CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 624

_id 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 acadia06_068
id acadia06_068
authors Elys, John
year 2006
title Digital Ornament
doi https://doi.org/10.52842/conf.acadia.2006.068
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 68-78
summary Gaming software has a history of fostering development of economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming software has been a poor offspring of high-end visualization. In a twist of irony, this paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 1974-1985 and it is still today, 20 years later the main component of all visualization programs. The development of the bump map is of particular interest; its evolution into a physical displacement map provides untold opportunities of the appropriation of the 2D image to a physical 3D object.To expose the creative potential of the displacement map, a wide scope of existing displacement usage has been identified: Top2maya is a scientific appropriation, Caruso St John Architects an architectural precedent and Tord Boonje’s use of 2D digital pattern provides us with an artistic production precedent. Current gaming technologies give us an indication of how the resolution of displacement is set to enter an unprecedented level of geometric detail. As modernity was inspired by the machine age, we should be led by current technological advancement and appropriate its usage. It is about a move away from the simplification of structure and form to one that deals with the real possibilities of expanding the dialogue of surface topology. Digital Ornament is a kinetic process rather than static, its intentions lie in returning the choice of bespoke materials back to the Architect, Designer and Artist.
series ACADIA
email
last changed 2022/06/07 07:55

_id 2006_506
id 2006_506
authors Fioravanti, Antonio and Rinaldo Rustico
year 2006
title x-House game - A Space for simulating a Collaborative Working Environment in Architecture
doi https://doi.org/10.52842/conf.ecaade.2006.506
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 506-511
summary The research consists of the set up of a game simulating a e Collaborative Working Environment – CWE – in Architectural Design. The use of a game is particularly useful as it makes it possible to simplify the complex terms of the problem and, through the game itself, makes it easier to study knowledge engineering tools, communication protocols and the areas of an ICT implementation of a general model of collaborative design. In the following several characteristics of the game are given (also with reference to other games) such as; participating actors (Wix 1997), the “pieces” (construction components) used, the modular space employed, the PDWs/SDW dialectics, the screenshot of the interface prototype, the score.
keywords Architectural Design; CWE; Game; Representation Model; KBs
series eCAADe
email
last changed 2022/06/07 07:50

_id ddss2006-pb-303
id DDSS2006-PB-303
authors Nishchal Deshpande, Bauke de Vries, and Jos van Leeuwen
year 2006
title Collaborative Design Knowledge Construction and Measuring Shared Understanding
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. 303-312
summary This paper describes a pilot test conducted as part of the ongoing research project. The performed pilot test describes the collaborative knowledge construction under two conditions: i) Collaborative knowledge construction in a traditional brainstorm setting ii) Collaborative knowledge construction in a proposed method (section number) described further in the paper. The pilot test focuses on measuring the shared mental model of a multi-disciplinary design team involved in a problem solving session. The approach to the study to predict shared understanding was to measure overlapping of mental models on a set of concept construct pairs of individuals during the design session. The findings of the pilot test were that the shared understanding in the proposed condition was better compared to the traditional means of brain storming.
keywords Collaborative design, Argumentation, Knowledge construction, Problem solving, Causal mapping
series DDSS
last changed 2006/08/29 12:55

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

_id sigradi2006_c193d
id sigradi2006_c193d
authors Ruiz-Tagle, Javier
year 2006
title Modelos de Simulación Urbana (Experiencia a Partir de un Juego de Estrategia) [Urban simulation models (experience throughout a strategic game)]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 386-391
summary The experience considers the achievement of a course for architecture and geography. The research penetrates into an experimentation based on the Systems Theory and the Systems Dynamics, which helps to understand the structure and the dynamics of the city, as a set of complex systems. SimCity, a game of strategy that allows to design, to plan, and to manage the dynamics of a city, is used as software. The experience had as principal target, tackling formulae of didactic experimentation, which integrate, by the application of networks and systems, the complex relations that configures the city. The methodology had theoretical and experimental stages, plus the achievement of a simulation exercise. The experience had very good reception, as method for learning and for research, despite the strange that it seemed in the beginning. Also, it generated a big aptitude to realize good research questions, since the behavior of many variables was learned to visualize simultaneously.
series SIGRADI
email
last changed 2016/03/10 09:59

