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 ddss2006-hb-325
id DDSS2006-HB-325
authors Jean Oh, Jie-Eun Hwang, Stephen F. Smith, and Kimberle Koile
year 2006
title Learning from Main Streets - A machine learning approach identifying neighborhood commercial districts
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. 325-340
summary In this paper we explore possibilities for using Artificial Intelligence techniques to boost the performance of urban design tools by providing large scale data analysis and inference capability. As a proof of concept experiment we showcase a novel application that learns to identify a certain type of urban setting, Main Streets, based on architectural and socioeconomic features of its vicinity. Our preliminary experimental results show the promising potential for the use of machine learning in the solving of urban planning problems.
keywords Main street approach, Community development, Artificial intelligence, Machine learning, Active learning algorithm
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_e165b
id sigradi2006_e165b
authors Angulo, Antonieta
year 2006
title Optimization in the Balance between the Production Effort of E-learning Tutorials and their related Learning Outcome
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 122-126
summary This paper provides evidence on the level of media richness that may be cost effective in the development of e-learning tutorials for teaching and learning computer visualization techniques. For such a purpose the author provides an analysis of low-cost / high-impact media rich products, the effort and cost required in their development and the measurement of related learning outcomes. Circa twenty years of R&D of multimedia and hypermedia applications for instruction have demonstrated the benefits of communicating relevant information to learners using engaging media. Based on this evidence, this paper assumes that due to the cognitive style of design students, the instructional packages for learning computer techniques for design visualization that are rich in media content, tend to be more effective. Available visualization technologies make the development of e-learning tutorials feasible and apparently the logical way to implement our instructional packages. However the question in the development of e-learning tutorials becomes a more strategic one when we are called to reach a level of optimization between producing a package with a basic standard, namely; text & still-graphic based tutorials, or a state-of-the-art package that is based on video demonstrations (more than enough?) that can accommodate the students’ learning requirements and also our production costs. The costs include the human resources (instructor, producers, assistants and others) and the material resources (hardware and software, copies, and others) involved in the creation of the e-learning tutorials. The key question is: What is good enough, and what is clearly superfluous? In order to confirm our hypothesis and propose a relevant balance between media richness and learning effectiveness, this paper describes an experiment in the use of two different levels of media richness as used to deliver instructions on the production of computer animations for design visualization. The students recruited for this experiment were fairly familiarized with the use of 3D modeling concepts and software, but had no previous knowledge of the techniques included in the tutorials; in specific; camera animation procedures. The students, separated in two groups, used one of the two methods; then they proceeded to apply their newly acquired skills in the production of an animation without using the help of any external means. The assessment of results was based on the quality of the final product and the students’ performance in the recall of the production procedures. Finally an interview with the students was conducted on their perception of what was accomplished from a metacognitive point of view. The results were processed in order to establish comparisons between the different levels of achievement and the students’ metacognitive assessment of learning. These results have helped us to create a clear set of recommendations for the production of e-learning tutorials and their conditions for implementation. The most beneficial characteristics of the two tested methods in relation to type of information, choice of media, method of information delivery, flexibility of production/editorial tools,! and overall cost of production, will be transferred into the development of a more refined product to be tested at larger scale.
keywords e-learning tutorials; media richness; learning effectiveness; cognitive style; computer visualization techniques
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_e048c
id sigradi2006_e048c
authors Beck, Mateus Paulo; Brener, Rafael; Giustina, Marcelo and Turkienicz, Benamy
year 2006
title Light and Form in Design – A Computational Approach
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 254-257
summary Shape perception is strongly influenced by the reciprocal relation between light and form. Computational applications can increase the number of design alternatives taking into account possible variations in the relation between light and form. The aim of this study is to discuss a pedagogical experience carried out with 5th semester architectural students, based on a series of exercises prior to the term project. The exercises were concerned with the relation between light and form from an aesthetical point of view and should be understood as examples for the use of computers as tools to creatively accelerate the process of design and learning. The paper is divided in five parts. The first one describes the conceptual background for the exercises, a descriptive method for the identification of light effects in architectural objects based on ideas of shape emergence. The exercises’ methodology is explained in the second part, referring to the use of computational applications in 3-dimensional modeling, material and light simulation. The methodology includes different phases: –creation of bi-dimensional compositions according to symmetry operations; –creation of a minimal living space assigning functions to spaces originated from the former composition; –analysis of the impact of light on the form and spaces created; –alteration of form and materials creating new light effects considering the functions related to the spaces. The exercises alternate work in computational environment in two and three dimensions with the use of mockups, lamps and photography. In the third part the results –student’s design steps– are described. In the fourth part the results are analyzed and some conclusions are outlined in the fifth and last part. The use of emergent forms combined with computational tools has proved to be an effective way to achieve an accelerated understanding of the impact of light on forms as demonstrated by the evolution of the students work during the term and by their final results concerning the term project.
