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 555

_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 caadria2007_013
id caadria2007_013
authors Cheng, Yuan-Bang; Teng-Wen Chang
year 2007
title Solving Design Puzzle with Physical Interaction – A Collage Table Implementation
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.o6o
summary Design process can be treated as a puzzle exploration process. With puzzle exploration as the interactive metaphor and mechanism, design collage reframes the design visual information as an interactive puzzle-solving game. Based on the design puzzle researches, this paper adapts an intuitive interface approach - physical interaction. A system using multi-touch technology (FTIR) called Collage Table has been implemented as the device to combine a design collage game with the physical interaction. The mechanism for invoking the search is developed and elaborated, and the implementation (both in software and hardware) and possible interaction are also documented in this paper.
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2007_031
id cf2007_031
authors Huang, Chih-Chieh Scottie
year 2007
title Conceptual Modeling Environment (COMOEN)
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. 31-43
summary Conceptual modeling is an actively creative stage in a design process. Through hand modeling and manipulation of different kinds of modeling tool kits for specific materials, designers are able to generate forms. This article presents a tangible human-computer interface of a C-StressBall for form manipulation and a C-BenchWhirler for visual control. They create a new way of interaction between the virtual world and the physical space. They are aimed to ease the operation in design process by using CAD.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ascaad2007_020
id ascaad2007_020
authors Karandinou, A. and A. Al-Attili
year 2007
title Conscious Interaction with Immaterial Space: Augmented Reality of everyday life
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. 243-252
summary This paper describes an on going research that uses design experimentation to provide an insight into different modes of space representation – in this case, physical, augmented or virtual space – and the type of experience triggered by their juxtaposition. We investigate, thus, how the simultaneous labyrinthic navigation and the moving or “shifting” “overview” enrich our experience of the city and “bring forth” the function of the bus-stop as an intermediate space of transition. We also question the way in which one perceives his/her own body spatiality and motility in physical, augmented and virtual environments, and how the particular kind of experience created by this juxtaposition, “brings forth” one’s awareness of his/her navigation in the city, or the instrumentality of the specific place. Our theoretical approach highlights issues pertaining to embodiment, spatiality, consciousness, intentionality, virtuality and immateriality.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ijac20075107
id ijac20075107
authors Kieferle, Joachim; Wössner, Uwe; Becker, Martin
year 2007
title Interactive Simulation in Virtual Environments - A Design Tool for Planners and Architects
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 116-126
summary Simulations can assist planners in optimizing their design and in minimizing its environmental impact. By adjusting the architecture according to simulation results, and running further simulations based on the adjusted design, an iterative process can help to increase the design quality. Up to now computing simulations have taken a long time, thus only a very limited number of iterations could be calculated. This project shows an approach that is close to a real time simulation. By dividing the simulation into smaller parts and running the software on clusters or vector supercomputers, first results are available within several seconds, and reasonable results in less than one minute. Besides the technical features, another focus is the easy accessibility of the simulation. Intuitive methods like a tangible user interface provide easy interaction methods for specialists as well as non specialists. The results of the simulation can be visualized and interacted with from the desktop or any kind of virtual environments. Further aspects like limitations of automatic grid generation, shape recognition and computation power are discussed.
series journal
email
last changed 2007/06/14 12:11

_id sigradi2008_080
id sigradi2008_080
authors Andrés, Roberto
year 2008
title Hybrid Art > Synthesized Architecture
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This paper investigates possible intersections between some contemporary artistic modalities and architectural practice. At first, it describes and discusses different uses of art in architectural history. Through the analyzes of Le Corbusier’s artistic and architectural practices, it observes the limits of looking at art as only ‘inspiration’ for architectural form and points to the necessity of surpassing this formal approach. More than bringing pictorial ‘inspiration’, art, as a experimental field, can change our architectural procedures and approaches - a much richer and powerful addition to the development of architecture. It discusses then, the confluence of architecture, information and communication technologies. Very commonly present in our contemporary life, not only on the making of architecture – computer drawings and modeling of extravagant buildings – nor in ‘automated rooms’ of the millionaire’s houses. Televisions, telephones and computers leave the walls of our houses “with as many holes as a Swiss cheese”, as Flusser has pointed. The architecture has historically manipulated the way people interact, but this interaction now has been greatly changed by new technologies. Since is inevitable to think the contemporary world without them, it is extreme urgent that architects start dealing with this whole universe in a creative way. Important changes in architecture occur after professionals start to research and experiment with different artistic medias, not limiting their visions to painting and sculpture. The main hypothesis of this paper is that the experiments with new media art can bring the field of architecture closer to information and communication technologies. This confluence can only take form when architects rise questions about technology based interaction and automation during their creative process, embodying these concepts into the architecture repertoire. An educational experience was conducted in 2007 at UFMG Architecture School, in Brazil, with the intention of this activity was to allow students to research creatively with both information technology and architecture. The students’ goal was to create site-specific interventions on the school building, using physical and digital devices. Finally, the paper contextualizes this experience with the discussion above exposed. Concluding with an exposition of the potentialities of some contemporary art modalities (specially the hybrid ones) in qualifying architectural practices.
