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 66

_id 2006_022
id 2006_022
authors Veirum, Niels Einar; Mogens Fiil Christensen and Mikkel Mayerhofer
year 2006
title Hybrid Experience Space for Cultural Heritage Communication
doi https://doi.org/10.52842/conf.ecaade.2006.022
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 22-30
summary Cultural heritage institutions like the museums are challenged in the global experience society. On the one hand it is more important than ever to offer “authentic” and geographically rooted experiences at sites of historic glory and on the other hand the audience’s expectations are biased by daily use of experience products like computer-games, IMAX cinemas and theme parks featuring virtual reality installations. “It’s a question of stone-axe displays versus Disney-power installations” as one of the involved museum professionals point it, “but we don’t want any of these possibilities”. The paper presents an actual experience design case in Zea Harbour, Greece dealing with these challenges using hybrid experience space communicating cultural heritage material. Archaeological findings, physical reconstructions and digital models are mixed to effectively stage the interactive experience space. The Zea Case is a design scenario for the Museum of the Future showing how Cultural Heritage institutions can reinvent the relation to the visitor and the neighbourhood. While Hybrid Experience Space can be used for Cultural Heritage Communication in traditional exhibitions we have reached for the full potential of on-site deployment as a hybrid experience layer using Google Earth and mobile technology.
keywords Hybrid Experience Space; Cultural Heritage Communication
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia06_158
id acadia06_158
authors Barrow, Larry R.
year 2006
title Digital Design and Making 30 Years After
doi https://doi.org/10.52842/conf.acadia.2006.158
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 158-177
summary Current design studio pedagogy is undergoing significant change as the means and methods of ideation, representation and making evolve with digital tools; Computer-Aided-Design-Computer-Aided-Manufacturing (CADCAM) remains a contentious topic among many studio instructors and faculty in the academy. Computing is now nearing ubiquity; many processes and products have seen significant evolutionary trends, if not revolutionary transformations; this is no less the case in the academic and firm design studio. The impact of “digital” media and CADCAM, in the design-make process, remains obscure and formally unknown.In this paper, we will review our research and findings from the work of three students; two current students who were in our Digital Design II (DDII) spring 2006 course and the third student, the writer, will reflect on “design and making” from a “pre-architecture” and pre-studio/pre-computer (CADCAM) perspective of ‘making’ thirty-three years ago. The research findings provide universal precepts pertinent to current thinking about emerging studio pedagogy. Our findings suggest that computing technology should be introduced at the outset of design education for the beginning student in basic design studio; and moreover, advanced designers can partner with “digital” tools to ideate and realize their, heretofore unrepresentable and unconstructable, ideas in the early stages of design using CADCAM.
series ACADIA
email
last changed 2022/06/07 07:54

_id ascaad2007_060
id ascaad2007_060
authors Gillispie, D. and C. Calderon
year 2007
title A framework towards designing responsive public information systems
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 767-782
summary "Evolving effective responsive systems, and creating a credible interface between the work and the user, requires an awareness of many different types of user, contexts and functions as well as the phenomenological aspects of social and environmental conditions." (Bullivant, 2006). Responsive design and interactive architecture operates at the intersection of Architecture, Arts, Technology, Media Arts, HCI and Interaction Design in a physical context suggesting ways in which the existing physical environments can be augmented and extended adding a greater level of depth, meaning and engagement with the world around us. Through a series of case studies, this paper explores a number of principles which may be applied to the design of responsive environments of which public information systems form part. Divided into three main sections, the paper first explains how responsive environments have addressed the application of public information systems, secondly, through a series of case studies, precedents are highlighted which lead to development of principles for developing designs for responsive environments. The third section discusses and elaborates on these principles which have been developed based upon our own interpretations and grouping of precedents and approaches towards interaction design. This paper contributes towards the field of responsive environments and interactive architecture through an analysis of case studies to infer a framework from which responsive environments may be created and developed.
series ASCAAD
email
last changed 2008/01/21 22:00

