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 545

_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 sigradi2008_175
id sigradi2008_175
authors Knight, Terry; Larry Sass, Kenfield Griffith, Ayodh Vasant Kamath
year 2008
title Visual-Physical Grammars
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This paper introduces new visual-physical design grammars for the design and manufacture of building assembly systems that provide visually rich, culturally resonant design variations for housing. The building systems are intended to be tailored for particular cultures and communities by incorporating vernacular, decorative design into the assembly design. Two complementary areas of computational design research are brought together in this work: shape grammars and digital fabrication. The visual or graphic aspects of the research are explored through shape grammars. The physical design and manufacturing aspects are explored through advanced digital design and fabrication technologies and, in particular, build on recent work on mono-material assemblies with interlocking components that can be fabricated with CNC machines and assembled easily by hand on-site (Sass, 2007). This paper describes the initial, proof-of-concept stage of this work: the development of an automated, visual-physical grammar for an assembly system based on a vernacular language of Greek meander designs. A shape grammar for the two-dimensional Greek meander language (Knight, 1986) was translated into a three-dimensional assembly system. The components of the system are uniquely designed, concrete “meander bricks” (Figure 1). The components have integrated alignment features so that they can be easily fitted and locked together manually without binding materials. Components interlock horizontally to form courses, and courses interlock vertically in different ways to produce a visual variety of meander walls. The assembly components were prototyped at desktop scale with a layered manufacturing machine to test their appearance after assembly and their potential for design variations (Figure 2). Components were then evaluated as full-scale concrete objects for satisfaction of physical constraints related to concrete forming and component strength. The automated grammar (computer program) for this system generates assembly design variations with complete CAD/CAM data for fabrication of components formed from layered, CNC cut molds. Using the grammar, a full-scale mockup of a corner wall section was constructed to assess the structural, material, and aesthetic feasibility of the system, as well as ease of assembly. The results of this study demonstrate clearly the potentials for embedding visual properties in structural systems. They provide the foundations for further work on assembly systems for complete houses and other small-scale structures, and grammars to generate them. In the long-term, this research will lead to new solutions for economical, easily manufactured housing which is especially critical in developing countries and for post-disaster environments. These new housing solutions will not only provide shelter but will also support important cultural values through the integration of familiar visual design features. The use of inexpensive, portable digital design and fabrication technologies will allow local communities to be active, cooperative participants in the design and construction of their homes. Beyond the specific context of housing, visual-physical grammars have the potential to positively impact design and manufacture of designed artifacts at many scales, and in many domains, particularly for artifacts where visual aesthetics need to be considered jointly with physical or material requirements and design customization or variation is important.
keywords Shape grammar, digital fabrication, building assembly, mass customization, housing
series SIGRADI
email
last changed 2016/03/10 09:54

