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 ijac20064405
id ijac20064405
authors Calderon, Carlos; Nyman, Karl; Worley, Nicholas
year 2006
title The Architectural Cinematographer: Creating Architectural Experiences in 3D Real-time Environments
source International Journal of Architectural Computing vol. 4 - no. 4, pp. 71-90
summary This paper addresses the problem of creating new navigation paradigms for experiencing architectural designs in 3D real-time environments. The exploration of techniques other than still images or fly-through animations is complex and manifold, and requires the understanding and skills of many disciplines including cinematography, computer programming, architectural design and communication of 3D space. In this article, we present the Architectural Cinematographer (AC), a first step towards new navigation paradigms for real-time interactive virtual environments that are intended to enhance architectural walkthroughs with interactive camera effects. The AC is a fully developed modification (mod) of the game UnrealTournament2004™ using the Unreal™ game engine and relies on the notions of architectural concepts, cinematographic techniques and game level design to structure the virtual environment (VE) content in a way that facilitates a perception of design qualities in virtual architecture. AC addresses the current lack of either software or a structured approach to facilitate this in real-time architectural visualizations.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000004/art00006
last changed 2007/03/04 07:08

_id sigradi2006_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 sigradi2006_c133d
id sigradi2006_c133d
authors Castañé, Dora
year 2006
title Rosario, Views on the Integral Revitalization of a Cultural Heritage
source SIGraDi 2006 - [10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006
summary This work shows the study of the methods and techniques for the development of a virtual vision VRML 3D included in an "Digitally-integrated knowledge base" with interactive interphases of a significantly revitalized fragment of a central area of the city of Rosario, Province of Santa Fé, Argentina, that includes an emblematic heritage for the Argentineans: the National Monument to the Flag. Digital models that partly allow the development of a hypothesis of integration between the digitized information and information technology - new digital proximity - to the effects of being able to investigate the generation of multimedia database that includes three-dimensional and dynamic models of the mentioned type, in this case, urban, architectonic, and cultural heritage. Different views and research on heritage have been developing. Nevertheless, the use of these new 3D non-immersive technologies and inter-phases are opening a new field of vision and understanding of the subject.
keywords Urban-architectural planning; heritage; virtual reality
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:48

_id ijac20064205
id ijac20064205
authors Hadjri, Karim
year 2006
title Experimenting with 3D Digitization of Architectural Physical Models using Laser Scanning Technology
source International Journal of Architectural Computing vol. 4 - no. 2, 67-80
summary This paper assesses the use of 3D Digitization techniques by carrying out laser scanning of typical physical models produced by architecture students. The aim was to examine the product of laser scanning with respect to scanning and 3D modeling processes, and the effects of variables such as characteristics of the models, materials used, and design complexity. In order to assess the similarities and accuracies achieved by the scanning and 3D modeling processes, the research investigated human perception of differences between analogue and digital models. This enabled an assessment of the degree to which digital models were accurate representations of the real ones, and whether laser scanning can successfully be used as a medium to recreate and represent complex architectural physical models. The study presents a potential direction for digital translation in architectural education.
series journal
last changed 2007/03/04 07:08

_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 ddss2006-hb-85
id DDSS2006-HB-85
authors J.A.M. Borsboom-van Beurden, R.J.A. van Lammeren, T. Hoogerwerf, and A.A. Bouwman
year 2006
title Linking Land Use Modelling and 3D Visualisation - A mission impossible?
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. 85-101
summary Additional to the traditional land use maps 3D visualisation could provide valuable information for applications in the field of spatial planning, related to ecological and agricultural policy issues. Maps of future land use do not always reveal the appearance of the physical environment (the perceived landscape) as a result of land use changes. This means that 3D visualisations might shed light on other aspects of changed land use, such as expected differences in height or densities of new volume objects, or the compatibility of these changes with particular characteristics of the landscape or urban built environment. The Land Use Scanner model was applied for the Netherlands Environmental Assessment Agency's 'Sustainability Outlook' to explore land use changes, followed by GIS analyses to asses both the development of nature areas and the degree of urbanisation within protected national landscapes. Since it was felt that 3D visualisation could complement the resulting land use maps, the land use model output was coupled to 3D visualisation software in two different ways: 1) through Studio Max software in combination with iconic representation of the concerned land use types and 2) through 3D components of GIS software. However, the use of these techniques on a national scale level for the generation of semi-realistic 3D animations raised a number of conceptual and technical problems. These could be partly ascribed to the particular format and of the Land Use Scanner output. This paper discusses the methods and techniques which have been used to couple the output of the land use model to 3D software, the results of both approaches, and possible solutions for these problems.
keywords Land use models, 3D visualisation, Policy-making
series DDSS
last changed 2006/08/29 12:55