_id a3c8
id a3c8
authors Verdy Kwee, Dean Bruton, Antony Radford
year 2006
title Visual Expressiveness in Educative Architectural Animations
source Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia. 2006, Kuala Lumpur, Malaysia November 29 - December 02, 2006
summary Consider the current graphic capabilities of multimedia authoring tools. Many information technologies have been exploited to the fullest in the gaming and advertising industries. As far as educational materials produced to explain outstanding architectural and many heritage works, most publications still rely on print media. While much digital information has been propagated online through the Internet (and a few CD-ROM formats could also be found) the techniques of delivery have yet to take advantage of potential technologies, preferring only to digitally replicate and hyperlink the structure and content found in their printed cousins. The reason for this slow adoption is not clear and paradoxical since our society places abundant emphasis and stresses the importance of education over games. However, it seems that the industry and, more importantly, the architecture discipline themselves do not appear to promote architectural visualisations as a significant contributor to the education and learning process. Therefore, educative architectural information visualisation may have to set itself apart, especially to generate growth and interest in this area.

This paper does not deal with the technical aspects of visualisation creation processes but proposes to emphasise architectural visualisations – animations, in particular - as a heightened form of art that could be approached with grammatical lens more than merely a technical exercise that aims to serve an outcome or an industry as they are often perceived now. Digital architectural visualisations and their delivery techniques can be expanded much more as an artistic (architectural) expression like architectural writings are to authors, games to game designers. Although differences could be identified, there are numerous lessons that can be drawn from other forms of art to propel architectural visualisations to a new level beyond those seen in real-estate websites, architectural practices and most students’ works in reputed educational institutions.

Architectural information is peculiar to each building. In order to explicate the essences of architectural works (i.e. the vocabularies, designer’s intents, etc), in all fairness, their presentations cannot be generically produced and uniformly adapted. What one technique and approach could successfully achieve in explaining one building cannot exactly be re-applied to another building with the same expected results. Forms, scales, circulation paths, lighting assignments, designer’s intents, other information (and types) to be delivered differ from one building to another. As such, executions are also wide open to be explored to not only address the practical issues but also to express the intentions of the author/s or director/s to strengthen the architectural narratives.

This paper highlights and illustrates by examples, specifically in architectural flythroughs/animations, considerations that need to be addressed in order that the results would serve as an artistic/architectural expression with a degree of educative substance.

keywords Educative, education, animation, flythrough, expression, grammar, art,
series other
type short paper
email
more http://portal.acm.org/citation.cfm?id=1174429.1174461&coll=GUIDE&dl=%23url.coll
last changed 2007/01/04 00:14

