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 548

_id ascaad2007_042
id ascaad2007_042
authors Ameireh, O.M.
year 2007
title Abstract Thinking: An Introduction to Creative Thinking in Basic 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. 527-542
summary This paper critically examines the nature of the dramatic increase in the number of students accepted in schools of architecture in Jordan, and the contradictory decrease in their artistic, creative, thought process, projects problem solving and other skills. The paper also reviews architectural curriculum and courses to identify weaknesses in handling the changes and ultimately within these constraints and in order to handle the students variable potentials, abilities and contradictions, certain exercises in the basic design course are devised in ways that; reduces its dependency on learnable manual skills and conceptual thinking; uses teaching techniques that correlates and incorporates Arts, Architecture and Sciences as complementary topics; approaches and reaches creativity as a procedure not a gift; transfers and travels easily between complexities and simplicities, between natural and artificial intelligence, between abstract and relative thinking; employ geometries and design tools as the main structure of any composition; makes self evaluations of choices, decisions and variables easier. Taking Abstraction as a framework in solving the problem of the exercises gave answers and solution to many problems that was not easy solving under the conventional ways of design.
series ASCAAD
email
last changed 2008/01/21 22:00

_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 sigradi2023_253
id sigradi2023_253
authors Cavalcanti, Isabella, Teixeira Mendes, Leticia and Albuquerque, Fernando
year 2023
title From Modeling to Collective Digital Fabrication: Experience of the "Banco Cabaça"
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 543–554
summary This paper presents an experience of collective digital fabrication and parametric modeling of furniture made with recycled plastic waste, inspired by natural elements of the Brazilian northeast. In addition to conventional joinery techniques, we highlight the technologies of rapid prototyping (PR) and digital fabrication (FD) (Volpato, 2007, Pupo, 2008; Pupo, 2009); as tools that promote a paradigm shift, both in the design process and in production and materialization (Kolarevic, 2005), allowing recycled plastic to have new applications. We started with a brief review of digital fabrication processes in Brazil, emphasizing collaboration in design and execution. Then, we contain the recycling of plastic and the need for actions for its best destination. Finally, we present a sustainable and collaborative design experience: the modeling and digital fabrication of furniture, entirely produced from recycled plastic, called “Banco Cabaça”.
keywords Sustainable Design, Digital fabrication, Collaborative process, Parametric modeling, Brazilian design.
series SIGraDi
email
last changed 2024/03/08 14:07

_id caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
doi https://doi.org/10.52842/conf.caadria.2010.443
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_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 b92c
id b92c
authors Derix, Christian
year 2012
title Digital Masterplanning: Computing Urban Design
source In Urban Design and Planning: Institution of Civil Engineers, Thomas Telford Publishers, ahead-of-print
summary The digital revolution has finally reached urban design as one of the last design communities not very familiar with computing. This is despite the city and geography being the natural fields for systems analogy and digital models of mathematical and statistical simulation were developed in the 60s and 70s for urban planning, much before industrial or architectural design. The recent arrival of urban design simulations is however not as innovative and radical as their 50 year old counterparts since they use computing solely for policy visualization, quantity evaluation or pattern generation. The Computational Design and Research Group [CDR] at Aedas|R&D started in 2007 to develop an open platform of lightweight applications – Digital Masterplanning – in collaboration with partners from academia and industry to provide methods for urban design, based on computational methods called meta-heuristic algorithms. An attempt to encode empirical knowledge and design assumptions into simulations is described where designers can assemble the resulting applications according to scales and brief into custom workflows.
keywords Spatial Planning, Urban Design, Meta-Heuristic Algorithms, Computational Design
series journal paper
type normal paper
email
more http://www.icevirtuallibrary.com/content/article/10.1680/udap.9.00041
last changed 2012/09/20 17:41

