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 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 4643
id 4643
authors Loemker, Thorsten Michael
year 2007
title Preservation of existing buildings through methods of Operations Research
source DACH 2007, International Conference on Digital Applications in Cultural Heritage, P. 157-175
summary The revitalization of existing buildings is getting more and more important. We are facing a situation where in many cases there is no need to design new buildings because an increasing number of existing buildings is not used anymore. The most ecological procedure to revitalize these buildings would be through a continuous usage and by making few or no alterations to the stock. Thus, the modus operandi could be named a “non-destructive” approach. From the architects’ point of view, non-destructive redesign of existing buildings is time-consuming and complex. The methodology we developed to aid architects in solving such tasks is based on exchanging or swapping utilization of specific rooms to converge in a design solution. In this regard, it was examined whether solutions for reuse tasks can be produced automatically by the use of optimization processes in floor plan design. These solutions shall be produced by swapping of existing areas. The objective is to obtain feasible planning solutions by means of these computer-based processes, which will serve the architect as a basis for the further editing of the plans. The methodical basis for this procedure is formed by models from Operations Research. The design of the model developed relates to problems in logistics, for example, the loading in trans-shipment centers. It also has analogies to board games like Chess or Go. These games are based on a specific number of fields or crosses of grid lines which are occupied by various tokens. Occupation is subject to a variety of conditions or rules. Compliance to conditions and objectives is clearly defined by the use of these rules. The analogy to our model is the fixed grid, the limited possibility to occupy fields and the fulfillment of an overall goal, i.e., to win the game. Therefore the model does not alter geometric proportions or locations of rooms but changes their occupancy such that a new usage could be applied to the building.
keywords Operations Research, Revitalization, Optimization
series other
type normal paper
email
last changed 2008/10/13 13:49

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

_id ascaad2007_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 45f3
id 45f3
authors Russell Lowe
year 2007
title COMPUTER GAMING, BIOTECHNOLOGY AND ARCHITECTURE: EMBEDDING THE INTERSECTION WITHIN AN ARCHITECTURAL CURRICULUM.
source AASA2007
summary Today, leading computer games provide real time environments including spaces, objects and characters that range (by manipulating an enormous array of parameters and being subject to simulations of real world physics) from the super realistic to the super delirious. Biotechnology, although apparently unrelated, also requires the manipulation of information in space and time and promises to affect environments in a range of ways that is at least as extreme. The opportunities suggested by an intersection between Architecture, Computer Gaming and Biotechnology were instrumental in the creation of courses and topics for students in first year right through to students studying toward a Masters degree. This paper reflects on and critically reviews the implementation, strategies and outcomes of embedding the intersection between Computer Gaming and Biotechnology within an Architectural curriculum. It draws from the experience of over 500 students, two Universities and major technological shifts. It develops the notion of the experiment in design. In contrast with the introduction of computer gaming technology into a core first year course, that had the underlying aim of including these technologies as a part of a general design curriculum, the introduction of issues connecting architecture with biotechnology (through computer gaming technology) reflects the specific research agenda of the author and is not intended for general application across an architectural curriculum. For more general application it could be seen as a strategy to promote cross disciplinary collaboration through the concept of the ‘boundary object’.
keywords Architecture, Computer gaming, Biotechnology, Design Experiment, Boundary Object
series other
type normal paper
email
more http://www.russelllowe.com/publications/aasa2007/aasa2007.htm
last changed 2008/04/28 07:48