_id eaea2009_piga
id eaea2009_piga
authors Piga, Barbara E.A.
year 2011
title The Urban Simulation and Projects Evaluation Laboratory at the Politecnico di Milano: An Educational and Research Facility
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 115-120
summary At the beginning of 2007 an Italian Urban Simulation Laboratory was founded at the Politecnico di Milano. The laboratory, coordinated by prof. Fausto Curti, has been developed thanks to the one year presence of the visiting professor Peter Bosselmann, director of the Environmental Simulation Laboratory at the University of California at Berkeley. The laboratory has an interdisciplinary approach and a threefold mission: experiment, using the laboratory setting to study urban projects at different scales; communicate, aiding public communication by making urban projects understandable to everyone; integrate and innovate, working on different kind of simulations techniques in an integrated way. In its initial experience the laboratory is primarily a didactic and research facility. Students can join the work and participate actively to the research. Until now about 40 students have worked with us, more than a half were foreign students from all over the world. The majority of the students did an internship of about 150 (three-year degree) or 300 (master degree) hours and some of them have continued working after this period developing a thesis. At the moment the case study, used as a pilot research, is about the Porta Nuova project at the Garibaldi- Repubblica area in Milan. The 300.000 mq of the total area and its well served central position make this place strategic for Milan. In this area the adopted urban transformation plan is creating a new business center that affects redevelopment projects, new infrastructures, and a park. The overall project will overhanging the surroundings city center with some of the highest buildings of its skyline. The importance of the site and the dimension of the project make this case significant to test the use of simulation for supporting evaluations about morphological aspects, comfort conditions, visual impacts, and other aspects that directly influence the quality of the new urban spaces. We are now applying different simulation methodologies in order to better understand the peculiar usefulness of each kind as a tool to support evaluation. As any kind has its own limits we work with different typologies at the same time. We are working with 1:500 scale physical model of a 1 km square of the area and different kind of static and dynamic simulations. We developed, with an external office, a micro-car to move a micro-camera in the maquette. We use this equipment to better explain the project implications to the students by producing subjective shot videos or showing a walk in real-time. To reproduce in a better way some relevant walks through the transformed site we have also produced some videos made of a superimposition of the real existing context and the virtual projects. To do this we used a rendered video of the project superimposed to the filmed promenade of the today condition, previously recorded using steadycam. A lot of static simulations has been employed to better understand the new city configuration from some representative points of view, as for example the roof of the Duomo cathedral. We are now developing some other kinds of analysis such as shadows impact; this is done by using a 1:1000 scale maquette in the Heliodon, but also with some digital tools. In the next future a work with the wind tunnel will help to understand some other comfort implications of the project at the micro-urban scale. The multilayer approach is the main aim of the laboratory and is an important tool to clarify the multidimensional project impacts to the students. In this way the laboratory can be a learning tool, it can stimulate the project process and support decision-making while improving the knowledge about the correct use of simulations for evaluating the cumulative implications of the proposed urban processes.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id ascaad2007_036
id ascaad2007_036
authors Pratini, E.F.
year 2007
title Experimental Tools for the Teaching of Technical Graphics and Improving Visualization
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. 457-468
summary This paper presents an updated evaluation of an experience of applying computer graphics, virtual reality and Internet resources in the teaching of technical graphics at the University of Brasilia, Brazil. It differs from a previous paper (Pratini, 2004) for the addition of an overview of the course, the context and the new teaching methodology. It is an extended, more detailed paper, which includes examples, and closes with some results of surveys on the didactic material and the methodology. Our motivation for this experiment is the fact that most of the students have a lack of previous knowledge on the basis of drawings, resulting difficulties in both understanding and visualizing technical drawings. In this experiment, we introduced VRML 3D modeling in addition to CAD and regular pencil-and-paper drawings study and practice. To support the learning of this broad knowledge not present in the technical graphics bibliography, we first provided a website with animations and virtual reality resources. Since 2003 we are providing a CD-ROM containing all the former website material which is updated each semester. At the present time, the CD-ROM contains almost all the needed didactic material and software for the one semester technical graphics course. This experience was intended to improve and to support learning in a way that motivates the students, young people who are used to play video and computer games. Classes, website and CD-ROM material were conceived to take advantage of computers´ interactivity and animated resources. The use of computers´ technology and new media to support the learning resulted a new methodology and several new unanswered questions.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_064
id ecaade2007_064
authors Tonn, Christian; Donath, Dirk; Petzold, Frank
year 2007
title Simulating the Atmosphere of Spaces
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 169-176
doi https://doi.org/10.52842/conf.ecaade.2007.169
summary At present more than half of all building activity in the German building sector is undertaken within existing built contexts. Work in existing building fabric is an essential aspect of most architects’ activities. The development of a conceptual and technological basis for the digital support of design directly on site, in and with the available architecture is the main focus of the research project “Spatial Augmented Reality for Architecture”. This article describes one part of the research project: the sampling of colours and materials at a scale of 1:1 using Augmented Reality technologies. This makes it possible to project the colour and material qualities of a design directly onto any surface within an existing building, geometrically corrected. A first software prototype SAR-CA has been developed and then assessed using a user study to obtain a first evaluation of the prototype to determine the direction of future research. Future research areas are discussed at the end of the paper.
keywords Augmented reality, design support, colour and material sampling
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2007_af98
id sigradi2007_af98
authors Valadão Cardoso, Antônio; Isabela Sbampato Batista Reis de Paula; Leandro Henrique Britto de Oliveira; Leandro Ribeiro Araújo; Mateus de Sousa van Stralen
year 2007
title Visualizing scientific theories through multimedia in Materials Science [Visualização de teorias científicas através de multimídia em Ciência dos Materiais]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 74-77
summary The production of an electronic book at the site www.cienciadosmateriais.org for high school teachers stimulated the reflection about the advantage of the transmission of the most important scientific theories (atomism and thermodynamics) using Materials Science (MS) as a course study and reaffirmed the power of animation and 3D graphical tools to improve the understanding and the spread of these theories. Supported in these reflections, the electronic book produced differentiates itself, in the way and the manner it was produced in relation to what has been presented on the Internet.
series SIGRADI
email
last changed 2016/03/10 10:02

