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 349

_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 ecaade2020_184
id ecaade2020_184
authors Kycia, Agata and Guiducci, Lorenzo
year 2020
title Self-shaping Textiles - A material platform for digitally designed, material-informed surface elements
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 21-30
doi https://doi.org/10.52842/conf.ecaade.2020.2.021
summary Despite the cutting edge developments in science and technology, architecture to a large extent still tends to favor form over matter by forcing materials into predefined, often superficial geometries, with functional aspects relegated to materials or energy demanding mechanized systems. Biomaterials research has instead shown a variety of physical architectures in which form and matter are intimately related (Fratzl, Weinkamer, 2007). We take inspiration from the morphogenetic processes taking place in plants' leaves (Sharon et al., 2007), where intricate three-dimensional surfaces originate from in-plane growth distributions, and propose the use of 3D printing on pre-stretched textiles (Tibbits, 2017) as an alternative, material-based, form-finding technique. We 3D print open fiber bundles, analyze the resulting wrinkling phenomenon and use it as a design strategy for creating three-dimensional textile surfaces. As additive manufacturing becomes more and more affordable, materials more intelligent and robust, the proposed form-finding technique has a lot of potential for designing efficient textile structures with optimized structural performance and minimal usage of material.
keywords self-shaping textiles; material form-finding; wrinkling; surface instabilities; bio-inspired design; leaf morphogenesis
series eCAADe
email
last changed 2022/06/07 07:52

_id ascaad2007_009
id ascaad2007_009
authors Ryan, R. and M. Donn
year 2007
title 3 dimensional, digital, interactive, multilayered information models for enhancing decision making by two end-user groups within the Urban Planning industry: A Case Study to quantify the benefit or otherwise over alternative 2 dimensional systems
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. 95-110
summary This research investigates the potential of 3 dimensional (3D), digital, interactive, multilayered information models, to enhance users’ understanding of sets of geographic and building information, allowing them to make quicker and more informed decisions, than when using alternative 2D methods. The research aims to quantify the benefit or otherwise of 3D methods of information interrogation over 2D methods by developing a test based around the decision making of two widely disparate user-groups within the Urban Planning industry. The underlying purpose of the research is to examine the human ability to interact with and understand datasets of information which are represented in the digital world. This paper specifically focuses on the methodology by which a robust test is developed to be carried out, thus proving or disproving the advantages of 3D display of information when compared to 2D. The ability to apply this same test to additional case studies in the future is a major consideration in the research design. There is a specific focus on integrating and testing a range of research instruments to best establish “language” of the industry and user groups within it, before conducting the major case study. The final research approach adopted is develop and present functional prototype models in a focus group scenario, involving hands-on interactive comparable 2D and 3D tasks, individual feedback surveys and group discussions.
series ASCAAD
email
last changed 2008/01/21 22:00

_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 sigradi2007_af11
id sigradi2007_af11
authors Forzán Gómez, José Antonio
year 2007
title Towards a cartography of the fantastic places [Hacia una Cartografía de los Espacios Fantásticos]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 444-447
summary Fantastic literature has been a reflection object from diverse perspectives. Someone has been in its narrative, myths, processes, intertextuality and a series of conceptualizaciones and interpretations, from the russian formalism to the deconstructivism. This communication presents a possible classification of the fantastic spaces, which goes from the human inside towards the impossible sites. The idea becomes from a dialogue between books of the imagination and Roland Barthes semiology. For each ordering, a text is suggested as a model; as much of classic authors as contemporary. The classification allows a better understanding of fantastic literature and its plays of reality, as well as the narratologics possibilities as much instrumental of creative and applied reading to fields like the cinema, the publicity, the painting, the design, the staging and the ethical formation.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ijac20075406
id ijac20075406
authors Iordanova, Ivanka
year 2007
title Teaching Digital Design Exploration: Form Follows
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 685-702
summary This paper presents some challenges of teaching computational geometry to architectural students, and proposes a multi-level pedagogical scheme introducing associative geometry and parametric modeling/design into architectural design education. It reports on two pedagogical experiences: one held in the context of a spatial geometry course in the first year of education; and another one, in a digital design studio with third-year architectural students. More specifically, it discusses the impact on design exploration of a library of interactive referents models introduced into the architectural studio. Situated in the 'performance' paradigm of digital design methods, they allow for design object explorations based on modification of architecturally meaningful features (structural, environmental, functional, etc.). The form of a design object can thus 'follow' function, structure, or even sustainability. The digital methods and the design knowledge transferred by the interactive models, together with their visual nature, are found to amplify the processes of 'seeing-as' and the 'reflective conversation with the situation' considered essential for creative design.
series journal
email
last changed 2008/02/25 20:30

