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 557

_id 2005_331
id 2005_331
authors Al-Douri, Firas A., Clayton, Mark J. and Abrams, Robin F.
year 2005
title The Impact of 3D Digital Modeling on the 3D Design Aspects in Urban Design Plans
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 331-340
doi https://doi.org/10.52842/conf.ecaade.2005.331
summary Some experts suggest that urban design plans in US cities may lack adequate coverage of the three-dimensional design aspects of the built environment. 3D digital models may help designers visualize and interact with design alternatives, large urban data sets, and 3D information more effectively, thus correcting this problem. Case studies of recent urban design plans that have used 3D digital models may indicate whether these technologies can increase the quality of the plan. This research discusses the role 3D urban models can play in supporting designers in addressing the 3D design aspects. A literature review focused on reviewing secondary sources to construct or adopt theoretical propositions against which the empirical data can be compared and contrasted. A case study involved investigating the methods with which 3D models have been used in developing a selected urban design plan. The content analysis of the case study refuted the premise that the plan would inadequately address 3D aspects and utilize 3D information, and indicated an effective usage of 3D modeling to analyze and represent most of the 3D and 2D information elements and issues. The results are consistent with a hypothesis that the effective usage of 3D modeling would result in the effective coverage of 3D information and issues. The effective usage of the model’s functionalities has improved the quality of the decision-making process through improving designers’ cognitive capabilities and providing a platform for communicating design ideas among and across design teams.
keywords 3D Modeling; Urban Design Plans; Digital Models; 3D Design Aspects
series eCAADe
email
last changed 2022/06/07 07:54

_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’s 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’s 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; • Can help in the design process by providing site-specific insight through deeper understanding of urban data. • Can produce results that can assist architects and urban planners at design, policy and strategy levels. • 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 cf2005_1_22_147
id cf2005_1_22_147
authors CHAN Chiu-Shui, DANG Anrong and TONG Ziyu
year 2005
title A 3D Model of the Inner City of Beijing
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. 63-72
summary This study has two major concentrations: 1) exploring methods of creating a digital city model, and 2) applying the model to study urban spatial structure, an issue of particular interest and importance to urban planners. Based on existing studies that primarily address two-dimensional (2D) urban structure, this paper focuses on the three-dimensional (3D) structure relating to the 3D urban form. Given their greater clarity and possibilities for quantitative analysis, both 3D digital urban models and GIS spatial overlay analysis methods hold tremendous potential for analysing and predicting future urban form. In this project, the Xidan Business District in Beijing's Inner City was the area selected to implement the digital-city application. Under the hypothesis that the existing urban spatial structure is determined by the city's urban planning scheme and current urban marketing forces, it is found that actual urban development does not follow the planning restrictions on zoning and building height regulations. Some contradictions and conflicts, such as building location and height, appeared in the studied district. The specific reasons for the discrepancies need to be further studied.
keywords 3D city modeling, GIS, remote sensing, virtual environments
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_349
id 2005_349
authors Rafi, Ahmad, Izani, Mohd and Tinauli Musstanser
year 2005
title High Dynamic Range Image (HDRI) Rendering
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 349-356
doi https://doi.org/10.52842/conf.ecaade.2005.349
summary This paper suggests a method known as High Dynamic Range Image (HDRI) to pre-visualise architectural elements in three-dimensional (3D) environment used by Computer Graphic Imaging (CGI) film-makers to integrate 3D models and characters into live action background (special effect). This Intensification Research Priority Area (IRPA) grant project was developed to suggest ways to achieve effective rendering solution and composition of the final output. It will focus on experimental modelling of local cultural elements that provides solutions for radiosity-type effects and dirt shadings. A set of data from an established site (i.e. environment) was captured and represented in High Dynamic Range (HDR) file. This data is integrated with architectural elements (e.g. 3D objects) and then pre-rendered to get the 3D visualisation of the actual environment. Several different exposures were also captured and tested to establish the correct rendering and lighting condition. This earlier result shows that HDRI method provides accurate visualisation and drastically reduces the rendering time without compromising the data (images) with accurate lighting. This paper will demonstrate the process of HDRI, compare the visual impact with ‘radiosity’ technique and other related rendering solutions and present the results, which are useful for architectural animation, simulation and other modelling developments.
keywords HDRI, Pre-Visualisation, Modelling, Rendering
series eCAADe
email
last changed 2022/06/07 07:59

