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 557

_id ascaad2007_005
id ascaad2007_005
authors Loh, E.; N. Dawood and J. Dean
year 2007
title Integration of 3D Tool with Environmental Impact Assessment (3D EIA)
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. 51-66
summary Environmental Impact Assessment (EIA) tools have been available for some years now and their function is predominantly to predict and identify the environmental impact of building projects. However EIA analysis is often done after the completion of the project or building and when it is too late to influence the design, materials or components to be used. Also, more than 80% of the design decisions that influence the whole life cycle of a building are made at the initial design phase. EIA does not receive the required attention. A new approach is suggested in this research to ensure that designers, clients and stakeholders have all of the relevant information needed at the outline design stage for the assessment of cost and environmental impact. The idea is that building owners and users will have the opportunity to minimise their operating costs from ‘cradle to cradle’. As energy resources reduce over the next few decades, the value of this research will increase and it is possible to foresee government legislation which drives building construction in this direction. By making environmental impact analysis readily linked to 3D products at the very early stage of the design process, the value of 3D technology will be enhanced significantly resulting in more use of the technology in the construction process. In this context, the objective of this paper is to introduce and explore approaches for developing integrated 3D- EIA, LCA (Life Cycle Analysis) and LCCA (Life Cycle Cost Analysis) and VR (Virtual Reality) tools and develop trade-off analysis to assist in the decision making process. To demonstrate initial results, a pilot case study in the UK is being developed.
series ASCAAD
last changed 2008/01/21 22:00

_id ecaade2007_217
id ecaade2007_217
authors Duarte, José
year 2007
title Inserting New Technologies in Undergraduate Architectural Curricula
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 423-430
doi https://doi.org/10.52842/conf.ecaade.2007.423
summary This paper describes a set of curricular tools devised to insert new technologies in an undergraduate architectural curriculum. These tools encompass three courses and laboratories with advanced geometric modeling, rapid prototyping, virtual reality, and remote collaboration facilities. The immediate goal was to set up the virtual design studio and enable creative design thinking. The ultimate goal was to fulfill the criteria of intellectual satisfaction, acquisition of specialized professional skills, and contribution for the economic development of society that should underlie university education.
keywords Architecture, education, fabrication, digital media
series eCAADe
email
last changed 2022/06/07 07:55

_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 ecaade2007_094
id ecaade2007_094
authors Buattour, Mohamed; Halin, Gilles; Bignon, Jean Claude
year 2007
title Management system for a Virtual Cooperative Project
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 125-131
doi https://doi.org/10.52842/conf.ecaade.2007.125
summary The paper presents on-going research aimed at the support of the management of building projects and the aid cooperative design. Today, The use of systems adapted to the cooperative design assistance for the building domain is complex. This results from the complexity of the cooperative work (difficulties in tracking actor’s work, lack of most of the required information, coordination problems, implicit nature of most of the construction activities etc.) The paper will briefly review two data exchanging modes that we had defined. After, on the basis of this concept of cooperative design we describe a new model of a virtual environment aimed to takes into account the relational organization of the project and the semantic meaning of works. This research represents a new approach because it not based on management of documents but on all data relative to works. Finally, we use this new model for defining a design-aided tool, to deduce advantages and limits of the “Virtual Cooperative Project”. This system lets geographically dispersed project actors model the project context of a building. More specifically, it allows interpreting, using and exchanging project works in a centralized virtual environment during the building life cycle. This system uses IFC objects which associate in the same model the semantic and the 3D representation of building works.
keywords Cooperation model, cooperative work design, project management, digital mock-up
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia07_250
id acadia07_250
authors Wierzbicki-Neagu, Madalina; de Silva, Clarence W.
year 2007
title Development of Design Workflows for Kinetic Structures Using Fuzzy Logic
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, 250-261
doi https://doi.org/10.52842/conf.acadia.2007.250
summary Kinetic structures offer the means to significantly expand the functional and performance features of traditionally static architectural solutions. However, the added element of motion creates considerable challenges during conceptualization and introduction into existing design workflows. Rigidly foldable shells offer tremendous potential for developing kinetic architectural structures. They require few support points, eliminate sliding overlaps and are relatively easy to mock up as initial concepts. Achieving the desired motion range, however, requires a significant design effort. If performed manually, the motion optimization is tedious and unpredictable. This paper examines possible optimization algorithmic strategies with the use of fuzzy logic. Specifically the paper focuses on the application of fuzzy logic as a tool for effectively negotiating modifications of complex linked geometries while using intuitive, high level statements and directives. Highlighted is the potential of fuzzy logic-based algorithms as tools that can help the transition of existing design workflows into environments that can handle extended challenges involving kinetic geometries.
series ACADIA
email
last changed 2022/06/07 07:57

