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 531

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

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 acadia06_230
id acadia06_230
authors Anzalone, Phillip
year 2006
title Synthetic Research
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 230-231
doi https://doi.org/10.52842/conf.acadia.2006.230
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 caadria2006_295
id caadria2006_295
authors CHIUNG-HUI CHEN, MAO-LIN CHIU
year 2006
title TOWARDS A WEB-BASED URBAN STREET SIMULATOR FOR PEDESTRIAN BEHAVIORS STUDY WITH AGENT-BASED INTERFACES
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 295-302
doi https://doi.org/10.52842/conf.caadria.2006.x.g2a
summary The urban planning has largely placed the street users at the centre of infrastructural design, with significant implications for the perceived attractiveness of user environments. The urban designers faced with the task of designing such spaces and needs a tool that will allow different designs to be compared in terms of their attractiveness as well as their effectiveness. Therefore, this paper depicts an agent interface approach for creating a street simulator of user behaviors in urban street environments. We implemented the agent interface as individual-based simulation in the proposed project called "SCALE” (A Street Case Library for Environmental design). The project is demonstrated to find out differences between the simulation and the existed environment. The methodology and findings are reported.
series CAADRIA
email
last changed 2022/06/07 07:49

_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_245
id caadria2006_245
authors CHOR-KHENG LIM
year 2006
title TOWARDS A FRAMEWORK FOR DIGITAL DESIGN PROCESS: In terms 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, 245-252
doi https://doi.org/10.52842/conf.caadria.2006.x.r2i
summary This research aims to understand deeply the unique features of the CAD/CAM media tools and their applications, and come up with an initial framework of architectural design and construction process involving the use of CAD/CAM fabrication aids.
series CAADRIA
email
last changed 2022/06/07 07:49

_id sigradi2006_e185d
id sigradi2006_e185d
authors Geva, Anat and Mukherji, Anuradha
year 2006
title The Holy Darkness: A Study of Light in Brihadeshvara Hindu Temple, in Tanjore, Tamilnadu, India (1010 AD)
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 425-428
summary The study investigates how religious principles govern the treatment of light/darkness in sacred monument. Specifically, a digitized daylight simulation is used in the analysis of Brihadeshvara Hindu Temple, built in 1010 AD in Tanjore, Tamilnadu, India. This sacred monument, listed as one of UNESCO's World Heritage Sites, is an intriguing case study since the treatment of the 'holy light' in the temple is the treatment of the 'holy darkness'.In spite of the importance given to sun in ancient Hindu scriptures, natural light was used very sparsely in Hindu temples. According to Hindu religious belief, when a worshipper is in the presence of the divine, there should be nothing to distract his/her senses (including vision). Therefore, the innermost sanctum is shrouded in total darkness and the progression into the temple is a ritual movement where the devotee goes through the dynamic experience of the darkening spaces of the temple before reaching the dark sacred chamber (see Fig.1). The dictation of the Hindu faith to create this spiritual procession toward the 'holy darkness' is examined in the historic Brihadeshvara Temple by using Lightscape -- computerized lighting simulation software. To run the program, a 3-D CAD surface model of the temple was created and imported into Lightscape. Then the model was assigned materials and its openings and lighting systems were defined. The simulations were run on four interior horizontal (floor) and vertical (walls) surfaces, along four spaces of the procession in the temple. The simulation targeted three time frames: sunrise, sunset and at high noon on March 21st (the equinox). The location of Tanjore, India was used for light conditions. The Lightscape simulations used the process of radiosity to generate single frame daylight renderings along with light analysis of each surface. A lighting animation was then produced in Quick Time.The results of this analysis demonstrate that the average illumination values for specific surfaces of the temple along the procession sequence correspond to the schematic expectation depicted in Figure 1, i.e., a progressively decreased luminance towards the dark innermost chamber. Furthermore, the simulated values were compared to the Illuminating Engineering Society (IES) standards, which recommend ranges of luminance for specific visual tasks and areas. The comparisons showed that the average luminance in the temple, from the illuminated entrance in the east to the darker chamber in the west, is lower than the IES standards for 'public places with dark surroundings' for 'short temporary visits'. Finally, a morphological analysis of the temple along accepted daylight design guidelines corroborated the previous findings. The multi-method investigation of the relationship of light and darkness, light and objects, and the designated light quality in the Brihadeshvara Temple demonstrates the strong influence of the specific dictum of Hinduism on the light/darkness treatment in the temple. The paper concludes that digitized media such as computerized daylight simulations can examine the significance of light/darkness in sacred monuments as a spiritual experience. This quantitative investigation can augment the qualitative studies in the field of historic sacred architecture.
series SIGRADI
email
last changed 2016/03/10 09:52

