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

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_id 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 cf2007_525
id cf2007_525
authors Yan, Wei; Weiling He
year 2007
title Interpreting Architectural Space through Camera Movement
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. 525-539
summary This paper examines how camera movement interprets architectural space and describes a navigation system that is designed to facilitate real time path planning and control of camera movement. The navigation system also allows people to save and retrieve walkthrough paths and thus enables different interpretations of the space by different observers to coexist in the same space. With case studies, we demonstrate that whether a space appears intelligible or unintelligible may be manipulated in the way how the space is interpreted through camera movement.
series CAAD Futures
type normal paper
email
last changed 2007/07/06 12:47

_id ascaad2007_002
id ascaad2007_002
authors Abdellatif, R. and C. Calderon
year 2007
title SecondLife: A Computer-Mediated Tool for Distance-Learning in Architecture Education?
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 17-34
summary Despite the importance of distance learning for its ability to reach a wide audience, easiness to access materials, and its lower cost compared to traditional learning, architecture education has not been well served by distance education. This is because it has a higher level of learning objectives, it is taught by coaching methodologies, and involves nonverbal forms of communication. One of the most common learning methods used in the design studio is the Criticism/Critique, which is a graphic and oral type of communication between the tutor and the students. In this investigation, Second Life, a massive multi-user online virtual environment that offers three-dimensional spatial capabilities via Avatars impersonation, is used as a computer-mediated tool for text and graphic-based communication in a distance learning situation. The study describes a demonstration experiment where students had to communicate with their tutor, display and describe their projects at a distance, in a purposely designed criticism space in SecondLife. The main objective of this paper is to observe and document the effects and the use of SecondLife virtual environment as an online 3D graphical-based tool of computer-mediated communication in distance learning in architecture education. The study also answers some questions: How well did the students use the tools of the medium provide? Was there a sense of personal communication and realism gained through using Avatars in the virtual environment? Did SecondLife provide a successful means of communication for a graphic-based context? And what are the students’ opinions about the learning environment? Using multiple methods of data collection, mainly based on an electronic observation of the experiment, questioning the participants before and after the experiment, and the analysis of the chat transcripts, the study presents descriptive results of the experiment, and discusses its main features. Proposals for modifications are made for future replications.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_006
id ascaad2007_006
authors Afify, H.M.N. and Z. A. Abd ElGhaffar
year 2007
title Advanced Digital Manufacturing Techniques (CAM) in Architecture
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 67-80
summary Building projects today are not only born out digitally, but they are also realized digitally through "file-to-factory" processes of computer aided manufacturing (CAM) and computer numerically controlled (CNC) technologies. It was the challenge of constructability that brought into question, what new instruments of practice are needed to take advantage of the opportunities opened up by the digital modes of production, instead of whether a particular form is buildable. In this case of building construction, architects could design with attention to innovative details, afforded by unique shapes and sizes, knowing that whatever they created on their computer screen could be fabricated digitally for an affordable price. The aims of the research are to discuss and analyze the digital manufacturing techniques (CAM) in architecture and its fabrication, production process. To understand how these technologies fit within a broader context of architectural practice. The research begins with defining, what is digital manufacturing in architecture, its potentials, components and influences in the contemporary architecture. Further more it discusses the digital fabrication, Two- dimensional cutting, subtractive fabrication, additive fabrication and formative fabrication. The assembly technique, building skin, new materials and mass- customization in digital manufacturing techniques (CAM). That will be a hand in analyzing several case studies.
