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 552

_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 acadia11_372
id acadia11_372
authors James, Anne; Nagasaka, Dai
year 2011
title Integrative Design Strategies for Multimedia in Architecture
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 372-379
doi https://doi.org/10.52842/conf.acadia.2011.372
summary Multidisciplinary efforts that have shaped the current integration of multimedia into architectural spaces have primarily been conducted by collaborative efforts among art, engineering, interaction design, informatics and software programming. These collaborations have focused on the complexities of designing for applications of multimedia in specific real world contexts. Outside a small but growing number of researchers and practitioners, architects have been largely absent from these efforts. This has resulted in projects that deal primarily with developing technologies augmenting existing architectural environments. (Greenfield and Shepard 2007)This paper examines the potential of multimedia and architecture integration to create new possibilities for architectural space. Established practices of constructing architecture suggest creating space by conventional architectural means. On the other hand, multimedia influences and their effect on the tectonics, topos and typos (Frampton 2001) of an architectural space (‘multimedia effects matrix’) suggest new modes of shaping space. It is proposed that correlations exist between those two that could inform unified design strategies. Case study analyses were conducted examining five works of interactive spaces and multimedia installation artworks, selected from an initial larger study of 25 works. Each case study investigated the means of shaping space employed, according to both conventional architectural practices and the principles of multimedia influence (in reference to the ‘multimedia effects matrix’) (James and Nagasaka 2010, 278-285). Findings from the case studies suggest strong correlations between the two approaches to spatial construction. To indicate these correlations, this paper presents five speculative integrative design strategies derived from the case studies, intended to inform future architectural design practice.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id ascaad2007_001
id ascaad2007_001
authors Germen, M.
year 2007
title Virtual Architecture: Reconstructing Architecture Through Photography
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. 1-16
summary The concept of construction in architectural design process is a temporary action that exists for a while and transforms itself into another product; i.e. the final building to be inhabited. Construction site can be taken as a podium where a play-to-remain-incomplete is being staged. The incompleteness causes us to dream, due to the fact that a complete building loses its narrative potential as it informs us about all the necessary pieces that constitute the whole: There is no puzzle to solve... Construction in this sense is like a historical ruin; Paul Zucker asserts that "ruins have held for a long time a unique position in the visual, emotional, and literary imagery of man. They have fascinated artists, poets, scholars, and sightseers alike. Devastated by time or willful destruction, incomplete as they are, they represent a combination of man-made forms and of organic nature." Architectural photography has the potential of re-creating this puzzle back again in order to bring an alternative representation to architecture. The architectural photographer is sometimes offered the freedom of reinterpreting, reconstructing architecture in order to be able to present a novel virtual perception to the audience. The idea here is to get some spatial clues that can later be used in other architectural projects. I was personally invited to two different concept exhibits in which I was given the freedom of inventing a virtual architecture through photography. The concept text written for one of these exhibits goes as follows: “I went, saw, stopped, attempted to grasp and enter it, looked at construction process and workers with respect, tried to internalize, wanted to claim it for a while, dreamed of creating a microcosm out of the macrocosm I was in, shot and shot and shot and finally selected: The created world, though intended for all, was probably quite a personal illusion...” Virtual architecture is a term used for architecture specifically created in the computer environment and never used in the realm of architectural photography. People like Piranesi, Lebbeus Woods, M.C. Escher, Marcos Novak, etc. previously dreamed about architectures that could exist virtually on paper, screen, digital environments. This paper will try to prove that this practice of (re)designing architecture virtually can be transferred to one of the most important realms of visuality: Photography. Various digital processes like stitching multiple photos together and mirroring images in image editing software like Photoshop, allow this virtual architecture to take place in the computer environment. Following this, I propose to raise the term “snap architecture” to connect it to the frequently referred concept of “paper architecture.”
series ASCAAD
email
last changed 2008/01/21 22:00

_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 caadria2007_145
id caadria2007_145
authors Golda, Robert
year 2007
title The Global Collaborative Design Project: An Outline of Future Trends 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.q3h
summary Collaborative design in architecture has been researched heavily in the academic world, and has begun to infiltrate the profession of architecture. Due to the effects of globalization, many different industries have become involved in the current trend of outsourcing work, or collaborating globally with geographically distributed partners. Advances in information technologies and networking are making this possible, and it is proving itself extremely successful in the world of business. The academic world, however, has seen only limited experiments in distributed virtual design. Limiting factors include an emphasis on individual assessment, administrative and logistical hurdles, and an unclear system of academic benefit. To illustrate the potential of collaborative technologies and methods, I present in this paper conceptual frameworks, collectively termed “Global Collaborative Design Project” (GCDP) that can be deployed in academia as well as in professional practice.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_030
id ascaad2007_030
authors Hoog, J.;C. Falkner and P. Seifried
year 2007
title Collaborative spaces as learning environments: How Schools of Architecture may find their Way into the Virtual World
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. 357-364
summary 3D virtual environments provided by current information and communication technologies offer new opportunities for architecture, potentially opening a completely new domain for architectural practice. Within this paper we describe scenarios for the use of 3D virtual environments at schools of architecture based on experiences from an EC-funded research project for the establishment of 3D - virtual campus for VIPA (Virtual campus for virtual space design Provided for European Architects). The campus was conceived as an extension of the existing learning management system used at TU-Vienna, Moodle. Within VIPA three virtual environments were tested as collaborative labs, for teaching architecture, and as digital environmental design tools: Open Croquet, Blender and Second Life.
series ASCAAD
email
last changed 2008/01/21 22:00

