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 ecaade2007_231
id ecaade2007_231
authors Díaz, Joaquin
year 2007
title Holistic Cost-Information Management in Building and Construction
doi https://doi.org/10.52842/conf.ecaade.2007.533
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 533-539
summary In the building and construction industry the need for a more holistic enterprise-overlapping information exchange is obvious. Especially the management of cost-information from the very beginning design-phase to the point of controlling and billing is a very important task. Co-operation between architects, construction companies, engineering consultants, and authorities using digital information exchange becomes a strategic success factor. Solutions which cover all stages of the value creation chain such as e-tendering, cost-estimation, cost-determination, and production must be anytime accessible and platform independent. While the basic conditions of IT-infrastructure (digital networks) are today fully sufficient, the compatibility between the systems and the information to be exchanged represent the largest problem. The main problem is in the range of different systems and various information domains. Transformations and adjustments of the exchanged information still cost nearly 40 % of design and engineering time. Efficient information exchanges require a universal exchange format, which makes the existing systems compatible. This paper describes the German approach for a holistic information exchange in the building and construction industry. Furthermore the new approach to integrate the German GAEB Standard and the Industrial Foundation Classes (IFC) and the possibilities that can be obtained out of this integration will be explained.
keywords GAEB standard, e-tendering, cost-estimation and cost management, bidding and billing procedures, integration of cost and graphical information (BIM)
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia07_096
id acadia07_096
authors Kalay, Yehuda E.; Grabowicz, Paul
year 2007
title Oakland Blues: Virtual Presentation of 7th Street’s 1950’s Jazz Scene
doi https://doi.org/10.52842/conf.acadia.2007.096
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, 96-103
summary Digital technologies, in the form of modeling buildings, people, and their activities, are becoming a popular vehicle for the re-creation and dissemination of cultural heritage. Together with video game engines, they can be used to let users virtually “inhabit” the digitally recreated worlds. Yet, like every medium ever used to preserve cultural heritage, digital media is not neutral: perhaps more than any older technology, it has the potential to affect the very meaning of the represented content in terms of the cultural image it creates. This paper examines the applications and implications of digital media for the recreation and communication of cultural heritage, drawing on the lessons learned from a project that recreates the thriving jazz and blues club scene in West Oakland, California, in the 1940s and 1950s.
series ACADIA
email
last changed 2022/06/07 07:52

_id sigradi2008_175
id sigradi2008_175
authors Knight, Terry; Larry Sass, Kenfield Griffith, Ayodh Vasant Kamath
year 2008
title Visual-Physical Grammars
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This paper introduces new visual-physical design grammars for the design and manufacture of building assembly systems that provide visually rich, culturally resonant design variations for housing. The building systems are intended to be tailored for particular cultures and communities by incorporating vernacular, decorative design into the assembly design. Two complementary areas of computational design research are brought together in this work: shape grammars and digital fabrication. The visual or graphic aspects of the research are explored through shape grammars. The physical design and manufacturing aspects are explored through advanced digital design and fabrication technologies and, in particular, build on recent work on mono-material assemblies with interlocking components that can be fabricated with CNC machines and assembled easily by hand on-site (Sass, 2007). This paper describes the initial, proof-of-concept stage of this work: the development of an automated, visual-physical grammar for an assembly system based on a vernacular language of Greek meander designs. A shape grammar for the two-dimensional Greek meander language (Knight, 1986) was translated into a three-dimensional assembly system. The components of the system are uniquely designed, concrete “meander bricks” (Figure 1). The components have integrated alignment features so that they can be easily fitted and locked together manually without binding materials. Components interlock horizontally to form courses, and courses interlock vertically in different ways to produce a visual variety of meander walls. The assembly components were prototyped at desktop scale with a layered manufacturing machine to test their appearance after assembly and their potential for design variations (Figure 2). Components were then evaluated as full-scale concrete objects for satisfaction of physical constraints related to concrete forming and component strength. The automated grammar (computer program) for this system generates assembly design variations with complete CAD/CAM data for fabrication of components formed from layered, CNC cut molds. Using the grammar, a full-scale mockup of a corner wall section was constructed to assess the structural, material, and aesthetic feasibility of the system, as well as ease of assembly. The results of this study demonstrate clearly the potentials for embedding visual properties in structural systems. They provide the foundations for further work on assembly systems for complete houses and other small-scale structures, and grammars to generate them. In the long-term, this research will lead to new solutions for economical, easily manufactured housing which is especially critical in developing countries and for post-disaster environments. These new housing solutions will not only provide shelter but will also support important cultural values through the integration of familiar visual design features. The use of inexpensive, portable digital design and fabrication technologies will allow local communities to be active, cooperative participants in the design and construction of their homes. Beyond the specific context of housing, visual-physical grammars have the potential to positively impact design and manufacture of designed artifacts at many scales, and in many domains, particularly for artifacts where visual aesthetics need to be considered jointly with physical or material requirements and design customization or variation is important.
keywords Shape grammar, digital fabrication, building assembly, mass customization, housing
series SIGRADI
email
last changed 2016/03/10 09:54