_id ddss2006-hb-151
id DDSS2006-HB-151
authors Jean-Marie Boussier, P. Estraillier, D. Sarramia, and M. Augeraud
year 2006
title Approach to Design Behavioural Models for Traffic Network Users - Choice of transport mode
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. 151-166
summary Our research work concerns the development of a multimodal urban traffic simulator designed to be a tool of decision-making aid similar to a game wherein the user-player can test different scenarios by immersion in a 3D virtual city. Our approach is based on the activity-based model and the multi-agent technology. The implemented result is a hybrid simulator connecting numerical simulation and behavioural aspects coming from real data. This paper is focused on two points: firstly, we introduce how a final user (the traffic regulator) instantiates and assembles components so as to model a city and its urban traffic network; secondly, we present the use of Dempster-Shafer theory in the context of discrete choice modelling. Our approach manipulates input variables in order to test realistic representations of behaviours of agent categories in a decision-making process. The traffic modelling is based on a questionnaire elaborated from standard arrays of Taguchi. The significant variables and interactions are determined with the analysis of variance which suggests a reduced model describing the behaviour of a particular social category. The belief theory is used to take into account the doubt of some respondents as well as for the preferences redistribution if the number of alternatives changes. The effects of external traffic conditions are also quantified to choose a 'robust' alternative and to use the agents' memory.
keywords Urban traffic simulator, Virtual city, Multi-agent system, Behavioural model, Transport mean, Taguchi's method, Belief theory
series DDSS
last changed 2006/08/29 12:55

_id 2006_710
id 2006_710
authors Jemtrud, Michael; Philam Nguyen; James Hayes; Grant Oikawa and Ryan McLennan
year 2006
title A Theory of Artistry for 3D Data Fusion - The element of craft in digital reconstruction
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 710-713
doi https://doi.org/10.52842/conf.ecaade.2006.710
summary The following paper will articulate through an urban renewal proposal project for an area in Montréal, Canada that uses a “3D imaging and modeling protocol” and that accounts for the interaction between mediation and making in digitizing and constructing existing conditions digital artifacts. The protocol incorporates multi-sensor technologies with modeling and rendering techniques through a process of interpolation between a heterogeneous set of existing photographic, physical, and 2D documentation. The mode of operation implemented is a multi-layered and hybrid approach that recognizes the interplay between human scale and perception, visualization and abstraction of data and geometric accuracy, space and time.
keywords 3D modeling; digital reconstruction; craft; urban re-development
series eCAADe
email
last changed 2022/06/07 07:52

_id ijac20064102
id ijac20064102
authors Lee, Jackie Chia-Hsun; Hu, Yuchang; Selker, Ted
year 2006
title iSphere:A free-hand 3D modeling interface
source International Journal of Architectural Computing vol. 4 - no. 1, 19-31
summary Making 3D models should be an easy and intuitive task like free-hand sketching. This paper presents iSphere, a 24 degree of freedom 3D input device. iSphere is a dodecahedron embedded with 12 capacitive sensors for pulling-out and pressing-in manipulation on 12 control points of 3D geometries. It exhibits a conceptual 3D modeling approach for saving mental loads of low-level commands. Using analog inputs of 3D manipulation, designers are able to have high-level modeling concepts like pushing or pulling 3D surfaces. Our experiment shows that iSphere saved steps in the selection of control points in the review of menus and leading to a clearer focus on what to build instead of how to build it. Novices saved significant time learning 3D manipulation by using iSphere to making conceptual models. However, one tradeoff of the iSphere is its lack of fidelity in its analog input mechanism.
keywords 3D Input Device; Proximity Sensing; Parametric Modeling; Human-Computer Interaction
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00003
last changed 2007/03/04 07:08

