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

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_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2007_005
id ascaad2007_005
authors Loh, E.; N. Dawood and J. Dean
year 2007
title Integration of 3D Tool with Environmental Impact Assessment (3D EIA)
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. 51-66
summary Environmental Impact Assessment (EIA) tools have been available for some years now and their function is predominantly to predict and identify the environmental impact of building projects. However EIA analysis is often done after the completion of the project or building and when it is too late to influence the design, materials or components to be used. Also, more than 80% of the design decisions that influence the whole life cycle of a building are made at the initial design phase. EIA does not receive the required attention. A new approach is suggested in this research to ensure that designers, clients and stakeholders have all of the relevant information needed at the outline design stage for the assessment of cost and environmental impact. The idea is that building owners and users will have the opportunity to minimise their operating costs from ‘cradle to cradle’. As energy resources reduce over the next few decades, the value of this research will increase and it is possible to foresee government legislation which drives building construction in this direction. By making environmental impact analysis readily linked to 3D products at the very early stage of the design process, the value of 3D technology will be enhanced significantly resulting in more use of the technology in the construction process. In this context, the objective of this paper is to introduce and explore approaches for developing integrated 3D- EIA, LCA (Life Cycle Analysis) and LCCA (Life Cycle Cost Analysis) and VR (Virtual Reality) tools and develop trade-off analysis to assist in the decision making process. To demonstrate initial results, a pilot case study in the UK is being developed.
series ASCAAD
last changed 2008/01/21 22:00

_id ecaade2007_063
id ecaade2007_063
authors Petzold, Frank; Bimber, Oliver; Tonn, Christian
year 2007
title CAVE without CAVE
doi https://doi.org/10.52842/conf.ecaade.2007.161
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 161-168
summary Activities in the building industry in Germany concentrate increasingly on a combination of renovation and new-build. A look at current computer aided applications reveals a serious lack of IT support for the whole architectural design process in and within existing buildings (e.g. building surveying, designing on site and the preparation of information for further use in later planning stages). An ongoing interdisciplinary research project undertaken jointly by the faculty of media and the faculty of architecture is investigating methods and techniques for the computer-aided support of the design process in and within existing buildings. The goal is to develop a hardware and software concept for a “design-toolbox” based on SAR (spatial augmented reality) and to implement aspects of this as prototypes. This paper describes the goals of the “Spatial Augmented Reality for Architecture” project and discusses possible fields of application for SAR for supporting the design process in existing buildings from a user’s perspective. This paper presents the initial results of the project, the development of a cave-like hardware and software concept called “low-cost projection in room corners” and the description of the core concept based on a client-server architecture. The project is funded by the “German Research Foundation (DFG)”.
keywords Augmented reality, virtual reality, design support, renovation
series eCAADe
email
last changed 2022/06/07 08:00

_id cf2007_541
id cf2007_541
authors Ryu, Jaeho; Ryuzo Ohno
year 2007
title A Novel Room Re-Layout Design Tool for Preparedness of Earthquake Disaster Using Real-Time Physics Simulation and Force-Feedback Interface
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 541-554
summary The virtual reality (VR) generated by computer graphics (CG) has developed very rapidly in accordance with the rapid improvement of computer hardware and CG algorithms. Not only visual still images but also the representation of the behavior of virtual objects has became possible owing to real-time physics simulation, which can provide a high sense of presence to users. Adopting the real-time physics simulation and the force-feedback interface to the architectural design process in VR could make it more realistic by providing a sense of virtual objects such as the weight of the mass, tactile sensation, and interaction between virtual objects and users. As a pilot application of real-time physics simulation and the force-feedback interface in the architectural field, we are developing an educational VR system for earthquake disaster preparedness through a room re-layout design process.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ascaad2007_024
id ascaad2007_024
authors Schneider, S.; C. Tonn, F. Petzold and D. Donath
year 2007
title Designing with images: Augmented reality supported on-site Trompe l’oeil
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. 275-290
summary Activities in the building industry in Germany concentrate increasingly on a combination of renovation and new-build. A look at current computer aided applications reveals a serious lack of IT support for the whole architectural design process with and within existing buildings (e.g. building surveying, designing on site and the preparation of information for further use in later planning stages). An ongoing interdisciplinary research project undertaken jointly by the faculty of media and the faculty of architecture is investigating methods and techniques for the computer-aided support of the design process with and within existing buildings. The goal is to develop a hardware and software concept for a “design-toolbox” based on SAR (spatial augmented reality) and to implement aspects of it as prototypes. The paper focuses on one aspect of the research project – designing with images in an AR-Environment. The paper presents an overview of the project, a description of the core model based on a client-server architecture, the historical / theoretical architectural background and first results of this research part. The project is funded by the “German Research Foundation (DFG)”.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_058