_id acadia06_030
id acadia06_030
authors Kensek, Karen M.
year 2006
title Computers in Architecture or “Are we there yet?” A short, rambling, personal essay
doi https://doi.org/10.52842/conf.acadia.2006.030
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 30-31
summary White Paper - Reflecting on 25 years of ACADIA
series ACADIA
email
last changed 2022/06/07 07:52

_id ijac20053406
id ijac20053406
authors Kvan, Thomas
year 2005
title Professor Tsuyoshi Sasada 1941-2005
source International Journal of Architectural Computing vol. 3 - no. 4, 519-526
summary Tsuyoshi Sasada, known as Tee to so many of us, died on 30 September 2005 at the age of 64 after a long illness.Tee retired from Osaka University in 2004 upon reaching the mandatory retirement age but retained his association as Emeritus Professor.At the time of his death he held appointments as Honorary Professor, National Chiao Tung University (Taiwan) and Expert Researcher, National Institute of Information and Communications Technology. He had been with Osaka University since 1970, having earned his bachelor, master and doctoral degrees at Kyoto University. In 1988 he was appointed Professor in Osaka and established his laboratory, known as the Sasada Lab, from which over 200 students have graduated.
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id fcb4
id fcb4
authors Loemker, Thorsten Michael
year 2006
title Solving Revitalization-Problems by the Use of a Constraint Programming Language
source IKM 2006, International Conference on the Applications of Computer Science and Mathematics in Architecture and Civil Engineering, Weimar, July 2006
summary This research focuses on an approach to describe principles in architectural layout planning within the domain of revitalization. With the aid of mathematical rules, which are executed by a computer, solutions to design problems are generated. Provided that “design” is in principle a combinatorial problem, i.e. a constraint-based search for an overall optimal solution of a problem, an exemplary method will be described to solve such problems in architectural layout planning. To avoid conflicts relating to theoretical subtleness, a customary approach adopted from Operations Research has been chosen in this work [1]. In this approach, design is a synonym for planning, which could be described as a systematic and methodical course of action for the analysis and solution of current or future problems. The planning task is defined as an analysis of a problem with the aim to prepare optimal decisions by the use of mathematical methods. The decision problem of a planning task is represented by an optimization model and the application of an efficient algorithm in order to aid finding one or more solutions to the problem. The basic principle underlying the approach presented herein is the understanding of design in terms of searching for solutions that fulfill specific criteria. This search is executed by the use of a constraint programming language.
keywords Revitalization, Optimization, Constraint Programming, OPL
series other
type short paper
email
more http://euklid.bauing.uni-weimar.de/ikm2006-cd/data/templates/papers/f26.pdf
last changed 2008/10/13 14:02

_id 73ae
id 73ae
authors Loemker, Thorsten Michael
year 2006
title Revitalization of Existing Buildings through Sustainable Non-Destructive Floor Space Relocation
source GBEN 2006, Global Built Environment Network: Towards an Integrated Approach for Sustainability, P. 181-189
summary The revitalisation of existing buildings is getting more and more important. We are facing a situation where in many cases there is no need to design new buildings because an increasing number of existing buildings is not used anymore. The most ecological procedure to revitalise these buildings would be through a continuous usage and by making few or no alterations to the stock. Thus, the modus operandi could be named a “non-destructive” approach. From the architects’ point of view, non-destructive redesign of existing buildings is time-consuming and complex. The methodology we developed to aid architects in solving such tasks is based on exchanging or swapping utilisation of specific rooms to converge in a design solution. With the aid of mathematical rules, which will be executed by the use of a computer, solutions to floor space relocation problems will be generated. Provided that “design” is in principle a combinatorial problem, i.e., a constraint-based search for an overall optimal solution of a problem, an exemplary method will be described to solve such problems.
keywords Revitalisation, Optimisation, Floor Space Relocation, Constraint Programming
series other
type normal paper
email
last changed 2008/10/13 13:57

