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

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

_id 2006_436
id 2006_436
authors Kaimakamis, Nikolaos and Dimitris Charitos
year 2006
title Computer mediated political communication: An empirical approach towards representing political action in the spatial context of Collaborative Virtual Environments - The rise of a virtual-space dependent public sphere
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 436-443
doi https://doi.org/10.52842/conf.ecaade.2006.436
summary This study focuses on the creation of three-dimensional online spaces, known as Collaborative Virtual Environments (CVEs), where mediated social interaction amongst participants takes place in real time. It attempts to examine whether it is possible for political communication to flourish in such environments, as a case study of the design aspects needed to be taken into account in creating communicating spaces. We entered the collaborative virtual environment “There” as an avatar and monitored the agenda setting of its two major media. The fact that the whole world is designed as an island complex and holiday resort has an impact on the unwillingness of the avatars to talk about world politics, or even deal with the worlds’ political issues in the official media. Our main conclusion is that public sphere as conceived by those who enter a CVE relies heavily on the way that the world itself is designed. This leads to a series of questions concerning the role of architecture in creating virtual spatial contexts for communication.
keywords Collaborative Virtual Environments; political communication; virtual reality; public sphere
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia06_104
id acadia06_104
authors Barrow, Larry R.
year 2006
title Performance House: A CADCAM Modular House System
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 104-121
doi https://doi.org/10.52842/conf.acadia.2006.104
summary Millions of persons around the globe live in low quality indigenous, or Manufactured Housing (MH) systems that often result in low “performance” undesirable living environments and, at times, life threatening habitation. Our research has explored mass production principles in product design and architecture, currently at the single family housing scale, with a focus on the recent devastation along the US Gulf Coast as a result of hurricane impact, most notably hurricane Katrina.“Modern architecture” theoreticians have conceived, written, prototyped and even launched business ventures in an attempt to bring their manufactured housing “ideas” to fruition. However, architects have generally had little “long-term” impact in the area of manufactured housing strategies and the current manufactured housing industry remains archaic and problematic. This paper includes our research of other architects attempts to leverage technology in the manufactured housing industry; additionally, we analyzed current problems in the US mass housing industry. We then derived a set of “design criterion” as a means of anchoring our design inquiry for a proposed factory-built modular house system.Our research encompasses both process and product innovation; this paper reflects on our use of technology to leverage an Industrial Design (ID) process that is inclusive of many “design” partners and team members. We are using both virtual and physical output representation and physical prototyping for a factory-built house system; our Research and Development (R&D) is on-going with our collaborating design-manufacture engineering partners from the automotive, furniture and aerospace research labs here at Mississippi State University. Our goal is to use “industrial design” principles to produce mass housing components that provide durable-sustainable housing.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_278
id acadia06_278
authors Mathew, Anijo
year 2006
title Aesthetic Interaction A Model for Re-thinking the Design of Place
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 278-291
doi https://doi.org/10.52842/conf.acadia.2006.278
summary We live in a landscape of digital information and communication. Digital technology finds pervasive application in many aspects of modern habitable spaces— environmental control systems, internet based systems for information exchange, cellular systems for instant communication, and the list goes on. In fact, recent Intel studies show that every day we encounter at least 150 different computing devices in our living environments. As computing initiatives evolve intelligent devices that work in the background of our day to day living, several questions arise about how we interact with these devices. The design of “smart” places will eventually involve the seamless integration of both the physical and virtual. Such interventions will lead to a transformation in the way we design. Architects will increasingly find themselves using the computer in design as opposed to design. Over the last few years our lab has been working on several projects, from the level of a room to the level of urban design, that use embedded interactivity and computing as part of the design. This paper describes three such projects, completed at different times, which deal with different problems and the overall impact of computing on the way the designs were developed. The description and evaluation of these projects will be used to develop a theory for the use of pragmatist aesthetics for “information interchange” within architectural design. In short, the paper will explore the evolution of Computer “Aided” Design from a model for designing architecture to a model for designing computing within architecture through aesthetic interaction.
series ACADIA
email
last changed 2022/06/07 07:58

