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_21_74
id cf2005_1_21_74
authors DAVE Bharat
year 2005
title Labyrinthine Digital Histories
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. 53-62
summary Interactive and media-rich digital representations are being increasingly used to offer passages through time and space, a role that was traditionally supported by travels and travelogues, maps, sketches, books and oral histories. In the last two decades, a number of projects have been implemented using digital media with the aim of recording past and extant artefacts and environments. However, the future of such digital past remains as fragile as the memories and moments it tries to capture. There is a need to go beyond creating introverted and closed historical reconstruction projects. This paper surveys significant issues and describes our ongoing work in developing an interpretive, extensible and referential framework toward virtual reconstruction projects.
keywords historic reconstruction, relativism, data reuse, semantic representation
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_383
id 2005_383
authors Ebert, Oliver, Schoenemann, Patrick and Lenhart, Michael
year 2005
title Cityscape Computing System
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 383-389
doi https://doi.org/10.52842/conf.ecaade.2005.383
summary The central feature of the project is the development of a computer and its interfaces to simulate urban space and, in the context of an intermedia city tour, to allow citizens to creatively influence their urban space by manipulating media structures at chosen points throughout the city. A master plan is set up to re-cultivate public spaces and points of architectural focus. The city reacts interactively to the commands. A dialog is created between user and public space. The tour route is an open structure which can be expanded at any time. Via interfaces the user activates a reaction in the real city by making changes to the virtual model. This results in a dynamic space, a communication based on the results of this transformation. The user interface allows an information transfer between real people and virtual space. Virtual reality then reacts to the input by transferring that information back to reality. The direct influence on the architecture is effected by a media-transformer. It projects an additional perception level on to reality while monitoring the data via various analysis interfaces.
keywords Interactive Urbanism; Media Installation; Human-Computer-Interaction
series eCAADe
email
last changed 2022/06/07 07:55

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

_id caadria2005_b_6a_b
id caadria2005_b_6a_b
authors Kai-Tzu Lu, Teng-Wen Chang
year 2005
title Experience Montage in the Virtual Space
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. 426-435
doi https://doi.org/10.52842/conf.caadria.2005.426
summary According to three experimental virtual spaces above, the key factor for experience montage is identified—3D collage. General speaking, the theory of montage describes the connection of space and time. Time is a phenomenon of connection of points. Within 3D virtual space, the influence of Experience Montage generated in the experiments above is examined through the Exploration model (representation + rules + memory + policy = search exploration) proposed by Woodbury in 1996. Through browsing and reading, the originally intact virtual space is dissected into pieces and corners. By duplicated, dismantled and reorganized over this dissected space, a new personalized virtual space is then modeled. As a continuation of previous analysis, latter stages of the study use the Exploration model to explain anew the connection among the representation, rules, memory, and policy of Experience Montage.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2005_147
id 2005_147
authors Lai, Ih-Cheng
year 2005
title Infilling Time into Space - A Pedagogical Approach for Evolving Space Using Digital Media
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 147-154
doi https://doi.org/10.52842/conf.ecaade.2005.147
summary This paper presents a pedagogical approach to explore the relationships between time and space by using digital media. Based on a pedagogical model called e-Space proposed by Lai (2004), we apply motion as a spatial issue to approach this study. Through integrating with the characteristics of digital media, students are encouraged to evolve architectural space and form by decomposing, re-organizing, interpreting and realizing the spatial composition. Simultaneously, diverse digital media applications integrated with design thinking in a design process enables students to bridge two design spaces - physical and virtual. This process introduces the students to a new approach of design-creation and form finding. Finally, we use an advanced digital media course as an example to understand the impacts of the pedagogical approach. The students’ outcomes are also reported in this paper
keywords Digital Media, Pedagogy, Motion, Design Space, Design Learning
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2005_a_8b_c
id caadria2005_a_8b_c
authors N. Biloria, K. Oosterhuis
year 2005
title Envisioning the RESPONSIVE milieu: An investigation into aspects of ambient intelligence, human machine symbiosis and ubiquitous computing for developing a generic real-time interactive spatial prototype
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. 421-432
doi https://doi.org/10.52842/conf.caadria.2005.421
summary The research paper exemplifies upon a design-research experiment conducted by the Hyperbody research group (HRG), TU Delft, Faculty of Architecture under the supervision of the Author and Prof. Kas Oosterhuis (director HRG and ONL). The research work, specifically aimed at developing a real-time interactive spatial prototype, fostering multiple usability of space: ‘The Muscle Re-configured’. The ensuing Muscle Re-configured project is essentially an architectural design research undertaking maneuvering on the precincts of augmented and virtual reality, exemplifying a fusion between the material and the digital counterpart of the architectural domain. This fusion is attained through harnessing a synergistic merger between the fields of ambient intelligence, control systems, ubiquitous computing, architectural design, pneumatic systems and computation (real-time game design techniques). The prototype is visualized as a complex adaptive system, continually engaged in activities of data-exchange and optimal augmentation of its (system’s) components in accordance with contextual variations.
series CAADRIA
email
last changed 2022/06/07 07:59

