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 555

_id cf2005_2_21_64
id cf2005_2_21_64
authors ROMÃO Luís
year 2005
title SGtools: A Computer Tool for Exploring Designs with Set Grammars
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. 53-62
summary A set grammar interpreter is presented in this paper. It differs from previous interpreters in many ways: it accepts any shapes for edition, the user rather than symbols, manipulates shapes, and rules can be stored and retrieved. This tool is intended as a conceptual design tool and not as a tool for full design development. The tool has been developed in the AutoLisp language as a plug-in to AutoCAD, thereby taking advantage of the existent means of visualizations.
keywords shape grammars, human-computer interaction, collaboration
series CAAD Futures
email
last changed 2005/05/05 07:06

_id 2005_507
id 2005_507
authors Romão, Luis
year 2005
title Can a Computer Implementation Based on Set Grammars Allow Emergent Shapes?
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 507-514
doi https://doi.org/10.52842/conf.ecaade.2005.507
summary In a previous paper, (Romão 2005) it was shown that a designer could create his own rules and combine them for application in a deterministic way using a computational device based on Set Grammars called SGtools. Using this device, the designer can assess the results in a visual manner and then change the rules without any knowledge of a programming language. This work examines whether SGtools can deal with emergence by coupling the representational abilities of Set Grammars with the search power of hybrid algorithm inspired on Genetic and Taboo search algorithms. The use of this search algorithm enhances the ability of the designer to explore solutions in practical time thereby enabling him/her to find unexpected, emergent solutions.
keywords Shape Grammars, Generative Design; Prediction and Evaluation
series eCAADe
email
last changed 2022/06/07 07:56

_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_73_113
id cf2005_1_73_113
authors BARRIOS Carlos
year 2005
title Transformations on Parametric Design Models
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. 393-400
summary This paper presents a research in progress in the development of parametric models for generation of complex shapes, and introduces a methodology for exploration of possible designs generated from a single model. The research presents a case study on the designs of the Spanish architect Antonio Gaudi, and takes on the fundamental rules of form generation of the lateral nave columns of the Sagrada Familia temple in Barcelona. A parameterization schema is presented as a fundamental tool for design exploration, which allows the reproduction of the original shapes designed by Gaudi, and the generation of a large set of new designs.
keywords parametric modeling, parametric design, design transformations
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_665
id 2005_665
authors Brito, Tiago, Fonseca, Manuel J. and Jorge, Joaquim A.
year 2005
title DecoSketch – Towards Calligraphic Approaches to Interior 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. 665-670
doi https://doi.org/10.52842/conf.ecaade.2005.665
summary Computer-Aided Design tools have long played an important role in architecture design. However, we need to go beyond direct manipulation to devise new tools that will expedite the interior design and decoration. Indeed, conventional CAD systems, while providing ever increasing functionality, do not provide equal support to the drafting and drawing tasks. This makes even the simplest drawings a complicated endeavor. Draftspeople struggle with different concepts that those learnt from their earlier days in school and have to think long and hard to translate familiar sequences of operations to commands which require navigating a dense jungle of menus. The term calligraphic interfaces was coined by us to designate a large family of applications organized around the drawing paradigm, using a digital stylus and a tablet-and-screen combination as seen most recently in Tablet PCs®. Using these, users can enter drawings in a natural manner, largely evocative of drafting techniques that were perfected for pencil-and-paper media. This paper presents a simple calligraphic interface to explore interior design literally from the ground up. The Decosketch application is a modeling and visualization tool structured around 2 _D architectural plants. Its purpose is to help architects or customers easily creating and navigating through house designs starting from the floorplan and moving to their three-dimensional representation. Moreover, both 2D and 3D representations can be independently edited, providing a natural interface that tries to adhere to well-known representations and idioms used by architects when drafting using pencil and paper.
series eCAADe
email
last changed 2022/06/07 07:54

