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 456

_id caadria2007_263
id caadria2007_263
authors Shaheen, Abeer; H. Elkadi
year 2007
title ICT & Reflective Education in an Environmentally ResponsiveArchitecture Studio
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.x2j
summary The current debate of architecture education in UK Schools of Architecture is reviewed with special emphasis on environmental ingredients of the traditional and progressive curriculum. Environmental approach to design has far more benefits than just informing students of the basics of the ecological and urban settings. Traditionally, UK Schools of Architecture address these issues via required courses (RIBA, 2003) However, environmental forces, wide array of educational innovations and a number of conditions and performance criteria that are set by Royal Institute of British Architects RIBA, for architectural education curriculum are essential drivers that necessitated transforming architectural pedagogy. As a result, new themes are being woven across existing courses, and more attention is being accorded to pedagogical methods of delivery using Information and Communication Technology ICT.
series CAADRIA
email
last changed 2022/06/07 07:50

_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 ecaade2007_095
id ecaade2007_095
authors Benton, Sarah
year 2007
title Mediating between Architectural Design Ideation and Development through Digital Technology
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 253-260
doi https://doi.org/10.52842/conf.ecaade.2007.253
summary Negroponte (Negroponte 1969) described how the creative thinking of a designer can become affected by the ‘machine’ urging the designer to draw a distinction between ‘heuristics of form’ and ‘heuristics of method’. This ensured that by taking advantage of digital technology a symbiotic relationship was maintained between both of these. To date architects have investigated digital tools for generating form and imagery with increasing success, but have arguably fallen short of using those tools for advancing their design methods. The research presented here explores questions not solely focusing on the use of the tools, but on heuristic methods of the profession, to examine the interconnectiveness of the design method and the tool in a symbiotic fashion; to examine the nature of creativity. This paper is taking a critical standpoint about the place of digital tools in an architect’s method in the pursuit of poetic architecture and, in particular, its representation, to enable speculation, as opposed to prediction, of ideas in the design process from the early phases. The issue is discussed through the findings of my doctoral research case studies that have proved germane to my particular enquiry, that is, digital mediationbetween design ideation and design development.
keywords Ideation, development, design process, digital techniques, animation
series eCAADe
email
last changed 2022/06/07 07:54

_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 sigradi2007_af56
id sigradi2007_af56
authors Dorta, Tomás
year 2007
title Ideation and Design Flow through the Hybrid Ideation Space [Ideación y flujo de Diseño a través de un Espacio de ideas Hibrido]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 418-422
summary This study assesses an innovative immersive sketching and model making system: the Hybrid Ideation Space (HIS). The system enables designers to sketch and make models all around them in real-time and real scale using a digital tablet (sketches), image capture (physical models) and a spherical projection device (immersion). We carried out an experiment to evaluate this system using the concept of Design Flow and workload with industrial design students working in teams during the ideation stage of the design of a car. The HIS was compared to analog tools and hybrid techniques.
keywords Ideation; Flow; Sketches; Models; Immersion
series SIGRADI
email
last changed 2016/03/10 09:50

