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 154

_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 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 Although we have been reporting in aspects of this work for the past 7 years, this paper covers unpublished knowledge, design methods, operational strategies, and other details that bring together all the material published by our group thus far into a comprehensive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 sigradi2006_c086a
id sigradi2006_c086a
authors Bustos Lopez, Gabriela Ilusion and Vélez Jahn, Gonzalo
year 2006
title Alternativas de Diseño: Sede virtual interactiva para el Taller Virtual de las Américas [Alternatives of Design: 3D Interactive Virtual Site to "Las Americas Virtual Design Studio"]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 47-51
summary Alternatives of Design is a course that aims to prepare architects from the Master Studies Department of Computing in Architecture (LUZ), in two ways: first, by expanding their perspective about potentialities of using new virtual reality technologies in architecture, and second, by qualifying them to apply this acquired theoretical knowledge in their professional environment, The goal of this research is to describe the products of the course Alternatives of Design 2005, which include: a methodology of designing to the cyberspace by using VRML and Java Script, in order to achieve a proposal of a Site to "Las Americas Virtual Design Studio". This site is projected as a digital manager to interactive simulation in multiuser virtual worlds, specifically to virtual architectonical workshops, With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 2006_684
id 2006_684
authors De Bodt, Kathleen
year 2006
title SoundScapes & Architectural Spaces - Spatial sound research in digital architectural design
doi https://doi.org/10.52842/conf.ecaade.2006.684
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 684-689
summary The paper presents ongoing research focusing on the development of digital tools and methodologies for spatial design based on non-Euclidean geometries. It addresses the way sound can be used both conceptually and acoustically in the early stages of the design process, examining digital architectural design and modeling based on three-dimensional sound visualization and the acoustical analysis and evaluation of complex curved surface geometry. The paper describes SoundMatrix, the first part of a digital design tool created by using Max/Msp/Jitter, to assist in the preliminary design of building façades in small-scale urban environments, specifically studying the possibilities of curvature to decrease sound reflection between opposing street façades. Examples from a workshop with the SoundMatrix application illustrate the real-time 3D authoring and sound spatialisation processing currently implemented in the tool.
keywords graphical programming; performance-based design; generative design
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2006_e172c
id sigradi2006_e172c
authors Donath, Dirk and González Böhme, Luis Felipe
year 2006
title A Constraint-Based Building Bulk Design Support
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 278-282
summary We introduce an architecture practice-oriented implementation strategy of constraint-based methods called BDS (Building Bulk Design Support) to supporting bulk analysis during the architectural programming phase. We examine the optmization problem of site coverage and building massing according to a set of standard planning and zoning regulations, and try a problem solving approach based on the paradigm of constraint satisfaction problems. The case study, which is focused on the paticipatory planning of very low-income dwellings within the Latin American context, serves as testbed for a prototypical application of the adopted methodology. The BDS constitutes a novel approach on computer-aided bulk analysis, regarding this particularly relevant context of application. In the case of participatively planned low-income housing projects, efficiency regarding time and cost of planning directly affects dwellers’ quality of life, whereas elementary programming tasks such as bulk analysis lack appropriate state-of-the-art technological support. Traditional architectural planning methods demand a large domain-specific knowledge base and skillful planners. A planning process, which is mainly driven by the formulation of planning-relevant constraints and sets of solution alternatives, suggests to avoid architects’ traditional procedure of: 1. Create an (yet not necessarily valid) instance of the eventual design solution by directly choosing specific values for its shape parameters. 2. Evaluate its validity by confronting the designed model to a set of applicable constraints, which have to be satisfied. Instead, the constraint-based design methodology poses a search procedure that operates in a space of pertinent constraint sets. A computer-aided interactive search procedure to find more valid design solution alternatives in less time and with less effort is particularly qualified to supply efficient support for participatory planning activities carried out between dwellers and planners. The set of solutions for a building-bulk design problem is constrained by both a large complex system of planning and zoning regulations and the geometry of the eventual design solution itself. Given a considerable amount of such regulations, a regular size geometric constraint satisfaction system proved to be capable of providing a highly efficient, interactive modeling and evaluation tool for the formulation in real time of valid solution alternatives for an ordinary building-bulk design problem. A BDS implementation will constitute one system module of a larger integrated system model called Esther. A BDS tool shall interact with other functional modules, like e.g. the FLS (Floor plan Layout Support), which also uses constraint-based design methods.
keywords constraint-based design; bulk analysis; participatory planning; low-income housing; design theory; design proces
series SIGRADI
email
last changed 2016/03/10 09:50

