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 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 a126
id a126
authors Finucane E, Derix C and Coates P
year 2006
title Evolving Urban Structures using Computational Optimisation
source Proceedings of the Generative Arts conference, Milan, 2006
summary This paper investigates the use of computer analogies for naturally inspired optimisation techniques as an aid to developing the site layout and massing for the new World Trade Centre development in Pristina Kosovo, which is being designed and developed by 4M Group architectural company, in conjunction with the Advanced Modelling Group Aedas. The development of a genetic algorithm will incorporate various techniques, that have been developed in the field of multi-objective optimisation, to create three dimensional massing models, and site layout solutions which partially fulfil the Prisina brief requirements, which are taken from specifications created by 4M Group. Genetic algorithms are based on natural evolutionary principles which are explained in this paper. It will incorporate Pareto concepts to manage the optimisation of the various objective functions. For example, these will include volume and position of units, which will ensure that the different and sometime conflicting needs of the site are balanced throughout the optimisation. This type of problem is often known as an NP-complete (non-determinate polynomial time) problem. This will provide architects and planners with a number of Pareto optimised site massing solutions as an aid to the design process. An initial investigation into the specifics of the Pristina site requirements, will be followed by an investigation into the the genetic algorithm which is created in Visual Basic for Applications (VBA) linked with AutoCAD as the graphical output of the code. The embryology (development) of the various solutions from the genetic information incorporates an ‘ant’ pheromone trail model, which simulates the action of ants during food foraging, as a tool for initial route planning within the site. Diffusion and cellular automata are used during the development of the solution to construct the massing for the site.
keywords urban planning, evolutionary algorithms, pareto optimization, Lindenmayer systems, ant-colony optimization, cellular automaton
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 18:33

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

_id ddss2006-hb-105
id DDSS2006-HB-105
authors Stefania Bandini, Sara Manzoni, and Giuseppe Vizzari
year 2006
title Crowd Modeling and Simulation - The role of multi-agent simulation in design support systems
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. 105-120
summary The paper presents a Multi Agent Systems (MAS) approach to crowd modelling, based on the Situated Cellular Agents (SCA) model. This is a special class of Multilayered Multi Agent Situated System (MMASS), a model providing an explicit representation of the environment which has a relevant role in supplying agents a context allowing them to act and interact (among themselves and with the environment). The paper will briefly introduce the model and a methodology for the analysis of a crowd scenario and the design of SCA based crowd simulations. The adoption of this kind of system allows evaluating an architectural design with reference to the behaviour of pedestrian that will act in it, given a behavioural specification for these entities. The system is also able to produce a realistic visualization of the simulation, in order to facilitate the communication with involved actors (e.g. in case of participatory decisions).
keywords Artificial intelligence, Agent technology, Simulation
series DDSS
last changed 2006/08/29 12:55

_id ascaad2007_060
id ascaad2007_060
authors Gillispie, D. and C. Calderon
year 2007
title A framework towards designing responsive public information systems
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 767-782
summary "Evolving effective responsive systems, and creating a credible interface between the work and the user, requires an awareness of many different types of user, contexts and functions as well as the phenomenological aspects of social and environmental conditions." (Bullivant, 2006). Responsive design and interactive architecture operates at the intersection of Architecture, Arts, Technology, Media Arts, HCI and Interaction Design in a physical context suggesting ways in which the existing physical environments can be augmented and extended adding a greater level of depth, meaning and engagement with the world around us. Through a series of case studies, this paper explores a number of principles which may be applied to the design of responsive environments of which public information systems form part. Divided into three main sections, the paper first explains how responsive environments have addressed the application of public information systems, secondly, through a series of case studies, precedents are highlighted which lead to development of principles for developing designs for responsive environments. The third section discusses and elaborates on these principles which have been developed based upon our own interpretations and grouping of precedents and approaches towards interaction design. This paper contributes towards the field of responsive environments and interactive architecture through an analysis of case studies to infer a framework from which responsive environments may be created and developed.
series ASCAAD
email
last changed 2008/01/21 22:00