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

_id 2006_436
id 2006_436
authors Kaimakamis, Nikolaos and Dimitris Charitos
year 2006
title Computer mediated political communication: An empirical approach towards representing political action in the spatial context of Collaborative Virtual Environments - The rise of a virtual-space dependent public sphere
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 436-443
doi https://doi.org/10.52842/conf.ecaade.2006.436
summary This study focuses on the creation of three-dimensional online spaces, known as Collaborative Virtual Environments (CVEs), where mediated social interaction amongst participants takes place in real time. It attempts to examine whether it is possible for political communication to flourish in such environments, as a case study of the design aspects needed to be taken into account in creating communicating spaces. We entered the collaborative virtual environment “There” as an avatar and monitored the agenda setting of its two major media. The fact that the whole world is designed as an island complex and holiday resort has an impact on the unwillingness of the avatars to talk about world politics, or even deal with the worlds’ political issues in the official media. Our main conclusion is that public sphere as conceived by those who enter a CVE relies heavily on the way that the world itself is designed. This leads to a series of questions concerning the role of architecture in creating virtual spatial contexts for communication.
keywords Collaborative Virtual Environments; political communication; virtual reality; public sphere
series eCAADe
email
last changed 2022/06/07 07:52

_id 73ae
id 73ae
authors Loemker, Thorsten Michael
year 2006
title Revitalization of Existing Buildings through Sustainable Non-Destructive Floor Space Relocation
source GBEN 2006, Global Built Environment Network: Towards an Integrated Approach for Sustainability, P. 181-189
summary The revitalisation of existing buildings is getting more and more important. We are facing a situation where in many cases there is no need to design new buildings because an increasing number of existing buildings is not used anymore. The most ecological procedure to revitalise these buildings would be through a continuous usage and by making few or no alterations to the stock. Thus, the modus operandi could be named a “non-destructive” approach. From the architects’ point of view, non-destructive redesign of existing buildings is time-consuming and complex. The methodology we developed to aid architects in solving such tasks is based on exchanging or swapping utilisation of specific rooms to converge in a design solution. With the aid of mathematical rules, which will be executed by the use of a computer, solutions to floor space relocation problems will be generated. Provided that “design” is in principle a combinatorial problem, i.e., a constraint-based search for an overall optimal solution of a problem, an exemplary method will be described to solve such problems.
keywords Revitalisation, Optimisation, Floor Space Relocation, Constraint Programming
series other
type normal paper
email
last changed 2008/10/13 13:57

_id ddss2006-pb-35
id DDSS2006-PB-35
authors M.C.G. te Brömmelstroet
year 2006
title Properly Equip Planners, Instead of Just Manning Equipment - A first step in a user-oriented PSS development approach as support for the integration of land use and transport planning
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. 35-50
summary There is a growing need for planning support in planning practice, especially in land use and transport integration. Recent studies have shown that instruments that provide such are seldom implemented. Building on recommendations of those studies, this paper explores how to develop a planning support system (PSS) for this specific field of planning and shows some preliminary results of the first steps towards such a PSS. An qualitative assessment on the strengths and weaknesses of two recently developed instruments that share this goal; the VPR and the SDS+STE. Due to time constraints, the focus is on the background and framework of the study.
keywords Land use and transport, PSS, computer-aided planning, participatory design
series DDSS
last changed 2006/08/29 12:55