keywords Digital technology in architecture, Digital manufacturing, Formative fabrication, New materials, Fabrication machines and software.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_283
id caadria2007_283
authors Ambrose, Michael A.
year 2007
title BIM and Integrated Practice as Provocateurs of Design Education
doi https://doi.org/10.52842/conf.caadria.2007.x.l3j
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Building Information Modeling (BIM) obfuscates the role of composition, scale and abstraction by displacing the primacy of abstract conventions of representation with a methodology based on simulation. BIM subverts, while simultaneously clarifying, the holistic relationships of the parts to the whole in the architectural design of form and space. Architectural design education has great opportunity and risk in how it comes to terms with re-conceptualizing design education pedagogy as the profession struggles to redefine the media and methods of architectural deliverables in the age of BIM. The paper examines the foundation issues proposed by Integrated Practice. The paper questions how BIM and modeled simulation of architectural assemblage might transcend current definitions of convention in design and construction representation. This paper explores how the academy might prepare students of architecture for a digital practice that focuses on the virtual building model and database management. BIM and Integrated Practice viewed as provocateurs of design education provide great potential for critical analysis of how architectural design is taught. The associated pedagogies are transforming the way in which architectural education engages issues of design and representation and creates opportunities to question the roles and rules of traditional conventions. The paper seeks to engage issues of design specificity and ambiguity related to the assets and liabilities of digital modeling as the primary means of design and representation that BIM represents.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_019
id ecaade2007_019
authors Asanowicz, Alexander
year 2007
title Evolution of CAAD Teaching Methods
doi https://doi.org/10.52842/conf.ecaade.2007.393
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 393-399
summary In this paper evolution of CAAD teaching at architectural faculties will be presented. The CAAD will be considered as one of the components of skills and knowledge needed to support Design Studio. The paper is focused on the question “How architectural design may be combined with CAD teaching?” Formulation of this question results from opinion that position of CAAD in teaching of architectural design curriculum is different than other disciplines being taught at architectural schools. Introduction of CAAD to teaching schedules unquestionably and explicitly uncovered the need for changes within the whole schedule of study. Although great number of computer equipment is used, the students are still being taught as in the XIX century. In terms of achieved results it proves ineffective. Analyses have shown that evolution of teaching methods may be divided into four stages: software teaching, “personal involvement”, “replacement” and integration.
keywords CAAD education, design curriculum
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2007_038
id ascaad2007_038
authors Bakr, A.F. and D. Saadallah
year 2007
title Strategic planning through Mapping of Water pollution in Lack of information system utilizing geographic information system (GIS): Lake Maryout, Alexandria, Egypt
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. 479-490
summary Strategic planning always requests supporting tools to defeat lack of data problems, which is a common drawback in our planning system as a result of several reasons. This paper is an extensive overview of the recent application of Geographic Information Systems (GIS) in the domain of water contamination in lakes. The authors try to establish a GIS mapping technique, which is customized for Lake of Maryout in Alexandria city, Egypt demonstrating various GIS analysis techniques/approaches applied to a diversity of real-life engineering endeavors in the water contamination control management sector in a lack of data system. First, the reader is concisely acquainted with the major steps of utilized mapping technique and how they are conducted. Second, the technique would be applied to define degree of water pollution distribution in Lake of Maryout. Finally, the output maps would be analyzed to delineate a quick and long term strategy of solution.
series ASCAAD
last changed 2008/01/21 22:00