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

_id ddss2006-hb-203
id DDSS2006-HB-203
authors Gerhard Zimmermann
year 2006
title Multi-Agent Model to Multi-Process Transformation - A housing market case study
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. 203-219
summary Simulation is a means to help urban planners and investors to optimize inhabitant satisfaction and return on investment. An example is the optimal match between household preferences and property profiles. The problem is that not enough knowledge exists yet about dynamic user activity models to build reliable and realistic simulators. Therefore, we propose a modeling and software technique that produces simulator prototypes very efficiently for the development, test, and evaluation of many different user activity models, using executable models, code generation, and a domain specific software process. As a specific feature, the model is based on many agents acting independently from each other and that are mapped in several refinement steps into the same number of concurrent processes. The housing example is used as a case study to explain the process and show performance results.
keywords Agent technology, User activity modeling, User activity simulation, Software engineering, Code generation, Software process
series DDSS
last changed 2006/08/29 12:55

_id ddss2006-pb-271
id DDSS2006-PB-271
authors Ji-Hyun Lee and Huai-Wei Liu
year 2006
title The Art of Communication: a Collaborative Decision-Making System among Different Industrial Design Stakeholders - The case of the company ASUS
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. 271-288
summary Collaboration benefits the process of complex design. However, there are many communication problems among different stakeholders in the domain of industrial design, because the situation of communication and decision-makings for stakeholders is so complicated. To deal with the complexity requires both a web-based collaborative system to communicate and share information immediately, and a multi-agent system (MAS) integrated with KW architecture to possess different levels of competence at performing a particular task. The goal of our system is to integrate a variety of representational methods of transferring knowledge and to communicate among different stakeholders using a single platform. To demonstrate our proposed concepts, we focus on a prototype system for notebook design for the company ASUS, a leading notebook manufacturer based in Taiwan.
keywords Web-based collaborative system, Computer-supported cooperative work, Decision-making, Multi-agent system, Knowledge warehouse
series DDSS
last changed 2006/08/29 12:55

_id ddss2006-hb-187
id DDSS2006-HB-187
authors Lidia Diappi and Paola Bolchi
year 2006
title Gentrification Waves in the Inner-City of Milan - A multi agent / cellular automata model based on Smith's Rent Gap theory
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. 187-201
summary The aim of this paper is to investigate the gentrification process by applying an urban spatial model of gentrification, based on Smith's (1979; 1987; 1996) Rent Gap theory. The rich sociological literature on the topic mainly assumes gentrification to be a cultural phenomenon, namely the result of a demand pressure of the suburban middle and upper class, willing to return to the city (Ley, 1980; Lipton, 1977, May, 1996). Little attempt has been made to investigate and build a sound economic explanation on the causes of the process. The Rent Gap theory (RGT) of Neil Smith still represents an important contribution in this direction. At the heart of Smith's argument there is the assumption that gentrification takes place because capitals return to the inner city, creating opportunities for residential relocation and profit. This paper illustrates a dynamic model of Smith's theory through a multi-agent/ cellular automata system approach (Batty, 2005) developed on a Netlogo platform. A set of behavioural rules for each agent involved (homeowner, landlord, tenant and developer, and the passive 'dwelling' agent with their rent and level of decay) are formalised. The simulations show the surge of neighbouring degradation or renovation and population turn over, starting with different initial states of decay and estate rent values. Consistent with a Self Organized Criticality approach, the model shows that non linear interactions at local level may produce different configurations of the system at macro level. This paper represents a further development of a previous version of the model (Diappi, Bolchi, 2005). The model proposed here includes some more realistic factors inspired by the features of housing market dynamics in the city of Milan. It includes the shape of the potential rent according to city form and functions, the subdivision in areal submarkets according to the current rents, and their maintenance levels. The model has a more realistic visualisation of the city and its form, and is able to show the different dynamics of the emergent neighbourhoods in the last ten years in Milan.
keywords Multi agent systems, Housing market, Gentrification, Emergent systems
series DDSS
last changed 2006/08/29 12:55

