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

_id caadria2006_553
id caadria2006_553
authors MARY LOU MAHER, ZAFER BILDA, LEMAN FIGEN GÜL, DAVID MARCHANT
year 2006
title STUDYING COLLABORATIVE DESIGN IN FACE TO FACE, REMOTE SKETCHING, AND 3D VIRTUAL WORLD ENVIRONMENTS
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 553-555
doi https://doi.org/10.52842/conf.caadria.2006.x.j4o
summary The impact of collaborative design in virtual environments on the behaviour of designers depends on the nature of the design task and the resources available to the designers. By introducing new technology, we can identify the kinds of positive impacts that should be integrated, and the kinds of negative impacts that should be eliminated, in order to improve the collaborative design environment. We studied designers collaborating in three environments: (1) face-to-face with their current design and communication tools (pen and paper), (2) a shared remote drawing system (Group Board) with synchronous voice and video conference and (3) a 3D virtual world with synchronous voice and video conference. Collaborative design sessions of 5 architect pairs were video recorded. They respectively worked on separate design briefs in the three different design settings. Protocol analysis was used to study and compare collaborative design behaviour.
series CAADRIA
email
last changed 2022/06/07 07:50

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

_id 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
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 114-121
doi https://doi.org/10.52842/conf.ecaade.2006.114
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 caadria2006_101
id caadria2006_101
authors IVAN REDI, ANDREA REDI
year 2006
title A.N.D.I. - A NEW DIGITAL INSTRUMENT: For networked creative collaboration in architecture and net.art
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 101-110
doi https://doi.org/10.52842/conf.caadria.2006.x.i0a
summary an open source software project, has objective to develop a run-time environment with the focus on the applications for the networked international and cross-disciplinary production in the creative sphere of architecture, urban planning, design and net.art. It is a digital environment which opens the possibilities to generate advanced projects in a networked society. This new working tools will increase the creativity, productivity and competitiveness of the involved actors by drawing upon and developing technologies for virtual, augmented and mixed realities. A.N.D.I. has two basic aspects. On the one hand it is a database driven collaborative environment and on the other hand it will enable the development of future software and tools for networked creative collaboration.
series CAADRIA
email
last changed 2022/06/07 07:49

_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 sigradi2006_c038a
id sigradi2006_c038a
authors Monedero, Javier
year 2006
title Autoaprendizaje, integración transversal y diseño 3D [Self learning, transversal integration and 3D design]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 80-83
summary The paper begins with some considerations about the historical evolution of parametric design methods in the advanced industry and their forecoming transference to the field of architecture. Following these considerations it is maintained that this transference will bring about a second revolution in the educational methodologies, more important than the first one, and that this will result in a clearer separation between conceptual knowledge and instrumental knowledge. The need to give a proper place to a growing sector of information and mechanical methods of learning in the academic world should lead to a an adequate integration of computer aided instruction, a broader collaboration between different departments and to e-learning methods established on a regular basis. In this context, an outline of a new experience of this kind, that will start next term in our school, is presented.
series SIGRADI
email
last changed 2016/03/10 09:55

_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 sigradi2006_000
id sigradi2006_000
authors Soza, Pedro (ed.)
year 2006
title SiGradi2006
source Proceedings of the 10th Iberoamerican Congress of Digital Graphics Graphics / ISBN 956-19-0539-6] Santiago de Chile (Chile) 21-23 november 2006, 494 p.
summary Forty years of development have passed since digital technologies were used in the service of design for the first time but many of the early questions about its usefulness are still open. The beginning [early] period, known as call “analytical”, was founded in a rational and reductionist understanding of the phenomenon, including those related to creative processes. The target was rational optimization for possible solutions around a given problem. Later on, the graphic technologies development meant a huge jump in issues concerning 3D representation of designed objects. A great interest in visualization and “the virtual” then arose: almost everything and any shape, could be modelled and visualized, obtaining representations of space, time, light and matter as never seen before in any field related to imaging. Today these useful technologies are amplified due to the connectivity of the web, stimulating the birth of applications and models which seek to optimize the production processes. However, before of its impact, there is still a question waiting to be answered since the first days of CAD: has all this technology actually allowed the development of better design? The answer doesn’t seem to be obvious, when above all we see ourselves facing the context of a global world that becomes more and more complex. Digital technology is developing very rapidly. Despite this, an equally accelerated improvement in design products is not so clear. The reason for this could be the fact that our practices as designers have not been updated and improved at the same speed as technology. This next Sigradi is about debating how our organizational practices are changing with the digital phenomenon and how the users can positively trigger the potential that lies in these technologies. The hypothesis that underpins this question is the consideration that digital technologies are a unique platform to achieve the necessary integration of knowledge that must feed any contemporary design process. We think that the integration of multidisciplinary knowledge, memories, values and imagination must become the starting point in the production of better design.
series SIGRADI
email
last changed 2016/03/10 10:01