_id ijac20075209
id ijac20075209
authors Kersten, Thomas P.
year 2007
title Virtual Reality Model of the Northern Sluice of the Ancient Dam in Marib/Yemen by Combination of Digital Photogrammetry and Terrestrial Laser Scanning for Archaeological Applications
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 340-354
summary In this paper the potential of digital photogrammetry and terrestrial laser scanning in combination is demonstrated in the recording and 3D CAD construction of the northern sluice of the ancient dam in Marib/Yemen, which is located approx. 150 kilometre east of the capital city Sana'a, close to the inner Arabic desert. The Yemeni government proposed for initiation of the building into the list of the UNESCO world cultural heritage. This described project work is a co-operation between the Commission for Archaeology of Non-European Cultures (KAAK) Bonn of the German Archaeological Institute (DAI) and the department Geomatics of the HafenCity University Hamburg. The object recording was carried out in January 2006 with the digital SLR camera Fujifilm FinePix S2 pro and the terrestrial laser scanner Trimble GS100 during the archaeological excavations. The northern sluice was reconstructed and visualized as a computer-based 3D CAD model for archaeological investigations (as-builtdocumentation of the excavations) and for future tourism advertising and publication purposes.
series journal
last changed 2007/08/29 16:23

_id ijac20075401
id ijac20075401
authors Koutamanis, Alexander
year 2007
title Fuzzy Modelling for Early Architectural Design
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 589-610
summary Fuzzy modelling is simultaneously an extension of existing modelling approaches and a negation of one of their main aspects, the crispness of their definition. As a digital equivalent of analogue sketching it allows designers to register and manipulate imprecise and uncertain information. In the framework of design representations fuzzy modelling supports the development of conceptual design models characterized by flexible definition and interaction. The main advantages of such models are fluency, abstraction and continuity, at a level similar to that of analogue techniques. In addition to that they offer the possibility of local autonomy, i.e. segmentation of a representation into self-regulating and cooperating components. Three alternative forms of fuzzy modelling are proposed: (1) Canonical objects with tolerances, (2) objects described by minimal and maximal values, and (3) point sets comprising discrete, autonomous particles that describe the object by their spatial or structural relationships.
series journal
email
last changed 2008/02/25 20:30