_id caadria2006_133
id caadria2006_133
authors MARY LOU MAHER, MIKE ROSENMAN, KATHRYN MERRICK, OWEN MACINDOE, DAVID MARCHANT
year 2006
title DESIGNWORLD: AN AUGMENTED 3D VIRTUAL WORLD FOR MULTIDISCIPLINARY, COLLABORATIVE DESIGN
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 133-142
doi https://doi.org/10.52842/conf.caadria.2006.x.g2k
summary Large design projects, such as those in the AEC domain, involve collaboration between designers from many different design disciplines in varying locations. Existing tools for developing and documenting designs of buildings and other artifacts tend to focus on supporting a single user from a single discipline. This paper introduces DesignWorld, a prototype system for enabling collaboration between designers from different disciplines who may be in different physical locations. DesignWorld consists of a 3D virtual world augmented with a number of web-based communication and design tools. DesignWorld uses agent technology to maintain different views of a single design in order to support multidisciplinary collaboration and address issues such as multiple representations of objects, versioning, ownership and relationships between objects from different disciplines.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2014_092
id ecaade2014_092
authors Sherif Abdelmohsen
year 2014
title A BIM-based Framework for Assessing Architectural Competition Entries
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 473-483
doi https://doi.org/10.52842/conf.ecaade.2014.2.473
wos WOS:000361385100050
summary Architectural competitions have been traditionally used to select best design practices. The basis of assessment for competitions has typically involved non-technical concepts of quality, subjective and emotional appreciations of experiences, and inseparable accord of formal, functional, aesthetic and contextual values (Rönn, 2011), rather than clear-cut objective and precisely measured values as in the engineering domain (Nashed, 2005; Nelson, 2006). Criteria for judgment usually focus on design parti and clarity of concept, novelty of architectural approach, context compliance, spatial organization, functional adaptability, economical solutions, and design flexibility. The assessment process, although presumably comprehensive and involving multiple evaluation techniques and resources, may still overlook important technical issues that may be fundamentally significant to the exclusion or approval of a given entry. This paper introduces a framework for assessing architectural competition entries aided by concepts of building information modeling (BIM).
keywords Building information modeling; architectural competitions; design evaluation; best practices; rule checking
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2006_e160c
id sigradi2006_e160c
authors Andrade, Max and Cheng, Liang-Yee
year 2006
title Diretrizez Geométricas de Auxílio ao Processo de Projeto de Edifícios Residenciais [Geometrical Guidelines to Aid the Design of Floor Plants of Residential Buildings]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 243-247
summary This paper discusses the basic principles of a geometric method to aid the design process of residential buildings. It makes part of the initial phases of a research whose aim is to develop a computer system to aid the sketching and evaluation of floor plant design of multi-storied residential buildings. The fundamental idea of the research is the existence of some basic patterns of floor plants that reflect the designer’s mental models in this category of building. The models are regarding the usage of the space such as forms and dimensions, the elements for the circulation and the external skins. During the design process, architects work on each one of these models to generate the sketches of the floor plant layout. Generally, the layout of an apartment in multi-storied buildings depends basically on the internal dynamics of the users without the complex relationship with the neighborhood environment as in the case of houses. In this way, it would be easier to identify, to organize and to associate the mental models of multi-storied buildings on geometric basis, which, in their turns, might be effectively used as inputs for the layout planning of new design. By applying the geometric basis, the architects may reduce the universe of feasible alternatives into a small group of heuristic solutions that can be described by using few simple guidelines. In addition to this, the geometric bases of the existing buildings might be used to build a knowledge-based system to aid the architectural design. The objective of this paper is to show some initial results of the research obtained from a survey and the case studies of form, dimensions and topology of existing buildings. To limit the scope of the discussion, only residential buildings with two to three bedrooms are considered. At first, a survey of plants of residential buildings with two and three bedrooms, in Brazil, is carried out. In the next step, the dimensions, shape, external skin perimeter, circulation system and accessibility are analyzed. Finally, typical topologies of the building are investigated.
keywords Design process; geometric method; residential buildings
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2006_paper20
id ascaad2006_paper20
authors Chougui, Ali
year 2006
title The Digital Design Process: reflections on architectural design positions on complexity and CAAD
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 These instructions are intended to guide contributors to the Second Architecture is presently engaged in an impatient search for solutions to critical questions about the nature and the identity of the discipline, and digital technology is a key agent for prevailing innovations in architectural design. The problem of complexity underlies all design problems. With the advent of CAD however, Architect’s ability to truly represent complexity has increased considerably. Another source that provides information about dealing with complexity is architectural theory. As Rowe (1987) states, architectural theory constitutes “a corpus of principles that are agreed upon and therefore worthy of emulation”. Architectural theory often is a mixed reflection on the nature of architectural design, design processes, made in descriptive and prescriptive terms (see Kruft 1985). Complexity is obviously not a new issue in architectural theory. Since it is an inherent characteristic of design problems, it has been dealt with in many different ways throughout history. Contemporary architects incorporate the computer in their design process. They produce architecture that is generated by the use of particle systems, simulation software, animation software, but also the more standard modelling tools. The architects reflect on the impact of the computer in their theories, and display changes in style by using information modelling techniques that have become versatile enough to encompass the complexity of information in the architectural design process. In this way, architectural style and theory can provide directions to further develop CAD. Most notable is the acceptance of complexity as a given fact, not as a phenomenon to oppose in systems of organization, but as a structuring principle to begin with. No matter what information modelling paradigm is used, complex and huge amounts of information need to be processed by designers. A key aspect in the combination of CAD, complexity, and architectural design is the role of the design representation. The way the design is presented and perceived during the design process is instrumental to understanding the design task. More architects are trying to reformulate this working of the representation. The intention of this paper is to present and discuss the current state of the art in architectural design positions on complexity and CAAD, and to reflect in particular on the role of digital design representations in this discussion. We also try to investigate how complexity can be dealt with, by looking at architects, in particular their styles and theories. The way architects use digital media and graphic representations can be informative how units of information can be formed and used in the design process. A case study is a concrete architect’s design processes such as Peter Eisenman Rem Koolhaas, van Berkel, Lynn, and Franke gehry, who embrace complexity and make it a focus point in their design, Rather than viewing it as problematic issue, by using computer as an indispensable instrument in their approaches.
series ASCAAD
email
last changed 2007/04/08 19:47