_id caadria2007_433
id caadria2007_433
authors Dounas, Theodore; Kotsiopoulos M. Anastasios
year 2007
title Generative Systems Based on Animation Tools: Structure and Form of Core Ideas in Architectural Design
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.k1h
summary The goal of the research described in this paper is the formulation of a generative system for architectural design, where a structured core architectural idea is the input and alternatives to that idea are the output. Specifically we present a production pipeline of architectural / spatial configurations using the context of animation and time based design tools. Our model consists of “time” and space design constraints of boundaries / objects affecting a given architectural design, thus producing an alternative solution for every timeframe of the animation cycle. Initially the designer shapes an idea using animation software tools, where each tool is actually a constraint or a grammar rule defined informally by the user/designer. The influence of the tools can vary according to time, speed, location, configuration of the object and/or the constraint itself. In some of these animations the designer has the ability to sidestep partially the issue of emergence by providing specific key - frames for the solution to follow. The use of animation tools [shape driven curves, speed and time-line functions, parent child relationships] in the shape generation of our model empowers the user/designer to configure whole sets of shapes and designs interactively and without the need to define every solution independently. Simultaneously, a different, time-focused view of our model describes its use on designs that develop different configurations over time. Thus a duality of our model is established : the animated schema may be either a sum or a family of various designs or the animated time-line may represent a single design which changes over time. Finally the possibility of a structured graph representing each solution is discussed, where the designer can evaluate the merit of an individual solution in terms of conforming to the initial core idea or where alternative spatial configurations evolve in a different structure from the original design.
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 caadria2007_203
id caadria2007_203
authors Heidrich, Felix; Peter Russell and Thomas Stachelhaus
year 2007
title Intervision3D: Online 3D Visualisation and Conferencing
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.l3p
summary The use of Internet communication technologies in distributed teams has been carried out for well over 10 years. In this time, various methods to communicate and transfer information have been developed. A large amount of effort has been placed on enabling normal conversation to take place and it could be said, that with technologies like Skype, this is established. This enables planning partners to discuss, but we still need to convey what they are discussing. In short, the contents are still lacking. Technologies exist to allow users to share files or images, however this does not nearly reach the intensity or quality of discussions when partners are sitting together in front of a drawing or model. At best, screen sharing allows participants to see the same image but with low resolution and bad system response. The goal of the Intervision3D project is to allow distributed team members to discuss design issues with a common 3D model where participants can manipulate the model together in real time. In contrast to screen-sharing solutions, the Intervision3D project uses a server, which delivers a copy of the model to each conference participant. The server then coordinates the perspective views of all conference participants. One of the participants (usually the first) is initially designated as the speaker and he or she controls the views of the model through an intuitive walk/fly-through interface. The speed of the system is also buttressed by the simplicity of the application: as a Java applet, it is possible to start the Intervision3D system in any browser or as a separate applet on any system. As such, none of the participants need to install anything. The resolution of the model is optimized for each participant's browser and computer display. Currently, Intervision3D can import .3ds files and then render them using the JOGL Engine (Java Bindings for Open GL). JOGL allows the full Open GL suite to be used in rendering the model including lighting and textures: even normal PCs can do this quite well. The first implementation of the system is within an existing internet-based Design Studio and the paper elucidates how the first uses of the system have (partially) helped to increase the exchange of design ideas over the Internet. Through the Intervison3D system, the participants who have been separated by distance can once again discuss the same 3D model.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_159
id ecaade2007_159
authors Heidrich, Felix; Russell, Peter; Stachelhaus, Thomas
year 2007
title Intervision3D: Online 3D Visualisation and Conferencing
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 757-764
doi https://doi.org/10.52842/conf.ecaade.2007.757
summary The use of Internet communication technologies in distributed teams has been carried out for well over 10 years. In this time, various methods to communicate and transfer information have been developed. A large amount of effort has been placed on enabling normal conversation to take place and it could be said, that with technologies like Skype, this is established. This enables planning partners to discuss, but we still need to convey what they are discussing. In short, the contents are still lacking. Technologies exist to allow users to share files or images, however this does not nearly reach the intensity or quality of discussions when partners are sitting together in front of a drawing or model. At best, screen sharing allows participants to see the same image but with low resolution and bad system response. The goal of the project is to allow distributed team members to discuss design issues with a common 3D model where participants can manipulate the model together in real time.. The speed of the system is also buttressed by the simplicity of the application: as a Java applet, it is possible to start the Intervision3D system in any browser or as a separate applet on any system. Files can be imported and then rendered using the JOGL Engine (Java Bindings for Open GL). JOGL allows the full Open GL suite to be used in rendering the model including lighting and textures: even normal PCs can do this quite well. The first implementation of the system is within an existing internet-based Design Studio and the paper elucidates how the first uses of the system have (partially) helped to increase the exchange of design ideas over the Internet.
keywords Virtual design studio, shared models, CSCW
series eCAADe
email
last changed 2022/06/07 07:49

_id caadria2009_016
id caadria2009_016
authors Hemsath, Timothy L. ; Ronald Bonnstetter, Leen-Kiat Soh and Robert Williams
year 2009
title Digital CADCAM Pedagogy
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 277-284
doi https://doi.org/10.52842/conf.caadria.2009.277
summary Prototype manufacturing as an educational tool has been very successful at the college level in architecture and engineering design. This paper discusses an innovative inquiry-based learning approach rather than the problem-based learning models commonly utilized by other similar programs. For example, several research-funded technology projects (e.g., Cappelleri et al. 2007) look at involving students in problembased learning exercises (e.g., building robots); however, these exercises (while providing valuable experiences) have predetermined outcomes ingrained by the teachers, the project structure, and the components used to construct the devices. Therefore, inquisitive and creative problem solving is limited to the “kit-of-parts” in their approach to solving the problem. The inquiry-based CADCAM pedagogy model is more concerned with the process of solving a problem through the vehicle of prototyping than with the specificity of the design project itself. This approach has great potential. First, the need to solve the problem drives learning on multiple levels, integrating interdisciplinary ideas into the problem and solution. Second, the problem interlocks disciplines through inquiry knowledge building in team exercises. Finally, it encourages diversity and flexibility by allowing students to look at problems from multiples perspectives and points of view.
keywords Inquiry-based education: CAD; CAM; pedagogy
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia08_458
id acadia08_458
authors Hemsath, Timothy; Robert Williams; Ronald Bonnstetter; Leen-Kiat Soh
year 2008
title Digital CADCAM Pedagogy Model: Intelligent Inquiry Education
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 458-463
doi https://doi.org/10.52842/conf.acadia.2008.458
summary Prototype manufacturing as an educational tool has been very successful at the college level in architecture and engineering design. This paper discusses an innovative inquiry-based learning approach rather than the problem-based learning models commonly utilized by other similar programs. For example, several research-funded technology projects (e.g., Cappelleri et al. 2007) look at involving students in problem-based learning exercises (e.g., building robots); however, these exercises (while providing valuable experiences) have predetermined outcomes ingrained by the teachers, the project structure, and the components used to construct the devices. Therefore, inquisitive and creative problem solving is limited to the “kit-of-parts” in their approach to solving the problem. The inquiry-based CADCAM pedagogy model is more concerned with the process of solving a problem through the vehicle of prototyping than with the specificity of the design project itself. This approach has great potential. First, the need to solve the problem drives learning on multiple levels, integrating interdisciplinary ideas into the problem and solution. Second, the problem interlocks disciplines through inquiry knowledge building in team exercises. Finally, it encourages diversity and flexibility by allowing students to look at problems from multiples perspectives and points of view.
keywords CAD; Education; Evaluation; Pedagogy; Rapid Prototyping
series ACADIA
last changed 2022/06/07 07:49