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

_id acadia18_404
id acadia18_404
authors Clifford, Brandon; McGee, Wes
year 2018
title Cyclopean Cannibalism. A method for recycling rubble
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 404-413
doi https://doi.org/10.52842/conf.acadia.2018.404
summary Each year, the United States discards 375 million tons of concrete construction debris to landfills (U.S. EPA 2016), but this is a new paradigm. Past civilizations cannibalized their constructions to produce new architectures (Hopkins 2005). This paper interrogates one cannibalistic methodology from the past known as cyclopean masonry in order to translate this valuable method into a contemporary digital procedure. The work contextualizes the techniques of this method and situates them into procedural recipes which can be applied in contemporary construction. A full-scale prototype is produced utilizing the described method; demolition debris is gathered, scanned, and processed through an algorithmic workflow. Each rubble unit is then minimally carved by a robotic arm and set to compose a new architecture from discarded rubble debris. The prototype merges ancient construction thinking with digital design and fabrication methodologies. It poses material cannibalism as a means of combating excessive construction waste generation.
keywords full paper, cyclopean, algorithmic, robotic fabrication, stone, shape grammars, computation
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id ascaad2012_003
id ascaad2012_003
authors Elseragy, Ahmed
year 2012
title Creative Design Between Representation and Simulation
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 11-12
summary Milestone figures of architecture all have their different views on what comes first, form or function. They also vary in their definitions of creativity. Apparently, creativity is very strongly related to ideas and how they can be generated. It is also correlated with the process of thinking and developing. Creative products, whether architectural or otherwise, and whether tangible or intangible, are originated from ‘good ideas’ (Elnokaly, Elseragy and Alsaadani, 2008). On one hand, not any idea, or any good idea, can be considered creative but, on the other hand, any creative result can be traced back to a good idea that initiated it in the beginning (Goldschmit and Tatsa, 2005). Creativity in literature, music and other forms of art is immeasurable and unbounded by constraints of physical reality. Musicians, painters and sculptors do not create within tight restrictions. They create what becomes their own mind’s intellectual property, and viewers or listeners are free to interpret these creations from whichever angle they choose. However, this is not the case with architects, whose creations and creative products are always bound with different physical constraints that may be related to the building location, social and cultural values related to the context, environmental performance and energy efficiency, and many more (Elnokaly, Elseragy and Alsaadani, 2008). Remarkably, over the last three decades computers have dominated in almost all areas of design, taking over the burden of repetitive tasks so that the designers and students can focus on the act of creation. Computer aided design has been used for a long time as a tool of drafting, however in this last decade this tool of representation is being replaced by simulation in different areas such as simulation of form, function and environment. Thus, the crafting of objects is moving towards the generation of forms and integrated systems through designer-authored computational processes. The emergence and adoption of computational technologies has significantly changed design and design education beyond the replacement of drawing boards with computers or pens and paper with computer-aided design (CAD) computer-aided engineering (CAE) applications. This paper highlights the influence of the evolving transformation from Computer Aided Design (CAD) to Computational Design (CD) and how this presents a profound shift in creative design thinking and education. Computational-based design and simulation represent new tools that encourage designers and artists to continue progression of novel modes of design thinking and creativity for the 21st century designers. Today computational design calls for new ideas that will transcend conventional boundaries and support creative insights through design and into design. However, it is still believed that in architecture education one should not replace the design process and creative thinking at early stages by software tools that shape both process and final product which may become a limitation for creative designs to adapt to the decisions and metaphors chosen by the simulation tool. This paper explores the development of Computer Aided Design (CAD) to Computational Design (CD) Tools and their impact on contemporary design education and creative design.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_003.pdf
last changed 2012/05/15 20:46

_id cf2005_1_52_176
id cf2005_1_52_176
authors GU Ning and MAHER Mary Lou
year 2005
title Dynamic Designs of 3D Virtual Worlds Using Generative Design 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. 239-248
summary 3D virtual worlds are networked environments designed using the metaphor of architecture. Recent developments in 3D virtual worlds focus on interactivity, flexibility and adaptability. Rather than creating virtual environments in which the objects have intelligent behaviours, our research takes a different approach to develop an agent model that is associated with an individual person in the 3D virtual world as a personal design agent. This paper presents a Generative Design Agent (GDA), a kind of rational agent capable of representing a person in a virtual world and designing, implementing and demolishing 3D virtual places based on the occupants' current needs in the virtual world. The core of a GDA's design component is a generative design grammar that is able to capture a style of 3D virtual worlds. 3D virtual worlds designed using the GDA model is another kind of architecture for the "moment".
keywords virtual environments, generative design, interactive design, shape grammars
series CAAD Futures
email
last changed 2006/11/07 07:27

