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 598

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2006_e159b
id sigradi2006_e159b
authors Barrow, Larry
year 2006
title Digital Design Pedagogy - Basic Design - CADCAM Space Box Exploration
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 127-130
summary This proposed paper will highlight the work of a “pre-architecture” graduate student’s work produced in a “Digital Design II” course in Spring 06. This student has a bachelor’s degree in Architectural Technologies and hopes to attend a “professional” degree program in architecture after completing our Master of Science degree program. The student entered our “pre / post-professional” graduate program as a means of learning more about design, technology and architecture. This provided a rare opportunity to do “research” in the area of digital technology in the early formative phases of a new architecture / design students development. The student chose to study “shadows” as a means of design inquiry. The primary focus of the work was the study of various “4” x 4” x 4” “space-cubes.” The student was given various “design” constraints, and “transformative” operations for the study of positive-negative space relationships, light+shadows, and surface as a means of gaining in-sight to form. The CADCAM tools proved to be empowering for the student’s exploration and learning. With the recent emergence of both more user-friendly hardware and software, we are seeing a paradigm shift in design “ideation.” This is attributed to the evolving human-computer-interface (HCI) that now allows a fluidic means of creative design ideation, digital representation and physical making. Computing technology is now infusing early conceptual design ideation and allowing designers, and form, to follow their ideas. The argument will be supported with primary evidence generated in our pedagogy and research that has shown the visualization and representational power of emerging 2D and 3D CADCAM tools. This paper will analyze the basic “digital design” process used by the writer’s student. Architectural form concepts, heretofore, impossible to model and represent, are now possible due to CADCAM. Emerging designers are integrating “digital thinking” in their fundamental conceptualization of form. These creative free-forms are only feasible for translation to tectonic form using digital design-make techniques. CADCAM tools are empowering designers for form exploration and design creativity. Current computing technology is now infusing the creative design process; the computer is becoming a design “partner” with the designer and is changing form and architecture; thus, we are now seeing unprecedented design-make creativity in architecture.
keywords Basic Design; CADCAM; Digital Design; Virtual 3D Models; Physical 3D Printed Models
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_c048c
id sigradi2006_c048c
authors Bruscato Portella, Underléa
year 2006
title I+D _ Ideación Digital en la Arquitectura Actual [I+D_Digital ideas in contemporary architecture]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 258-262
summary Based on study of recent projects develop by reputed architectural firms, this paper reviews the role of digital techniques in the conception of design, describing mainly the proposals for Philarmonic Orchestra of Copenhagen by Jean Nouvel and the Harbour of Tenerife by Herzog and De Meuron, Both projects state innovative architectural concepts with diverse graphic resources. Digital media is not used as a specific tool, but as an integrated repertoire related to design issues, Image processing, photo-collages, 3D modelling, renderings, colored layouts and graphic sequences are applied to explore novelty shapes, spatial qualities, functional arrangements and constructive strategies. In these cases computer technologies are participating in design generation supporting overall architectural creativity. In order to benefit from new design media that approach express the relevance of firms' culture related to innovation and development (I+D).
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia08_094
id acadia08_094
authors Helms, Michael E.; Swaroop S. Vattam; Ashok K. Goel; Jeannette Yen; Marc Weissburg
year 2008
title Problem-Driven and Solution-Based Design: Twin Processes of Biologically Inspired Design
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 94-101
doi https://doi.org/10.52842/conf.acadia.2008.094
summary Biologically inspired design uses biological systems as analogues to develop solutions for design problems. We conducted a cognitive study of biologically inspired design in the context of an interdisciplinary introductory course on biologically inspired design in Fall of 2006. The goal of this study was to understand the processes of biologically inspired design. This paper provides a descriptive account of twin biologically inspired design processes, problem-driven and solution-based, and highlights the similarities and differences between them.
keywords Biomimetics; Design; Evaluation; Material; Process
series ACADIA
last changed 2022/06/07 07:49