_id acadia06_304
id acadia06_304
authors Dorta, T., Perez, E.
year 2006
title Immersive Drafted Virtual Reality a new approach for ideation within virtual reality
doi https://doi.org/10.52842/conf.acadia.2006.304
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 304-316
summary There is a void between design and computer in ideation. Traditional tools like sketching are more appropriate for conceptual design since they can sustain abstraction, ambiguity, and inaccuracy—essentials at the beginning of the design process. Actual graphical user interface approaches, as well as hardware devices, constrain creative thinking. Computer representations and virtual reality are now used for presentation and validation rather than for design. Most virtual reality tools are seen as passive rather than active instruments in this process of ideation. Moreover, virtual reality techniques come from other disciplines and are applied to design without considering the design process itself and the skills designers already possess.This paper proposes and evaluates a new approach for the conceptual design of spaces within virtual reality. Starting from the non-immersive technique we developed before, where the user was able to be inside a 3D modeled space through real sketches, this technique goes one step further, allowing the designer to sketch the space from the inside all in real-time. Using an interactive pen display for sketching and an immersive projective spherical display, designers and colleagues are able to propose and make design decisions from inside the project. The capabilities of the computer to display the virtual environment are, therefore, mixed with the designer’s skills in sketching and understanding the space.
series ACADIA
email
last changed 2022/06/07 07:55

_id ijac20064203
id ijac20064203
authors Eng, Markus; Camarata, Ken; Do, Ellen Yi-Luen; Gross, Mark D.
year 2006
title FlexM: Designing a physical construction kit for 3d modeling
source International Journal of Architectural Computing vol. 4 - no. 2, 27-47
summary We have designed a hub and strut kit that interfaces to a 3D graphics application. FlexM is a prototype flexible physical interface for manipulating and building 3D geometry. Using the FlexM hub and strut components, designers can build and explore 3D geometry with the ease of a toy and the power of a computer. The hubs transmit the model's topology and geometry to the computer, where the model is rendered on the screen in real time. The paper reports on the iterative development of several versions of the project.
series journal
last changed 2007/03/04 07:08

