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 611

_id sigradi2023_428
id sigradi2023_428
authors Armagno, Ángel
year 2023
title The spatial discourse of Power Architectures in Kurt Wimmer's film "Equilibrium".
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1421–1432
summary This article explores the correlation between the language of cinema and the architectural spatial discourse of power depicted in the film Equilibrium (Wimmer, 2002). This connection is examined through a discursive approach to communication studies. To analyze a specific sequence from the chosen film, a two-stage multimodal analysis was conducted. Initially, the visual analysis method proposed by Kress and Van Leeuwen (2006) designed for the representation of social actors, was employed. Subsequently, in the second stage, sociological and conceptual associations were drawn from the diverse semiotic resources identified in the first phase. The analyzed case revealed several intertextual relationships, among them; Hitler's figure recontextualized as an exemplifying archetype; the panopticon concept representing the spatial power dynamics; the presence of the German zeppelin symbolizing dominance and spreading propaganda through loudspeakers; the religious iconographic influence, its forms and symbols, contributing to a cultural identity inseparable from the history of the Western world.
keywords Cinema, Power Architectures, Critical discourse analysis, Multimodality, Intertextuality
series SIGraDi
email
last changed 2024/03/08 14:08

_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 caadria2006_187
id caadria2006_187
authors CHI-HSIN LIANG, TENG-WEN CHANG
year 2006
title TOWARD A PLAYFUL DESIGN ENVIRONMENT - DIGAME
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 187-196
doi https://doi.org/10.52842/conf.caadria.2006.x.d3o
summary Computer game has the potential that helps us to realize the design. However, these particularities still has not been found and organized under the circumstance of combining computer game and designing process. We will develop from the point of the computing that discuss how to use game elements to create a suitable digital design environment. Therefore, the problem is how to let a designing process as a game playing? And the objective is providing a prototype for playful design environment called DiGame (Design in Game) for discovering the game issues within the design. The implementation of DiGame is described in details.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 5094
id 5094
authors d’Estrée Sterk, Tristan
year 2006
title Responsive Architecture: User-centered Interactions within the Hybridized Model of Control
source Proceedings of the GAME, SET, MATCH II, conference at the Technical University of Delft, Netherlands, 29 March - 1 April 2006, pp. 494-501
summary In the September 1969 issue of Architectural Design, Andrew Rabeneck wrote about the use of cybernetic devices within an automated architecture. He hypothesized that the concept of ‘flexibility’ was introduced to architecture because existing building technologies were inherently inflexible. He argued that architects should use cybernetic technologies to produce completely new types of increasingly flexible, user-centred, buildings.

Three years later, Yona Friedman wrote about the changing relationship between clients and architects. He said that a new design methodology was needed because architects could not assess the future spatial needs of building users accurately enough. Proposing a new model, he split architectural design in two complementary halves, hardware design and software design, reasoning that this would give users the opportunity to adapt built spaces to suit their needs.

Both of these ideas describe approaches to the production of an architecture that can change shape and configuration in response to changing patterns of use. Rabeneck’s approach illustrates the benefit of predictive technologies and automation, while Friedman’s model illustrates the benefit of user intervention and direct manipulation. This paper discusses developments in the field of responsive architecture in relation to two opposing user-centred interaction methodologies. It proposes methods for controlling responsive buildings and suggests that human computer interaction methodologies need to be re-thought and extended when applied within intelligent, responsive, architectures.

keywords Responsive architecture, User-centred design, HCI, Intelligent buildings
series other
type normal paper
email
more admin
last changed 2017/04/10 13:08

_id ddss2006-hb-151
id DDSS2006-HB-151
authors Jean-Marie Boussier, P. Estraillier, D. Sarramia, and M. Augeraud
year 2006
title Approach to Design Behavioural Models for Traffic Network Users - Choice of transport mode
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. 151-166
summary Our research work concerns the development of a multimodal urban traffic simulator designed to be a tool of decision-making aid similar to a game wherein the user-player can test different scenarios by immersion in a 3D virtual city. Our approach is based on the activity-based model and the multi-agent technology. The implemented result is a hybrid simulator connecting numerical simulation and behavioural aspects coming from real data. This paper is focused on two points: firstly, we introduce how a final user (the traffic regulator) instantiates and assembles components so as to model a city and its urban traffic network; secondly, we present the use of Dempster-Shafer theory in the context of discrete choice modelling. Our approach manipulates input variables in order to test realistic representations of behaviours of agent categories in a decision-making process. The traffic modelling is based on a questionnaire elaborated from standard arrays of Taguchi. The significant variables and interactions are determined with the analysis of variance which suggests a reduced model describing the behaviour of a particular social category. The belief theory is used to take into account the doubt of some respondents as well as for the preferences redistribution if the number of alternatives changes. The effects of external traffic conditions are also quantified to choose a 'robust' alternative and to use the agents' memory.
keywords Urban traffic simulator, Virtual city, Multi-agent system, Behavioural model, Transport mean, Taguchi's method, Belief theory
series DDSS
last changed 2006/08/29 12:55

