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 556

_id ecaadesigradi2019_397
id ecaadesigradi2019_397
authors Cristie, Verina and Joyce, Sam Conrad
year 2019
title 'GHShot': a collaborative and distributed visual version control for Grasshopper parametric programming
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 35-44
doi https://doi.org/10.52842/conf.ecaade.2019.3.035
summary When working with parametric models, architects typically focus on using rather structuring them (Woodbury, 2010). As a result, increasing design complexity typically means a convoluted parametric model, amplifying known problems: 'hard to understand, modify, share and reuse' (Smith 2007; Davis 2011). This practice is in contrast with conventional software-programming where programmers are known to meticulously document and structure their code with versioning tool. In this paper, we argue that versioning tools could help to manage parametric modelling complexity, as it has been showing with software counterparts. Four key features of version control: committing, differentiating, branching, and merging, and how they could be implemented in a parametric design practice are discussed. Initial user test sessions with 5 student designers using GHShot Grasshopper version control plugin (Cristie and Joyce 2018, 2017) revealed that the plugin is useful to record and overview design progression, share model, and provide a fallback mechanism.
keywords Version Control; Parametric Design; Collaborative Design; Design Exploration
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id ascaad2007_025
id ascaad2007_025
authors Speed, C.
year 2007
title A Social Dimension to Digital Architectural Practice
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. 291-304
summary In 1995 the first in a series of three books were published by Academy Editions, that have since become a vivid handbook that documents how designers responded to the development of architectural drawing applications and the growth of the internet, to establish a form of digital architecture. Offering dramatic images and emotive texts, many of the architects and designers featured in these books deeply affected the perception of digital architecture’s mission by students and elements of the design community. Concentrating upon how to resolve the view that time and space are separate dimensions, and the immersive and dematerial potentials of cyberspace, the developments of this ‘cyberromanticism’ (Coyne 1999) ultimately were not used to sustain digital architectural activity. This paper uses the Academy Editions series to understand how such a vivid aspect of digital architecture failed to fulfil its aspirations. The paper begins by establishing the premise for digital architecture through a link with mainstream architectures interest in the concept of shelter. Through a summary of the practical and theoretical methods outlined by the early designers within the series of publications, the paper demonstrates the critical potential of the field. However a summary of how the proliferation of early imagery fuelled a visual mannerism traces how the third Architects in Cyberspace publication represented a crisis in both identity and practice. The paper then identifies an opportunity for recovering the theoretical imperatives within digital architecture by reflecting upon the emergence of ‘interactive architectures’ use of a ‘social’ dimension that was previously hindered by the use of computer applications in early digital architecture. The paper closes with a reference to two of the authors practical projects that use social data to inform the generation of digital architecture.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_014
id ascaad2007_014
authors Dritsas, S. and E. Rafailaki
year 2007
title A Computational Framework for Theater Design
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 165-182
summary This paper presents the results of an ongoing research on computational methods for the design of theatrical spaces. We demonstrate a systemic approach to design supported by a set of digital tools implemented for assisting the process. The primary purpose of the framework is to establish a formal basis for expressing and exploring explicit design criteria. At this stage the framework enables us to metrically access a range of design metrics that traditionally have been addressed through primarily architectural narrative. Moreover, our method strives in establishing a background where knowledge can be explicitly encoded and the results of analytical methods can be additively employed. In the future, the framework will assist as the platform for experimenting with generative or query-based design processes empowered by computation. We structured this paper / framework around three conceptual units: (a) a design intent toolkit assisting the processes of rapidly generating theater configurations; (b) an analytical system that evaluates a range of design metrics centered about aspects of visual comfort; and (c) a post-processing and visualization unit that binds the design metrics with existing data / studies and provide a range of representation methods. Overall, the methodology adopts existing knowledge in theatrical design, challenges traditional ideas of understanding the theater and proposes methods for evaluating its architectural performance. The conclusions focus on highlighting both the limitations and the potential of our system in the process of theater design. We also extend outside the boundaries of the current research into a brief discussion on the methodological impact of digital technology in architectural research. Finally we propose areas of future research and development.
series ASCAAD
email
last changed 2008/01/21 22:00