keywords Architectural Design; Lighting; Design Simulation; Virtual Environment
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2006_paper29
id ascaad2006_paper29
authors Bennadji, A. and A. Bellakha
year 2006
title Evaluation of a Higher Education Self-learning Interface
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This paper is a follow-up to a previous paper published in ASCAAD 2004 (A. Bennadji et al 2005). The latter reported on CASD (Computer Aided Sustainable Design) a self-learning educational interface which assists the various building’s actors in their design with a particular attention to the aspect of energy saving. This paper focuses on the importance of software evaluation and how the testing is done to achieve a better human-machine interaction. The paper will go through the summative evaluation of CASD, presents the output of this evaluation and addresses the challenge facing software developers: how to make an interface accessible to all users and specifically students in higher education.
series ASCAAD
email
last changed 2007/04/08 19:47

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

_id caadria2006_597
id caadria2006_597
authors CHOR-KHENG LIM, CHING-SHUN TANG, WEI-YEN HSAO, JUNE-HAO HOU, YU-TUNG LIU
year 2006
title NEW MEDIA IN DIGITAL DESIGN PROCESS: Towards a standardize procedure of CAD/CAM fabrication
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 597-599
doi https://doi.org/10.52842/conf.caadria.2006.x.r4i
summary In 1990, due to the traditional architecture design and construction method difficult to build the complicated and non-geometry free-form Fish Structure in Barcelona, architect Frank Gehry started learn from the field of aerospace to utilize CAD/CAM technology in design and manufacture process. He created the free-form fish model in CAD system and exported the digital CAD model data to CAM machine (RP and CNC) to fabricate the design components, and finally assembled on the site. Gehry pioneered in the new digital design process in using CAD/CAM technology or so-called digital fabrication. It becomes an important issue recently as the CAD/CAM technology progressively act as the new digital design media in architectural design and construction process (Ryder et al., 2002; Kolarevic, 2003). Furthermore, in the field of architecture professional, some commercial computer systems had been developed on purpose of standardizes the digital design process in using CAD/CAM fabrication such as Gehry Technologies formed by Gehry Partners; SmartGeometry Group in Europe and Objectile proposed by Bernard Cache. Researchers in the research field like Mark Burry, Larry Sass, Branko Kolarevic, Schodek and others are enthusiastic about the exploration of the role of CAD/CAM fabrication as new design media in design process (Burry, 2002; Schodek et al., 2005; Lee, 2005).
