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 281

_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 ijac20064303
id ijac20064303
authors Senagala, Mahesh
year 2006
title Rethinking Smart Architecture: Some Strategic Design Frameworks
source International Journal of Architectural Computing vol. 4 - no. 3, 33-46
summary The paper is an attempt to provide a comprehensive re-definition and a complex-adaptive framework for strategic understanding of smart architecture. The paper rethinks smart architecture's strategic and conceptual frameworks. A complex-adaptive and systems approach has been forwarded as an alternative. Comprehensive definition of smart architecture has been provided. Disparate yet related camps of responsive architecture, adaptive architecture, intelligent buildings, kinetic architecture have been brought under the umbrella of smart architecture. The role of users in smart architectural schemata has been explored. Examples of a few recent architectural projects have been used to illustrate the emerging directions in smart architecture.
series journal
last changed 2007/03/04 07:08

_id ddss2006-hb-467
id DDSS2006-HB-467
authors A. Fatah gen. Schieck, A. Penn, V. Kostakos, E. O'Neill, T. Kindberg, D. Stanton Fraser, and T. Jones
year 2006
title Design Tools for Pervasive Computing in Urban Environments
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. 467-486
summary In this paper we report on ongoing research in which the implications of urban scale pervasive computing (always and everywhere present) are investigated for urban life and urban design in the heritage environment of the city of Bath. We explore a theoretical framework for understanding and designing pervasive systems as an integral part of the urban landscape. We develop a framework based on Hillier's Space Syntax theories and Kostakos' PSP framework which encompasses the analysis of space and spatial patterns, alongside the consideration of personal, social and public interaction spaces to capture the complex relationship between pervasive systems, urban space in general and the impact of the deployment of pervasive systems on people's relationships to heritage and to each other. We describe these methodological issues in detail before giving examples from early studies of the types of result we are beginning to find.
keywords Urban space, Pervasive systems, Urban computing, Space Syntax, Interaction space
series DDSS
last changed 2006/08/29 12:55

_id ascaad2006_paper15
id ascaad2006_paper15
authors Anz, Craig and Akel Ismail Kahera
year 2006
title Critical Environmentalism and the Practice of Re-Construction
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This research focuses on the implications and applications of “critical environmentalism” as a quintessential epistemological framework for urban interventions while implementing digital applications that foster collective, round-table approaches to design. Essentially centering the environment (Umwelt) as an encompassing and interconnecting catalyst between multiple disciplines, philosophies, and modes of inquiry and technologies, the framework reciprocally fosters individual and critical identities associated with particular places, belief systems, and their participants as a primary concern. Critical environmentalism promotes a comprehensive, reciprocally unifying epistemological framework that can significantly inform architectural interventions and the tethered use of its technologies in order to foster increased vitality and a certain coinvested attention to the complexities of the greater domain. Grounding the theory in pedagogical practice, this paper documents an approach to urban design and architectural education, implemented as a case-study and design scenario, where divergent perspectives amalgamate into emergent urban configurations, critically rooted in the conditional partialities of place. Digital technologies are incorporated along with analogical methods as tools to integrate multiple perspectives into a single, working plane. Engaging the above framework, the approach fosters a critical (re)construction and on-going, co-vested regeneration of community and the context of place while attempting to dialogically converge multiple urban conditions and modes-of-thought through the co-application of various digital technologies. Critically understanding complex urban situations involves dialogically analyzing, mapping, and modeling a discursive, categorical structure through a common goal and rationale that seeks dialectic synthesis between divergent constructions while forming mutual, catalyzing impetuses between varying facets. In essence, the integration of varying technologies in conjunction, connected to real world scenarios and a guiding epistemic framework cultivates effective cross-pollination of ideas and modes through communicative and participatory interaction. As such it also provides greater ease in crosschecking between a multitude of divergent modes playing upon urban design and community development. Since current digital technologies aid in data collection and the synthesis of information, varying factors can be more easily and collectively identified, analyzed, and then simultaneously used in subsequent design configurations. It inherently fosters the not fully realized potential to collectively overlay or montage complex patterns and thoughts seamlessly and to thus subsequently merge a multitude of corresponding design configurations simultaneously within an ongoing, usable database. As a result, the pedagogical process reveals richly textured sociocultural fabrics and thus produces distinct amplifications in complexity and attentive management of diverse issues, while also generating significant narratives and themes for fostering creative and integrative solutions. As a model for urban community and social development, critical environmentalism is further supported the integrative use of digital technologies as an effective means and management for essential, communicative interchange of knowledge and thus rapprochement between divergent modes-of-thought, promoting critical, productive interaction with others in the (co)constructive processes of our life-space.
series ASCAAD
email
last changed 2007/04/08 19:47