id ascaad2007_058
authors Abdelhameed, W. and Y. Kobayashi
year 2007
title Developing a New Approach of Computer Use ‘KISS Modeling’ for Design-Ideas Alternatives of Form Massing: A framework for three-Dimensional Shape Recognition in Initial Design Phases
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. 745-756
summary This research aims at developing a new approach called ‘KISS Modeling’. KISS is generally a rule of ‘Keep It Simple, Stupid’ that will be applied in modeling process investigated and presented by the research. The new approach is implemented in a computer program ‘KISS Modeling’ that generates three dimensional forms based on simplifying the concept of shape recognition in design. The research, however, does not employ totally concepts of shape recognition or shape understanding in Artificial Intelligence and psychology. The research, in summary, investigates and describes: 1) a new approach of computer use contributing to generating design-ideas alternatives of form massing in initial design phases, within a simple way that any designer can understand at single glance, 2) implementation of shape recognition for generative three dimensional forms, 3) function to generate different outputs from different recognition, and 4) case studies introduced through applications and functions of the three dimensional modeling system presented by the research. The research concluded that the introduced processes help the user improve the management of conceptual designing through facilitating a discourse of his/her modeling of design-ideas massing.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_002
id ascaad2007_002
authors Abdellatif, R. and C. Calderon
year 2007
title SecondLife: A Computer-Mediated Tool for Distance-Learning in Architecture Education?
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. 17-34
summary Despite the importance of distance learning for its ability to reach a wide audience, easiness to access materials, and its lower cost compared to traditional learning, architecture education has not been well served by distance education. This is because it has a higher level of learning objectives, it is taught by coaching methodologies, and involves nonverbal forms of communication. One of the most common learning methods used in the design studio is the Criticism/Critique, which is a graphic and oral type of communication between the tutor and the students. In this investigation, Second Life, a massive multi-user online virtual environment that offers three-dimensional spatial capabilities via Avatars impersonation, is used as a computer-mediated tool for text and graphic-based communication in a distance learning situation. The study describes a demonstration experiment where students had to communicate with their tutor, display and describe their projects at a distance, in a purposely designed criticism space in SecondLife. The main objective of this paper is to observe and document the effects and the use of SecondLife virtual environment as an online 3D graphical-based tool of computer-mediated communication in distance learning in architecture education. The study also answers some questions: How well did the students use the tools of the medium provide? Was there a sense of personal communication and realism gained through using Avatars in the virtual environment? Did SecondLife provide a successful means of communication for a graphic-based context? And what are the students’ opinions about the learning environment? Using multiple methods of data collection, mainly based on an electronic observation of the experiment, questioning the participants before and after the experiment, and the analysis of the chat transcripts, the study presents descriptive results of the experiment, and discusses its main features. Proposals for modifications are made for future replications.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_006
id ascaad2007_006
authors Afify, H.M.N. and Z. A. Abd ElGhaffar
year 2007
title Advanced Digital Manufacturing Techniques (CAM) in Architecture
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. 67-80
summary Building projects today are not only born out digitally, but they are also realized digitally through "file-to-factory" processes of computer aided manufacturing (CAM) and computer numerically controlled (CNC) technologies. It was the challenge of constructability that brought into question, what new instruments of practice are needed to take advantage of the opportunities opened up by the digital modes of production, instead of whether a particular form is buildable. In this case of building construction, architects could design with attention to innovative details, afforded by unique shapes and sizes, knowing that whatever they created on their computer screen could be fabricated digitally for an affordable price. The aims of the research are to discuss and analyze the digital manufacturing techniques (CAM) in architecture and its fabrication, production process. To understand how these technologies fit within a broader context of architectural practice. The research begins with defining, what is digital manufacturing in architecture, its potentials, components and influences in the contemporary architecture. Further more it discusses the digital fabrication, Two- dimensional cutting, subtractive fabrication, additive fabrication and formative fabrication. The assembly technique, building skin, new materials and mass- customization in digital manufacturing techniques (CAM). That will be a hand in analyzing several case studies.