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

_id cf2005_1_66_173
id cf2005_1_66_173
authors RICHENS Paul and NITSCHE Michael
year 2005
title Mindstage: Towards a Functional Virtual Architecture
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. 331-340
summary Mindstage is a multi-user real-time 3D environment in which is embedded a lecture on film design by Christopher Hobbs. The spatial design follows the structure of the lecture, and is richly illustrated with stills and film clips. The environment, implemented in Virtools, proved to be a visually intriguing combination of architectural, filmic and virtual space, though it was found that co-presence induced some problems with the concept of time.
keywords virtual learning environment, knowledge spatialisation, film design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id sigradi2005_444
id sigradi2005_444
authors Saito, Keiko Elena; Matias Röhmer Litzmann
year 2005
title To visualize through origami 3D and real time rendering engines
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 444-450
summary With the persistent stimulation of the immediate virtual environment our vision of reality, very often, is enriched by forms lucubrated in imaginary worlds, but we run into the difficulty of bringing them to the real world. If we channel this internal vision combining 3D origami techniques and digital visualization we could transform this difficulty into an opportunity of expression, materialization. With the main objective of structuring a new learning environment to approach an architectonic theme in virtual environments and with the correspondent theoretical support, sequences of immersive experiences are trialed delimiting techniques and methods. 3D origami techniques are applied to build-represent a new form and architectonic space and trough real time rendering engines, presentation, surfing the created model and its debate in net. The results obtained show a possible way to expand to the limit our threshold of vision and visualization that allows to emerge a new perception and to represent architectonic spaces. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:59

_id sigradi2005_350
id sigradi2005_350
authors San Martín, Patricia; Sergio Bertozzi
year 2005
title “Otra Andria” e-learning environment for the architectural designing workshop
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 350-354
summary This work describes results obtained from a test over an experimental prototype “Otra Andria” (OA1) designed by the investigation team of “Obra Abierta: Over the construction of an investigating and learning system in virtual environments”. OA1 is a basic tool. It show us: three simultaneous screens with editing tool bars, an integrated chat for publication and discussion, images and texts, all this in synchronized time. Tools are simultaneously accessible from all boards by the teacher, the students or between pupils. There is a web log, a personal web, and an activities’ organization space for the professors. This experience was helpful to understand the actual needs for virtual environment applications as well as e-learning problems in such cases where the know-how is not available to every attendant to the course. That means we must begin working on hyper-medial language diffusion among all teachers who want to use the ICT in all its actual potentiality. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:59