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

_id ascaad2006_paper20
id ascaad2006_paper20
authors Chougui, Ali
year 2006
title The Digital Design Process: reflections on architectural design positions on complexity and CAAD
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 These instructions are intended to guide contributors to the Second Architecture is presently engaged in an impatient search for solutions to critical questions about the nature and the identity of the discipline, and digital technology is a key agent for prevailing innovations in architectural design. The problem of complexity underlies all design problems. With the advent of CAD however, Architect’s ability to truly represent complexity has increased considerably. Another source that provides information about dealing with complexity is architectural theory. As Rowe (1987) states, architectural theory constitutes “a corpus of principles that are agreed upon and therefore worthy of emulation”. Architectural theory often is a mixed reflection on the nature of architectural design, design processes, made in descriptive and prescriptive terms (see Kruft 1985). Complexity is obviously not a new issue in architectural theory. Since it is an inherent characteristic of design problems, it has been dealt with in many different ways throughout history. Contemporary architects incorporate the computer in their design process. They produce architecture that is generated by the use of particle systems, simulation software, animation software, but also the more standard modelling tools. The architects reflect on the impact of the computer in their theories, and display changes in style by using information modelling techniques that have become versatile enough to encompass the complexity of information in the architectural design process. In this way, architectural style and theory can provide directions to further develop CAD. Most notable is the acceptance of complexity as a given fact, not as a phenomenon to oppose in systems of organization, but as a structuring principle to begin with. No matter what information modelling paradigm is used, complex and huge amounts of information need to be processed by designers. A key aspect in the combination of CAD, complexity, and architectural design is the role of the design representation. The way the design is presented and perceived during the design process is instrumental to understanding the design task. More architects are trying to reformulate this working of the representation. The intention of this paper is to present and discuss the current state of the art in architectural design positions on complexity and CAAD, and to reflect in particular on the role of digital design representations in this discussion. We also try to investigate how complexity can be dealt with, by looking at architects, in particular their styles and theories. The way architects use digital media and graphic representations can be informative how units of information can be formed and used in the design process. A case study is a concrete architect’s design processes such as Peter Eisenman Rem Koolhaas, van Berkel, Lynn, and Franke gehry, who embrace complexity and make it a focus point in their design, Rather than viewing it as problematic issue, by using computer as an indispensable instrument in their approaches.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ddss2006-pb-51
id DDSS2006-PB-51
authors Dino Borri, Giovanni Circella, Michele Ottomanelli, and Domenico Sassanelli
year 2006
title Optimization of Choice Modelling in Complex Urban Contexts - Applications in planning for sustainable development
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. 51-66
summary This paper focuses on the capabilities of choice models in assisting planners in the development of transport policies and interventions for strategic transport planning for urban systems. Models are looked at as part of a decision support system for the development of transport measures for sustainable mobility. The use of participation is looked at as a tool for the understanding of the real needs in terms of mobility in the complex contemporary society and for the construction of the future transport scenarios and transport alternatives.
keywords Choice modelling, Behavioural models, Uncertainty, Sustainable development
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_p005e
id sigradi2006_p005e
authors Paraguai, Luisa and Tramontano, Marcelo
year 2006
title Pervasive computing: sistemas híbridos interativos [Pervasive computing: Interactive hybrid systems]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 442-446
summary This paper concerns the context of Mobile communication, specifically the interfaces named pervasive computing, and its interferences on the contemporaneous sociability. Not understanding the hybrid systems as a functional-technological question strictly, this paper presents some categories of analysis and artistic projects that reflect in some way the technology used. It proposes also experimentations on the relations human/human and human/machine. After a brief technical approach, the interaction design concept is presented as the theoretical fundament considered on the process of elaboration of those devices.
series SIGRADI
email
last changed 2016/03/10 09:57

