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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_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 caadria2007_503
id caadria2007_503
authors Sat, Reika; Bin Lu, Mayumi, Oyama-Higa. Tsuneo Jozen and Katsuya Nagae
year 2007
title Impact of Design Tools with Game-Like Function on Designer
doi https://doi.org/10.52842/conf.caadria.2007.x.x1x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Various visualization design tools such as CG and VR have been widely used in the process of architectural design and urban planning. The applications of these tools not only assist the designers but also make it possible to involve other relevant professionals and ordinary residents. In order to enable more convenient applications of the tools in the design process and instigate the interests of additional parties of relevance, we add entertainment function to the design tools. In order to test the results of such design tools resembling computer games, we examined the status of users during the design process when these tools being employed. Comparison of the results of questionnaire and collections of physiological data indicated the unique effectiveness of game-like design tools. Pulse detection at ear was used to check the changes of blood supply for left and right hemispheres. The data collected were then visualized by complex Chaos analysis. Comparison of the processed data indicated the different brain status when a user applies these tools in the design and showed the effectiveness of the tools and their impact on the designer. Our results support the usefulness of game-like design tools and may lead to further developments of contents and methods to advance such tools.
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia07_025
id acadia07_025
authors Ascott, Roy
year 2007
title Architecture and the Culture of Contingency
doi https://doi.org/10.52842/conf.acadia.2007.025
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, 25-31
summary A culture is a set of behaviours, attitudes and values that are shared, sustained and transformed by an identifi able community. Currently, we are bound up in a culture of consumerism, and of terror; there are also retro cultures and utopian cultures. What’s happening now that’s interesting is that many, if not all of these diff erent tendencies, tastes and persuasions are being re-aligned, interconnected and hybridised by a vast global community of online users, who are transdisciplinary in their approach to knowledge and experience, instinctively interactive with systems and situations, playful, transgressive and enormously curious. This living culture makes it up as it goes along. No longer do the institu- tions of state, church or science call the tune. Nor can any architectural schema contain it. This is a culture of inclusion and of self-creation. Culture no longer defi nes us with its rules of aesthetics, style, etiquette, normalcy or privilege. We defi ne it; we of the global community that maps out the world not with territorial boundaries, or built environments, but with open-ended networks. This is a bottom-up culture—non-linear, bifurcating, immersive, and profoundly human. Who needs archi- tecture? Any structural interface will do. Ours can be described as a contingent culture. It’s about chance and change, in the world, in the environment, in oneself. It’s a contingent world we live in, unpredictable, unreliable, uncertain and indeterministic. Culture fi ghts back, fi ghts like with like. The Contingent Culture takes on the contingency of life with its own strategies of risk, chance, and play. It is essentially syncretic. People re-invent themselves, create new relationships, new orders of time and space. Along the way, they create, as well as accommodate, the future. This culture is completely open-ended, evolving and transforming at a fast rate—just as we are, at this stage of our evolution, and just as we want it to be. Human nature, unconstrained, is essentially syncretic too.
series ACADIA
last changed 2022/06/07 07:54

_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 caadria2007_203
id caadria2007_203
authors Heidrich, Felix; Peter Russell and Thomas Stachelhaus
year 2007
title Intervision3D: Online 3D Visualisation and Conferencing
doi https://doi.org/10.52842/conf.caadria.2007.x.l3p
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 use of Internet communication technologies in distributed teams has been carried out for well over 10 years. In this time, various methods to communicate and transfer information have been developed. A large amount of effort has been placed on enabling normal conversation to take place and it could be said, that with technologies like Skype, this is established. This enables planning partners to discuss, but we still need to convey what they are discussing. In short, the contents are still lacking. Technologies exist to allow users to share files or images, however this does not nearly reach the intensity or quality of discussions when partners are sitting together in front of a drawing or model. At best, screen sharing allows participants to see the same image but with low resolution and bad system response. The goal of the Intervision3D project is to allow distributed team members to discuss design issues with a common 3D model where participants can manipulate the model together in real time. In contrast to screen-sharing solutions, the Intervision3D project uses a server, which delivers a copy of the model to each conference participant. The server then coordinates the perspective views of all conference participants. One of the participants (usually the first) is initially designated as the speaker and he or she controls the views of the model through an intuitive walk/fly-through interface. The speed of the system is also buttressed by the simplicity of the application: as a Java applet, it is possible to start the Intervision3D system in any browser or as a separate applet on any system. As such, none of the participants need to install anything. The resolution of the model is optimized for each participant's browser and computer display. Currently, Intervision3D can import .3ds files and then render them using the JOGL Engine (Java Bindings for Open GL). JOGL allows the full Open GL suite to be used in rendering the model including lighting and textures: even normal PCs can do this quite well. The first implementation of the system is within an existing internet-based Design Studio and the paper elucidates how the first uses of the system have (partially) helped to increase the exchange of design ideas over the Internet. Through the Intervison3D system, the participants who have been separated by distance can once again discuss the same 3D model.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_051
id ascaad2007_051
authors Ibrahim, M.M.
year 2007
title Teaching BIM, what is missing? The challenge of integrating BIM based CAD in today’s architectural curricula
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. 651-660
summary Building Information Modeling is the technology converting the workplace in design firms around the world. Now, professionals as well as academia see the feasibility and benefits of converting to such a new technology. Therefore, it seems inevitable to start teaching BIM to architecture students. And as we keep using and depending on computers the way we are, it also seems inevitable that programming will soon become one of the core curriculum classes for architecture students. However, the same problems facing professionals in design firms are those facing academic educators in schools of architecture, but with some different aspects. The misconceptions about the reality of BIM and the lack of understanding the full potential of the applications are the common issues. Few schools have started looking at the problem of preparing their students for a career in a BIM enabled work environment. The difficulty is due partly to the novelty of the technology and partly to the dilemma of teaching one application versus teaching the technology behind it. Besides the steep learning curve there should be the early introduction to how to interact deeply with the application to edit its content. The training required for BIM based CAD should focus on the core concepts rather than the application interface and functionalities. Therefore, building a course for teaching these systems should follow a different path than with conventional CAD. The training should be tied closely to the design curriculum in the design schools. A special version with different interface might empower the user. Hence, enhancing the experience and relieving some of the concerns attached with introducing BIM in the architecture curriculum.
series ASCAAD
email
last changed 2008/01/21 22:00