_id sigradi2007_af14
id sigradi2007_af14
authors Hernández Ibáñez, Luis; Javier Taibo Pena; Antonio Seoane Nolasco; Alberto Jaspe Villanueva; Rocío López Mihura
year 2007
title Natural Interfaces for Interactive Digital Contents in Museums. The Galicia Digital Experience [Interfaces naturales para contenidos digitales interactivos en museos. La experiencia de Galicia Dixital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 30-34
summary This paper describes the authors’ experience in the design and implementation of three interactive installations for museums based in the natural interfaces concept; that is, those that make use of the ways of communication used by humans in their natural relation with their environment by means of common abilities such as talking, gesturing, walking or touching. These installations are part of the Galicia Dixital permanent exhibition in Santiago de Compostela, which is devoted to illustrate on the culture of this Spanish region while introducing the visitor in the applications of new technologies.
keywords Interfaces naturales; interacción; museos
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2007_191
id caadria2007_191
authors Li, Biao
year 2007
title A Generic House Design System: Expertise of Architectural Plan Generating
doi https://doi.org/10.52842/conf.caadria.2007.x.u6h
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This paper presents the process and decision of producing software named “Gen_house” that generates high quality sketches of architectural design tasks. The result of a successful project combining research, development and education in both Europe and Asia is achieved in order to ease the practice demand of considering multiple aspects within a design process. The software employs principles and methods of self- organization, agent based solutions and natural sciences, which brings them to the field of architectural design.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_171
id caadria2007_171
authors Mannan, Ashik Vaskor; M.Saleh Uddin
year 2007
title Natural Behavior and Computational Logic for Optimization of Architectural Design
doi https://doi.org/10.52842/conf.caadria.2007.x.t3j
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 recent years much avant-garde architectural work has been dominated by a process based theoretical paradigm, inspired largely by various thinkers, critics, and philosophers. This particular ‘process practice’ attempts to address the paradox at the heart of contemporary production, by looking dialectically at the relationship between structure and ornament in nature with brainstorming and use of computer simulation.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_021
id ecaade2007_021
authors Mannan, Ashik Vaskor; Uddin, M. Saleh
year 2007
title Natural Behavior and Computational Logic for Optimization of Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2007.493
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 493-498
summary In recent years much avant-garde architectural work has been dominated by a process based theoretical paradigm, inspired largely by various thinkers, critics, and philosophers. This particular ‘process practice’ attempts to address the paradox at the heart of contemporary production, by looking dialectically at the relationship between structure and ornament in nature with brainstorming and use of computer simulation. The goal of this paper is to develop a computer optimized system that can generate solutions for defining spaces involving a number of contextual relationships of activities. In particular, this research undertakes a pilot study (working team: Ashik Vaskor Mannan, Masrur Mamun Mithun, Lau Hon Yee Damien) on pattern and behavior in nature and implements the findings in to an architectural problem. The Initial Research focuses on Theory of emergence, Analysis of swarm behavior, and Analysis of ant system. Specific urban sites with different behavior patterns are chosen in Barcelona where this process is implemented to examine how they response to this course of action. This Bottom up method provides an optimum solution instead of a top down solution for an architectural problem
keywords Design optimization, computational logic, natural behavior
series eCAADe
email
last changed 2022/06/07 07:59

_id ascaad2007_057
id ascaad2007_057
authors Menges, A.
year 2007
title Computational Morphogenesis: Integral Form Generation and Materialization Processes
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. 725-744
summary Natural morphogenesis, the process of evolutionary development and growth, derives polymorphic systems that obtain their complex form, organisation and versatility from the interaction of system intrinsic material capacities and external environmental influences and forces. One striking aspect of natural morphogenesis is that formation and materialisation processes are always inherently and inseparably related. In stark contrast to these integral development processes of material form, architecture as a material practice is mainly based on design approaches that are characterised by a hierarchical relationship that prioritises the definition and generation of form over its subsequent materialisation. This paper will present an alternative approach to design that entails unfolding morphological complexity and performative capacity without differentiating between form generation and materialisation processes. Based on an understanding of material systems not as derivatives of standardized building systems and elements but rather as generative drivers in the design process this approach seeks to develop and employ computational techniques and digital fabrication technologies to unfold innate material capacity and specific latent gestalt. Extending the concept of material systems by embedding their material characteristics, geometric behaviour, manufacturing constraints and assembly logics within integral computational models promotes an understanding of form, material and structure not as separate elements, but rather as complex interrelations in polymorphic systems resulting from the response to varied input and environmental influences and derived through the logics and constraints of advanced manufacturing processes. These processes will be explained along 8 research projects.
series ASCAAD
email
last changed 2008/01/21 22:00

