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 624

_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 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 acadia06_230
id acadia06_230
authors Anzalone, Phillip
year 2006
title Synthetic Research
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 230-231
doi https://doi.org/10.52842/conf.acadia.2006.230
summary Synthetic Research insinuates a relationship of a meticulous process of discovering truth contradicted against a fabricated, as in concocted, reality. It is important to recognize the logical aspect of synthetic when examining what synthetic research can provide for architectural discourse. Synthesis contrasts with analysis in that it’s primary methods involve recourse to experience; it is experience that is at the heart of synthetic research. The synthesis of theory, architectural constructions, technological artifacts and computational techniques requires experiencing the results of experimentation. Synthetic digital architecture necessitates a discovery process incorporating creation that allows for experience, be it virtual reality, full-scale prototyping or spatial creations; provided experience is a truthful one, and not disingenuous and thereby slipping into the alternate definition of synthetic.Research’s experimental arm, as opposed to the analytic, relies on tinkering - implying the unfinished, the incomplete, the prototype. Examples of this are everywhere. Computer screenshots are a strikingly literal example of synthetic research when used as a means of experiencing a process. Performance mock-ups of building assemblies are a method of synthetic research in that one experiences a set of defined performances in order to discover and redefine the project. The watchmaker craft is an exercise in research/experimentation where material properties are inherent in function and aesthetics; consider how the components interact with the environment - motion, gravity, space-time, temperature. Efficiency at this point is predominantly structural and physical. Decorative or aesthetic elements are applied or integrated in later iterations along with optimization of performance, marketing and costs.What is a architectural research? How can research synthesize the wide range of possibilities for the trajectory of architecture when engaged in digital and computational techniques? The goals, techniques, documentation and other methods of research production have a place in architecture that must be explored, particularly as it related to computation. As in other fields, we must build a legitimate body of research whereby others can use and expand upon, such that digital architectures evolve in innovative as well as prosperous paths.
series ACADIA
email
last changed 2022/06/07 07:54

_id caadria2006_601
id caadria2006_601
authors BINSU CHIANG, MAO-LIN CHIU
year 2006
title PRIVATE/UN-PRIVATE SPACE: Scenario-based Digital Design for Enhancing User Awareness
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 601-603
doi https://doi.org/10.52842/conf.caadria.2006.x.s8b
summary Context awareness is important for human senses of places as well as human computer interaction. The aim of this research paper is focusing on controlling the user's privacy in a smart space which is adaptive to different users for enhancing the user's awareness in his diary life. In Environmental Psychology, the definition of privacy is that an individual has the control of deciding what information of himself is released to others, and under how he interact with others. (Westin 1970) And privacy is categorized as the linguistic privacy and visual privacy. (Sundstorm 1986). Solutions for privacy control: Plan Layout, Vision Boundary, Access Control and Architecture Metaphor - the transmission of information is not ascertainable for every single user. Although information are shown in public, but information is implied by cues and symbols. Only a certain user or a group of users have access to the full context of information. The methodology is to form an analytic framework to study the relationship between information, user and activities by using the computational supports derived from KitchenSense, ConceptNet, Python, 3d Studio Max and Flash; and to record patterns built up by users' behaviour and actions. Furthermore, the scenario-based simulation can envision the real world conditions by adding interfaces for enhancing user awareness.
series CAADRIA
email
last changed 2022/06/07 07:49