_id caadria2007_675
id caadria2007_675
authors Huang, Joseph Chuen-Huei
year 2007
title Decision Support System for Modular Houses
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.x9q
summary Presently, only a small percentage of people in the world typically hire an architect to design and build a home which is tailored to their preference. Besides the architect’s fee, clients also need to wait an interminable time for design and construction. Factory-made prefabricated housing systems tried to solve this problem previously. However, most pioneers failed to address the issues of variability and individual needs (Kieran & Timberlake, 2004). Plants closed because they produced more than the market demand, and prefabricated housing provided less flexibility than the traditional stick-built housing. The advanced digital technology makes it possible to communicate design ideas and concepts to others more effectively. The project delivery process leads itself to customization, embodying principles of lean production (Pine, 1993), flexible computer-integrated design interaction with clients, and reduced cycle times; all effecting rapid response between consumers and producers.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2007_000
id 2007_000
authors Kieferle, Joachim and Ehlers, Karen (eds.)
year 2007
title Predicting the Future
source 25th eCAADe Conference Proceedings [ISBN 978-0-9541183-6-5], Frankfurt am Main (Germany) 26-29 September 2007, 962 p.
doi https://doi.org/10.52842/conf.ecaade.2007
summary Digital tools can support the whole design process from the early phases through to final production. They enable the project participants to gain a better understanding of ideas and issues throughout all project phases. The focus of the eCAADe 2007 conference is that of tools and methods that support the whole range of participants from laymen to specialists in communicating, planning, costing and realizing built projects in all of the architectural fields.
series eCAADe
type normal paper
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id cf2007_557
id cf2007_557
authors Lai, Ih-Cheng
year 2007
title Idea Hitchhiking in the Idea Association Process
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. 557-570
summary Idea association is an important behavior to generate diverse ideas during the conceptual design stage. In the idea association process, the designer links and generates related ideas in conjunction with other participants by idea hitchhiking. By looking for combinations, more novel and useful ideas are found. For understanding how ideas are hitchhiked and combined, we apply a computational tool called DIM and conduct a design experiment to approach this research. Through the analysis of the generated graph-like structure (called idea map), some observations are found and discussed in this paper.
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 ecaade2007_189
id ecaade2007_189
authors Mark, Earl
year 2007
title Simulating Dynamic Forces in Design with Special Effects Tools
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 219-226
doi https://doi.org/10.52842/conf.ecaade.2007.219
summary Special effects technology can facilitate dynamic sketching in the early stage of a design project without needing time-consuming effort. This form of sketching was tested in a design studio taught by the author. The study of dynamic materials and oceanfront site conditions set the stage at the beginning of a design process for a more comprehensive analysis later on. On the one hand, the risk of using special effects tools is that the visual look can seem convincing, but the apparent result is based upon an overly simplified set of assumptions. On the other hand, the use of such technology can be very stimulating to the design imagination without requiring complex analysis that may bog down the free flow of ideas. Once a greater commitment is made to a particular design proposal, more complete physical analysis and modeling can be undertaken to help avoid the risk of false first impressions. In the studio, cloth simulation was used to develop the design of tension membrane structures (tents) that retracted and unfurled in a series of complex movements. Fluid dynamics effects were used in the design and development of related boat dock facilities. A wind-tunnel simulation tool was used to explore the performance of the tension-membrane fabrics under varied wind loads. The visualization techniques were complemented by ¼ to ½ scale assembled components created by rapid prototyping. The use of an actual wind-tunnel further tested the prototypes in some cases. On the whole, quickly implemented special effects were the starting point for reacting to and developing some initial design concepts and served as the basis for more complete physical modeling of prototypes later on. Using animation as a design method is well established in other work (Hirschberg 06). Animation is also a helpful way to work out the step by step assembly of complex architectural form (Mark 95). The special effects tools permit a larger range of initial design alternatives to be initially considered that are subsequently narrowed down by physically based prototypes that are more predictive of real world performance.
keywords Cloth simulation, fluid dynamics effects, design sketching, special effects, tension membrane fabrics
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2007_194
id ecaade2007_194
authors Martens, Bob; Koutamanis, Alexander; Brown, André
year 2007
title Predicting the Future from Past Experience
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 523-531
doi https://doi.org/10.52842/conf.ecaade.2007.523
summary Tomorrow’s architectural practitioners seemingly need to gain an overview of, if not master, a wide range of computer aided architectural design applications, from image making to Building Information Modelling (BIM) to digital fabrication. However, we are sceptical whether there is wide recognition that there is value in a broader appreciation of the underlying principles that organize these applications. CAAD software, once an exploration of architectural ideas, has become a commodity. But as digital tools have become more ubiquitous the relationship between practice and research has, broadly speaking, become more ambivalent. What has been lost, and what gained, in this change?
keywords Fundamentals, computational design, scenario, architectural practice
series eCAADe
email
last changed 2022/06/07 07:59