_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 2006_428
id 2006_428
authors Jachna, Timothy; Yasuhiro Santo and Nicole Schadewitz
year 2006
title Deep Space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 428-435
doi https://doi.org/10.52842/conf.ecaade.2006.428
summary An existing café and multi-functional space at the School of Design of the Hong Kong Polytechnic University has been linked to a “twin” in the form of an online-accessible environment. Using arrays of sensors, displays and other interfaces, channels of communication are established between the virtual space and the physical space, enabling on-site visitors to the café and online visitors to the project website to participate in a shared spatial experience. The project explores ways in which digital technologies can serve to enhance and enrich the experience of spatiality and human social interaction in space(s). The paper explains the design of the modes of communication between the two spaces, outlining the theory and genesis of the project and discussing the issues and principles that come into play in the design an realization of such spaces, such as the interplay between the three-dimensionality of the physical space and the two-dimensional picture-plane based monitor interface through which the website is experienced, and strategies for the transmission of spatial experience within the strictures of commonly-available hardware and software interfaces.
keywords Interactive spaces; collaborative virtual environments; twinned spaces; mixed realities; mediated social interaction
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2006_e151c
id sigradi2006_e151c
authors Neumann, Oliver and Schmidt, Daniel
year 2006
title CNC Timber Framing – Innovative Applications of Digital Wood Fabrication Technology
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 304-307
summary The discourse on depleting natural resources and compromised environments have led to extended research on sustainable designs methods, building practices and materials. Beyond the actual performance of building products and components, research on sustainable building increasingly focuses on the long-term effects of the production, application and life cycle of building materials on the natural environment, human inhabitation and quality of life. Computer aided manufacturing technologies play a significant role not only in the transformation of design and building methods, but also in an extended discourse on cultural development. Globally available technologies connect the design and building process to a broad range of long-term ecological factors by creating a correlation between "the emergent political, economical and social processes and … architectural techniques, geometries and organization." Through this interrelationship to economy and culture, technology and its applications are also directly related to notions of place and territory as well as to fundamental ideas of ecology. The collaborative research and design study for an outdoor theater roof structure at the University of British Columbia Malcolm Knapp Research Forest at Maple Ridge, B.C., Canada, focuses on the use of digital media in prefabrication and material optimization. By utilizing small square section timber and minimizing the use of alienating connectors the research on the wood roof structure illustrates the potential of a design culture that seeks innovation in a broader understanding of ecology routed in regional culture, environmental conditions, economy and tradition. Labor intensive manufacturing techniques are redefined aided by computer controlled machines and virtual modeling of complex geometries is translated into simple operations. The result is a more sensible and accurate response to the place’s demands. In order to generate innovative design interventions that make a constructive long-term contribution to the preservation, maintenance and evolution of the environment, design needs to be based on a comprehensive understanding of its context and the distinctive qualities of the materials used. Following the example of the outdoor roof structure, this paper aims to define innovative design as work that resonates at the intersection of the fields of technology, material science, manufacturing processes, techniques of assembly and context that constitute the expanded context or complex ecology that projects need to engage. It is in design research studies like for the outdoor theater roof structure with focus on CNC wood fabrication technologies that the common design and building discourse is put to question, boundaries are explored and expanded and the collective understanding is improved towards ecological design.
keywords CNC Wood Fabrication; Design Innovation; Ecology
series SIGRADI
email
last changed 2016/03/10 09:56

_id 2006_560
id 2006_560
authors Parraga-Botero, Carlos and Carlos Calderon
year 2006
title 3D Real-time design environments for interactive morphogenesis of architectural space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 560-564
doi https://doi.org/10.52842/conf.ecaade.2006.560
summary In this investigation we are concerned with rethinking and proposing the concept of space towards an enhanced interactive place where our spatial surroundings are no longer understood as fixed but as living organisms that adapt to our inter-actions inside of them. It is the aim of the research to show a space created by the interaction of the users with the building rather than the one generated by the personal interpretation of the designer. A place co-created by its inhabitant in real-time through a virtual prototype. Hereby, we are interested to investigate human-computer interactions inside of game engines as a morphogenetic process for potential architectural design and space conception. This research not only underlines theoretical concepts of architecture and folding as a spatio-structural diagrams that generate emergent processes in architecture design, but also proposes the creation and further development of a prototype based on these potentials that computer games and multimedia have brought to experiment and determine architectural environments. With the potentials of 3D Real-Time engines as design environments for the co-development of user driven spaces and folding as a design formation attitude we aim to determine space within the experience of a space prototype.
keywords Interactive architecture; 3D real-time design environments; Space Folding; User driven spaces; Virtual Collaborative Design
series eCAADe
email
last changed 2022/06/07 07:59