_id sigradi2006_e131c
id sigradi2006_e131c
authors Ataman, Osman
year 2006
title Toward New Wall Systems: Lighter, Stronger, Versatile
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 248-253
summary Recent developments in digital technologies and smart materials have created new opportunities and are suggesting significant changes in the way we design and build architecture. Traditionally, however, there has always been a gap between the new technologies and their applications into other areas. Even though, most technological innovations hold the promise to transform the building industry and the architecture within, and although, there have been some limited attempts in this area recently; to date architecture has failed to utilize the vast amount of accumulated technological knowledge and innovations to significantly transform the industry. Consequently, the applications of new technologies to architecture remain remote and inadequate. One of the main reasons of this problem is economical. Architecture is still seen and operated as a sub-service to the Construction industry and it does not seem to be feasible to apply recent innovations in Building Technology area. Another reason lies at the heart of architectural education. Architectural education does not follow technological innovations (Watson 1997), and that “design and technology issues are trivialized by their segregation from one another” (Fernandez 2004). The final reason is practicality and this one is partially related to the previous reasons. The history of architecture is full of visions for revolutionizing building technology, ideas that failed to achieve commercial practicality. Although, there have been some adaptations in this area recently, the improvements in architecture reflect only incremental progress, not the significant discoveries needed to transform the industry. However, architectural innovations and movements have often been generated by the advances of building materials, such as the impact of steel in the last and reinforced concrete in this century. There have been some scattered attempts of the creation of new materials and systems but currently they are mainly used for limited remote applications and mostly for aesthetic purposes. We believe a new architectural material class is needed which will merge digital and material technologies, embedded in architectural spaces and play a significant role in the way we use and experience architecture. As a principle element of architecture, technology has allowed for the wall to become an increasingly dynamic component of the built environment. The traditional connotations and objectives related to the wall are being redefined: static becomes fluid, opaque becomes transparent, barrier becomes filter and boundary becomes borderless. Combining smart materials, intelligent systems, engineering, and art can create a component that does not just support and define but significantly enhances the architectural space. This paper presents an ongoing research project about the development of new class of architectural wall system by incorporating distributed sensors and macroelectronics directly into the building environment. This type of composite, which is a representative example of an even broader class of smart architectural material, has the potential to change the design and function of an architectural structure or living environment. As of today, this kind of composite does not exist. Once completed, this will be the first technology on its own. We believe this study will lay the fundamental groundwork for a new paradigm in surface engineering that may be of considerable significance in architecture, building and construction industry, and materials science.
keywords Digital; Material; Wall; Electronics
series SIGRADI
email
last changed 2016/03/10 09:47

_id ddss2006-pb-289
id DDSS2006-PB-289
authors I-Chieh Huang and Teng-Wen Chang
year 2006
title A Study of Using Oversized Display in Supporting Design Communication - Focus on interior design problems
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. 289-301
summary This paper focuses on using oversized display for supporting design communication process between designers and clients. The interactive behaviors are analyzed and testified with a prototype developed in this research. Based on interviews with designers and clients, focus of the communication process in this research is onto developing an immersive environment for exchanging and negotiating the design artifacts. Several immersive virtual environment as well as visualization method (display) is reviewed. Furthermore, three over-sized display projects (ShadowLight, CaveUT and Blue-c) with immersive perception at full-scale or near full-scale design artifacts are studied as the inspiration of this research. Designers identify what kinds of influence they had on the design of client's interior space and to what extent they are aware that they can design and influence their perception. An over-sized display environment with direct manipulation interface is developed for evaluation platform.
keywords Virtual environments, Collaborative design
series DDSS
last changed 2006/08/29 12:55

_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 ijac20064409
id ijac20064409
authors Talbott, Kyle
year 2006
title 3D Print as Corporeal Design Medium
source International Journal of Architectural Computing vol. 4 - no. 4, pp. 137-152
summary Because it produces representational models, not full-scale architecture, 3D printing often supports the study of form, not architectural materials, structure and tectonics. This research asks how 3D printing can support material study and contribute to a process of design by making, similar to that achieved with mock-ups and other full-scale constructions. It clarifies the nature of design by making through an elaboration of key activities, and then shows how 3D printing can support each activity. The research includes a design experiment in which students used unique 3D printing techniques to enhance the experience of design by making. These techniques include 1) confronting a material foil, 2) embedding material placeholders in parametric models, 3) oscillating between representational and literal interpretations, and 4) using 3D prints as a corporeal medium. With these techniques, 3D printing offered a unique flavor of design by making, which can complement full-scale computer-aided manufacturing techniques.
series journal
last changed 2007/03/04 07:08