_id eaea2005_89
id eaea2005_89
authors Urland, Andrea
year 2006
title The Impact of Colour on Urban Space Quality
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. 89-100
summary This paper examines selected aspects of the complex relationship between colour and built environment. Urban space, and the impact of applied colour schemes on the perceived quality of the urban space form core of interest. By studying the exterior colour schemes of existing built environments, it aims at making the attempt to bring more knowledge to urban design by pointing out the conditioning factors of the perceived quality of urban spaces through colour-related indicators. Understanding the conditioning factors of emotional impacts and responses is seen as a potential for improvement through conscious modifications of colour schemes. Such knowledge is essential also for any simulation if it is to be meaningful for studying or visualizing urban spaces. The paper offers first results of on-going mainly experimental research focused on professional colour communication and specification, colour preferences, social attitudes and responses to urban spaces in existing environments. The analyses aim at expanding the knowledge and thus possibilities and tools allowing positive influence on urban spaces and broader townscapes in the process of transformation of historic and more recent urban areas under current development pressures.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

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

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

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

_id 2006_794
id 2006_794
authors Nir, Eyal and Guedi Capeluto
year 2006
title On Design Continuity with Smart Cloud of Points
doi https://doi.org/10.52842/conf.ecaade.2006.794
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 794-797
summary The continuity of the design process is not well supported by the widespread available CAD systems that mainly focus on specific design stages overlooking the transition between them, where some of the design information is lost or duplicated. The growing use of complex geometries in architectural design projects led to the adoption of constraint-based parametric modeling techniques in the construction industry. Applying these techniques and tools requires rationalizing the design solution and fixing its geometry at an early design stage. When done prematurely, it can result in design fixation and restrain the design creativity, putting it within constraints. In this paper we explore the use of Smart Cloud of Points (SmCP) as an adaptive design media supporting the continuity of the design process.
keywords Parametric Design: point-clouds; performance driven design
series eCAADe
email
last changed 2022/06/07 07:58