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 2006_730
id 2006_730
authors Paterson, Inga
year 2006
title Architectural Interiors and Exteriors in Computer Games
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 730-737
doi https://doi.org/10.52842/conf.ecaade.2006.730
summary This paper looks at the design of place in a game environment. Many 3D video games have a strong orientation to streetscape and interior design. This paper questions what can be learned from architectural insights and examines how cultural references can be used in computer games to enhance the game experience by supporting game play through a deepened sense of immersion. Focusing on the cultural ideologies of play, this paper sets out to consider the suitability of real-world building design in the creation of game-world environments, with an emphasis on how level design can be enhanced through a deepened understanding of the virtual locations in which the game challenges are situated.
keywords Game-world; game-play; architectural-design; immersive environments
series eCAADe
email
last changed 2022/06/07 07:59

_id a3c8
id a3c8
authors Verdy Kwee, Dean Bruton, Antony Radford
year 2006
title Visual Expressiveness in Educative Architectural Animations
source Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia. 2006, Kuala Lumpur, Malaysia November 29 - December 02, 2006
summary Consider the current graphic capabilities of multimedia authoring tools. Many information technologies have been exploited to the fullest in the gaming and advertising industries. As far as educational materials produced to explain outstanding architectural and many heritage works, most publications still rely on print media. While much digital information has been propagated online through the Internet (and a few CD-ROM formats could also be found) the techniques of delivery have yet to take advantage of potential technologies, preferring only to digitally replicate and hyperlink the structure and content found in their printed cousins. The reason for this slow adoption is not clear and paradoxical since our society places abundant emphasis and stresses the importance of education over games. However, it seems that the industry and, more importantly, the architecture discipline themselves do not appear to promote architectural visualisations as a significant contributor to the education and learning process. Therefore, educative architectural information visualisation may have to set itself apart, especially to generate growth and interest in this area.

This paper does not deal with the technical aspects of visualisation creation processes but proposes to emphasise architectural visualisations – animations, in particular - as a heightened form of art that could be approached with grammatical lens more than merely a technical exercise that aims to serve an outcome or an industry as they are often perceived now. Digital architectural visualisations and their delivery techniques can be expanded much more as an artistic (architectural) expression like architectural writings are to authors, games to game designers. Although differences could be identified, there are numerous lessons that can be drawn from other forms of art to propel architectural visualisations to a new level beyond those seen in real-estate websites, architectural practices and most students’ works in reputed educational institutions.

Architectural information is peculiar to each building. In order to explicate the essences of architectural works (i.e. the vocabularies, designer’s intents, etc), in all fairness, their presentations cannot be generically produced and uniformly adapted. What one technique and approach could successfully achieve in explaining one building cannot exactly be re-applied to another building with the same expected results. Forms, scales, circulation paths, lighting assignments, designer’s intents, other information (and types) to be delivered differ from one building to another. As such, executions are also wide open to be explored to not only address the practical issues but also to express the intentions of the author/s or director/s to strengthen the architectural narratives.

This paper highlights and illustrates by examples, specifically in architectural flythroughs/animations, considerations that need to be addressed in order that the results would serve as an artistic/architectural expression with a degree of educative substance.

keywords Educative, education, animation, flythrough, expression, grammar, art,
series other
type short paper
email
more http://portal.acm.org/citation.cfm?id=1174429.1174461&coll=GUIDE&dl=%23url.coll
last changed 2007/01/04 00:14