_id sigradi2007_af07
id sigradi2007_af07
authors Culagovski, Rodrigo
year 2007
title Three dimensional isovist analysis method [Método de Análisis Tridimensional con isovistas]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 174-176
summary This paper presents a three dimensional method of isovist analysis implemented in the MaxScript programming language. The script accepts as its input a standard three dimensional model of the buildings and terrain being analyzed, upon which a N×N grid is projected. Each square of this grid is assigned a height value, thereby producing a simplified surface description which is amenable to mathematical analysis. A three dimensional isovist is then generated for each grid square, by placing an observation point 1.5 meters above its center and finding the intersection of a series of rays from this point to the input model. The distance from the observation point to the intersection is summed over for all the angles studied giving a compound isovist measurement for the grid square under consideration.
keywords Isovist; viewshed; analysis; model; volumetric; visibility
series SIGRADI
email
last changed 2016/03/10 09:49

_id ecaade2007_105
id ecaade2007_105
authors Matejovská, Dana; Achten, Henri
year 2007
title CAAD Restarted
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 409-414
doi https://doi.org/10.52842/conf.ecaade.2007.409
summary In our faculty a new CAAD group has been started recently after a period of virtual non-existence of CAAD education. The responsibility of the group is twofold: to provide students with a basic competence in CAAD, and to develop a high standard of experimental studio work combined with research. In our philosophy, we aim to reach the first goal by giving a wide offer of basic skills teaching in many different CAAD softwares. Building on that, we offer more specialised classes for advanced modelling and integrate skills with design work in the design studio. Due to limited means, and a small staff, we develop this program step by step. Our preliminary scope therefore, is very modest, and mostly limited to the first years of CAAD education in the Bachelor studies. In this paper we summarise our goals and preliminary results. We monitor the progression of our educational program with an enquiry that was distributed among 200 students. In that way we can assess student response to our efforts. We report on the findings from the enquiry and formulate improvements and possible directions for our teaching.
keywords CAAD education, pedagogy
series eCAADe
type normal paper
email
last changed 2022/06/07 07:59

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

_id cf2009_poster_43
id cf2009_poster_43
authors Oh, Yeonjoo; Ellen Yi-Luen Do, Mark D Gross, and Suguru Ishizaki
year 2009
title Delivery Types And Communication Modalities In The Flat-Pack Furniture Design Critic
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary A computer-based design critiquing system analyzes a proposed solution and offers critiques (Robbins 1998). Critiques help designers identify problems as well as opportunities to improve their designs. Compared with human critics, today’s computer-based critiquing systems deliver feedback in quite restricted manner. Most systems provide only negative evaluations in text; whereas studio teachers critique by interpreting the student’s design, introducing new ideas, demonstrating and giving examples, and offering evaluations (Bailey 2004; Uluoglu 2000) using speech, writing, and drawing to communicate (Anthony 1991; Schön 1983). This article presents a computer-based critiquing system, Flat-pack Furniture Design Critic (FFDC). This system supports multiple delivery types and modalities, adapting the typical system architecture of constraint-based intelligent tutors (Mitrovic et al. 2007).
keywords Critiquing system, design critiquing
series CAAD Futures
type poster
email
last changed 2009/07/08 22:12