_id caadria2015_246
id caadria2015_246
authors Fok, Wendy W.
year 2015
title Delineating Crowd Sourced Ownership in the Digital Age for the Built Environment
doi https://doi.org/10.52842/conf.caadria.2015.043
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 43-52
summary Time Magazine, had named the “Person of the Year” to “YOU” (the crowd) in 2006 , due to the infinite potentials of the thousands and millions of ‘yous’ who control the media and financing within the new digital democracy. These same citizens of digital innovation create the new platforms—seen in the early beta developments of Kickstarter, Twitter, Wikipedia, and Facebook—and contribute to the manipulation of international exchange of information and power, creating value propositions beyond the traditional product complexity of the market. Peer exchange and crowd organizational strategy will be used to innovate the built environment, and it is pertinent for “digital” property and “real” property to recognize and benefit from this emergence. Professional codes of conduct, economic values, and legal regulations have become a means to an end of the designing of digital and physical property, as digital barriers lift much of the necessary pre-cautions that is required to govern collaboration. This body of research explores the qualifying factors of open innovation identity between the creators and the consumers, the state of design ethics and ownership uncertainties pertaining to the combinatory methods and mechanisms that employ these technologies.
keywords Open Innovation; Crowd source; Authorship; Ownership; Digital Media; Digital Property; Physical Property.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 2006_058
id 2006_058
authors Fukuda, Tomohiro; Kazuhiro Sakata; Wookhyun Yeo and Atsuko Kaga
year 2006
title Development and Evaluation of a Close-range View Representation Method of Natural Elements in a Real-time Simulation for Environmental Design - Shadow, Grass, and Water Surface
doi https://doi.org/10.52842/conf.ecaade.2006.058
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 58-65
summary In this research, a close-range view expression method used in real-time simulation based on virtual reality technology is developed for environmental design evaluation. After describing the purpose and accuracy of representation, the problem of natural element representation in a close-range view, which has not been developed yet, is clarified. Next, the close-range view expression method of shadows, grass, and water surface is developed. Furthermore, the developed method is applied to a number of actual environmental design projects, and frame rate measurement and user evaluation are performed.
keywords Environmental Design; Real-time Simulation; Virtual Reality; Consensus-building; Representation of natural elements
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2006_e145a
id sigradi2006_e145a
authors Heiss, Leah
year 2006
title Empathy over distance: Wearables as tools for augmenting Remote Emotional Connection
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 66-69
summary Mainstream communication modes emphasise network speed, connection access, resolution, portability, and aesthetic design as primary to the success of their products. Within this vision a three by four centimetre screen and high resolution display are deemed adequate to emulate the intensities and complexities of face-to-face connection with loved ones. They allow us to ‘be there with you’ from wherever we might be. Yet interpersonal communication is a massively complex phenomenon. It involves a plethora of micro-activities which occur at a physical, physiological, and psychological level allowing us to recognise at a cellular scale intention, motive and emotional authenticity. Our conscious and non-conscious involvement in spatially collocated communication is substantial due to these myriad channels of real-time bi-directional information transfer. While contemporary communications technologies have the capacity to mediate our relationships, they fall short of encouraging the richness of spatially co-present interaction. The research discussed in this paper investigates the potential expansion of remote connection when electronically enhanced apparel is incorporated into the communications mix. Rather than pursuing the manifold functionalities of traditional communications media the garments discussed focus solely on the goal of enhancing empathy between physically distant individuals. This paper reports on the development and testing of a range of garments that conduct presence information between remotely located people. The garments sense, process, transmit and receive the heartbeat wavelength (ECG). They are enabled with ECG sensors, signal processing equipment, small vibration motors, and radio transceivers which allow users to ‘feel’ the heartbeat of a remote friend/lover/relative as vibration through their garment. The prototypes aim to enrich the remote communications experience through reintroducing an embodied, tactile dimension that is present in face-to-face communication. A range of user testing trials will be discussed which have been undertaken to assess the impact of the garments at a conscious and a non-conscious level. Conscious experiences were gauged through qualitative testing, by way of interviews and unsolicited written reactions, which have provided a range of engaging emotional responses. Non-conscious physiological reactions were assessed by recording ECG throughout user-testing periods. This data has been processed using HRV (heart rate variability) analysis software, running on MatLab. Preliminary results suggest that users have strong conscious and non-conscious reactions to the experience of wearing the prototype garments. The paper will describe the data processing techniques and findings of the user testing trials. The development of biosignal sensing garments has raised a range of issues including: innovative potentials for embedded peripheral awareness media; the expansion of the classical body to incorporate remotely sensed information; the issue of data semantics and the development of intensely personal non-verbal languages; and the issue of corporeal privacy when one’s biological information is exposed for potential download. They also bring into question how our bodily experiences might change when we incorporate remote sensory systems.
keywords Enabled apparel; emotional tools; biosignals
series SIGRADI
email
last changed 2016/03/10 09:53

_id 2006_114
id 2006_114
authors Hirschberg, Urs; Allen Sayegh; Martin Frühwirth and Stefan Zedlacher
year 2006
title 3D Motion Tracking in Architecture - Turning Movement into Form - Emerging Uses of a New Technology
doi https://doi.org/10.52842/conf.ecaade.2006.114
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 114-121
summary Tracking in space is an important bridge between physical and virtual environments. Optical 3D motion capture systems have become standards in the special effects industry and are increasingly common in medical applications, as well as in Virtual Reality (VR) and Augmented Reality (AR) set-ups. Beyond these applications, there are a number of emerging uses for such systems in architectural design. The possibility to track complex movements in space in real time and at high precision can open up new modes of interacting with spaces, and of generating movement as form as part of an architectural design process. What makes these possibilities particularly interesting for architectural investigations is that they don’t have to be limited to a single user, but can happen in a collaborative way, involving many users simultaneously. After briefly explaining the technical aspects of the technology, an overview of such emerging uses is discussed. As an illustration of this potential, the results of a recent workshop are presented, in which a group of architecture students explored the hidden beauty of everyday movements and turned them into sculptural objects.
keywords Motion Tracking; Animation; Design Process; Augmented Reality; Digital Fabrication
series eCAADe
email
last changed 2022/06/07 07:50