_id ecaade2010_054
id ecaade2010_054
authors Wurzer, Gabriel; Fioravanti, Antonio; Loffreda, Gianluigi; Trento, Armando
year 2010
title Function & Action: Verifying a functional program in a game-oriented environment
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.389-394
doi https://doi.org/10.52842/conf.ecaade.2010.389
wos WOS:000340629400041
summary The finding of a functional program for any kind of building involves a great amount of knowledge about the behavior of future building users. This knowledge can be gathered by looking at relevant building literature (Adler, 1999; Neufert and Neufert, 2000) or by investigating the actual processes taking place in similar environments, the latter being demonstrated e.g. by (Schütte-Lihotzky, 2004) or new functionalist approaches of the MVRDV group (Costanzo, 2006)). Both techniques have the disadvantage that the architect might assume a behavior which is seldom experienced in real life (either through lack of information or by failing to meet the building user’s expectations). What is needed is a verification step in which the design is tested on real users. We have devised a game-like environment (Figure 1a) in which it is possible to capture the behavior of future building users in order to verify the relevance of the design even at a very early stage. As result of applying our approach, we can find previously overlooked usage situations, which may be used to further adapt the design to the user’s needs.
keywords Requirements checking; Participative design
series eCAADe
email
last changed 2022/06/07 07:57

_id 2006_526
id 2006_526
authors Anay, Hakan
year 2006
title Creative use of Architectural Precedents in Design Education: A Framework for a Computational Model
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 526-531
doi https://doi.org/10.52842/conf.ecaade.2006.526
summary Present study primarily aims to outline a theoretical framework for developing a computational model towards the creative use of architectural precedents in architectural design education. It departs from a short summary of the critical/formalist approach as the model that we adopt for the studio education, and goes on with a discussion on paradigms or precedents as the containers of knowledge and as the primary focus of the studio model as important elements of architectural design education. Prior to conclusion the study sets three important problem areas concerning the model, from the computational point of view, and investigates them while trying to outline a framework towards a computational model. As a conclusion it proposes two main areas that we can utilize computers for the creative use of architectural precedents in architectural design education, and discusses a possible studio implementation of the proposed framework as the next stage of the study.
keywords Architectural Design Theory; Design Methodology; Architectural Design Education
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2006_paper15
id ascaad2006_paper15
authors Anz, Craig and Akel Ismail Kahera
year 2006
title Critical Environmentalism and the Practice of Re-Construction
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 This research focuses on the implications and applications of “critical environmentalism” as a quintessential epistemological framework for urban interventions while implementing digital applications that foster collective, round-table approaches to design. Essentially centering the environment (Umwelt) as an encompassing and interconnecting catalyst between multiple disciplines, philosophies, and modes of inquiry and technologies, the framework reciprocally fosters individual and critical identities associated with particular places, belief systems, and their participants as a primary concern. Critical environmentalism promotes a comprehensive, reciprocally unifying epistemological framework that can significantly inform architectural interventions and the tethered use of its technologies in order to foster increased vitality and a certain coinvested attention to the complexities of the greater domain. Grounding the theory in pedagogical practice, this paper documents an approach to urban design and architectural education, implemented as a case-study and design scenario, where divergent perspectives amalgamate into emergent urban configurations, critically rooted in the conditional partialities of place. Digital technologies are incorporated along with analogical methods as tools to integrate multiple perspectives into a single, working plane. Engaging the above framework, the approach fosters a critical (re)construction and on-going, co-vested regeneration of community and the context of place while attempting to dialogically converge multiple urban conditions and modes-of-thought through the co-application of various digital technologies. Critically understanding complex urban situations involves dialogically analyzing, mapping, and modeling a discursive, categorical structure through a common goal and rationale that seeks dialectic synthesis between divergent constructions while forming mutual, catalyzing impetuses between varying facets. In essence, the integration of varying technologies in conjunction, connected to real world scenarios and a guiding epistemic framework cultivates effective cross-pollination of ideas and modes through communicative and participatory interaction. As such it also provides greater ease in crosschecking between a multitude of divergent modes playing upon urban design and community development. Since current digital technologies aid in data collection and the synthesis of information, varying factors can be more easily and collectively identified, analyzed, and then simultaneously used in subsequent design configurations. It inherently fosters the not fully realized potential to collectively overlay or montage complex patterns and thoughts seamlessly and to thus subsequently merge a multitude of corresponding design configurations simultaneously within an ongoing, usable database. As a result, the pedagogical process reveals richly textured sociocultural fabrics and thus produces distinct amplifications in complexity and attentive management of diverse issues, while also generating significant narratives and themes for fostering creative and integrative solutions. As a model for urban community and social development, critical environmentalism is further supported the integrative use of digital technologies as an effective means and management for essential, communicative interchange of knowledge and thus rapprochement between divergent modes-of-thought, promoting critical, productive interaction with others in the (co)constructive processes of our life-space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2006_182
id 2006_182
authors Bridges, Alan
year 2006
title A Critical Review of Problem Based Learning in Architectural Education
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 182-189
doi https://doi.org/10.52842/conf.ecaade.2006.182
summary There is limited research and discussion on pedagogical approaches in architectural education, simply because it is considered as one of the “unimportant” areas that researchers “do not bother studying” (Teymur, 2001). Problem Based Learning has been known to provide competent graduates in other professional disciplines, and, consequently, there have been attempts to utilise the same pedagogical approach in architectural education where PBL is seen as a potential solution to the problems encountered in architectural education. This paper critically reviews PBL implementations at TU Delft Netherlands and Newcastle University, N.S.W. Australia and draws conclusions with particular respect to the teaching of architectural computing
keywords PBL; architecture; computing
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia06_148
id acadia06_148
authors Cabrinha, Mark
year 2006
title Synthetic Pedagogy
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 148-149
doi https://doi.org/10.52842/conf.acadia.2006.148
summary As tools, techniques, and technologies expand design practice, there is likewise an innovation in design teaching shifting technology from a means of production and representation to a means of discovery and development. This has implications on studio culture and design pedagogy. Expanding the skills based notion of digital design from know-how, or know-how-to-do, toward know-for, or knowledge-for-action, forms a synthetic relationship between the skills necessary for action and the developing motivations of a young designer. This shifts digital design pedagogy to a medium of active inquiry through play and precision. As digital tools and infrastructure are now ubiquitous in most schools, including the increasing digital material exchange enabled through laser cutters, CNC routers, and rapid prototyping, this topic node presents research papers that engage technology not simply as tools to be taught, but as cognitive technologies which motivate and structure a design students knowledge, both tacit and explicit, in developing a digital and material, ecological and social synthetic environment. Digital fabrication, the Building Information Model, and parametric modeling have currency in architectural education today yet, beyond the instrumentality of teaching the tool, seldom is it questioned what the deeper motivations these technologies suggest. Each of these tools in their own way form a synthesis between representational artifacts and the technological impact on process weaving a wider web of materials, collaboration among peers and consultants, and engagement of the environment that the products of design are situated in.If it is true that this synthetic environment enabled by tools, techniques, and technologies moves from a representational model to a process model of design, the engagement of these tools in the design process is of critical importance in design education. What is the relationship between representation, simulation, and physical material in a digitally mediated design education? At the core of synthetic pedagogies is an underlying principle to form relationships of teaching architecture through digital tools, rather than simply teaching the tools themselves. What principles are taught through teaching with these tools, and furthermore, what new principles might these tools develop?
series ACADIA
email
last changed 2022/06/07 07:54

