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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_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 ecaade2024_230
id ecaade2024_230
authors Fekar, Hugo; Novák, Jan; Míča, Jakub; Žigmundová, Viktória; Suleimanova, Diana; Tsikoliya, Shota; Vasko, Imrich
year 2024
title Fabrication with Residual Wood through Scanning Optimization and Robotic Milling
doi https://doi.org/10.52842/conf.ecaade.2024.1.025
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 25–34
summary The project deals with the use of residual wood of tree stumps and roots through scanning, optimization and robotic milling. Wood logging residue makes up to 50 percent of the trees harvested biomass. (Hakkila and Parikka 2002). Among prevailing strategies is leaving residue on site, and recovering residue for bioenergy. (Perlack and others 2005). The project explores the third strategy, using parts of the logging residue for fabrication, which may reduce the overall amount of wood logging volume. Furthermore approach aims for applying residue in its natural form and taking advantage of specific local characteristics of wood (Desch and Dinwoodie 1996). The project applies the strategy on working with stump and roots of an oak tree. Due to considerations of scale, available milling technics and available resources, chosen goal of the approach is to create a functioning chair prototype. Among the problems of the approach is the complex shape of the residue, uneven quality of wood, varying humidity and contamination with soil. After cleaning and drying, the stump is scanned and a 3D model is created. The 3D model od a stump is confronted with a 3D modelled limits of the goal typology (height, width, length, sitting surface area and overal volume of a chair) and topological optimization algorithm is used to iteratively reach the desired geometry. Unlike in established topological optimization proces, which aims for a minimal volume, the project attempts to achieve required qualities with removing minimal amount of wood. Due to geometric complexity of both stump and goal object, milling with an 6axis industrial robotic arm and a rotary table was chosen as a fabrication method. The object was clamped to the board (then connected to a rotary table) in order to provide precise location and orientation in 3D space. The milling of the object was divided in two parts, with the seating area milled in higher detail. Overall process of working with a residual wood that has potential to be both effective and present aesthetic quality based on individual characteristics of wood. Further development can integrate a generative tool which would streamline the design and fabrication proces further.
keywords Robotic arm milling, Scanning, Residual wood
series eCAADe
email
last changed 2024/11/17 22:05