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

_id 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
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 304-316
doi https://doi.org/10.52842/conf.acadia.2006.304
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 2006_074
id 2006_074
authors Gül, Leman Figen and Mary Lou Maher
year 2006
title The Impact of Virtual Environments on Design Collaboration
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 74-83
doi https://doi.org/10.52842/conf.ecaade.2006.074
summary With recent developments in communication and information technology there has been increasing research into the role and the impact of computer media in collaborative design. This paper presents a case study that compares two designers collaborating in three different types of virtual environments with face to face (FTF) collaboration. The aim of the study is to identify similarities and differences between remote locations in order to have a better understanding of the impact of different virtual environments on design collaboration. Our results show that the architects had different designing behaviour depending on the type of external representation: they developed more design concepts, and had more design iterations through analysis-synthesis-evaluation while designing FTF and in a remote sketching environment; while the same architects focused on one design concept and making the design when designing in 3D virtual worlds.
keywords Collaborative design; virtual environments; remote sketching; 3D virtual worlds; face to face collaboration
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia07_040
id acadia07_040
authors Hyde, Rory
year 2007
title Punching Above Your Weight: Digital Design Methods and Organisational Change in Small Practice
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, 40-47
doi https://doi.org/10.52842/conf.acadia.2007.040
summary Expanding bodies of knowledge imply expanding teams to manage this knowledge. Paradoxically, it can be shown that in situations of complexity—which increasingly characterise the production of architecture generally—the small practice or small team could be at an advantage. This is due to the increasingly digital nature of the work undertaken and artefacts produced by practices, enabling production processes to be augmented with digital toolsets and for tight project delivery networks to be forged with other collaborators and consultants (Frazer 2006). Furthermore, as Christensen argues, being small may also be desirable, as innovations are less likely to be developed by large, established companies (Christensen 1997). By working smarter, and managing the complexity of design and construction, not only can the small practice “punch above its weight” and compete with larger practices, this research suggests it is a more appropriate model for practice in the digital age. This paper demonstrates this through the implementation of emerging technologies and strategies including generative and parametric design, digital fabrication, and digital construction. These strategies have been employed on a number of built and un-built case-study projects in a unique collaboration between RMIT University’s SIAL lab and the award-winning design practice BKK Architects.
series ACADIA
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
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 436-443
doi https://doi.org/10.52842/conf.ecaade.2006.436
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 acadia06_342
id acadia06_342
authors Kobayashi, Yosihiro
year 2006
title Self-Organizing Map and Axial Spatial Arrangement: Topological Mapping of Alternative Designs
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 342-355
doi https://doi.org/10.52842/conf.acadia.2006.342
summary This research attempts to formulate a computational framework for exploring spatial arrangements in the early phases of design. In the physical world, this could be compared to exploring spatial arrangements using cardboard cut-outs or simply a grid of spaces on paper. This research demonstrates the framework by means of a generative design system that introduces axial order in a plan parti made up of discrete 3D objects. The tool is designed to organize the 3D objects along an Axis specified by the user and also rearrange them following user-defined mathematical expressions. The numerical parameters (the dimensions and physical properties of the individual objects) are linked through the mathematical expressions to vary the spatial arrangement of objects. Implementation of the tool involves the Self Organizing Maps (SOMs) as the Graphical User Interface (GUI) in generative systems. This allows the user to select and dynamically view spatial arrangements that have been organized on a map based on their similarity. The application is implemented, tested, and its results are demonstrated using buildings designed by Louis I. Kahn, Frank Lloyd Wright and Mies van der Rohe.
series ACADIA
email
last changed 2022/06/07 07:51

