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 sigradi2007_af69
id sigradi2007_af69
authors Leite, Julieta Leite
year 2007
title Spatial (in)formations: How’s interface between the urban space and the virtual space? [(in)formações espaciais: Que interface entre o espaço urbano e o espaço virtual?]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 355-358
summary This article contributes to comprehend how socialization by communication networks influences the dynamics of use and occupation of city spaces. The urban space is analyzed according the relations between the electronic spaces and the social space of every day. It interests us how the physical structures of urban spaces and the virtual space contribute to shape one single space, as an interface relational, that serve to organizing and representing the collectivity that use them.
keywords Urban space; cyberspace; social space; ubiquity
series SIGRADI
email
last changed 2016/03/10 09:54

_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 ecaade2007_216
id ecaade2007_216
authors Hamid, Bauni
year 2007
title Mapping Design Process into Process Design: Implementing Collaborative Design from Social Psychological Approaches
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 711-716
doi https://doi.org/10.52842/conf.ecaade.2007.711
summary In this paper we view the process of collaboration as a social setting, rather than a problem of communication. It involves and is impacted by social, non-technical aspects, such as lack of shared understanding, conflict, availability and motivation of the participants, and other factors that can facilitate or impede the goals of the collaborative enterprise. We propose to use a social and psychological approach. The ideal model should be a collaborative design system that can facilitate the socially constructed interactions among participants, as well as the communication of information. The proposed system should enable participants to assess the typical problems of collaboration. We build up our effort towards this goal by developing a representation system of collaborative design process. In this research we attempt to map collaborative design process into process design by using our proposed representation system. Our intention is to enable the existing system visually representing the integration of design stage to the whole construction process: since project planning until building operation.
keywords Design process: process design, collaborative design, social psychology
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia07_130
id acadia07_130
authors Satpathy, Lalatendu; Mathew, Anijo Punnen
year 2007
title Smart Housing for the Elderly: Understanding Perceptions and Biases of Rural America
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, 130-137
doi https://doi.org/10.52842/conf.acadia.2007.130
summary It is commonly acknowledged that ‘smart’ environments, interactive architecture and ‘smart’ homes will define the next cutting edge in architectural research. Most critics agree that one of the first problems that ‘smart’ homes will help to address is that of spiraling costs of healthcare and aging-in-place. This may be true for urban settings where there is the financial feasibility for such technologies but what about rural America? It has been conclusively proven that rural America suffers from a lack of healthcare (delivery and access). Prior research (Mathew 2005) has also established that a rural home is different from an urban home. Will technologies designed for the urban home work in a rural setting? And do rural people carry the same attitudes and biases towards technology? This paper continues our research in the design of ‘smart’ rural environments. It summarizes findings from focus group studies conducted in rural communities that help us to understand attitudes of people towards ‘smart’ technology. We will use these findings to examine the feasibility of ubiquitous computing and ‘smart’ spaces in rural areas. In conclusion, we will present guidelines to help designers in the creation of technology to augment healthy aging in rural home settings.
series ACADIA
email
last changed 2022/06/07 07:57