_id caadria2006_161
id caadria2006_161
authors HERM HOFMEYER, JAN G.M. KERSTENS
year 2006
title FULL 3D STRUCTURAL ZONING OF SPACE: Using a Geometrically Related Reducer and Matrix Coupling
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 161-168
doi https://doi.org/10.52842/conf.caadria.2006.x.x2d
summary Structural zoning is the recognition of forms in spatial designs. It can be used by a structural designer to develop a structural system. This paper will start with the presentation of a proof that neither user action nor a two-dimensional approach -two existing approaches of zoning- are able to recognize all possibilities for the application of a structural design to a spatial design. Only full three-dimensional structural zoning is considered to be an appropriate instrument to give useful solutions. Two new concepts will be presented to overcome problems for three-dimensional zoning: (1) Geometrically Related Reducers and (2) Matrix Coupling. These concepts are first defined in a general form and thereafter the definitions are condensed into a practically applicable format. Both concepts are demonstrated when finding rectangular zones in spatial designs up to 44 separate spatial entities. They are programmed procedurally using the C++ computer language and are used for a comparison between structural designers and computer performance.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddss2006-pb-35
id DDSS2006-PB-35
authors M.C.G. te Brömmelstroet
year 2006
title Properly Equip Planners, Instead of Just Manning Equipment - A first step in a user-oriented PSS development approach as support for the integration of land use and transport planning
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 35-50
summary There is a growing need for planning support in planning practice, especially in land use and transport integration. Recent studies have shown that instruments that provide such are seldom implemented. Building on recommendations of those studies, this paper explores how to develop a planning support system (PSS) for this specific field of planning and shows some preliminary results of the first steps towards such a PSS. An qualitative assessment on the strengths and weaknesses of two recently developed instruments that share this goal; the VPR and the SDS+STE. Due to time constraints, the focus is on the background and framework of the study.
keywords Land use and transport, PSS, computer-aided planning, participatory design
series DDSS
last changed 2006/08/29 12:55

_id acadia08_382
id acadia08_382
authors Peters, Brady; Xavier De Kestelier
year 2008
title Rapid Prototyping and Rapid Manufacturing at Foster + Partners
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 382-389
doi https://doi.org/10.52842/conf.acadia.2008.382
summary Over the last 15 years, rapid prototyping has been an integral part of the design process in the car and aerospace industry (Brad Fox 2006). Recently the architecture profession has started to use these techniques in its design process (Greg Corke 2006), and some architecture schools have begun experimenting with these technologies. ¶ Foster + Partners have been one of the first architecture practices to fully integrate rapid prototyping within its design process. The technology was initially seen as a sketch model making tool in the early stages of the design, in particular for projects with complicated geometries. It surpassed this purpose within a year and it is now seen an essential design tool for many projects and in for many project stages. The office’s rapid prototyping department now produces about 3500 models a year. ¶ Besides, or perhaps because of, rapid prototyping, Foster + Partners have started to experiment with rapid manufacturing. This first was done through the design and manufacture of a Christmas tree for the charity organisation Save the Children.
keywords Complex Geometry; Design; Generative; Process; Rapid Prototyping
series ACADIA
last changed 2022/06/07 08:00

_id 68f0
id 68f0
authors Talbott K, Snyder G and Dicker J
year 2006
title Design + Virtual Modeling: Course Integration on a Large Scale
source Marjanovic I and Robinson C (eds) Intersections: Design Education and Other Fields of Inquiry, Proceedings of the 22nd National Conference on the Beginning Design Student, Ames, Iowa, April 2006, 309-313
summary Starting in 2001 a group of faculty at the University of Wisconsin – Milwaukee School of Architecture and Urban Planning undertook a three year effort to integrate introductory studio with introductory computer-aided design. Each year 160 incoming sophomores begin their first design studio. They also receive a laptop computer and begin concurrent enrollment in an introductory computer course entitled Virtual Modeling. Students participate in studio projects, computer assignments, hand drawing tutorials, computer tutorials, studio course lectures and computer course lectures. This takes the dedicated effort of four faculty members and five graduate teaching assistants. The goals of this paper are 1) to describe the evolution of this large-scale integration effort, 2) to identify key success factors, and 3) to describe the impact on our students’ beginning design education. The paper provides a balanced perspective by discussing both benefits and challenges. It begins with more concrete information and moves gradually into deeper issues.
keywords pedagogy, design studio, collaboration, curriculum
series other
type normal paper
email
last changed 2006/08/13 06:49