keywords Architecture; Information and Communication Technologies; Digital Art; Site Specific Art; Architectural Learning.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2007_088
id ecaade2007_088
authors Bechthold, Martin
year 2007
title Teaching Technology: CAD/CAM, Parametric Design and Interactivity
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 767-775
doi https://doi.org/10.52842/conf.ecaade.2007.767
summary The paper discusses a project-based approach to technology teaching, and examines the case of the mobile information unit (MIU) for Harvard University and its art museums. A student competition was held to explore design alternatives for this unit. The winning entry proposed an interactive, pixilated fiber-optics display as well as touch screens. Parametric digital modeling was used in the design and design development of the scheme. Research included the study of structural alternatives, fabrication methods and the modes of interaction between users and the MIU.
keywords Computer-aided design and manufacturing, fabrication, simulation, prototype, fiber optics
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2007_016
id ascaad2007_016
authors Biloria, N.
year 2007
title Developing an Interactive Architectural Meta-System for Contemporary Corporate Environments: An investigation into aspects of creating responsive spatial systems for corporate offices incorporating rule based computation techniques
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. 199-212
summary The research paper exemplifies upon an attempt to create a co-evolving (socio-cultural and technological) programmable spatiality with a strong underpinning in the domain of computation, interaction design and open system typologies for the generation of a constantly informed self-adaptive corporate office space (which addresses the behavioral patterns/preferences of its occupants). Architectural substantiations for such corporate bodies embodying dynamic business eco-systems usually tend to be rather inert in essence and deem to remain closed systemic entities, adhering to a rather static spatial program in accordance with which they were initially conceptualized. The research initiative, rather than creating conventional inert structural shells (hard components), thus focuses upon the development of a meta-system, or in other words the creation of a ‘soft’ computationally enriched open systemic framework (informational) which interfaces with the ‘hard’, material component and the users of the architectural construct (corporate offices). This soft space/meta system serves as a platform for providing the users with a democratic framework, within which they can manifest their own programmatic (activity oriented) combinations in order to create self designed spatial alternatives. The otherwise static/inert hard architectural counterpart, enhanced with contemporary technology thus becomes a physical interface prone to real-time spatial/structural and ambient augmentation to optimally serve its users.
series ASCAAD
email
last changed 2008/01/21 22:00

_id acadia07_174
id acadia07_174
authors Bontemps, Arnaud; Potvin, André; Demers, Claude
year 2007
title The Dynamics of Physical Ambiences
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 174-181
doi https://doi.org/10.52842/conf.acadia.2007.174
summary This research proposes to support the reading of physical ambiences by the development of a representational technique which compiles, in a numerical interface, two types of data: sensory and filmic. These data are recorded through the use of a portable array equipped with sensors (Potvin 1997, 2002, 2004) as well as the acquisition of Video information of the moving environment. The compilation of information is carried out through a multi-media approach, by means of a program converting the environmental data into dynamic diagrams, as well as the creation of an interactive interface allowing a possible diffusion on the Web. This technique, named APMAP/Video, makes it possible to read out simultaneously spatial and environmental diversity. It is demonstrated through surveys taken at various seasons and time of the day at the new Caisse de dépôt et de placement headquarters in Montreal which is also the corpus for a SSHRC (Social Sciences and Humanities Research Council) research grant on Environmental Adaptability in Architecture (Potvin et al. 2003-2007). This case study shows that the technique can prove of great relevance for POEs (Post Occupancy Evaluation) as well as for assistance in a new design project.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia07_164
id acadia07_164
authors Diniz, Nancy; Turner, Alasdair
year 2007
title Towards a Living Architecture
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 164-173
doi https://doi.org/10.52842/conf.acadia.2007.164
summary Interaction is the latest currency in architecture, as responsive components are now reacting to the inhabitant of the space. These components are designed and installed by the architect with a view to the phenomenology of space, where the experience of the environment is previewed and pre-constructed before it is translated into the conception of the space. However, this traditional approach to new technology leaves no scope for the architecture to be alive in and of itself, and thus the installed piece quickly becomes just that—an installation: isolated and uncontained by its environment. In this paper, we argue that a way to approach a responsive architecture is to design for a piece that is truly living, and in order to propose a living architecture first we need to understand what the architecture of a living system is. This paper suggests a conceptual framework based on the theory of Autopoiesis in order to create a “self-producing” system through an experiment entitled, “The Life of a Wall” (Maturana and Varela 1980). The wall has a responsive membrane controlled by a genetic algorithm that reconfigures its behaviour and learns to adapt itself continually to the evolutionary properties of the environment, thus becoming a situated, living piece.