_id sigradi2007_af26
id sigradi2007_af26
authors Muñoz, Patricia Laura
year 2007
title Communication between morphological knowledge and CAM in Industrial Design [La comunicación entre el saber proyectual y el CAM en Diseño Industrial]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 265-269
summary Digital fabrication systems have modified the production viability of complex shapes in industrial design objects. This field has been analyzed namely in its technical features, leaving aside some attributes of the progressive process of conformation that constitutes design. Our aim is to connect, and to examine the relations between morphological knowledge and digital fabrication; exploring, regulating, and creating a transference model between both areas. The development of these conceptual tools will contribute promote an autonomous intellectual attitude that will enable a reflective integration of these innovative processes to our professional practice, avoiding an imitative reflex of foreign productions.
keywords Fabrication; morphology; industrial design; technology; complexity
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
doi https://doi.org/10.52842/conf.acadia.2007.158
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
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

_id ddss2008-01
id ddss2008-01
authors Viejo García, Pablo; Christian Keim
year 2008
title Simulation model of heat and power demand in aGerman region until 2030Stuttgart Metropolitan Region as case study
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary Energy demand is a major concern for the future of European Cities. Resource availability and costs, climate change, and their consequences are directly related with the energy consumption in our cities. In 2007 already more than half of the world population live in cities, and cities are the main consumers of energy. The model presented in this paper explores the possibility of estimate the demand of end energy (heat and power) by simulating with a cellular automaton land use changes in a German region, in this case, Stuttgart Metropolitan Region. Several approaches deal with problems due to data availability, non-spatial information sources, aggregation levels, quality and consistence of data, among others. This case study shows that a non-deterministic simulation model of energy demand related to urban growth is already feasible, with several constraints. Otherwise, the energy demand calculations differ in great manner depending on consumption sectors (residential, commercial, industrial, transport) and all these calculation models should be further improved. Software and hardware constraints have been as well identified, and stressed in the conclusions.
keywords Complex systems, Self-organisation, Cellular automata, Geographical information systems, land-use change, end energy demand, energy planning systems
series DDSS
last changed 2008/09/01 17:06