_id acadia07_156
id acadia07_156
authors O’dor, Ron; Stokesbury, Dr. Michael
year 2007
title The Ocean Tracking Network
doi https://doi.org/10.52842/conf.acadia.2007.x.w9w
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, 156
summary The Ocean Tracking Network (OTN) is a large-scale global initiative that comprehensively monitors ocean conditions and marine life response to these conditions. Scientists are tagging sea creatures, from salmon to whales, with tiny transmitters so that their movements can be tracked for over 20 years by receivers placed at one-kilometre intervals along the ocean floor. Pressure sensors added to these receivers allow real-time measurements of ocean depth, temperature and salinity, all of which provide significant information about climate change and the likelihood of natural disasters such as tsunamis. On shore, scientists around the world can receive this information regularly and upload it to a central database, resulting in current and reliable international records.
series ACADIA
last changed 2022/06/07 07:49

_id acadia07_192
id acadia07_192
authors Seebohm, Thomas
year 2007
title Digital Design Pedagogy: Strategies and Results of Some Successful Experiments
doi https://doi.org/10.52842/conf.acadia.2007.192
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, 192-203
summary Are there design techniques unique to digital design software that should be explicitly taught or should one leave it to serendipity for students to discover these techniques? A review is provided of the experience of different teaching strategies for digital design pedagogy over a four-year period and, on the basis of this experience, recommendations for successful strategies are given. The teaching strategies presented assume prior training in basic three-dimensional digital modeling and hence represent a first exposure to digital design methodology. The three areas in which digital design provides unique strengths are: a) a three-dimensional design process; b) curvilinear and geometric design; and c) simulation to test the effectiveness of a design from various points of view, with particular emphasis on natural lighting. A brief overview is provided of the theoretical content of the course, the nature of the in-class design exercises, and the term project; all are visually illustrated with examples. The endeavour to reach an optimal pedagogical strategy was both enriched and complicated by the constant change in functional ability of digital design and simulation software and the availability of new software. Nevertheless, it was possible to draw some useful conclusions.
series ACADIA
email
last changed 2022/06/07 07:56

_id acadia07_032
id acadia07_032
authors Sijpkes, Pieter and Theodore, David
year 2007
title The New Architecture of Phase Change: Speculations on Ice Rapid Prototyping
doi https://doi.org/10.52842/conf.acadia.2007.032
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, 32-39
summary The paper presents speculative avenues for constructing 3-D ice models at various scales using traditional fabricating methods and modern CNC and rapid-prototyping techniques. Canada has a long history of using ice and snow for the construction of houses (igloo), ice palaces, and ice roads, in some cases dating back thousands of years. These techniques will be reviewed and evaluated for their suitability in modern uses. Computer-driven ice imaging and production methods present many opportunities and challenges. On the software side, we will speculate on how to use parametric software for form-finding; on the hardware side, we will reflect on how to translate these models into task planning for ice-building machines. Initially, these machines will be off-the-shelf robots and rapid prototyping machines, but we envision using specially constructed “cold irons,” “re-icing” robots, and automatic “ice bricklaying” machines. Vapour deposition on a substrate is envisioned as well. An overview of the design and adaptation of water delivery systems, through drip or spray nozzles, as well as methods of cooling water through natural or artificial means will be given. The role of additives (for colour and / or strength) will be outlined.
series ACADIA
email
last changed 2022/06/07 07:56

_id ijac20075404
id ijac20075404
authors Wierzbicki, Madalina N.; de Silva, Clarence W.
year 2007
title Design Tools for Foldable Structures with Application of Fuzzy Logic
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 645-662
summary Rigidly foldable shells offer tremendous potential for developing kinetic architectural structures. However, the added element of motion poses new design challenges. Initially, sketchy shell geometry is constructed to reflect the intended form. Further steps involve assuring an error free folding within a range that satisfies desired functional requirements. The kinematics of a parallel topology of the shell's geometry is difficult to express algorithmically what prevents from developing of automated adjustment tools based on computational methods. The geometry can be adjusted manually based on intuitive observations; however the process is tedious, time consuming and unpredictable. This paper develops automated adjustment tools based on the intuitive approach of a human designer. The study applies the fuzzy logic formalism as a computational interface between human approach and structured adjustments to the geometry. The advantages of fuzzy logic stem from its natural ability to represent human knowledge and effectiveness in reconciling ambiguities, uncertainties and redundancies that the intuitive human approach brings along. The development steps of fuzzy logic based algorithm are presented. Performed evaluation tests and the results are discussed.
series journal
last changed 2008/02/25 20:30