_id caadria2005_b_5a_c
id caadria2005_b_5a_c
authors Julie R. Jupp, Ricardo Sosa, John S. Gero
year 2005
title Generating Innovative Designs Using Qualitative Spatial Reasoning
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. 300-311
doi https://doi.org/10.52842/conf.caadria.2005.300
summary In this paper we present a generative system supported by qualitative spatial reasoning. The approach incorporates qualitative modelling in an evolutionary system to automate the design of novel solutions assessed as compatible with a set of existing designs. The system is presented through an application of door design and demonstrates how development guidelines aimed at preserving a building or streetscape’s visual character can be met by novel designs. The results presented in this paper illustrate the generation of novel designs that intuitively capture key characteristics of the corpus of existing designs at a qualitative level. This approach provides the basis for new kinds of design tools.
series CAADRIA
email
last changed 2022/06/07 07:52

_id cf2005_2_35_224
id cf2005_2_35_224
authors KOBAYASHI Yoshihiro and BATTINA Subhadha
year 2005
title Housing Layout Design Using Fractals
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. 119-128
summary This paper introduces a computer-based tool for three dimensional (3D) landscape simulations of housing-layout-design using the concepts of fractals with Iterative Function System (IFS). Housing layout design is defined as a design to allocate many house-units in the undeveloped site. The tool generates a variety of layout designs consisting of multiple dwelling house-units from manual inputs or a template pattern defined as an XML file. Each unit can contain any detailed 3D components found in the residential development such as a house, roads, walls, trees etc. The template defines the transformation rules for IFS including the information of geometrical relationships between the stages in the iteration and of the components used in stop-conditions. The application tool is formulated, implemented and tested. The results in the case studies using several practical sites are demonstrated and evaluated based on the experiments in the design studio.
keywords fractal, housing layout, virtual reality, generative system, Java3D
series CAAD Futures
email
last changed 2005/05/05 07:06

_id cf2005_1_72_160
id cf2005_1_72_160
authors SASS Lawrence
year 2005
title Wood Frame Grammar
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. 383-392
summary This paper demonstrates a novel method to generate house designs completely from 3/4” plywood sheets. A shape grammar routine is employed to divide an initial solid shape into constructible components for fabrication by CNC wood routing. The paper demonstrates programmable functions that can be performed using CAD scripting. Future goals for the grammar are to develop CAD programs for digital fabrication using CNC routers. The programs will automate the fabrication process allowing the designer to focus on the visual aspect of design evaluation at any scale with little concern for constructability.
keywords CNC , shape grammars, scripting
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 791f
id 791f
authors Stellingwerff, M. C.
year 2005
title VIRTUAL CONTEXT - INVESTIGATING THE CHARACTERISTICS AND OPPORTUNITIES OF DIGITAL VISUALISATION MEDIA FOR SITUATED APPROACHES TO ARCHITECTURAL DESIGN IN AN URBAN ENVIRONMENT
source Delft University Press
summary This research initiative addresses the issue of Design in relation to Virtual Context.

Central to this study are the innovative potentials and instrumental opportunities of computer based media techniques, capable of generating interactive models and changing perspectives for the benefit of urban and architectural design.

The ambition was to not only make a contribution to the existing body of knowledge concerning digital technologies and their applications, but explore theoretical conditions which might help define and stimulate further study.

From the outset, the focus was on furthering the opportunities for computer based representation media in creative design. On the basis of a series of explorative studies the subject of this research was targeted: the issue of Design in Context, or more specifically: Design(ing) in a Virtual Context.

During the process there was a marked shift in the conception of the subject from – more or less immersive – VR technologies in the direction of approaches which might be expected to become readily available in practice and education and could be effective in actual design processes. This insight also brought about a shift in emphasis from realism per-se towards creating a sense of situatedness.