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2006_111
id caadria2006_111
authors DAVID HARRISON, MICHAEL DONN
year 2006
title USING WEB 2.0 TECHNOLOGIES TO PRESERVE DESIGN HISTORY AND IMPROVE COLLABORATION
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 111-117
doi https://doi.org/10.52842/conf.caadria.2006.x.a7m
summary This paper describes ongoing research into how emerging Internet concepts used in conjunction with existing Information Technologies (IT) can improve inter-project communication and understanding. The emphasis of the research is to use technology as an enabler to share personal thoughts and enhance the conversation that takes place within a development team. It stems from the observation that the emphasis of many new Architecture, Engineering and Construction (AEC) technologies is to minimise and diffuse project conversation with highly complex, machine interpretable building information models.Project teams are usually brought together for a relatively short but intense period of time. Following project completion these unique teams are dissolved just as quickly and often are never formed again. As a consequence it is difficult to justify the investment in time and resources required to implement complex IT-based collaboration solutions. A further barrier to adoption is the differential application of IT skills across the AEC industry. Therefore in order for a new technology to gain broad acceptance and be most beneficial it must be applicable to the broadest audience with the minimum investment required from all parties. The primary objective of this research is to preserve the rich design history of a project from conception to completion. Submitted information can be intelligently searched using the meta-data sourced from syndicated data feeds about team members, project timelines, work diaries and email communication. Once indexed users can tag documents and messages in order to provide a further, far richer layer of meta-data to assist in searching, identification of issues and semantic clarification. This strategy of defining AEC semantics through social interaction differs greatly from that of more complex, computer interpretable solutions such as Industry Foundation Classes. Rather than abstracting information to suit a generic yet highly intelligent building model, the emphasis is on preserving the participant’s own thoughts and conversation about decisions and issues in order to create a forum for intelligent conversation as the design evolves.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 2006_810
id 2006_810
authors Dokonal, Wolfgang and Knight,Michael
year 2006
title Pen or PC? - Is Sketching essential to architectural design?
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 810-817
doi https://doi.org/10.52842/conf.ecaade.2006.810
summary This paper reports on an ongoing student architectural design project that is investigating the differing effects of the use of PC’s or Pens in the design process. We are interested to see whether designing wholly on the computer with a volume modeling software would produce differing results to a traditional design process with a strong basis in 2D sketching. To minimize the influence of the participants previous experience in either the use of PC’s or the pen, we have been working with very young students that have not yet gone through a traditional training on architectural design and CAAD software. This is one of the key aspects of our experimental procedure. We have found that recent software developments in the field of CAAD clearly have and will influence the way architects design and brings the computer as a design tool to the “normal architect”. Until very recently the computer was seen as a design tool almost solely for “computer geeks” in the profession, the majority of architects still using it mainly as a drafting machine or to produce visualizations of their projects after a more ‘conventional’ design process had finished. It is now very clear to us that the ongoing change in technology will have a profound effect on the way all of us will work in future undertaking architectural design. It is an important question for every school of architecture what effect these developments will have on our teaching methods and the curricula. We use the above mentioned ongoing educational project to find out about the benefits and risks of using the computer as a design tool for first year students.
keywords Early Design stages; Collaborative Design; Sketching
series eCAADe
email
last changed 2022/06/07 07:55

_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
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 234-243
doi https://doi.org/10.52842/conf.ecaade.2006.234
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 sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2006_e090b
id sigradi2006_e090b
authors Hanna, Sean and Turner, Alasdair
year 2006
title Teaching parametric design in code and construction
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 158-161
summary Automated manufacturing processes with the ability to translate digital models into physical form promise both an increase in the complexity of what can be built, and through rapid prototyping, a possibility to experiment easily with tangible examples of the evolving design. The increasing literacy of designers in computer languages, on the other hand, offers a new range of techniques through which the models themselves might be generated. This paper reviews the results of an integrated parametric modelling and digital manufacturing workshop combining participants with a background in computer programming with those with a background in fabrication. Its aim was both to encourage collaboration in a domain that overlaps both backgrounds, as well as to explore the ways in which the two working methods naturally extend the boundaries of traditional parametric design. The types of projects chosen by the students, the working methods adopted and progress made will be discussed in light of future educational possibilities, and of the future direction of parametric tools themselves. Where standard CAD constructs isolated geometric primitives, parametric models allow the user to set up a hierarchy of relationships, deferring such details as specific dimension and sometimes quantity to a later point. Usually these are captured by a geometric schema. Many such relationships in real design however, can not be defined in terms of geometry alone. Logical operations, environmental effects such as lighting and air flow, the behaviour of people and the dynamic behaviour of materials are all essential design parameters that require other methods of definition, including the algorithm. It has been our position that the skills of the programmer are necessary in the future of design. Bentley’s Generative Components software was used as the primary vehicle for the workshop design projects. Built within the familiar Microstation framework, it enables the construction of a parametric model at a range of different interfaces, from purely graphic through to entirely code based, thus allowing the manipulation of such non-geometric, algorithmic relationships as described above. Two-dimensional laser cutting was the primary fabrication method, allowing for rapid manufacturing, and in some cases iterative physical testing. The two technologies have led in the workshop to working methods that extend the geometric schema: the first, by forcing an explicit understanding of design as procedural, and the second by encouraging physical experimentation and optimisation. The resulting projects have tended to focus on responsiveness to conditions either coded or incorporated into experimental loop. Examples will be discussed. While programming languages and geometry are universal in intent, their constraints on the design process were still notable. The default data structures of computer languages (in particular the rectangular array) replace one schema limitation with another. The indexing of data in this way is conceptually hard-wired into much of our thinking both in CAD and in code. Thankfully this can be overcome with a bit of programming, but the number of projects which have required this suggests that more intuitive, or spatial methods of data access might be developed in the future.