_id eaea2005_31
id eaea2005_31
authors Franke, Ronald
year 2006
title Space imagery - Model simulation as work equipment
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. 31-36
summary The architectural design task involves the development of a building or an urban space, which communicates a social and cultural meaning and allows sensual experiences. Therefore, there is a need to design the building or urban space from the users view. In order to achieve this aim, architects use different methods and techniques of representation such as various kinds of drawings, models and images. The main impact of this is: Creating and developing the architectural form by drawing or modelling the architectural form. By using Video-Supported- Model-Simulation the benefits of representation can be utilised in a very simple way. The following report gives an introduction to - the method of Video-Supported-Model-Simulation - the principles for organisation the process of architectural design
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_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 sigradi2006_e171c
id sigradi2006_e171c
authors González Böhme, Luis Felipe and Vargas Cárdenas, Bernardo
year 2006
title Foundations for a Constraint-Based Floor Plan Layout Support in Participatory Planning of Low-Income Housing
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 283-287
summary We introduce the foundations of a novel approach that deals with constraint-based design methods to supporting participatory planning processes of low-income dwellings. We examine the space allocation problem inside the architectural domain on the basis of graph theory and combinatorics, providing a concise mathematical background for an implementation strategy called FLS (Floor plan Layout Support), which is analyzed here for the first time regarding this particular context of application. The philosophy underlying a design method that is mainly driven by the formulation of distinct constraints suggests to avoid the traditional procedure of first to create a yet not necessarily valid instance of the eventual design solution by directly choosing specific parameter values of its shape, and later on to evaluate its validity by confronting the designed model to a set of applicable constraints. Instead, constraint-based design poses a search procedure that operates in a space of planning-relevant constraint sets. The FLS methodology integrates some few principles of constraint-based automated reasoning with high user interactivity, into a design environment where as much dwellers as planners can collaboratively work in solving spatial organization problems of housing projects. The FLS model of application makes use of a combination of dweller-specified constraints, planning and zoning regulations, and a small library of modular space units. Constraint-based design ! methods are particularly capable of supplying efficient support for the collaborative involvement of dwellers into the architectural programming process of her/his own home. Mainly, because dwellers themselves tend to describe their space need and design intentions as a set of constraints on room quantity, space utilization, circulation system, allocation of available furniture, available budget, construction time, and so forth. The goal is to achieve an integrated tool for finding and modelling topologically valid solutions for floor plan layout alternatives, by combining user-driven interactive procedures with automatic search and generative processes. Thus, several design alternatives can be explored in less time and with less effort than using mainstream procedures of architectural practice. A FLS implementation will constitute one system module of a larger integrated system model called Esther. A FLS tool shall interact with other functional modules, like e.g. the BDS (Building Bulk Design Support), which also uses constraint-based design methods. A preliminary procedural model for the FLS was tested on Chile’s official social housing standards (Chilean Building Code – OGUC. Art. 6.4.1) which are very similar to most Latin American housing programs currently in operation.
keywords constraint-based design; floor plan layout; participatory planning; low-income housing; design theory; design proces
series SIGRADI
email
last changed 2016/03/10 09:52

