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_678
id 2006_678
authors Lefantzis, Michaelis
year 2006
title From Survey to Representation of ancient monuments: new methodology and technology - The cases of the Golgotha site in Jerusalem and the Stoa of Eumenes at the South Slope of the Acropolis of Athens
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 678-682
doi https://doi.org/10.52842/conf.ecaade.2006.678
summary The purpose of this paper is to present the characteristics of laser scanning technology, based on two examples for the modeling at the reconstruction of the Golgotha site in Jerusalem and the ancient Stoa of Eumenes II, located at the South Slope of the Athens Acropolis. Terrestrial 3D laser scanning is a new methodology for three dimensional object modeling. Especially, the reconstruction of the ancient Stoa of Eumenes II comprises one of the most important restoration programs of the Greek Ministry of Culture. This paper will focus on the main steps of the laser scanning processing chain, starting from the acquisition of the data and ending with the evaluation of the 3D models.
keywords Golgotha; Eumenes Stoa; Laser scanning; archeological architectural documentation
series eCAADe
email
last changed 2022/06/07 07:52

_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_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 2006_392
id 2006_392
authors Papaconstantinou, Georgios
year 2006
title Screen Space: Navigation and Interactivity
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 392-398
doi https://doi.org/10.52842/conf.ecaade.2006.392
summary This paper considers the introduction of both human-computer inteface and interactive multimedia design in the architectural education and practice. The development of information and communication technologies offers to architects new tools of design as well as new areas of architectural practice. What is more decisive is the change of mentality in the way of conceiving space and of the design procedure itself. The question posed is if drawing conventions are changing and in what way? The paper attempts to establish analogies between the recent introduction into architectural thought of notions such as the human body movement, events and scenarios with the development of navigation and interaction principles and conventions in the computer world. The study of human-computer interface contributes in the understanding of the major role of the computer screen as a point of convergence of different representational forms and the emergence of new ones proper to the digital culture.
keywords Multimedia; interface design; interactivity; navigation
series eCAADe
type normal paper
email
last changed 2022/06/07 08:00

_id ascaad2006_paper2
id ascaad2006_paper2
authors Sharji, Elyna and Ahmed Rafi
year 2006
title The Significant Role of an Electronic Gallery to the Education Experience and Learning 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 Multimedia has brought new paradigms to education where users are able to use the technology to create compelling content that truly represents a new archetype in media experience. According to Burger (1995), the synergy of digital media is becoming a way of life where new paradigms for interactive audio-visual experiences of all communicative arts to date are mandatory. It potentially mixes technology and disciplines of architecture and art. Students can learn on their own pace and they can be tested in a non-linear way while interactivity allows the curious to easily explore related topics and concepts. Fundamental assumptions, theories and practices of conventional design paradigm are constantly being challenged by digital technology and this is the current scenario in architecture and art and design schools globally. Thus schools are enhancing the methods and improvising the technology of imparting knowledge to be in consistent with recent findings and knowledge. To be able to cater the use of digital media and information technology on architectural and art design education, four criteria are required, which are; the SPACE and place to accommodate the educational activities, the TOOLS that assist imparting of knowledge, the CONTENT of syllabus and information and the acceptance and culture of the receiving end users and HUMAN PERCEPTION. There is a need for the research of realization and activating the architectural space that has been equipped with multimedia tools and upgraded with recent technology to facilitate and support the community of learners and users. Spaces are now more interactive, multi functional, flexible and intelligent to suit the trend of computing in normal everyday life of the education sector, business and management, art and leisure, corporate and technological area. While the new concept of computing in education is still in the earlier phase, the conventional analogue paradigm still dominates the architectural design discourse which acts as a barrier to the development of digital designs and architectural education. A suitable approach is in need to bridge the gap between what theory has been explored and the practice of knowledge. A digital support environment with intelligent design and planning tools is envisioned to bridge the gap and to cater for the current scenario.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:34