_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 ijac20075108
id ijac20075108
authors Paterson, Inga
year 2007
title Experiencing Architectural Interiors and Exteriors in Computer Games
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 128-143
summary This paper looks at the design of "place" in a game environment. It sets out to present a way of analyzing and evaluating game environments using Brian Sutton Smith's seven rhetorics of play as a framework. The question this paper investigates, is what can be learnt from our intrinsic ability to navigate our environment in relation to play? Physical architecture offers the game designer metaphors for virtual worlds that have meaning based on experiences people associate with them. True innovation in game-world design requires an understanding of our built environment that extends beyond the surface aesthetic appeal of architecture, through concentration on the way we experience architecture and interact with our built environment.
series journal
email
last changed 2007/06/14 12:11

_id ascaad2007_033
id ascaad2007_033
authors Sheta, S.A.
year 2007
title Collaborative Design as an Experimental Multidisciplinary Approach to Develop Computer Aided Architectural Design (CAAD) Courses
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. 399-414
summary This study demonstrates an overview of the state of teaching Computer Aided Architectural Design (CAAD) in the Department of Architecture, Misr Academy for Engineering and Technology (MET). This course is basically designed to enable students to explore new ways of design using Computer Aided Architectural Design software. In hypothetical valuation analysis, the study examines the necessity of combining ICT with architectural courses’ teaching in a collaborative design manner. In this sense, it tackles an experimental multidisciplinary approach to develop CAAD courses. It focuses on the innovation of the course by the introduction of ICT both in the contents of the course and as a means of education. To attain its goals stated above, the paper discusses the differences between teaching CAAD by using standard software and teaching the principles of CAAD. It distinguishes four-interdisciplinary system of application for collaborative design in education: social systems, professional systems, educational systems, and innovative systems. This exploration is seldom backed up from a design methodological viewpoint. The conclusion shows how the developed CAAD course, when taught in combination with ICT and collaborative design approaches may result in favorable learning outcomes.
series ASCAAD
email
last changed 2008/01/21 22:00

_id cf2007_017
id cf2007_017
authors Wang, Xiangyu
year 2007
title Mutually Augmented Virtual Environments for Architectural Design and Collaboration
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. 17-29
summary Augmented Reality (AR) augments real environment by means of virtual objects and Augmented Virtuality (AV) augments virtual environment with the insertion of real entities. Current AR and AV systems exist independently. This paper proposes a novel concept – Mutual Augmentation (MA) where AR and AV co-exist to form a seamlessly integrated mega-space by sharing certain real/virtual entity. This paper presents a systematic framework of exploring MA for supporting collaboration, communication, and coordination in architectural design beyond traditional single real/virtual space. It also opens up a key direction for future research into Collaborative Virtual Environments, AR and AV.
series CAAD Futures
type normal paper
email
last changed 2007/07/06 12:47

_id caadria2007_561
id caadria2007_561
authors Wang, Xiangyu
year 2007
title Agent-based Augmented Reality System for Urban Design: Framework and Experimentation
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.m0v
summary Urban design is traditionally regarded as a highly collaborative activity and its costly nature dictates that errors and oversights could easily induce budget overflow and time waste. Augmented Reality (AR) technology, the addition of virtual entities into the real world view, once complemented by the versatile nature of embodied intelligent agents, is envisaged to be promising for supporting design assessment and collaboration within design team. The paper presents a visualization and simulation framework for an intelligent agent-based AR system, called Augmented Reality-based Urban Designer (ARUDesigner), which could allow designers to assess virtual urban designs in a real and familiar workspace. The paper also presents the initial prototype of ARUDesigner and the experimental evaluation results from a pilot study.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_119
id ecaade2007_119
authors Zupancic, Tadeja; Mullins, Michael
year 2007
title Reconfiguring Course Design in Virtual Learning Environments
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 647-654
doi https://doi.org/10.52842/conf.ecaade.2007.647
summary Although many administrators and educators are familiar with e-learning programs, learning management systems and portals, fewer may have experience with virtual distributed learning environments and their academic relevance. The blended learning experience of the VIPA e-learning project for architectural students offers some innovative insights into experientially oriented educational interfaces. A comparative analysis of VIPA courses and project results are presented in the paper. Special attention in the discussion is devoted to the improvements of e-learning solutions in architecture. The criterion of the relation between the actual applicability of selected e-learning solutions and elements of collaborative educational interfaces with VR are taken into account. A system of e-learning applicability levels in program and course development and implementation of architectural tectonics in courseware is developed from the evaluation process and which contributes to the discussion of future trends in architectural education.
keywords Architectural education, e-learning, virtual space
series eCAADe
email
last changed 2022/06/07 07:57