_id 2006_626
id 2006_626
authors Rizopoulos, Charalampos and Dimitrios Charitos
year 2006
title Intelligence Technologies as a Means of Enhancing Spatial Experience
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 626-634
doi https://doi.org/10.52842/conf.ecaade.2006.626
summary Following the evolution of human-computer interaction to date, intelligent user interfaces (IUIs) seem to be one of the most important paradigms for future research. “Intelligent” or quasi-intelligent behaviour may be applied to both virtual (intelligent virtual environments) and real space (Ambient Intelligence). This paper focuses on the augmentation of physical space as a characteristic of the latter case. More specifically, this paper briefly examines Ambient Intelligence and the concepts on which it is based, documents the importance of Ambient Intelligence (AmI) technologies for the formulation of the user’s spatial experience and attempts to outline some important theoretical approaches to human behaviour and communication that need to be considered during the design, implementation, and evaluation of Ambient Intelligence systems. Ultimately, this paper aims to outline the influence of said technologies on the users’ activity within the environment and their environmental experience in general.
keywords Ambient Intelligence; environmental design; activity theory; adaptation
series eCAADe
email
last changed 2022/06/07 07:56

_id ddss2006-hb-467
id DDSS2006-HB-467
authors A. Fatah gen. Schieck, A. Penn, V. Kostakos, E. O'Neill, T. Kindberg, D. Stanton Fraser, and T. Jones
year 2006
title Design Tools for Pervasive Computing in Urban Environments
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. 467-486
summary In this paper we report on ongoing research in which the implications of urban scale pervasive computing (always and everywhere present) are investigated for urban life and urban design in the heritage environment of the city of Bath. We explore a theoretical framework for understanding and designing pervasive systems as an integral part of the urban landscape. We develop a framework based on Hillier's Space Syntax theories and Kostakos' PSP framework which encompasses the analysis of space and spatial patterns, alongside the consideration of personal, social and public interaction spaces to capture the complex relationship between pervasive systems, urban space in general and the impact of the deployment of pervasive systems on people's relationships to heritage and to each other. We describe these methodological issues in detail before giving examples from early studies of the types of result we are beginning to find.
keywords Urban space, Pervasive systems, Urban computing, Space Syntax, Interaction space
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_e048c
id sigradi2006_e048c
authors Beck, Mateus Paulo; Brener, Rafael; Giustina, Marcelo and Turkienicz, Benamy
year 2006
title Light and Form in Design – A Computational Approach
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 254-257
summary Shape perception is strongly influenced by the reciprocal relation between light and form. Computational applications can increase the number of design alternatives taking into account possible variations in the relation between light and form. The aim of this study is to discuss a pedagogical experience carried out with 5th semester architectural students, based on a series of exercises prior to the term project. The exercises were concerned with the relation between light and form from an aesthetical point of view and should be understood as examples for the use of computers as tools to creatively accelerate the process of design and learning. The paper is divided in five parts. The first one describes the conceptual background for the exercises, a descriptive method for the identification of light effects in architectural objects based on ideas of shape emergence. The exercises’ methodology is explained in the second part, referring to the use of computational applications in 3-dimensional modeling, material and light simulation. The methodology includes different phases: –creation of bi-dimensional compositions according to symmetry operations; –creation of a minimal living space assigning functions to spaces originated from the former composition; –analysis of the impact of light on the form and spaces created; –alteration of form and materials creating new light effects considering the functions related to the spaces. The exercises alternate work in computational environment in two and three dimensions with the use of mockups, lamps and photography. In the third part the results –student’s design steps– are described. In the fourth part the results are analyzed and some conclusions are outlined in the fifth and last part. The use of emergent forms combined with computational tools has proved to be an effective way to achieve an accelerated understanding of the impact of light on forms as demonstrated by the evolution of the students work during the term and by their final results concerning the term project.
keywords Architectural Design; Lighting; Design Simulation; Virtual Environment
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_e033b
id sigradi2006_e033b
authors Castillo, Tim
year 2006
title Hybrid[s] : new pedagogical applications for designing our evolving spatial environment
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 131-136
summary The continual emergence of new informational and technological systems has impacted our cultural landscape. As society continues to evolve, we are becoming more connected to virtual systems that impact our spatial environment. The awareness and understanding of these invisible forces requires new curricular pedagogies in architectural education. This paper will document an ongoing course that was developed to research new methodologies for working with haptic environments and informational systems. Utilizing a high performance-computing center, students in the class are developing new adaptive intelligent spatial systems that engage a multiplicity of scales. They researched environments for PDA’s (Personal Data Assistance), I-Pods, cellular phones, GPS (Guidance Positioning Systems) and a new immersive virtual dome environment. The goal of the class was to reevaluate how architectural practice in the future will encompass a more holistic approach to both physical and virtual spatial development.
keywords Design tools and methods
series SIGRADI
email
last changed 2016/03/10 09:48