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

_id sigradi2005_344
id sigradi2005_344
authors Bustos, Gabriela I. L.; Iván V. Burgos P., Javier Oliva
year 2005
title Multi-user virtual worlds: 3D interactive visualization in synthetic environments for design workshops
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 344-349
summary The goal of this research is to describe a methodology of architectural design by using digital technology with three-dimensional interactive simulation in multi-user virtual worlds. In addition, this study will focus on the application of this method in the workshops at the School of Architecture in the University of Zulia. With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet. In the same way, each visitor is able to interact and modify the virtual world using virtual menus while sharing ideas or modifications regarding the design of the project. This strategy allows modeling, visualizing, developing and evaluating the designed projects during the conceptual and parametric phase in the process of design. This application is a powerful tool to develop creativity and skills of spatial perception among the students. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2005_1_34_180
id cf2005_1_34_180
authors CALDERON Carlos, WORLEY Nicholas and NYMAN Karl
year 2005
title Architectural Cinematographer: An Initial Approach to Experiential Design in Virtual Worlds
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 135-144
summary This paper presents a paradigm for the generation of camera placements for architectural virtual environments as a method of enhancing the user's experience and as a way of facilitating the understanding of architectural designs. This paper reports on an initial prototype of a real-time cinematic control camera engine which enables the creation of architectural walkthroughs with a narrative structure. Currently, there is neither software nor a structured approach which facilitates this in architectural visualisations. The paper discusses the potential of our approach; analyses the technical and application domain challenges; examines its current limitations using well known architectural design concepts such as rhythm.
keywords virtual environments, navigation, camera engine, cinematography, experiential design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2005_a_2b_c
id caadria2005_a_2b_c
authors Chiu-Shui Chan, Chien-Hui Weng
year 2005
title How Real Is the Sense of Presence in A Virtual Environment? : Applying Protocol Analysis for Data Collection
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. 188-197
doi https://doi.org/10.52842/conf.caadria.2005.188
summary This study attempts to investigate the sense of presence in a fully immersive virtual environment. The methodology applied in this study used protocol analysis for data collection. A preliminary experiment was conducted to explore noticeable phenomena to develop a hypothesis for the final experiments. Four different virtual reality models, representing four different kinds of virtual space, were navigated in C6 (CAVE facilities) by two human subjects. Results of the research in this direction have provided valuable understanding regarding the sense of presence in the virtual environment.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2011_122
id ecaade2011_122
authors Chronis, Angelos; Jagannath, Prarthana; Siskou, Vasiliki Aikaterini; Jones, Jonathan
year 2011
title Sensing digital co-presence and digital identity: Visualizing the Bluetooth landscape of the City of Bath
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.87-92
doi https://doi.org/10.52842/conf.ecaade.2011.087
wos WOS:000335665500009
summary The impact of ubiquitous digital technologies on the analysis and synthesis of our urban environment is undoubtedly great. The urban topography is overlaid by an invisible, yet very tangible digital topography that is increasingly affecting our urban life. As W. J. Mitchell (Mitchell 2005) pointed out, the digital revolution has filled our world with “electronic instruments of displacement” that “embed the virtual in the physical, and weave it seamlessly into daily urban life”. The mobile phone, the most integrated mobile device is closely related to the notion of a digital identity, our personal identity on this digital space. The Bluetooth is the mainly used direct communication protocol between mobile phones today and in this scope, each device has its own unique ID, its “MAC address”. This paper investigates the potential use of recording and analysing Bluetooth enabled devices in the urban scale in understanding the interrelation between the physical and the digital topographies.
keywords Pervasive systems; digital presence; urban encounter; digital identity
series eCAADe
email
last changed 2022/05/01 23:21

_id 2005_037
id 2005_037
authors Côté, Pierre, Léglise, Michel and Estévez, Daniel
year 2005
title Virtual Architecture as Representation for Creative Design Process - Through a Collaborative eDesign Studio
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 37-45
doi https://doi.org/10.52842/conf.ecaade.2005.037
summary Using Virtual Architecture (VA) as a general scheme for representations to sustain the reflection activities involved in the design process can help students to initiate creative design ideas. Because of its implicit abstract nature, VA can be used, to represent original ideas or processes, or well-known architectural theories to articulate design ideas. Furthermore, VA as a mean of expression, turn out to be a source of inspiration for students who perceive it as medium with very few limits with which to develop, explore and express their design intuitions. A recent collaborative edesign studio experience is reported to illustrate the benefit observed. Using three examples out of ten student projects, we show how designs and design process have been characterized by those virtual representations. In fall semester 2004, the edesign studio took place between the Schools of Architecture of Toulouse and Université Laval in Québec. VA was both an academic and a studio topic at Laval while the other school students had a traditional design task to tackle, namely the rehabilitation of Chapou University Residences for students in Toulouse. Students from both schools composed each edesign team. In addition, three common architectural themes were web-documented and introduced to both classes: room, as defined by Louis Kahn: “a space which knows what it wants to be is a room”; color, as an architectural medium in dialectic with structure; and body-space relationships, as articulated by Gilles Deleuze and its projection to cyberspace. From the edesign studio results, we are arguing that virtual architecture should be looked at not only as new domain to be investigated by architects and taught in academic studios but also as a new medium of design to develop and explore design intuitions through virtual representations.
keywords Virtual Architecture; Virtual Representations; Medium; eDesign; Design by Collaboration
series eCAADe
email
last changed 2022/06/07 07:56