_id ddss2006-hb-341
id DDSS2006-HB-341
authors Usama El Fiky and Mark Cox
year 2006
title Culturally Accepted Green Architecture Toolbox - Pre-design helping tool and rating system for new built environment in Egypt
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. 341-356
summary This paper describes and analyses the process of developing computer software to incorporate both green architecture design strategies and their cultural indicators in one easy tool to help a designer to match his / her design with green architectural principles in the pre-design stage. The three resources of architectural identity in Egyptian, current and past green building practices with the up to date foreign knowledge of green architecture were combined in one toolbox with their building cultural indicators in Egypt. Using the toolbox in primary design stage helps the designer by providing more information about each green design strategy, how to use it effectively. Finally, the toolbox provides indicators about how much the whole project will be accepted in Egyptian society and to what extend it applies green architectural principles. For verification reason, the toolbox was tested with two groups of students in Egypt and The Netherlands as well as professional architects from both countries.
keywords Software program, Building culture, Green architecture
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_c129b
id sigradi2006_c129b
authors Abad, Gabriel; Adriane Borde; Mónica Fuentes; Virginia Agrielav; Adriana Granero and Jacqueline Fernández
year 2006
title Producción colaborativa de material de enseñanza-aprendizaje de Gráfica Digital con aportes multidisciplinarios [Collaborative production for taught-learning materials for digital graphic with multidisciplinary contributions]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 117-121
summary For a contribution to problem solving processes at different areas, this paper presents the use of Digital Graphics as a knowledge object for a distance teaching/learning workshop. At the Learning Management System, different theoretical subjects with supporting tools were proposed, and exercises requiring collaborative work. An specific didactic situation using available technologies at Internet for 3D modelling, combined with satellite images and geographic information program was proposed. The final works were then shared by a 3D models repository. As a complement of this experience and in relation with their professional work, every student proposed a new didactic situation including Learning Objects, sharing them with the others members of the group, through conceptual maps built up in a co-operative way.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2006_032
id 2006_032
authors Al-Attili, Aghlab and Leonidas Koutsoumpos
year 2006
title Ethics of Virtuality… Virtuality of Ethics
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 32-39
doi https://doi.org/10.52842/conf.ecaade.2006.032
summary This paper addresses issues pertaining to architecture, virtuality and ethics by establishing an interactive, non-linear virtual environment as a tool for investigation into the virtuality of ethics and ethics of virtuality, in the context of architecture. Starting from the assertion that ‘Virtual Environment (VE) is a metaphor of Real Environment (RE)’, we test the proposition that suggests ‘Ethics of RE can be tested and simulated in VE’. Challenging the notion that sees people reacting to VE in the same way as they interact with their surroundings in RE, we propose that since ethics are engulfing architecture they are also present and simulated in VE. Virtual architecture has elements of ethics that we refer to as ‘Ethics of Virtuality’. In this context, VE ethics seem to lose the ubiquity that is present in RE. In order to examine this hypothesis, we created a VE that corresponds to the RE of the PhD students’ offices, within the Department of Architecture, School of Arts, Culture, and Environment in the University of Edinburgh. The real life users of these offices were subjected to this VE. A qualitative method of research followed to probe their experience, focusing on issues related to ethics. Subjects were asked to give a personal accounts of their experience which gave us an insight into how they think. The compiled list of results and their evaluation showed startling possibilities, further establishing VE as an arena for investigating issues pertaining to both architecture and ethics.
keywords Virtual Environments; Ethics; Place; Representation; Trust
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2006_paper23
id ascaad2006_paper23
authors Ali, Rasha
year 2006
title Islamic Architecture and Digital Databases
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 Epigraphy in Islamic architecture represented an indispensable element in its conceptual design and structure. Our research investigates this unique role, which epigraphy played in Islamic architecture as a tool singularizing this architecture and the sensuality it inspires inside a building while bestowing on it its particular identity. This how SADEPIG came to being: it is a virtual database regrouping all the information about the monumental epigraphy which date from the Sa‘dian period in Morocco (1527- 1660). The digital corpus of monumental Sa‘dian inscriptions provides also buildings plans, virtual tour within the monument, construction details, information about the identity of patron and builders.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2006_040
id 2006_040
authors Ambach, Barbara
year 2006
title Eve’s Four Faces-Interactive surface configurations
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 40-44
doi https://doi.org/10.52842/conf.ecaade.2006.040
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 it may be therapeutic in supporting, challenging or altering one’s personality as it oscillates and shifts through the four prototypical conditions.
keywords interaction; digital; environments; psychology; prototypes
series eCAADe
type normal paper
last changed 2022/06/07 07:54