_id acadia06_328
id acadia06_328
authors Tredinnick, R., Anderson, L., Ries, B., Interrante, V.
year 2006
title A Tablet Based Immersive Architectural Design Tool
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 328-340
doi https://doi.org/10.52842/conf.acadia.2006.328
summary In this paper we describe a SketchUp VR system in which we create a hybrid two-dimensional / three-dimensional immersive architectural design system. This system combines a tablet PC, an optically tracked room, a display wall, a Space Traveler motion controller, and stereographic eyewear to allow immersive conceptual design and walkthrough using a version of SketchUp that has been enhanced with Ruby plug-ins. The tablet PC provides a ”sketchpad” type of user interface for SketchUp, while the tracked space and display wall enable the designer simultaneously to design at full (or any other) scale in an immersive (VR) environment.
series ACADIA
email
last changed 2022/06/07 07:57

_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
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 22-30
doi https://doi.org/10.52842/conf.ecaade.2006.022
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 sigradi2006_e165b
id sigradi2006_e165b
authors Angulo, Antonieta
year 2006
title Optimization in the Balance between the Production Effort of E-learning Tutorials and their related Learning Outcome
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 122-126
summary This paper provides evidence on the level of media richness that may be cost effective in the development of e-learning tutorials for teaching and learning computer visualization techniques. For such a purpose the author provides an analysis of low-cost / high-impact media rich products, the effort and cost required in their development and the measurement of related learning outcomes. Circa twenty years of R&D of multimedia and hypermedia applications for instruction have demonstrated the benefits of communicating relevant information to learners using engaging media. Based on this evidence, this paper assumes that due to the cognitive style of design students, the instructional packages for learning computer techniques for design visualization that are rich in media content, tend to be more effective. Available visualization technologies make the development of e-learning tutorials feasible and apparently the logical way to implement our instructional packages. However the question in the development of e-learning tutorials becomes a more strategic one when we are called to reach a level of optimization between producing a package with a basic standard, namely; text & still-graphic based tutorials, or a state-of-the-art package that is based on video demonstrations (more than enough?) that can accommodate the students’ learning requirements and also our production costs. The costs include the human resources (instructor, producers, assistants and others) and the material resources (hardware and software, copies, and others) involved in the creation of the e-learning tutorials. The key question is: What is good enough, and what is clearly superfluous? In order to confirm our hypothesis and propose a relevant balance between media richness and learning effectiveness, this paper describes an experiment in the use of two different levels of media richness as used to deliver instructions on the production of computer animations for design visualization. The students recruited for this experiment were fairly familiarized with the use of 3D modeling concepts and software, but had no previous knowledge of the techniques included in the tutorials; in specific; camera animation procedures. The students, separated in two groups, used one of the two methods; then they proceeded to apply their newly acquired skills in the production of an animation without using the help of any external means. The assessment of results was based on the quality of the final product and the students’ performance in the recall of the production procedures. Finally an interview with the students was conducted on their perception of what was accomplished from a metacognitive point of view. The results were processed in order to establish comparisons between the different levels of achievement and the students’ metacognitive assessment of learning. These results have helped us to create a clear set of recommendations for the production of e-learning tutorials and their conditions for implementation. The most beneficial characteristics of the two tested methods in relation to type of information, choice of media, method of information delivery, flexibility of production/editorial tools,! and overall cost of production, will be transferred into the development of a more refined product to be tested at larger scale.
keywords e-learning tutorials; media richness; learning effectiveness; cognitive style; computer visualization techniques
series SIGRADI
email
last changed 2016/03/10 09:47