_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 ecaade2007_114
id ecaade2007_114
authors Olmos, Francisco
year 2007
title Training Programs for Art and Design Learning in the Virtual Studio
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 639-646
doi https://doi.org/10.52842/conf.ecaade.2007.639
summary Computers are very common drawing tools at university design studios but their potential as training tools in arts and design has not been explored in depth. In arts and design the learning process is based on ‘knowing in action’ (Schön 1983). Therefore, training is the keystone of the learning process in arts and design. This action takes the form of a reflective practice based on the manipulation of a media where each media has its own possibilities, its own limits in communicating design ideas or artistic concepts. With the introduction of digital media in the design studio, it is expected that reflective practices in design learning will experience a qualitative change. However, currently there is little understanding of how to use the digital and virtual media in a design studio as a learning tool (Szalapaj 2001), nor of the use of design training programs. In this paper the use of training programs in an experimental design course at a university level, is discussed. This experience was carried out as a PhD research experiment at the Faculty of Architecture and Arts of the Universidad de Los Andes in Merida, Venezuela. The training programs discussed here were designed for an eight week introductory design course in a virtual design studio. The programs were written in VRML and conceived as a virtual design training environment. Each program was designed for a specific design exercise, based on a learning strategy and an interactivity model proposed for object manipulation in design training. A comparative analysis of the data gathered from the course was made of training exercises done with a Cad program and with the training programs and crossing information with other sources. The experiment shows that the training programs, their learning strategy and the interactivity model proposed were successful in guiding the scope of the design exercises during the training process.
keywords E-learning, virtual studio, design training, virtual environment
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2007_042
id ecaade2007_042
authors Ozel, Filiz
year 2007
title Pattern Language and Embedded Knowledge in Building Information Modeling
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 457-464
doi https://doi.org/10.52842/conf.ecaade.2007.457
summary When Christopher Alexander (1977), trained both as a mathematician and an architect, published his seminal work “The Pattern Language” in the 1970’s and introduced the concept of “pattern language”, computers were still in their infancy, CAD did not exist as we know it today, and computer information modeling was not even in the radar screen of researchers. Design communication simply meant manual drafting. With the concept of ‘pattern language” (http://www.patternlanguage.com/), Alexander proposed a systematic method for dealing with complexity, which proved itself to be more relevant than ever in the digital age. The concept is often cited by computer scientists as a precursor to object oriented modeling. This study explores the potential of “pattern language” for structuring building information and design knowledge within the framework of the recent developments in building information modeling (BIM). In this article, comparisons to the approach taken by the software engineering industry who embraced the idea of “patterns” as a systematic way to software development are also made. While Alexander’s pattern language proposes a method with which the designer can incorporate his/her experiences and design vision systematically into the process of designing, software industry’s approach to patterns describes a method for providing problem and solution patterns (i.e. prototypes) that can be used repeatedly during software development. There is obviously a significant difference between the original intent of the “pattern language” and the way it was later used in other fields including software engineering and business solutions. At the cross section of architectural design and software engineering, Building Information Modeling (BIM) software can benefit from carefully incorporating a combination of these two approaches into its structure as patterns.
keywords Building information modeling, Christopher Alexander, pattern language, software development
series eCAADe
email
last changed 2022/06/07 08:00

_id ijac20075212
id ijac20075212
authors Papagiannakis, George; Magnenat-Thalmann, Nadia
year 2007
title Mobile Augmented Heritage: Enabling Human Life in Ancient Pompeii
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 396-415
summary We propose a new methodology for real-time mobile mixed reality systems that feature realistic simulations of animated virtual human actors (clothes, body, skin, face) who augment real environments and re-enact staged storytelling dramas. Although initially targeted at Cultural Heritage Sites, the paradigm is by no means limited to such subjects. The abandonment of traditional concepts of static cultural artifacts or rigid geometrical and 2D textual augmentations with 3D, interactive, augmented historical character-based event representations in a mobile and wearable setup, is the main contribution of the described work as well as the proposed extensions to AR Enabling technologies: a VR/AR character simulation kernel framework with character to object interaction, a markerless camera tracker specialized for non-invasive geometrical registration on heritage sites and a PRT mixed reality illumination model for more consistent real-virtual real-time rendering. We demonstrate a real-time case study on the actual site of ancient Pompeii.
series journal
last changed 2007/08/29 16:23

_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 sigradi2007_af38
id sigradi2007_af38
authors Saito, Keiko; Matías Röhmer Litzmann
year 2007
title Mouse driven slide show for the visualization of an architectural idea [Recorrido semi-libre para la visualizacion de una idea arquitectónica]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 69-73
summary From the conception of an architectonic object idea to the communication we can say the idea travels a long way. During this journey strategies are proposed to integrate and combine communication codes to digital and traditional resources to achieve a presentation that brings the major possible information of the occurrences that happen at the moment of the conception of the idea. For this purpose the "point-and-click interface" or "mouse driven slide show" are explored as they are considered optimum in the relation available technology-result obtained. However, the subsequent tasks of edition and data management with a lot of images are hard.
keywords Architecture; Digital Applications; Method of Visualization; Mouse Driven Slide Show
series SIGRADI
email
last changed 2016/03/10 09:59