_id ecaade2007_164
id ecaade2007_164
authors Barrios, Carlos Roberto; Lemley, Christina
year 2007
title Expanding Design Boundaries
doi https://doi.org/10.52842/conf.ecaade.2007.483
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 483-489
summary This paper presents a research in progress on the use of simple block units for exploratory design of complex patterns. The research explains how to use symmetry rules to expand the design language of Frank Lloyd Wright’s textile block houses. The paper shows a case study of how a single unit can be used to generate complex patterns and intricate arrangements.
keywords Design variations, symmetry, design boundaries, random design
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2007_301
id caadria2007_301
authors Barrow, Larry; Shaima Al Arayedh
year 2007
title Emerging Technololgy – Dilemma and Opportunities in Housing
doi https://doi.org/10.52842/conf.caadria.2007.x.d7c
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Digital Technology has transformed industrial manufacturing and production; and an array of Industrial Design products provide increasing comfort and benefit to millions of global citizens via ergonomic and mass production/customization strategies. Yet, housing needs of a rapidly growing global population are rarely affected by digital technology. Shifts in societal demographics, from rural to urban city centres, and concurrently Global Warming and ecological changes are exacerbating the world housing situation. Millions are homeless, live in inadequate shelter, or as in the US Manufactured Housing (MH) market, live in nondurable poor quality “manufactured” houses that are detrimental to health, at best, or during extreme weather events, suffer catastrophic damages often resulting in death to occupants. Nevertheless, housing concepts and related living units have benefited very little when compared to architecture’s related manufacturing industries counter-parts (i.e. automotive, aerospace, marine industries, etc). While Technology has vividly expanded the shape language of architecture (i.e. Free-Form-Design), some may argue that Free-Form- Design buildings generally have beauty that is only “skin deep” and typically focus on providing signature statements for both the designer and elite clientele. In this paper, we will briefly review the role of the architect in the US Manufactured Housing industry; additionally, we will identify the major problems that plaque the US Manufactured Housing Industry. Further, we will review how architects and Industrial Designers use technology in their respective fields and draw larger designmanufacture principals for issues of global housing. Our findings and analysis suggest that an Industrial Design approach, applied in architecture for mass housing, offers a means of improving the architect’s role and technology in manufactured housing for the masses.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_045
id ascaad2007_045
authors Bazlamit, R. and M. Verma
year 2007
title Nature Replay: An immersive installation
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. 571-586
summary This project aims at addressing playgrounds and their utilization in current urban scenarios, in developing and under-developed countries. It experiments with digital technology to re-create a play space wherein children can actively engage with each other and the space utilizing upon a unique medium of play. As playgrounds have traditionally always been situated within a natural habitat or environment, this further reinforces the concept of developing the idea- based on something closely related to nature. Working around notions related to nature, music and how can children play around them; conceptualized ‘Nature rePlay”; an immersive environment making use of interactive digital media in both real urban settings and performing arts.
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
doi https://doi.org/10.52842/conf.ecaade.2007.253
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
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 sigradi2007_af03
id sigradi2007_af03
authors Bernal, Marcelo; Paul Taylor
year 2007
title Conocimientos locales [Local Know How]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 285-289
summary The main objective of this work developed at the Architecture Department of Universidad Técnica Federico Santa Maria, was develop and design tectonic systems from inquiring how laws that rule matter can inform and integrate a digital modeling process, elaborating modeling routines that express heterogeneity of matter and develop the potential of local fabrication process. This study combines digital modeling and very simple handcrafting techniques, based on simple rules and material properties.
keywords Digital; tectonics; parametric; modeling; material
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2007_066
id ecaade2007_066
authors Boeykens, Stefan; Neuckermans, Herman
year 2007
title A Generic Data Structure for an Architectural Design Application
doi https://doi.org/10.52842/conf.ecaade.2007.303
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 303-310
summary The research described in this paper focuses on the exploration of concepts for design development, to increase support for the early phases of design. This paper investigates and describes how a custom data structure for an architectural design application was set up generically, allowing additional extensions in a straightforward manner. The key concepts and main functionality are presented here, to give insight into the reasoning behind a flexible property system and how additional functionality benefits from this system.
keywords Design, software development, property system
series eCAADe
email
last changed 2022/06/07 07:52

