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 acadia06_251
id acadia06_251
authors d’Estrée Sterk, Tristan
year 2006
title Shape Change in Responsive Architectural Structures: Current Reasons & Challenge
doi https://doi.org/10.52842/conf.acadia.2006.251
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 251-260
summary Shape control within architectural structures is a natural extension to the practice of engineering and architectural design. The knowledge needed for it’s development builds upon two well understood foundations: 1) the long existing knowledge that building performance and function are intimately connected to the shape of built spaces; and 2) the relatively new idea that embedded computational systems may be employed to control devices in useful and beautiful ways. When combined, each type of knowledge can be used to further architecture and engineering at both theoretical and methodological levels. Structural shape control is of major interest within architecture because it is the primary ingredient needed to produce building envelopes that change shape. Structural shape control also currently represents a major technological and methodological stumbling block for architects, posing many challenges that have theoretical and practical origins. Theoretically, responsive architectural structures demand a re-evaluation of existing notions of space making. Practically, these systems demand a re-evaluation of construction and design methodologies across both engineering and architectural practice.
series ACADIA
type normal paper
email
more admin
last changed 2022/06/07 07:55

_id 5094
id 5094
authors d’Estrée Sterk, Tristan
year 2006
title Responsive Architecture: User-centered Interactions within the Hybridized Model of Control
source Proceedings of the GAME, SET, MATCH II, conference at the Technical University of Delft, Netherlands, 29 March - 1 April 2006, pp. 494-501
summary In the September 1969 issue of Architectural Design, Andrew Rabeneck wrote about the use of cybernetic devices within an automated architecture. He hypothesized that the concept of ‘flexibility’ was introduced to architecture because existing building technologies were inherently inflexible. He argued that architects should use cybernetic technologies to produce completely new types of increasingly flexible, user-centred, buildings.

Three years later, Yona Friedman wrote about the changing relationship between clients and architects. He said that a new design methodology was needed because architects could not assess the future spatial needs of building users accurately enough. Proposing a new model, he split architectural design in two complementary halves, hardware design and software design, reasoning that this would give users the opportunity to adapt built spaces to suit their needs.

Both of these ideas describe approaches to the production of an architecture that can change shape and configuration in response to changing patterns of use. Rabeneck’s approach illustrates the benefit of predictive technologies and automation, while Friedman’s model illustrates the benefit of user intervention and direct manipulation. This paper discusses developments in the field of responsive architecture in relation to two opposing user-centred interaction methodologies. It proposes methods for controlling responsive buildings and suggests that human computer interaction methodologies need to be re-thought and extended when applied within intelligent, responsive, architectures.

keywords Responsive architecture, User-centred design, HCI, Intelligent buildings
series other
type normal paper
email
more admin
last changed 2017/04/10 13:08

_id d7d2
id d7d2
authors Verdy Kwee, Anthony Radford, Dean Bruton, Ian Roberts
year 2006
title Architecture | Media | Representations Survey- (Exigencies at a Media Crossroad)
source Challenges for Architectural Science in Changing Climates: Proceedings of the 40th Annual Conference of the Architectural Science Association ANZAScA Adelaide, Australia | 22- 25 November 2006
summary Architectural information has been presented in a myriad of ways through various media for the purpose of public education. Rapid technological change tremendously affects the modes and techniques of communication media necessitating a reassessment of these vehicles. This paper suggests that if the medium should continue to be the ‘massage’ (McLuhan, 1967), it is imperative that we should understand the implications our choice and use of various media for communication of specific data, especially in relation to a targeted audience.

