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

PDF papers
References

Hits 1 to 20 of 558

_id ijac20053104
id ijac20053104
authors Fischer, Thomas
year 2005
title Teaching Programming for and with Microcontroller-Enhanced Physical Models
source International Journal of Architectural Computing vol. 3 - no. 1, 57-74
summary As processes of use, interaction and transformation take center stage in various fields of design, electronic sensors, controllers, displays and actuators can significantly enhance the value of physical models. These technologies allow the development of novel computer interfaces for new kinds of interaction with virtual models, and in the future they can be expected to play an important role in the development of new types of active building components and materials for automated construction and dynamic runtime adaptations of inhabitable environments. However, embedding programmed logic into physical objects involves skills outside the traditional domains of expertise of designers and model makers and confronts them with a steep learning curve. The wide variety of alternative technologies and development tools available in this area has a particularly disorienting effect on novices. However, some early experiences suggest that mastery of this learning curve is easily within reach, given some basic introduction, guidance and support. To assist design students in acquiring a basic level of programming knowledge, better educational programming tools are still required. It is the intent of this paper to provide designers and educators with a starting point for explorations into this area as well as to report on the development of an educational approach to electronics programming called haptic programming.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id cf2005_1_61_209
id cf2005_1_61_209
authors LEE Chia-Hsun, HU Yuchang and SELKER Ted
year 2005
title iSphere: A Proximity-based 3D Input Interface
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. 281-290
summary This paper presents a 24 degree of freedom input device for 3D modeling. iSphere uses the proximity information of pulling-out and pressing-in capacitive sensors to manipulate 12 control points of a 3D surface simultaneously . The iSphere dodecahedron is demonstrated manipulating an analog parametric model with high-level modeling concepts like push or pull the 3D surfaces. Our pilot experiment shows that iSphere saved many steps of selecting the control point and going through menus. Experts were used to those extra steps and still found themselves doing them but novices saved significant time for surface shaping tasks. 3D systems are benefited to execute high-level modeling commands, but lacking of fidelity is a great issue of analog input device.
keywords 3D input device, proximity sensing, parametric modeling, human-computer interaction
series CAAD Futures
email
last changed 2006/11/07 07:27