keywords Digital technology in architecture, Digital manufacturing, Formative fabrication, New materials, Fabrication machines and software.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_042
id ascaad2007_042
authors Ameireh, O.M.
year 2007
title Abstract Thinking: An Introduction to Creative Thinking in Basic Design
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. 527-542
summary This paper critically examines the nature of the dramatic increase in the number of students accepted in schools of architecture in Jordan, and the contradictory decrease in their artistic, creative, thought process, projects problem solving and other skills. The paper also reviews architectural curriculum and courses to identify weaknesses in handling the changes and ultimately within these constraints and in order to handle the students variable potentials, abilities and contradictions, certain exercises in the basic design course are devised in ways that; reduces its dependency on learnable manual skills and conceptual thinking; uses teaching techniques that correlates and incorporates Arts, Architecture and Sciences as complementary topics; approaches and reaches creativity as a procedure not a gift; transfers and travels easily between complexities and simplicities, between natural and artificial intelligence, between abstract and relative thinking; employ geometries and design tools as the main structure of any composition; makes self evaluations of choices, decisions and variables easier. Taking Abstraction as a framework in solving the problem of the exercises gave answers and solution to many problems that was not easy solving under the conventional ways of design.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_022
id ascaad2007_022
authors Belkaid, A. and A. Ben Saci
year 2007
title A multi-agent system for the formulation of architectural terms of references
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. 261-272
summary This work aims to use the multi-agent systems, permitting to coordinate the behavior of intelligent artificial agents, in order to help the architect at the first moments of the conception. We proceed by modelling the architectural terms of reference, using the concept of primary architectural system, to manage the initial information. This modelling process proposes a new formulation of this system based on the agent paradigm.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_215
id ecaade2007_215
authors Boytscheff, Constantin; Sfeir, Marilu Kanacri
year 2007
title Experimental Results in Immersive Virtual Reality (IVR): Searching Critical Design Factors within IVR to Increase Architectural Space Qualities
doi https://doi.org/10.52842/conf.ecaade.2007.091
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 91-98
summary The actual study in IVR (Immersive Virtual Reality) proposes a path which may provide meaningful information about the user’s behaviours and difficulties to articulate in immersive worlds. Beyond it, we are searching for parameters to improve design qualities in such an architectural space. Our interest is to use IVR as a medium to research the quality of spaces in particular the atmosphere of such spaces, on the basis of people’s interest and eagerness. Therefore it is important to comprehend the special conditions of the perception and the behaviour of the user in virtual spaces. The purpose is to understand the influence of an IVR environment upon the human being and to develop motivation for a personal use of virtual space as a learning environment. The aim of the analysis was to explore behaviour patterns in a simulated IVR environment. Moving from the dynamic of space, there arises a personal “space-time-system”.
keywords Urban planning, virtual reality, immersive, teaching
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac20075305
id ijac20075305
authors Cabral, Claudia Pianta Costa
year 2007
title ZOOM-IN, ZOOM-OUT: Architectural scale and digital technology
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 523-534
summary This paper aims at contributing to the study of the relationship between technology, knowledge and representation. It is based on previous studies on architecture, art and technology in modernity and its development, as well as on studies about scale in architectural design. In despite of the fact that scale can be technically considered indifferent for computer-aided design, I intend to discuss how digital tools intercede in the process of clipping that selecting a specific scale eventually implies sustaining that, for architectural design, the concept of scale has to do both with representation and with knowledge of reality.
series journal
last changed 2007/11/20 18:06

_id cf2007_373
id cf2007_373
authors Chan, Chiu-Shui
year 2007
title Does Color Have Weaker Impact on Human Cognition Than Material?