series ACADIA
email
last changed 2022/06/07 07:55

_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 ijac20075109
id ijac20075109
authors Jachna, Timothy J.; Santo, Y.; Schadewitz, N.
year 2007
title Deep Space
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 146-160
summary The work described here explores the problem of how digital technologies can enrich the experience of spatiality and social interaction in space(s). An existing café space at the School of Design of the Hong Kong Polytechnic University is linked to a "twin" in the form of an online-accessible environment. Sensors and displays establish channels of communication between the virtual and the physical space, enabling on-site visitors to the café and online visitors to the website to share a spatial experience. The article explains the design of modes of communication between the spaces, outlining the theory and genesis of the project and discussing issues and principles in the design and realization of such spaces, including the interplay between the three-dimensionality of the physical space and the two-dimensional picture-plane-based monitor interface through which the website is experienced, as well as strategies for the transmission of spatial experience within the constraints of commonly-available hardware and software.
series journal
email
last changed 2007/06/14 12:11

_id ascaad2007_054
id ascaad2007_054
authors Jaskiewicz, T.
year 2007
title Process-driven architecture: Design techniques and methods
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. 683-696
summary This paper explores the notion of process-driven architecture and, as a consequence, application of complex systems in the newly defined area of digital process-driven architectural design in order to formulate a suitable design method. Protospace software environment and SwarmCAD software application are introduced and physical, real scale prototypes of architectural installations illustrate the new approach to creating architecture.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_639
id caadria2007_639
authors Jinuntuya, Pinyo; Jirayod Theppipit
year 2007
title Temporary Housing Design and Planning Software for Disaster Relief Decision Support System
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.k9q
summary There is a continuous and urgent need for disaster relief in Thailand and countries suffering from floods and tsunami impact. Based on this issue, design and planning software for temporary housing project has been developed, as well as the process and guideline for implementation. This paper describes a unique coupling of interactive 3D virtual environment with parametric designing in order to manage disaster relief project more efficiently. Architects and planners can use the functionality of software on both design simulation and project evaluation aspects. We need to provide correct information to help people making decision when they are in disaster. So the disaster relief decision support system must offer proper information of crisis management focused on people, place, and process. One of the main features of software is the relationship modeling of essential factors such as number of people, houses, budget, time, and space. This automatic temporary houses generation and space planning is simulated for land use and layout plan design with cost estimation analysis. The system components were proposed to a new disaster relief system in alternative approach. Using community-based development will not cost budget but required people participation. Our software’s space coordination will start and centered from available space in school or temple with sufficient infrastructure. After essential factors are inputted, appropriated number of temporary houses, public facilities, and management guideline will be generated to support further planning decision. Our core system was developed on Java and Swing Technology, empowered by real-time 3D rendering CAD engine. In addition, “Virtools” as our Authoring Tools was applied to improve design interaction and explore rapid software prototyping. At the end, we discuss the comparison between real situations in Thailand and appropriate design standardization, which should be reconsidered how to manage crisis with the limitation of time and budget from government.
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2011_p035
id cf2011_p035
authors Langenhan, Christoph; Weber Markus, Petzold Frank, Liwicki Marcus, Dengel Andreas
year 2011
title Sketch-based Methods for Researching Building Layouts through the Semantic Fingerprint of Architecture
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. 85-102.