_id 2006_290
id 2006_290
authors Cenani, Sehnaz and Gulen Cagdas
year 2006
title Shape Grammar of Geometric Islamic Ornaments
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 290-297
doi https://doi.org/10.52842/conf.ecaade.2006.290
summary Shape grammars are the algorithmic systems used to analyze existing designs or create new ones. In spite of using text or symbols to express abstract representations, shape grammars aid to create novel designs through computational effort with shapes and rules. Many probabilities of rule selections and applications of these rules may generate emergent design solutions or create new design objectives. This paper aims to present the characteristics, shape grammar rules and historical background of geometrical ornaments in Islamic culture and to point out the possibilities of mathematics of symmetry. The knowledge presented in this paper can be used to generate new depictions and to gain new application areas like typography, wallpaper, landscape, façade design, tiling, jewelry, and textile designs. Even, these types of shape grammar studies can be used to open a novel approach as in Jean Nouvel’s “Arab World Institute” in Paris. The role of shape grammar analysis of geometrical Islamic ornaments explained in this paper is to increase the efficiency of architectural design education by facilitating the formal understanding of historical patterns. Novel use of shape grammars in education can enrich the designer’s ability to generate original designs. In this paper variants of Islamic ornaments are created with a CAAD program. A selected geometrical bezeme (ornament) from Islamic ornamental design is generated by encoding with a computer programming language. According to the generated bezeme, interaction scenario is as follows: Computer has the main control over grammar application. Only, some of the rules can be selected by the user. Varieties of this ornament are generated randomly through their line weight, line colors, filling types and filling colors. The shape grammar rules outlined in this paper are simple, but the resulting figures can be very inspiring. Furthermore, the endless potential for future design innovations is unlimited.
keywords Computer-generated geometrical design; shape grammar rules; geometrical Islamic ornaments; Islamic patterns
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia06_232
id acadia06_232
authors Chaisuparasmikul, Pongsak
year 2006
title Bidirectional Interoperability Between CAD and Energy Performance Simulation Through Virtual Model System Framework
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 232-250
doi https://doi.org/10.52842/conf.acadia.2006.232
summary The paper describes a novel approach involving interoperability, data modeling technology, and application of the building information model (BIM) focused on sustainable architecture. They share relationships and multiple experiences that have existed for years but have never have been proven. This interoperability of building performance simulation maps building information and parametric models with energy simulation models, establishing a seamless link between Computer Aided Design (CAD) and energy performance simulation software. During the last four decades, building designers have utilized information and communication technologies to create environmental representations to communicate spatial concepts or designs and to enhance spaces. Most architectural firms still rely on hand labor, drafted drawings, construction documents, specifications, schedules and work plans in traditional means. 3D modeling has been used primarily as a rendering tool, not as the actual representation of the project.With this innovative digitally exchange technology, architects and building designers can visually analyze dynamic building energy performance in response to changes of climate and building parameters. This software interoperability provides full data exchange bidirectional capabilities, which significantly reduces time and effort in energy simulation and data regeneration. Data mapping and exchange are key requirements for building more powerful energy simulations. An effective data model is the bidirectional nucleus of a well-designed relational database, critical in making good choices in selecting design parameters and in gaining and expanding a comprehensive understanding of existing data flows throughout the simulation process, making data systems for simulation more powerful, which has never been done before. Despite the variety of energy simulation applications in the lifecycle of building design and construction projects, there is a need for a system of data integration to allow seamless sharing and bidirectional reuse of data.
series ACADIA
email
last changed 2022/06/07 07:55