_id ddss2006-pb-185
id DDSS2006-PB-185
authors O.T.J. Devisch, H.J.P. Timmermans, T.A. Arentze, and A.W.J. Borgers
year 2006
title Modelling Residential Search and Location Choice - Framework and Numerical Experiments
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. 185-200
summary People only move a limited number of times during their lifetime. Factors such as high financial costs, local social networks, emotional bounds, etc. make that people typically postpone this decision as long as possible, up to the point where the benefit of alternative housing outperforms all these factors. Then things generally have to go fast. This combination of time-pressure, high costs and lack in experience turn residential search and location choice into a complex decision process. This paper presents a model developed to grasp some of this complexity. Households are approached as autonomous decision-makers continuously evaluating whether to search for information, to visit houses for inspection, to start negotiating with the owner of a house for sale or to do nothing and stay in the current house. Households make these evaluations on the basis of beliefs regarding their environment and update these beliefs each time they collect new information on this environment.
keywords Microsimulation, Spatial simulation models, Strategic decision-making, State dependent behaviour, Belief-updating
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_e034d
id sigradi2006_e034d
authors Ryan, Rachel and Donn, Michael
year 2006
title A 3D, interactive, multilayered, web-enabled model as a tool for multiple sets of end user groups: A case study and end user analysis
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 392-396
summary This research undertakes a case study involving focus groups of potential end users, to identify how a successful digital tool could be created using new and emerging technologies, to accommodate the multiple needs of these end users. 2005 saw the completion of a research paper, which proposed that a single, 3 dimensional digital model of a city forming a core for many different information systems, is a better approach to the needs of the city than many individual models optimised for each information system. The case for the single 3D model was evaluated through the research, development, delivery and analysis of a prototype 3 Dimensional model of Wellington City, New Zealand, presenting different ‘views’ of information in Wellington: a rendered visualisation in an animated “walkthrough”; the impact of planning constraints on daylight; interactive “plots” of property values. The development and delivery of the prototype model was analysed in regards to how complex, costly and time consuming it may be to exploit one base model for several purposes; and also therefore how beneficial, affordable and potentially successful a single model may be. The prototype model was created to test the idea, and therefore provided conclusions based on a limited feasibility analysis - with four potential information layers modelled and two potential delivery methods tested. The prototype model and user analysis results were presented in a research report that suggested further research and development of a single model could be very beneficial: Positive feedback from potential end users and data providers, and examples of potential data mining opportunities forming the basis of the need for continued research. 2006 sees the research continue as an 18 month research project in conjunction with an industry partner, Terralink International, (http://www.terralink.co.nz/). Terralink International Limited provides GIS and mapping solutions which according to their web site: “enable better business management.” The company maintains a national resource of “imagery, cartography, and spatial databases” and provides consultancy services linking these to company databases through GIS systems. The research investigates the potential for 3 dimensional, interactive, multilayered models to enhance delivery of information to multiple end user groups. The research method uses functional prototypes in end-user focus group workshops. These workshops, consisting of a combination of presentations, hands on interactive examples, group discussions, and individual feedback surveys, aim to establish how a tool might best be developed to communicate to a wide range of end users. The means of delivery whether a stand alone tool or web-based is a key element of the user group workshop assessment process. Note: The submission of the prototype tool (via video or interactive media) would greatly increase the effectiveness of the research presentation. Ability to include such media would be greatly appreciated.
keywords multilayered; 3D; end users; interactive; web-enabled
series SIGRADI
email
last changed 2016/03/10 09:59

_id ijac20064105
id ijac20064105
authors Sowa, Agnieszka Katarzyna
year 2006
title Towards architect-aided computing design
source International Journal of Architectural Computing vol. 4 - no. 1, 69-85
summary In the design process of some recent, specific architectural projects the part elaborated by computers and machines significantly grows. They could generate, optimize and produce the most complicated and complex solutions, taking over some tasks which before were the domain of architects. This article presents a project carried out by postgraduate students at Eidgenossische Technische Hochschule in Zurich, Switzerland, where such a digital design process was implemented, with all its advantages and disadvantages. The observations and conclusions gained during the work allow the author to formulate the concept of Architect-Aided Computing Design, to define some challenges for architects created by such a working method, and to present an analysis about the potential new software for architectural production.
keywords Structural Optimization; Rapid Prototyping; CNC Production; CAAD Education
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00006
last changed 2007/03/04 07:08

_id ddss2006-hb-19
id DDSS2006-HB-19
authors Paul Pfaffenbichler, Andrés Monzón, Ana M. Pardeiro, and Paula Vieira
year 2006
title Development of a Hierarchical Approach to Assess the Impacts of Transport Policies - The Madrid case study
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 19-34
summary To make our cities sustainable is one of today's major challenges. The complexity of this task requires suitable planning tools. The aim of this paper is to present a hierarchical modelling approach to assess the effects of transport and land use projects and instruments. First a brief definition of the overall objective sustainability is given. This is followed by the description of the suggested hierarchical approach. A strategic, dynamic land use and transport interaction model builds the basis and is linked to models on a different spatial and functional level. A case study covering the Spanish region of Madrid ('Comunidad de Madrid') was selected to demonstrate the applicability. In particular the effects of the public transport infrastructure projects, the extension of the metro line number 9 and bus lanes on all radial highways, should be assessed. It is demonstrated that the suggested approach is applicable and suitable. The overall effect of the metro line extension and the bus lanes is positive. Nevertheless their contribution to a sustainable urban region is limited. Comprehensive strategies are needed to achieve the objective of sustainability. It could be shown that the projects can even have some negative local effects in the long term.
keywords Simulation, Evaluation, Land-use-transport models, Sustainability, Environmental effects
series DDSS
last changed 2006/08/29 12:55