The paper presents the results and analyses of an online user survey (please refer to http://cumincad.scix.net/data/works/att/8d88.content.09055.pdf) which considers the use of currently available media, their roles and performance in the delivery of information of architectural works. It proposes suggestions for the manner and reasons these factors fashion users’ preferences. It also highlights several aspects of architectural data (e.g. forms, lighting, materials, etc) as well as those of the respective media used to represent them while indicating how significant end-users perceive these aspects in the process of understanding architecture. The interpretations of the results outlined in this paper may suggest some answers to the questions relating to current media use, but they may also pose more questions about the types of and the manner in which information should be delivered to architecture enthusiasts/readers. This reassessment is intended to help anticipate future directions in the application of these media in presenting architectural information. Special attention is particularly paid to the opportunities afforded by the digital platform.

keywords architecture, media, representation, survey, architectural information
series other
type normal paper
email
more contact conference committee at http://www.adelaide.edu.au/anzasca2006/
last changed 2006/12/07 05:43

_id 2006_290
id 2006_290
authors Cenani, Sehnaz and Gulen Cagdas
year 2006
title Shape Grammar of Geometric Islamic Ornaments
doi https://doi.org/10.52842/conf.ecaade.2006.290
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 290-297
summary Shape grammars are the algorithmic systems used to analyze existing designs or create new ones. In spite of using text or symbols to express abstract representations, shape grammars aid to create novel designs through computational effort with shapes and rules. Many probabilities of rule selections and applications of these rules may generate emergent design solutions or create new design objectives. This paper aims to present the characteristics, shape grammar rules and historical background of geometrical ornaments in Islamic culture and to point out the possibilities of mathematics of symmetry. The knowledge presented in this paper can be used to generate new depictions and to gain new application areas like typography, wallpaper, landscape, façade design, tiling, jewelry, and textile designs. Even, these types of shape grammar studies can be used to open a novel approach as in Jean Nouvel’s “Arab World Institute” in Paris. The role of shape grammar analysis of geometrical Islamic ornaments explained in this paper is to increase the efficiency of architectural design education by facilitating the formal understanding of historical patterns. Novel use of shape grammars in education can enrich the designer’s ability to generate original designs. In this paper variants of Islamic ornaments are created with a CAAD program. A selected geometrical bezeme (ornament) from Islamic ornamental design is generated by encoding with a computer programming language. According to the generated bezeme, interaction scenario is as follows: Computer has the main control over grammar application. Only, some of the rules can be selected by the user. Varieties of this ornament are generated randomly through their line weight, line colors, filling types and filling colors. The shape grammar rules outlined in this paper are simple, but the resulting figures can be very inspiring. Furthermore, the endless potential for future design innovations is unlimited.
keywords Computer-generated geometrical design; shape grammar rules; geometrical Islamic ornaments; Islamic patterns
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2006_e183a
id sigradi2006_e183a
authors Costa Couceiro, Mauro
year 2006
title La Arquitectura como Extensión Fenotípica Humana - Un Acercamiento Basado en Análisis Computacionales [Architecture as human phenotypic extension – An approach based on computational explorations]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 56-60
summary The study describes some of the aspects tackled within a current Ph.D. research where architectural applications of constructive, structural and organization processes existing in biological systems are considered. The present information processing capacity of computers and the specific software development have allowed creating a bridge between two holistic nature disciplines: architecture and biology. The crossover between those disciplines entails a methodological paradigm change towards a new one based on the dynamical aspects of forms and compositions. Recent studies about artificial-natural intelligence (Hawkins, 2004) and developmental-evolutionary biology (Maturana, 2004) have added fundamental knowledge about the role of the analogy in the creative process and the relationship between forms and functions. The dimensions and restrictions of the Evo-Devo concepts are analyzed, developed and tested by software that combines parametric geometries, L-systems (Lindenmayer, 1990), shape-grammars (Stiny and Gips, 1971) and evolutionary algorithms (Holland, 1975) as a way of testing new architectural solutions within computable environments. It is pondered Lamarck´s (1744-1829) and Weismann (1834-1914) theoretical approaches to evolution where can be found significant opposing views. Lamarck´s theory assumes that an individual effort towards a specific evolutionary goal can cause change to descendents. On the other hand, Weismann defended that the germ cells are not affected by anything the body learns or any ability it acquires during its life, and cannot pass this information on to the next generation; this is called the Weismann barrier. Lamarck’s widely rejected theory has recently found a new place in artificial and natural intelligence researches as a valid explanation to some aspects of the human knowledge evolution phenomena, that is, the deliberate change of paradigms in the intentional research of solutions. As well as the analogy between genetics and architecture (Estévez and Shu, 2000) is useful in order to understand and program emergent complexity phenomena (Hopfield, 1982) for architectural solutions, also the consideration of architecture as a product of a human extended phenotype can help us to understand better its cultural dimension.
keywords evolutionary computation; genetic architectures; artificial/natural intelligence
series SIGRADI
email
last changed 2016/03/10 09:49