_id c7e6
id c7e6
authors Loemker, Thorsten Michael
year 2006
title Digital Tools for Sustainable Revitalization of Buildings - Finding new Utilizations through Destructive and Non-Destructive Floor Space Relocation
source Proceedings of the International Conference on Urban, Architectural and Technical Aspects of the Renewal of the Countryside IV., Bratislava, May 2006
summary In 1845 Edgar Allan Poe wrote the poem “The Raven”, an act full of poetry, love, passion, mourning, melancholia and death. In his essay “The Theory of Composition” which was published in 1846 Poe proved that the poem is based on an accurate mathematical description. Not only in literature are structures present that are based on mathematics. In the work of famous musicians, artists or architects like Bach, Escher or Palladio it is evident that the beauty and clarity of their work as well as its traceability has often been reached through the use of intrinsic mathematic coherences. If suchlike structures could be described within architecture, their mathematical abstraction could supplement “The Theory of Composition” of a building. This research focuses on an approach to describe layout principles of existing buildings in the form of mathematical rules. Provided that “design” is in principle a combinatorial problem, i.e. a constraint-based search for an overall optimal solution of a design problem, two exemplary methods will be described to apply new utilizations to existing buildings through the use of these rules.
series other
type normal paper
email
last changed 2008/10/13 14:06

_id sigradi2006_k003
id sigradi2006_k003
authors Lyon, Eduardo
year 2006
title Design Process Taxonomy: Notes on Design Theories, Methods and Instruments
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 30-37
summary This presentation argues that the concepts of “tools” and “material”, in relation to it use in contemporary architectural design education, can be understood as “instruments” within design processes. The difference between them relies on, its design knowledge abstraction levels, and its mechanisms to capture, manipulate and produce design knowledge. In addition, an initial exploration of Distributed Cognition concept, in order to redefine the use of instruments in design process as Cognitive Instruments, is presented. Furthermore, a more comprehensive framework for design knowledge is presented, including a specific examination of design instruments an its role indesign processes. In the conclusions possible effects derived from the use of “instruments” in design processes are explored.
series SIGRADI
type keynote paper
last changed 2016/03/10 09:55