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

_id ecaade2007_038
id ecaade2007_038
authors Campbell, Cameron
year 2007
title The Kino-eye in Digital Pedagogy
doi https://doi.org/10.52842/conf.ecaade.2007.543
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 543-550
summary “I am the kino-eye” states Dziga Vertov in his classic movie The Man with the Movie Camera (1929). The relationship of the cameraman, the subject, and audience is a dynamic that he investigates through cinema. It is also a dynamic that inspires an innovative way for advanced digital media to be explored in architecture pedagogy. This paper is focused on three ways to translate the cinematic relationship developed in Dziga’s work to digital media in architecture: the way designers capture and manipulate digital media to make architecture; how the discourse of film and architecture can be informed by an understanding of the manipulation of digital media; and the role of digital media production as a form of research for architecture. The film is noteworthy because it is not a typical narrative screenplay, rather it is a visual experiment. In standard films the perceptions of space are manipulated through the camera and through other means, but the audience is rarely aware of it. However, Vertov is acutely aware of this dynamic and engages the audience by self-consciously using what would otherwise be considered a mistake – the viewer is aware that the camera looks at his/her own relationship with film not just the relationship of camera and scene. The translation of this into the classroom is that the same tools allow designers to be critical of their relationship with the medium and the way media is used to make architecture. This concept can be applied to any medium, but in this class it is applied to how students relate with produced motion images and editing that into a video production. The three elements described in this text are key aspects of not simply producing short films, but an opportunity to actually be introspective of architecture through an alternative media. Student projects include video montages that develop a cultural perspective on design and projects that are self-conscious of technology and how it impacts the production. The film-work necessary to achieve these productions is simultaneously conscious of the way in which the author relates to the scene and conscious of how that scene is edited in the context of the production.
keywords Pedagogy, video, hyperspace, film
series eCAADe
email
last changed 2022/06/07 07:54

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

_id 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 cf2007_571
id cf2007_571
authors Chen, Zi-Ru
year 2007
title How to Improve Creativity: Can designers improve their design creativity by using conventional and digital media simultaneously?
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. 571-583
summary From previous works, we know that the distinguishing characteristics of design media cause different influence on design creativity. However, the cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent. In this research, we would like to discuss that can it inspire more creative works if designers use conventional and digital media simultaneously as sketching media to generate conceptual sketches. The results show that using conventional and digital media simultaneously comparing with only using individual media can help arouse creative thinking, cognitive activity and design outcome in the stage of conceptual sketches design. The findings may suggest that the integration of various design media provides one feasible ways to inspire creativity, which can apply to the design training of creativity on education and to the designer’s practical operation, but initiates more possibility of new media to assist design.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ecaade2007_211
id ecaade2007_211
authors Cheng, Nancy Yen-wen
year 2007
title Mining a Collection of Animated Sketches
doi https://doi.org/10.52842/conf.ecaade.2007.447
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 447-456
summary How can we make a set of digital assets useful for teaching and research? As we amass data, it is crucial to select and interpret what is presented. This paper describes how a collection of animated drawings has been made accessible through an iterative development process. It describes a Web matrix interface, interpreted lesson formats and an assessment method. The assessment method of tallying achievement on design criteria before a lesson reveals inherent challenges of the problem, tallying afterwards reveals the effectiveness of the lesson in addressing those challenges. Using space-planning layout problems, we found that students readily picked up simple graphic devices such as measurement grids, adjacency diagrams and thumbnail sketches. Students showed less immediate improvement on skills that require juggling of multiple criteria, such as meeting all programmed area size requirements.
keywords Sketching, design process, architectural education, animation, instruction
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2007_076
id ecaade2007_076
authors Coates, Paul S.; Derix, Cristian
year 2007
title Parsimonious Models of Urban Space
doi https://doi.org/10.52842/conf.ecaade.2007.335
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 335-342
summary This paper sets out an approach to urban modelling derived from early work with cellular automata and agglomeration models. In these cases the models are an example of distributed representation, where the rules built in to the model are replicated in all the discrete components of the model be they cells or agents. This is the classic AI. / AL paradigm of emergent systems. The paper describes the main structure of the models, and presents examples of the use of this modelling process in design education, pointing out the way dynamic models allow mapping on to interesting speculations about the dynamic of the city, and its social systems. The paper ends with a report on the use of such models as a design decision support system and how they will be used in planned work in master planning in the London Thames gateway area under the UK govt. sustainable communities initiative.
keywords Urban modeling, space syntax, agent based modeling, cellular automata
series eCAADe
email
last changed 2022/06/07 07:56

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