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 373-384
summary This project intends to develop a method for using virtual reality (VR) to represent a built environment for simulating environmental influences on occupants. Objectives of the project were to explore: (1) what environmental stimuli would affect habitants’ perception, and (2) what possible factors in the built environment would affect occupants’ cognition. An office was selected as the subject of study. Methods were to create a number of digital models, each containing an embedded variable, and then test the impact of environmental influences on visual perception. Results obtained in this study indicate that materials have stronger impact to human perception than colors, and VR has great potential for design decision making and post-occupancy evaluation.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id caadria2007_451
id caadria2007_451
authors Chan, Chiu-Shui
year 2007
title Evaluating the Cognition in a Work Space Virtually
doi https://doi.org/10.52842/conf.caadria.2007.x.v8d
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary In any built environment, there exist certain subtle stimuli that affect the occupants’ cognitive processes and performance. This research intends to identify: (1) what environmental stimuli an office building would generate that could affect the habitants’ cognitive ability, and (2) how the habitants react to these stimuli. The goals of the study are to develop a new method for using immersive virtual reality to represent a built environment for simulating environmental impact, and to discover factors that could influence habitants’ cognitive performance in a space. It is expected that the discoveries could advance the application of virtual reality to study human cognition in architecture.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_043
id ascaad2007_043
authors Chen, G.-Y. M.
year 2007
title Tagging Your Body Virtually : Represent a place making process with social network
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. 543-558
summary This research focuses on the virtual environment of place making. In this paper we would like to emphasize that the place making should be stressed collective views in order to obtain the design application of possibilities. However, in past researches there has been no study that tried to collect the collective views by digital ways. Accordingly, this paper proposes a response thought the Spatial Intention. It could be used to represent the human of body experience. The "moving" and "standing" are appropriate to two main considerations. Both of these could be connected to the action of "focus" and "choice." these leads to a sequential relationship of place production. The positive significance of the spatial intention lies in the convertibility of physical experience could be implied with a specific understanding. It also could be used to mold the place of knowledge structure. Thereby in order to verify the reliability of the above, we made a social network of virtual environment and used the rapid prototyping method to develop a prototype system. Implementing on the Chinese garden of the actual case, we found that the tag could concentrate as an entire sense in somewhere of place. These tags also could be shared remotely through the social network. Different tags in the sharing mechanism could collage out a place of collective views. This perspective would be used to assist designers to understand the sense of place. It also would be applied to find out the environmental design of possibilities in the future studies.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_689
id caadria2007_689
authors Chung, Daniel Hii Jun
year 2007
title Best Practice for Achieving Real-Time Virtual Reality Architectural Visualization
doi https://doi.org/10.52842/conf.caadria.2007.x.i4m
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Real-time rendering is the most fundamental aspect of the virtual reality technology, which is always, a balance between hardware advancement and efficient software algorithm upgrades on the one hand and the demands of the quality output on the other. As architects who utilize this technology, what we can do as users is to optimize the parameters we can control in the files we input to run the simulation. Thus the identification of the few variables we can control to prevent a lagging performance or ghosting which is no longer realtime. The frame rate above all is the measurement to determine whether a simulation is real-time or not. The research aim is to identify the biggest contributing factors among the few identified. The intention is to save time and effort by optimizing the selected factors in projects so that we do not have to optimize all of them. The workflow will also be a lot faster and projects can be done efficiently. The final part is to run satisfaction tests among users to evaluate those biggest contributing factors and the qualities acceptable by users. This is to eliminate the added processing power needed to run bigger files if they do not contribute much to improved quality.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_014
id ascaad2007_014
authors Dritsas, S. and E. Rafailaki
year 2007
title A Computational Framework for Theater Design
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. 165-182
