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 13 of 13

_id 38e9
id 38e9
authors Talbott K
year 2006
title The Constructed Image
source Cheng R and Tripeny PJ (eds) Getting Real: Design Ethos Now, Proceedings of the 94th Annual Meeting of the Association of Collegiate Schools of Architecture, Salt Lake City, March 2006, 529-536
summary Rendering engines produce ever higher degrees of photorealism, and the process of image-making becomes increasingly automated. Architects benefit from this, but they also pay a price. They exchange local control at the tip of a pencil for global control through a list of variables. They exchange the incremental build-up of line and tone for the fast calculation of summative snapshots. This paper argues that the loss of local and incremental image control necessarily leads to an erosion of visual literacy. Lacking this control, students do not practice the close scrutiny needed to develop a critical eye. To combat this, students should be taught to combine the local and the global, the incremental and the summative. A series of teaching exercises are presented that seek a better balance between automation and human influence. Rather than resisting the digital medium, the exercises explore methods of teaching visual scrutiny within the digital medium. Students learn to see the flaws in computer-generated images, and they correct the flaws with local and incremental changes. Armed with the principle of the constructed image, students regain some control of the image-making process and use it to expressive ends, but an adjusted pedagogy is not sufficient. As long as software engineers prefer to make tools that automate human effort rather than augment it, architects will lack vital image control. The concept of the constructed image is needed not only to teach visual literacy in the digital age, but to focus the fight for more appropriate tools.
keywords computer rendering, hand drawing, hybrid media, human-computer interaction
series other
type normal paper
email
last changed 2006/08/13 06:39

_id 4362
id 4362
authors Talbott K
year 2006
title Hand-Machine Conflict and the Ethics of Digital Fabrication
source Cheng R and Tripeny PJ (eds) Getting Real: Design Ethos Now, Proceedings of the 94th Annual Meeting of the Association of Collegiate Schools of Architecture, Salt Lake City, 2006, 207-214
summary The introduction of machines into human affairs produces tension between competing needs. We need to engage the world directly with the hand, and we need to augment the hand with mechanical power. What is the right balance between human autonomy and mechanical influence – between direct and indirect control? With the rise of the computer age, we seem to resolve the matter in favor of machines, encouraging their unrestrained expansion. However, a Resistance Movement persists. It resurfaces with each wave of technological invention, rekindling the tension. This can be seen in the current debate over the appropriate use of digital fabrication technology. Some architects believe it yields unprecedented creative freedom by overcoming the restrictions of mass production. Others believe it alienates us from a vital source of inspiration by deemphasizing direct contact with material. This paper examines the hand-machine conflict in its current form, and argues that its polarized categories cloud our thinking with false moral alternatives such as: embrace technology and foster a new aesthetic age, or resist it and protect mankind from further alienation. Instead, we should seek a third alternative that frees us from this either-or thinking. One established way of doing this in architectural design is to use traditional media and computer media in oscillation. The paper critically evaluates this approach and presents a design studio experiment that moves beyond oscillation, seeking a higher degree of hand-machine unity.
keywords digital fabrication, 3D printing, design, hybrid media
series other
type normal paper
email
last changed 2006/08/13 06:25

_id caadria2006_091
id caadria2006_091
authors BAUNI HAMID, YEHUDA E. KALAY, YONGWOOK JEONG, EMELIE K.F. CHENG
year 2006
title INVESTIGATING THE ROLE OF SOCIAL ASPECTS IN COLLABORATIVE DESIGN
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 91-100
doi https://doi.org/10.52842/conf.caadria.2006.x.r4p
summary This paper basically describes part of our current research on the role of social aspects in collaborative design. Most part of this research, up until this stage, is theoretical research, which is our attempt to imply theories in social psychology in collaborative design. In order to step further towards empirical research we needs tool for the investigation. Discussion on this paper is built upon our attempt to develop this tool. Considering this context the discussion can be observed into two sections. First part is basically summary of our theoretical research to this point. Based on these theoretical backgrounds we discuss our research on defining and developing the tool in the second part. The tool is basically a prototype of design process representation system which is expected to be used as our tool for next stages of this research, investigating the role of social aspect in the real practice of collaborative design.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2024_59
id caadria2024_59
authors Lai, Ih-Cheng
year 2024
title EMO-Space: A Computational Model for Interaction between Emotions and Space
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 401–410
doi https://doi.org/10.52842/conf.caadria.2024.3.401
summary Architectural space can trigger emotion (Zumthor, 2006). Psychologists Mehrabian and Russell (1974) proposed PAD model, presenting eight emotions as a means for psychologists to self-assess the emotional conditions of human experience and to provide people with a way to conceptualize the impact of cognitive structure. The Brain-Computer Interface (BCI) combines with computer operations to decode and calculate different brain waves generated by human emotions, supporting the convenience and wisdom of human life. The integration of the PDA model and BCI technology will offer an understanding of the interactive relationships between space and emotion. The purpose of this research is to construct a computational model called EMO-Space, which can autonomously support space interaction through the understanding of human emotions. Based on the PAD model, the integration of BCI, the mechanism of emotional transformation, and the control of message transmission are explored. Subsequently, the computational model is proposed and simulated. EMO-Space will provide the basis for the intelligence of emotional space in the future, such as in elderly care and spatial healing.
keywords emotional space, emotion, interaction, BCI, computational model
series CAADRIA
email
last changed 2024/11/17 22:05