_id ddss2006-hb-467
id DDSS2006-HB-467
authors A. Fatah gen. Schieck, A. Penn, V. Kostakos, E. O'Neill, T. Kindberg, D. Stanton Fraser, and T. Jones
year 2006
title Design Tools for Pervasive Computing in Urban Environments
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 467-486
summary In this paper we report on ongoing research in which the implications of urban scale pervasive computing (always and everywhere present) are investigated for urban life and urban design in the heritage environment of the city of Bath. We explore a theoretical framework for understanding and designing pervasive systems as an integral part of the urban landscape. We develop a framework based on Hillier's Space Syntax theories and Kostakos' PSP framework which encompasses the analysis of space and spatial patterns, alongside the consideration of personal, social and public interaction spaces to capture the complex relationship between pervasive systems, urban space in general and the impact of the deployment of pervasive systems on people's relationships to heritage and to each other. We describe these methodological issues in detail before giving examples from early studies of the types of result we are beginning to find.
keywords Urban space, Pervasive systems, Urban computing, Space Syntax, Interaction space
series DDSS
last changed 2006/08/29 12:55

_id acadia06_489
id acadia06_489
authors Bonswetch, T., Kobel, D., Gramazio, F., Kohler, M.
year 2006
title The Informed Wall: applying additive digital fabrication techniques on architecture
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 489-495
doi https://doi.org/10.52842/conf.acadia.2006.489
summary In this work in progress report we present the results of a four week design studio with graduate students as part of a broader research project on investigating digital additive fabrication processes and their implications on architectural design.In a simple test arrangement we realized the digital design and additive fabrication of two by three meters brick walls. The use of bricks, being the primary module for construction, and at a relatively coarse resolution, allowed us to concentrate on the design of completely programmed walls encompassing material-dependent parameters. The resulting prototypes depict the great potential of the integration of the design and the fabrication process. Non-standardized solutions can be easily accomplished as the design data is directly used to control the fabrication process. In using an additive digital fabrication process, a novel architectural product of the kind “brick wall” emerged, which could not have been conceived or fabricated manually.
series ACADIA
email
last changed 2022/06/07 07:54

_id ijac201715302
id ijac201715302
authors Borges de Vasconselo, Tássias and David Sperling
year 2017
title From representational to parametric and algorithmic interactions: A panorama of Digital Architectural Design teaching in Latin America
source International Journal of Architectural Computing vol. 15 - no. 3, 215-229
summary This study focuses on the context of graphic representation technologies and digital design on Architectural teaching in Latin America. From categories proposed by Oxman and Kotnik and through a mapping study framed by a systematic review in CumInCAD database, it is presented a panorama of the state-of-art of the digital design on Architectural teaching in the region, between 2006 and 2015. The results suggest a context of coexistence of representational interaction and parametric interaction, as well as a transition from one to another and the emergence of the first experiments in algorithmic interaction. As this mapping shows an ongoing movement toward Digital Architectural Design in Latin America in the last decade, and points out its dynamics in space in time, it could contribute to strengthen a crowdthinking network on this issue in the region and with other continents.
keywords Computer-aided architectural design, Digital Architectural Design teaching, interaction with digital media, levels of design computability, Latin America, mapping study
series journal
email
last changed 2019/08/07 14:03