_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 55c9
id 55c9
authors Yehuda Kalay, Gokce Kinayoglu, Seung Wook Kim
year 2005
title Spatio-Temporally Navigable Representation and Communication of Urban Cultural Heritage
source Proceedings: VSMM 2005 International Conference on Virtual Systems and Multimedia
summary Virtual environments are effective tools for the representation and communication of cultural heritage. We suggest that an interactive, immersive and dynamic navigation of the virtual representation of the urban environment will not only convey the essence of the culture and the changes it underwent in a more comprehensible manner, but will engender a 'sense of place'—genius loci— in the visitors. This cognitive mode will help them learn about much more than the geometry and materiality of the city: it will make them 'feel' part of the event itself. By presenting a socially shareable experience, we aim to introduce the medium the character of a genuine place, and make it a social venue for active exploration, discussion and interaction.

Virtual reality surpasses both traditional media and 3D-models and offers what they cannot. The affordances of the medium, however, also have the potential to destroy the sense of place it strives to engender. It can do so by allowing a kind of ‘time travel,’ to different periods in the history of the site. This ability locates visitors not only spatially, but also temporally. Everyday experience helps us understand the meaning of spatial boundedness, but does not prepare us to deal with temporal boundedness: sensing the presence of fellow visitors at different times. In this paper we describe our experiences in producing spatio-temporally navigable virtual reconstructions of two distinct culturally significant historic sites: the neolithic village of Çatalhöyük, and the medieval city of Cairo. We demonstrate the use of spatio-temporal navigation through a dynamic, chronologically layered model that can be browsed by multiple users at the same time. Such a dynamic system for representing chronological architectural events requires the extension of our conception of place into the temporal domain. We introduce a new concept, temporal field of view (t-FOV) and discuss how it can aid us in resolving an intrinsic challenge introduced by the representation of the temporal dimension in virtual environments.

keywords Multi-User Virtual Environments (MUVE), Cairo, cultural heritage, temporal representation, timeline
series other
type normal paper
email
last changed 2008/10/03 21:34

_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
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
doi https://doi.org/10.52842/conf.caadria.2005.328x.g4r
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 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_647
id 2005_647
authors Caldas, Luisa G.
year 2005
title Three-Dimensional Shape Generation of Low-Energy Architectural Solutions using Pareto Genetic Algorithms
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
doi https://doi.org/10.52842/conf.ecaade.2005.647
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 1ae1
id 1ae1
authors Horne M, Roupé M, Johansson M
year 2005
title Building Information Modelling for Visualisation in AEC Education
source CONVR2005 5th Conference of Construction Applications of Virtual Reality, ADETTI/ISCTE, Durham, UK, 12-13 September 2005
summary This paper outlines the process used to introduce building information modelling into the academic curriculum of built environment students and reflects on the techniques used to ensure appropriate use of parametric tools for the purposes of visualisation. The integration of building information modelling into other curriculum sub-jects is outlined. The study introduces the collaboration between Northumbria University and Chalmers Lind-holmen Visualiseringsstudio and considers the future potential of building information modelling and whether it may contribute to reduced time and cost of creating three dimensional models suitable for Virtual Reality worlds.
keywords Building Information Modelling, Visualisation, Virtual Reality, Built Environment Curriculum, MrViz.
series other
type normal paper
email
last changed 2006/06/08 22:06