_id 2006_730
id 2006_730
authors Paterson, Inga
year 2006
title Architectural Interiors and Exteriors in Computer Games
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 730-737
doi https://doi.org/10.52842/conf.ecaade.2006.730
summary This paper looks at the design of place in a game environment. Many 3D video games have a strong orientation to streetscape and interior design. This paper questions what can be learned from architectural insights and examines how cultural references can be used in computer games to enhance the game experience by supporting game play through a deepened sense of immersion. Focusing on the cultural ideologies of play, this paper sets out to consider the suitability of real-world building design in the creation of game-world environments, with an emphasis on how level design can be enhanced through a deepened understanding of the virtual locations in which the game challenges are situated.
keywords Game-world; game-play; architectural-design; immersive environments
series eCAADe
email
last changed 2022/06/07 07:59

_id ddss2006-hb-19
id DDSS2006-HB-19
authors Paul Pfaffenbichler, Andrés Monzón, Ana M. Pardeiro, and Paula Vieira
year 2006
title Development of a Hierarchical Approach to Assess the Impacts of Transport Policies - The Madrid 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. 19-34
summary To make our cities sustainable is one of today's major challenges. The complexity of this task requires suitable planning tools. The aim of this paper is to present a hierarchical modelling approach to assess the effects of transport and land use projects and instruments. First a brief definition of the overall objective sustainability is given. This is followed by the description of the suggested hierarchical approach. A strategic, dynamic land use and transport interaction model builds the basis and is linked to models on a different spatial and functional level. A case study covering the Spanish region of Madrid ('Comunidad de Madrid') was selected to demonstrate the applicability. In particular the effects of the public transport infrastructure projects, the extension of the metro line number 9 and bus lanes on all radial highways, should be assessed. It is demonstrated that the suggested approach is applicable and suitable. The overall effect of the metro line extension and the bus lanes is positive. Nevertheless their contribution to a sustainable urban region is limited. Comprehensive strategies are needed to achieve the objective of sustainability. It could be shown that the projects can even have some negative local effects in the long term.
keywords Simulation, Evaluation, Land-use-transport models, Sustainability, Environmental effects
series DDSS
last changed 2006/08/29 12:55