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

_id 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 caadria2007_399
id caadria2007_399
authors Erhan, Halil; Fatiha.D.Jebbar
year 2007
title Pair-Colloborated Usability Study of RaBBiT in Requirements Modeling and Generation
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.n6c
summary The traditional manual methods of programming in architectural design have definite disadvantages that could, in part at least, be overcome by computational support. We have developed RaBBiT, a support tool for programming that can be easily adapted to various programming styles end terminologies. In the present paper, we report on the evaluation of its usability in requirements modeling by expert designers. The evaluation is performed through the following steps: (a) measuring usefulness of RaBBiT and its effectiveness in requirements modeling and generation and (b) assessing the usability of RaBBiT by applying ‘pair-collaborated usability evaluation using heuristics’.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_001
id ascaad2007_001
authors Germen, M.
year 2007
title Virtual Architecture: Reconstructing Architecture Through Photography
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 1-16
summary The concept of construction in architectural design process is a temporary action that exists for a while and transforms itself into another product; i.e. the final building to be inhabited. Construction site can be taken as a podium where a play-to-remain-incomplete is being staged. The incompleteness causes us to dream, due to the fact that a complete building loses its narrative potential as it informs us about all the necessary pieces that constitute the whole: There is no puzzle to solve... Construction in this sense is like a historical ruin; Paul Zucker asserts that "ruins have held for a long time a unique position in the visual, emotional, and literary imagery of man. They have fascinated artists, poets, scholars, and sightseers alike. Devastated by time or willful destruction, incomplete as they are, they represent a combination of man-made forms and of organic nature." Architectural photography has the potential of re-creating this puzzle back again in order to bring an alternative representation to architecture. The architectural photographer is sometimes offered the freedom of reinterpreting, reconstructing architecture in order to be able to present a novel virtual perception to the audience. The idea here is to get some spatial clues that can later be used in other architectural projects. I was personally invited to two different concept exhibits in which I was given the freedom of inventing a virtual architecture through photography. The concept text written for one of these exhibits goes as follows: “I went, saw, stopped, attempted to grasp and enter it, looked at construction process and workers with respect, tried to internalize, wanted to claim it for a while, dreamed of creating a microcosm out of the macrocosm I was in, shot and shot and shot and finally selected: The created world, though intended for all, was probably quite a personal illusion...” Virtual architecture is a term used for architecture specifically created in the computer environment and never used in the realm of architectural photography. People like Piranesi, Lebbeus Woods, M.C. Escher, Marcos Novak, etc. previously dreamed about architectures that could exist virtually on paper, screen, digital environments. This paper will try to prove that this practice of (re)designing architecture virtually can be transferred to one of the most important realms of visuality: Photography. Various digital processes like stitching multiple photos together and mirroring images in image editing software like Photoshop, allow this virtual architecture to take place in the computer environment. Following this, I propose to raise the term “snap architecture” to connect it to the frequently referred concept of “paper architecture.”
series ASCAAD
email
last changed 2008/01/21 22:00

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2007_031
id cf2007_031
authors Huang, Chih-Chieh Scottie
year 2007
title Conceptual Modeling Environment (COMOEN)
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. 31-43
summary Conceptual modeling is an actively creative stage in a design process. Through hand modeling and manipulation of different kinds of modeling tool kits for specific materials, designers are able to generate forms. This article presents a tangible human-computer interface of a C-StressBall for form manipulation and a C-BenchWhirler for visual control. They create a new way of interaction between the virtual world and the physical space. They are aimed to ease the operation in design process by using CAD.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ascaad2007_008
id ascaad2007_008
authors Rafi A. and R. Mat Rani
year 2007
title Visual impact assessment (VIA): A review on theoretical frameworks for urban streetscape
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. 87-94
summary This paper reviews several theoretical frameworks of visual analysis used in computer-based Visual Impact Assessment (VIA) for design decisions in architecture, urban landscape and urban planning. The discussion will focus on the underlying issues of preferences and predictions between designer and lay-public, methodologies of visual analysis, and computing media technologies due to fact that these components primarily contribute towards the result of VIA. Two different sets of visual analysis (i.e. designer’s and layman’s points of view) are presented based on Sanoff’s (1991) arguments that lay-public preferences are always become a second opinion compared to the judgments by designers. These theories will then be developed and used in the VIA experiments to understand the impact of the visuals in different media for viewers’ understanding. This paper concludes with a discussion and suggestion of analysis framework to be used for the visual experiments.
series ASCAAD
email
last changed 2008/01/21 22:00

_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 caadria2007_611
id caadria2007_611
authors Arpornwicharnop, Kittisak; Pinyo Jinuntuya and Pizzanu Kanongchaiyos
year 2007
title Simulation Software Development for Urban Landscape Possibility Analysis
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.u9u
summary This research paper proposes a simulation software development for possibility analysis of urban landscape development project. Normally, analysis of land potentiality and feasibility study for investment are necessary pre-processed for supporting urban planning, developing and architectural designing. However, most available tools are usually tailor made for each process individually, causing difficulties in information interchange between each processes. In this research, we propose a policy making support system for urban planning project development providing several functions such as testing land use and its physical character which are important to urban expansion and architectural design based on impact analysis of urban comprehensive plan. The proposed integrated system consists of a topological analysis module, constraint checking module and geographical information processing module. First, Geographical information stored in 3D graphic file format is converted to object-oriented data model and stored in a database. With several constraint and regulations, the stored information is then checked in the landscape topological analysis module. In evaluation process, the developed software is tested with geographical information of Bangkok area under constraints and regulations of Building Control Act of Thailand. While controlling building properties, the software can model the buildings and generate urban physical character. The result is then checked by several urban landscape planning experts. Experimental result shows that proposed system provides flexibility in information interchanging with constraints and regulations updating without system reconfiguration. The system also provides internet accessing for public participation in the process of making urban comprehensive plan.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:50