_id sigradi2006_e160c
id sigradi2006_e160c
authors Andrade, Max and Cheng, Liang-Yee
year 2006
title Diretrizez Geométricas de Auxílio ao Processo de Projeto de Edifícios Residenciais [Geometrical Guidelines to Aid the Design of Floor Plants of Residential Buildings]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 243-247
summary This paper discusses the basic principles of a geometric method to aid the design process of residential buildings. It makes part of the initial phases of a research whose aim is to develop a computer system to aid the sketching and evaluation of floor plant design of multi-storied residential buildings. The fundamental idea of the research is the existence of some basic patterns of floor plants that reflect the designer’s mental models in this category of building. The models are regarding the usage of the space such as forms and dimensions, the elements for the circulation and the external skins. During the design process, architects work on each one of these models to generate the sketches of the floor plant layout. Generally, the layout of an apartment in multi-storied buildings depends basically on the internal dynamics of the users without the complex relationship with the neighborhood environment as in the case of houses. In this way, it would be easier to identify, to organize and to associate the mental models of multi-storied buildings on geometric basis, which, in their turns, might be effectively used as inputs for the layout planning of new design. By applying the geometric basis, the architects may reduce the universe of feasible alternatives into a small group of heuristic solutions that can be described by using few simple guidelines. In addition to this, the geometric bases of the existing buildings might be used to build a knowledge-based system to aid the architectural design. The objective of this paper is to show some initial results of the research obtained from a survey and the case studies of form, dimensions and topology of existing buildings. To limit the scope of the discussion, only residential buildings with two to three bedrooms are considered. At first, a survey of plants of residential buildings with two and three bedrooms, in Brazil, is carried out. In the next step, the dimensions, shape, external skin perimeter, circulation system and accessibility are analyzed. Finally, typical topologies of the building are investigated.
keywords Design process; geometric method; residential buildings
series SIGRADI
email
last changed 2016/03/10 09:47

_id ijac20064101
id ijac20064101
authors Cheng, Nancy Yen-Wen
year 2006
title Learning design sketching from animations and storyboards
source International Journal of Architectural Computing vol. 4 - no. 1, 1-17
summary A digital pen-and-paper system that generates stroke-by-stroke animations was used to compare the perception of interactive animations versus printed storyboards. Design students studied a space-planning example as either an animation or a storyboard and then emulated the example in doing a similar problem. Students viewing the animations rather than the storyboards performed marginally better in terms of matching the example steps and meeting design quality criteria. Students may understand the process of design sketching, but may lack the skills to copy the steps. Emulating the solution requires both cognitive skills and graphic facility. While beginners could logically organize spatial adjacencies, they often radically resized required program areas to streamline geometry. After organizing building spaces, they lacked the graphic conventions to articulate architectural features, so they could not copy refinement steps. Subjects at all levels used approximately the same number of strokes, with more productive sketching from advanced subjects.
keywords Teaching with Technology; Sketching; Design Teaching; Pen-Based Computing
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id caadria2006_341
id caadria2006_341
authors CHENG-PING LAI, JU-HUNG LAN, MAO-LIN CHIU
year 2006
title SPACE TAGS: A Digital Guide to the Cultural District of Anping
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 341-348
doi https://doi.org/10.52842/conf.caadria.2006.x.v9l
summary Cities are filled with rich resources of fantasy and memories about the urban activities. Urban narrative is not only a way of storytelling but also a way to depict the contents of a story about the city. This paper depicts how a digital guide can be implemented in regarding with urban narratives by applying web-based and mobile technologies to navigate a cultural district and recall the experience. In this paper, we are concerned how to provide a digital platform for tourists to get related information in a cultural district during their visiting. A space tag approach is proposed to and system prototype is implemented for demonstration and discussion.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 2006_190
id 2006_190
authors Chiu, Mao-Lin and Chien-Rung Lou
year 2006
title Teaching Tectonic Design Studio with A Digital Design Approach
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 190-197
doi https://doi.org/10.52842/conf.ecaade.2006.190
summary Digital design education is shifting from software and hardware application to issue-based, methodology-driven and technology-driven exploration. The attempts in design education have to address the future needs for architects, for instance the tectonic design. Our design studio tries to structure the design process to help students understand the principles and use the digital technology to operate tectonic design issue in the process. The dialogue with the materials (virtual and physical ones) is integrated with the exercises. The attempts in the design studio undertaken in National Cheng Kung University provide the foundation for observation and discussion. The pedagogy and approaches are examined, and the potential directions are reported.
keywords Design studio; digital design; tectonic design; design education
series eCAADe
email
last changed 2022/06/07 07:56