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

_id sigradi2007_af73
id sigradi2007_af73
authors Bruscato, Underlea; Rodrigo Garcia Alvarado
year 2007
title Spaces for Meetings and Memories in Virtual Networks [Espaços de Encontro e Memória nas Redes]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 380-384
summary Digital media is becoming a huge space for information and communication, including heritage simulation. Meantime urban spaces are deteriorating and loosing social role. This paper shows development of heritage models like social spaces in internet to promote urban memory and meetings. A model of old square and theatre of the abandonee town of Sewell in Chile, diffused through youtube, and the model of Square of Inmigration in Sao Leopoldo, Brasil, available in virtual communities in internet with links to fotolog pages of families. These examples demonstrated relationship between technological possibilities and urban spaces that can support social cohesion.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2007_115
id cf2007_115
authors Whiting, Emily; Jonathan Battat and Seth Teller
year 2007
title Topology of Urban Environments: Graph construction from multi-building floor plan data
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. 115-128
summary This paper introduces a practical approach to constructing a hybrid 3D metrical–topological model of a university campus or other extended urban region from labeled 2D floor plan geometry. An exhaustive classification of adjacency types is provided for a typical infrastructure, including roads, walkways, green-space, and detailed indoor spaces. We extend traditional lineal techniques to 2D open spaces, incorporating changes in elevation. We demonstrate our technique on a dataset of approximately 160 buildings, 800 floors, and 44,000 spaces spanning indoor and outdoor areas. Finally, we describe MITquest, a web application that generates efficient walking routes.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id sigradi2007_af109
id sigradi2007_af109
authors Angulo, Antonieta
year 2007
title Mobile Learning Applications using Handheld Devices: Ubiquitous training of visual-spatial skills [Aplicaciones de Aprendizaje utilizando dispositivos móviles: Entrenamiento ubicuo de habilidades espaciales visuales]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 205-209
summary This research seeks the development of mobile learning applications that provide ubiquitous training in visual-spatial skills using wireless handheld mobile devices (i.e. PDA, cell phones). The paper reports about the findings of a first stage in which the application targeted the handling of spatial representations and the qualitative understanding of 3D spaces. Evidence was collected regarding effectiveness of the instructional strategy related to specific aspects of the students’ visual-spatial competency and obtained qualitative feedback regarding the students’ level of satisfaction about the learning experience using the initial prototype. The paper provides recommendations for future implementations of an m-learning beta version.
keywords M-learning; visual-spatial skills; handheld devices; ubiquitous training; architectural design
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2007_043
id ascaad2007_043
authors Chen, G.-Y. M.
year 2007
title Tagging Your Body Virtually : Represent a place making process with social network
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. 543-558
summary This research focuses on the virtual environment of place making. In this paper we would like to emphasize that the place making should be stressed collective views in order to obtain the design application of possibilities. However, in past researches there has been no study that tried to collect the collective views by digital ways. Accordingly, this paper proposes a response thought the Spatial Intention. It could be used to represent the human of body experience. The "moving" and "standing" are appropriate to two main considerations. Both of these could be connected to the action of "focus" and "choice." these leads to a sequential relationship of place production. The positive significance of the spatial intention lies in the convertibility of physical experience could be implied with a specific understanding. It also could be used to mold the place of knowledge structure. Thereby in order to verify the reliability of the above, we made a social network of virtual environment and used the rapid prototyping method to develop a prototype system. Implementing on the Chinese garden of the actual case, we found that the tag could concentrate as an entire sense in somewhere of place. These tags also could be shared remotely through the social network. Different tags in the sharing mechanism could collage out a place of collective views. This perspective would be used to assist designers to understand the sense of place. It also would be applied to find out the environmental design of possibilities in the future studies.
series ASCAAD
email
last changed 2008/01/21 22:00

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

_id ijac20075206
id ijac20075206
authors Foni, Alessandro E.; Papagiannakis, George; Cadi-Yazli, Nedjma; Magnenat-Thalmann, Nadia
year 2007
title Time-Dependant Illumination and Animation of Virtual Hagia-Sophia
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 284-301
summary This paper presents a case study centered on the virtual restitution and virtual life simulation of a highly complex and endangered heritage edifice: the church of Hagia Sophia, in Istanbul, Turkey. The goal of this article is to describe the techniques used in order to achieve a real time rendering and animation of the selected space and its characters, as well as to point out the challenges and solutions that such a work implies at different stages in production. Most of these issues are focused on the reconstruction of the architecture of the site; however, in order to achieve an accurate simulation, the social aspect is not to be omitted. The importance of a heritage site resides as well in the historical characters and the social interactions that were taking place there: this information allows a better understanding of the function and the importance of the selected site in connection with the cultural aspects of the life at a certain time. In order to strengthen the feeling of immersion in a heritage edifice virtually restituted, it is important to recreate virtual life and describe the timely evolutionary aspects of the edifice as well.
series journal
last changed 2007/08/29 16:23

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

_id ecaade2007_204
id ecaade2007_204
authors Knight, Michael; Saeed, Ghousia; Chen, Yu-Horng; Brown, André
year 2007
title Remote Location in an Urban Digital Model
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 581-587
doi https://doi.org/10.52842/conf.ecaade.2007.581
summary The work reported in this paper builds on previous work and deals with two particular aspects that contribute to effective interactive city modelling delivered to small mobile devices ‘on the fly’. Firstly, one strand involved in this study is probing into the perception and understanding of users while using different 3D city model representations on small screen devices. The second strand reported on is concerned with establishing the location of the remote users in an Urban environment.
keywords City modeling, wireless, mobile
series eCAADe
email
last changed 2022/06/07 07:51

