the figure and how it comes from the linguistic question. This helps to understand the design process in its initial stage (mayeutic) and has a pedagogic application. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 10:01

_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 caadria2005_b_5c_b
id caadria2005_b_5c_b
authors Martin Tamke
year 2005
title Crossing The Media
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
doi https://doi.org/10.52842/conf.caadria.2005.364
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 ijac20053201
id ijac20053201
authors Aitcheson, Robert; Friedman, Jonathan; Seebohm, Thomas
year 2005
title 3-Axis CNC Milling in Architectural Design
source International Journal of Architectural Computing vol. 3 - no. 2, 161-180
summary Physical scale models still have a role in architectural design. 3-axis CNC milling provides one way of making scale models both for study purposes and for presentation in durable materials such as wood. We present some types of scale models, the methods for creating them and the place in the design process that scale models occupy. We provide an overview of CNC milling procedures and issues and we describe the process of how one can creatively develop appropriate methods for milling different types of scale models and materials. Two case studies are presented with which we hope to convey not only the range of possible models that can be machined but also the way one creatively explores to arrive at appropriate milling strategies. Where apposite, we compare 3-axis CNC milling to newer technologies used for rapid prototyping but rapid prototyping is not a primary focus.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id sigradi2005_400
id sigradi2005_400
authors Ambach, Barbara
year 2005
title Diagraphics: an exposé of visual expression
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 400-404
summary This exposé introduces preparations for a publication based on what I have found to be a ‘missing link’ in the library of educational source materials. The skills necessary to record and interpret the complexity of the architectural design process are often illusive. The sophistication of computer modeling and graphics applications only adds to the dilemma of making clear and concise decisions about how to communicate the essence of one’s design intent. The publication will define and illustrate five Diagraphic models of analysis. Each offers ways of seeing and understanding the idiosyncrasies of recording the design process. Gestures, Traces, Pulls, Morphs and Transits exemplify specific modes of visual expression and integrate both their diagrammatic and graphic nature. The distinctive aspects of each model enable the student of architecture to choose appropriate and meaningful techniques for visual expression. The publication will also illustrate current and historically relevant examples of diagrammatic expression. These examples show how diagrams have been flexible over time in adapting to the needs of newly forming conceptual models, spatial analysis and belief systems.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2005_1_44_228
id cf2005_1_44_228
authors BURRY Jane, BURROW Andrew, AMOR Robert and BURRY Mark
year 2005
title Shared Design 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. 217-226
summary Collaborative design activity that involves remote multilateral, multidisciplinary communication has become more commonplace with the electronic means to communicate across any distance in real time. The communication itself can be both an important repository of project information and an important part of the process of conceptualisation and design development. This research has explored the apparent shortcomings inherent in commonly used means of communication and how these impact on the design process. This paper describes research that has taken as a starting point the analysis and observation of actual design communication from the archive of an internationally published collaborative project involving disciplinarily diverse and globally scattered participants. Through the analysis, we have identified characteristics of communication tools or information environments that would address the particular issues found to impede collaboration while fostering those aspects that support it. The findings have been used to inform the design, specification and implementation of collaborative information spaces based on Wiki software.
keywords collaborative design, communication, design process, digital media, computer mediated communication
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_269
id 2005_269
authors Caldas, Luisa and Duarte, José
year 2005
title Fabricating Ceramic Covers
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 269-276
doi https://doi.org/10.52842/conf.ecaade.2005.269
summary This paper describes a studio experiment developed with the aim of exploring the design and fabrication of innovative roof systems based on ceramic tiles using digital technologies. History is rich in examples of the use of ceramic roof tiles since the ancient world. Today’s systems derive from such ancient systems and fall into several basic categories depending on the form of the tiles and how they interlock. These systems present acceptable functional performances due to centuries of refinement, but as they have suffered little formal evolution in recent centuries, to respond to modern needs they require complex layering and assemblies. Recent technological evolution has emphasized the optimization of the tile production process in terms of time saving and cost reduction, and the improvement of product quality in terms of material homogeneity and durability. Little attention has been paid to the tile form and the roof system as a whole, including the assembly process. As a result, despite the variety and performance of existing designs, they are often perceived as outdated by architects who refuse to use them following a stylistic trend in architectural design towards primary forms and flat roofs. The challenge of the experiment was to take advantage of digital design and fabrication technology to conceive systems with improved performance and contemporary designs. The hope was that this could lead architects to consider integrating roof tiles systems in their architectural proposals. Results yielded five different roof systems. These systems are innovative from a formal viewpoint both at the tile and roof level. In addition, they are easy to assemble and possess better thermal and water-proofing performance. Digital technologies were determinant to enable students to design the complex shape of the tiles, to manipulate them into assemblies, and to assess the shape of the roofs, as well as their thermal and structural performance in some cases.
keywords Design Education; Rapid Prototyping; Collaboration; Ceramics; Innovation; Tiles
series eCAADe
email
last changed 2022/06/07 07:54

