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 cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
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. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 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 ascaad2016_013
id ascaad2016_013
authors Belkis Öksüz, Elif
year 2016
title Parametricism for Urban Aesthetics - A flawless order behind chaos or an over-design of complexity
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 105-112
summary Over the last decade, paradigm shifts in the philosophy of space-time relations, the change from space-time to spatio-temporality, caused significant changes in the design field, and introduced new variations and discourses for parametric approaches in architecture. Among all the discourses, parametricism is likely the most spectacular one. The founder of parametricism, Patrik Schumacher (2009) describes it as “a new style,” which has “the superior capacity to articulate programmatic complexity;” and “aesthetically, it is the elegance of ordered complexity in the sense of seamless fluidity.” In its theoretical background, Schumacher (2011) affiliates this style with the philosophy of autopoiesis, the philosophy that stands between making and becoming. Additionally, parametricism concerns not only the physical geometry in making of form; but also discusses the relational and causal aspects in becoming of form. In other words, it brings the aesthetic qualities in making through the topological intelligence behind becoming. Regarding that, parametricism seems an effective way of managing /creating complex topologies in form-related issues. However, when it comes to practice, there are some challenging points of parametricism in large-scale design studies. Thus, this work underlines that the dominance of elegance for urban planning has the potential of limiting the flexible and dynamic topology of the urban context, and objectifying the whole complex urban form as an over-designed product. For an aesthetic inquiry into urban parametricism, this paper highlights the challenging issues behind the aesthetic premises of parametricism at the urban design scale. For that, Kartal Master Plan Design Proposal by Zaha Hadid Architects (2006) will be discussed as an exemplary work.
series ASCAAD
email
last changed 2017/05/25 13:31

_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 sigradi2006_e185d
id sigradi2006_e185d
authors Geva, Anat and Mukherji, Anuradha
year 2006
title The Holy Darkness: A Study of Light in Brihadeshvara Hindu Temple, in Tanjore, Tamilnadu, India (1010 AD)
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 425-428
summary The study investigates how religious principles govern the treatment of light/darkness in sacred monument. Specifically, a digitized daylight simulation is used in the analysis of Brihadeshvara Hindu Temple, built in 1010 AD in Tanjore, Tamilnadu, India. This sacred monument, listed as one of UNESCO's World Heritage Sites, is an intriguing case study since the treatment of the 'holy light' in the temple is the treatment of the 'holy darkness'.In spite of the importance given to sun in ancient Hindu scriptures, natural light was used very sparsely in Hindu temples. According to Hindu religious belief, when a worshipper is in the presence of the divine, there should be nothing to distract his/her senses (including vision). Therefore, the innermost sanctum is shrouded in total darkness and the progression into the temple is a ritual movement where the devotee goes through the dynamic experience of the darkening spaces of the temple before reaching the dark sacred chamber (see Fig.1). The dictation of the Hindu faith to create this spiritual procession toward the 'holy darkness' is examined in the historic Brihadeshvara Temple by using Lightscape -- computerized lighting simulation software. To run the program, a 3-D CAD surface model of the temple was created and imported into Lightscape. Then the model was assigned materials and its openings and lighting systems were defined. The simulations were run on four interior horizontal (floor) and vertical (walls) surfaces, along four spaces of the procession in the temple. The simulation targeted three time frames: sunrise, sunset and at high noon on March 21st (the equinox). The location of Tanjore, India was used for light conditions. The Lightscape simulations used the process of radiosity to generate single frame daylight renderings along with light analysis of each surface. A lighting animation was then produced in Quick Time.The results of this analysis demonstrate that the average illumination values for specific surfaces of the temple along the procession sequence correspond to the schematic expectation depicted in Figure 1, i.e., a progressively decreased luminance towards the dark innermost chamber. Furthermore, the simulated values were compared to the Illuminating Engineering Society (IES) standards, which recommend ranges of luminance for specific visual tasks and areas. The comparisons showed that the average luminance in the temple, from the illuminated entrance in the east to the darker chamber in the west, is lower than the IES standards for 'public places with dark surroundings' for 'short temporary visits'. Finally, a morphological analysis of the temple along accepted daylight design guidelines corroborated the previous findings. The multi-method investigation of the relationship of light and darkness, light and objects, and the designated light quality in the Brihadeshvara Temple demonstrates the strong influence of the specific dictum of Hinduism on the light/darkness treatment in the temple. The paper concludes that digitized media such as computerized daylight simulations can examine the significance of light/darkness in sacred monuments as a spiritual experience. This quantitative investigation can augment the qualitative studies in the field of historic sacred architecture.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ascaad2006_paper18
id ascaad2006_paper18
authors Huang, Chie-Chieh
year 2006
title An Approach to 3D Conceptual Modelling
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 article presents a 3D user interface required by the development of conceptual modeling. This 3D user interface provides a new structure for solving the problems of difficult interface operations and complicated commands due to the application of CAD 2D interface for controlling 3D environment. The 3D user interface integrates the controlling actions of “seeing – moving –seeing” while designers are operating CAD (Schön and Wiggins, 1992). Simple gestures are used to control the operations instead. The interface also provides a spatial positioning method which helps designers to eliminate the commands of converting a coordinate axis. The study aims to discuss the provision of more intuitively interactive control through CAD so as to fulfil the needs of designers. In our practices and experiments, a pair of LED gloves equipped with two CCD cameras for capturing is used to sense the motions of hands and positions in 3D. In addition, circuit design is applied to convert the motions of hands including selecting, browsing, zoom in / zoom out and rotating to LED switches in different colours so as to identify images.
series ASCAAD
email
last changed 2007/04/08 19:47

