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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_id 2006_284
id 2006_284
authors Nardelli, Eduardo Sampaio
year 2006
title The use of ICT – Information and Communication Technologies to support decisions in the area of heritage and landscape preservation
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 284-287
doi https://doi.org/10.52842/conf.ecaade.2006.284
summary This work presents an experience of Information and Communication Technologies – ICTS used in heritage and landscape preservation activities. The focus is a special enterprise in the city of São Paulo. The proposal is to build a new building on the backyard of an historical mansion as a way of getting financial resources to the revival and maintenance of this building. We describe, step by step, the entire path, using computing tools, to get the necessary documentation to demonstrate the interferences range of the new building on the existing one.
keywords town planning; heritage and landscape preservation; digital modeling
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2006_e011c
id sigradi2006_e011c
authors Narahara, Taro and Terzidis, Kostas
year 2006
title Optimal Distribution of Architecture Programs with Multiple-constraint Genetic Algorithm
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 299-303
summary A genetic algorithm (GA) is a search technique for optimizing or solving a problem based on evolutionary biology, using terms and processes such as genomes, chromosomes, cross-over, mutation, or selection. The evolution starts from a population of completely random individuals and happens in generations. In each generation, the fitness of the whole population is evaluated, multiple individuals are stochastically selected from the current population (based on their fitness), modified (mutated or recombined) to form a new population, which becomes current in the next iteration of the algorithm. In architecture, GAs are of special interest mainly because of their ability to address a problem offering a multiplicity of possible solutions. Contrary to other algorithms where the objective is to accommodate a manually conceived diagram, GAs are emergent procedures that evolve over time through multiple attempt cycles (i.e. generations) and therefore offer a bottom-up approach to design. In addition, by using the computational power of computers they can resolve complex interactions between multiple factors and under multiple constraints offering solutions that occasionally surprise the designer. One of the main problems in architecture today is the quantity of the information and the level of complexity involved in most building projects. As globalization and economic development has started to arise at unprecedented levels, the need for large urban developments have become commonplace. Housing projects for a few hundreds to thousands of people have started to emerge over large urban areas. In such cases, the old paradigm for housing design was the development of high rises that served as stacking devices for multiple family housing units. Such a direction was unfortunately the only way to address excessive complexity using manual design skills mainly because it was simple to conceive but also simple to construct. The unfortunate nature of this approach lies rather in the uniformity, similarity, and invariability that these projects express in comparison to individuality, discreteness, and identity that human beings and families manifest. One of the main areas of complexity that could benefit architecture is in housing projects. In these projects there is a typology of residential units that need to be combined in various schemes that will fulfill multiple functional, environmental, and economic constraints. In this paper, the design of a 200-unit residential complex on a corner of two streets in an urban context was investigated as a case study. Recent advancement in tectonics and structural engineering enables the realization of buildings in mega scales and starts to introduce another layer of complexity into the building programs. Conventional design methods relying on the preconceived knowledge based approaches are no longer reliable. Beyond the certain quantitative factors and the complexity of the problems, search occasionally enters into the unpredictable domain of the human perception. Computational approaches to design allows us to go through thousands of iterations in a second and find the solution sets beyond the reach of designers’ intuitive search spaces. Genetic Algorithm can be a potential derivative for finding optimum design solution from indeterminate search spaces constrained by multi dimensional factors.
keywords Genetic Algorithm; Housing Design; Multiple-constraint
series SIGRADI
email
last changed 2016/03/10 09:55