summary The paper focuses on the early stages of the design process where the architect needs assistance in finding reference projects and describes different aspects of a concept for retrieving previous design solutions with similar layout characteristics. Such references are typically used to see how others have solved a similar architectural problem or simply for inspiration. Current electronic search methods use textual information rather than graphical information. The configuration of space and the relations between rooms are hard to represent using keywords, in fact transforming these spatial configurations into verbally expressed typologies tends to result in unclear and often imprecise descriptions of architecture. Nowadays, modern IT-technologies lead to fundamental changes during the process of designing buildings. Digital representations of architecture require suitable approaches to the storage, indexing and management of information as well as adequate retrieval methods. Traditionally planning information is represented in the form of floor plans, elevations, sections and textual descriptions. State of the art digital representations include renderings, computer aided design (CAD) and semantic information like Building Information Modelling (BIM) including 2D and 3D file formats such as Industry Foundation Classes (IFC) (IAI, 2010). In the paper, we examine the development of IT-technologies in the area of case-based reasoning (Richter et al., 2007) to provide a sketch-based submission and retrieval system for publishing and researching building layouts including their manipulation and subsequent use. The user interface focuses on specifying space and their relations by drawing them. This query style supports the spatial thinking approach that architects use, who often have a visual representation in mind without being able to provide an accurate description of the spatial configuration. The semantic fingerprint proposed by (Langenhan, 2008) is a description and query language for creating an index of floor plans to store meta-data about architecture, which can be used as signature for retrieving reference projects. The functional spaces, such as living room or kitchen and the relation among on another, are used to create a fingerprint. Furthermore, we propose a visual sketch-based interface (Weber et al., 2010) based on the Touch&Write paradigm (Liwicki et al., 2010) for the submission and the retrieval phase. During the submission process the architect is sketching the space-boundaries, space relations and functional coherence's. Using state of the art document analysis techniques, the architects are supported offering an automatic detection of room boundaries and their physical relations. During the retrieval the application will interpret the sketches of the architect and find reference projects based on a similarity based search utilizing the semantic fingerprint. By recommending reference projects, architects will be able to reuse collective experience which match the current requirements. The way of performing a search using a sketch as a query is a new way of thinking and working. The retrieval of 3D models based on a sketched shape are already realized in several domains. We already propose a step further, using the semantics of a spatial configuration. Observing the design process of buildings reveals that the initial design phase serves as the foundation for the quality of the later outcome. The sketch-based approach to access valuable information using the semantic fingerprint enables the user to digitally capture knowledge about architecture, to recover and reuse it in common-sense. Furthermore, automatically analysed fingerprints can put forward both commonly used as well as best practice projects. It will be possible to rate architecture according to the fingerprint of a building.
keywords new media, case-based reasoning, ontology, semantic building design, sketch-based, knowledge management
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2007_361
id cf2007_361
authors Lertlakkhanakul, Jumphon; Sun-Hwie Hwang and Jin-Won Choi
year 2007
title Avatar Expression Agent in Virtual Architecture
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. 361-372
summary The lack of understanding of the character essence of avatars brings about limitations in interaction with their expressions. With the state-of-the art CAD standard and virtual reality, our approach is to explore the different paradigm of virtual architecture focusing on social interaction through avatars’ gesture expression. The method to classify context-aware expression data model and to autonomously activate it in real-time along with users’ communication is investigated. A domain of virtual office has been chosen as our study model based on our previous research. To achieve our goals, an avatar expression agent is developed based on our previous context-aware architectural simulation platform so called ‘V-PlaceSims’. The output is delivered as a Web page with an ActiveX control embedded to simulate and to evaluate through the internet. As users communicate with one another using a text box, the avatar expression agent simultaneously detects the users’ emotion by parsing the input texts to perform related gestures automatically. The result reveals a new convenience way to communicate with the other users with an enhancement in automated expression.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ascaad2007_055
id ascaad2007_055
authors Mallasi, Z.
year 2007
title Applying generative modeling procedure to explore architectural forms
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. 697-712
summary Computer generated 3D forms using generative procedures have matured in the last decade and now considered as a tangible approach for realizing architectural design ideas. As fascinating as the approach might be, it is still lacking actual application in the early architectural design process. There are many reasons for this, among them: it has many implications over the architectural design process mainly the practicality of design during the conceptual design stage; it is cumbersome to develop construction drawings for complex architectural forms; and the necessity for producing conceptual designs quickly in less time as design requirements and decisions are constantly being changed. This paper initially reports on a practical development of a computer program which generates architectural massing designs based on integrating forms generation technique in a design scheme. The influence for this development was inspired by Spirolaterals technique used in generating complex 3D architectural forms that are based on parametric shape configuration. The development has three goals: to review the principles for constructing generative forms in the conceptual design stage using simple CAD tools, to assist in the production of design schemes based on a few basic shapes and rules, and to explore 3D forms finding and generation without the need to write a complicated computer program that are difficult to produce by hand. The development resulted in generating an interesting number of 3D compositions. The author applied this technique to experiment during the production of a design scheme. The paper hence describes the current development of ArchiGen tool to produces generative 3D forms utilizing ArchiCAD © GDL programming language. The tool is embedded within ArchiCAD for generating 3D shapes. One of the main features of this implementation is that users are able to sketch 2D shapes and the tool will deform its three dimensional generation. Moreover, the user being able to abstract the architectural character from the resulting complex 3D shapes. This development extends current related work by allowing the designer to load shapes into ArchiGen which acts as vocabulary of shapes for a design scheme constraints. It is intended from this work to inspire future work focusing on using generative tools in the early conceptual design stages.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_057
id ascaad2007_057
authors Menges, A.