_id ad19
id ad19
authors Calderon, C., and Noble, R
year 2005
title BEYOND MODELLING: AVANT-GARDE COMPUTER TECHNIQUES IN RESIDENTIAL BUILDINGS.
source I Jornadas de Investigacion en Construccion, Madrid, 2-4 June, 2005.
summary If the result of computer innovations can be interpreted as an emerging “difference” in the quality of constructed space, then in order to truly understand what future applications may be regarding architecture at present, we should look at what advanced functions are available in the process of designing forms and space (DeLuca and Nardini, 2002). Recently the so called parametric approach, a technique for describing a large class of designs with a small description in programming code, has become a focus of attention in architectural computing. In this paper, we reflect on the current use of parametric tools using real case studies as well as our own proof of concept parametric programmes and report on how the avant-garde computer techniques may help to increase the quality of residential building.
keywords Building Quality, Parametric Design
series other
type normal paper
email
last changed 2005/12/02 11:42

_id 2005_211
id 2005_211
authors Carrara, Gianfranco and Fioravanti, Antonio
year 2005
title The Quest for the Holy Grail – Holistic Collaborative Design
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 211-218
doi https://doi.org/10.52842/conf.ecaade.2005.211
summary Architectural design, due to phenomena such as globalisation of the construction process, delocalisation of professional and industrial activities, spread of new construction materials and components, and the challenges of environmental sustainability, has become so comlex that traditional ways of managing the process are no longer sufficient. What is more, architectural works are required to be ever more performing and integrated - holistic. The paradigm of collaborative design is gaining ground as a way of dealing with these problems. Various process/ product models have been proposed over the years, making more or less use of advanced tools. In this field this study proposes a model in which operators from various cultural contexts are each supported by Intelligent Assistants (agents). The model simulates the design of works of architecture to the best professional practice. Exchange of information and knowledge between the operators is essential to enhance the design process. From this follows the need to interface not just data, but also meanings. This article shows how to improve communications between different applications, used by different operators, so as to integrate information and knowledge, whether formalised or not, in a project managed collaboratively by means of XML.
keywords Collaborative Design; Design Process Model; Distributed Knowledge Bases; Semantic Interfaces; aecXML
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2005_300
id sigradi2005_300
authors Cavieres, Andrés P.; Marcelo Quezada G.
year 2005
title Analysis of the possibilities offered by the application of parametric modeling technologies in the design processes shared between architects and industrial designers: The prefabricated house case.
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 300-303
summary Traditionally, the teaching of digital design systems has been focused on the operative learning of software. However, this almost exclusively technical approach has leaded to a partial view of these systems, as well suited platforms to exploration of project’s possibilities. Consequently their relevance as a base for project representation and therefore as a useful instrument for conceptual exploration for design and experimental research of their processes have been undervalued. On the other hand, this restrictive perspective results in an important waste of the teaching possibilities lying in CAD software related with interdisciplinary teamwork. The following academic experience obeys to a new insight of how to teach these tools, based upon problem solving in Design by interdisciplinary students work teams from Architecture and Industrial Design. In this bet, the learning process is flexible, shared and collaborative, according to the requirements of each project, powered by the commitment of facing common goals. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:48

_id cf2005_1_62_226
id cf2005_1_62_226
authors CHENG, Nancy Yen-wen and MCKELVEY Andrew
year 2005
title LEARNING DESIGN PROCESS WITH DIGITAL SKETCHING: COPYING GRAPHIC PROCESSES FROM ANIMATIONS AND STORYBOARDS
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. 291-300
summary This paper examines the effectiveness of animated versus non-animated drawings as teaching tools. Data was collected by comparing how architectural design students given an animation versus those given a static, six-panel storyboard are able to learn processes in a space-planning design problem. All subjects were given an example of an expert design drawing, asked to put the design steps in order, and then to follow those steps in performing a similar design problem. Their responses were recorded with a digital pen-on-paper system that automatically generates vector animations. The animations can then be immediately viewed on a computer for stroke-by-stroke review. Finally, each student’s animation was analysed in terms of design process steps and compared with the expert example. While those given animations performed only marginally better on the survey of steps, they were better able to imitate the order of expert steps. Furthermore, reviewing the examples by computer revealed common errors that students could modify for more successful design strategies. The following discussion examines methods for researching design process with the digital pen, along with shortcomings, advantages and directions for further study.
keywords teaching, with technology, sketching, design teaching, digital pPen-based computing
series CAAD Futures
type normal paper
email
last changed 2007/10/22 06:58

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

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