_id caadria2006_053
id caadria2006_053
authors HALIL ERHAN
year 2006
title LEARNING FROM MASTERS: ACADEMIC APPRENTICESHIP MODEL FOR COMPUTATIONAL DESIGN EDUCATION
doi https://doi.org/10.52842/conf.caadria.2006.x.i3p
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 53-61
summary Education is taking a new shape for the emerging needs of society. A considerable number of schools and disciplines are adapting active and cooperative learning to foster critical thinking and cognitive skill gaining. Design computation discipline also has to search for new models in education and experiment with these to evolve. This paper presents the current status in other disciplines. The lessons learned are used to develop the Academic Apprenticeship Model for teaching design computation courses.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ijac20064206
id ijac20064206
authors MacBain, Keith; Spillers, William R.
year 2006
title A Tool for the design of Fabric Structures
source International Journal of Architectural Computing vol. 4 - no. 2, 81-94
summary This paper describes the development of a tool, now available for use over the Internet, for the preliminary design of a class of fabric structures. This tool is based on the so-called grid method in which vertical equilibrium over a grid in the horizontal plane is used to determine shape for a cable net. It can subsequently be combined with other analysis routines to produce a detailed structural design.
series journal
last changed 2007/03/04 07:08

_id ascaad2006_paper4
id ascaad2006_paper4
authors Kouider, Tahar
year 2006
title Evolution or Revolution: is digital conceptual design the way forward for Architects?
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This research investigates architectural conceptual design and discusses its recent historical, philosophical and theoretical development within the overall architectural design process and attempts to establish an objective definition more tuned to current thinking and advancement in technology. It also evaluates the various traditional and information technology (IT) tools available to the designer and establishes their relationship to the conceptual design process in order to identify if any of these tools, in particular the IT tools, have a role to play in the practice and the enhancement of the conceptual design process. A survey of Scottish practicing architects (small to medium size practices) was undertaken to validate the results of the investigation. The results seem to suggest that IT tools are not essential to the conceptual design process but that they are very well capable of enhancing the creativity and speed of some aspects of it. They also suggest the existence of an inherent resistance amongst Architects / designers to utilising these tools in conceptual design. It is, furthermore, identified that if practitioners were to encompass new working practices and acquire new skills, IT tools could also provide powerful new modes of communication with the client. A correlation between the size of the practice and the degree of exposure and experience of IT tools was also established. To test some of the above findings, a design studio experiment was undertaken where half of the students adopted digital tools, utilising SketchUp software and digital sketchpads, whilst the others adopted traditional tools for the conceptual design part of their projects. No attempt was made to gauge the quality of the actual designs produced. The results indicate that the SketchUp group rated their conceptual design experience higher in terms of efficiency, flexibility and communication. The control group, who had dominantly adopted traditional freehand sketching, were impressed by the outcome from the SketchUp group. All student who answered the questionnaire, both SketchUp and control groups, said they would consider adopting some form of 3D sketching in the future.
series ASCAAD
email
last changed 2007/04/08 19:47