keywords generative design; parametric model; teaching
series SIGRADI
email
last changed 2016/03/10 09:53

_id ddss2006-hb-151
id DDSS2006-HB-151
authors Jean-Marie Boussier, P. Estraillier, D. Sarramia, and M. Augeraud
year 2006
title Approach to Design Behavioural Models for Traffic Network Users - Choice of transport mode
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 151-166
summary Our research work concerns the development of a multimodal urban traffic simulator designed to be a tool of decision-making aid similar to a game wherein the user-player can test different scenarios by immersion in a 3D virtual city. Our approach is based on the activity-based model and the multi-agent technology. The implemented result is a hybrid simulator connecting numerical simulation and behavioural aspects coming from real data. This paper is focused on two points: firstly, we introduce how a final user (the traffic regulator) instantiates and assembles components so as to model a city and its urban traffic network; secondly, we present the use of Dempster-Shafer theory in the context of discrete choice modelling. Our approach manipulates input variables in order to test realistic representations of behaviours of agent categories in a decision-making process. The traffic modelling is based on a questionnaire elaborated from standard arrays of Taguchi. The significant variables and interactions are determined with the analysis of variance which suggests a reduced model describing the behaviour of a particular social category. The belief theory is used to take into account the doubt of some respondents as well as for the preferences redistribution if the number of alternatives changes. The effects of external traffic conditions are also quantified to choose a 'robust' alternative and to use the agents' memory.
keywords Urban traffic simulator, Virtual city, Multi-agent system, Behavioural model, Transport mean, Taguchi's method, Belief theory
series DDSS
last changed 2006/08/29 12:55

_id ascaad2006_paper12
id ascaad2006_paper12
authors Katodrytis, George
year 2006
title The Autopoiesis and Mimesis of Architecture
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary The use of digital technology in architecture has proven to be more assertive than originally thought: it has reconditioned the nature of the design process, and established new practices and techniques of fabrication. The 21st century began with the technology of art. There is a new responsiveness to the reading and understanding of digital space, which is characterized by complexity and the uncanny. Recent applications in digital technology show inquisitiveness in the contentious subject Genetic Algorithms. This new architectural process is characterized by two main shifts: from poiesis (or poetry) to autopoiesis, and from authenticity to mimesis. Since evolutionary simulations give rise to new forms rather than design them, architects should now be artists and operators of both Inventive and Systematic design. Inventive design: The digital media should bring about poiesis (poetry). Digital spaces reveal and visualize the unconscious desires of urban spaces and bring forth new dreamscapes, mysterious and surreal. This implies a Freudian spatial unconscious, which can be subjected to analysis and interpretation. “Space may be the projection or the extension of the physical apparatus”, Freud noted1. Space is never universal, but subjective. A space would be a result of introjection or projection – which is to say, a product of the thinking and sensing subject as opposed to the universal and stable entity envisaged since the Enlighten. There is a spatial unconscious, susceptible to analysis and interpretation. Systematic Design: Digital media should bring about an autopoiesis. This approach calls into question traditional methods of architectural design – which replace the hierarchical processes of production known as “cause and effect” - and proposes a design process where the architect becomes a constructor of formal systems. Will the evolutionary simulation replace design? Is metric space dead? Is it replaced by the new definition of space, that of topology? The new algorithmic evolutionary conditions give architecture an autopoiesis, similar to biological dynamics. The use of algorithms in design and fabrication has shifted the role of the architect from design to programming. Parametric design has introduced another dimension: that of variation and topological evolution, breaking the authentic into the reused. Architecture now is about topology than typology, variation than authenticity, it is mimetic than original, uncanny and subconscious than merely generic. In a parallel universe, which is both algorithmic and metaphysical, the modeling machine creates a new abstraction, the morphogenesis of the “new hybrid condition”. The emphasis of the exploration is on morphological complexity. Architecture may become – paradoxically - rigorous yet more uncanny and introverted.