_id cf2011_p018
id cf2011_p018
authors Sokmenoglu, Ahu; Cagdas Gulen, Sariyildiz Sevil
year 2011
title A Multi-dimensional Exploration of Urban Attributes by Data Mining
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. 333-350.
summary The paper which is proposed here will introduce an ongoing research project aiming to research data mining as a methodology of knowledge discovery in urban feature analysis. To address the increasing multi-dimensional and relational complexity of urban environments requires a multidisciplinary approach to urban analysis. This research is an attempt to establish a link between knowledge discovery methodologies and automated urban feature analysis. Therefore, in the scope of this research we apply data mining methodologies for urban analysis. Data mining is defined as to extract important patterns and trends from raw data (Witten and Frank, 2005). When applied to discover relationships between urban attributes, data mining can constitute a methodology for the analysis of multi-dimensional relational complexity of urban environments (Gil, Montenegro, Beirao and Duarte, 2009) The theoretical motivation of the research is derived by the lack of explanatory urban knowledge which is an issue since 1970‚Äôs in the area of urban research. This situation is mostly associated with deductive methods of analysis. The analysis of urban system from the perspective of few interrelated factors, without considering the multi-dimensionality of the system in a deductive fashion was not been explanatory enough. (Jacobs, 1961, Lefebvre, 1970 Harvey, 1973) To address the multi-dimensional and relational complexity of urban environments requires the consideration of diverse spatial, social, economic, cultural, morphological, environmental, political etc. features of urban entities. The main claim is that, in urban analysis, there is a need to advance from traditional one dimensional (Marshall, 2004) description and classification of urban forms (e.g. Land-use maps, Density maps) to the consideration of the simultaneous multi-dimensionality of urban systems. For this purpose, this research proposes a methodology consisting of the application of data mining as a knowledge discovery method into a GIS based conceptual urban database built out of official real data of Beyoglu. Generally, the proposed methodology is a framework for representing and analyzing urban entities represented as objects with properties (attributes). It concerns the formulation of an urban entity‚Äôs database based on both available and non-available (constructed from available data) data, and then data mining of spatial and non-spatial attributes of the urban entities. Location or position is the primary reference basis for the data that is describing urban entities. Urban entities are; building floors, buildings, building blocks, streets, geographically defined districts and neighborhoods etc. Urban attributes are district properties of locations (such as land-use, land value, slope, view and so forth) that change from one location to another. Every basic urban entity is unique in terms of its attributes. All the available qualitative and quantitative attributes that is relavant (in the mind of the analyst) and appropriate for encoding, can be coded inside the computer representation of the basic urban entity. Our methodology is applied by using the real and official, the most complex, complete and up-to-dataset of Beyoglu (a historical neighborhood of Istanbul) that is provided by the Istanbul Metropolitan Municipality (IBB). Basically, in our research, data mining in the context of urban data is introduced as a computer based, data-driven, context-specific approach for supporting analysis of urban systems without relying on any existing theories. Data mining in the context of urban data; ‚Ģ Can help in the design process by providing site-specific insight through deeper understanding of urban data. ‚Ģ Can produce results that can assist architects and urban planners at design, policy and strategy levels. ‚Ģ Can constitute a robust scientific base for rule definition in urban simulation applications such as urban growth prediction systems, land-use simulation models etc. In the paper, firstly we will present the framework of our research with an emphasis on its theoretical background. Afterwards we will introduce our methodology in detail and finally we will present some of important results of data mining analysis processed in Rapid Miner open-source software. Specifically, our research define a general framework for knowledge discovery in urban feature analysis and enable the usage of GIS and data mining as complementary applications in urban feature analysis. Acknowledgments I would like to thank to Nuffic, the Netherlands Organization for International Cooperation in Higher Education, for funding of this research. I would like to thank Ceyhun Burak Akgul for his support in Data Mining and to H. Serdar Kaya for his support in GIS.
keywords urban feature analysis, data mining, urban database, urban complexity, GIS
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 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 caadria2005_a_7c_a
id caadria2005_a_7c_a
authors Anandan Karunakaran
year 2005
title Organisation of Pedestrian Movements: an Agent-Based Approach
doi https://doi.org/10.52842/conf.caadria.2005.305
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. 305-313
summary Cities are becoming more complex in this digital era due to technological changes. Thinking of cities without such technological changes is equivalent to an embryonic state in the morphology of city growth, that is, the growth seems less advanced. So it is appropriate to think of the non digital city digitally. Urban design is one state which establishes the perfect relationship between the street, people and building. The relationship of the people with the building and street is becoming one of the key factors in architecture. It has been observed that the design of a city has been influenced by the pedestrian movement. Many cities prior to the industrial era were largely determined by the social interactions based on walking. Thus the pedestrians play a key role in the formation of the city. They are a very important component in any representation of transport movements. They generally terminate or initiate a chain of linked activities, and if observed carefully, a single pedestrian movement is meant to include various sub journeys from one location to another. In order to organize pedestrians, we need to understand the pedestrian movement system. Though there is a lot of development of urban models in this aspect, it is still in a nascent state in comparison with the digital advancement. Thus much research work is carried out which can be applied to any given environmental setting, and as a result urban designers can respond to the changing socio-cultural technologies.
series CAADRIA
last changed 2022/06/07 07:54

_id caadria2005_a_1a_b
id caadria2005_a_1a_b
authors B. Senyapili, I. Basa
year 2005
title RECONCILING COMPUTER AND HAND: THE CASE OF AUTHOR IDENTITY IN DESIGN PRESENTATIONS
doi https://doi.org/10.52842/conf.caadria.2005.013
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. 13-22
summary As computers were newly emerging in the field of architectural design, it was claimed that the impact of computers would change the way architects design and present. However, within the course of computer use in design, although the field of architectural practice might have been altered extremely, in architectural education there still seems to be a bond to conventional mind-hand-paper relation. One of the reasons for that bond is the fact that although being r 1000 elated to many technologies, architecture essentially positions itself around an artistic core that is still fed with conventional modes of creation. Architectural education aims at adopting and working on this very core. One of the major contributors in the formation of this core is the presence of author identity. This paper makes a critical approach to computers in terms of expressing author identity in design presentations especially during design education. We believe that the author identity is important in design education in terms of identifying the potential and skills of the student. Especially in design education the final step of design process turns out to be the presentation, unlike architectural practice where the presented design is actually built. Within this conception, two different studies were held in an educational environment with 160 design students and 20 design instructors. The results of both studies pointed at the fact that the digital opportunities that exist for design education should evolve around preserving and underlining the author identity in design presentations.
series CAADRIA
type normal paper
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 2005_253
id 2005_253
authors Breen, Jack and Stellingwerff, Martijn
year 2005
title Towards Ornamatics
doi https://doi.org/10.52842/conf.ecaade.2005.253
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 253-260
summary Computer aided modelling and drafting protocols – in combination with new production technologies – have contributed to wholly new ways of shaping building elements. Some examples of new techniques, which have recently become very successful in building production and in architectural design education, are: 3D Rapid Prototyping; 2,5D and 3D Milling and computer aided Shape Cutting (notably using laser and water jet modes). Such new approaches not only create new opportunities for traditional production processes (including physical modelling), they also offer new perspectives for design and manufacturing on the level of architectural components and connections. We foresee innovative approaches to building product design, with a renewed interest in expressive Ornamentation. A phenomenological development we would like to address using the concept of ‘Ornamatics’. This contribution explores the potentials of product design with a renewed focus on ornamentation, involving the active utilization of computer aided modelling and manufacturing techniques. The paper furthermore documents results and findings of a series of explorative studies carried out within an educational laboratory environment.
keywords Design Driven Research; Computer Aided Fabrication; Aesthetics; Ornamentation; Education
series eCAADe
email
last changed 2022/06/07 07:54