_id eaea2005_199
id eaea2005_199
authors Martens, Bob
year 2006
title Dissemination of knowledge in architectural endoscopy
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 199-206
summary The first EAEA conference was hosted 1993 in Tampere (Finland) and subsequently a further six conferences have taken place. Future conferences are already pre-scheduled and a steadily rising number of papers has been written. So far, the conference proceedings have been published in a paperbased format and, as these were published in small numbers, it is rather hard to take stock of preceding entries. However, the published proceedings can be regarded as capital for the EAEA-Association and it is both necessary and worthwhile to preserve this collective memory by means of an archived e-collection. At the time of the formation of the EAEA, electronic publishing was not yet widely used. Since then, computerbased infrastructure and related (web-based) software tools have become widely available. There is even an ongoing debate within the associations dedicated to electronic publishing, as to whether conference proceedings should be solely distributed in a digital format. Doubtless, a discussion towards the value of electronic publication output in the framework of research assessments etc. would be a step too far for this paper. Still, a dual strategy for the EAEA could be aiming at the production of a limited number of paperbased copies, which would mainly be distributed to the conference participants (and the remaining part being made available resp. free library copies to make this output more visible). However, the high commercial interest derived by financial revenues is not given and dissemination by digital means is far more in the interest of both the participants and the EAEA-association. Today, the creation of an electronic version of the conference proceedings costs very little extra. In both cases (analogue and digital) the materials should not only be “deposited” on the desktop of individuals, but also be capable of reaching more public destinations. As the conference host is changing biennially, it has to be confirmed that the hosting institution will handle the delivery of metadata. Local printing houses arrange the printing work, and no further interests (concerning copyright, revenues etc) from the side of publishing houses are in charge. The import of the provided metadata is supported by way of self-organisation on a shoestring budget, as it does not require extensive work if properly defined. This means that minimal effort is needed to make the material available and to achieve a certain level of sustainability.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id caadria2006_269
id caadria2006_269
authors MATTHIAS HAASE, ALEX AMATO
year 2006
title ND MODELLING FOR SUSTAINABLE ENVELOPES: The sustainable dimensions of envelope design
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 269-276
doi https://doi.org/10.52842/conf.caadria.2006.x.e6l
summary Sustainable development issues are currently the driving forces in many building projects. The building envelope is critical for the architectural expression as well as large parts of the environmental performance. This study tries to investigate the advantages of multidimensional computer aided modeling and simulation for a sustainable facade design approach. A first step towards nD modeling for sustainable design is to establish a list of parameter which are used as design criteria: Environmental performance, thermal visual and acoustic comfort. Computer simulation and analysis of different building elements can help to determine the performance according to a set of design parameter. Environmental impacts due to energy consumption are an important parameter but it is believed that comfort criteria need also to be accounted for.
series CAADRIA
email
last changed 2022/06/07 07:49

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

_id caadria2006_521
id caadria2006_521
authors O. PALMON, M. SAHAR, L.P.WIESS, R.OXMAN
year 2006
title VIRTUAL ENVIRONMENTS FOR THE EVALUATION OF HUMAN PERFORMANCE: Towards Virtual Occupancy Evaluation in Designed Environments (VOE)
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 521-528
doi https://doi.org/10.52842/conf.caadria.2006.x.j9t
summary Analyzing and evaluating designs for modifications to suit the requirements of human performance is typically performed only after the architectural spaces and structures have been built and used, a process that is known as retrofit or post-occupancy evaluation. For people with disabilities, there is a special need to overcome this problem by evaluating the suitability of their home environments before the construction phase. Our work introduces a new methodology in which virtual reality (VR) is used for virtual pre-occupancy environmental evaluation (VOE). Our study demonstrates the potential of the VOE concept by developing an interactive living environments model to evaluate human performance before the construction phase. This paper presents an interactive virtual environment, ‘HabiTest’, as well as the initial results of a usability evaluation of this interactive environment.
series CAADRIA
email
last changed 2022/06/07 07:49