_id caadria2006_453
id caadria2006_453
authors YUICHI SHIMOKAWA, AYAKO FUKUSHIMA, TATSUO MASUTA, TOMOHIRO MIYASHITA, AKIHIKO TANI, SHIGEHIKO SAKAO, ATSUSHI SONE, MAMORU SHIROKI, DAI KAWAHARA
year 2006
title A WEB-BASED 3D GIS SYSTEM TO MANAGE AND CONSERVE HISTORICAL ENVIRONMENTS: Case Study on a historic district in Kanazawa
doi https://doi.org/10.52842/conf.caadria.2006.x.i1f
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 453-460
summary In this paper, we will discuss the system environment that supports management and conservation works for historical landscape and architecture. The proposed system enables both 3D map based spatial data management in urban scale and VR model based landscaping in street scale in one Web system. Moreover users can share their comments in those 3D spaces at any locations and any time. We set up this system for the historical City of Kanazawa. The system is gong to be assessed in the actual landscape planning project.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ascaad2006_paper15
id ascaad2006_paper15
authors Anz, Craig and Akel Ismail Kahera
year 2006
title Critical Environmentalism and the Practice of Re-Construction
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 focuses on the implications and applications of “critical environmentalism” as a quintessential epistemological framework for urban interventions while implementing digital applications that foster collective, round-table approaches to design. Essentially centering the environment (Umwelt) as an encompassing and interconnecting catalyst between multiple disciplines, philosophies, and modes of inquiry and technologies, the framework reciprocally fosters individual and critical identities associated with particular places, belief systems, and their participants as a primary concern. Critical environmentalism promotes a comprehensive, reciprocally unifying epistemological framework that can significantly inform architectural interventions and the tethered use of its technologies in order to foster increased vitality and a certain coinvested attention to the complexities of the greater domain. Grounding the theory in pedagogical practice, this paper documents an approach to urban design and architectural education, implemented as a case-study and design scenario, where divergent perspectives amalgamate into emergent urban configurations, critically rooted in the conditional partialities of place. Digital technologies are incorporated along with analogical methods as tools to integrate multiple perspectives into a single, working plane. Engaging the above framework, the approach fosters a critical (re)construction and on-going, co-vested regeneration of community and the context of place while attempting to dialogically converge multiple urban conditions and modes-of-thought through the co-application of various digital technologies. Critically understanding complex urban situations involves dialogically analyzing, mapping, and modeling a discursive, categorical structure through a common goal and rationale that seeks dialectic synthesis between divergent constructions while forming mutual, catalyzing impetuses between varying facets. In essence, the integration of varying technologies in conjunction, connected to real world scenarios and a guiding epistemic framework cultivates effective cross-pollination of ideas and modes through communicative and participatory interaction. As such it also provides greater ease in crosschecking between a multitude of divergent modes playing upon urban design and community development. Since current digital technologies aid in data collection and the synthesis of information, varying factors can be more easily and collectively identified, analyzed, and then simultaneously used in subsequent design configurations. It inherently fosters the not fully realized potential to collectively overlay or montage complex patterns and thoughts seamlessly and to thus subsequently merge a multitude of corresponding design configurations simultaneously within an ongoing, usable database. As a result, the pedagogical process reveals richly textured sociocultural fabrics and thus produces distinct amplifications in complexity and attentive management of diverse issues, while also generating significant narratives and themes for fostering creative and integrative solutions. As a model for urban community and social development, critical environmentalism is further supported the integrative use of digital technologies as an effective means and management for essential, communicative interchange of knowledge and thus rapprochement between divergent modes-of-thought, promoting critical, productive interaction with others in the (co)constructive processes of our life-space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id acadia06_230
id acadia06_230
authors Anzalone, Phillip
year 2006
title Synthetic Research
doi https://doi.org/10.52842/conf.acadia.2006.230
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 230-231
summary Synthetic Research insinuates a relationship of a meticulous process of discovering truth contradicted against a fabricated, as in concocted, reality. It is important to recognize the logical aspect of synthetic when examining what synthetic research can provide for architectural discourse. Synthesis contrasts with analysis in that it’s primary methods involve recourse to experience; it is experience that is at the heart of synthetic research. The synthesis of theory, architectural constructions, technological artifacts and computational techniques requires experiencing the results of experimentation. Synthetic digital architecture necessitates a discovery process incorporating creation that allows for experience, be it virtual reality, full-scale prototyping or spatial creations; provided experience is a truthful one, and not disingenuous and thereby slipping into the alternate definition of synthetic.Research’s experimental arm, as opposed to the analytic, relies on tinkering - implying the unfinished, the incomplete, the prototype. Examples of this are everywhere. Computer screenshots are a strikingly literal example of synthetic research when used as a means of experiencing a process. Performance mock-ups of building assemblies are a method of synthetic research in that one experiences a set of defined performances in order to discover and redefine the project. The watchmaker craft is an exercise in research/experimentation where material properties are inherent in function and aesthetics; consider how the components interact with the environment - motion, gravity, space-time, temperature. Efficiency at this point is predominantly structural and physical. Decorative or aesthetic elements are applied or integrated in later iterations along with optimization of performance, marketing and costs.What is a architectural research? How can research synthesize the wide range of possibilities for the trajectory of architecture when engaged in digital and computational techniques? The goals, techniques, documentation and other methods of research production have a place in architecture that must be explored, particularly as it related to computation. As in other fields, we must build a legitimate body of research whereby others can use and expand upon, such that digital architectures evolve in innovative as well as prosperous paths.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_104
id acadia06_104
authors Barrow, Larry R.
year 2006
title Performance House: A CADCAM Modular House System
doi https://doi.org/10.52842/conf.acadia.2006.104
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 104-121
summary Millions of persons around the globe live in low quality indigenous, or Manufactured Housing (MH) systems that often result in low “performance” undesirable living environments and, at times, life threatening habitation. Our research has explored mass production principles in product design and architecture, currently at the single family housing scale, with a focus on the recent devastation along the US Gulf Coast as a result of hurricane impact, most notably hurricane Katrina.“Modern architecture” theoreticians have conceived, written, prototyped and even launched business ventures in an attempt to bring their manufactured housing “ideas” to fruition. However, architects have generally had little “long-term” impact in the area of manufactured housing strategies and the current manufactured housing industry remains archaic and problematic. This paper includes our research of other architects attempts to leverage technology in the manufactured housing industry; additionally, we analyzed current problems in the US mass housing industry. We then derived a set of “design criterion” as a means of anchoring our design inquiry for a proposed factory-built modular house system.Our research encompasses both process and product innovation; this paper reflects on our use of technology to leverage an Industrial Design (ID) process that is inclusive of many “design” partners and team members. We are using both virtual and physical output representation and physical prototyping for a factory-built house system; our Research and Development (R&D) is on-going with our collaborating design-manufacture engineering partners from the automotive, furniture and aerospace research labs here at Mississippi State University. Our goal is to use “industrial design” principles to produce mass housing components that provide durable-sustainable housing.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_158
id acadia06_158
authors Barrow, Larry R.
year 2006
title Digital Design and Making 30 Years After
doi https://doi.org/10.52842/conf.acadia.2006.158
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 158-177
summary Current design studio pedagogy is undergoing significant change as the means and methods of ideation, representation and making evolve with digital tools; Computer-Aided-Design-Computer-Aided-Manufacturing (CADCAM) remains a contentious topic among many studio instructors and faculty in the academy. Computing is now nearing ubiquity; many processes and products have seen significant evolutionary trends, if not revolutionary transformations; this is no less the case in the academic and firm design studio. The impact of “digital” media and CADCAM, in the design-make process, remains obscure and formally unknown.In this paper, we will review our research and findings from the work of three students; two current students who were in our Digital Design II (DDII) spring 2006 course and the third student, the writer, will reflect on “design and making” from a “pre-architecture” and pre-studio/pre-computer (CADCAM) perspective of ‘making’ thirty-three years ago. The research findings provide universal precepts pertinent to current thinking about emerging studio pedagogy. Our findings suggest that computing technology should be introduced at the outset of design education for the beginning student in basic design studio; and moreover, advanced designers can partner with “digital” tools to ideate and realize their, heretofore unrepresentable and unconstructable, ideas in the early stages of design using CADCAM.
series ACADIA
email
last changed 2022/06/07 07:54