_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 2006_714
id 2006_714
authors Kona, Silika Rahman and Saleh Uddin
year 2006
title Movement in Architecture - An Analytical Approach Towards Organic Characteristics
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 714-719
doi https://doi.org/10.52842/conf.ecaade.2006.714
summary Nature is the fundamental and recurring inspiration of organic architecture. Living organisms, both in their outward forms and in their inner structures, offer endless ideas and concepts for design. Organic architecture works with metamorphosis (the process of growth and change), the notion of “design from within”. Why should architecture be lifeless and static? Here, Movement, a unique quality of living organism is used to contribute to architecture. We cannot make a new life but we can take the characteristics to make changes in our environment, seeking not to imitate nature’s appearance, but instead to imaginatively apply its profound principles. The focus of this paper is to examine and categorize the different kinds of movement that exist in nature, understanding how their purpose can be effectively used in architecture. The topic explores techniques of living organisms used for function and defense and discusses possible implementation in architecture. Movement has the potentiality to introduce flexibility, ecological efficiency and building defense through deformable, transportable, shape shifting and morphing forms.
keywords Organic Characteristics; Movement
series eCAADe
email
last changed 2022/06/07 07:51

_id ijac20053401
id ijac20053401
authors Lai, Ih-Cheng
year 2005
title Dynamic Idea Maps: A Framework for Linking Ideas with Cases during Brainstorming
source International Journal of Architectural Computing vol. 3 - no. 4, 429-447
summary This research makes use of a cognitive study to explore a mechanism for associating ideas during brainstorming. First, we propose a linking model that integrates three principles of idea association (similarity, contrast and contiguity) with two processes of case-based reasoning (retrieval and adaptation). Then, a design experiment and its protocol analysis are conducted in order to identify the types and mechanisms of linkages between ideas and cases, and to explore a computational mechanism for this linking model. Finally, a framework for case-based reasoning to support idea association called Dynamic Idea-Maps (DIM) is proposed, and its mechanism is elucidated.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

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