_id cf2007_003
id cf2007_003
authors Seichter, Hartmut
year 2007
title Augmented Reality and Tangible Interfaces in Collaborative Urban Design
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. 3-16
summary This paper outlines the design, execution and analysis of a user evaluation experiment using Augmented Reality (AR) in an urban design studio. The aim of the experiment was to gauge the differences between two interfaces in regard to their impact on the design process. The two conditions of the experiment were a direct manipulating tangible user interface and a pen-like 3D manipulation interface. Findings include differences in perceived object presence, performance measures, perceived performance and variations in the communication patterns. These findings have implications for the integration of this technology in a praxis relevant design work flow.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ecaade2007_207
id ecaade2007_207
authors Sopeoglou, Eva
year 2007
title Seamless Architecture
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 805-811
doi https://doi.org/10.52842/conf.ecaade.2007.805
summary This paper considers the influence of digital fabrication (CAM) technologies with regards to the creative and creating processes and within the specific parameters of materials. Under the title seamless architecture this paper is seeking to study relationships (on a literal and conceptual level) with the existence or not in architecture of ‘seams’. This study draws inspiration from past and present architecture and also design fields such as textile and sailmaking, by examining types of ‘seamless envelopes’ which were only possible when advances in digital fabrication were met. Metal is currently widely used as cladding material. In antithesis to previous notions of steel being the ‘bones’ of architecture, expressing ‘strength’ and ‘sturdiness’, current use of metal as ‘skin’ material has revealed the ‘softer’, highly sculptural, almost textile quality of metal surfaces. Digital fabrication of sheet metals has contributed towards this shift. However, architectural metal skins presently lack this seamless quality of a ‘differentiated-single’ object. It’s capabilities as cladding material have not been fully utilized, in light of drastic developments in digital manufacturing. Design integration of aesthetic, structural and environmental considerations into the design of metal cladding systems is bound to develop in the future. Considering metals as textiles (in terms of architectural concept and manufacturing) can provide new insights to their utilization in architecture.
keywords CAD/CAM: fabrication, textiles, metals
series eCAADe
email
last changed 2022/06/07 07:56