_id ascaad2006_paper8
id ascaad2006_paper8
authors Abdullah, Sajid; Ramesh Marasini and Munir Ahmad
year 2006
title An Analysis of the Applications of Rapid Prototyping in Architecture
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 Rapid prototyping (RP) techniques are widely used within the design/manufacturing industry and are well established in manufacturing industry. These digital techniques offer quick and accurate prototypes with relatively low cost when we require exact likeness to a particular scale and detail. 3D modeling of buildings on CAD-systems in the AEC sector is now becoming more popular and becoming widely used practice as the higher efficiency of working with computers is being recognized. However the building of scaled physical representations is still performed manually, which generally requires a high amount of time. Complex post-modernist building forms are more faithfully and easily represented in a solid visualization form, than they could be using traditional model making methods. Using RP within the engineering community has given the users the possibility to communicate and visualize designs with greater ease with the clients and capture any error within the CAD design at an early stage of the project or product lifecycle. In this paper, the application of RP in architecture is reviewed and the possibilities of modeling architectural models are explored. A methodology of developing rapid prototypes with 3D CAD models using methods of solid freeform manufacturing in particular Fused Deposition Modeling (FDM) is presented and compared against traditional model making methods. An economical analysis is presented and discussed using a case study and the potential of applying RP techniques to architectural models is discussed.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ddss2006-pb-101
id DDSS2006-PB-101
authors Aloys W.J. Borgers, I.M.E. Smeets, A.D.A.M. Kemperman, and H.J.P. Timmermans
year 2006
title Simulation of Micro Pedestrian Behaviour in Shopping Streets
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 101-116
summary Over the years, scholars have developed various models of pedestrian movement. These models can be used to assess the effects of detailed design decisions or to predict pedestrian behaviour under conditions of crowding. To date, not much attention has been paid to pedestrians' shopping behaviour at the micro level. Therefore, the main purpose of this project is to test a model that aims at simulating micro pedestrian behaviour in shopping streets, including entering shops. The model assumes a detailed network of links to represent the structure of street segments and entrances to the shops. The basic principle underlying the model is that a pedestrian moves from one link in the network to another, adjacent link. In fact, a pedestrian enters a segment at one side, heading for the other side of the segment. However, a pedestrian might enter the segment by leaving a shop as well. Then, the pedestrian might be heading for either side of the segment. While transferring from the current link to the next link, the pedestrian will be attracted by the shops along both sides of the street. The study area is Antwerp's main shopping street. During a one-week workshop in July 2004, students observed pedestrian movement in this shopping street. An inventory of some physical characteristics of the shopping street was made and pedestrians were tracked through two separate segments of the shopping street. In total, 334 pedestrians were tracked. A conventional multinomial logit model is used to simulate pedestrians' micro behaviour. The process of consecutively selecting links continues until the pedestrian has reached one of the terminal links or a shop. The model performs very well. Simulated routes were used to assess the validity of the model. Observed and simulated link loading correspond fairly well, however, the model seems to slightly mispredict the attraction of a number of shops.
keywords Micro pedestrian behaviour, Shopping street, Simulation
series DDSS
last changed 2006/08/29 12:55

_id 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 sigradi2022_187
id sigradi2022_187
authors Andia, Alfredo
year 2022
title SynBio-Design: Building new infrastructures and territories with Synthetic Biology.
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 1213–1224
summary Which kind of imagination do we need for the future of our planet? In the past 150 years, we have completely transformed our biosphere. Today we have arrived at points of no return in global warming! The temperature of the Arctic Ocean will increase by 3-5°C by mid-century. This will lead to disastrous ocean acidification, sea-level rise, and worst of all the thawing of the permafrost that will release 1 trillion tons of carbon dioxide into the atmosphere. In this paper, we argue that building with biology will be the most important force to transform our planet. Since 2006, Synthetic Biology (SynBio) has surfaced as the fastest-growing technology in human history. SynBio involves emerging techniques that allow us to design, edit, and engineer all kinds of living organisms. In this paper, we elaborate on its potential development in growing infrastructures and its impacts on architectural thinking.
keywords Bio-Inspired Design, Synthetic Biology, Bio-Architecture, Climate Change, Biotechnology
series SIGraDi
email
last changed 2023/05/16 16:57