_id 2006_252
id 2006_252
authors Penttilä, Hannu
year 2006
title Managing the Changes within the Architectural Practice - The Effects of Information and Communication Technology (ICT)
doi https://doi.org/10.52842/conf.ecaade.2006.252
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 252-260
summary The architectural working environment has changed during the last 30 years more than ever before. Most of the changes have been related with information and communication technologies (ICT). Architectural working methods and tools have changed profoundly, when CAD has replaced more traditional methods and tools. Communicative working environment and document management within design & construction has also been changed to digital, meaning email and project webs. Completing a traditional architectural profile of the 20th centrury, a drawer-designer, contemporary communicating and managing skills plus mastering ICT are needed today to operate modern architectural practise properly. The objective of this study is to create a change-oriented understanding of the contemporary architectural profession concentrating on architectural information management. The first phase, a literature study, will be followed by interviews and case-studies, to examine three hypothetically different periods of time: a) 1980-85 the era before CAD, the last days of hand-drawing, b) 1993-98 the era of digital drawing, the expansion of architectural CAD, c) 2000-05 the rise of integrated and pervasive web-supported digital design. The study will propose new aspects to be included in the modern architectural profile, namingly project coordination, collaborative team-work, design information integration and profound digital content management.
keywords architectural profession; design practice; architectural ICT; change management
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2006_e094d
id sigradi2006_e094d
authors Skinner, Martha
year 2006
title Mapping the City in Movement: The Car as an A/V Apparatus
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 397-400
summary “…our experience of the city, and hence our response to architecture, is almost exclusively conducted through the medium of the automobile: the car defines our space whether we are driving, being driven or avoiding being driven over. The car has been an integral part of metropolitan life for so long that it has become part of the urban fabric.” Jonathan Bell, Carchitecture. This DVD presents a series of audio/video mappings of the city in movement - an organizational condition which is derived from our car culture, a culture in movement. In these studies the digital audio/video camera, a device which allows us to explicitly record movement and change in time, is used as an investigative tool and as an extension of our bodies in order to observe, capture and measure otherwise imperceptible moments of our moving and fast paced experience of place. The projects are from a seminar/studio entitled A/V Mappings and Notations. This research looks at the merging of moving image and more conventional drawing to create maps which read physical and ephemeral conditions of place in an experiential and analytical manner. The importance of The Car as an A/V Apparatus studies is that they allow us to uncover characteristics of place that are particular to the infrastructure of our car cities and most importantly to the experience of inhabiting the transitory spaces of these cities in movement. The projects which will be presented extend the human body into the city via the car as an audio/video apparatus, an instrument for reading and measuring the city in movement. The documents are choreographed as sections through the city in which the section cut (the line drawn) is the trajectory of driving/drawing. In the making of these full-scale life size drawings, cameras are mounted to the car prior to driving. The location(s) of camera(s) are determined by the specifics of each investigation. What is choreographed is the set up of the car as an audio/video apparatus and of the trajectory of driving. The apparatus itself, the body/car/camera, in its trajectory captures, studies, measures, draws/drives. This as an extension of the human body allows us to detach ourselves from the dominance of our vision and to more objectively discover aspects of place as related to our movement and corporeal experience and otherwise hidden from our perception. In addition and more importantly as body/car/camera, the apparatus captures the city at the scale of driving (corpor/car) a scale which expands our body into the scale of a larger space of great distances, movements, speeds, and durations. The discoveries that these mappings reveal inform us of the potential for more specifically intervening in these cities with proposals which engage these two drastically different yet intricately connected scales. A Cross-Section (version 1) 00:46, (version 2) 00:46 Signals and Maneuvers Car and City 03:15 Gear Shift / Tangent City 02:30 Automoscope 01:30 Mapping a Small City 01:59 Gas Up Mapping: Mapping in Time 03:56 Inter[sur]face 02:30 This is a series of videos/ a paper can also be developed, a sample video is ready to send
keywords digital video; multidisciplinary; tools and methods; city; mapping
series SIGRADI
email
last changed 2016/03/10 10:00

_id ascaad2007_012
id ascaad2007_012
authors Zeile, P.; F. Farnoudi and B. Streich
year 2007
title Fascination google earth – use in urban and landscape design
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 141-148
summary Virtual 3D-City-and Architecture models, Virtual Globe systems like NASA World Wind and Google Earth as well as new attempts of immersive technologies become more important, not only among experts in spatial planning, but also many private users are interested in these new tools. These developments cause powerful impacts in the general social, cultural and everyday life. Given the dynamic development of Google Earth, the discussion about the representation and the use of geodata for a wide user group - beyond the planning disciplines - reaches new heights. According to expert's opinion, Google Earth with its computer language KML (Keyhole Markup Language) becomes a 3D-GIS-Standard [Rush in 2006]. By the easy and quick representation of three-dimensional (city) structures and single buildings, Google Earth will significantly influence all groups of society. User groups which have not been acquainted with geodata or highly specified and complex GIS-Systems [Dworschak in 2006], discover that working with this data by using Google Earth is great fun. They recognize, that with the help of generally understandable and easily recognizable visualisation of these data, mediation of knowledge becomes very easy. In addition, it is acknowledged that geodata has great potential to add value, in disciplines such as the academics, the financial sector or personal use.
series ASCAAD
email
last changed 2008/01/21 22:00