_id sigradi2006_e068d
id sigradi2006_e068d
authors Catovic-Hughes, Selma
year 2006
title Digital Storytelling: "Memory….. Sarajevo, my personal story"
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 337-340
summary “It was a fresh summer night, sky deprived of stars, and hardly any signs of life. After hours of waiting, well passed midnight, they finally allowed us to enter. I couldn’t see or hear much, except movements of those in front of me, but judging by intense scent of mildew and worm-like smell of earth, I realized my mile long underground adventure had begun. There was no looking back, only the brave steps ahead into my new, and hopefully, safe and fruitful future.” [ from diary95 ] Just like many teens around the world, I too kept a journal. It began with playful thoughts of a teenage girl, living in Sarajevo, enjoying life. On my fifteenth birthday, those carefree moments were soon replaced with brutal facts of life under siege: Sarajevo and its citizens had been surrounded by the Serbs who took over all the roads leading in and out of the city. Three years later, I was weeks away from graduating high school, and instead of getting excited, I wondered about my future…”Yesterday was awesome -- we had both electricity and water for eight straight hours…hooray!! You could see the lights miles away…the entire city was awake, making pies and bread, washing clothes, watching movies.” [ from diary93 ] Was I going to spend the rest of my life anticipating the restricted electric and water timetable? Would I wake up the next day to see all my family alive? Would I ever have a chance to fulfill my dreams? This project captures the process of [re]tracing steps of my personal journey of leaving Sarajevo to come to the United States and [re]constructing memories as a sequence of spatial events using the artifacts and the text from my war journals. The intent of my project is to define that line between the old and the new, and intertwine and merge its current condition with the facts and memories from the past. Although there was never a permanent “Berlin-wall-like” divider, the natural contours of the river and invisible screens of the snipers served as impermeable walls and divided the city for four years. The implied boundary seemed to be more powerful than the massiveness of the concrete barricades. Is it possible to re-condition something [building, space, soul] to be and feel the same when it had been destroyed and deeply scarred on the inside? Instead of placing banal memorials engraved with the bare facts, how can we make a tribute to a series of events—a time period that changed the fabric of the city—in a more three-dimensional experience? How can we integrate digital phenomenon in the process of the post-war reconstruction to re-trace the past while creating necessary advanced improvements for the new contemporary society? The impact that social conditions have on architecture, art, culture, and ultimately, people can be told in a universal language – digital storytelling, containing pieces of history and personal memories to create representations of time and space of the past, present or future.
keywords memory; postwar; retrace; reconstruction; memorial
series SIGRADI
email
last changed 2016/03/10 09:48

_id 8b29
id 8b29
authors Chaszar, A. (ed.), Burry, M., Eliassen, T., Garofalo, D., Glymph, J., Hesselgren, L., Jonkhans, N., Kienzl, N., Kloft, H., Maher, A., Mueller, V., Palmer, A., Reuss, S., Schuler, M., Schwitter, C., Sharples, C., Sharples, W., Shea, K., Stoller, P., Takemori, T., Woodger, N.
year 2006
title Blurring the Lines: Computer-Aided-Design and -Manufacturing in Architecture
source Wiley-Academy, London 224 pp. Architecture in Practice series
summary The first few years of the 21st century have seen a revolution in the ways that we think about designing and making buildings. In no other area is this more apparent than in the interface of computer-aided design (CAD) and computer-aided manufacture (CAM). The potential blurring or assimilation of these two systems holds the still elusive but golden promise of a direct, smooth transference of design data into large-scale production facilities in which components are directly cut, modelled and moulded. How far off are we from seeing the widespread adoption of this technology? What is the potential for CAD/CAM beyond tailor-made forms? In the future, what is the possibility of complex, large-scale forms being run out in mass-customised buildings?
keywords associative geometry, auralization, CNC, collaborative design, generative design, parametric design, simulation, visualization
series book
type normal paper
email
last changed 2006/06/12 23:35