_id 2005_647
id 2005_647
authors Caldas, Luisa G.
year 2005
title Three-Dimensional Shape Generation of Low-Energy Architectural Solutions using Pareto Genetic Algorithms
doi https://doi.org/10.52842/conf.ecaade.2005.647
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 647-654
summary This paper extends on a previous work on the application of a Generative Design System [GDS] to the evolution, in a computational environment, of three-dimensional architectural solutions that are energy-efficient and adapted to the climatic environment where they are located. The GDS combines a well-known building energy simulation software [DOE2.1E] with search procedures based on Genetic Algorithms and on Pareto optimization techniques, successfully allowing to tackle complex multi-objective problems. In the experiments described, architectural solutions based on a simplified layout were generated in response to two often-conflicting requirements: improving the use of daylighting in the space, while controlling the amount of energy loss through the building fabric. The choice of a cold climate like Chicago provided an adequate framework for studying the role of these opposing forces in architectural form generation. Analysis of results shows that building characteristics that originate successful solutions extend further than the building envelope. Issues of massing, aspect ratio, surface-to-volume ratio, orientation, and others, emerge from the analysis of solutions generated by the GDS, playing a significant role in dictating whether a given architectural form will prove adapted to its climatic and energy requirements. Results suggest that the questions raised by the exploration of form generation driven by environmental concerns are complex, deserving the pursuit of further experiments, in order to better understand the interaction of variables that the evolutionary process congregates.
keywords Generative Design System, Genetic Algorithms, Evolutionary Architecture, Artificial Intelligence in Design, Building Energy Simulation, Bioclimatic Architecture, Environmental Design.
series eCAADe
email
last changed 2022/06/07 07:54

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

_id 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 caadria2005_b_5b_b
id caadria2005_b_5b_b
authors Dean Bruton, Arus Kunkhet
year 2005
title Grammatical Design and Crowd Behaviour: A study of factors that influence human movement in urban spaces
doi https://doi.org/10.52842/conf.caadria.2005.328x.g4r
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. 328-336
summary Crowd behaviour in traffic and emergency situations has been recorded and documented since the early 1990s, often using digital representations of balls as an indicator of mass and movement. This paper reports the investigation of the factors that influence human movement in urban spaces and visualises the impact on human movements of changes to an urban design space. Using an agent-oriented approach is the common method for investigating the simulation of crowd behaviour. The relation of grammatical design to crowd behaviour is proposed as an important research area. This area developed since the technology for the advanced design visualisation of avatars or animated characters became available. The authors of the software used in Lord of the Rings and other well-known crowd movies have contributed to knowledge of the key issues in crowd behaviour in particular contexts and general situations. This paper relates experiments in teaching grammatical approaches to architectural design with digital media as a tool with three different implementations: a café, restaurant and gallery. Using a variety of design visualisation techniques gives different understandings of the use of a design space. By representing human movement in a design space in more complex visualisations we see more alternatives for better design more readily. Using notions of grammar, contingency and play to explore simple changes in design, the resulting crowd animations present an insightful early research stage experiment with the theories and models of crowd behaviour.
series CAADRIA
email
last changed 2022/06/07 07:49