_id cf2011_p035
id cf2011_p035
authors Langenhan, Christoph; Weber Markus, Petzold Frank, Liwicki Marcus, Dengel Andreas
year 2011
title Sketch-based Methods for Researching Building Layouts through the Semantic Fingerprint of Architecture
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. 85-102.
summary The paper focuses on the early stages of the design process where the architect needs assistance in finding reference projects and describes different aspects of a concept for retrieving previous design solutions with similar layout characteristics. Such references are typically used to see how others have solved a similar architectural problem or simply for inspiration. Current electronic search methods use textual information rather than graphical information. The configuration of space and the relations between rooms are hard to represent using keywords, in fact transforming these spatial configurations into verbally expressed typologies tends to result in unclear and often imprecise descriptions of architecture. Nowadays, modern IT-technologies lead to fundamental changes during the process of designing buildings. Digital representations of architecture require suitable approaches to the storage, indexing and management of information as well as adequate retrieval methods. Traditionally planning information is represented in the form of floor plans, elevations, sections and textual descriptions. State of the art digital representations include renderings, computer aided design (CAD) and semantic information like Building Information Modelling (BIM) including 2D and 3D file formats such as Industry Foundation Classes (IFC) (IAI, 2010). In the paper, we examine the development of IT-technologies in the area of case-based reasoning (Richter et al., 2007) to provide a sketch-based submission and retrieval system for publishing and researching building layouts including their manipulation and subsequent use. The user interface focuses on specifying space and their relations by drawing them. This query style supports the spatial thinking approach that architects use, who often have a visual representation in mind without being able to provide an accurate description of the spatial configuration. The semantic fingerprint proposed by (Langenhan, 2008) is a description and query language for creating an index of floor plans to store meta-data about architecture, which can be used as signature for retrieving reference projects. The functional spaces, such as living room or kitchen and the relation among on another, are used to create a fingerprint. Furthermore, we propose a visual sketch-based interface (Weber et al., 2010) based on the Touch&Write paradigm (Liwicki et al., 2010) for the submission and the retrieval phase. During the submission process the architect is sketching the space-boundaries, space relations and functional coherence's. Using state of the art document analysis techniques, the architects are supported offering an automatic detection of room boundaries and their physical relations. During the retrieval the application will interpret the sketches of the architect and find reference projects based on a similarity based search utilizing the semantic fingerprint. By recommending reference projects, architects will be able to reuse collective experience which match the current requirements. The way of performing a search using a sketch as a query is a new way of thinking and working. The retrieval of 3D models based on a sketched shape are already realized in several domains. We already propose a step further, using the semantics of a spatial configuration. Observing the design process of buildings reveals that the initial design phase serves as the foundation for the quality of the later outcome. The sketch-based approach to access valuable information using the semantic fingerprint enables the user to digitally capture knowledge about architecture, to recover and reuse it in common-sense. Furthermore, automatically analysed fingerprints can put forward both commonly used as well as best practice projects. It will be possible to rate architecture according to the fingerprint of a building.
keywords new media, case-based reasoning, ontology, semantic building design, sketch-based, knowledge management
series CAAD Futures
email
last changed 2012/02/11 19:21