summary This paper presents the results of an ongoing research on computational methods for the design of theatrical spaces. We demonstrate a systemic approach to design supported by a set of digital tools implemented for assisting the process. The primary purpose of the framework is to establish a formal basis for expressing and exploring explicit design criteria. At this stage the framework enables us to metrically access a range of design metrics that traditionally have been addressed through primarily architectural narrative. Moreover, our method strives in establishing a background where knowledge can be explicitly encoded and the results of analytical methods can be additively employed. In the future, the framework will assist as the platform for experimenting with generative or query-based design processes empowered by computation. We structured this paper / framework around three conceptual units: (a) a design intent toolkit assisting the processes of rapidly generating theater configurations; (b) an analytical system that evaluates a range of design metrics centered about aspects of visual comfort; and (c) a post-processing and visualization unit that binds the design metrics with existing data / studies and provide a range of representation methods. Overall, the methodology adopts existing knowledge in theatrical design, challenges traditional ideas of understanding the theater and proposes methods for evaluating its architectural performance. The conclusions focus on highlighting both the limitations and the potential of our system in the process of theater design. We also extend outside the boundaries of the current research into a brief discussion on the methodological impact of digital technology in architectural research. Finally we propose areas of future research and development.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_217
id ecaade2007_217
authors Duarte, José
year 2007
title Inserting New Technologies in Undergraduate Architectural Curricula
doi https://doi.org/10.52842/conf.ecaade.2007.423
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 423-430
summary This paper describes a set of curricular tools devised to insert new technologies in an undergraduate architectural curriculum. These tools encompass three courses and laboratories with advanced geometric modeling, rapid prototyping, virtual reality, and remote collaboration facilities. The immediate goal was to set up the virtual design studio and enable creative design thinking. The ultimate goal was to fulfill the criteria of intellectual satisfaction, acquisition of specialized professional skills, and contribution for the economic development of society that should underlie university education.
keywords Architecture, education, fabrication, digital media
series eCAADe
email
last changed 2022/06/07 07:55

_id ascaad2007_013
id ascaad2007_013
authors El Razaz, Z.M.
year 2007
title Virtual Heritage in the Digital Era
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. 149-164
summary These instructions are intended to guide contributors to the Second International Conference of the Arab Society of Computer Aided Architectural Design (ASCAAD 2007) when preparing papers. The abstract is in 10 pt Times with 11 pt leading. In the last years we have witnessed an enormous interest in the idea of the virtual, triggered by the increasing availability of advanced information technology. The capacity of this technology to model and simulate the behavior and the perception of environments have raised enormous expectations about the possibilities of producing synthetic, virtual environments that will eventually replace reality in the forms we know it. But if this virtual trend is a very recent phenomenon associated to the development of information technology, the idea of the virtual is not new. Virtual reality takes place, also, in architecture. Virtual architecture is not a design problem to which architecture and architects can offer any answer that they please. It is the condition, under which we have come to live in the 21st century through the physical and sensual encounter with the computer. It is only as a violence of this nature that virtual architecture can become a virtual thing and have the power to change the architectural thought of the era. Virtual reality could be used in different fields but essentially, the goal of this piece of work is the development of a generic set of tools that provide users with the means to recall represent and document the heritage in a new way, in order to preserve and make it accessible to as many people as possible.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_028
id ascaad2007_028
authors Elmasry, M.H. and E.M. Farid
year 2007
title User Participation and Mass Customization as Key Factors in the Future Residential Building
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. 327-342
summary The adoption of mass customization concepts, new manufacturing technologies together with the user participation, can open up an opportunity to the future residential buildings to achieve both a status of art and commodity, breaking the typical dichotonomy in architecture and meeting the individual needs and values of the future clients .The paper emphasizes on the concept of introducing the design as critical selling point where the customers can make their choices and changes through an interactive Web site exploring how mass customization and co-design will affect the architectural design / construction process of the residential multi-storey buildings.
series ASCAAD
email
last changed 2008/01/21 22:00

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