_id ascaad2007_058
id ascaad2007_058
authors Abdelhameed, W. and Y. Kobayashi
year 2007
title Developing a New Approach of Computer Use ‘KISS Modeling’ for Design-Ideas Alternatives of Form Massing: A framework for three-Dimensional Shape Recognition in Initial Design Phases
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 745-756
summary This research aims at developing a new approach called ‘KISS Modeling’. KISS is generally a rule of ‘Keep It Simple, Stupid’ that will be applied in modeling process investigated and presented by the research. The new approach is implemented in a computer program ‘KISS Modeling’ that generates three dimensional forms based on simplifying the concept of shape recognition in design. The research, however, does not employ totally concepts of shape recognition or shape understanding in Artificial Intelligence and psychology. The research, in summary, investigates and describes: 1) a new approach of computer use contributing to generating design-ideas alternatives of form massing in initial design phases, within a simple way that any designer can understand at single glance, 2) implementation of shape recognition for generative three dimensional forms, 3) function to generate different outputs from different recognition, and 4) case studies introduced through applications and functions of the three dimensional modeling system presented by the research. The research concluded that the introduced processes help the user improve the management of conceptual designing through facilitating a discourse of his/her modeling of design-ideas massing.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_084
id ecaade2007_084
authors Cenani, Sehnaz; Cagdas, Gulen
year 2007
title Representation of User Movements with Multi Agent Systems: Shopping Malls
doi https://doi.org/10.52842/conf.ecaade.2007.559
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 559-565
summary This study aims to analyze relationships of users and spatial configurations using agent-based simulation systems under certain circumstances in a virtual environment with agents that represent users of a shopping mall. Multi-agent simulation methods are used to study emergent behavior patterns. A computer model is generated to simulate user movements in a shopping mall. Today, it is feasible to simulate the movement patterns of human societies at catastrophes like fire and earthquake within the buildings. In this study, exposing the dynamics of user-space relationship will help both students in architectural design education and professionals in practice, to observe and solve design problems before the construction of malls.
keywords Artificial intelligence, agents, agent-based simulation, shopping mall, user movements
series eCAADe
email
last changed 2022/06/07 07:55

_id ijac20075403
id ijac20075403
authors Holzer, Dominik; Hough, Richard; Burry, Mark
year 2007
title Parametric Design and Structural Optimisation for Early Design Exploration
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 625-643
summary The investigation presented in this paper focuses on the following questions: How can engineering and architectural expertise, assisted by a process of digital optimisation, promote structural awareness regarding design alterations in the conceptual design stages? Can building geometry be set up computationally to render it sensitive to structural input? Which software tools are required to foster this interaction and what kind of decision support is needed to allow both architects and structural engineers to interact concurrently in this optimisation process? The authors of this paper form a team of researchers and practitioners from architectural and structural engineering background who combine their efforts to address the issue of interconnecting design intelligence across disciplines and advancing revised work methodologies in practice assisted by academic research. The research has shown that an integrated transfer of design information between architectural and structural designers in the early stages is beneficial to the collaboration if experts from both professions agree on common goals and define suitability rules that guide optimisation processes from the very beginning. To enable this, software tools are required that provide ad hoc decision support to create a wider array of informed design alternatives from which to choose.
series journal
email
last changed 2008/02/25 20:30

_id caadria2007_423
id caadria2007_423
authors Holzer, Dominik; Mark C. Burry and Richard Hough
year 2007
title Linking Parametric Design and Structural Analysis to Foster Transdisciplinary Design Collaboration
doi https://doi.org/10.52842/conf.caadria.2007.x.c6q
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary The investigation presented in this paper focuses on the following questions: How can engineering and architectural expertise guide a process of digital optimisation and add structural ‘awareness’ in real time to aesthetic considerations (or vice versa)? How can building geometry be set up computationally in order to render it ‘sensitive’ to structural input? Which tools are required to foster this interaction? The authors of this paper form a team of researchers and practitioners from architectural and engineering background who combine their efforts to address the issue of interconnecting design intelligence across disciplines and advancing work methodologies in practice assisted by academic research. A live case study project is presented as a test scenario in order to find answers the above questions.
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2007_303
id cf2007_303
authors Holzer, Dominik; Yamin Tengono and Steven Downing
year 2007
title Developing a Framework for Linking Design Intelligence from Multiple Professions in the AEC Industry
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. 303-316
summary The research presented in this paper addresses the issue of bridging conceptual differences between the theories and practice of various disciplines in the AEC industry. The authors propose an application logic that works as a framework in assisting the evaluation process of multidisciplinary design. Parametric design templates assist in channeling and integrating information generated during the design process.
series CAAD Futures
email
last changed 2007/07/06 12:47

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