_id caadria2007_503
id caadria2007_503
authors Sat, Reika; Bin Lu, Mayumi, Oyama-Higa. Tsuneo Jozen and Katsuya Nagae
year 2007
title Impact of Design Tools with Game-Like Function on Designer
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.x1x
summary Various visualization design tools such as CG and VR have been widely used in the process of architectural design and urban planning. The applications of these tools not only assist the designers but also make it possible to involve other relevant professionals and ordinary residents. In order to enable more convenient applications of the tools in the design process and instigate the interests of additional parties of relevance, we add entertainment function to the design tools. In order to test the results of such design tools resembling computer games, we examined the status of users during the design process when these tools being employed. Comparison of the results of questionnaire and collections of physiological data indicated the unique effectiveness of game-like design tools. Pulse detection at ear was used to check the changes of blood supply for left and right hemispheres. The data collected were then visualized by complex Chaos analysis. Comparison of the processed data indicated the different brain status when a user applies these tools in the design and showed the effectiveness of the tools and their impact on the designer. Our results support the usefulness of game-like design tools and may lead to further developments of contents and methods to advance such tools.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_188
id ecaade2007_188
authors Yan, Wei; Liu, Geqing
year 2007
title BIMGame: Integrating Building Information Modeling and Games to Enhance Sustainable Design and Education
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 211-218
doi https://doi.org/10.52842/conf.ecaade.2007.211
summary The ongoing research project develops a new process and related tools to enhance architectural design and education for sustainability. The new process consists of design, play, and update phases. First, in the design phase, designers (professionals or students) use Building Information Modeling (BIM) for representing architectural geometric information and non-geometric information. Second, in the play phase, designers will play games with their designed BIM model. The BIM model is made accessible to educational games through Application Programming Interface (API) of BIM. Both geometric and non-geometric information of BIM are brought into games as content. Game components such as characters (acting as virtual building users), graphics, sound, physics, artificial intelligence, game logic etc., can be added into the games. The games act as a simulation environment for both human activities and physical dynamics in buildings. Designers will be informed about the evaluation of their design in terms of sustainability and about the general design strategies and specific solutions in an interactive and fun way. Finally, in the update phase, the games will allow designers to modify the design and/or the building users’ behaviors/life styles until satisfactory performance is achieved. The design modification will be transferred back into the architectural design through the same API of BIM.
keywords Building information modeling, BIM, game, sustainability
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2007_155
id ecaade2007_155
authors Bonwetsch, Tobias; Bärtschi, Ralph; Kobel, Daniel; Gramazio, Fabio; Kohler, Matthias
year 2007
title Digitally Fabricating Tilted Holes
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 793-799
doi https://doi.org/10.52842/conf.ecaade.2007.793
summary Digital fabrication of building components by means of computer numerically controlled (CNC) machines is of high interest for architects and the building industry. Common design software does not allow for utilizing the potential that lies within these new technologies. To fully exploit the power of digital fabrication, new design paradigms have to be explored. In our design studios we implement direct scripting, the use of images to control parameters, as well as dynamical and rule based systems, which enables the designer to exploit the possibilities of digital fabrication. This paper provides an overview of the tools we developed. We will present some of the results from these classes and discuss its implications for future tool sets. It is essential to apply the knowledge of production methods at the starting point of the design process, in order to fully benefit from these new technologies. We believe that novel design strategies emerge out of this shift in production. Our goal is to integrate the principles of digital fabrication into the design process, resulting in a more valuable and sustainable architecture.
keywords Digital fabrication, CNC, design tools
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia07_212
id acadia07_212
authors Christenson, Mike
year 2007
title Re-representation of Urban Imagery: Strategies for Constructing Knowledge
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, 212-221
doi https://doi.org/10.52842/conf.acadia.2007.212
summary Productive analysis of photographically composed urban imagery is a ‘wicked’ problem due to the presence of multiple, entangled systems. This paper proposes constructive analytic techniques for composite imagery, consisting of digitally generating and superimposing graphic overlaps within and adjacent to original images, producing new images not rationally related to nameable systems. These new images promote pattern identifi cation, which in turn has the potential to inform conclusions about memory and navigation in urban sites. Thus, the difficulty inherent in systemic urban analysis is shifted to one of abstract image interpretation, and a new set of refl ective strategies becomes relevant. These strategies are illustrated through analysis of two existing systems in a midsize, Midwestern city: a system of pedestrian walkways connecting several downtown buildings, and a system of overhead power distribution structures. The systems have observable characteristics in common. But, while the walkways represent a deliberate attempt to structure memory and thus to aid navigation, the system of power distribution structures makes no such claim. The paper discusses specific implications of the method informing the author’s ongoing research and architectural design teaching. In conclusion, wider implications are suggested, informing the general question of constructing urban knowledge.
series ACADIA
email
last changed 2022/06/07 07:56

_id caadria2007_689
id caadria2007_689
authors Chung, Daniel Hii Jun
year 2007
title Best Practice for Achieving Real-Time Virtual Reality Architectural Visualization
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.i4m
summary Real-time rendering is the most fundamental aspect of the virtual reality technology, which is always, a balance between hardware advancement and efficient software algorithm upgrades on the one hand and the demands of the quality output on the other. As architects who utilize this technology, what we can do as users is to optimize the parameters we can control in the files we input to run the simulation. Thus the identification of the few variables we can control to prevent a lagging performance or ghosting which is no longer realtime. The frame rate above all is the measurement to determine whether a simulation is real-time or not. The research aim is to identify the biggest contributing factors among the few identified. The intention is to save time and effort by optimizing the selected factors in projects so that we do not have to optimize all of them. The workflow will also be a lot faster and projects can be done efficiently. The final part is to run satisfaction tests among users to evaluate those biggest contributing factors and the qualities acceptable by users. This is to eliminate the added processing power needed to run bigger files if they do not contribute much to improved quality.
series CAADRIA
email
last changed 2022/06/07 07:50