_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 caadria2006_629
id caadria2006_629
authors MICHAEL A. AMBROSE
year 2006
title VERTICALITY AND HORIZONTALITY. FROM THE PANTHEON TO THE PLAYSTATION, SPATIAL EXPERIENCE AND THE HUMAN BODY IN ARCHITECTURE
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 629-631
doi https://doi.org/10.52842/conf.caadria.2006.x.w3q
summary This research seeks to question the assumed relationship between perspectival projection and architecture as means of investigation, representation and ultimately re-presentation of architectural idea and spatial experience. Spatial experience is primarily a product of corporeal sensation. The human body, as the site of experience reveals a conceptual contradiction between our innate senses and learned perceptions (Gibson, 1966). Verticality and horizontality are abstract conceptual and perceptual constructs used simultaneously in human sensory systems to locate one in space and time. The spatial experience as generated from, and translated by, the human body through visual sensory perception is the focus of the work that looks at first, second and third person spatial experience in architecture and architectural representation. As society continues on the path of further cybernetic extension of the body’s sense-image, the context and spatial/visual literacy of the ‘learned’ sense of space-time will continue to evolve, transform and alter as cultures stretch to engage both edges of the physical and virtual worlds. Vitruvius articulated the human experience (and the subsequent expression of architecture) as inherently a vertical one.
series CAADRIA
email
last changed 2022/06/07 07:49