_id acadia07_284
id acadia07_284
authors Robinson, Kirsten; Gorbet, Robert; Beesley, Philip
year 2007
title Evolving Cooperative Behaviour in a Reflexive Membrane
doi https://doi.org/10.52842/conf.acadia.2007.284
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 284-293
summary This paper describes the integration of machine intelligence into an immersive architectural sculpture that interacts dynamically with users and the environment. The system is conceived to function as an architectural envelope that might transfer air using a distributed array of components. The sculpture includes a large array of interconnected miniature structural and kinetic elements, each with local sensing, actuation, and machine intelligence. We demonstrate a model in which these autonomous, interconnected agents develop cooperative behaviour to maximize airflow. Agents have access to sensory data about their local environment and ‘learn’ to move air through the working of a genetic algorithm. Introducing distributed and responsive machine intelligence builds on work done on evolving embodied intelligence (Floreano et al. 2004) and architectural ‘geotextile’ sculptures by Philip Beesley and collaborators (Beesley et al. 1996-2006). The paper contributes to the general field of interactive art by demonstrating an application of machine intelligence as a design method. The objective is the development of coherent distributed kinetic building envelopes with environmental control functions. A cultural context is included, discussing dynamic paradigms in responsive architecture.
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

_id eaea2005_61
id eaea2005_61
authors Stellingwerff, Martijn
year 2006
title Fabrication of detailed scale models for eye level visualisation
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. 61-68
summary Putting a camera close to a scale-model requires deliberately chosen abstractions and refinements in order to communicate the required architectural insights. Depending on what aspects exactly have to be evaluated (e.g. the visualisation of urban space, building blocks, façade structures, urban furniture, traffic, day and night situations, general atmosphere of a place etc.) different choices can be made for level of detail and materialisation of the scale-models. Specific computer controlled tools can be employed to gain high-precision control over model making. In this conference contribution an overview is provided of possibilities from our newly established Computer-Aided- Modelling-lab (CAM-lab). A selection of applications, made by students and researchers, will be presented. Specific choices can make or break the quality of the final presentation. Insight and knowledge of many available techniques, using the right tools and materials, can bring appropriate scenes before the camera. The input from unbiased and freely experimenting students can give happy surprises and new insights. While looking at the broad range of possibilities, inspired by innovative experiments of students in the workshop we work towards a set of best practices. Especially the integration of different digital and traditional techniques remains interesting.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id 4362
id 4362
authors Talbott K
year 2006
title Hand-Machine Conflict and the Ethics of Digital Fabrication
source Cheng R and Tripeny PJ (eds) Getting Real: Design Ethos Now, Proceedings of the 94th Annual Meeting of the Association of Collegiate Schools of Architecture, Salt Lake City, 2006, 207-214
summary The introduction of machines into human affairs produces tension between competing needs. We need to engage the world directly with the hand, and we need to augment the hand with mechanical power. What is the right balance between human autonomy and mechanical influence – between direct and indirect control? With the rise of the computer age, we seem to resolve the matter in favor of machines, encouraging their unrestrained expansion. However, a Resistance Movement persists. It resurfaces with each wave of technological invention, rekindling the tension. This can be seen in the current debate over the appropriate use of digital fabrication technology. Some architects believe it yields unprecedented creative freedom by overcoming the restrictions of mass production. Others believe it alienates us from a vital source of inspiration by deemphasizing direct contact with material. This paper examines the hand-machine conflict in its current form, and argues that its polarized categories cloud our thinking with false moral alternatives such as: embrace technology and foster a new aesthetic age, or resist it and protect mankind from further alienation. Instead, we should seek a third alternative that frees us from this either-or thinking. One established way of doing this in architectural design is to use traditional media and computer media in oscillation. The paper critically evaluates this approach and presents a design studio experiment that moves beyond oscillation, seeking a higher degree of hand-machine unity.
keywords digital fabrication, 3D printing, design, hybrid media
series other
type normal paper
email
last changed 2006/08/13 06:25