series ASCAAD
email
last changed 2007/04/08 19:47

_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 sigradi2006_k002
id sigradi2006_k002
authors Kvan, Thomas
year 2006
title Creative Collaborations
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 27-29
summary The teaching of design is typically an individual process. Theories of learning, imperatives of assessmentand traditional teaching models set individual tasks that are intendedto lead to individual submissions. With attitudes of training and instruction, the focus is typically on skill acquisition and demonstration of such skills through successful completion of project tasks.The context of studio teaching, however, is one that is immensely powerful and makes a substantial contribution to the intellectual approaches to comprehending our realities and, more importantly, our futures. In this paper I will focus on three aspects of studio that warrant attention, among the many that demand it, especially as digital media and environments, beyond tools, are pervasive in design. This paper will consider the importance of studio education as the context for design education from the aspects of design as asocial act, design as an expert act, design as an engagement of data.
series SIGRADI
type keynote paper
email
last changed 2016/03/10 09:54

_id 2006_494
id 2006_494
authors Mizban, Nawara and Andrew Roberts
year 2006
title The Place of E-learning in Architectural Education - A Critical Review
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 494-501
doi https://doi.org/10.52842/conf.ecaade.2006.494
summary E-learning is rapidly becoming a key element of institutional teaching and learning strategies with many academic departments seizing the opportunity to use technology to enhance their educational provision. This review aims to investigate the effects of E-learning on design teaching in schools of architecture. In order to achieve those aims, the outcome of a number of academic experiences conducted to explore E-learning in architectural design teaching, were analysed. The role of E-learning was critically analysed in design teaching, and consideration was given to the way in which E-learning might promote new learning environments, and learning methods. The review attempt to identify the barriers that might face schools of architecture when integrating E-learning in the design teaching, and resulting in short-lived project. The review formulated important findings that explain the reasons, which underpin the schools’ attempts to use E-learning in design teaching and how schools integrated different technologies in their learning.
keywords E-learning; Remote collaboration; Virtual design studio
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2006_e151c
id sigradi2006_e151c
authors Neumann, Oliver and Schmidt, Daniel
year 2006
title CNC Timber Framing – Innovative Applications of Digital Wood Fabrication Technology
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 304-307
summary The discourse on depleting natural resources and compromised environments have led to extended research on sustainable designs methods, building practices and materials. Beyond the actual performance of building products and components, research on sustainable building increasingly focuses on the long-term effects of the production, application and life cycle of building materials on the natural environment, human inhabitation and quality of life. Computer aided manufacturing technologies play a significant role not only in the transformation of design and building methods, but also in an extended discourse on cultural development. Globally available technologies connect the design and building process to a broad range of long-term ecological factors by creating a correlation between "the emergent political, economical and social processes and … architectural techniques, geometries and organization." Through this interrelationship to economy and culture, technology and its applications are also directly related to notions of place and territory as well as to fundamental ideas of ecology. The collaborative research and design study for an outdoor theater roof structure at the University of British Columbia Malcolm Knapp Research Forest at Maple Ridge, B.C., Canada, focuses on the use of digital media in prefabrication and material optimization. By utilizing small square section timber and minimizing the use of alienating connectors the research on the wood roof structure illustrates the potential of a design culture that seeks innovation in a broader understanding of ecology routed in regional culture, environmental conditions, economy and tradition. Labor intensive manufacturing techniques are redefined aided by computer controlled machines and virtual modeling of complex geometries is translated into simple operations. The result is a more sensible and accurate response to the place’s demands. In order to generate innovative design interventions that make a constructive long-term contribution to the preservation, maintenance and evolution of the environment, design needs to be based on a comprehensive understanding of its context and the distinctive qualities of the materials used. Following the example of the outdoor roof structure, this paper aims to define innovative design as work that resonates at the intersection of the fields of technology, material science, manufacturing processes, techniques of assembly and context that constitute the expanded context or complex ecology that projects need to engage. It is in design research studies like for the outdoor theater roof structure with focus on CNC wood fabrication technologies that the common design and building discourse is put to question, boundaries are explored and expanded and the collective understanding is improved towards ecological design.