_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 sigradi2005_591
id sigradi2005_591
authors Labarca, Claudio M.; Rodrigo Culagovski R.
year 2005
title Parametric urban simulation: digital modeling system for building codes
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 591-596
summary Urban building codes include a series of abstract geometric and mathematical prescriptions whose final built result is not easily visualized by non-technical users. This makes an informed public debate about the proposed regulations difficult and leaves the final definition of the exact ratios and formulas in the hands of local governments’ technical consultants. Even these experts usually have only gross numerical approximations, photomontages and other non-rigorous representations of the final built environment on which to base their decisions. We propose a system which, taking as its inputs the roads and lots of the area under consideration, as well as the proposed building codes, generates a detailed three dimensional model that gives neighbors, users and authorities’ access to a common, objective preview of the foreseeable result of the codes under consideration. We believe this will lead to a greater transparency and participation in building code definition and approval processes. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:54

_id acadia05_212
id acadia05_212
authors Luhan, Gregory A.
year 2005
title Modern Translations, Contemporary Methods: DL-1_Resonance House®
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. 212-225
doi https://doi.org/10.52842/conf.acadia.2005.212
summary As the first design-build-fabricate-assemble experiment at our school, the intent of the studio was to design a framework from which to examine a “lived space” through digital-to-digital processes. Moving from digital models and physical stereo lithographic models to hand-fabrication and digital assembly allowed the students to move from creation to completion. As part of our holistic design process, the studio fabricated almost all components for the project. These elements include the wood flooring, the copper and wood skins, the building’s structural panels, and the two-story light vortex. This single-family, in-fill house is located within an historic downtown neighborhood and is subject to historic district zoning regulations, design guidelines, and Board of Architecture Review approvals. The project is analogous to design challenges presenting themselves in historic districts throughout the United States including the Savannah, Georgia site for the 2005 ACADIA Conference. The scale of the project relates well to the horizontal nature of this context and after a formal, televised review process with the local Board of Architecture Review, the project represents a dynamic, yet sympathetic architectural dialogue with the surrounding buildings. The project develops simultaneously from the exterior and interior resulting in two courtyards that mediate the urban “front door” and the private “terrace.” The students designed these areas through a series of two-dimensional axonometric drawings, three-dimensional physical and digital models, and four-dimensional time-based animations. The building massing separates into two core elements: gabled copper volume and wood screen volume. These elements maintain their conceptual purity by using the same types of modulations on their skins. The copper form with its deep-cut reveals and proportionally placed light scoring patterns reflects the horizontal datum lines of the floor, sill, threshold, and ceiling. In contrast, the wood volume reflects these same lines as applied “shadow screens” which create depths that seamlessly tie together the side, rear, and front facades.The hinge point of the house is the light vortex. Designed in Rhino, translated in Catia, fabricated out of aluminum, and clad in stainless steel, this two-story sculptural element will literally wrap light around its surfaces. Like a sunflower, the light vortex, with its angel hair stainless steel finish, responds to the incremental differentiation of light throughout the day. Photosensitive floor-mounted lights designed to augment the volume of natural light will provide a continuous light rendition on the sculpture. The project, scheduled for completion at the end of the 2005 summer session, is at the time of this submission about 60% complete.
series ACADIA
email
last changed 2022/06/07 07:59