_id ascaad2006_paper14
id ascaad2006_paper14
authors Techel, Florian
year 2006
title Future of Communicating Digital Design in Architecture: overcoming the divisive power of Computer Aided Design
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 A few decades ago architects, engineers and the building industry relied on a set of self-developed tools for drawing and standards for communication within the profession and beyond. Everyone involved in the process of building understood these standards that were developed, controlled and updated by the profession. Today the situation appears more ambiguous. The introduction of Digital Media, and specifically Computer Aided Design, has greatly enhanced the potential for productivity gains. On the other hand, the lack of standardized open file exchange formats in CAD has created communication barriers by making data exchange more confusing and ambiguous. Frequently this has consumed the very productivity gains that were originally envisioned by industry. Problems with proper and fluent data exchange between software applications to no small extent are due to fundamental disagreements between software designers on the proper digital description of a building, leading to nearly insurmountable communication obstacles, designed to potentially divide the profession, practitioners and the educational environment. Consequently construction has not partaken in the productivity gains that other industries have enjoyed. Proprietary file formats and closed software systems have fostered the development of design camps that rally behind one software. Others reluctantly buy into certain “solutions” for they are perceived to be standards. Innovation is hampered as development of industry design tools is no longer controlled by architects, engineers and the construction sector but instead by private software companies frequently pursuing their Based on 20 years of experience with CAD in the profession and academia this paper critically investigates the status quo of CAD in the building industry. It points towards strategies of overcoming the current problematic situation and putting the profession back in control of its own communication process.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2006_234
id 2006_234
authors Donath, Dirk and Christian Tonn
year 2006
title Complex design strategies using building information models - Evaluation and interpretation of boundary conditions, supported by computer software
doi https://doi.org/10.52842/conf.ecaade.2006.234
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 234-243
summary The choice of a chord and its execution should be regarded as a must and not left to arbitrary wish or superficial speculation. (Johannes Itten, 1961) The paper describes a modular concept for the IT-support of planning practice using BIM (Building Information Modelling) and a parameterized building model. The platform used is the modularized software concept for architectural planning in existing built contexts (prototype software FREAK). The current progress in the development of a reasoned support of planning tasks is described in this paper in more detail. The system consists of a series of software prototypes which are linked to the BIM, utilize the specific data within and demonstrate the value of a consistent and extendable CAD-model. The “Colored Architecture” software prototype is one such design-support module of the software platform and enables the designer to experiment with the parameters colour, light and materials in architectural space. This module supports experimentation, assessment and realization of colours and materials in the architectural design process on a new quality. For instance, the integration of “live radiosity” light simulation allows a qualified and interactive assessment and evaluation of colours and materials in near-real lighting conditions. The paper also details further software prototypes, modules and concepts including building surveying and the design of self-supporting domed structures.
keywords Design; Parameterized Building Information Modelling; Plausibility; Planning Support; Colour, Material and Light Design
series eCAADe
email
last changed 2022/06/07 07:55

_id 2006_262
id 2006_262
authors Ibrahim, Magdy
year 2006
title To BIM or not to BIM, This is NOT the Question - How to Implement BIM Solutions in Large Design Firm Environments
doi https://doi.org/10.52842/conf.ecaade.2006.262
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 262-267
summary Building information modeling is the technology that is converting the workplace in design firms. The initial resistance to applying the concept has faded due to many reasons. Professional architects now see the feasibility and benefits of using the new technology. CAD managers in design firms are working toward the implementation of BIM packages in order to eventually, replace the conventional CAD platforms that are still widely used. However, there are still internal obstacles that slow down the process of the implementation. The change in the project management and the required proper training for the conversion are the two major internal obstacles. The current well organized work flow tailored around the conventional CAD platforms has to be changed in a way suitable for the new technology. The training firms provide for their employees should also be re-structured in a more vertical organization in order to guarantee that everyone understands the new concept and the new work flow. Architectural education usually reflects the needs of the work market. It is very important to understand the needs and identify the directions where the architectural education should go. What do we expect from newly graduated architects? How should we shift the focus toward BIM based CAD in design schools? And, what does it mean to teach modeling versus teaching drafting?
keywords Computer Aided Drafting; Building Information Modeling; Architectural Education
series eCAADe
email
last changed 2022/06/07 07:50