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

_id ecaade2007_166
id ecaade2007_166
authors Liapi, Katherine A.
year 2007
title An Integrative Design and Spatial Visualization System for Cable Strut Self-tensioned Structures
doi https://doi.org/10.52842/conf.ecaade.2007.027
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 27-34
summary Novel conceptions of structures consisting of spatial formations of struts and cables present a uniquely defined morphology and structural performance, and offer opportunities for innovative applications in building design. A common feature of these structures is that their spatial geometry is not “a priori” given. This paper is focused on a specific type of cable-strut structure that occurs from the assembly of self tensioned cable-strut modules The spatial configuration of these structures is very complex and necessitated the development of elaborate geometric algorithms that permit the generation of their formal geometry in a virtual 3D environment. To facilitate both the design and the construction of such structures, a spatial visualization system, which integrates a) algorithms for initial form generation, b) geometric parameters that simulate construction stiffening processes, and c) appropriate structural analysis methods, has been developed. The structural organization and parts of this system are presented in this paper. The system renders feasible the exploration of alternate geometries with various levels of pre-stress and displays initial and final configuration of the structure. It also allows for structural analysis data visualization. Examples of projects designed with the assistance of this system are included and discussed.
keywords Cable-strut structures, tensegrity structures, modeling
series eCAADe
email
last changed 2022/06/07 07:59

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

_id 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 ecaade2007_063
id ecaade2007_063
authors Petzold, Frank; Bimber, Oliver; Tonn, Christian
year 2007
title CAVE without CAVE
doi https://doi.org/10.52842/conf.ecaade.2007.161
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 161-168
summary Activities in the building industry in Germany concentrate increasingly on a combination of renovation and new-build. A look at current computer aided applications reveals a serious lack of IT support for the whole architectural design process in and within existing buildings (e.g. building surveying, designing on site and the preparation of information for further use in later planning stages). An ongoing interdisciplinary research project undertaken jointly by the faculty of media and the faculty of architecture is investigating methods and techniques for the computer-aided support of the design process in and within existing buildings. The goal is to develop a hardware and software concept for a “design-toolbox” based on SAR (spatial augmented reality) and to implement aspects of this as prototypes. This paper describes the goals of the “Spatial Augmented Reality for Architecture” project and discusses possible fields of application for SAR for supporting the design process in existing buildings from a user’s perspective. This paper presents the initial results of the project, the development of a cave-like hardware and software concept called “low-cost projection in room corners” and the description of the core concept based on a client-server architecture. The project is funded by the “German Research Foundation (DFG)”.
keywords Augmented reality, virtual reality, design support, renovation
series eCAADe
email
last changed 2022/06/07 08:00

_id ascaad2007_024
id ascaad2007_024
authors Schneider, S.; C. Tonn, F. Petzold and D. Donath
year 2007
title Designing with images: Augmented reality supported on-site Trompe l’oeil
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. 275-290
summary Activities in the building industry in Germany concentrate increasingly on a combination of renovation and new-build. A look at current computer aided applications reveals a serious lack of IT support for the whole architectural design process with and within existing buildings (e.g. building surveying, designing on site and the preparation of information for further use in later planning stages). An ongoing interdisciplinary research project undertaken jointly by the faculty of media and the faculty of architecture is investigating methods and techniques for the computer-aided support of the design process with and within existing buildings. The goal is to develop a hardware and software concept for a “design-toolbox” based on SAR (spatial augmented reality) and to implement aspects of it as prototypes. The paper focuses on one aspect of the research project – designing with images in an AR-Environment. The paper presents an overview of the project, a description of the core model based on a client-server architecture, the historical / theoretical architectural background and first results of this research part. The project is funded by the “German Research Foundation (DFG)”.
series ASCAAD
email
last changed 2008/01/21 22:00