_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 eaea2005_133
id eaea2005_133
authors Weber, Ralf
year 2006
title Urban space and architectural scale - Two examples of empirical research in architectural aesthetics
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 133-149
summary As one of the oldest schools of architecture in Germany, Dresden has a long and continuous tradition in the field of architectural aesthetics and building composition. Architects such as Fritz Schumacher initiated research and teaching in the field in the 1920s, and this was revitalised during the 1950s by Otto Schubert who laid the foundations for a scientific description of the correlation between optics and architectural design, and also worked towards a comprehensive theory of architectural composition. As a result of the architectural ideology of the East German regime, such studies were consigned to near oblivion and the main concern became interior decoration. With the appointment of Professor Ralf Weber, the institute was reestablished in 1994 under its original name, the Institute of Spatial Design (Raumgestaltung). Its new research agenda originated from Weber’s book “On the Aesthetics of Architectural Form - A Psychological Approach to the Structure and the Order of Perceived Architectural Space” (Ashgate 1994). In order to verify some of the hypotheses advanced in the book empirically, members of the institute have been carrying out a number of studies in the areas of oculomotor research and the perceptual foundations of design, and have been addressing issues that would help formulate principles of good architectural form and space applicable to the everyday practice of architectural design. Currently, the Institute of Spatial Design focuses on the further development of the psychological bases of experiencing architecture, as well as on theories of aesthetics and their application in practice. Specifically, attention is paid, on the one hand, to the perception and experience of architecture, i.e. aesthetics, and on the other, to the assemblage of various parts into an overall whole in a building, city or landscape – in other words, architectural composition. These two aspects are naturally inextricably intertwined: the one concerns the reception of architecture, the other, its production. Under these headings, various other areas of interest, such as architectural tectonics, systems of order and proportions, or the issue of scale in architecture, are tackled through dissertations, research projects and seminars. The institute has been cooperating on several studies with the Cognitive & Biological Psychology Unit at the University of Leipzig and the intention is eventually to establish an interdisciplinary research unit for architectural aesthetics.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id 5ad3
id 5ad3
authors Karandinou, Anastasia; Parker, Martin
year 2009
title Sound fields; experiencing the unrepresentable
source 6th AHRA Conference, 20-21 Nov. 2009
summary This paper explores the intangible aspects of space through a series of soundmappings that took place in Edinburgh and Athens between 2006-08. One of our main conclusions is that sound is a rich and provocative tool for exploring space, due to the fact that it reveals qualities and information that a visual representation wouldn’t had been able to. A significant remark we made is that the exploration of space through sound does not predetermine the findings; we did not pose questions about pre-decided aspects of the places under investigation. On the contrary, within each different environment, the study of sound brought out different kinds of information. We also realized, that the experience of sound of a place lies in the tension between our attempt to grasp, and possibly map it, and the fact that sound – and atmosphere in general – naturally resists these endeavours.
keywords sound, atmosphere, new media, mapping
series other
type paper session
email
more http://ddm.caad.ed.ac.uk/pgpages/s0567213/SoundWebsites/index.html
last changed 2010/08/13 07:00

_id 2006_832
id 2006_832
authors El-Khoury, Nada; De Paoli Giovanni and Dorta Tomás
year 2006
title Digital Reconstruction as a means of understanding a building’s history - Case studies of a multilayer prototype
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 832-839
doi https://doi.org/10.52842/conf.ecaade.2006.832
summary The experiments presented in this paper are situated at the crossroads of two fields: the understanding and communication of history to students and the field of Information and Communication Technologies (ICT). More specifically, we aim to propose to students, ways of transferring information about lifestyles and techniques linked to the construction methods used in the past and which are present in ancient sites. It is not merely a question of proposing experiments for managing an inventory of knowledge such as that summarized in historical texts, but rather a means for understanding it: How do we communicate the invisible? How do we make visible what we cannot see but that we can imagine lies beneath the ruins of ancient sites? Lastly, how do we propose new approaches in the transferring of these historic skills and lifestyles? Such are the questions that the students’ experiments will attempt to answer while using computers as cognitive tools. In this case, these cognitive tools are designated as “multilayer prototypes” which aim to develop a dynamic virtual history space through augmented reality.
keywords ICT; Byblos; multilayer prototype; augmented reality; education research
series eCAADe
email
last changed 2022/06/07 07:55

_id ddss2006-pb-101
id DDSS2006-PB-101
authors Aloys W.J. Borgers, I.M.E. Smeets, A.D.A.M. Kemperman, and H.J.P. Timmermans
year 2006
title Simulation of Micro Pedestrian Behaviour in Shopping Streets
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. 101-116
summary Over the years, scholars have developed various models of pedestrian movement. These models can be used to assess the effects of detailed design decisions or to predict pedestrian behaviour under conditions of crowding. To date, not much attention has been paid to pedestrians' shopping behaviour at the micro level. Therefore, the main purpose of this project is to test a model that aims at simulating micro pedestrian behaviour in shopping streets, including entering shops. The model assumes a detailed network of links to represent the structure of street segments and entrances to the shops. The basic principle underlying the model is that a pedestrian moves from one link in the network to another, adjacent link. In fact, a pedestrian enters a segment at one side, heading for the other side of the segment. However, a pedestrian might enter the segment by leaving a shop as well. Then, the pedestrian might be heading for either side of the segment. While transferring from the current link to the next link, the pedestrian will be attracted by the shops along both sides of the street. The study area is Antwerp's main shopping street. During a one-week workshop in July 2004, students observed pedestrian movement in this shopping street. An inventory of some physical characteristics of the shopping street was made and pedestrians were tracked through two separate segments of the shopping street. In total, 334 pedestrians were tracked. A conventional multinomial logit model is used to simulate pedestrians' micro behaviour. The process of consecutively selecting links continues until the pedestrian has reached one of the terminal links or a shop. The model performs very well. Simulated routes were used to assess the validity of the model. Observed and simulated link loading correspond fairly well, however, the model seems to slightly mispredict the attraction of a number of shops.
keywords Micro pedestrian behaviour, Shopping street, Simulation
series DDSS
last changed 2006/08/29 12:55