_id acadia20_38
id acadia20_38
authors Mueller, Stephen
year 2020
title Irradiated Shade
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 38-46.
doi https://doi.org/10.52842/conf.acadia.2020.1.038
summary The paper details computational mapping and modeling techniques from an ongoing design research project titled Irradiated Shade, which endeavors to develop and calibrate a computational toolset to uncover, represent, and design for the unseen dangers of ultraviolet radiation, a growing yet underexplored threat to cities, buildings, and the bodies that inhabit them. While increased shade in public spaces has been advocated as a strategy for “mitigation [of] climate change” (Kapelos and Patterson 2014), it is not a panacea to the threat. Even in apparent shade, the body is still exposed to harmful, ambient, or “scattered” UVB radiation. The study region is a binational metroplex, a territory in which significant atmospheric pollution and the effects of climate change (reduced cloud cover and more “still days” of stagnant air) amplify the “scatter” of ultraviolet wavelengths and UV exposure within shade, which exacerbates urban conditions of shade as an “index of inequality” (Bloch 2019) and threatens public health. Exposure to indirect radiation correlates to the amount of sky visible from the position of an observer (Gies and Mackay 2004). The overall size of a shade structure, as well as the design of openings along its sides, can greatly impact the UV protection factor (UPF) (Turnbull and Parisi 2005). Shade, therefore, is more complex than ubiquitous urban and architectural “sun” and “shadow studies” are capable of representing, as such analyses flatten the three-dimensional nature of radiation exposure and are “blind” to the ultraviolet spectrum. “Safe shade” is contingent on the nuances of the surrounding built environment, and designers must be empowered to observe and respond to a wider context than current representational tools allow.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id 2005_373
id 2005_373
authors Ucelli, Giuliana, Conti, Giuseppe and De Amicis, Raffaele
year 2005
title Shape Knowledge Embedded in a Collaborative Virtual Design Environment for Architectural 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. 373-381
doi https://doi.org/10.52842/conf.ecaade.2005.373
summary VR-based design environment have been traditionally not connected to companies’ design repositories and knowledge management systems. Till now these tools are mainly used for the initial exploration of innovative and original three-dimensional spaces and curves. Our approach encourages the use of VRbased design environments as design tools from where to reuse design solutions and to access design information, which are stored in internal repositories. This vision goes towards the development of a VR-based integrated design platform. Further, today’s knowledge management systems show evident limitations when dealing with multimedia files and 3D models. In order to overcome this limitation a framework for embedding in our VR-based design environment a Knowledge Management system for multimedia content has been developed and it is here described. Our solution implies the use of annotation languages such as the recent MPEG7 ISO/IEC (Multimedia Content Description Interface) standard for metadata, which is based on the XML language. Data types handled in our system are multimedia formats including text, audio, video, images, and 3D models. The main contribution of our research activity is in providing an innovative and original approach for supporting the design process, which takes advantage both of the visualization and design capabilities of virtual reality technology and of the reuse of design solutions directly in VE, through the retrieval of 3D models and multimedia data from various sources.
keywords Virtual Reality, Collaborative Architectural Design, Design Reuse, Content Retrieval
series eCAADe
email
last changed 2022/06/07 07:57