_id ascaad2007_050
id ascaad2007_050
authors Techel, F., K. Nassar
year 2007
title Teaching Building Information Modeling (BIM) from a Sustainabilty Design Perspective
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. 635-650
summary Building Information Modeling has recently gained significant attention both in academia and practice. BIM presents immense opportunities for increased efficiencies, coordination and quality of architectural design. One of the reasons that BIM offers a more comprehensive design approach is the fact that all aspect of the building are considered during the modeling phase. Rather than drawing the building using lines and circles actual object are used to model the building, which results in a more comprehensive underlying database model of the entire edifice being designed. The approach obviously has tremendous benefits in terms of coordination and systems integration, as well as, project control and management during the design and construction phases. Nevertheless BIM offers its own unique challenges vis-à-vis its introduction to students of architecture. The students in Architecture programs are usually introduced to BIM in two ways, either through a specialized course in CAD or via a shadow introduction in design studios and related courses. Careful positioning of the course within the architecture curriculum is crucial in order to gain maximum benefit in the synthesis of other course content. The reason being that students of architecture in earlier years of the design curriculum may not yet have developed the ability to synthesize and coordinate multiple systems required for complete BIM. This is an important consideration the design and pedagogy of introducing BIM to Architecture students. This paper argues for a new approach in teaching BIM for Architecture students. Instead of designing a course specifically for BIM/CAAD we present a paradigm whereas BIM can be presented within a larger more rigorous context. The experience of teaching BIM within a sustainable design framework is presented in this paper. Issues relating to the design of basic residential buildings were integrated into the course presenting BIM. A simplified set of design rules and guidelines under banner of sustainability were taught to the students in pre-defined doses and sequence throughout the course. The careful placement of these concepts permitted for BIM to be introduced in a more interesting and comprehensive manner than in the traditional CAD-course setting. Samples of student work are presented and critiqued in order to come up with recommendations and guidelines for incorporating BIM into a comprehensive and comprehensible course. The pedagogical advantages of and disadvantages of the approach are discussed within the paper, as well as, a detailed description of the course content and structure. Results from and outcome-based assessment of the objectives of the course are also illuminated which provided suggestions for future offerings of the course.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_075
id ecaade2007_075
authors Theodore, Dounas
year 2007
title Generative Systems Based on Animation Tools: Shaping Alternatives to Structure and Form in Architectural Design
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 245-251
doi https://doi.org/10.52842/conf.ecaade.2007.245
summary Our system is based on computer animation tools, employed in the context of architectural synthesis. The pipeline of the tool consists of “time” and space design constraints of boundaries / objects affecting a given architectural design, with an output of alternative designs. The alternative designs vary from the original according to their temporal and/or spatial distance from the original object on the animation time-line. Specific tools [shape driven curves, speed and time-line functions,parent child relationships, boolean operations, arrays, lattices etc.] empower the designer with the ability to transform his original idea in almost every way the designer likes in a completely visual, interactive and straightforward manner. The solutions sets change according to time, speed, location, configuration of the objects and/or the constraints and rules the designer/user configures. Previous work on our tool stemmed from the rule based structure of shape grammars, but has evolved to a tool where the designer does not have to define a rule set beforehand but does so as his idea evolves during design. The animation tools used are form independent (that is the designer can use any two- or- three-dimensional form) and can represent structural decisions in a given design. The independence from form makes the tool suitable for almost every kind of architectural design, be it experimental, real or conventional while the ability to represent structural decisions and relations of parts in a design implicitly help the designer/user acquire a clear picture of each design and solution set. Finally the possibility of a structured graph representing each solution is discussed, where the designer can evaluate the merit of an individual solution in terms of conforming to the initial core idea or where alternative spatial configurations evolve in a different structure from the original design.
keywords Generative system, animation, geometry
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2007_222
id ecaade2007_222
authors Turkienicz, Benamy; Bellaver, Bábara; Grazziotin, Pablo
year 2007
title CityZoom
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 375-382
doi https://doi.org/10.52842/conf.ecaade.2007.375
summary In the last twenty years, computer tools have progressively enabled the modeling of buildings and cities in lesser time and cost, along with an increase in the results quality. A city modeled according to planning regulations usually present a correlation between plots and buildings dimensions. The representation of such correlation for a large number of plots requires repetitive work, thus suggesting the use of a computational tool to perform the task. Existing CAD, GIS, and VR software can generate accurate representations of the reality, but have no capabilities to simulate the impact of alternative urban regulations for large number of plots in a short period of time. CityZoom is a Decision Support System for urban planning, with a specific built-in city model, where data is represented in an object-oriented model representing the urban structure. CityZoom not only provide CAD tools, but a shell where different performance models can operate iteratively. It can simulate given urban regulations applied to a set of urban plots, as well as address environmental comfort issues such as shadow casting between buildings. Results can be displayed as tables, graphs, and in a 3D preview of the whole city or part of it. It’s also possible to export them to commercial GIS tools, to perform different data analysis. The graphical outputs make for an easy understanding of the results by laymen, an important feature for participatory planning, while the display of the correspondent numerical data enable correlations with indicators and parameters of urban quality.
keywords CityZoom, urban planning, building simulation
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2007_229
id ecaade2007_229
authors Yal_nay, _ebnem
year 2007
title Gelassenheit: Dilemma of Computational Thinking in Architecture
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 275-282
doi https://doi.org/10.52842/conf.ecaade.2007.275
summary Computational design technologies and tools though operate on a very high level of decisiveness and precision, have a common goal to provide further possibilities of setting free. The terms of rule-based systems, algorithmic thinking processes, parametric design data-bases though drag us to a distant place deep-in digital environment, are all there for a better dwelling on earth and a better understanding of world. How architects relate themselves to their environment of design and realization is a problem of how they relate themselves to the world in the larger frame. Representational thinking initiated by modern science and technology which bases itself on the object quality of being by “enframing” things through their measurable aspects, causes modern age to be an age of “pictures”; where the touch with being is “in oblivion”. Martin Heidegger’s concept of gelassenheit (letting-be, releasement and calmness) reminds the essential nature of thinking as not moving towards and forward with a will-to-power but by stepping back to offer the required offenheit (openness) to the coming-into-being of anything that is with a will-not-to-will. It is about being-in-the-world and dwelling on earth as a part of it. According to this paper, for a further understanding of architectural thinking, space, and production, and the changing paradigms of architecture in the computational era, Heidegger’s concept of gelassenheit both provides a basis and surprisingly encounters us as a recent and future architectural condition.
keywords Enframing, dwelling, computational design
series eCAADe
email
last changed 2022/06/07 07:57

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