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 434

_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
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
doi https://doi.org/10.52842/conf.caadria.2005.214
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 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 2006_566
id 2006_566
authors Rafi, Ahmad; Mohamad Izani Zainal Abidin; Avijit Paul and Aishah Abdul Razak
year 2006
title Simulation of architectural lighting in a virtual environment - A case study on real and fake High Dynamic Range Images (HDRI)
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 566-572
doi https://doi.org/10.52842/conf.ecaade.2006.566
summary The early findings of this research were presented in eCAADe 2005 International Conference, Lisbon primarily to highlight the concept of High Dynamic Range Images (HDRI) when representing architectural spaces in the form of still images. An experiment had been carried out to compare the results between HDRI rendering and ‘conventional’ lighting simulation algorithms namely ray tracing and radiosity. The results were based on static and using the same exposure factors, when capturing HDRI. This project, funded by Intensification Research Priority Area (IRPA) grant continues to present and report HDRI results in a simulation environment. In this paper, we first briefly explain on the concept of real and fake HDRI. Then a comparison experiment is conducted to compare these two methods and discuss the impact and effectiveness of the illumination computation in architectural simulation environment. In order to carry out the experiment, a few models of the architectural scenes were developed. These models were then textured with real photos and manipulated with ‘shaders’, and further rendered using fake and real HDRI techniques. As for the fake HDRI, two methods were developed. The first was using an image as the ambient map and different exposures were created by increasing the value of Hue, V of HSV and saturation. The second involved a series of digital photos with the selection of the brightest and darkest area using Adobe Photoshop to establish the scale of luminosity. A few camera movements were triggered and position for ‘real-time’ rendering simulation. The result of the experiment has shown a significant improvement on the rendering time and quality of the rendering. Finally this paper suggests the selection criteria for choosing real and fake HDRI, and how each technique can be best utilized for architectural representations in a simulation environment.
keywords HDRI; simulation; Real HDRI;Fake HDRI; illumination computation
series eCAADe
email
last changed 2022/06/07 07:59

_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

_id caadria2005_a_8c_b
id caadria2005_a_8c_b
authors Alejandro Arismendy Echeverri
year 2005
title Time-based computer aided architectural research for mapping techniques in multicultural space re-definitions.
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. 444-450
doi https://doi.org/10.52842/conf.caadria.2005.444
summary This paper shall explore the process of research for the development of time-based computer aided applications as an alternative for mapping techniques. As part of an on going research, it was determined the necessity of implementing computer design strategies for time-based mapping due to the complexity and real-time variability of multicultural societies within its chrono-geo-ghraphical constrains for architectural space re-definitions.
series CAADRIA
email
last changed 2022/06/07 07:54

_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 acadia05_236
id acadia05_236
authors Brandt, Jordan
year 2005
title Skin That Fits: Designing and constructing cladding systems with as-built structural data
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. 236-245
doi https://doi.org/10.52842/conf.acadia.2005.236
summary An awkward interface exists between the structure and skin of complex architecture. The primary structure is typically allowed much higher tolerance ranges than that of the cladding industry, due primarily to the delicate nature of the building envelope which, above all, must prevent water penetration and meet the aesthetic requirements of the architect and client. As architecture has integrated advanced design and fabrication techniques to realize increasingly complex shapes, this problem has been aggravated because of the tangency requirements for high gloss curved finish surfaces and the larger variations found with rolled steel columns and undulating concrete forms. To date, most innovations in this area have been focused upon mechanical connections that can be adjusted and shimmed, thus requiring increased design engineering and on-site labor costs for effective implementation. It would be preferable to manufacture cladding components that are properly adjusted to the actual site conditions, negating the need to predict and accommodate potential dimensional variation with complex connections. The research provides a model for implementing long distance laser scanning technology to facilitate a real-time parametric BIM, herein called an Isomodel.
series ACADIA
email
last changed 2022/06/07 07:54

_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 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 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 caadria2005_a_1b_b
id caadria2005_a_1b_b
authors Chien-Hung Shih
year 2005
title Project: Illustrate Your Huashan
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. 75-82
doi https://doi.org/10.52842/conf.caadria.2005.075
summary This Project: Illustrate your Huashan attempts to utilize the texture-mapping of characters from the video game industry, as well as real-time graphic in the internet and tablet device of wireless network environment, for the construction of a 3D cyberspace environment that local artists in Huashan could use to freely give expression to their creativity, and for the establishment of a personalized visual space where 3D users can engage in online discussions with collaboration design.
series CAADRIA
email
last changed 2022/06/07 07:55

_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 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_383
id 2005_383
authors Ebert, Oliver, Schoenemann, Patrick and Lenhart, Michael
year 2005
title Cityscape Computing System
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
doi https://doi.org/10.52842/conf.ecaade.2005.383
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 2005_547
id 2005_547
authors Elger, Dietrich and Russell, Peter
year 2005
title Crisis? What Crisis?
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
doi https://doi.org/10.52842/conf.ecaade.2005.547
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 caadria2005_a_8b_a
id caadria2005_a_8b_a
authors Jia-Yih Joy Chen, Taysheng Jeng
year 2005
title A Context-Aware Home for Child-minding
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. 403-412
doi https://doi.org/10.52842/conf.caadria.2005.403
summary This paper introduces the concept of context awareness to the application of designing an interactive home with emphasis on child-minding. We setup the functional requirements of a context-aware home and seek the technology to provide safety monitor and real-time guidance for kid who is temporarily alone at home. The approaches presented are: (1) Survey and Research Scope (2) User Life Pattern Observations (3) Activity Zones and Scenarios (3) Context Database and Context Manager (4) Media and Interface (5) Evaluation. The process and result will lead our following applications of context awareness in future interactive home study.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2005_399
id 2005_399
authors Johansson, Mikael and Roupé, Mattias
year 2005
title From CAD to VR – Implementations for Urban Planning and Building 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. 399-405
doi https://doi.org/10.52842/conf.ecaade.2005.399
summary At present time, three-dimensional objects are often represented with 2D-data in urban planning and building design. In order to get all the involved parties to fully understand a certain project, this may not be enough. More and more projects therefore take use of the Virtual Reality (VR) technique as a complement to traditional 2D drawings and sketches. All the involved parties can then share a common frame of reference for all discussions regarding a certain project. Unfortunately, the technique is not yet adapted to fit the current building design process. In this paper, we present a solution for semi-automatic generation of a VR-model based on 3D CAD information and aerial photos obtained from the City Planning Authorities in Sweden. The data is imported to support real-time editing of terrain, roads and buildings. We also present a framework for importing 3D-models created in Autodesk Revit which enables a seamless integration of modern 3D CAD and VR-models. The features are implemented in a software developed at Chalmers Visualization studio (Gothenburg, Sweden) and technical details about terrain handling and speed-up techniques will be given.
keywords Virtual Reality; 3D City modeling; Urban planning; Terrain; Visualization
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

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