_id ecaade2007_134
id ecaade2007_134
authors Rüdenauer, Kai; Dohmen, Philipp
year 2007
title Heuristic Methods in Architectural Design Optimization
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 507-514
doi https://doi.org/10.52842/conf.ecaade.2007.507
summary This paper focuses on optimization methods and their role in the “digital chain” in architectural design and production. These methods were developed in the research phase of the project ‘New Monte Rosa Shelter’ to improve cost efficiency and to adapt the design for the specific environmental and constructive constraints of the site. The New Monte Rosa Shelter is a project designed by students for a mountain shelter at high altitude. For transportation and construction reasons, optimization was required to minimize costs, material, and weight of the structure. For this project a series of programs using genetic algorithms were written to optimize the geometry of the wooden framework. These programs were combined to create a digital toolset, giving the architects direct output of surface information from the framing data, and allowing for output as a three-dimensional model. This optimization toolset gives creative control back to the architects themselves, who can now transform and manipulate the architecture. This paper describes the overall process, and outlines one specific optimization tool, a program that enables architects to “fill” the wooden framework automatically with different material and construction systems and understand the cost and efficiency implications based upon the structural analysis software and the programmed heuristic methods.
keywords Heuristics, algorithm, evolutionary strategy, digital chain, generative design, computer aided optimization
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2008_180
id sigradi2008_180
authors Vincent, Charles
year 2008
title Gulliver in the land of Generative Design
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The current trend in architectural design towards architectural computing has been treated both from a philosophical standing point and as an operational systems’ problem, in a quest for explications which could at last break ground for a more broad development and adoption of design tools. As Kostas Terzidis (2007) puts it, the intuitiveness that architects have put on so high a pedestal seems to be the central issue to be dealt with by both views. There seems to be no apparent shortcut toward the reconciliation between traditional practice and new media and most certainly it is not only a problem of interface design, but one of design method clarification and reinterpretation of those methods into computing systems. Furthermore, there’s no doubt left as to whether computing systems can generate such new patterns as to impact our own understanding of architecture. But even if computer algorithms can make possible the exploration of abstract alternatives to an abstract initial idea, as in Mathematica and Processing, the issue of relating abstract and geometric representations of human centered architecture lays in the hands of architects, programmers or, better yet, architect-programmers. What seems now to be the relevant change is that architectural design might escape from the traditional sequence embedded in the need – program – design iterations – solution timeline, substituted by a web of interactions among differing experimental paths, in which even the identification of needs is to be informed by computing. It is interesting to note that the computational approach to architectural design has been praised for the formal fluidity of bubbles and Bezier shapes it entails and for the overcoming of functionalist and serialization typical of modern architecture. That approach betrays a high degree of canonic fascination with the tools of the trade and very little connection to the day to day chores of building design. On the other hand, shall our new tools and toys open up new ways of thinking and designing our built landscape? What educational issues surface if we are to foster wider use of the existing technologies and simultaneously address the need to overtake mass construction? Is mass customization the answer for the dead end modern architecture has led us to? Can we let go the humanist approach begun in Renascence and culminated in Modernism or shall we review that approach in view of algorithmic architecture? Let us step back in time to 1726 when Swift’s ‘Travels into Several Remote Nations of the World by Lemuel Gulliver’ was first published. In Swift’s fierce critic of what seemed to him the most outrageous ideas, he conceived a strange machine devised to automatically write books and poetry, in much the same generative fashion that now, three centuries later, we begin to cherish. “Every one knew how laborious the usual method is of attaining to arts and sciences; whereas by his contrivance, the most ignorant person at a reasonable charge, and with a little bodily labour, may write books in philosophy, poetry, politicks, law, mathematics and theology, without the least assistance from genius or study. He then led me to the frame, about the sides whereof all his pupils stood in ranks. It was twenty foot square, placed in the middle of the room. The superficies was composed of several bits of wood, about the bigness of a dye, but some larger than others. They were all linked together by slender wires. These bits of wood were covered on every square with paper pasted on them; and, on these papers were written all the words of their language in their several moods, tenses, and declensions, but without any order. The professor then desired me to observe, for he was going to set his engine at work. The pupils at his command took each of them hold of an iron handle, whereof there were forty fixed round the edges of the frame; and giving them a sudden turn, the whole disposition of words was entirely changed. He then commanded six and thirty of the lads to read the several lines softly as they appeared upon the frame; and where they found three or four words together that might make part of a sentence, they dictated to the four remaining boys who were scribes. This work was repeated three or four times, and at every turn the engine was so contrived, that the words shifted into new places, as the square bits of wood moved upside down.” (Jonathan Swift, Gulliver’s Travels, A Voyage to Balnibarbi) What astonishing forecast did Swift show in that narrative that, in spite of the underlying incredulity and irony, still clarifies our surprise when faced to what might seem to some of us just an abandonment of all that architects and designers have cherished: creativeness and inventiveness. Yet, we could argue that such a radical shift in paradigm occurred once when master builders left the construction ground and took seat at drafting boards. The whole body of design and construction knowledge was split into what now seem to us just specialties undertaken by more and more isolated professionals. That shift entailed new forms of representation and prediction which now each and all architects take for granted. Also, Cartesian space representation turned out to be the main instrument for professional practice, even if one can argue that it is not more than the unfolding of stone carving techniques that master builders and guilds were so fond of. Enter computing and all its unfolding, i.e. DNA coding, fractal geometry, generative computing, nonlinear dynamics, pattern generation and cellular automata, as a whole new chapter in science, and compare that to conical perspective, descriptive and analytical geometry and calculus, and an image begins to form, delineating a separation between architect and digital designer. In previous works, we have tried approaching the issues regarding architects education in a more consensual way. But it seems now that the whole curricular corpus might be changed as well. The very foundations upon which we prepare future professionals shall change, not only in College, but in High School as well. In this paper, we delve further into the disconnect between current curricula and digital design practices and suggest new disciplinary grounds for a new architectural education.
keywords Educational paradigm; Design teaching; Design methods;
series SIGRADI
email
last changed 2016/03/10 10:02