_id acadia06_068
id acadia06_068
authors Elys, John
year 2006
title Digital Ornament
doi https://doi.org/10.52842/conf.acadia.2006.068
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 68-78
summary Gaming software has a history of fostering development of economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming software has been a poor offspring of high-end visualization. In a twist of irony, this paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 1974-1985 and it is still today, 20 years later the main component of all visualization programs. The development of the bump map is of particular interest; its evolution into a physical displacement map provides untold opportunities of the appropriation of the 2D image to a physical 3D object.To expose the creative potential of the displacement map, a wide scope of existing displacement usage has been identified: Top2maya is a scientific appropriation, Caruso St John Architects an architectural precedent and Tord Boonje’s use of 2D digital pattern provides us with an artistic production precedent. Current gaming technologies give us an indication of how the resolution of displacement is set to enter an unprecedented level of geometric detail. As modernity was inspired by the machine age, we should be led by current technological advancement and appropriate its usage. It is about a move away from the simplification of structure and form to one that deals with the real possibilities of expanding the dialogue of surface topology. Digital Ornament is a kinetic process rather than static, its intentions lie in returning the choice of bespoke materials back to the Architect, Designer and Artist.
series ACADIA
email
last changed 2022/06/07 07:55

_id 2006_074
id 2006_074
authors Gül, Leman Figen and Mary Lou Maher
year 2006
title The Impact of Virtual Environments on Design Collaboration
doi https://doi.org/10.52842/conf.ecaade.2006.074
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 74-83
summary With recent developments in communication and information technology there has been increasing research into the role and the impact of computer media in collaborative design. This paper presents a case study that compares two designers collaborating in three different types of virtual environments with face to face (FTF) collaboration. The aim of the study is to identify similarities and differences between remote locations in order to have a better understanding of the impact of different virtual environments on design collaboration. Our results show that the architects had different designing behaviour depending on the type of external representation: they developed more design concepts, and had more design iterations through analysis-synthesis-evaluation while designing FTF and in a remote sketching environment; while the same architects focused on one design concept and making the design when designing in 3D virtual worlds.
keywords Collaborative design; virtual environments; remote sketching; 3D virtual worlds; face to face collaboration
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2006_119
id caadria2006_119
authors MARY LOU MAHER , MIJEONG KIM
year 2006
title THE EFFECTS OF TANGIBLE USER INTERFACES ON DESIGNERS’ COGNITIVE ACTIONS
doi https://doi.org/10.52842/conf.caadria.2006.x.g8i
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 119-124
summary This paper presents a study of the comparison of tangible user interfaces and graphical user interfaces on designers’ cognitive actions. We conducted individual design experiments using the protocol analysis method. The results reveal that designers using the tabletop system with 3D blocks reasoned more about spatial relationships among 3D objects, while the designers using the keyboard and mouse reasoned more about individual 3D objects.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2006_133
id caadria2006_133
authors MARY LOU MAHER, MIKE ROSENMAN, KATHRYN MERRICK, OWEN MACINDOE, DAVID MARCHANT
year 2006
title DESIGNWORLD: AN AUGMENTED 3D VIRTUAL WORLD FOR MULTIDISCIPLINARY, COLLABORATIVE DESIGN
doi https://doi.org/10.52842/conf.caadria.2006.x.g2k
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 133-142
summary Large design projects, such as those in the AEC domain, involve collaboration between designers from many different design disciplines in varying locations. Existing tools for developing and documenting designs of buildings and other artifacts tend to focus on supporting a single user from a single discipline. This paper introduces DesignWorld, a prototype system for enabling collaboration between designers from different disciplines who may be in different physical locations. DesignWorld consists of a 3D virtual world augmented with a number of web-based communication and design tools. DesignWorld uses agent technology to maintain different views of a single design in order to support multidisciplinary collaboration and address issues such as multiple representations of objects, versioning, ownership and relationships between objects from different disciplines.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2006_553
id caadria2006_553
authors MARY LOU MAHER, ZAFER BILDA, LEMAN FIGEN GÜL, DAVID MARCHANT
year 2006
title STUDYING COLLABORATIVE DESIGN IN FACE TO FACE, REMOTE SKETCHING, AND 3D VIRTUAL WORLD ENVIRONMENTS
doi https://doi.org/10.52842/conf.caadria.2006.x.j4o
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 553-555
summary The impact of collaborative design in virtual environments on the behaviour of designers depends on the nature of the design task and the resources available to the designers. By introducing new technology, we can identify the kinds of positive impacts that should be integrated, and the kinds of negative impacts that should be eliminated, in order to improve the collaborative design environment. We studied designers collaborating in three environments: (1) face-to-face with their current design and communication tools (pen and paper), (2) a shared remote drawing system (Group Board) with synchronous voice and video conference and (3) a 3D virtual world with synchronous voice and video conference. Collaborative design sessions of 5 architect pairs were video recorded. They respectively worked on separate design briefs in the three different design settings. Protocol analysis was used to study and compare collaborative design behaviour.
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia06_544
id acadia06_544
authors Schindler, C., Braach, M., Scheurer, F.
year 2006
title Inventioneering Architecture: building a doubly curved section through Switzerland
doi https://doi.org/10.52842/conf.acadia.2006.544
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 544-545
summary Inventioneering Architecture is an exhibition of the four Swiss architecture schools that has been traveling the world during 2005/06. This doubly curved exhibition platform, resembling an abstract crosscut through Swiss topography, measures 40 by 3 meters. The authors proposed to assemble the hilly platform from 1000 individually curved rafters that were milled out of 40mm medium density fiberboard (MDF). By implementing a continuous digital chain from the definition of the surface geometry in the CAD software Maya to the control of the five-axis CNC-mill that manufactures the parts, production costs could be lowered significantly. The detailing was developed closely after the capabilities of a five-axis router. The platform is divided into 40 mm wide cross sections, each describing the upper surface path of one rafter. The milling tool follows this path and rotates around it at the same time, cutting out a so called “ruled surface” that follows the topography of the platform both along and across the section. In order to meet the budget requirements, the crucial point was to automate the translation of the platform geometry into the geometry of the single parts and finally into the steering code (G-Code) for the computer controlled mill.
series ACADIA
email
last changed 2022/06/07 07:56