_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 ijac20075110
id ijac20075110
authors Coyne, Richard; Lucas, Raymond; Li, Jia; Parker, Martin; Lee, John
year 2007
title Co-operation and Complicity Voices, Robots, and Tricksters in the Digital Marketplace
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 162-175
summary We advocate the theme of complicity, ahead of co-operation, as a means of understanding complex, interactive digital systems. Our case study of a market precinct known as the Barras, about one mile from the centre of the city of Glasgow, foregrounds the notion of complicity. Market places are characterized not only by co-operation in rule-governed environments, but complicity between actors as a means of breaking rules, working at the boundaries of formal frameworks, avoiding other actors, such as law enforcers, and even working with them in tacitly agreed evasion strategies. We present the human voice (as exercised in the case of market stall holders drawing attention to their wares) as a major medium of complicity. In our application of these ideas we deploy Lego Mindstorms TM RCX robot processing to explore interactions between a mobile sensing robot and simple environmental controls: movements of sliding screens in response to an autonomous mobile sensor. As well as their benign characteristics as co-operating agents, we argue for a consideration of robots as quintessential tricksters, plotting and scheming strategies of survival, evasion and opportunism. Traits that can be employed in the development of useful augmented environments.
series journal
email
last changed 2007/06/14 12:11

_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 ecaade2007_026
id ecaade2007_026
authors Huang, Chuen-huei (Joseph); Krawczyk, Robert
year 2007
title A Choice Model of Consumer Participatory Design for Modular Houses
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 679-686
doi https://doi.org/10.52842/conf.ecaade.2007.679
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.
keywords Customer participation, questionnaire approach, design knowledge representation, housing delivery process
series eCAADe
email
last changed 2022/06/07 07:50

_id ijac20075201
id ijac20075201
authors Ioannidis, Charalabos; Georgopoulos, Andreas
year 2007
title Innovative Techniques for the Acquisition and Processing of Multisource Data for the Geometric Documentation of Monuments
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 180-197
summary Documenting the past of mankind comprises, among other activities, the survey of monuments and cultural artefacts, for long provided by archaeologists and architects using traditional methods. However, due to the recent major technological advances in surveying, photogrammetric and laser scanning methods, surveyors are enabled to produce recording materials and end products, which surpass by far the traditional line drawings in terms of accuracy and completeness. These methodologies are able to offer products like orthophotos, raster developments, 3D representations and realistic visualizations as well as augmented reality tours. This paper investigates the principles and capabilities of contemporary and technologically advanced methods in: capturing huge amount of detailed, accurate and reliable 3D data; modeling of existing and virtual reality; management of 3D or image-based databases. Several examples covering a broad variety of cases, regarding the historical era, the size and the complexity of the monument and also the final products are presented.
series journal
last changed 2007/08/29 16:23

_id b428
id b428
authors Joseph Chuen-huei Huang
year 2007
title A Choice Model of Mass Customized Modular Housing by Internet Aided Design
source Joint Conference Proceedings of International Mass Customization Meeting 2007 (IMCM’07) and International Conference on Economic, Technical and Organizational Aspects of Product Configuration Systems (PETO’07), pp. 61-75
summary The Internet has increased the opportunities to apply the concept of mass customization to customer interaction by tailoring the content to individual needs. Within limited design parameters, customers can determine what options they wish by participating in the flow of the design process from the beginning. This concept has already been implemented in the computer, clothing, and automobile industries, but it has not been fully integrated in architecture, especially the housing industry which is more directly related to personal life style. The industry lacks a process that will lead to the customization of homes that respond to the unique values and needs of the occupants. 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.
keywords advisory system; customer participation; interactive questionnaire, housing delivery process
series other
type normal paper
email
last changed 2007/10/09 19:16

_id ijac20075102
id ijac20075102
authors Oxman, Neri; Rosenberg, Jesse Louis
year 2007
title Material-based Design Computation: An Inquiry into Digital Simulation of Physical Material Properties as Design Generators
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 26-44
summary The paper demonstrates the association between geometry and material behavior, specifically the elastic properties of resin impregnated latex membranes, by means of homogenizing protocols which translate physical properties into geometrical functions. Resin-impregnation patterns are applied to 2-D pre-stretched form-active tension systems to induce 3-D curvature upon release. This method enables form-finding based on material properties, organization and behavior. Some theoretical foundations for material-computation are outlined. A digital tool developed in the Processing (JAVA coded) environment demonstrates the simulation of material behavior and its prediction under specific environmental conditions. Finally, conclusions are drawn from the physical and digital explorations which redefine generative material-based design computation, supporting a synergetic approach to design integrating form, structure, material and environment.
series journal
email
last changed 2007/06/14 12:11

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