The design representation system which was developed was intended to not just allow for one type of model view, but to afford an array of different views, from which the designer would be able to choose freely, depending on the phase and focus of design as well as personal preferences. A series of interface prototypes and support tools were developed especially and successively tested experimentally. 

For the intended final design driven experimental study, different virtual context models were considered. Eventually, an integral –  purely fictitious – design ‘environment’ was constructed in the computer, so that the workings of the proposed system and its components would be tested systematically.

A conscious choice was made for an in depth study, on a relatively modest scale, which would a certain amount of mutual involvement between designer and researcher, to confront the participants with the finer aspects of the proposed system in a relatively short time and to gather detailed data. A half dozen design professionals were invited to participate in a closely monitored experimental exercise.

The results of this study therefore do not offer straightforward, indisputable facts, to be considered representative for the design community as a whole, but indicate that the working methods of the individual designers – when discovering aspects of the site, developing and presenting proposals and reflecting on the qualities of represented designs – tend to vary considerably. For this reason the interactive representation system proved to be of value. Participants could express different view preferences, with more or less realistic image modes being used in different phases of their design developments, with varying experiences of situatedness. Some of the design professionals participants were very appreciative of the system’s opportunities, others tended to be more ‘set in their ways’.

The results of this experimental study indicate that there may particularly be opportunities for interface applications which are able to function interactively, offering individual designers –  as well as others involved in evaluating design proposals – a variety of tools with which to approach specific design artefacts in their changing contexts. Virtual models can play not only an important role as a ‘reminder’ for the designer but also to other parties playing an active role in the design and implementation processes. Interactive environment models are not only promising as exploration tools for existing sites, but could be valuable to test the impact of a design on its location. This could be especially interesting if the site is difficult or impossible to visit or as yet a virtual construction. In addition such an approach might be beneficial for objective comparison and evaluation of design proposals in competitions and in education as well as in on-line collaborative design projects where the context is still in the process of being developed.  

series thesis:PhD
type normal paper
email
more http://www.bk.tudelft.nl/users/stelling/internet/
last changed 2005/03/02 22:40

_id caadria2005_b_4c_c
id caadria2005_b_4c_c
authors Sumbul Ahmad, Scott C. Chase
year 2005
title Transforming grammars of historical architecture for the generation of contemporary designs: With an example from Islamic courtyard buildings
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. 246-252
doi https://doi.org/10.52842/conf.caadria.2005.246
summary A primary issue facing architects of the Islamic world is the generation of contemporary designs based on architecture of the past. We discuss shape grammars as a framework for the design generation of plans of courtyard buildings of Islamic architecture and describe ongoing research for the transformation of grammars of historic Islamic building types to generate new, contemporary designs or design styles. We raise issues in the grammar transformation framework and discuss directions of exploration that could be relevant to the design methods of Islamic architecture.
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2005_a_7b_a
id caadria2005_a_7b_a
authors Abdullah, A.Q.M. ; Md. Emran Hossain, Md. Shabab Habib Khan
year 2005
title Digital Perception, Development and Presentation in Architecture: a study of Bangladesh with global context
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. 255-267
doi https://doi.org/10.52842/conf.caadria.2005.255
summary In the recent past the computer has become an important tool in both the design and presentation media/method in architecture. In this paper digitalization in architectural practice and architectural education in both the global and Bangladesh contexts have been studied. A survey questionnaire was carried out to find how and to what extent available software are being used in Bangladesh for this purpose. Opinion, views, expectations of architects from leading architectural firms of Bangladesh were studied to understand the future prospect of this field in Bangladesh.
series CAADRIA
email
last changed 2022/06/07 07:54