_id acadia07_104
id acadia07_104
authors Chen, Chien-Lin; Johnson, Brian R.
year 2007
title DVIN: A Dual View Information Navigation System
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, 104-109
doi https://doi.org/10.52842/conf.acadia.2007.104
summary Differences in the preferred modes of representation of architects and their clients create challenges to their collaboration in the design process. Traditional two-dimensional drawings such as plans, sections and elevations form the backbone of architectural representation, anchoring text labels to record relevant non-graphical information. Nominally geometric “slices” through the proposed building volume, these drawings employ abstractions and conventions unique to professional practice. In contrast, non-architects think about building configuration largely through experiential or photographic perspective. This challenge increases over the life of the project. Simple drawings, such as those used in schematic design, are easily understood by all parties. However, as the building design develops the architects encode more and more design detail through the drawing conventions of construction documents, inadvertently making this detail less and less accessible to non-architects. We present DVIN, a prototype system that uses coordinated plan and perspective views for navigation of building information models, linking the information to an individual’s spatial navigation skills rather than their document navigation skills. This web-based application was developed using Java and VRML. The prototype makes it easier for naive users to locate and query building information, whether they are a client, a facility manager, or possibly an emergency responder.

*** NOTE: two pages missing from the printed proceedings have been appended to the PDF version of this paper and numbered 'erratum page 1' and 'erratum page 2' ***

series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id ascaad2007_028
id ascaad2007_028
authors Elmasry, M.H. and E.M. Farid
year 2007
title User Participation and Mass Customization as Key Factors in the Future Residential Building
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. 327-342
summary The adoption of mass customization concepts, new manufacturing technologies together with the user participation, can open up an opportunity to the future residential buildings to achieve both a status of art and commodity, breaking the typical dichotonomy in architecture and meeting the individual needs and values of the future clients .The paper emphasizes on the concept of introducing the design as critical selling point where the customers can make their choices and changes through an interactive Web site exploring how mass customization and co-design will affect the architectural design / construction process of the residential multi-storey buildings.
series ASCAAD
email
last changed 2008/01/21 22:00