_id ascaad2007_012
id ascaad2007_012
authors Zeile, P.; F. Farnoudi and B. Streich
year 2007
title Fascination google earth – use in urban and landscape 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. 141-148
summary Virtual 3D-City-and Architecture models, Virtual Globe systems like NASA World Wind and Google Earth as well as new attempts of immersive technologies become more important, not only among experts in spatial planning, but also many private users are interested in these new tools. These developments cause powerful impacts in the general social, cultural and everyday life. Given the dynamic development of Google Earth, the discussion about the representation and the use of geodata for a wide user group - beyond the planning disciplines - reaches new heights. According to expert's opinion, Google Earth with its computer language KML (Keyhole Markup Language) becomes a 3D-GIS-Standard [Rush in 2006]. By the easy and quick representation of three-dimensional (city) structures and single buildings, Google Earth will significantly influence all groups of society. User groups which have not been acquainted with geodata or highly specified and complex GIS-Systems [Dworschak in 2006], discover that working with this data by using Google Earth is great fun. They recognize, that with the help of generally understandable and easily recognizable visualisation of these data, mediation of knowledge becomes very easy. In addition, it is acknowledged that geodata has great potential to add value, in disciplines such as the academics, the financial sector or personal use.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_029
id caadria2007_029
authors Abdelmohsen, Sherif; Ellen Yi-Luen Do
year 2007
title TangiCAD: Tangible Interface for Manipulating Architectural 3D Models
doi https://doi.org/10.52842/conf.caadria.2007.x.x8o
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This paper presents an interface for interacting with tangible objects to produce and edit architectural 3D models, called TangiCAD. TangiCAD is a tangible/virtual construction kit which allows architects to manipulate virtual models using easy hand control of tangible cubes, as an alternative interface for 3D modeling. It consists of a set of tangible cubes representing architectural elements, such as walls, columns, slabs,…etc., in addition to some editing operations. With more developed versions, the paper argues that architects could use tangible interfaces to carry out 3D modeling in an intuitive way, using their "flip-the-box" hands-on movement.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_301
id caadria2007_301
authors Barrow, Larry; Shaima Al Arayedh
year 2007
title Emerging Technololgy – Dilemma and Opportunities in Housing
doi https://doi.org/10.52842/conf.caadria.2007.x.d7c
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Digital Technology has transformed industrial manufacturing and production; and an array of Industrial Design products provide increasing comfort and benefit to millions of global citizens via ergonomic and mass production/customization strategies. Yet, housing needs of a rapidly growing global population are rarely affected by digital technology. Shifts in societal demographics, from rural to urban city centres, and concurrently Global Warming and ecological changes are exacerbating the world housing situation. Millions are homeless, live in inadequate shelter, or as in the US Manufactured Housing (MH) market, live in nondurable poor quality “manufactured” houses that are detrimental to health, at best, or during extreme weather events, suffer catastrophic damages often resulting in death to occupants. Nevertheless, housing concepts and related living units have benefited very little when compared to architecture’s related manufacturing industries counter-parts (i.e. automotive, aerospace, marine industries, etc). While Technology has vividly expanded the shape language of architecture (i.e. Free-Form-Design), some may argue that Free-Form- Design buildings generally have beauty that is only “skin deep” and typically focus on providing signature statements for both the designer and elite clientele. In this paper, we will briefly review the role of the architect in the US Manufactured Housing industry; additionally, we will identify the major problems that plaque the US Manufactured Housing Industry. Further, we will review how architects and Industrial Designers use technology in their respective fields and draw larger designmanufacture principals for issues of global housing. Our findings and analysis suggest that an Industrial Design approach, applied in architecture for mass housing, offers a means of improving the architect’s role and technology in manufactured housing for the masses.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_016
id ascaad2007_016
authors Biloria, N.
year 2007
title Developing an Interactive Architectural Meta-System for Contemporary Corporate Environments: An investigation into aspects of creating responsive spatial systems for corporate offices incorporating rule based computation techniques
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. 199-212
summary The research paper exemplifies upon an attempt to create a co-evolving (socio-cultural and technological) programmable spatiality with a strong underpinning in the domain of computation, interaction design and open system typologies for the generation of a constantly informed self-adaptive corporate office space (which addresses the behavioral patterns/preferences of its occupants). Architectural substantiations for such corporate bodies embodying dynamic business eco-systems usually tend to be rather inert in essence and deem to remain closed systemic entities, adhering to a rather static spatial program in accordance with which they were initially conceptualized. The research initiative, rather than creating conventional inert structural shells (hard components), thus focuses upon the development of a meta-system, or in other words the creation of a ‘soft’ computationally enriched open systemic framework (informational) which interfaces with the ‘hard’, material component and the users of the architectural construct (corporate offices). This soft space/meta system serves as a platform for providing the users with a democratic framework, within which they can manifest their own programmatic (activity oriented) combinations in order to create self designed spatial alternatives. The otherwise static/inert hard architectural counterpart, enhanced with contemporary technology thus becomes a physical interface prone to real-time spatial/structural and ambient augmentation to optimally serve its users.
series ASCAAD
email
last changed 2008/01/21 22:00

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
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. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaade2007_077
id ecaade2007_077
authors Breen, Jack; Stellingwerff, Martijn
year 2007
title The DigiTile Project
doi https://doi.org/10.52842/conf.ecaade.2007.059
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 59-66
summary The influx of computer-based design and presentation platforms, particularly in conjunction with computer aided physical modelling and manufacturing techniques, has stimulated a renewed focus on imaginative, innovative architectural product design. Essentially, the ambition of the DigiTile exercise was to stimulate the development of individual proposals for new kinds of surface articulations on the basis of a tile-like unit, or set of units. Inspirations varied widely: from precedents ranging from history to nature, as well as from contemporary design practice and graphic imagery. The prevailing freshness and technical inquisitiveness amongst the participants contributed to the generation and concretisation of distinctive tiling concepts, many of which have arguably not been seen before. The findings and conclusions are based upon the array of outcomes from the programme so far, as well from a very recent session. Furthermore, the paper highlights the kinds of opportunities for hands-on education-based compositional studies that we foresee in the near future.
keywords Computer aided manufacturing and modelling, composition, prototyping, tiling, ornamatics, education-based research
series eCAADe
email
last changed 2022/06/07 07:54