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

_id caadria2007_391
id caadria2007_391
authors Biloria, Nimish
year 2007
title Adaptive Corporate Environments
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.d7a
summary The research paper illustrates an attempt to envision computation aided architectural responsiveness (spatial and informational) towards contemporary forms of corporate organizations. Architectural substantiations for such corporate bodies embodying dynamic business eco-systems 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. Architectural renditions supporting such emergent forms of organizations hence need to be re-thought: a need to break apart from the inherent closed system typology of architectural materiality needs to be visualized. The research paper, addresses such issues by specifically focusing upon developing intelligent reconfigurable spaces (in accordance with customized activity oriented spatial preferences of its occupants) and an interactive user interface as a front end of the system (for inputting preferences and 3d space visualization purposes). A space cluster, completely user centric, equally dynamic, and flexible, as compared to the dynamic activities which the space sustains is thus developed. The papers content is explicitly based on the output of the authors PhD research work conducted at the TU Delft, Netherlands.
series CAADRIA
email
last changed 2022/06/07 07:50

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

_id cf2007_347
id cf2007_347
authors Caneparo, Luca; Mattia Collo, Alfonso Montuori and Stefano Pensa
year 2007
title Urban Generator
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. 347-360
summary The paper presents an ongoing project to interactively simulate urban and regional dynamics at the building scale. Urban Generator is a system for generating a large number of design solutions and for browsing, searching and structuring the high-dimensional space of the design solutions further to variable and customisable factors defined by the designer. The number of these factors is recognised as large; furthermore they are often ill-defined. Urban Generator does not model every factor; instead it supports the designer in defining the significant factors and their interconnections, then freely exploring the dimensions of the space of the design solutions generated by the system.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2007_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 bsct_fotiadou
id bsct_fotiadou
authors Fotiadou, Angeliki
year 2007
title Analysis of Design Support for Kinetic Structures
source Vienna University of Technology; Building Science & Technology
summary This thesis attempts the formation and systemization of a basis of knowledge and information, which is indispensable to turn a design support for kinetic structures into representation by means of a 3d animating program. Representation of kinetic structures by means of the existing ordinary software sources is possible; Nevertheless, such representation lacks of different important features and functions and results eventually in the total absence of a real model of the construction, which is valuable to the user of the program especially in the field of the kinetics, where everything depends on the movement: design not only requires, but demands for visualisation. A personal interest in kinetic architecture and therefore in the physical movement of structural elements in a building, as well as an attempt to “fathom” the possibility of changing this concept to visualization and modern reality by the use of a software are the main incentives of this master thesis. First, a general research will be performed in order to check the existence of similar or semisimilar proposals. The area in which the research will be held is the Bibliography in kinetic architecture and parametric design. A comparison of animation and 3D prototype software in well-known programs will focus on whether virtual weather conditions are considered as a parameter to the animation of the structure of the programs and case studies of several existing kinetic structures will be performed, in order to point out flaws and/or helpful commands in the programs in connection with the presentation of kinetic architecture. Criteria for the choice of the software: ability to customise and to produce geometric modelling, animation in relation to time (video animation) and the simulation after taking into consideration weather factors. Finally, using the computer and the scripting language, based probably on the theory of parametric design and primitive instancing, a realistic simulation of different elements will be performed in relation to variable measurements of luminance, ventilation and temperature so as to render feasible the construction of a whole structure. The results of the thesis will be used in the future as the basic knowledge in the creation of software for simulation of kinetic architecture. This program will be used as a tool for the architect to present a building, where kinetic architecture will be applied and to create simulation of the kinetic movement through a library of the existing prefabricated elements which will be created with the help of this thesis.
keywords Kinetic architecture, 3D designing software, scripting, programming
series thesis:MSc
email
more http://cec.tuwien.ac.at
last changed 2007/07/16 17:51