_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 ascaad2006_paper6
id ascaad2006_paper6
authors Biloria, Nimish; Kas Oosterhus, and Cas Aalbers
year 2006
title Design Informatics: a case based investigation into parametric design scripting and CNC based manufacturing techniques
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 research paper exemplifies a novel information integrated design technique developed at ONL (Oosterhuis and Lenard), Netherlands, specifically appropriated for manifesting complex geometric forms. The ‘informed design technique’, apart from being highly instrumental in conceptualizing and generating the geometric component constituting architectural form in a parametric manner, is also efficiently utilized for precise computer aided manufacturing and construction of the speculated form. Geometric complexities inherent in contemporary architectural constructs and the time spent in appropriation of such topologies, fueled the ‘informed design’ approach, which caters to issues of timely construction, precision oriented design and production (visual and material) and parametric modeling attuned to budgetary fluctuations. This designresearch approach has been tested and deployed by ONL, for conceiving ‘the Acoustic Barrier’ project, Utrecht Leidsche Rijn in the Netherlands and is treated as a generic case for exemplifying the ‘informed design’ technique in this research paper. The design methodology encourages visualizing architectural substantiations from a systems perspective and envisages upon a rule based adaptive systems approach involving extrapolation of contextual dynamics/ground data in terms of logical ‘rules’. These rules/conditionalities form the basis for spawning parametric logistics to be mapped upon geometric counterparts exemplifying the conception. The simulated parametric relations bind dimensional aspects (length, width, height etc.) of the geometric construct in a relational manner, eventually culminating in a 3D spatial envelope. This evolved envelope is subsequently intersected with a ‘parametric spatio-constructive grid’, creating specific intersecting points between the two. A pattern of points attained from this intersection: ‘the point cloud’ serves as a generic information field concerning highly specific coordinates, parameters and values for each individual point/constructive node it embodies. The relations between these points are directly linked with precise displacements of structural profiles and related scaling factors of cladding materials. Parallel to this object oriented modeling approach, a detailed database (soft/information component) is also maintained to administer the relations between the obtained points. To be able to derive constructible structural and cladding components from the point cloud configuration customized Scripts (combination of Lisp and Max scripts) process the point cloud database. The programmed scriptroutines, iteratively run calculations to generate steel-wire frames, steel lattice-structure and cladding panels along with their dimensions and execution drawing data. Optimization-routines are also programmed to make rectifications and small adjustments in the calculated data. This precise information is further communicated with CNC milling machines to manifest complex sectional profiles formulating the construct thus enabling timely and effective construction of the conceptualized form.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ijac20064405
id ijac20064405
authors Calderon, Carlos; Nyman, Karl; Worley, Nicholas
year 2006
title The Architectural Cinematographer: Creating Architectural Experiences in 3D Real-time Environments
source International Journal of Architectural Computing vol. 4 - no. 4, pp. 71-90
summary This paper addresses the problem of creating new navigation paradigms for experiencing architectural designs in 3D real-time environments. The exploration of techniques other than still images or fly-through animations is complex and manifold, and requires the understanding and skills of many disciplines including cinematography, computer programming, architectural design and communication of 3D space. In this article, we present the Architectural Cinematographer (AC), a first step towards new navigation paradigms for real-time interactive virtual environments that are intended to enhance architectural walkthroughs with interactive camera effects. The AC is a fully developed modification (mod) of the game UnrealTournament2004™ using the Unreal™ game engine and relies on the notions of architectural concepts, cinematographic techniques and game level design to structure the virtual environment (VE) content in a way that facilitates a perception of design qualities in virtual architecture. AC addresses the current lack of either software or a structured approach to facilitate this in real-time architectural visualizations.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000004/art00006
last changed 2007/03/04 07:08