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

_id ijac20075402
id ijac20075402
authors Burry, Jane R.
year 2007
title Mindful Spaces: Computational Geometry and the Conceptual Spaces in which Designers Operate
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 611-624
summary Combinatorial computational geometry, while dealing with geometric objects as discrete entities, provides the means both to analyse and to construct relationships between these objects and relate them to other non-geometrical entities. This paper explores some ways in which this may be used in design through a review of six, one-semester-long design explorations by undergraduate and postgraduate students in the Flexible Modeling for Design and Prototyping course between 2004 and 2007. The course focuses on using computational geometry firstly to construct topologically defined design models based on graphs of relationships between objects (parametric design,) and concurrently to output physical prototypes from these "flexible models"(an application of numerical computational geometry). It supports students to make early design explorations. Many have built flexible models to explore design iterations for a static spatial outcome. Some have built models of real time responsive dynamic systems. In this educational context, computational geometry has enabled a range of design iterations that would have been challenging to uncover through physical analogue means alone. It has, perhaps more significantly, extended the students' own concept of the space in which they design.
series journal
email
last changed 2008/02/25 20:30

_id ecaade2007_038
id ecaade2007_038
authors Campbell, Cameron
year 2007
title The Kino-eye in Digital Pedagogy
doi https://doi.org/10.52842/conf.ecaade.2007.543
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
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 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
doi https://doi.org/10.52842/conf.ecaade.2019.3.035
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
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_062
id ascaad2007_062
authors De Los Reyes, A. and K. Terzidis
year 2007
title Executive Summary: On the Digital Sublime
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. 799-800
summary This paper describes research in progress on the digital sublime and architecture. Written in three parts, the paper surveys the history of the sublime, offers current examples of the digital sublime, and concludes with the next path of exploration: genetic algorithms created from and of the new numeric sublime.
series ASCAAD
last changed 2008/01/21 22:00

_id sigradi2007_af56
id sigradi2007_af56
authors Dorta, Tomás
year 2007
title Ideation and Design Flow through the Hybrid Ideation Space [Ideación y flujo de Diseño a través de un Espacio de ideas Hibrido]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 418-422
summary This study assesses an innovative immersive sketching and model making system: the Hybrid Ideation Space (HIS). The system enables designers to sketch and make models all around them in real-time and real scale using a digital tablet (sketches), image capture (physical models) and a spherical projection device (immersion). We carried out an experiment to evaluate this system using the concept of Design Flow and workload with industrial design students working in teams during the ideation stage of the design of a car. The HIS was compared to analog tools and hybrid techniques.
keywords Ideation; Flow; Sketches; Models; Immersion
series SIGRADI
email
last changed 2016/03/10 09:50

_id caadria2007_433
id caadria2007_433
authors Dounas, Theodore; Kotsiopoulos M. Anastasios
year 2007
title Generative Systems Based on Animation Tools: Structure and Form of Core Ideas in Architectural Design
doi https://doi.org/10.52842/conf.caadria.2007.x.k1h
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary The goal of the research described in this paper is the formulation of a generative system for architectural design, where a structured core architectural idea is the input and alternatives to that idea are the output. Specifically we present a production pipeline of architectural / spatial configurations using the context of animation and time based design tools. Our model consists of “time” and space design constraints of boundaries / objects affecting a given architectural design, thus producing an alternative solution for every timeframe of the animation cycle. Initially the designer shapes an idea using animation software tools, where each tool is actually a constraint or a grammar rule defined informally by the user/designer. The influence of the tools can vary according to time, speed, location, configuration of the object and/or the constraint itself. In some of these animations the designer has the ability to sidestep partially the issue of emergence by providing specific key - frames for the solution to follow. The use of animation tools [shape driven curves, speed and time-line functions, parent child relationships] in the shape generation of our model empowers the user/designer to configure whole sets of shapes and designs interactively and without the need to define every solution independently. Simultaneously, a different, time-focused view of our model describes its use on designs that develop different configurations over time. Thus a duality of our model is established : the animated schema may be either a sum or a family of various designs or the animated time-line may represent a single design which changes over time. 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.
series CAADRIA
email
last changed 2022/06/07 07:50

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