year 2007
title Computational Morphogenesis: Integral Form Generation and Materialization Processes
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. 725-744
summary Natural morphogenesis, the process of evolutionary development and growth, derives polymorphic systems that obtain their complex form, organisation and versatility from the interaction of system intrinsic material capacities and external environmental influences and forces. One striking aspect of natural morphogenesis is that formation and materialisation processes are always inherently and inseparably related. In stark contrast to these integral development processes of material form, architecture as a material practice is mainly based on design approaches that are characterised by a hierarchical relationship that prioritises the definition and generation of form over its subsequent materialisation. This paper will present an alternative approach to design that entails unfolding morphological complexity and performative capacity without differentiating between form generation and materialisation processes. Based on an understanding of material systems not as derivatives of standardized building systems and elements but rather as generative drivers in the design process this approach seeks to develop and employ computational techniques and digital fabrication technologies to unfold innate material capacity and specific latent gestalt. Extending the concept of material systems by embedding their material characteristics, geometric behaviour, manufacturing constraints and assembly logics within integral computational models promotes an understanding of form, material and structure not as separate elements, but rather as complex interrelations in polymorphic systems resulting from the response to varied input and environmental influences and derived through the logics and constraints of advanced manufacturing processes. These processes will be explained along 8 research projects.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2013r_006
id ecaade2013r_006
authors Neto, Pedro L.; Vieira, Andrea P.; Moreira, Bruno; Ribeiro, Lígia
year 2013
title A blended-learning approach in CAAD. Enhancing an architectural design studio experience by using collaborative web applications.
source FUTURE TRADITIONS [1st eCAADe Regional International Workshop Proceedings / ISBN 978-989-8527-03-5], University of Porto, Faculty of Architecture (Portugal), 4-5 April 2013, pp. 83-94
summary This paper is the result of a research project started in 2007 in our architecture school which aimed to adopt a Blended-Learning approach in teaching CAAD to 3rd year architecture students, while integrating the knowledge produced by our R&D Unit on architectural representation and communication techniques and web applications. We present our main conclusions regarding this strategy’s results and the web applications involved to understand if they acted like catalysts for engaging students with their learning process and for promoting a better communication between them and their teachers. The article shows how this strategy created new forms of interaction making communication between teachers and students easier and giving the latter an active role in the learning process. We start with an introduction to CAAD’s pedagogical strategy; we then describe the strategy and model applied to several case studies and the materials and learning tools used. Finally, we’ll discuss the most significant results and draw the main conclusions. The results highlight how the learning process coming from the Blended-Learning strategy and the use of complementary web applications strengthens the student’s and teacher’s capacity to work in a close relationship while maintaining the student’s active role in the learning process.
keywords Blended-learning; education in architecture; communication and representation; collaborative teaching and learning; design studio environment
email
last changed 2013/10/07 19:08

_id ascaad2007_032
id ascaad2007_032
authors Othman, A. and A. Al-Attili
year 2007
title Re-Placing Embodied Interaction: Palestinian Architects Virtual Community
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. 381-398
summary Our ongoing project Palestine Architects Platform (PAP) –and PAP VE is a project intended to re-bond Palestinian architects and facilitate communication between them in Virtual Environments “virtual land” using virtual means. We used it as an example to argue that its inherently embedded spatial metaphor could compensate for the physical disconnectedness, and allow interaction on many different levels. Our paper proposes an interactive archiving and networking location where discourse is not only stored but categorised, analysed, retrieved and used to start new topics, or can be used to improve new debates. The focus is on the social values of PAP network and its empowering nature. The design and the structure is not simply a system for online socialisation rather it is a result of thoroughly studying available networks and their principles. It is a result of deep analysis of reality behind this community. We finally propose a set of principles that can secure a real innovative and creative knowledge exchange.
series ASCAAD
email
last changed 2008/01/21 22:00

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