_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
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 560-564
doi https://doi.org/10.52842/conf.ecaade.2006.560
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 2006_724
id 2006_724
authors Pechlivanidou-Liakata, Anastasia; Stelios C. Zerefos; Stamatina Mikrou and Mladen Stamenic
year 2006
title Perception and Cognition in Real and Virtual Computer Generated Architectural Space - An Experimental Approach
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 724-729
doi https://doi.org/10.52842/conf.ecaade.2006.724
summary This paper investigates the difference of spatial perception and cognition between virtual and real architectural environments. Specifically, three different aspects have been studied, concerning the live perception and cognition of a complex actual building, the perception and cognition of a high quality rendered virtual space, as well as the perception and cognition of a non-photorealistic virtual environment. To study the differences between these three types a series of experiments were prepared, in which students of architecture participated and statistical results were drawn. Earlier studies have investigated the desirability of key simulation attributes for architectural design visualization, but extensive research on what contributes to a better spatial comprehension is still missing. This experiment is part of a series of experiments mainly focused on the perception and cognition in virtual spaces. The results of these experiments were correlated with each other, each one leading to new ideas of experimentation. Preliminary results confirm earlier findings from previous similar experiments. It was found that there was a statistically significant tendency of the students towards larger scatter in more luminous virtual space as well as a tendency to visit the lit part of virtual space. Visitors of the photorealistic spaces also seem to have better knowledge of the depth of space in comparison to those navigating in the non photorealistic space.
keywords Perception; Cognition; Virtual Architectural Space; Real-time Navigation
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2006_557
id caadria2006_557
authors PREECHA MANESSATID, PETER J SZALAPAJ
year 2006
title THE DEVELOPMENT OF AN INTEGRATED ENVIRONMENTAL BUILDING DESIGN TOOL
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 557-559
doi https://doi.org/10.52842/conf.caadria.2006.x.n7f
summary Environmental design implementations are generally applied within limited and specialised areas of environmental design making them difficult to use intuitively by designers (Maneesatid and Szalapaj, 2003). Building simulations have mostly focused on accurate parameters and physical properties of building elements. Such tools typically require numerous numerical data which is often only accurately known in the detail design stages. Conventional environmental building design systems (EBS) have typically required highly experienced users who are familiar with extensive qualitative input and output requirements. A successful architectural design solution that is both energy efficient and environmentally friendly, cannot be obtained simply by additively combining a set of discrete specialist analyses. A move towards better architectural design with environmental considerations can be achieved by allowing designers themselves to express relationships between salient environmental parameters that can subsequently be analysed in integrated ways. This presentation is concerned with the issues involved in developing a quick and intuitive interface for expression of relationships between environmental parameters.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ijac20064302
id ijac20064302
authors Ribeiro, Fabíola M.; Spitz, Rejane
year 2006
title Archigram's Analogical Approach to Digitality
source International Journal of Architectural Computing vol. 4 - no. 3, 19-32
summary The Archigram Group produced a number of design projects on the subject of computers, either imagining how computers might affect the life of city dwellers, or investigating what changes such machines would bring to architecture. Working with analogical tools and thinking about an abstract digital future, the Archigram architects deployed concepts that would have come to be crucial in recent discussions in architecture based on digital reality. Their research into things digital - without the aid of computers - led them into inquiring about individuality, expendability, interactivity, customisation and even virtualisation. Rendered in some of their design projects we find a number of architectural proposals which offer a new approach towards the relationship between time, space and architecture - an approach which is currently central for contemporary architecture conceived in cyberspace.
series journal
last changed 2007/03/04 07:08

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