_id cf2005_1_31_28
id cf2005_1_31_28
authors PENG Chengzhi
year 2005
title Townscaping: Development of Dynamic Virtual City Augmented 3D Sketch Design Tools
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. 105-114
summary The paper presents the development of an experimental Web-based design environment called Townscaping to be used at the conceptual stage of architectural and urban design. Inspired by Gordon Cullen's seminal work on Townscape (1960's-1970's), the idea of Townscaping is to explore how 3D digital sketch design tools could be developed to operate in connection with a dynamic virtual city system under a user's direct control. A prototype of Townscaping has been designed and implemented on the basis of an existing dynamic virtual city system. In Townscaping, a set of tools is provided for users to create and edit 3D graphic elements to be positioned directly onto the user-specified virtual city models. One of the key features of Townscaping is to enable sketching while navigation: designers can perform sketch design and gain immediate visual feedback while navigating the 3D virtual city models to any viewpoint at any moment. The current study suggests that it is feasible for virtual city models to serve as interactive urban contexts for 3D sketch design. Townscaping is considered primarily a research platform with which we are interested in investigating if designers' engaging in 3D space conceptions may be enhanced through interacting and sketching with virtual townscapes.
keywords virtual city, 3D sketch design, interactive urban visualisation, web-based design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 5b89
id 5b89
authors Sevaldson, Birger
year 2005
title Developing Digital Design Techniques Investigations on Creative Design Computing
source Oslo School of Architecture and Design, PHD-Thesis
summary 1.1. The themes in this theses 16 1.1.1. Mind the mind gap 16 1.1.2. Prologue: The World Center for Human Concerns 17 1.1.3. Creative computer use 26 1.1.4. Design strategies and techniques 31 1.2. Overview 33 1.2.1. Main issues 34 1.2.2. The material 36 1.2.3. The framework of this thesis 37 2. CURRENT STATE AND BACKGROUND 39 2.1. New tools, old thoughts. 39 2.1.1. A misuse strategy 44 2.1.2. Emergence in design 47 2.1.3. Programming and design 50 2.1.4. Artificial intelligence 53 2.1.5. Human intelligence and artificial representations 53 2.2. Electronic dreams 54 2.2.1. The dream of intuitive software 55 2.2.2. The dream of the designing machine 60 2.2.3. The dream of self-emerging architecture; genetic algorithms in design 61 2.2.4. A cultural lag 62 2.3. Ideas and ideology 64 2.3.1. A personal perspective on the theories of the 1990s 65 2.3.2. "The suffering of diagrams" 68 2.3.3. Architectural theory and design methodology 69 2.4. Ideas on creativity 72 2.4.1. What is creativity? 73 2.4.2. Creativity, a cultural phenomenon. 75 2.4.3. Creativity in the information age 79 2.4.4. Creativity-enhancing techniques 81 2.4.5. Crucial fiicro-cultures 82 2.4.6. A proposal for a practitioner approach to creativity 83 2.5. Summary and conclusion of part 2 84 3. NEW DESIGN TECHNIQUES 86 3.1. Introduction 86 3.2. New technology - new strategy 87 3.3. Thinking through design practice: the inspirational playful design approach 88 3.4. A Corner stone: emergence 89 3.4.1. The source material 94 3.5. Recoding, translation and interpretation 95 A case: Tidsrom 97 3.6. Reconfiguring schemata 109 3.7. Rules and games 113 3.8. Virtuality and virtual models 118 3.8.1. What is "The Virtual"? 118 3.8.2. Virtual reality 119 Investigating "the virtual" 120 3.8.3. Analysing the virtual 126 3.9. Visual thinking (diagrams and visual thinking) 130 3.9.1. Visual Thinking and Abstraction. 130 3.9.2. A heuristic process 132 3.9.3. Visual thinking, skills and tacit knowledge 132 3.9.4. Media for visual thinking 133 3.10. Diagrammatic thinking 138 3.10.1. Descriptive diagrams 142 3.10.2. Generative diagrams 144 3.10.3. Versioning 149 3.10.4. Finding 153 3.10.5. Translation and interpretation 158 3.10.6. From generative diagram to program 168 3.10.7. Dynamic generative diagrams 171 3.11. The question of selection 175 3.12. Summary and conclusion of part 3 178 4. WAYS OF WORKING: FROM DESIGN PRACTICE TOWARDS THEORY AND DIGITAL DESIGN METHODS 179 4.1. Introduction 179 4.1.1. Practice-based research 180 4.1.2. Visual material is central. 180 4.1.3. Two investigation paths 180 4.1.4. Achievements 180 4.2. Methods 181 4.2.1. Explorative and generative research 182 4.2.2. A first-person approach 183 4.2.3. Analysis 184 4.2.4. The Material 185 4.3. Systematising creative computer use. Ways of working; techniques in creative computer use. 186 4.3.1. Categorization 186 4.3.2. Mapping the field of design computing. 187 4.3.3. Generic techniques 190 4.3.4. Specific techniques 192 4.3.5. Table of techniques 193 4.3.6. Examples of techniques 200 4.3.7. Traces of technology. 213 4.4. The further use of the generated material 219 4.4.1. Realisation strategies 221 4.4.2. Templates and scaffolds 223 4.5. Summary of Part 4 240 PART 5. WAYS OF THINKING: INTENTIONS IN CREATIVE COMPUTER USE. 241 5.1. Intentions 241 5.1.1. Categorising intentions 242 5.2. Intention themes 243 5.2.1. Cases and samples from Group one: Formal, phenomenal, spatial and geometrical themes 244 5.2.2. Intentions of response to the complexity of urban systems 297 5.3. The Hybrid Process 317 5.3.1. Hybridization strategies 319 5.3.2. The hybrid process and its elements. 328 6. SUMMARY AND CONCLUSIONS 344 6.1. Principles, concepts and methods for creative design computing 344 6.2. A new type of creativity? 348 6.3. A practice as the field for an investigation 349 6.4. Suggestions for further studies 349
series thesis:PhD
type normal paper
last changed 2007/04/08 16:11