_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 ijac20064405
id ijac20064405
authors Calderon, Carlos; Nyman, Karl; Worley, Nicholas
year 2006
title The Architectural Cinematographer: Creating Architectural Experiences in 3D Real-time Environments
source International Journal of Architectural Computing vol. 4 - no. 4, pp. 71-90
summary This paper addresses the problem of creating new navigation paradigms for experiencing architectural designs in 3D real-time environments. The exploration of techniques other than still images or fly-through animations is complex and manifold, and requires the understanding and skills of many disciplines including cinematography, computer programming, architectural design and communication of 3D space. In this article, we present the Architectural Cinematographer (AC), a first step towards new navigation paradigms for real-time interactive virtual environments that are intended to enhance architectural walkthroughs with interactive camera effects. The AC is a fully developed modification (mod) of the game UnrealTournament2004™ using the Unreal™ game engine and relies on the notions of architectural concepts, cinematographic techniques and game level design to structure the virtual environment (VE) content in a way that facilitates a perception of design qualities in virtual architecture. AC addresses the current lack of either software or a structured approach to facilitate this in real-time architectural visualizations.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000004/art00006
last changed 2007/03/04 07:08

_id sigradi2006_e033b
id sigradi2006_e033b
authors Castillo, Tim
year 2006
title Hybrid[s] : new pedagogical applications for designing our evolving spatial environment
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 131-136
summary The continual emergence of new informational and technological systems has impacted our cultural landscape. As society continues to evolve, we are becoming more connected to virtual systems that impact our spatial environment. The awareness and understanding of these invisible forces requires new curricular pedagogies in architectural education. This paper will document an ongoing course that was developed to research new methodologies for working with haptic environments and informational systems. Utilizing a high performance-computing center, students in the class are developing new adaptive intelligent spatial systems that engage a multiplicity of scales. They researched environments for PDA’s (Personal Data Assistance), I-Pods, cellular phones, GPS (Guidance Positioning Systems) and a new immersive virtual dome environment. The goal of the class was to reevaluate how architectural practice in the future will encompass a more holistic approach to both physical and virtual spatial development.
keywords Design tools and methods
series SIGRADI
email
last changed 2016/03/10 09:48

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

_id ascaad2006_paper16
id ascaad2006_paper16
authors Davey, Jon Daniel
year 2006
title Musing Heideggerian Cyberspace
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Where we do we make our “being?” Since our existence [being-there = Dasein] is the original place of intelligibility, fundamental ontology must clarify the conditions of having any understanding which itself belongs to the entity called Dasein. Today Dasein in increasing becoming more and more digital, in fact all activity is digital or becoming digital in one mode or another, it’s ubiquitous! On the pragmatic side corporate architecture as well as its daily interaction and transaction are all digital. With the advent of games as well as webmasters using VRML or some equivalent of it posses the questions and concerns as who will design the digital domains, graphic artists, IT personnel, game developers and where will we make our being? As architects and designers where will our “digital gesamtkunstwerk” be? Making places for human inhabitation in a nonphysical space raises interesting questions concerning presence, authenticity, adaptability, orientation, and suspension of disbelief. What kind of activities can be supported by nonphysical spaces? What will it take to support them in a socially and psychologically appropriate manner? And WHO will design them? On the applied side this ontological view is demonstrated in an Interior Design Corporate Office Design Studio that has been taught for a decade wherein students are required to develop an ECommerce, a business deemed to succeed including the Corporate Office, facility program, space planning, corporate image, interiors, graphics, webpage, and logo. The semester project has one unique design stipulation: The one major design requirement is that the “feel” of the reception has the same “feel” as the website. A phenomenological sameness…all work is accomplished with a plethora of digital media. This design process is still in its infancy.
series ASCAAD
email
last changed 2007/04/08 19:47

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