_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 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 acadia06_540
id acadia06_540
authors Diewald, J., Frederick, M.
year 2006
title Building Information Modeling: Interactive Versioning Experiment
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 540-541
doi https://doi.org/10.52842/conf.acadia.2006.540
summary Interactive Versioning, is the first experiment of an ongoing investigation into the conceptual role of parametric modeling in the design process. In this case, the form is defined by constrained floor-plate relationships. Originally testing methods using numerical values exported to excel, we obtained undesirable results and shifted our focus to the creation of an interactive model; restoring the direct influence of user input. The result is a 10-floor structure that allows the user to tweak point locations along the slab perimeters that in turn have global effect on the overall geometry of the architectural body. We are using four point definition types: reference above, interactive reference, reference below, and independent value. Interactive reference points use referential constraints defined as x and y distances from the global origin, which change on account of user inputs. Reference above points pull (x,y) values from an interactive point above. Reference below points pull (x,y) values from interactive points below. Independent points are unaffected by changes in any of the other points but may also be tweaked to adjust a form. On any given level, there are 2 interactive reference points, 2 reference above points, 2 reference below points, and 4 independent points. Additionally, 2 length constraints link interactive points with reference above points on the same level. This allows for changes to affect the entire structure rather than only the floor plates immediately above and below a given change. The addition of constraints to the floor outlines will yield a variety of formal results and offer the possibility to further control the output.
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia06_213
id acadia06_213
authors Guidera, Stan G.
year 2006
title BIM applications in Design Studio An integrative approach Developing Student Skills with Computer Modeling
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 213-227
doi https://doi.org/10.52842/conf.acadia.2006.213
summary This paper proposes a reductionist approach to the integration of software used in professional practice with course activities associated with design studio. This proscriptive strategy emphasizes the use of task-specific software features to support specific aspects of design project activities and learning outcomes. The rationale of this strategy is discussed followed by case studies that review the application of a reductionist approach to building information modeling software in a third year studio and a design foundation course.
series ACADIA
email
last changed 2022/06/07 07:51

_id ddss2006-pb-343
id DDSS2006-PB-343
authors Jumphon Lertlakkhanakul, Sangrae Do, and Jinwon Choi
year 2006
title Developing a Spatial Context-Aware Building Model and System to Construct a Virtual Place
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. 343-358
summary The current notion of space seems to be inappropriate to deal with contemporary and future CAAD applications because it lacks of user and social values. Instead of using a general term called 'space', our approach is to consider the common unit in architectural design process as a place composed of space, user and activity information. Our research focuses on developing a novel intelligent building data model carrying the essence of place. Through our research, the needs of using virtual architectural models among various architectural applications are investigated at first step. Second, key characteristics of spatial information are summarized and systematically classified. The third step is to construct a semantically-rich building data model based on structured floor plan and the semantic location modeling. Then intermediate functions are created providing an interface between the model and future applications. Finally, a prototype system, PlaceMaker, is developed to demonstrate how to apply our building data model to construct virtual architectural models embodying the essences of place.
keywords Spatial context-aware building model, Spatial reasoning, Virtual place, Location modeling, Design constraint
series DDSS
last changed 2006/08/29 12:55

_id acadia06_079
id acadia06_079
authors Kumar, Shilpi
year 2006
title Architecture and Industrial Design A Convergent Process for Design
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 79-94
doi https://doi.org/10.52842/conf.acadia.2006.079
summary The use of technology has grown with the way design professions have evolved over time. Changing needs, desires of comfort, and perceptions of the consumers have led to a distinct improvement in the design of both product and architecture. The use of the digital media and emerging technologies has brought a dramatic change to the design process allowing us to view, feel, and mould a virtual object at every stage of design, development, and engineering. Change is often quick and easy since a virtual product does not inherently carry the biases of its physical counterpart. In order to communicate ideas across the team, digital processes are also used to bring together opinions, experiences, and perspectives. These methods encourage decision making based on information rather than prejudice or instinct. Thus, digital exchanges (technology) impact firm strategies at three levels: product, process, and administrative or support activities (Adler 1989).Digital tools for design exchange in Industrial Design (ID) began much earlier than many other professions. The profession of Architecture is also slowly moving to a similar model with digital exchange finding increasing prevalence in drawing, modeling, performance simulation, design collaboration, construction management, and building fabrication. The biggest problem is the disintegrated use of technology in the architectural profession without a strategy toward streamlining the design process from conception to fabrication. In this paper we investigate how the use of technology has evolved in the professions of Industrial Design and Architecture comparatively in their product, process, and support activities. Further, we will present a set of guidelines that will help architects in the convergence of design process, helping in a more efficient work flow with a strategic use of digital technology.
series ACADIA
email
last changed 2022/06/07 07:52