_id acadia05_170
id acadia05_170
authors Barker, Daniel and Dong, Andy
year 2005
title A Representation Language for a Prototype CAD Tool for Intelligent Rooms
doi https://doi.org/10.52842/conf.acadia.2005.170
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. 170-183
summary Intelligent rooms are a type of intelligent environment which enhance ordinary activities within the confines of a room by responding to human interaction using pervasive and ubiquitous computing. In the design of intelligent rooms, the specification of how the intelligent room enacts intelligent behavior through computational means is as integral as the geometric description. The self-aware and context-aware capabilities of intelligent rooms extend the requirements for computer-aided design tools beyond 3D modeling of objects. This article presents a Hardware as Agents Description Language for Intelligent Rooms (HADLIR) to model hardware in an intelligent room as “hardware agents” having sensor and/or effector modalities with rules and goals. End-users describe intelligent room hardware as agents based on the HADLIR representation and write agent rules and goals in Jess for each hardware component. This HADLIR agent description and the requisite software sensors/effectors constitute “hardware agents” which are instantiated into a multi-agent society software environment. The society is then bridged to either a virtual environment to prototype the intelligent room or to microelectronic controllers to implement a physical intelligent room. The integration illustrates how the HADLIR representation assists in the design, simulation and implementation of an intelligent room and provides a foundation technology for CAD tools for the creation of intelligent rooms.
series ACADIA
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 2005_647
id 2005_647
authors Caldas, Luisa G.
year 2005
title Three-Dimensional Shape Generation of Low-Energy Architectural Solutions using Pareto Genetic Algorithms
doi https://doi.org/10.52842/conf.ecaade.2005.647
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 647-654
summary This paper extends on a previous work on the application of a Generative Design System [GDS] to the evolution, in a computational environment, of three-dimensional architectural solutions that are energy-efficient and adapted to the climatic environment where they are located. The GDS combines a well-known building energy simulation software [DOE2.1E] with search procedures based on Genetic Algorithms and on Pareto optimization techniques, successfully allowing to tackle complex multi-objective problems. In the experiments described, architectural solutions based on a simplified layout were generated in response to two often-conflicting requirements: improving the use of daylighting in the space, while controlling the amount of energy loss through the building fabric. The choice of a cold climate like Chicago provided an adequate framework for studying the role of these opposing forces in architectural form generation. Analysis of results shows that building characteristics that originate successful solutions extend further than the building envelope. Issues of massing, aspect ratio, surface-to-volume ratio, orientation, and others, emerge from the analysis of solutions generated by the GDS, playing a significant role in dictating whether a given architectural form will prove adapted to its climatic and energy requirements. Results suggest that the questions raised by the exploration of form generation driven by environmental concerns are complex, deserving the pursuit of further experiments, in order to better understand the interaction of variables that the evolutionary process congregates.
keywords Generative Design System, Genetic Algorithms, Evolutionary Architecture, Artificial Intelligence in Design, Building Energy Simulation, Bioclimatic Architecture, Environmental Design.
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 ecaaderis2018_103
id ecaaderis2018_103
authors Davidová, Marie and Prokop, Šimon
year 2018
title TreeHugger - The Eco-Systemic Prototypical Urban Intervention
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 75-84
keywords The paper discusses co-design, development, production, application of TreeHugger (see Figure 1). The co-design among community and trans-disciplinary participants with different expertise required scope of media mix, switching between analogue, digital and back again. This involves different degrees of physical and digital 'GIGA-Mapping' (Sevaldson, 2011, 2015), 'Grasshopper3d' (Davidson, 2017) scripting and mix of digital and analogue fabrication to address the real life world. The critical participation of this 'Time-Based Design' (Sevaldson, 2004, 2005) process is the interaction of the prototype with eco-systemic agency of the adjacent environment - the eco-systemic performance. The TreeHugger is a responsive solid wood insect hotel, generating habitats and edible landscaping (Creasy, 2004) on bio-tope in city centre of Prague. To extend the impact, the code was uploaded for communities to download, local-specifically edit and apply worldwide. Thus, the fusion of discussed processes is multi-scaled and multi-layered, utilised in emerging design field: Systemic Approach to Architectural Performance.
series eCAADe
email
last changed 2018/05/29 14:33

_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 cf2005_1_65_47
id cf2005_1_65_47
authors KOUTAMANIS Alexander
year 2005
title Sketching with Digital Pen and Paper
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. 321-330
summary Architectural sketching with the computer has been possible for some time now. Using manual and optical digitizers architects have been able to create images similar in structure and appearance to conventional sketches on paper. Digitized sketches are traditionally associated with early design but are also increasingly linked to interactive interfaces and information management. The paper reports on the application of a new technology (Anoto) that uses a digital pen on specially prepared paper. The focus of the application was feedback from analogue documents to the computer programs used for preparing these documents and on the roles of freehand sketching in later design phases. Sketching with digital pen and paper was found to be useful for the management of annotations made on analogue versions of digital information, especially in multi-actor synchronous and asynchronous situations.
keywords digital sketching, annotation, information management, digitization, interaction
series CAAD Futures
email
last changed 2006/11/07 07:27

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

_id cf2005_2_36_65
id cf2005_2_36_65
authors LIAO Kai and HAN Chia Y.
year 2005
title Collective Pavilions: A Generative Architectural Modelling for Traditional Chinese Pagoda
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. 129-138
summary This paper investigates generative architectural modelling for traditional Chinese architecture and aims to explore and extend the potential of adaptive computing for architectural design methods. The design manners analysis of traditional pagodas architectures is made in a holistic view and under historical perspective. We propose a descriptive model and generative system for the design of traditional Chinese pagodas, by which each pagoda is defined as a collection of style-matched and form-coordinated pavilions and described by both topological graphs and variant geometrical units. Our approach models both of the building geometry and space organization/spatial patterns of pagodas separately. The generative mechanism consists of a framework of grammar-based design and parametric, recursive shape computation. Accordingly, the generative algorithm is also made of two levels, the topology of spatial patterns and the shape geometrical parameters that characterize pavilion variations. The algorithm for computing the former is based on GP (Genetic Programming) and the latter GA (Genetic Algorithms). To explore the collective behaviour of a group of pavilions, multi-agent modelling approach is incorporated in composition patterns search. A prototype system, 'glPagoda', using the OpenGL graphics library for rendering and visualization, has been developed and implemented on PC windows platform.
keywords pagoda, grammar-based design, multi-agent modelling, generative design system
series CAAD Futures
email
last changed 2005/05/05 07:06