_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 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 ascaad2006_paper16
id ascaad2006_paper16
authors Davey, Jon Daniel
year 2006
title Musing Heideggerian Cyberspace
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 Where we do we make our “being?” Since our existence [being-there = Dasein] is the original place of intelligibility, fundamental ontology must clarify the conditions of having any understanding which itself belongs to the entity called Dasein. Today Dasein in increasing becoming more and more digital, in fact all activity is digital or becoming digital in one mode or another, it’s ubiquitous! On the pragmatic side corporate architecture as well as its daily interaction and transaction are all digital. With the advent of games as well as webmasters using VRML or some equivalent of it posses the questions and concerns as who will design the digital domains, graphic artists, IT personnel, game developers and where will we make our being? As architects and designers where will our “digital gesamtkunstwerk” be? Making places for human inhabitation in a nonphysical space raises interesting questions concerning presence, authenticity, adaptability, orientation, and suspension of disbelief. What kind of activities can be supported by nonphysical spaces? What will it take to support them in a socially and psychologically appropriate manner? And WHO will design them? On the applied side this ontological view is demonstrated in an Interior Design Corporate Office Design Studio that has been taught for a decade wherein students are required to develop an ECommerce, a business deemed to succeed including the Corporate Office, facility program, space planning, corporate image, interiors, graphics, webpage, and logo. The semester project has one unique design stipulation: The one major design requirement is that the “feel” of the reception has the same “feel” as the website. A phenomenological sameness…all work is accomplished with a plethora of digital media. This design process is still in its infancy.
series ASCAAD
email
last changed 2007/04/08 19:47

