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 340

_id sigradi2006_c086a
id sigradi2006_c086a
authors Bustos Lopez, Gabriela Ilusion and Vélez Jahn, Gonzalo
year 2006
title Alternativas de Diseño: Sede virtual interactiva para el Taller Virtual de las Américas [Alternatives of Design: 3D Interactive Virtual Site to "Las Americas Virtual Design Studio"]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 47-51
summary Alternatives of Design is a course that aims to prepare architects from the Master Studies Department of Computing in Architecture (LUZ), in two ways: first, by expanding their perspective about potentialities of using new virtual reality technologies in architecture, and second, by qualifying them to apply this acquired theoretical knowledge in their professional environment, The goal of this research is to describe the products of the course Alternatives of Design 2005, which include: a methodology of designing to the cyberspace by using VRML and Java Script, in order to achieve a proposal of a Site to "Las Americas Virtual Design Studio". This site is projected as a digital manager to interactive simulation in multiuser virtual worlds, specifically to virtual architectonical workshops, With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 sigradi2005_293
id sigradi2005_293
authors Oh, Sooyeon; Wookhyun Yeo, Katsumi Tanaka
year 2005
title Comparative Navigation System for Collaborative Architectural Design
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 293-299
summary As information technology continues to evolve, it is affecting all creative art forms by providing new tools and surroundings, such as virtual environments. 3D real-time simulation environments strongly support communication and navigation, enabling users to collaborate on designs using centralized or distributed environments. The persons concerned must understand the proposed design. Systems that help them gain this understanding are therefore required. An effective concept for gaining understanding is comparison. However, comparing one design proposal with another using existing systems is difficult because the users must consider their viewpoints separately. In this paper, we describe the concepts, strategies, and functions of a 3D virtual design environment for collaborative, real-time architectural design that is based on our 3D comparative navigation system and real-time simulation technology. We also evaluate the advantages and disadvantages of using this design environment to support collaborative architectural design.
series SIGRADI
email
last changed 2016/03/10 09:56

_id cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
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. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2005_1_34_180
id cf2005_1_34_180
authors CALDERON Carlos, WORLEY Nicholas and NYMAN Karl
year 2005
title Architectural Cinematographer: An Initial Approach to Experiential Design in Virtual Worlds
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. 135-144
summary This paper presents a paradigm for the generation of camera placements for architectural virtual environments as a method of enhancing the user's experience and as a way of facilitating the understanding of architectural designs. This paper reports on an initial prototype of a real-time cinematic control camera engine which enables the creation of architectural walkthroughs with a narrative structure. Currently, there is neither software nor a structured approach which facilitates this in architectural visualisations. The paper discusses the potential of our approach; analyses the technical and application domain challenges; examines its current limitations using well known architectural design concepts such as rhythm.
keywords virtual environments, navigation, camera engine, cinematography, experiential design
series CAAD Futures
email
last changed 2006/11/07 07:27

_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 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

_id 2005_547
id 2005_547
authors Elger, Dietrich and Russell, Peter
year 2005
title Crisis? What Crisis?
doi https://doi.org/10.52842/conf.ecaade.2005.547
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 547-556
summary The paper describes the current situation concerning career opportunities in the field of architecture in developed western countries. Several aspects that are almost universal mark this situation. Firstly, there are too many architects chasing traditional work in competition with structural (civil) engineers. This is not surprising in consideration of the fact, that the architectural education industry produces far too many new architects for the economy to absorb. In Germany, the number is almost three times too many. Secondly, the needs of the building industry have changed over the past twenty years so that the skills that architects want to offer are not necessarily those that are sought. Lastly, the constant specialisation of work has continued unabated. Architects, as generalists, have idly watched their areas of expertise be usurped from neighbouring fields like civil and structural engineering The reasons for this crisis are manifold. In the schools of architecture, the discussions often deal with form or formal arguments, which, in fact, have little or no relevance to the building industry. This position was tenable so long as the clients were willing to accept formal arguments in order to receive buildings of high quality or current social relevance (i.e. current architectural fashion). With the dual aspects of globalisation and a shift to maintaining building stocks rather than producing new buildings, the tolerance for “architectural” discussions has been reduced even further. Indeed, the monetary pressures overwhelm almost all other aspects, including so-called green issues. What is more, most of the monetary issues are time based. Time represents, perhaps, the largest pressure in any current planning project. The clients expect expedient, accurate and inexpensive solutions. If architects are not able to produce these, the clients will (and do) go elsewhere. The authors argue that there remain serious problems to be solved for architects and the metier in general. Ever cheaper, ever faster and ever encompassing information technologies offer the architectural community a chance to turn recent trends on their head. By using information technologies to their full potential, architects can reassert themselves as the coordinators of building information and processes. Simply put, this means less photorealistic rendering and more databases, which may be unappealing for those architects who have positioned themselves as “designers” and are able to talk long on form, but short on cost or logistics. Nonetheless, the situation is not lost, so long as architects are able to recognise what is desired from the point of view of the client and what is desired from the point of view of the architect. It is not a question of one or the other. Architects must be able to offer innovative design solutions that not only address the fiscal, legal and programmatic constraints, but also push the boundaries at to the position of architecture in the community at large. For educators, it must be made clear that the real potential architects possess is their encompassing knowledge of the building process including their expertise concerning questions of architectural form, function, history and art. Precisely while they are generalists are architects invaluable in a sea of specialists. The biggest hurdle to asserting this in the past has been the control of the vast amounts of information. This is no longer a problem and also no longer an excuse. In the education of architects, it must be made clear that their role dictates sovereignty over architectural information. Architectural Information Management is a necessary skill alongside the more traditional architectural skills. A brief outlook as to how this might come about is detailed in the paper. The authors propose didactic steps to achieve this. Primarily, the education of computer supported planning should not simply end with a series of lectures or seminars, but culminate in integrated Design Studios (which including Design-Build scenarios).
keywords Architectural Information Mangement, Computer Supported Design Studios, CSCW
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2005_700
id sigradi2005_700
authors Espina, Jane J. B.
year 2005
title VISION OR RETROSPECTION INTO THE PAST: SCIENTIFIC VISUALIZATION IN THE RECOVERY OF PATRIMONIAL URBAN SPACES
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 700-706
summary This paper shows the use of digital means in the presentation and relation between the perception of those who have walked by in the past and circulate at present through the Baralt Square space, at specific historic periods, with the purpose of reconstructing the different urban scenarios, and foresee their future, through the use of scientific visualization. The digital reconstruction of the square, of colonial origin, is a complex process. This multifunctional space represented forms and types of societies, as the various actors participated with perceptions and perspectives which were apart from reality, imposing their vision and interests, defining themselves in the materialization of the space-site. This research originates the urban analysis and the interpretation of the public space with the help of input devices and real-time visualizers. Interaction, virtual surroundings and mixed reality technologies may contribute in designing tools for the recovery of patrimonial surroundings. [Full paper in Spanish]
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:51