_id caadria2010_055
id caadria2010_055
authors Chen, Zi-Ru; Chung-Yang Wang, Pei-Chien Hung and Yu-Tung Liu
year 2010
title Preliminary tectonic phenomena of diversified architectural spatial forms in digital age
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 599-608
doi https://doi.org/10.52842/conf.caadria.2010.599
summary The research on tectonics in the architectural field began from the middle of nineteenth century and in recent twenty years digital technology gradually developed and permeated through the field of architecture. Liu and Lim (2006, 2009) integrated classic and digital tectonic factors a present framework of new tectonics. However, the previous studies related to the tectonics in this digital age were only on architectural cases that use a great deal of digital media. The research wants to know what and how the tectonic factors affect the different spatial forms of modern architecture and focused on a case study of the diversified spatial forms, orthogonal, folding and curving. The results show the classic tectonic thinking is imperative until now. It is critical to prove the significance of adding the new digital tectonic factors in digital age.
keywords Digital and classic tectonics; spatial form; digital media
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2006_433
id caadria2006_433
authors CHING-HUI HUANG, YU-LI CHANG, YU-TUNG LIU
year 2006
title DIGITAL MODEL DATABASE AND PROFESSIONAL SERVICE FOR TAIWAN CITY AND ARCHITECTURE: The 3D refined data
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 433-442
doi https://doi.org/10.52842/conf.caadria.2006.x.t6p
summary The objective of this research is to explain major procedure of creating the digital model database, and to discuss the future studies and applications of the results. We also describe some detail working process and results of one of the cities within the project. As a result, the digital model database includes three Taiwan cities, as well as sixty-four architecture models around the island. The significance of digital archive is not simply a collection, but critical for additional research and application. The outcomes of the project pointed out several implications.
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2006_e183a
id sigradi2006_e183a
authors Costa Couceiro, Mauro
year 2006
title La Arquitectura como Extensión Fenotípica Humana - Un Acercamiento Basado en Análisis Computacionales [Architecture as human phenotypic extension – An approach based on computational explorations]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 56-60
summary The study describes some of the aspects tackled within a current Ph.D. research where architectural applications of constructive, structural and organization processes existing in biological systems are considered. The present information processing capacity of computers and the specific software development have allowed creating a bridge between two holistic nature disciplines: architecture and biology. The crossover between those disciplines entails a methodological paradigm change towards a new one based on the dynamical aspects of forms and compositions. Recent studies about artificial-natural intelligence (Hawkins, 2004) and developmental-evolutionary biology (Maturana, 2004) have added fundamental knowledge about the role of the analogy in the creative process and the relationship between forms and functions. The dimensions and restrictions of the Evo-Devo concepts are analyzed, developed and tested by software that combines parametric geometries, L-systems (Lindenmayer, 1990), shape-grammars (Stiny and Gips, 1971) and evolutionary algorithms (Holland, 1975) as a way of testing new architectural solutions within computable environments. It is pondered Lamarck´s (1744-1829) and Weismann (1834-1914) theoretical approaches to evolution where can be found significant opposing views. Lamarck´s theory assumes that an individual effort towards a specific evolutionary goal can cause change to descendents. On the other hand, Weismann defended that the germ cells are not affected by anything the body learns or any ability it acquires during its life, and cannot pass this information on to the next generation; this is called the Weismann barrier. Lamarck’s widely rejected theory has recently found a new place in artificial and natural intelligence researches as a valid explanation to some aspects of the human knowledge evolution phenomena, that is, the deliberate change of paradigms in the intentional research of solutions. As well as the analogy between genetics and architecture (Estévez and Shu, 2000) is useful in order to understand and program emergent complexity phenomena (Hopfield, 1982) for architectural solutions, also the consideration of architecture as a product of a human extended phenotype can help us to understand better its cultural dimension.
keywords evolutionary computation; genetic architectures; artificial/natural intelligence
series SIGRADI
email
last changed 2016/03/10 09:49