_id ascaad2006_paper7
id ascaad2006_paper7
authors Lömker, Thorsten M.
year 2006
title Designing with Machines: solving architectural layout planning problems by the use of a constraint programming language and scheduling algorithms
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 1845 Edgar Allan Poe wrote the poem “The Raven”, an act full of poetry, love, passion, mourning, melancholia and death. In his essay “The Theory of Composition” which was published in 1846 Poe proved that the poem is based on an accurate mathematical description. Not only in literature are structures present that are based on mathematics. In the work of famous musicians, artists or architects like Bach, Escher or Palladio it is evident that the beauty and clarity of their work as well as its traceability has often been reached through the use of intrinsic mathematic coherences. If suchlike structures could be described within architecture, their mathematical abstraction could supplement “The Theory of Composition” of a building. This research focuses on an approach to describe principles in architectural layout planning in the form of mathematical rules that will be executed by the use of a computer. Provided that “design” is in principle a combinatorial problem, i.e. a constraint-based search for an overall optimal solution of a design problem, an exemplary method will be described to solve problems in architectural layout planning. Two problem domains will be examined: the design of new buildings, as well as the revitalization of existing buildings. Mathematical and syntactical difficulties that arise from the attempt to extract rules that relate to the process of building design will be pointed out. To avoid conflicts relating to theoretical subtleness a customary approach has been chosen in this work which is adopted from Operations Research. In this approach design is a synonym for planning, which could be described as a systematic and methodical course of action for the analysis and solution of current or future problems. The planning task is defined as an analysis of a problem with the aim to prepare optimal decisions by the use of mathematical methods. The decision problem of a planning task is represented by an optimization model and the application of an efficient algorithm to aid finding one or more solutions to the problem. The basic principle underlying the approach presented herein is the understanding of design in terms of searching for solutions that fulfill specific criteria. This search will be executed by the use of a constraint programming language, which refers to mathematical as well as to integer and mixed integer programming. Examples of architectural layout problems will be presented that can be solved by the use of this programming paradigm. In addition to this, a second programming approach resulting from the domain of resource-allocation has been followed in this research. It will be demonstrated that it is as well possible, to aid architectural layout planning by the use of scheduling algorithms.
series ASCAAD
email
last changed 2007/11/27 08:22

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 3ac5
id 3ac5
authors Verdy Kwee, Antony Radford, Dean Bruton and Ian Roberts
year 2006
title Architecture | Media | Representations Survey- (Exigencies at a Media Crossroad)
source Adeliade, Australia
summary Architectural information has been presented in a myriad of ways through various media for the purpose of public education. Rapid technological change tremendously affects the modes and techniques of communication media necessitating a reassessment of these vehicles. This paper suggests that if the medium should continue to be the ‘massage’ (McLuhan, 1967), it is imperative that we should understand the implications our choice and use of various media for communication of specific data, especially in relation to a targeted audience. The paper presents the results and analyses of an online user survey which considers the use of currently available media, their roles and performance in the delivery of information of architectural works. It proposes suggestions for the manner and reasons these factors fashion users’ preferences. It also highlights several aspects of architectural data (e.g. forms, lighting, materials, etc) as well as those of the respective media used to represent them while indicating how significant end-users perceive these aspects in the process of understanding architecture. The interpretations of the results outlined in this paper may suggest some answers to the questions relating to current media use, but they may also pose more questions about the types of and the manner in which information should be delivered to architecture enthusiasts/readers. This reassessment is intended to help anticipate future directions in the application of these media in presenting architectural information. Special attention is particularly paid to the opportunities afforded by the digital platform.
keywords publications, user survey, perception, online, print content, education, understanding, information delivery, presentation
series other
type normal paper
email
last changed 2009/02/05 04:36