_id acadia06_455
id acadia06_455
authors Ambach, Barbara
year 2006
title Eve’s Four Faces interactive surface configurations
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 455-460
doi https://doi.org/10.52842/conf.acadia.2006.455
summary Eve’s Four Faces consists of a series of digitally animated and interactive surfaces. Their content and structure are derived from a collection of sources outside the conventional boundaries of architectural research, namely psychology and the broader spectrum of arts and culture.The investigation stems from a psychological study documenting the attributes and social relationships of four distinct personality prototypes: the Individuated, the Traditional, the Conflicted, and the Assured (York and John 1992). For the purposes of this investigation, all four prototypes are assumed to be inherent, to certain degrees, in each individual. However, the propensity towards one of the prototypes forms the basis for each individual’s “personality structure.” The attributes, social implications and prospects for habitation have been translated into animations and surfaces operating within A House for Eve’s Four Faces. The presentation illustrates the potential for constructed surfaces to be configured and transformed interactively, responding to the needs and qualities associated with each prototype. The intention is to study the effects of each configuration and how each configuration may be therapeutic in supporting, challenging or altering one’s personality as it oscillates and shifts through the four prototypical conditions.
series ACADIA
email
last changed 2022/06/07 07:54

_id ascaad2006_paper13
id ascaad2006_paper13
authors Ambrose, Michael A.
year 2006
title Plan is Dead: to BIM or not to BIM, that is the question
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 Drawing, modeling and the explicit abstraction embedded in the traditions and conventions of visual communication through composition and representation are fundamental to the how, why and what of architectural design. BIM presents simulation as an antiabstract means of visual communication that seeks to displace the discreet representation of plan, section and elevation with the intelligent object model. If plan is dead, the implication is that the value of abstraction is dead or dying as well. How can architectural education prepare students for digital practice with such an assault on the underlying role of abstract representation of formal and spatial constructs that constitute architecture? This paper explores a possible path for engaging digital media in education that explores the gap between design theory and digital practice. The investigation centers on ways of exploring architecture by developing teaching methods that reprioritize ways of seeing, thinking and making spatial design. Digital architectural education has great opportunity and risk in how it comes to terms with reconceptualizing design education as the profession struggles to redefine the media and methods of architectural deliverables in the age of BIM.
series ASCAAD
email
last changed 2007/04/08 19:47

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

_id ascaad2006_paper25
id ascaad2006_paper25
authors Artopoulos, Giorgos; Stanislav Roudavski and Francois Penz
year 2006
title Adaptive Generative Patterns: design and construction of Prague Biennale pavilion
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 describes an experimental practice-based research project that considered design process, implementation and construction of a pavilion built to be part of the Performative Space section of the International Biennale of Contemporary Art, Prague 2005. The project was conceptualized as a time-bound performative situation with a parasite-like relationship to its host environment. Its design has emerged through an innovative iterative process that utilized digital simulative and procedural techniques and was formed in response to place-specific behavioral challenges. This paper presents the project as an in-depth case-study of digital methods in design, mass customization and unified methods of production. In particular, it considers the use of Voronoi patterns for production of structural elements providing detail on programming and construction techniques in relationship to design aspirations and practical constraints.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2006_paper29
id ascaad2006_paper29
authors Bennadji, A. and A. Bellakha
year 2006
title Evaluation of a Higher Education Self-learning Interface
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 is a follow-up to a previous paper published in ASCAAD 2004 (A. Bennadji et al 2005). The latter reported on CASD (Computer Aided Sustainable Design) a self-learning educational interface which assists the various building’s actors in their design with a particular attention to the aspect of energy saving. This paper focuses on the importance of software evaluation and how the testing is done to achieve a better human-machine interaction. The paper will go through the summative evaluation of CASD, presents the output of this evaluation and addresses the challenge facing software developers: how to make an interface accessible to all users and specifically students in higher education.
series ASCAAD
email
last changed 2007/04/08 19:47

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