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

_id ecaade2007_136
id ecaade2007_136
authors Dohmen, Philipp; Rüdenauer, Kai
year 2007
title Digital Chains in Modern Architecture
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 801-804
doi https://doi.org/10.52842/conf.ecaade.2007.801
summary The “digital chain” is a continuous digital organization process, from the draft right into the manufacturing. Now one of these chains is applied on a mountain shelter. The individual steps are programmed and connected by universal interfaces. The computer is used not as passive digital drawing board, but as self-dependent tool that exerts influence on. Rules, dependence and aims, are formulated by the architect the computer can optimize due to its computing power. The role of the architect shifts thereby from the form designer to the role of a process designer. The aesthetics of the results is exciting and unusually, organically and self-evident - it is however always the result of given parameters. One topic is the complexity. The constructional modeling of the computers is a substantial support and easement. With programming techniques and parameterized construction, a high degree of individualizing becomes possible. A further point is efficiency. Construction with individual units, which former on was just realizable with high time and cost, become economically in this manner today. Furthermore computer-controlled machines work with precision and a detailing, which would be by workmanship neither temporally nor technically obtainable.
keywords Digital chain, mass customization, one of a kind production
series eCAADe
email
last changed 2022/06/07 07:55

_id ascaad2007_013
id ascaad2007_013
authors El Razaz, Z.M.
year 2007
title Virtual Heritage in the Digital Era
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 149-164
summary These instructions are intended to guide contributors to the Second International Conference of the Arab Society of Computer Aided Architectural Design (ASCAAD 2007) when preparing papers. The abstract is in 10 pt Times with 11 pt leading. In the last years we have witnessed an enormous interest in the idea of the virtual, triggered by the increasing availability of advanced information technology. The capacity of this technology to model and simulate the behavior and the perception of environments have raised enormous expectations about the possibilities of producing synthetic, virtual environments that will eventually replace reality in the forms we know it. But if this virtual trend is a very recent phenomenon associated to the development of information technology, the idea of the virtual is not new. Virtual reality takes place, also, in architecture. Virtual architecture is not a design problem to which architecture and architects can offer any answer that they please. It is the condition, under which we have come to live in the 21st century through the physical and sensual encounter with the computer. It is only as a violence of this nature that virtual architecture can become a virtual thing and have the power to change the architectural thought of the era. Virtual reality could be used in different fields but essentially, the goal of this piece of work is the development of a generic set of tools that provide users with the means to recall represent and document the heritage in a new way, in order to preserve and make it accessible to as many people as possible.
series ASCAAD
email
last changed 2008/01/21 22:00

_id sigradi2007_af13
id sigradi2007_af13
authors Granero, Adriana Edith; Alicia Barrón; María Teresa Urruti
year 2007
title Transformations in the educational system, Influence of the Digital Graph [Transformaciones en el sistema educacional, influencia de la Gráfica Digital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 182-186
summary The educative proposal was based on the summary attained through experiences piled up during the 2 last semester courses, 2/2006-1/2007. This proposal corresponds to a mix of methodology (by personal attendance / by internet). Founding on the Theory of the Game (Eric Berne 1960) and on different theories such as: Multiple intelligences (Haward Gardner 1983), Emotional Intelligence (Peter Salowey and John Mayer 1990, Goleman 1998), Social Intelligence (Goleman 2006), the Triarchy of Intelligence (Stemberg, R.J. 1985, 1997), “the hand of the human power”, it´s established that the power of the voice, that of the imagination, the reward, the commitment and association produce a significant increase of the productivity (Rosabeth Moss Kanter 2000), aside from the constructive processes of the knowledge (new pedagogical concepts constructivista of Ormrod J.E. 2003 and Tim O´Reilly 2004).
series SIGRADI
email
last changed 2016/03/10 09:52

_id cf2007_223
id cf2007_223
authors Hirschberg, Urs; Martin Frühwirth and Stefan Zedlacher
year 2007
title Puppeteering Architecture: Experimenting with 3D gestural design interfaces
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. 223-234
summary This paper documents and analyzes a set of experimental prototype applications for interaction with 3D modeling software through body movements. The documented applications are the result of two workshops dedicated to exploring the potential of 3D motion tracking technology in architectural design. The larger issue the work addresses is how one can create tools that allow us to bring our intuition and our talent for ‘craft’ into the digital design process and in how far tapping into the expressive powers of our body movements may provide new possibilities in this respect.
series CAAD Futures
email
last changed 2007/07/06 12:47