_id 8d88
id 8d88
authors Verdy Kwee, Antony Radford, Dean Bruton, Ian Roberts
year 2006
title Architecture | Media | Representations : Survey Data 2006
summary In the architecture education field, the modes of lecturers‚ deliveries are constantly assessed and rightly so, for their performance and effectiveness in disseminating information or imparting knowledge. This is normally done through institution-wide survey of student satisfaction. But are lectures the only source of knowledge in the process of understanding a particular architecture, for example? As we understand, this is not the case. Interestingly enough, as the attached survey shows, they are not even the preferred ones by most.

It could easily be established that architectural information has undergone various manners of representations in publications; most, if not all of which are author-driven in contents and structures. To whatever extent that these publications may have been relied upon as other sources of information and knowledge, it is unusual that there appears to be an absence of assessment of the effectiveness they assume to deliver. It is often found that in such publications, readers are met with irrational expectations of prior understanding of the subject matters that the publications themselves often become beacons which spotlight the positions or commands of knowledge of the authors rather than ones that genuinely guide readers to achieve maximum possible comprehension. Could the reclusive nature of the activity, brought upon by these publications unlike that of the lecture settings, allow them to be easily unquestion-ed/able? Or have they become so effective that their positions are beyond reproach?

In the age where a shadow of change is being brought upon by the presence of a more interactive electronic delivery, it is an interesting period to retreat and reassess the position of the current available media in relation to message recipients. Have the available sources of information really been effective? Will/Should Technology see mere replicas of traditional mode of delivery in digital forms? Could we see possible shifts of delivery methods? What should we be prepared for? These questions were springboards that launched the need for the survey. However, the collected data may be used in a few other various manners than to locate the present scenario or serve as basis to drive the future direction/s in architectural information representations.

keywords survey, media, representations, architectural information
series other
type normal paper
email
last changed 2006/07/05 05:36

_id 2006_636
id 2006_636
authors Wierzbicki-Neagu, Madalina and Ram Michael Wierzbicki
year 2006
title Mediated Space and Kinetic Architecture - The Synergy of Co-development
doi https://doi.org/10.52842/conf.ecaade.2006.636
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 636-639
summary This paper intends to explore structured approaches towards the research and development of performative architectural solutions that can fulfill the criteria of ‘mediated space’. Mediated space is intended to engage occupants of its boundaries in a proactive and interactive way. Altering the local microclimate and its physical parameters as well as the dynamic, responsive audiovisual ambience are examples of many imaginable methods of providing the perceptible output layer for mediated space.
keywords mediated space; synergy; kinetic structures; controlling; algorithms
series eCAADe
email
last changed 2022/06/07 07:57

_id 2006_320
id 2006_320
authors Ahmad, Sumbul and Scott Chase
year 2006
title Grammar Representations to Facilitate Style Innovation - An Example From Mobile Phone Design
doi https://doi.org/10.52842/conf.ecaade.2006.320
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 320-323
summary Previous research in generative design has suggested that shape grammar transformations could be used for developing new design styles by the systematic modification of grammars that encode existing styles. Our research explores how such grammar transformations can be facilitated to be responsive to changes in design style requirements. For this it is important to consider the structure and organization of rules, as well as the description of the styles of designs generated by a grammar. Using an example of mobile phone design, we outline the development of a flexible grammar structure that is conducive to transformations. The grammar is augmented with a style description scheme based on the concept of semantic differential to map the style characteristics of grammar components. These measures could be significant for driving purposeful grammar transformations for style adaptation and innovation.
keywords Design grammars; style; product design; generative design
series eCAADe
email
last changed 2022/06/07 07:54

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