_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 sigradi2012_30
id sigradi2012_30
authors Angeluzzi, Gustavo; Hanns, Daniela Kutschat
year 2012
title Um levantamento de requisitos gerais para o desenvolvimento e posicionamento de DOOTERS – um aplicativo lúdico de listas de tarefas para iPhone [A survey of general requirements for developing and positioning DOOTERS - a to-do list application for iPhone]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 191-195
summary DOOTERS is a to-do list application for iPhone which entertains and motivates the user to get things done. It was developed based on requirements obtained trough: 1. the study of several personal information organizing methods (Covey, 1989; Allen, 2005; Foster, 2006); 2. answers to a task lists user focused questionnaire; 3. observation of to-do list users while creating lists and organizing tasks; 4. comparison of digital and non-digital task list media (paper, computer and mobile device); 5. analysis of profiles, behaviors and to-do list applications for iPhone. In this paper, the authors present the process of obtaining requirements for developing and positioning DOOTERS.
keywords information and interface design, requirements, to-do list application, iPhone, DOOTERS
series SIGRADI
email
last changed 2016/03/10 09:47

_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 ecaade2007_010
id ecaade2007_010
authors Artopoulos, Giorgos; Kourtis, Lampros
year 2007
title The House of Affects Project
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 777-784
doi https://doi.org/10.52842/conf.ecaade.2007.777
summary The House of Affects is an experimental installation to be part of the PerFormaSpace project pursued at the University of Cambridge, UK (DIGIS) and Goldsmiths College London, U.C.L. (Digital Studios), currently partially funded by Arts&Business East 2006, in collaboration with Econavate, UK who will provide their technical expertise in fabrication using recycled materials. This paper presents project-specific information and theoretical discussion on the design process and the computational methods used to develop advanced adaptive structural components in relationship to behavioral goals, criteria and constraints.
keywords Optimization, computational architecture, architectonics, adaptability
series eCAADe
email
last changed 2022/06/07 07:54

_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_280
id 2006_280
authors Barelkowski, Robert and Marcin Sajdak
year 2006
title Web-based virtual models in knowledge exchange forum - The reconstruction and restitution support techniques in WW
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 280-282
doi https://doi.org/10.52842/conf.ecaade.2006.280
summary The article presents the web-based project which implements the idea of multidisciplinary information exchange related to historical objects and supports both research and studying activities. The proposed platform combines the concept of forum, information on resources, monitoring tools, as well as review and comment scientific oriented validation mechanisms.
keywords knowledge production; information exchange; web-based research; architectural research; reconstruction hypotheses
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac20064301
id ijac20064301
authors Bermudez, Julio; Agutter, Jim; Foresti, Stefano
year 2006
title Architectural Research in Information Visualization: 10 Years After
source International Journal of Architectural Computing vol. 4 - no. 3, 1-18
summary As our civilization dives deeper into the information age, making sense of ever more complex and larger amounts of data becomes critical. This article reports on interdisciplinary work in Information Visualization addressing this challenge and using architectural expertise as its main engine. The goal of this research is to significantly improve real time decision making in complex data spaces while devising a new architecture that responds to complex information environments. Although we have been reporting in aspects of this work for the past 7 years, this paper covers unpublished knowledge, design methods, operational strategies, and other details that bring together all the material published by our group thus far into a comprehensive and useful whole. We conclude by presenting our latest InfoVis design work in Network Security.
series journal
last changed 2007/03/04 07:08

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