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

_id acadia05_078
id acadia05_078
authors Fox, Michael and Hu, Catherine
year 2005
title Starting From The Micro: A Pedagogical Approach to Designing Interactive Architecture
doi https://doi.org/10.52842/conf.acadia.2005.078
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 78-93
summary The paper outlines a pedagogical approach whereby a number of technology-intensive skills can be quickly learned to a level of useful practicality through a series of discrete, yet cumulative explorations with the design goal of creating intelligently responsive architectural systems. The culmination of such explorations in creating full-scale interactive architectural environments leads to a relatively unexplored area of negotiation whereby individual systems must necessarily manage environmental input to mediate a behavioural output. The emerging area of interactive architecture serves as a practical means for inventing entirely new ways of developing spaces, and the designing and building environments that address dynamic, flexible and constantly changing needs. Interactive architecture is defined here as spaces and objects that can physically re-configure themselves to meet changing needs. The central issues explored are human and environmental interaction and behaviours, embedded computational infrastructures, kinetic and mechanical systems and physical control mechanisms. Being both multidisciplinary and technology-intensive in nature, architects need to be equipped with at least a base foundational knowledge in a number of domains in order to be able to develop the skills necessary to explore, conceive, and design such systems. The teaching methods were carried out with a group of undergraduate design students who had no previous experience in mechanical engineering, electronics, programming, or kinetic design with the goal of creating a responsive kinetic system that can demonstrate physical interactive behaviours on an applicable architectural scale. We found the approach to be extremely successful in terms of psychologically demystifying unfamiliar and often daunting technologies, while simultaneously clarifying the larger architectural implications of the novel systems that had been created. The authors summarize the processes and tools that architects and designers can utilize in creating and demonstrating of such systems and the implications of adopting a more active role in directing the development of this new area of design.
series ACADIA
email
last changed 2022/06/07 07:50

_id 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 2d39
id 2d39
authors Heylighen A, Heylighen F, Bollen J, Casaer M
year 2005
title A DISTRIBUTED MODEL FOR TACIT DESIGN KNOWLEDGE EXCHANGE
source SID 2005, Proceedings of the 4th Social Intelligence Design Workshop, Stanford University, March 2005 (CD Rom)
summary The distributed cognition approach, and by extension the domain of social intelligence design, attempts to integrate three until recently separate realms: mind, society, and matter. The field offers a heterogeneous collection of ideas, observations, and case studies, yet lacks a coherent theoretical framework for building models of concrete systems and processes. Despite the intrinsic complexity of integrating individual, social and technologically-supported intelligence, the paper proposes a relatively simple ‘connectionist’ framework for conceptualizing a distributed cognitive system. This framework represents shared information sources (documents) as nodes connected by links of variable strength, which increases interactively with the number of co-occurrences of documents in the patterns of their usage. This connectionist learning procedure captures and uses the implicit knowledge of its community of users to help them find relevant information, thus supporting an unconscious form of exchange. The principles are illustrated by an envisaged application to a concrete problem domain: the dynamic sharing of design knowledge among a multitude of architects through a database of associatively connected building projects.
keywords connectionism, distributed cognition, tacit knowledge, architectural design
series other
type normal paper
email
last changed 2005/04/01 13:24

_id cf2005_1_42_119
id cf2005_1_42_119
authors IORDANOVA Ivanka and TIDAFI Temy
year 2005
title Using Historical Know-how to Model Design References
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. 197-206
summary The main purpose of this paper is to demonstrate that new computer and communication technology has the potential to change architectural education in a positive way, based on previous experiences and learning from the past. This research is based on two historical aspects that we bring together in order to propose a new didactic method and material for architectural education: the first one consists in finding obsolete architectural training practices and reconsidering them from a modern point of view; the second one proposes using precedents in a new constructive way in situation of teaching architectural conception in studio. This historical approach, combined with architectural design studio observations, has lead to an outline of a prototype of a digital assistant for teaching architectural design. Some aspects of its functioning are here discussed.
keywords architectural education, reference modeling, digital design studio
series CAAD Futures
email
last changed 2006/11/07 07:27

_id caadria2005_a_2c_a
id caadria2005_a_2c_a
authors Ivan Redi, Andrea Redi
year 2005
title A.N.D.I. - A new Digital Instrument for networked creative collaboration in architecture and net.art
doi https://doi.org/10.52842/conf.caadria.2005.209
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. 209-215
summary A.N.D.I. (A New Digital Instrument), an open source software project, has objective to develop a run-time environment with the focus on the applications for the networked international and cross-disciplinary production in the creative sphere of architecture, urban planning, design and net.art. It is a digital environment which opens the possibilities to generate advanced projects in a networked society. This new working tools will increase the creativity, productivity and competitiveness of the involved actors by drawing upon and developing technologies for virtual, augmented and mixed realities. A.N.D.I. has two basic aspects. On the one hand it is a database driven collaborative environment and on the other hand it will enable the development of future software and tools for networked creative collaboration.
series CAADRIA
email
last changed 2022/06/07 07:50

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