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

_id ddss2006-pb-359
id DDSS2006-PB-359
authors Sooyeon Han, Jinwon Choi, and Jumphon Lertlakkhanakul
year 2006
title Developing a Virtual Test-Bed to Design Human-Centered Ubiquitous Space
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. 359-369
summary Future space is currently getting a great deal of attention to apply ubiquitous computing technology. To design these spaces, the need to make a physical test-bed, a real building model, is essential for human-centered design. However building a physical test-bed generally is economically expensive and even if the test-bed could be settled, it must be carefully designed before it is built. In this paper, we suggest a virtual smart test-bed, called 'V-PlaceLab'. This system allows not only to research a human behavior with the aid of computer simulation on a virtual environment, but also to design a human-centered ubiquitous space mentioned above.
keywords Design Support Systems, Human-centered design, Simulation, Test-bed, Ubiquitous space, Virtual reality
series DDSS
type normal paper
last changed 2006/09/19 19:56

_id caadria2006_081
id caadria2006_081
authors JÖRG RÜGEMER
year 2006
title WEB BASED DESIGN AND COMMUNICATION PEDAGOGY : Group pedagogy and the implementation of web-based technologies within the design process
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 81-90
doi https://doi.org/10.52842/conf.caadria.2006.x.p2s
summary The success of the international Zollhof project in Düsseldorf, Germany, in which virtual communication played a crucial role, was the catalyst for introducing interdisciplinary digital methods in the field of teaching. The firm of Frank O. Gehry and Associates, Santa Monica, California, served as an initial field of experimentation in order to bring together a heterogeneous group of project partners to participate in the design and construction phases of the Zollhof project. The design development, construction document, and construction phase was considerably enhanced by the employment of digital media as a communication and information tool. Parallel to the design process in the office in Santa Monica, a line of information flow and management had to be established to connect the local design team with consultants that were located in Europe and specifically in Germany. This line of communication required the team to send precise descriptions of project steps to the participants abroad, as well as receiving and processing a flow of responses returning to the Santa Monica office in very short intervals. By advancing and documenting each design and development step, the project progression was clearly documented by the project teams and thus understandable to everybody involved. The process demanded a highly articulated project description in text and images that were refined and exchanged daily. This helped to strengthen the cooperation between the design team and the project consultants and started to dissolve the role of the prime architect or designer toward a more team-related and democratic structure. All participants had quick access to all necessary information, which set aside the vertical hierarchy in favor of transparent communication tools and platforms.
series CAADRIA
email
last changed 2022/06/07 07:50

_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

_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 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 ascaad2006_paper10
id ascaad2006_paper10
authors Babsail, Mohammad and Andy Dong
year 2006
title Sensor-based Aware Environment
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 paper provides an overview of the requirements for a computational model of a Sensor-Based Aware Environment (SBAE) that integrates sensor technologies with the Building Information Modelling (BIM) in order to sense ambient and physical aspects of the built environment. Wireless sensors sense ambient data of a built environment, process, and communicate these data through an ad-hoc wireless network. The BIM, on the other hand, is based on International Foundation Classes (IFCs) and contains data about the physical infrastructure (i.e. Walls, Windows, doors) and abstract entities (i.e. Spaces, Relationships) and relationships between those entities. Therefore, the proposed computational model could sense real time data that are related to the as-built information model allowing for holistic building state information.
series ASCAAD
last changed 2007/04/08 19:47

_id 2006_868
id 2006_868
authors Becker, Mirco
year 2006
title Branches and Bifurcations - Building a framework for modeling with isosurfaces in Generative Components
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 868-873
doi https://doi.org/10.52842/conf.ecaade.2006.868
summary An isosurface is a three-dimensional representation of a constant value of a field function within a given volume. They are normally used in computer graphics to visualize data in fluid dynamics, medical imaging, geophysics, and meteorology. The advantage of isosurfaces is that they can represent all sorts of topologies. That makes them a perfect tool for modeling, branching, forking, and bifurcating objects with smooth transitions. As they work of a field function, the surface is implicit, the polygonization an approximation. This is a good base for coupling performance with precision. The task was to define a set of handles to change and model an isosurface. It had to happen through the modeling of the field function in a way that is rather intuitive but without giving up the precision one is used to have from standard NURBS/BREP modeling. The paper shows how a modeling framework for isosurfaces is implemented as a plug-in for Bentley Systems Generative Components allowing an intuitive way of exploring design variations. The implementation is illustrated with a proof of concept showing a sketch design.
keywords Isosurface; Polygonization; Scalar field; Marching Cube; Generative Components
series eCAADe
email
last changed 2022/06/07 07:54