_id acadia07_138
id acadia07_138
authors Mathew, Anijo Punnen
year 2007
title Beyond Technology: Efficiency, Aesthetics, and Embodied Experience
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, 138-145
doi https://doi.org/10.52842/conf.acadia.2007.138
summary The spaces we live in are increasingly entwined in a complex weave of architecture and technology. With the evolution of intelligent devices that work in the background, design of place will eventually be a seamless integration of not just efficient but also experiential and virtual technologies. This signals a paradigm shift because “smart” architecture affords users a new interaction with architecture. In spite of such promises, we have seen interactive architecture ideas and “smart” environments only within laboratory walls or in the form of simplistic implementations. Perhaps the reason is simple. Rachael McCann asks if the integration of technology within the context of an increasingly information-driven modern era has abandoned the body in favor of the mind (McCann 2006). If we acknowledge that “smart” computing has the opportunity to transcend an efficient backbone to generator of experiences, perhaps we, as designers, must reconsider our position and strategy in this modern world. This paper is designed as a critical essay—one which evaluates interactive architecture and “smart” environments within the context of today’s socio-cultural climate. The paper hopes to open a discussion about the role of computing as architecture and the role of the architect in the design of such architecture.
series ACADIA
email
last changed 2022/06/07 07:58

_id sigradi2007_af88
id sigradi2007_af88
authors Medero Rocha, Isabel Amalia
year 2007
title ZOOM IN/ZOOM OUT - Architectural Scale in the Visualization and Representation of Architecture [ZOOM IN/ZOOM OUT - Escala arquitetônica na visualização e representação da arquitetura]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 102-106
summary The generation of ideas and the development of architectural design are affected by the actions of graphic software computer operators. This study is focused on the ZOOM instruction of CAD softwares as one of these operators, in an analogy to the concept of Architectural Scale. The terms ZOOM IN / ZOOM OUT were first used by us in 1998 in a methodology proposal developed in a MSc thesis – The Design Process in the Computer Environment – An Analogy between Computer and Design Operators, and subsequently implemented in a virtual design workshop, with the aim to use computer tools in the development of architectural knowledge.
keywords Design process; Computational commands; Architectural scale
series SIGRADI
email
last changed 2016/03/10 09:55

_id caadria2007_529
id caadria2007_529
authors Murty, Paul; Terry Purcell
year 2007
title Latent Preparation - Do Great Ideas Come From Out-Of-The-Blue?
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.j9u
summary Some designers have a knack of making design look easy, producing concepts, seemingly from nowhere. Other designers, suspicious of pie-in-the-sky ideas, prefer to design methodically. Are novel design ideas simply thoughts from out-of-the-blue, or are they insightful, resulting from deeper understanding? This paper reviews statements from a recent interview study of architects and designers, which assessed the extent to which conceptual designing is insightful. Most respondents stated that insights contributed to their designing, but two affirmed rational design processes and appeared skeptical of discovery based concepts. Analysis of the respondent statements generally, indicates that: 1) there are different levels of insightfulness, 2) insighful discoveries are also qualitatively different and 3) many appear to be an outcome of latent preparation (an incubation-like mental activity that ranges between active conscious designing and passive apparent unconscious activity), rather than arbitrary, out-ofthe- blue inspirations. The paper concludes by considering prospects for further research and implications for both education and digital media.
series CAADRIA
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