_id 2006_160
id 2006_160
authors Charitos, Dimitris
year 2006
title Spatializing the Internet: new types of hybrid mobile communication environments and their impact on spatial design within the urban context
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 160-167
doi https://doi.org/10.52842/conf.ecaade.2006.160
summary This paper aims at investigating the emergence of new forms of communication environments, supported by the integration of new mobile and locative media technologies and the impact that the implementation of these systems may have on mediated communication within the urban context. The paper discusses the technologies supporting such multi-user systems (interactive graphical interfaces for mobile devices and locative media) and investigates the experience of interacting with such systems from a user’s perspective. It focuses on such systems accessed via interfaces, which have a spatial character and which are supported by different output devices, ultimately affording a hybrid (synthetic & physical) spatial experience. Communication is tied to places and places to communication. Consequently, these emerging types of communication may lead revolutionary new ways of social interaction and inhabiting urban space. With the emergence of these ICT systems, the city may again become a social arena and this development certainly calls for reconsidering the way in which we conceptualize and design urban environments.
keywords Locative media: social computing; spatial interfaces; mobile technologies; context-aware systems
series eCAADe
email
last changed 2022/06/07 07:55

_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 cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 2006_014
id 2006_014
authors Iordanova, Ivanka; Lorna Heaton and Manon Guité
year 2006
title Architectural Design Spaces and Interpersonal Communication-Changes in Design Vocabulary and Language Expression
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 14-21
doi https://doi.org/10.52842/conf.ecaade.2006.014
summary This paper addresses communication during the design process and the mutations it may undergo depending on the medium of design. Three experimental observations were held with students in the context of architectural digital design studios. Each of them was performed when the students were working on a design problem, in groups of two or three, with different design mediums: cardboard mock-up or modeling software with one or two mice used for interaction with the computer. The methodology used for analysing the recorded video and graphical data is based on previous research work in the domains of collaborative communication as well as in the domain of design. It combines purely qualitative interpretation with graphical linkographic analysis. A software prototype was developed in order to allow for an interactive category assignment, exploration and interaction. Gesture, verbal language and design space are studied in order to determine their dependence on the medium and the eventual impact this might have either on the design process or on the object being designed.
keywords Design communication; education; gesture
series eCAADe
email
last changed 2022/06/07 07:50

_id 2006_066
id 2006_066
authors Kalisperis, Loukas N.; Katsuhiko Muramoto; Bimal Balakrishnan; Dragana Nikolic and Nevena Zikic
year 2006
title Evaluating Relative Impact of Virtual Reality System Variables on Architectural Design Comprehension and Presence - A variable-centered approach using fractional factorial experiment
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 66-73
doi https://doi.org/10.52842/conf.ecaade.2006.066
summary The relative contributions of five variables (Stereoscopy, screen size, field of view, level of realism and level of detail) of virtual reality systems on spatial comprehension and presence are evaluated here. Using a variable-centered approach instead of an object-centric view as its theoretical basis, the contributions of these five variables and their two-way interactions are estimated through a 25-1 fractional factorial experiment (screening design) of resolution V with 84 subjects. The experiment design, procedure, measures used, creation of scales and indices, results of statistical analysis, their meaning and agenda for future research are elaborated.
keywords Virtual reality system variables - stereoscopy; screen size; field of view; level of realism; level of detail; spatial comprehension; presence; variable-centered approach; fractional factorial experiment design
series eCAADe
email
last changed 2022/06/07 07:52

_id 2006_052
id 2006_052
authors Kieferle, Joachim; Uwe Wössner and Martin Becker
year 2006
title Interactive Simulation of Architecture in Virtual Environments
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 52-57
doi https://doi.org/10.52842/conf.ecaade.2006.052
summary Architecture always has an environmental impact. By using simulations, planners can minimize the environmental impact. Since simulations normally take a long time and thus only allow a very limited number of iterations, our project describes the setup of a close-to-real-time simulation technique. By dividing the simulation into smaller parts and running the software on clusters or massively parallel computing platforms, first results are available within several seconds, reasonable results below one minute. In order to make this tool easily accessible to specialists and laymen, a tangible user interface provides an intuitive interaction method. The results of the simulation can be visualized and interacted with in different virtual environments. Limitations, mainly automatic grid generation, shape recognition and computation power are discussed.
keywords Interactive Simulation; Tangible User Interface; Virtual Environment; Virtual Reality
series eCAADe
email
last changed 2022/06/07 07:52

_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

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