_id ijac20053403
id ijac20053403
authors Datta, Sambit; Beynon, David
year 2005
title A Computational Approach to the Reconstruction of Surface Geometry from Early Temple Superstructures
source International Journal of Architectural Computing vol. 3 - no. 4, 471-486
summary Recovering the control or implicit geometry underlying temple architecture requires bringing together fragments of evidence from field measurements, relating these to mathematical and geometric descriptions in canonical texts and proposing "best-fit" constructive models. While scholars in the field have traditionally used manual methods, the innovative application of niche computational techniques can help extend the study of artefact geometry. This paper demonstrates the application of a hybrid computational approach to the problem of recovering the surface geometry of early temple superstructures. The approach combines field measurements of temples, close-range architectural photogrammetry, rule-based generation and parametric modelling. The computing of surface geometry comprises a rule-based global model governing the overall form of the superstructure, several local models for individual motifs using photogrammetry and an intermediate geometry model that combines the two. To explain the technique and the different models, the paper examines an illustrative example of surface geometry reconstruction based on studies undertaken on a tenth century stone superstructure from western India. The example demonstrates that a combination of computational methods yields sophisticated models of the constructive geometry underlying temple form and that these digital artefacts can form the basis for in depth comparative analysis of temples, arising out of similar techniques, spread over geography, culture and time.
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id ascaad2006_paper16
id ascaad2006_paper16
authors Davey, Jon Daniel
year 2006
title Musing Heideggerian Cyberspace
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 Where we do we make our “being?” Since our existence [being-there = Dasein] is the original place of intelligibility, fundamental ontology must clarify the conditions of having any understanding which itself belongs to the entity called Dasein. Today Dasein in increasing becoming more and more digital, in fact all activity is digital or becoming digital in one mode or another, it’s ubiquitous! On the pragmatic side corporate architecture as well as its daily interaction and transaction are all digital. With the advent of games as well as webmasters using VRML or some equivalent of it posses the questions and concerns as who will design the digital domains, graphic artists, IT personnel, game developers and where will we make our being? As architects and designers where will our “digital gesamtkunstwerk” be? Making places for human inhabitation in a nonphysical space raises interesting questions concerning presence, authenticity, adaptability, orientation, and suspension of disbelief. What kind of activities can be supported by nonphysical spaces? What will it take to support them in a socially and psychologically appropriate manner? And WHO will design them? On the applied side this ontological view is demonstrated in an Interior Design Corporate Office Design Studio that has been taught for a decade wherein students are required to develop an ECommerce, a business deemed to succeed including the Corporate Office, facility program, space planning, corporate image, interiors, graphics, webpage, and logo. The semester project has one unique design stipulation: The one major design requirement is that the “feel” of the reception has the same “feel” as the website. A phenomenological sameness…all work is accomplished with a plethora of digital media. This design process is still in its infancy.
series ASCAAD
email
last changed 2007/04/08 19:47

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