keywords CNC Wood Fabrication; Design Innovation; Ecology
series SIGRADI
email
last changed 2016/03/10 09:56

_id cf2011_p003
id cf2011_p003
authors Ng, Edward; Ren Chao
year 2011
title Sustainable Planning with a Synergetic Collation of Thermal and Dynamic Characteristics of Urban Climate using Map Based Computational Tools
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. 367-382.
summary Since 2006, half of the world’s population lives in cities. In the age of climate change, designing for quality environmental living conditions and sustainability is a topical concern. However, on the one hand, designers and city planners operate with their three dimensional city morphological data such as building shapes and volumes, forms and their spacings, and functional attributes and definition signatures. On the other hand, urban climatologists operate with their numbers and equations, quantities and signals, and normals and anomalies. Traditionally the two camps do not meet. It is a challenge to develop design tools that they can work together. Map based information system based on computational geographic information system (GIS) that is properly structured and represented offers a common language, so to speak, for the two professional groups to work together. Urban climatic map is a spatial and graphical tool with information embedded in defined layers that are collated so that planners and urban climatologists can dialogue over design issues. With various planning and meteorological data coded in defined grid resolutions onto the GIS map system, data can be synergized and collated for various understandings. This papers explains the formulation of Hong Kong’s GIS based Urban Climatic Map as an example of how the map works in practice. Using the map, zonal and district based planning decisions can be made by planners and urban climatologists that lead to new designs and policy changes.
keywords sustainable development, urban planning, urban thermal, urban dynamics, computer tools
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 2006_566
id 2006_566
authors Rafi, Ahmad; Mohamad Izani Zainal Abidin; Avijit Paul and Aishah Abdul Razak
year 2006
title Simulation of architectural lighting in a virtual environment - A case study on real and fake High Dynamic Range Images (HDRI)
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 566-572
doi https://doi.org/10.52842/conf.ecaade.2006.566
summary The early findings of this research were presented in eCAADe 2005 International Conference, Lisbon primarily to highlight the concept of High Dynamic Range Images (HDRI) when representing architectural spaces in the form of still images. An experiment had been carried out to compare the results between HDRI rendering and ‘conventional’ lighting simulation algorithms namely ray tracing and radiosity. The results were based on static and using the same exposure factors, when capturing HDRI. This project, funded by Intensification Research Priority Area (IRPA) grant continues to present and report HDRI results in a simulation environment. In this paper, we first briefly explain on the concept of real and fake HDRI. Then a comparison experiment is conducted to compare these two methods and discuss the impact and effectiveness of the illumination computation in architectural simulation environment. In order to carry out the experiment, a few models of the architectural scenes were developed. These models were then textured with real photos and manipulated with ‘shaders’, and further rendered using fake and real HDRI techniques. As for the fake HDRI, two methods were developed. The first was using an image as the ambient map and different exposures were created by increasing the value of Hue, V of HSV and saturation. The second involved a series of digital photos with the selection of the brightest and darkest area using Adobe Photoshop to establish the scale of luminosity. A few camera movements were triggered and position for ‘real-time’ rendering simulation. The result of the experiment has shown a significant improvement on the rendering time and quality of the rendering. Finally this paper suggests the selection criteria for choosing real and fake HDRI, and how each technique can be best utilized for architectural representations in a simulation environment.
keywords HDRI; simulation; Real HDRI;Fake HDRI; illumination computation
series eCAADe
email
last changed 2022/06/07 07:59

_id acadia07_284
id acadia07_284
authors Robinson, Kirsten; Gorbet, Robert; Beesley, Philip
year 2007
title Evolving Cooperative Behaviour in a Reflexive Membrane
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
doi https://doi.org/10.52842/conf.acadia.2007.284
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

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