_id cf2005_1_32_69
id cf2005_1_32_69
authors TAHRANI Souha, JALLOULI Jihen, MOREAU Guillaume and WOLOSZYN Philippe
year 2005
title Towards a Virtual Reality Tool for Lighting Communication and Analysis in Urban Environments
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. 115-124
summary The objective of this paper is to evaluate the use of virtual reality as a potential decision-making tool to cognitively evaluate urban daylighting ambiences. This paper evaluates the solar effects visual perception in a real urban path in comparison to a virtual urban path in order to extract the characteristics of these effects and use them to figure out the necessary conditions for generating a physical and sensitive phenomena simulation. The comparison is based on questionnaires and interviews with participants on their judgements on sunlight during their walk through the chosen path. Our results highlight the relation between perception and the context of the urban environment, and prove that -in spite of its limits- virtual reality is able to simulate a large part of real solar effects.
keywords virtual reality, 3D city modelling, environmental simulation, visual perception
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_427
id 2005_427
authors Jakovich, Joanne and Beilharz, Kirsty
year 2005
title Multimodal Spatial Emergence in the Design of Sensate Spaces
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 427-432
doi https://doi.org/10.52842/conf.ecaade.2005.427
summary Design of reactive, intelligent and sensate spaces is a form of spatial design that demands creating thinking in terms of non-permanent, non-tactile and sometimes non-visual media. This implies spatial conceptualization using sensory modalities that are ordinarily of secondary importance to vision in design, such as proprioception and hearing. This paper explores these alternative modalities for both spatial perception and spatial expression with a view to developing innovative interfaces for spatial design. Computer games and installation art environments are analyzed for use of alternative spatial immersion techniques. This informs a physical spatial interaction environment. Motion-capture input and digital auditory output provide real-time, intuitive feedback to the user. Useful interaction strategies are acquired that can be used in a non-intrusive manner in sensate spaces for communal, commercial, or public contexts.
keywords Spatial Emergence; Multimodal Perception; Computer Games; Installation Art; Auditory Feedback
series eCAADe
email
last changed 2022/06/07 07:52

_id cf2005_2_36_65
id cf2005_2_36_65
authors LIAO Kai and HAN Chia Y.
year 2005
title Collective Pavilions: A Generative Architectural Modelling for Traditional Chinese Pagoda
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 129-138
summary This paper investigates generative architectural modelling for traditional Chinese architecture and aims to explore and extend the potential of adaptive computing for architectural design methods. The design manners analysis of traditional pagodas architectures is made in a holistic view and under historical perspective. We propose a descriptive model and generative system for the design of traditional Chinese pagodas, by which each pagoda is defined as a collection of style-matched and form-coordinated pavilions and described by both topological graphs and variant geometrical units. Our approach models both of the building geometry and space organization/spatial patterns of pagodas separately. The generative mechanism consists of a framework of grammar-based design and parametric, recursive shape computation. Accordingly, the generative algorithm is also made of two levels, the topology of spatial patterns and the shape geometrical parameters that characterize pavilion variations. The algorithm for computing the former is based on GP (Genetic Programming) and the latter GA (Genetic Algorithms). To explore the collective behaviour of a group of pavilions, multi-agent modelling approach is incorporated in composition patterns search. A prototype system, 'glPagoda', using the OpenGL graphics library for rendering and visualization, has been developed and implemented on PC windows platform.
keywords pagoda, grammar-based design, multi-agent modelling, generative design system
series CAAD Futures
email
last changed 2005/05/05 07:06

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