_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 bsct_islami
id bsct_islami
authors Islami, Agron
year 2007
title A Systematic Approach to Thermal Adaptation of Detached Single Family Buildings in Kosovo
source Vienna University of Technology; Building Science & Technology
summary The research focuses on thermal behaviour of non-insulated single detached family units in the region of Kosovo. The region has experienced a massive construction of illegal housing especially after the conflict of 1999. Such construction resulted in poor thermal behaviour of the houses due to the lack of insulation. The poor thermal behaviour resulted in degradation of thermal comfort for the inhabitants of the houses. This phenomenon occurs due to energy savings to heat the house or more accurately, a specific part of the house. The simulation is based on parametric studies in an hourly basis to compute the thermal behavior of three specific houses. The first simulation is performed on a non-insulated house whereas the other simulations are performed with improved thermal insulation in order to understand the importance of a thermal envelope and its impact in this type of houses. The generated results emphasize the energy savings if thermal envelope is improved in existing houses. Simulation program “TAS” was used to extract figures and numbers related to the cases.The research aims to inform the local population on possibilities for increasing the thermal performances of their houses by improvement of the thermal envelope. It raises the quality of living in their dwellings as well as the quality of the environment, subject to a considerable degradation caused by pollution, generated by the outworn power thermal power plants in Kosovo.
keywords Building performance, Non-insulated house, Thermal comfort, Heating, Parametric calculations
series thesis:MSc
email
more http://cec.tuwien.ac.at
last changed 2007/07/16 17:51

_id ijac20075107
id ijac20075107
authors Kieferle, Joachim; Wössner, Uwe; Becker, Martin
year 2007
title Interactive Simulation in Virtual Environments - A Design Tool for Planners and Architects
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 116-126
summary Simulations can assist planners in optimizing their design and in minimizing its environmental impact. By adjusting the architecture according to simulation results, and running further simulations based on the adjusted design, an iterative process can help to increase the design quality. Up to now computing simulations have taken a long time, thus only a very limited number of iterations could be calculated. This project shows an approach that is close to a real time simulation. By dividing the simulation into smaller parts and running the software on clusters or vector supercomputers, first results are available within several seconds, and reasonable results in less than one minute. Besides the technical features, another focus is the easy accessibility of the simulation. Intuitive methods like a tangible user interface provide easy interaction methods for specialists as well as non specialists. The results of the simulation can be visualized and interacted with from the desktop or any kind of virtual environments. Further aspects like limitations of automatic grid generation, shape recognition and computation power are discussed.
series journal
email
last changed 2007/06/14 12:11

_id sigradi2007_af19
id sigradi2007_af19
authors López de Anda, María Magdalena
year 2007
title Aesthetics and spatial representation in the Ragnarok On Line [La estética y la representación espacial en el Ragnarok On Line]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 397-403
summary Videogames known as “persistan worlds” have become an important object of study because of the increasing and large number of users, and the time they spent playing and interacting with them. This document presents a fragment (space and aesthetic) of the research on the discourse construction process in the Ragnarok On Line game. This work is the result of a documentary quest, analysis and ethnography work.
series SIGRADI
email
last changed 2016/03/10 09:55

_id acadia07_158
id acadia07_158
authors Oatman, Devin; Senagala, Mahesh
year 2007
title Am I? Architecture of Ambient Intelligence
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, 158-163
doi https://doi.org/10.52842/conf.acadia.2007.158
summary In its purest state, Ambient Intelligence is smart computing whose presence is not apparent to the human senses except in response and actions. The original intentions and origins of Ambient Intelligence began with the need for more efficient and unobtrusive management of our everyday activities. Synonymous with ubiquitous computing, Ambient Intelligence, or AmI, consists of: UbiComp: the integration of microchips and computers into everyday objects; UbiComm: the ability of these objects to communicate with each other and the user; and Intelligent User Interface which allows inhabitants of the environment to interact with the system with human gestures (Riva 2005). Put together, these components are basically personifi ed computers. The key factor in Ambient Intelligent communities is that the microscopic computers are aware of their surroundings and their purpose just as human beings are. With the ability to self-program and react to new software, they eliminate the need for humans to program them, decreasing maintenance and programming time. These concepts and technologies raise important questions. What happens when the system disappears? Are we ready as a society to see a certain degree of power taken away from us by anticipatory computers? This short paper will provide an overview of AmI and why it is important for architects to embrace, explore, and engage this emerging technology.
series ACADIA
email
last changed 2022/06/07 08:00

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