_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 ascaad2007_044
id ascaad2007_044
authors Huang, C.-H. and R. J. Krawczyk
year 2007
title Web Based BIM for Modular House Development: Query Approach in Consumer Participatory 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. 559-570
summary The paper describes the relationship of client’s requirements and available design options of the proposed system by examples of its current prototype. By integrating the nature of modularity in prefabricated housing design, a proposed web-based design system will provide information filtering questionnaires to assist customers in selecting appropriate design components. A methodology has been developed that can generate design options based on the client’s needs and available modular components from selected product suppliers making it possible to simulate the final design before processing orders for assembling and manufacturing. Overall, the research demonstrates the power of internet that acts as a feedback loop to receive the information from clients, streamline the communication in between design teams, and integrate all products and materials together.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_675
id caadria2007_675
authors Huang, Joseph Chuen-Huei
year 2007
title Decision Support System for Modular Houses
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.x9q
summary Presently, only a small percentage of people in the world typically hire an architect to design and build a home which is tailored to their preference. Besides the architect’s fee, clients also need to wait an interminable time for design and construction. Factory-made prefabricated housing systems tried to solve this problem previously. However, most pioneers failed to address the issues of variability and individual needs (Kieran & Timberlake, 2004). Plants closed because they produced more than the market demand, and prefabricated housing provided less flexibility than the traditional stick-built housing. The advanced digital technology makes it possible to communicate design ideas and concepts to others more effectively. The project delivery process leads itself to customization, embodying principles of lean production (Pine, 1993), flexible computer-integrated design interaction with clients, and reduced cycle times; all effecting rapid response between consumers and producers.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_645
id caadria2007_645
authors Lee, Ji-Hyun; Tian-Chiu Li
year 2007
title Fuzzy-Based Direct Manipulation: Focused on User Participation in Apartment Plan Design Process
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.c0b
summary Physically-based manipulation can be recognized as a promising approach to implement interactive computational tools to solve the user participation problems. To support the designer’s justifications as well as to clarify the innately ambiguous expressions provided by the clients, we propose to build a fuzzy-based expert system integrated with a 3D physically based manipulation. This paper focuses on a system prototype for the client customization process in apartment plan design to exemplify our concepts.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_040
id ascaad2007_040
authors Loemker, T.M.
year 2007
title Location Based Services in Revitalization: The Use of Commonly Available Techniques for a Client-Participation Model
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. 505-516
summary This research concentrates on the combination of remote sensing devices, georeferenced data, web-based optimization techniques and Location Based Services in revitalization. Its aim is to enhance the delivery of information about the development potentialities of existing buildings. The present and idle stock of buildings is extensive. Nonetheless, significant data and information about existing buildings is hardly available. The real estate owners are usually not known by prospective clients and they can be elicited only with substantial effort. But even if data about a building is available it is difficult to valuate it precisely, because of missing standard classification techniques. The question whether or not a building is suitable for a certain subsequent use is therefore hard to answer. It involves an extensive expenditure of time and manpower. Recent publications however, demonstrate that requests for the re-use of buildings can be solved through the use of combinatorial optimization techniques (Loemker 2006a, 2006b, 2007). Within these approaches researchers mainly concentrate on the architect dealing with inquiries from clients. These inquiries typically address the question if specific buildings are suitable for particular future uses. With the aid of optimization engines the architect can solve these requests through a description of the existing buildings and the corresponding enquiries in terms of specific criteria such as number and size of rooms or adjacency between rooms. According to an unambiguous syntax these approaches can be applied to any building type. The building data is stored in databases which can be inquired through optimization engines which thereupon calculate suitable solutions to the demands made by the client. But even if these approaches demonstrate high potential, their bottleneck lies in the exclusive use through the architect. Neither can they be addressed to buildings that are not listed in the architects own inventory listings nor can they be used by the clients themselves. Furthermore, no reliable statement about a prospective reuse of a building can be made directly on site by prospective clients, i.e. buyers or renters. In our research we examined if ad-hoc analyses of existing buildings can be accomplished through the clients themselves with the aid of Location Based Services that can be accessed by common remote sensing devices. The aim is to give prospective clients the possibility to visit a building and run in-situ usability simulations. To accomplish this, building data will be transferred between the building and the client through the use of ordinary communication devices. These devices automatically connect to server-based applications, which compare the requirements of the client with the existing building and run remote simulations on concrete further utilization. The newly generated information will then be passed back to the client’s device. In the paper we address a scenario of a prospective client who visits a city where he hits on an unused building he might be interest in. The client wishes to gain immediate and accurate information if the building is able to meet his demands regarding the space needed for his company. Different techniques investigated, their assets and drawbacks will be described that could accomplish suchlike tasks.
series ASCAAD
last changed 2008/01/21 22:00