_id ddss2006-hb-419
id DDSS2006-HB-419
authors Hung-Ming Cheng
year 2006
title Generative Design in an Evolutionary Procedure - An approach of genetic programming
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. 419-431
summary This study describes a procedural design studio using Genetic Programming as the evolutionary mechanism and formal generation. This procedural design is integrated with a visualisation interface, which allows designers to interact and select from instances for design evolution. Evolutionary design facilitates designers in three areas: 1) diversify instances of design options; 2) inspect specific goals; 3) and enhance the possibility of discovering various potential solutions.
keywords Artificial intelligent, Genetic algorithm, Generative design tools, Procedural design studio, Design exploration
series DDSS
last changed 2006/08/29 12:55

_id ijac20053401
id ijac20053401
authors Lai, Ih-Cheng
year 2005
title Dynamic Idea Maps: A Framework for Linking Ideas with Cases during Brainstorming
source International Journal of Architectural Computing vol. 3 - no. 4, 429-447
summary This research makes use of a cognitive study to explore a mechanism for associating ideas during brainstorming. First, we propose a linking model that integrates three principles of idea association (similarity, contrast and contiguity) with two processes of case-based reasoning (retrieval and adaptation). Then, a design experiment and its protocol analysis are conducted in order to identify the types and mechanisms of linkages between ideas and cases, and to explore a computational mechanism for this linking model. Finally, a framework for case-based reasoning to support idea association called Dynamic Idea-Maps (DIM) is proposed, and its mechanism is elucidated.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id caadria2006_313
id caadria2006_313
authors MAO-LIN CHIU, BINSU CHIANG, GUAN-CHENG LEE, HANYUN TSENG
year 2006
title HOUSE SENSE: Designing smart houses with intelligent interface design
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 313-322
doi https://doi.org/10.52842/conf.caadria.2006.x.s1v
summary The research and development of smart houses are emergent because of the information and communication technological development and the search for better living quality from occupants. This paper therefore explores how smart technologies are applied into smart houses within the living context. Through a pilot study of cases and technological innovations to address the new living context by technology-interface-design strategies, a development framework of smart house is formed by three major elements, i.e. smart materials, technologies, and design. In order to actualize house senses, the prototype for smart houses is evolved. When space and wireless smart components are integrated, the living environment becomes more flexible and adaptable to accommodate or support activities digitally, and users can interact with space via context aware computing for acquiring and assimilating information in order to enhance their living experience.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2006_027
id caadria2006_027
authors Mao-Lin Chiu
year 2006
title THE JUMP OF DIGITAL DESIGN THINKING: Overviews of Digital Architectural Design Education
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 27-36
doi https://doi.org/10.52842/conf.caadria.2006.x.j3m
summary Architecture design education is evolved in respond to the emergence of information technologies as well as globalization. In the new era, digital design education is becoming a design platform to integrate technology and design. This paper aims to provide overviews of digital architectural design education. Therefore, this paper proposes a framework to examine the focus of digital design education and the relationship among (1) design contents, (2) digital technologies and tools, and (3) design theory and methodologies in digital design studios. The attempts in National Cheng Kung University in the past 10 years provide the foundation for observation and discussion. The pedagogy and approaches are examined, and the trend and potential directions are reported.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2006_372
id 2006_372
authors Martens, Bob; Earl Mark and Nancy Yen-wen Cheng
year 2006
title Thresholds between Analog and Digital Representations
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 372-383
doi https://doi.org/10.52842/conf.ecaade.2006.372
summary The emergence of digital alongside analog design media has created an interest in how the two intersect and differ. A traditional paper drawing can possess qualities of originality, authorship, and continuity of expression that may be lacking in a digitally produced drawing. Audio aficionados hold onto their collection of vinyl records based upon qualities of sound that they perceive. A manually created drawing by a grand master will be valued typically over a digital drawing in which a copy is of equal quality to the original. This paper explores distinctions between analog and digital media, explaining the creative opportunities and critical issues that emerge with the hybrid combinations that have become commonplace within the design studio. Three instructors from separate schools of design survey in-practice uses, and offer a common perspective on a topic that has created uncertainty over the place and use of design media.
keywords Digital Design Media; Analog; Threshold of Perception; Design Process
series eCAADe
email
last changed 2022/06/07 07:59

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