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

_id sigradi2005_167
id sigradi2005_167
authors Ibarrola, María Celeste; Vanesa Soledad Iozzo, Sabrina Klor
year 2005
title New processes of digital design: intelligent skin
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 167-172
summary The project consists of the generation of a bioclimatic architectonic skin that acts like a living creature, responding in real time to environmental conditions, allowing a greater inner comfort by means of the regulation of factors like temperature, radiation, humidity and illumination. It starts with the study of a vegetal epidermis (interface between the environment and the alive organism), transposing this information on the behavior of a living creature front to environmental factors, creating an architectonic skin that acts in the same way. Environmental data are incorporated soon in the computer and will be the digital tool the one in charge of interpolating such, generating a non predictable result. A project of these characteristics is inserted in diverse fields within the new architectonic tendencies: the intelligent architecture, of data, biomimetic, sustainable and bioclimatic. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:53

_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_92_179
id cf2005_1_92_179
authors LAEPPLE Eberhard, CLAYTON Mark and JOHNSON Robert
year 2005
title Case Studies of Web-Based Collaborative Design
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. 455-464
summary Data collected from real-world projects using Web-based communications and project management systems provide quantitative evidence for characterizing the design process. Tens of thousands of records have been analyzed from six cases. The cases are all high-end office and retail building projects, with about 50 members of the design team. The data supports the distinction of multiple stages in the design process as the patterns of usage of the software changes through time. Coordination activities are more frequent in early stages, while collaboration activities are more common in late stages. In planning and design stages, use of the software is focused upon accessing static information, while in construction documentation a relatively greater number of activities include generate and process operations.
keywords collaboration, communications, design management, design process, software
series CAAD Futures
email
last changed 2006/11/07 07:27

_id caadria2005_a_7c_f
id caadria2005_a_7c_f
authors M.N.H. Siddique, Qazi A. Mowla, Mohammad A. Al Masum
year 2005
title VIRTUALITY IN ARCHITECTURE: A DESIGN METAPHOR
doi https://doi.org/10.52842/conf.caadria.2005.342
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. 342-350
summary Traditionally, architecture in its design process employs physical matter, requires physical presence and relies on real world environment using conventional methods of 2D depictions such as paper and pen or 3D representations such as physical models and communicates design ideas in verbal or text-based form. The conventional design process, for example an interior design, a residential house, a commercial complex or even urban design projects, follows the same hierarchy of activities. Efforts are made to the satisfaction of both parties to give the ideas of a physical shape through sketches, drafts and models which may take weeks even months. Finally the project gets its final shape in a working drawing, 3D visualisation or model making. This process is time consuming and somewhat redundant. In recent years technology has offered architects a new tool - the virtual environment. Architects use virtual environment increasingly as device of communication and presentation of design intensions. Virtual environment enables users to interact in real-time with design but unfortunately have not been used widely in the process of design development. The aim of this paper is to investigates the relationship between present design process and the emerging technology of virtual reality, establish a relationship between the two and its influence on architecture to form a new translated design process and communication, an interface between architect and client.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:59