_id ddss2006-hb-187
id DDSS2006-HB-187
authors Lidia Diappi and Paola Bolchi
year 2006
title Gentrification Waves in the Inner-City of Milan - A multi agent / cellular automata model based on Smith's Rent Gap theory
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 187-201
summary The aim of this paper is to investigate the gentrification process by applying an urban spatial model of gentrification, based on Smith's (1979; 1987; 1996) Rent Gap theory. The rich sociological literature on the topic mainly assumes gentrification to be a cultural phenomenon, namely the result of a demand pressure of the suburban middle and upper class, willing to return to the city (Ley, 1980; Lipton, 1977, May, 1996). Little attempt has been made to investigate and build a sound economic explanation on the causes of the process. The Rent Gap theory (RGT) of Neil Smith still represents an important contribution in this direction. At the heart of Smith's argument there is the assumption that gentrification takes place because capitals return to the inner city, creating opportunities for residential relocation and profit. This paper illustrates a dynamic model of Smith's theory through a multi-agent/ cellular automata system approach (Batty, 2005) developed on a Netlogo platform. A set of behavioural rules for each agent involved (homeowner, landlord, tenant and developer, and the passive 'dwelling' agent with their rent and level of decay) are formalised. The simulations show the surge of neighbouring degradation or renovation and population turn over, starting with different initial states of decay and estate rent values. Consistent with a Self Organized Criticality approach, the model shows that non linear interactions at local level may produce different configurations of the system at macro level. This paper represents a further development of a previous version of the model (Diappi, Bolchi, 2005). The model proposed here includes some more realistic factors inspired by the features of housing market dynamics in the city of Milan. It includes the shape of the potential rent according to city form and functions, the subdivision in areal submarkets according to the current rents, and their maintenance levels. The model has a more realistic visualisation of the city and its form, and is able to show the different dynamics of the emergent neighbourhoods in the last ten years in Milan.
keywords Multi agent systems, Housing market, Gentrification, Emergent systems
series DDSS
last changed 2006/08/29 12:55

_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 sigradi2005_773
id sigradi2005_773
authors Tramontano, Marcelo; Edson Salerno Junior
year 2005
title Beyond HCI: Colaboratives graphic interfaces.
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 773-777
summary This article intends to present a research work in process which targets the production of design principles for multi-users graphic interfaces, allowing the creation of dialog spaces for a communitarian purpose, using the knowledge from system-user and user-interface interaction and from semiotic and cognitive psychology. It blends studies in both technological and perceptive fields, focusing on interfaces production with a non-linear structure, with an associative navigability, mostly commanded by signs and graphic elements of easy comprehension. The research goal is to understand how to allow users to build an individualized portion of cyberspace, where dialogs can be established with other community members. This work is part of Nomads.usp, Center for Habitation and Ways of Living Studies - University of São Paulo, that studies and produces criteria to rethink nowadays spaces design, considering its recent history, the transformations occurred in families groups, and its behavior tendencies. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 10:01

_id 20e8
id 20e8
authors Cavallin H, Martin W M, Heylighen A
year 2005
title THIS IS NOT A CAUCUS RACE. OR WHY UPGRADES IN GUIS WILL (NOT NECESSARILY) MAKE USERS (INSTANTLY) MORE PRODUCTIVE
source SID 2005, Proceedings of the 4th Social Intelligence Design Workshop, Stanford University, March 2005 (CD Rom)
summary In this paper we discuss the impact that upgrading applications may have across different users, using for this purpose the case of GUI improvements to a market leading drafting application. Our findings show that even though there are improvements in productivity that can be associated with the changes to the GUI, these improvements will not necessarily affect evenly all users, suggesting an interaction between the level of expertise and variations in productivity.
keywords software evaluation, problem solving, reliability, absolute benchmarking, commercial CAD software, upgrading
series other
type normal paper
email
last changed 2005/04/01 13:24