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

_id 2006_860
id 2006_860
authors Duarte, José P. and João Rocha
year 2006
title A Grammar for the Patio Houses of the Medina of Marrakech - Towards a Tool for Housing Design in Islamic Contexts
doi https://doi.org/10.52842/conf.ecaade.2006.860
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 860-866
summary The goal of the research described in this paper is to develop a computational model of the Medina of Marrakech in Morocco. The ultimate goal is to develop a system that could capture some of the characteristics of traditional Muslim cities fabric and use it in contemporary urban planning. Previous papers have proposed the use of three grammars to encode the spatial complexity of the Medina: the urban grammar, the negotiation grammar, and the housing grammar, and addressed the development of the urban grammar. This paper proposes a grammar to describe the formal structure of the houses, the first step in the developments of the remaining two grammars. It describes the set of rules and then illustrates its application in the generation of an existing house. The basic formal structure consists of three concentric rectangular rings with the patio in the middle. The location of the entrance and the staircase are fundamental for the definition of the basic layout.
keywords Shape grammars; housing design; Islamic architecture
series eCAADe
email
last changed 2022/06/07 07:55

_id ddss2006-hb-203
id DDSS2006-HB-203
authors Gerhard Zimmermann
year 2006
title Multi-Agent Model to Multi-Process Transformation - A housing market case study
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 203-219
summary Simulation is a means to help urban planners and investors to optimize inhabitant satisfaction and return on investment. An example is the optimal match between household preferences and property profiles. The problem is that not enough knowledge exists yet about dynamic user activity models to build reliable and realistic simulators. Therefore, we propose a modeling and software technique that produces simulator prototypes very efficiently for the development, test, and evaluation of many different user activity models, using executable models, code generation, and a domain specific software process. As a specific feature, the model is based on many agents acting independently from each other and that are mapped in several refinement steps into the same number of concurrent processes. The housing example is used as a case study to explain the process and show performance results.
keywords Agent technology, User activity modeling, User activity simulation, Software engineering, Code generation, Software process
series DDSS
last changed 2006/08/29 12:55

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id ddss2006-pb-219
id DDSS2006-PB-219
authors Gyosuke Yamaguchi, Takashi Kobayashi, and Yasuo Hibata
year 2006
title The Relationship of Citizens' Participatory Channels in Real and Cyber Meetings through the Planning Process - Case study; the information management planning process in Yamato city, Japan
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. 219-234
summary In the planning process, Yamato city set up four citizens' participatory channels; two in the real space and the other two in the cyber space. The channels in each space are divided into two types; one restricts membership and the other does not. This paper aims to clarify the functions of these four channels through protocol analysis and draws the following two findings. (1) In the channels with the restricted membership, the theme of the discussion continues between the real space and the cyber space mutually. Consequently, close communication became possible. (2) The other finding is that the continuity of discussions exists almost one-way from the restricted channels to the unrestricted, so the unrestricted channels are regarded as functioning to enhance the validity of the citizen discussions in the member-restricted channels. For closer communication, however, the continuity from the unrestricted to the restricted channels should be ensured, hence it is necessary to establish some systems for the continual communication.
keywords Citizens' participation, Real space, Cyber space, Planning process
series DDSS
last changed 2006/08/29 12:55

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