_id 2006_640
id 2006_640
authors Jovanovic, Tatjana; Mats Nordahl and Johan Granberg
year 2006
title (Inter)facing the Wall - Integration of digital and building technology
doi https://doi.org/10.52842/conf.ecaade.2006.640
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 640-643
summary The paper examines possible transformation of an existing school info-board massive brick wall in the building entrance area, into a ‘Smart’ one, combining electronics, internet, IT and computer graphics with building technology. The project as a whole aims to improve communication and interaction between users within one building and to provide the reliable visual information which influences users’ activities in real-time
keywords ‘Smart’ wall; real-time; interaction; information visualization
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2006_503
id caadria2006_503
authors KAGA, ATSUKO; ATSUSHI MIYAGAWA, MASAHIRO KAWAGUCHI, WOOKHYUN YEO, TOMOHIRO FUKUDA
year 2006
title LANDSCAPE EVALUATION SYSTEM USING A 3D SPACE MODEL AND A CELLULAR PHONE WITH GPS CAMERA
doi https://doi.org/10.52842/conf.caadria.2006.x.g8f
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 503-512
summary In recent years there has been a demand that local residents take part in the planning of environmental designs from the initial stages. On the issue of understanding the local environment, it is desirable to accumulate and share information and to enable it to be reused. To this end, attention has been focused on the cellular phone which can provide position information and picture information in addition to serving as a tool of general communication. For several years now it has been increasingly common for cellular phones to be equipped with an E-mail function, a web browsing function, a camera function, a GPS function, etc. Using such cellular phones, it will become possible to quickly accumulate local information with detailed picture information and position information. On the other hand, it is desirable to look at and understand an environment interactively from various points of view from the initial stage of a project. For that purpose, examination using 3D space which makes real-time simulation possible is required. In this research, using a cellular phone with a GPS camera, scene image data is collected with the aim of constructing a local scene evaluation system which can perform a picture display using a 3D space model.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:50

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

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

_id 2006_128
id 2006_128
authors Kouzeleas, Stelios Th. and Kimon D. Papadimitriou
year 2006
title Real-time remote 3D digitizing and modelling
doi https://doi.org/10.52842/conf.ecaade.2006.128
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 128-131
summary This paper describes a procedure that feeds remotely a modelling system with geographical coordinates and the relative measurements taken in place in order to model dynamically new entities in real-time. The operation of this system is based on methodologies that are commonly used in telegeoprocessing – telegeomonitoring systems and its purpose is to simulate in real-time an existing environment using the captured measurements. The direct input of geographic data to the proposed system, which is adapted to a modelling environment (CAD or GIS), triggers the creation of new 3D entities in real-time (points, linear or area features), as it could be done with a traditional tablet digitizer. Simultaneously, the proposed system represents thematically the properties of the modelling entities (according to the measured values) over a 3D mesh. The aim of the suggested system is the remote registration of additional spatial information, their adequate treatment and adjustment via special developed interfaces, including their representation via developed software which is applied in the AutoCAD environment because of its programming development support and its use by a variety of engineers.
keywords Real-time modelling; Digitizing; Cartographic simulation; GIS
series eCAADe
email
last changed 2022/06/07 07:52

_id 2006_874
id 2006_874
authors Lee, Ming-xian and Ji-Hyun Lee
year 2006
title Form, Style and Function - A Constraint-Based Generative System for Apartment Façade Design
doi https://doi.org/10.52842/conf.ecaade.2006.874
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 874-883
summary This paper describes the development of a constraint-based generative system (FSF system) to support the design of middle and high-rise apartment façades from architectural plans. Floor plan and façade designs are heavily interrelated, and, sometimes, the plan constrains the façade design during the design process. This relationship lends itself to apply constraint-based systems and we have designed the system to connect intelligently between apartment plan and façade. In our system, we define constraints into three categories: structural form, architectural style and function. We use genetic algorithm to generate plausible alternatives quickly and augmented by a constraint-based system, façades can be generated and modified much more easily in terms of real-time visual feedback for checking violence of the constraints and of dealing with updates smoothly through intelligent connecting plans to façades.
keywords Generative system; Plan-to-façade; Constraint-based system; Intelligent CAD; Style description
series eCAADe
email
last changed 2022/06/07 07:51

_id ascaad2006_paper30
id ascaad2006_paper30
authors Ma, Yue and Mohammed Zaheeruddin
year 2006
title A Real-Time Simulation Tool for Fault Detection and Diagnosis of HVAC Systems
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 In this study, a real-time simulation tool was developed for online monitoring, control and diagnosis of HVAC systems. A twozone variable air volume terminal reheat (VAV-TRH) HVAC system is considered. The developed program can be used in offline and online environments. The offline environment allows the operators to examine optimal control strategies, and to investigate problems associated with improper size of components which could be the root cause of the fault. The online environment is useful for monitoring, control and diagnosis of HVAC systems. A set of expert rules were applied to identify the faults. Simulation results show that the developed tool is able to correctly identify the fault patterns and therefore can be used for improving operating performance of HVAC systems.
series ASCAAD
email
last changed 2007/04/08 19:47

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

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