_id acadia16_254
id acadia16_254
authors Sharmin, Shahida; Ahlquist, Sean
year 2016
title Knit Architecture: Exploration of Hybrid Textile Composites Through the Activation of Integrated Material Behavior
doi https://doi.org/10.52842/conf.acadia.2016.254
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 254-259
summary The hybrid system in textile composites refers to the structural logic defined by Heino Engel, which describes a system that integrates multiple structural behaviors to achieve an equilibrium state (Engel 2007). This research explores a material system that can demonstrate a hybrid material behavior defined by the differentiated tensile and bending-active forces in a single, seamless knitted composite material. These behaviors were installed during the materialization phase and activated during the composite formation process. Here, the material formation involves two interdependent processes: 1) development of the knitted textile with integrated tensile and reinforced materials and 2) development of the composite by applying pre-stress and vacuuming the localized area with reinforcements in a consistent resin-based matrix. The flat bed industrial weft knitting machine has been utilized to develop the knitted textile component of the system with a controlled knit structure. This enables us to control the material types, densities, and cross sections with integrated multiple layers/ribs and thus, the performance of the textile at the scale of fiber structure. Both of these aspects were researched in parallel, using physical and computational methods informed and shaped by the potentials and constraints of each other. A series of studies has been utilized to develop small-scale prototypes that depict the potential of the hybrid textile composite as the generator of complex form and bending active structures. Ultimately, it indicates the possibilities of hybrid textile composite materials as self-structuring lightweight components that can perform as highly articulated and differentiated seamless architectural elements that are capable of transforming the perception of light, space, and touch.
keywords form-finding, programmable materials, composite forming processes, embedded responsiveness
series ACADIA
type paper
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 cf2007_061
id cf2007_061
authors Stavric, Milena; Heimo Schimek and Albert Wiltsche
year 2007
title Didactical Integration of Analog and Digital Tools into Architectural Education
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. 61-70
summary This paper describes the new syllabus of the course “Methods of representation” that has evolved in the first year of architectural study at our university. Due to the rapidly growing digital possibilities students need to know/learn the new topics and tools which are relevant in modern architectural design practice. Our students should be empowered rather than overwhelmed by the arsenal of digital tools available today. In this course we try to define the essential skills in representation which we achieve through the synthesis of digital and analog methods and tools. Digital and analog methods and tools we use are: study and construction of complex geometry, observation and analysis of organic forms and their representation through hand drawing, collaborative work through peer-to-peer learning on our web interface, NURBS-modelling, rapid prototyping and desktop publishing.
series CAAD Futures
email
last changed 2007/07/06 12:47

_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 bb8d
id bb8d
authors von Buelow, Peter
year 2007
title Genetically Engineered Architecture: design exploration with evolutionary computation
source VDM Verlag Dr. Mueller, Germany, Dec. 2007. ISBN 978-3-8364-4721-8
summary This book explores design tools based on evolutionary computation (EC), oriented primarily toward conceptual design of architectural and civil engineering structures. EC tools are well suited for exploration in a way which promotes creative design. The multiplicity of solutions generated by EC techniques is less likely to cause design fixation, and so promote a more thorough exploration of possible solutions. The use of such tools also allows the designer greater latitude in exploring design criteria, such as aesthetics, by utilizing an interactive human-computer interface. This book begins with a survey of techniques that have been used in early phases of architectural design, and establishes a set of successful attributes, which are then discussed in the context of EC techniques. Finally, a specific implementation developed by the author is described. Several examples are given in the area of architectural engineering, and comparisons are made with results obtained with more conventional optimization tools. This book is especially useful for designers interested in new methods for generating and exploring structural form, and is accessible to non-programmers in either field.

Dr.-Ing. Peter von Buelow has worked as both architect and engineer, and is currently a professor at the University of Michigan in Ann Arbor, USA, where he teaches structures in the School of Architecture, and conducts research in structural form exploration based on evolutionary computation. For more information visit: www.umich.edu/~pvbuelow.

keywords evolutionary computation, genetic algorithm, design, optimization, structures
series book
type normal paper
email
more http://elib.uni-stuttgart.de/opus/volltexte/2007/3160/pdf/PvB_diss.pdf
last changed 2008/05/12 19:05

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

_id ascaad2007_002
id ascaad2007_002
authors Abdellatif, R. and C. Calderon
year 2007
title SecondLife: A Computer-Mediated Tool for Distance-Learning in Architecture Education?
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. 17-34
summary Despite the importance of distance learning for its ability to reach a wide audience, easiness to access materials, and its lower cost compared to traditional learning, architecture education has not been well served by distance education. This is because it has a higher level of learning objectives, it is taught by coaching methodologies, and involves nonverbal forms of communication. One of the most common learning methods used in the design studio is the Criticism/Critique, which is a graphic and oral type of communication between the tutor and the students. In this investigation, Second Life, a massive multi-user online virtual environment that offers three-dimensional spatial capabilities via Avatars impersonation, is used as a computer-mediated tool for text and graphic-based communication in a distance learning situation. The study describes a demonstration experiment where students had to communicate with their tutor, display and describe their projects at a distance, in a purposely designed criticism space in SecondLife. The main objective of this paper is to observe and document the effects and the use of SecondLife virtual environment as an online 3D graphical-based tool of computer-mediated communication in distance learning in architecture education. The study also answers some questions: How well did the students use the tools of the medium provide? Was there a sense of personal communication and realism gained through using Avatars in the virtual environment? Did SecondLife provide a successful means of communication for a graphic-based context? And what are the students’ opinions about the learning environment? Using multiple methods of data collection, mainly based on an electronic observation of the experiment, questioning the participants before and after the experiment, and the analysis of the chat transcripts, the study presents descriptive results of the experiment, and discusses its main features. Proposals for modifications are made for future replications.
series ASCAAD
email
last changed 2008/01/21 22:00

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