_id ijac20053303
id ijac20053303
authors Alvarado, Rodrigo Garcia; Castillo, Gino Alvarez; Marquez, Juan Carlos Parra; Mayorga, Sergio Navarro
year 2005
title Filmic Development of Architectural Animations
source International Journal of Architectural Computing vol. 3 - no. 3, 299-316
summary This paper proposes a general method to make animated presentations of architectural designs, based on cinematographic techniques. Particularly, it reviews theoretical documenttion about filmmaking as well as several productions that exhibit remarkable locations. The proposed method first comprises of a planning stage, with the narrative and graphic formulation of the presentation. Next is an elaboration or adjustment stage for the digital modelling of the design, and finally, there is an animation production and editing stage. Likewise, the research sets up a computer implementation of some activities and characteristics, and experiments in the programming of camera movements for architectural animations. In general, this work suggests focusing on the communication of the qualitative features of the design, instead of the elaboration of the digital model, and on emphasizing the visual diversity, graphic style and narrative construction of the presentation.
series journal
more http://www.ingentaconnect.com/search/expand?pub=infobike://mscp/ijac/2005/00000003/00000003/art00004
last changed 2007/03/04 07:08

_id acadia05_104
id acadia05_104
authors Anders, Peter and Lonsing, Werner
year 2005
title AmbiViewer: A Tool for Creating Architectural Mixed Reality
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. 104-113
doi https://doi.org/10.52842/conf.acadia.2005.104
summary This paper presents a new mixed reality system for architecture, AmbiViewer. The system employs digital video, onboard modeler and global positioning to merge physical and simulated entities on the screen. The system can be used to model projects on-site, and in view of the project environs. The paper also discusses the use of AmbiViewer in creating cybrids, compositions of virtual and material reality. The paper concludes with a description of a small project undertaken with AmbiViewer and its implications for cybrid architecture.
series ACADIA
email
last changed 2022/06/07 07:54

_id 2005_131
id 2005_131
authors Bailey, Rohan
year 2005
title Digital Tools for Design Learning
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 131-138
doi https://doi.org/10.52842/conf.ecaade.2005.131
summary There is growing consensus among architectural critics and educators that there exists an increasing divide between the worlds of architectural education and practice. New social and cultural norms, new materials, and current global concerns, like sustainability, have largely influenced the need for an improved balance/integration between design theory and practice. This places schools of architecture around the world under pressure to provide their graduates with the requisite skills that support responsible design characterized by good design thinking strategies. The Caribbean School of Architecture, in addition to being affected by this predicament, has other pressures on its educational offerings. The region’s lack of resources and particular social issues mandates that graduates of the school adopt a responsible attitude towards design in the region. A positive attitude to such issues as sustainability, energy conservation and community will only come about through an effective transmission of particular architectural knowledge that is relevant to the region. The challenge (globally and in the Caribbean), therefore, is the provision of an innovative and effective way of supporting the student master dialogue in studio, facilitating the transfer of “practical, appropriate knowledge” needed by students to create safe, purposeful and responsible architecture. This paper exists within the research paradigm of providing digital teaching tools to beginning students of architecture. This digital research paradigm seeks to move digital technology (the computer) beyond functioning as an instrumental tool (in visualization, representation and fabrication) to becoming a “Socratic machine” that provides an appropriate environment for design learning. Research funds have been allocated to the author to research and develop the information component of the tool with special reference to the Caribbean. The paper will report on the results of prior investigations, describe the reaction and appreciation of the students and conclude with lessons learnt for the further development of the teaching tool.
keywords Design Education, Digital Design, Teaching Tools
series eCAADe
email
last changed 2022/06/07 07:54

_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
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
doi https://doi.org/10.52842/conf.acadia.2005.170
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 2005_537
id 2005_537
authors Barrios, Carlos
year 2005
title Symmetry, Rules and Recursion
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 537-543
doi https://doi.org/10.52842/conf.ecaade.2005.537
summary This paper presents a parametric shape grammar that explains the generation of the structural forms of the Spanish designer Santiago Calatrava. The shape grammar is divided into two separate grammars a lower level grammar and a higher level grammar. The lower level or first grammar is composed of rules to generate a “fundamental unit” design, which has the characteristic to be a single component with non-repetitive parts that becomes the primitive object of the design. The higher level or second grammar is composed of rules that generate the overall design by recursive application of Euclidean transformations to the fundamental unit. We concentrate our discussion on the higher level or second grammar to demonstrate the process of generating complex designs by application of simple rules.
keywords Shape Grammars, Parametric Design, Design Rules, Complex Structures
series eCAADe
email
last changed 2022/06/07 07:54

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_234518 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002