_id sigradi2006_e159b
id sigradi2006_e159b
authors Barrow, Larry
year 2006
title Digital Design Pedagogy - Basic Design - CADCAM Space Box Exploration
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 127-130
summary This proposed paper will highlight the work of a “pre-architecture” graduate student’s work produced in a “Digital Design II” course in Spring 06. This student has a bachelor’s degree in Architectural Technologies and hopes to attend a “professional” degree program in architecture after completing our Master of Science degree program. The student entered our “pre / post-professional” graduate program as a means of learning more about design, technology and architecture. This provided a rare opportunity to do “research” in the area of digital technology in the early formative phases of a new architecture / design students development. The student chose to study “shadows” as a means of design inquiry. The primary focus of the work was the study of various “4” x 4” x 4” “space-cubes.” The student was given various “design” constraints, and “transformative” operations for the study of positive-negative space relationships, light+shadows, and surface as a means of gaining in-sight to form. The CADCAM tools proved to be empowering for the student’s exploration and learning. With the recent emergence of both more user-friendly hardware and software, we are seeing a paradigm shift in design “ideation.” This is attributed to the evolving human-computer-interface (HCI) that now allows a fluidic means of creative design ideation, digital representation and physical making. Computing technology is now infusing early conceptual design ideation and allowing designers, and form, to follow their ideas. The argument will be supported with primary evidence generated in our pedagogy and research that has shown the visualization and representational power of emerging 2D and 3D CADCAM tools. This paper will analyze the basic “digital design” process used by the writer’s student. Architectural form concepts, heretofore, impossible to model and represent, are now possible due to CADCAM. Emerging designers are integrating “digital thinking” in their fundamental conceptualization of form. These creative free-forms are only feasible for translation to tectonic form using digital design-make techniques. CADCAM tools are empowering designers for form exploration and design creativity. Current computing technology is now infusing the creative design process; the computer is becoming a design “partner” with the designer and is changing form and architecture; thus, we are now seeing unprecedented design-make creativity in architecture.
keywords Basic Design; CADCAM; Digital Design; Virtual 3D Models; Physical 3D Printed Models
series SIGRADI
email
last changed 2016/03/10 09:47

_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
email
last changed 2022/06/07 07:49

_id 2006_656
id 2006_656
authors Breen, Jack and Martijn Stellingwerff
year 2006
title De-coding the Vernacular - Dynamic Representation Approaches to Case-based Compositional Study
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 656-663
doi https://doi.org/10.52842/conf.ecaade.2006.656
summary Representational approaches have always played an important role in the design-driven development of built environments, the analytical study of architectural compositions and their effects. With the introduction – and successive steady development – of computer-based platforms of visualization, the professional and intellectual palette of designers, as well as researchers, have expanded considerably. Nonetheless, in recent years the opportunities for systematic scrutiny and understanding of the expressive qualities of design proposals and artefacts have all too frequently been overshadowed by high-flying conceptual developments and seductive representation modes. It is time that the objective description and unravelling of architectural compositions – so to speak the discipline of Ekphrasis in design practice, education and research – is once again given more prominence in architectural discourse and debate. The central idea behind this contribution is that, by linking instruments of design with the methods of formal composition and decomposition, renewed opportunities for representation-driven study in a scholarly context, focusing upon elusive compositional attributes and their workings, may be given a new impulse. The project that is presented here concerns a case-based explorative study into the domains of aesthetic convention and invention, making use of a variety of virtual and physical representation techniques. These include digital as well as tangible modelling and sketching approaches (separately and in combination), in conjunction with computer-based image manipulation techniques, making use of systematic data identification and denotation. The opportunities, merits and shortcomings of the computer-based and physical visualization approaches, which were applied and tested, are discussed on the basis of results and findings from the ongoing AA Variations project.
keywords Design representation; Computer-based sketching; Virtual and physical modelling; Compositional variation; Contemporary aesthetics
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2006_c048c
id sigradi2006_c048c
authors Bruscato Portella, Underléa
year 2006
title I+D _ Ideación Digital en la Arquitectura Actual [I+D_Digital ideas in contemporary architecture]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 258-262
summary Based on study of recent projects develop by reputed architectural firms, this paper reviews the role of digital techniques in the conception of design, describing mainly the proposals for Philarmonic Orchestra of Copenhagen by Jean Nouvel and the Harbour of Tenerife by Herzog and De Meuron, Both projects state innovative architectural concepts with diverse graphic resources. Digital media is not used as a specific tool, but as an integrated repertoire related to design issues, Image processing, photo-collages, 3D modelling, renderings, colored layouts and graphic sequences are applied to explore novelty shapes, spatial qualities, functional arrangements and constructive strategies. In these cases computer technologies are participating in design generation supporting overall architectural creativity. In order to benefit from new design media that approach express the relevance of firms' culture related to innovation and development (I+D).
series SIGRADI
email
last changed 2016/03/10 09:47

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