_id 2005_819
id 2005_819
authors Dorta, Tomás
year 2005
title HYBRID MODELING: MANUAL AND DIGITAL MEDIA IN THE FIRST STEPS OF THE DESIGN PROCESS
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 819-827
doi https://doi.org/10.52842/conf.ecaade.2005.819
summary This paper proposes a new paradigm in computer-aided design: hybrid modeling. Considering, on one hand the traditional sketches and mock-ups, and digital techniques on the other, this paradigm fuses the two and proposes a new technique that uses the performance of the digital with the capacities of the analog without replacing or imitating one or the other. In the development of design computer solutions, it is important to know the user well. However, most researchers propose systems that do not consider how designers actually work. Furthermore, two principal elements must be considered in the design process: shape and space. These aspects need to be approached with convenient tools that are adapted to the designers. This new paradigm is presented through two new innovative techniques: the hybrid mock-up (for shape) and drafted virtual reality (for space). A review of the implications of this paradigm on the design process is presented. Not only are the techniques fast and easy to learn and execute, but the results demonstrate that the designers can express both their individuality and the idiosyncrasies of their personal representations; important elements that are difficult to achieve with conventional 3D modeling techniques, especially during the primary stages of the design process.
keywords Manual Media, Design Process, Rapid Prototyping, Sketches, 3D Modeling
series eCAADe
type normal paper
email
last changed 2022/06/07 07:55

_id 2005_107
id 2005_107
authors Fricker, Pia, Ochsendorf, Mathias and Strehlke, Kai
year 2005
title GENERATIVE INTERFACES AND SCENARIOS - INTERACTION IN INTELLIGENT ARCHITECTURE
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 107-113
doi https://doi.org/10.52842/conf.ecaade.2005.107
summary New media and modern building automation have a strong impact on contemporary architecture. So far one could regard built architecture as static. These new technologies introduce a dynamic impulse to architecture. The objective of our research and teaching work is to demonstrate the impact of innovative systems on architecture in daily usage while providing building automation, multimedia integration and facility management services in intelligent networked buildings. These technologies, as described in this paper are integrated in our second year course for students of Architecture. By designing an interactive graphical interface for the lab they were asked to create a spatial scenario as a self running Flash animation. Thus real space is merged with virtual reality.
keywords CAAD Curriculum, Human-Computer Interaction, Web-Based Design, Building Automation, Generative Graphical Interfaces
series eCAADe
type normal paper
email
last changed 2022/06/07 07:50

_id sigradi2005_327
id sigradi2005_327
authors Fukuda, Tomohiro; Atsuko Kaga
year 2005
title Development of 3Dblog: VR-blog system which supports network collaboration
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 327-332
summary We developed a “3Dblog” system which cooperated seamlessly with various media, such as a 3-dimensional virtual space (3DVS) showing environmental design, and texts and pictures expressing concepts relevant to a design, incidental information, and the minutes, etc. This system is one in which the weblog (blog) and Virtual Reality (VR) were combined smoothly. It is possible to peruse information relevant to a space or to comment in articles written using the blog serving as a 3-dimensional icon, and displaying in 3-dimensional virtual space. In this research, the system was applied to the design of a city square in Japan in which the persons involved in various positions participated with systems development.
series SIGRADI
email
last changed 2016/03/10 09:52

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