_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 2006_738
id 2006_738
authors Chen, Chiung-Hui and Mao-Lin Chiu
year 2006
title Space Tags and User Behavior Modeling - Applying agents to detect navigational patterns in urban streets
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 738-745
doi https://doi.org/10.52842/conf.ecaade.2006.738
summary Urban pedestrian studies on navigation have been conducted for developing applications to ease the task of exploring in a virtual environment. As navigation in virtual environments is evidently difficult and as many virtual worlds have been designed to be used by untrained visitors that explore the environment, navigational supports are critically needed. This study is aimed to collect information about the user needs in order to build a model of user preference and produce simulative scenarios that can reveal the navigational patterns related to street design. The study is based on the attention theory for studying people who are socially interacting with street activities and furniture within designated areas. Furthermore, the study attempts to apply agent interface develop a prototype system with space tags. Finally, the system and its applications, and major findings of these applications are reported
keywords space tags; navigational patterns; street; agent interface; user behavior
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia06_302
id acadia06_302
authors Clarke, Cory
year 2006
title Synthetic Dissemination
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 302-303
doi https://doi.org/10.52842/conf.acadia.2006.302
summary Synthetic Dissemination, within the context of architecture and information culture, offers seemingly contradictory possibilities. The ends of dissemination and synthesis are at odds. The purpose of the former being diffusion and distribution, and the byproduct of the latter being quite the opposite - namely the combination and association of information into a coherent whole. The conjoining of dissemination and synthesis implies these two contradictory operations can operate in a symbiotic or complementary manner.Relative to architecture and design the combination of dissemination and synthesis is potentially profound. The marriage of synthesis and dissemination presents a possibility that the method of distributing information could be, or have embedded within it, a synthetic process. In the simplest sense synthetic dissemination implies that the tools for design and synthesis could be the same as tools for documentation and dissemination; or more specifically that the fluidity and creativity of design software could be coupled with the practicality and meticulousness of building information modelers (BIM). More abstractly synthetic dissemination implies that the means of encoding and distributing information could propagate design. Architects have readily adopted digital tools for encoding and presenting their ideas, but have not fully recognized how the informational structures of these applications promote or hinder design. Developments in the information architecture of D software, such as the shift from geometrically based data structures to procedurally based directed action graphs (DAG) as seen in Maya and DMax, have opened up innovative methods of architectural design. Each new change in the information architecture of design software ushers in new approaches to design, raising the question - how does the production and storage of information affect design? More broadly, how can the tools of dissemination facilitate synthesis?
series ACADIA
email
last changed 2022/06/07 07:56

_id caadria2006_111
id caadria2006_111
authors DAVID HARRISON, MICHAEL DONN
year 2006
title USING WEB 2.0 TECHNOLOGIES TO PRESERVE DESIGN HISTORY AND IMPROVE COLLABORATION
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 111-117
doi https://doi.org/10.52842/conf.caadria.2006.x.a7m
summary This paper describes ongoing research into how emerging Internet concepts used in conjunction with existing Information Technologies (IT) can improve inter-project communication and understanding. The emphasis of the research is to use technology as an enabler to share personal thoughts and enhance the conversation that takes place within a development team. It stems from the observation that the emphasis of many new Architecture, Engineering and Construction (AEC) technologies is to minimise and diffuse project conversation with highly complex, machine interpretable building information models.Project teams are usually brought together for a relatively short but intense period of time. Following project completion these unique teams are dissolved just as quickly and often are never formed again. As a consequence it is difficult to justify the investment in time and resources required to implement complex IT-based collaboration solutions. A further barrier to adoption is the differential application of IT skills across the AEC industry. Therefore in order for a new technology to gain broad acceptance and be most beneficial it must be applicable to the broadest audience with the minimum investment required from all parties. The primary objective of this research is to preserve the rich design history of a project from conception to completion. Submitted information can be intelligently searched using the meta-data sourced from syndicated data feeds about team members, project timelines, work diaries and email communication. Once indexed users can tag documents and messages in order to provide a further, far richer layer of meta-data to assist in searching, identification of issues and semantic clarification. This strategy of defining AEC semantics through social interaction differs greatly from that of more complex, computer interpretable solutions such as Industry Foundation Classes. Rather than abstracting information to suit a generic yet highly intelligent building model, the emphasis is on preserving the participant’s own thoughts and conversation about decisions and issues in order to create a forum for intelligent conversation as the design evolves.
series CAADRIA
email
last changed 2022/06/07 07:49

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