_id caadria2006_565
id caadria2006_565
authors CHEN CHIEN TUNG
year 2006
title DESIGN ON SITE: Portable, Measurable, Adjustable Design Media
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 565-567
doi https://doi.org/10.52842/conf.caadria.2006.x.b7f
summary Space designers usually look for information on site before proceeding design. They image any possibilities of design, while they are on site. Restricted to traditional design media, if they want to develop their ideas further, they have to go back to desks. This kind of design process can capture only part of information of the site. Why not do some developments directly when designers are on the site? That is the starting point of this paper. The whole situation of site is very complicated, so it is very difficult discussing all the possibilities. In order to understand how to design on site, reducing the variations is needed. Tsai and Chang (2005) proposed a prototype about design on site, which focuses on land forming. So I chose interior as the site to reduce the variation and have more controllable factors. Still there are many factors effecting design on site, scale is very unique and very important factor of them. Beginners are difficult to really feel how long it is on the plan drawing, and even most advanced VR equipment still can’t fully present the rich information on the site. To experience the site though body, the main idea is how to propose a portable device that can support space designer to do design on site directly, with intuitional body movement and precise scale, and get feedback immediately.
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia06_392
id acadia06_392
authors Dorta, T., Perez, E.
year 2006
title Hybrid modeling revaluing manual action for 3D modeling
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 392-402
doi https://doi.org/10.52842/conf.acadia.2006.392
summary 3D modeling software uses conventional interface devices like mouse, keyboard and display allowing the designer to model 3D shapes. Due to the complexity of 3D shape data structures, these programs work through a geometrical system and a graphical user interface to input and output data. However, these elements interfere with the conceptual stage of the design process because the software is always asking to be fed with accurate geometries—something hard to do at the beginning of the process. Furthermore, the interface does not recognize all the advantages and skills of the designer’s bare hands as a powerful modeling tool.This paper presents the evaluation of a hybrid modeling technique for conceptual design. The hybrid modeling approach proposes to use both computer and manual tools for 3D modeling at the beginning of the design process. Using 3D scanning and rapid prototyping techniques, the designer is able to go back and forth between digital and manual mode, thus taking advantage of each one. Starting from physical models, the design is then digitalized in order to be treated with special modeling software. Then, the rapid prototyping physical model becomes a matrix or physical 3D template used to explore design intentions with the hands, allowing the proposal of complex shapes, which is difficult to achieve by 3D modeling software alone.
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia06_304
id acadia06_304
authors Dorta, T., Perez, E.
year 2006
title Immersive Drafted Virtual Reality a new approach for ideation within virtual reality
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 304-316
doi https://doi.org/10.52842/conf.acadia.2006.304
summary There is a void between design and computer in ideation. Traditional tools like sketching are more appropriate for conceptual design since they can sustain abstraction, ambiguity, and inaccuracy—essentials at the beginning of the design process. Actual graphical user interface approaches, as well as hardware devices, constrain creative thinking. Computer representations and virtual reality are now used for presentation and validation rather than for design. Most virtual reality tools are seen as passive rather than active instruments in this process of ideation. Moreover, virtual reality techniques come from other disciplines and are applied to design without considering the design process itself and the skills designers already possess.This paper proposes and evaluates a new approach for the conceptual design of spaces within virtual reality. Starting from the non-immersive technique we developed before, where the user was able to be inside a 3D modeled space through real sketches, this technique goes one step further, allowing the designer to sketch the space from the inside all in real-time. Using an interactive pen display for sketching and an immersive projective spherical display, designers and colleagues are able to propose and make design decisions from inside the project. The capabilities of the computer to display the virtual environment are, therefore, mixed with the designer’s skills in sketching and understanding the space.
series ACADIA
email
last changed 2022/06/07 07:55