_id acadia07_025
id acadia07_025
authors Ascott, Roy
year 2007
title Architecture and the Culture of Contingency
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, 25-31
doi https://doi.org/10.52842/conf.acadia.2007.025
summary A culture is a set of behaviours, attitudes and values that are shared, sustained and transformed by an identifi able community. Currently, we are bound up in a culture of consumerism, and of terror; there are also retro cultures and utopian cultures. What’s happening now that’s interesting is that many, if not all of these diff erent tendencies, tastes and persuasions are being re-aligned, interconnected and hybridised by a vast global community of online users, who are transdisciplinary in their approach to knowledge and experience, instinctively interactive with systems and situations, playful, transgressive and enormously curious. This living culture makes it up as it goes along. No longer do the institu- tions of state, church or science call the tune. Nor can any architectural schema contain it. This is a culture of inclusion and of self-creation. Culture no longer defi nes us with its rules of aesthetics, style, etiquette, normalcy or privilege. We defi ne it; we of the global community that maps out the world not with territorial boundaries, or built environments, but with open-ended networks. This is a bottom-up culture—non-linear, bifurcating, immersive, and profoundly human. Who needs archi- tecture? Any structural interface will do. Ours can be described as a contingent culture. It’s about chance and change, in the world, in the environment, in oneself. It’s a contingent world we live in, unpredictable, unreliable, uncertain and indeterministic. Culture fi ghts back, fi ghts like with like. The Contingent Culture takes on the contingency of life with its own strategies of risk, chance, and play. It is essentially syncretic. People re-invent themselves, create new relationships, new orders of time and space. Along the way, they create, as well as accommodate, the future. This culture is completely open-ended, evolving and transforming at a fast rate—just as we are, at this stage of our evolution, and just as we want it to be. Human nature, unconstrained, is essentially syncretic too.
series ACADIA
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 cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
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. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2007_031
id ascaad2007_031
authors Celento, D.
year 2007
title Jump box: [Dwellings for the Digital Nomad]
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. 365-380
summary Due to the rapid adoption of cellular and web-based communication, modern cultures are less reliant on fixed environments – moving more frequently for work and play. The Jump Box is an investigation into the confluence of these phenomena—the exploration of a technologically sophisticated, customizable environment that enables those engaged in increasingly dynamic lifestyles.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_657
id caadria2007_657
authors Chotsiri, Sirin; Siwarak Suwannasan, Wipaporn Lamool and Monchai Bunyavipakul
year 2007
title The Development of E-Groupware in the Collaborative Work of 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.u1h
summary The emergence of the computer networking, especially the internet has been a very useful tool for the construction industry. The AEC (AEC: Architectural, Engineering and Construction) has adopted the computer technology to the collaboration design work (CSCW: Computer Support Collaborative Work). It used to be that people work together in the real physical space like an office or design studio but now in the virtual design place. This is to accommodate the work that is being done among the designers or construction teams that are far apart. Through Web Application these people can work together from different location.
series CAADRIA
last changed 2022/06/07 07:50

_id ijac20075301
id ijac20075301
authors de Velasco, Guillermo Vasquez
year 2007
title A Group of Friends: The Las Americas Network, Virtual Studios, and Distance Education in Architecture
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 455-468
summary This paper celebrates the human factor by describing how our collective vocation towards innovation in design education has inspired the development of an active network across the Americas. Ten years after its creation, the Las Americas Digital Research Network has generated a stream of innovative implementations. This is the first time that the main stream of these research activities is articulated into a peer-reviewed journal publication. The narrative of the paper follows a time-line that starts with the creation of the Las Americas Digital Research Network in 1996. Supported by such a framework the paper continues to describe the implementation of virtual design studios as collaborations nested at the core of the network. Finally, the paper explains how the virtual design studios provide fundamental feasibility for the development of network-mediated distance education curricula in architecture and the opening of a new dimension in the development and deployment of collaborative networks.
series journal
email
last changed 2007/11/20 18:06

_id sigradi2007_af79
id sigradi2007_af79
authors Dimitrios Christakou, Evangelos; Neander Furtado Silva
year 2007
title Virtual Environments in simulation inside buildings [Ambientes virtuais na simulação do interior do edifício]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 253-256
summary Architects have always wanted to visually simulate internal space before beginning construction. Visualizations through the use of synthetics images, static scenes or animations, are a powerful tool which can contribute to understanding and therefore improve architectural proposals for better environment comfort, and energy efficiency. Real time interactive visualization of changes proposed by the architect during the design is a valuable resource, particularly during the initial phases. However, this type of real-time interactive visualization requires considerable computing power, which places restraints and reduces interactivity.
keywords Daylight; Real-time interactive visualization; architectural design
series SIGRADI
email
last changed 2016/03/10 09:50

_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
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last changed 2008/01/21 22:00

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