_id 2005_383
id 2005_383
authors Ebert, Oliver, Schoenemann, Patrick and Lenhart, Michael
year 2005
title Cityscape Computing System
doi https://doi.org/10.52842/conf.ecaade.2005.383
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 383-389
summary The central feature of the project is the development of a computer and its interfaces to simulate urban space and, in the context of an intermedia city tour, to allow citizens to creatively influence their urban space by manipulating media structures at chosen points throughout the city. A master plan is set up to re-cultivate public spaces and points of architectural focus. The city reacts interactively to the commands. A dialog is created between user and public space. The tour route is an open structure which can be expanded at any time. Via interfaces the user activates a reaction in the real city by making changes to the virtual model. This results in a dynamic space, a communication based on the results of this transformation. The user interface allows an information transfer between real people and virtual space. Virtual reality then reacts to the input by transferring that information back to reality. The direct influence on the architecture is effected by a media-transformer. It projects an additional perception level on to reality while monitoring the data via various analysis interfaces.
keywords Interactive Urbanism; Media Installation; Human-Computer-Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_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 caadria2005_b_3c_f
id caadria2005_b_3c_f
authors Kai-Ming Yang
year 2005
title A bodily user interface for VR-CAVE
doi https://doi.org/10.52842/conf.caadria.2005.129
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. 129-135
summary The main purpose of this research is to explore how body movement can increase user’s sense of presence in the virtual reality cave (VR-CAVE). Traditionally, in architectural applications, there is no interaction between users and VR-CAVE. Visual perception is the major way of presentation. The users feel certain level of sense of presence. Therefore, in order to increase user’s sense of presence, we designed a bodily user interface as our controller which utilized user’s body movement to interact with VR. The contribution is that not only a user can easily or effortlessly control and navigate VR space but also VR navigation will directly link to the experience of walking in a physical space, which provides strong sense of presence to user.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2006_168
id 2006_168
authors Papalexopoulos, Dimitris
year 2006
title Digital Territories and the Design Construction Continuum
doi https://doi.org/10.52842/conf.ecaade.2006.168
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 168-174
summary The purpose of the paper is to bring together the two newly elaborated concepts of Digital Territories (DT) and Design Construction Continuum (DCC) in order to approach the design of evolving – intelligent environments.Digital Territories is a concept elaborated 2005 by a Core Expert Group, conceived as an ephemeral Ambient Intelligence (AmI) space. DTs formed through the interconnection of physical objects embedding digital technologies, postulate the integration of the physical and the digital world, searching for operative definitions of new evolving in time functionalities. In DT’s, bridges between the physical and the digital are discrete elements disposing of certain autonomy in their conception and internal structure. Bridges have to be designed and located. The DCC proposes to relate design, fabrication and construction through information networks (it is in fact a DT). Through the DCC approach, design information is becoming construction information and industrial fabrication information. The DCC has to integrate interaction design and respond to questions posed by DTs design. DTs are integrated to DCC by constituting an intermediate level between building programming and design. Intelligent Building Components, that is AmI components operating as bridges between the physical and the digital in Digital Territories formations, cooperating to develop swarm intelligence applications to architectural space, are elements managed by the DCC. DT’s are about spaces communicating and the DCC is about communicating (design) space.
keywords Digital Territories; Design Construction Continuum; Interaction Design; Evolving Environments; Intelligent Environments; Location Diagrams; Building Programming
series eCAADe
email
last changed 2022/06/07 08:00

_id cf2005_1_64_168
id cf2005_1_64_168
authors ACHTEN Henri
year 2005
title Resolving some Ambiguities in Real-time Design Drawing Recognition by means of a Decision Tree for Agents
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 311-320
summary In this paper, we present a theoretical study on automated understanding of the design drawing. This can lead to design support through the natural interface of sketching. In earlier work, 24 plan-based conventions of depiction have been identified, such as grid, zone, axial system, contour, and element vocabulary. These are termed graphic units. Graphic units form a good basis for recognition of drawings as they combine shape with meaning. We present some of the theoretical questions that have to be resolved before an implementation can be made. The contribution of this paper is: (i) identification of domain knowledge which is necessary for recognition; (ii) outlining combined strategy of multi-agent systems and online recognition; (iii) functional structure for agents and their organisation to converge on sketch recognition.
keywords multi-agent system, decision tree, pattern recognition, sketch
series CAAD Futures
email
last changed 2006/11/07 07:27

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 27HOMELOGIN (you are user _anon_51775 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002