_id ddss2006-hb-251
id DDSS2006-HB-251
authors E.W.T.M. Heurkens
year 2006
title Decision-Making on Olympic Urban Development - A multi-actor decision support tool
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 251-262
summary Subject of study is the possible organisation of the Olympic Games of 2028 in the Netherlands, as seen from an urban development viewpoint. The project focuses on the decision-making process in the initiative phase. Aim of the project is the development of a decision support tool for the complex, interdisciplinary decision-making process which should result in an optimum interorganisational design. The methodology used to find the optimum choice is the combination of sub-solutions. Preference Measurement modelling based on a multi-criteria decision analysis is the technique employed. The group decision is a choice out of a number of Olympic urban development combinations, which is made in such a way that the preferred combination is the 'best' among the possible candidates for all relevant stakeholders.
keywords Combination of sub-solutions, Group decision-making, Olympic urban development, Optimum interorganisational design, Preference measurement modelling
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_c192b
id sigradi2006_c192b
authors Fernández, Mónica Inés and Piegari, Ricardo Gustavo
year 2006
title Una experiencia en modalidad e-learning para el aprendizaje en arquitectura. Nuevas prácticas y actores en el mundo digital. [An experience in e-learning modality for the learning in architecture. New practices and actors in the digital world]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 147-152
summary As members of the Network ALFA-T-GAMEL3: Teaching computer Graphics And MultimEdia, LifeLongLearning, focused on the “Management of university outreach services”, and making use of the new digital technologies and to the instruction and pedagogic methods related to e-learning modality, the International Seminar “Digital Image and Sound.” has been organized, thus materializing a Pilot Course comprising four subjects and six workshops. For our course: “Digital Representation of Architecture”, an investigation was conducted about the transformations of teaching in the digital world for the learning of Architecture, focusing on the practices and players involved in this modality, as well as on the technologies involved in the coordination and distribution of knowledge. The main objectives of the paper were: revalorization of the format adopted by the practices related to the teaching/learning process in e-l, the contribution of the different “players” and the possibilities of the LMS as support platforms in the virtual campus.
series SIGRADI
email
last changed 2016/03/10 09:51

_id 2006_114
id 2006_114
authors Hirschberg, Urs; Allen Sayegh; Martin Frühwirth and Stefan Zedlacher
year 2006
title 3D Motion Tracking in Architecture - Turning Movement into Form - Emerging Uses of a New Technology
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 114-121
doi https://doi.org/10.52842/conf.ecaade.2006.114
summary Tracking in space is an important bridge between physical and virtual environments. Optical 3D motion capture systems have become standards in the special effects industry and are increasingly common in medical applications, as well as in Virtual Reality (VR) and Augmented Reality (AR) set-ups. Beyond these applications, there are a number of emerging uses for such systems in architectural design. The possibility to track complex movements in space in real time and at high precision can open up new modes of interacting with spaces, and of generating movement as form as part of an architectural design process. What makes these possibilities particularly interesting for architectural investigations is that they don’t have to be limited to a single user, but can happen in a collaborative way, involving many users simultaneously. After briefly explaining the technical aspects of the technology, an overview of such emerging uses is discussed. As an illustration of this potential, the results of a recent workshop are presented, in which a group of architecture students explored the hidden beauty of everyday movements and turned them into sculptural objects.
keywords Motion Tracking; Animation; Design Process; Augmented Reality; Digital Fabrication
series eCAADe
email
last changed 2022/06/07 07:50

_id ddss2006-hb-85
id DDSS2006-HB-85
authors J.A.M. Borsboom-van Beurden, R.J.A. van Lammeren, T. Hoogerwerf, and A.A. Bouwman
year 2006
title Linking Land Use Modelling and 3D Visualisation - A mission impossible?
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 85-101
summary Additional to the traditional land use maps 3D visualisation could provide valuable information for applications in the field of spatial planning, related to ecological and agricultural policy issues. Maps of future land use do not always reveal the appearance of the physical environment (the perceived landscape) as a result of land use changes. This means that 3D visualisations might shed light on other aspects of changed land use, such as expected differences in height or densities of new volume objects, or the compatibility of these changes with particular characteristics of the landscape or urban built environment. The Land Use Scanner model was applied for the Netherlands Environmental Assessment Agency's 'Sustainability Outlook' to explore land use changes, followed by GIS analyses to asses both the development of nature areas and the degree of urbanisation within protected national landscapes. Since it was felt that 3D visualisation could complement the resulting land use maps, the land use model output was coupled to 3D visualisation software in two different ways: 1) through Studio Max software in combination with iconic representation of the concerned land use types and 2) through 3D components of GIS software. However, the use of these techniques on a national scale level for the generation of semi-realistic 3D animations raised a number of conceptual and technical problems. These could be partly ascribed to the particular format and of the Land Use Scanner output. This paper discusses the methods and techniques which have been used to couple the output of the land use model to 3D software, the results of both approaches, and possible solutions for these problems.
keywords Land use models, 3D visualisation, Policy-making
series DDSS
last changed 2006/08/29 12:55

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