_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 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 ecaade2007_004
id ecaade2007_004
authors Hofer, Michael; Asperl, Andreas
year 2007
title Geometry in the CAAD Curriculum
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 385-392
doi https://doi.org/10.52842/conf.ecaade.2007.385
summary Modern architecture takes advantage of the greatly increasing design possibilities. Yet, architects are not just a new group of CAD users. Scale and construction technologies pose new challenges to engineering and design. We are convinced that those can be met more effectively with a solid understanding of geometry. Thus, an academic CAAD curriculum has to meet these requirements. We introduce our approach taken at TU Vienna and focus on the first-term mandatory course on geometry for architecture.
keywords Geometry, CAAD curriculum, geometric design
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2007_233
id caadria2007_233
authors Hoseini, Ali Ghaffarian; Rahinah Ibrahim
year 2007
title Using Social Network Analysis for Visualising Spatial Planning During Conceptual Design Phase
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.i8r
summary Spatial diagramming exercises with clients are difficult when most clients are not able to visualize the end results of their requirements. This paper would like to introduce a computational tool—Social Network Analysis (SNA)—commonly used in the communications field to study relationships between people we believe can resolve this visualization problem. Our research intent is to affirm whether or not we can use SNA as a spatial planning tool during conceptual building design. We posit that since the nodes and structural relationships between the nodes may have similar architectural characteristics, the tool would enable architects to make changes by moving any spaces on a floor plan while safely maintaining their spatial relationships to other spaces. In this paper, we would like to develop a proof-of-concept model using an available SNA tool to facilitate spatial diagramming visualization during conceptual design phase. We tested the use of a SNA tool at four levels. The first level determined whether we could develop spatial relationship between functional spaces (such as the living room must be adjacent to the front entry). The second level is on setting priorities values for the different nodes and the linkages. The third level determined whether we could develop grouping relationship between several functional spaces that have a common characteristic (such as public versus private spaces) on one horizontal plane. The final fourth level determined whether we could develop multiple layers that are connected by one common connector (such as a staircase in a double-story house). Our models are validated intellectually by visual comparison between our model and another diagramming by Nooshin (2001) that was developed manually. We are most interested in the fourth level because complexity in the spatial diagramming exercises is caused by multi-layered spatial arrangements at the horizontal and vertical planes. We expect our study to provide us guidelines in developing a prototype for a spatial diagramming tool using SNA, which architects can use to resolve visualization problems when conducting the exercise with their clients.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ijac20075211
id ijac20075211
authors Ioannidis, Charalabos; Potsiou, Chryssy; Soile, Sofia
year 2007
title A Spatial Information System for the Archaeological Site of Mycenae
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 376-394
summary Digital and automated photogrammetric procedures, developed for the collection and management of spatial data, and terrestrial laser scanning systems provide new capabilities for documentation of archaeological monuments and sites. Also, special tools in Spatial Information Systems and production of virtual models have been developed. Their combination provides relevant scientists (architects, archaeologists, etc) and users with a variety of options for the creation of integrated systems capable for documentation, restoration and cultural development of archaeological sites. Detailed 2D and 3D representation of the current condition of the site, development of a multi-purpose SIS, and introduction of modern digital products at a local museum, such as 3D models, creation of virtual environment and Web applications are some of them. Application of such techniques and systems was made to the archaeological site of the Mycenae in Greece, one of the most important sites worldwide.
series journal
last changed 2007/08/29 16:23

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