_id ecaade2007_111
id ecaade2007_111
authors Lömker, Thorsten M.
year 2007
title Location-Based Optimization to Foster Economic Decision-Making in Revitalization
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 311-317
doi https://doi.org/10.52842/conf.ecaade.2007.311
summary The existent and idle stock of buildings is extensive. However, significant information about these buildings is hardly available. The real estate owners are usually not known by prospective customers and they can be elicited only with substantial effort. But even if data about a building is available, it is difficult to valuate it precisely, because there are no standard classification techniques available, which would also consider the subjective subsequent requirements of the interested parties. The question whether a building is suitable for a certain subsequent use is therefore hard to answer. It involves an extensive expenditure of time and manpower. No reliable statement about a prospective reuse of a building can be made on site by prospective clients, i.e. buyers or renters. Therefore, we examined the technology needed by the customer to accomplish in-situ ad-hoc analyses of existing buildings. These technologies are namely remote sensing devices using georeferenced data, Location-Based Services and web-based optimization techniques. The aim is to give prospective clients the possibility to visit a building and run an in-situ usability simulation. To accomplish this, building information will be transferred between the building and the client through the use of common communication devices. These devices automatically connect to server-based applications, which compare the requirements of the prospective customer with the existing building and run remote simulations on concrete further utilization. By the use of georeferenced data alternative locations of unused buildings can be integrated into the simulation as well.
keywords Revitalization, location-based services, ubiquitous computing, web-based optimization
series eCAADe
email
last changed 2022/06/07 07:59

_id ijac20075213
id ijac20075213
authors Wyeld, Theodor G.; Carroll, Joti; Gibbons, Craig; Ledwich, Brendan; Leavy, Brett; Hills, James; Docherty, Michael
year 2007
title Doing Cultural Heritage Using the Torque Game Engine: Supporting Indigenous Storytelling in a 3D Virtual Environment
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 418-435
summary Digital Songlines (DSL) is an Australasian CRC for Interaction Design (ACID) project that is developing protocols, methodologies and toolkits to facilitate the collection, education and sharing of indigenous cultural heritage knowledge. This paper outlines the goals achieved over the last three years in the development of the Digital Songlines game engine (DSE) toolkit that is used for Australian Indigenous storytelling. The project explores the sharing of indigenous Australian Aboriginal storytelling in a sensitive manner using a game engine. The use of the game engine in the field of Cultural Heritage is expanding. They are an important tool for the recording and re-presentation of historically, culturally, and sociologically significant places, infrastructure, and artefacts, as well as the stories that are associated with them. The DSL implementation of a game engine to share storytelling provides an educational interface. Where the DSL implementation of a game engine in a CH application differs from others is in the nature of the game environment itself. It is modelled on the 'country' (the 'place' of their heritage which is so important to the clients' collective identity) and authentic fauna and flora that provides a highly contextualised setting for the stories to be told. This paper provides an overview on the development of the DSL game engine.
series journal
last changed 2007/08/29 16:23

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