_id sigradi2005_037
id sigradi2005_037
authors Maciel, Mario
year 2005
title Interactive virtual art
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 37-41
summary The interactivity presumes behavior action events exercised mutually between machines, between digital information and persons, between two or more persons, machines and digital information in real time. Nelson Max presented in Paris the first interactive landscape in 1983. The pioneer of scientific image was Ivan Sutherland, researcher of Massachusetts Institute of Technology (MIT). Another fundamental reference is Sonia Sheridan that invented a system where the user could modify the original image and visualize the result in real time. In Brazil, as well as in the outside, artists in assembly with scientists, see developing works computacionais with resorts of immersion and interatividade. Like this, in that search of new references, the text presents initially the main concepts about interactive virtual art and analyzes two important expositions: Emoção Art.Ficial 2.0 and Maior ou igual a 4D: computer art interactive. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:55

_id ijac20053103
id ijac20053103
authors Malkawi, Ali M.; Srinivasan, Ravi S.
year 2005
title Interfacing with the real space and its performance
source International Journal of Architectural Computing vol. 3 - no. 1, 43-56
summary This paper presents an immersive gesture-recognition-based system to visualize the indoor thermal environment using Computational Fluid Dynamics (CFD). To enable efficient visualization of CFD in actual space, an Augmented Reality system was integrated with a CFD simulation engine. To facilitate efficient data manipulation of the simulated postprocessed CFD data and to increase user control of the immersive environment, an intuitive method of Human-Computer Interaction (HCI) has been incorporated using gesture and speech recognition. While gesture recognition aids in transforming hand postures into command functions through forward kinematics and computation of hand segment positions and their joint angles, speech recognition allows better control of the data manipulation. This enabled real-time interactions between the users and simulated CFD results in actual space.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id caadria2005_b_4b_d
id caadria2005_b_4b_d
authors Martin Tamke
year 2005
title Baking Light: Global Illumination in VR Environments as architectural design tool
doi https://doi.org/10.52842/conf.caadria.2005.214
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. 214-228
summary As proven in the past, immersive Virtual Environments can be helpful in the process of architectural design (Achten et al. 1999). But still years later, these systems are not common in the architectural design process, neither in architectural education nor in professional work. The reasons might be the high price of e.g. CAVEs, the lack of intuitive navigation and design tools in those environments, the absence of useful and easy to handle design workflows, and the quality constraints of real-time display of 3D models. A great potential for VR in the architectural workflow is the review of design decisions: Display quality, comfortable navigation and realistic illumination are crucial ingredients here. Light is one of the principal elements in architectural design, so design reviews must enable the architect to judge the quality of his design in this respect. Realistic light simulations, e.g. via radiosity algorithms, are no longer the domain of high-end graphic workstations. Today's off-the-shelf hardware and 3D-software provide the architect with high-quality tools to simulate physically correct light distributions. But the quality and impression of light is hard to judge from looking at still renderings. In collaboration with the Institute of Computer Graphics at our university we have established a series of regular design reviews in their immersive virtual environment. This paper describes the workflow that has emerged from this collaboration, the tools that were developed and used, and our practical experiences with global-light-simulations. 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 acadia05_024
id acadia05_024
authors Mathew, Anijo
year 2005
title Smart Homes for the Rural Population: New Challenges and Opportunities
doi https://doi.org/10.52842/conf.acadia.2005.024
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. 24-35
summary “Smart” Homes (domestic environments in which we are surrounded by interconnected technologies that are more or less responsive to our presence and actions) seem increasingly plausible with the emergence of powerful mobile computing devices and real time context aware computing (Edwards and Grinter, 2001). Research at premier technology universities have given birth to home “labs” that experiment with sensors, cameras and monitors to study physical, behavioral and social consequences of such technologies on occupants of such homes. One of the most important problems that “smart” homes will eventually help to address is that of spiraling costs of healthcare. Using ubiquitous technologies to motivate healthy decisions can help prevent the onset of myriad medical problems (Intille, 2004). Moving the focus of attention from the health centers and hospitals to the working home through such technology interventions would eventually lead to decreased financial pressure on the traditional healthcare system. This paper examines the challenges and opportunities in the design of “smart” technologies for preventive healthcare in rural homes. It summarizes findings from current ethnographic and demographic studies; and examines other contemporary research in the field of ubiquitous computing and “smart” homes. With the help of these studies, the paper lists different technical, social and functional challenges that we as designers may have to consider before designing “smart” homes for rural populations.
series ACADIA
email
last changed 2022/06/07 07:58

_id sigradi2005_139
id sigradi2005_139
authors Orciuoli, Affonso
year 2005
title Towards a non-standard architecture: design and manufacture as it relates to information systems
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 139-143
summary The development of computer programs has brought about a new trend for architects and designers. Topology, splines, nurbs and the use of sophisticated computer programs, which were formerly possible only to be executed on powerful computers, have triggered an interest in architects. Ten years ago, computers started to replace traditional drawing tools. Nowadays it is possible to develop the whole architectural process in three dimensions (project and manufacturing), reaching certain proposals that otherwise would be impossible or very tedious and time-consuming to carry out. Information technology proposes a new architectonic language, already experimented in a virtual way, but one that can be made real by means of the computer numeric control. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:56

_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
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last changed 2006/09/29 03:22

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