_id 2006_840
id 2006_840
authors Ciblac, Thierry; Louis-Paul Untersteller and Pierre Macé
year 2006
title Restitution and Interpretation of Spatial Representations: A New Approach for Teaching Representation
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 840-847
doi https://doi.org/10.52842/conf.ecaade.2006.840
summary The use of computers has changed the practice of spatial representations. The users are no longer drawers but modelers who need to be able to check the coherence of models. The teaching of representations has to adapt with this evolution, especially in Schools of Architecture. A pedagogical way is to give interpretation tools of spatial representations through projective properties (incidence or affine properties) and consequence of intrinsic constraints (parallelism, orthogonality, and symmetry). The application of this knowledge is essential for the rebuilding of existing 3D objects or for a design process, with the restitution of 3D models from sketches. These approaches are illustrated in a pedagogical way, using dynamic geometry, in the restitution of the polyhedron of the engraving “Melencolia I” of A. Dürer, and in a dynamic sketch of a skylight inspired of the Vitra museum of F. Ghery.
keywords restitution; perspective; teaching; geometric algebra; sketch
series eCAADe
email
last changed 2022/06/07 07:56

_id 2006_684
id 2006_684
authors De Bodt, Kathleen
year 2006
title SoundScapes & Architectural Spaces - Spatial sound research in digital architectural design
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 684-689
doi https://doi.org/10.52842/conf.ecaade.2006.684
summary The paper presents ongoing research focusing on the development of digital tools and methodologies for spatial design based on non-Euclidean geometries. It addresses the way sound can be used both conceptually and acoustically in the early stages of the design process, examining digital architectural design and modeling based on three-dimensional sound visualization and the acoustical analysis and evaluation of complex curved surface geometry. The paper describes SoundMatrix, the first part of a digital design tool created by using Max/Msp/Jitter, to assist in the preliminary design of building façades in small-scale urban environments, specifically studying the possibilities of curvature to decrease sound reflection between opposing street façades. Examples from a workshop with the SoundMatrix application illustrate the real-time 3D authoring and sound spatialisation processing currently implemented in the tool.
keywords graphical programming; performance-based design; generative design
series eCAADe
email
last changed 2022/06/07 07:55

_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 2006_298
id 2006_298
authors Ireland, Tim
year 2006
title Form follows function: Activity defines function, gesticulates space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 298-301
doi https://doi.org/10.52842/conf.ecaade.2006.298
summary The foremost principle of this work is that the base level of architectonic form is spatial, and that the array of activities relative to the practice of habitation and their associational parameters to each other determine spatial boundaries, which might be uncovered, to define form. The array of activities, which define a particular ‘mode’ of habitation, will vary according to particular functions therefore defining building types. This might also be extended to the individual, in the case of an apartment or house in that the personal activities of an individual might be utilized to define custom form. Therefore defining a place of habitation, which reflects the individual qualities of that individual and responds to their personal mode of living, character and spatial requirements. Computationally I suppose space defined through an array of activities represented in 3D, and that the topology of activities defined geometrically through the application of an array of self-organizing activity maps for the morphology of space, to define form, relative to user/activity associations and context.
keywords Emergence; SOM’s; Activities; Space
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2006_503
id caadria2006_503
authors KAGA, ATSUKO; ATSUSHI MIYAGAWA, MASAHIRO KAWAGUCHI, WOOKHYUN YEO, TOMOHIRO FUKUDA
year 2006
title LANDSCAPE EVALUATION SYSTEM USING A 3D SPACE MODEL AND A CELLULAR PHONE WITH GPS CAMERA
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 503-512
doi https://doi.org/10.52842/conf.caadria.2006.x.g8f
summary In recent years there has been a demand that local residents take part in the planning of environmental designs from the initial stages. On the issue of understanding the local environment, it is desirable to accumulate and share information and to enable it to be reused. To this end, attention has been focused on the cellular phone which can provide position information and picture information in addition to serving as a tool of general communication. For several years now it has been increasingly common for cellular phones to be equipped with an E-mail function, a web browsing function, a camera function, a GPS function, etc. Using such cellular phones, it will become possible to quickly accumulate local information with detailed picture information and position information. On the other hand, it is desirable to look at and understand an environment interactively from various points of view from the initial stage of a project. For that purpose, examination using 3D space which makes real-time simulation possible is required. In this research, using a cellular phone with a GPS camera, scene image data is collected with the aim of constructing a local scene evaluation system which can perform a picture display using a 3D space model.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:50

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