_id caadria2006_581
id caadria2006_581
authors KUO-HSIEN HUANG, CHING-HUI HUANG
year 2006
title APPLICATIONS OF THE DIGITAL MODEL DATABASE FOR TAIWAN CITY AND ARCHITECTURE: The interactive entertainment platform
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 581-583
doi https://doi.org/10.52842/conf.caadria.2006.x.d1a
summary In Taiwan, the National Science Council (NSC) has launched the “National Digital Archives Program” (NDAP) since 2002. We participated in two projects: “The 3D digital museum of Taiwan city and architecture” and “Digital model database and professional service for Taiwan city and architecture”. The first one attempted to build a virtual museum for Taiwan city and architecture through the past four hundred years. The second one was a value-added project which intended to further apply the digital contents of the previous one. This project was consisted of 3D refined data, digital knowledge database, and architecture professional service. We were responsible for the 3D refined data. As a result, the digital model database included three cities: Hsinchu, Chiayi, and Tainan, as well as sixty-four architecture models. The interactive entertainment platform is an important leisure in our daily life. In general, the interactive entertainment includes five types: arcade game, PC game, on-line game, TV game, and mobile entertainment. This research pays attentions to the arcade game which presents dynamic interactions between machine and users. Following the improvements of design techniques, we have opportunities to experience many arcade games with different purposes, such as drum game, dance game, and fishing simulator. However, we further apply the digital model database to create an interactive entertainment platform for a racing arcade game.
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia07_138
id acadia07_138
authors Mathew, Anijo Punnen
year 2007
title Beyond Technology: Efficiency, Aesthetics, and Embodied Experience
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, 138-145
doi https://doi.org/10.52842/conf.acadia.2007.138
summary The spaces we live in are increasingly entwined in a complex weave of architecture and technology. With the evolution of intelligent devices that work in the background, design of place will eventually be a seamless integration of not just efficient but also experiential and virtual technologies. This signals a paradigm shift because “smart” architecture affords users a new interaction with architecture. In spite of such promises, we have seen interactive architecture ideas and “smart” environments only within laboratory walls or in the form of simplistic implementations. Perhaps the reason is simple. Rachael McCann asks if the integration of technology within the context of an increasingly information-driven modern era has abandoned the body in favor of the mind (McCann 2006). If we acknowledge that “smart” computing has the opportunity to transcend an efficient backbone to generator of experiences, perhaps we, as designers, must reconsider our position and strategy in this modern world. This paper is designed as a critical essay—one which evaluates interactive architecture and “smart” environments within the context of today’s socio-cultural climate. The paper hopes to open a discussion about the role of computing as architecture and the role of the architect in the design of such architecture.
series ACADIA
email
last changed 2022/06/07 07:58

_id caadria2006_397
id caadria2006_397
authors MOHAMED ALAA MANDOUR
year 2006
title SPATIALITY AND VIRTUALITY: "Perception Virtual Urban Environments"
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 397-404
doi https://doi.org/10.52842/conf.caadria.2006.x.x5a
summary This paper explores how the notions of SPATIALITY `public space’ can inform the debate over VIRTUALITY "electronic media". It examines the metaphorical adoption of urban models to look at electronic sociality and suggests approaches: suburbanized telecities, communitarian visions and accounts that appeal to a renewed public sphere. However, instead of trying to shift these metaphors by contrasting them to a purported real world, the paper examines how they shape an electronic architecture. In this sense, the `real’ city is the indefinable complexity and folding of spaces-lying outside the visualizations offered of cyberspace.
series CAADRIA
email
last changed 2022/06/07 07:49

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