_id ascaad2006_paper21
id ascaad2006_paper21
authors Abdelhameed, Wael A.
year 2006
title The Relations Between Design Idea Emergence and Design Solution Direction: digital media use in mass exploration of architectural design
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary The unfolding of research is that design is a creative activity of problem-solving, directed to achieve what architecture should provide man with. The first part of the research investigates Design-Idea Exploration in the initial phases of design process, in terms of exploring the links between Design-Idea Emergence and Design-Solution Direction. The second part of the research presents a use of digital media in Design-Idea Exploration of three dimensional shapes throughout the initial phases of design process. The research has concluded the links between Design Ideas Emergence and Design Solution Directions, and presented the features of the program, which distinguish it from other standard modeling software.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2006_paper8
id ascaad2006_paper8
authors Abdullah, Sajid; Ramesh Marasini and Munir Ahmad
year 2006
title An Analysis of the Applications of Rapid Prototyping in Architecture
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Rapid prototyping (RP) techniques are widely used within the design/manufacturing industry and are well established in manufacturing industry. These digital techniques offer quick and accurate prototypes with relatively low cost when we require exact likeness to a particular scale and detail. 3D modeling of buildings on CAD-systems in the AEC sector is now becoming more popular and becoming widely used practice as the higher efficiency of working with computers is being recognized. However the building of scaled physical representations is still performed manually, which generally requires a high amount of time. Complex post-modernist building forms are more faithfully and easily represented in a solid visualization form, than they could be using traditional model making methods. Using RP within the engineering community has given the users the possibility to communicate and visualize designs with greater ease with the clients and capture any error within the CAD design at an early stage of the project or product lifecycle. In this paper, the application of RP in architecture is reviewed and the possibilities of modeling architectural models are explored. A methodology of developing rapid prototypes with 3D CAD models using methods of solid freeform manufacturing in particular Fused Deposition Modeling (FDM) is presented and compared against traditional model making methods. An economical analysis is presented and discussed using a case study and the potential of applying RP techniques to architectural models is discussed.
series ASCAAD
email
last changed 2007/04/08 19:47

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