_id cf2007_361
id cf2007_361
authors Lertlakkhanakul, Jumphon; Sun-Hwie Hwang and Jin-Won Choi
year 2007
title Avatar Expression Agent in Virtual Architecture
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. 361-372
summary The lack of understanding of the character essence of avatars brings about limitations in interaction with their expressions. With the state-of-the art CAD standard and virtual reality, our approach is to explore the different paradigm of virtual architecture focusing on social interaction through avatars’ gesture expression. The method to classify context-aware expression data model and to autonomously activate it in real-time along with users’ communication is investigated. A domain of virtual office has been chosen as our study model based on our previous research. To achieve our goals, an avatar expression agent is developed based on our previous context-aware architectural simulation platform so called ‘V-PlaceSims’. The output is delivered as a Web page with an ActiveX control embedded to simulate and to evaluate through the internet. As users communicate with one another using a text box, the avatar expression agent simultaneously detects the users’ emotion by parsing the input texts to perform related gestures automatically. The result reveals a new convenience way to communicate with the other users with an enhancement in automated expression.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id sigradi2007_000
id sigradi2007_000
authors Maganda Mercado, Adriana Gómez (et. al)
year 2007
title Sigradi 2007: Communication in the Visual Society [La Comunicación en la Comunidad Visual]
source Proceedings of the 11th Iberoamerican Congress of Digital Graphics Graphics / ISBN 13 978-968-7451-15-2] México D.F. - México 23-25 October 2007, 467 p.
summary In a simple communication model we must talk about the understanding between participants. This is the result of a continuing connection and a dialog of agreements and disagreements in order to arrive at sharing an idea. However, society today is in an evolutionary lapse at an accelerated pace that interjects itself in this process. It is here where social forces distend and generate important ruptures between generations and individuals that fight to prevail or impose new languages and lifestyles. Today's society has become a visual society whose effect has been reinforced through technology in the devices that we use on a daily basis. The daily use of technology and its new languages has marked a disconnection between individuals that must be closed by using a new acculturation and teaching models. Disconnection is a omnipresent modern phenomenon that can be felt as the main effect in what specialists call the digital gap. This gap not only separates generations, but also ideologies with respect to the form in which we perceive, transmit and teach in our society today. This disconnection can be easily understood through a school system that has been designed for a manufacturing and agricultural world. However, many sectors within our society have been in state of constant change and evolution. This situation generates many opportunities where an agile society is required in response to these new local and global challenges. The students of today have, for example, multi-tasking abilities that better assimilate these changes. The researchers, Ian Jukes and Anita Dosaj refer to this disconnection as the result of poor communication between digital natives (our present-day students) and digital immigrants (many present-day adults). This phenomenon results in the fact that parents and educators speak the digital dialect as a second language, and because of that are lacking in their models of communication. For example, digital natives prefer a variety of sources with rapid access, while the digital immigrants prefer slower, more controlled sources that are limited and regulated. Nowadays, our educational or production activities in which we find ourselves immersed on a daily basis cause us to participate in a wide range of processes of production, dissemination and analysis of visual forms as part of our final product or service. Much of the work that we elaborate in movies, video and photography explore meaning, perception and communication in context as well as anthropological and ethnographic themes. Using this framework for our society today, the importance of the search for the promotion of the study of visual representation and the media for the greatest development and generation of benefits is brought to the fore. Through the use of images we can describe, analyze, communicate and interpret human behavior. All these settings, full of digital disconnections and reencounters, impact on all the visual aspects of culture, including art, architecture and material objects, influencing the bodily expressions of human beings. We have created a visual society when we put emphasis on the meaning and interpretation of all we receive through our visual sense. Wherever we look, we find objects that have been modified beyond their primary function to communicate messages. In this ecosystem we are consumers and suppliers. The communication and research needed to achieve reconnection, as well as the creation of new forms of production and visual understanding, are the themes on which the works contained in this edition are centered.
series SIGRADI
type normal paper
more http://www.sigradi.org
last changed 2016/03/10 09:55

_id caadria2007_529
id caadria2007_529
authors Murty, Paul; Terry Purcell
year 2007
title Latent Preparation - Do Great Ideas Come From Out-Of-The-Blue?
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.j9u
summary Some designers have a knack of making design look easy, producing concepts, seemingly from nowhere. Other designers, suspicious of pie-in-the-sky ideas, prefer to design methodically. Are novel design ideas simply thoughts from out-of-the-blue, or are they insightful, resulting from deeper understanding? This paper reviews statements from a recent interview study of architects and designers, which assessed the extent to which conceptual designing is insightful. Most respondents stated that insights contributed to their designing, but two affirmed rational design processes and appeared skeptical of discovery based concepts. Analysis of the respondent statements generally, indicates that: 1) there are different levels of insightfulness, 2) insighful discoveries are also qualitatively different and 3) many appear to be an outcome of latent preparation (an incubation-like mental activity that ranges between active conscious designing and passive apparent unconscious activity), rather than arbitrary, out-ofthe- blue inspirations. The paper concludes by considering prospects for further research and implications for both education and digital media.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_093
id ecaade2007_093
authors Nicholas, Paul; Bahoric, John; Ormston, Garry; Bowtell, Peter; Burry, Mark
year 2007
title No Place for Drones
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 117-123
doi https://doi.org/10.52842/conf.ecaade.2007.117
summary Building design is a process often divorced from considerations about construction. Digital design methods are increasingly challenging the historic relationship between architecture and its means of production, but this extended reach is not necessarily accompanied by extended understanding or leverage of the production process. We present an urban sculptural project, The Travellers, in which digital techniques resolved critical issues of design, documentation and fabrication, but more importantly facilitated highly beneficial processes of negotiation. We suggest that this case based research has implications for future interactions between designers, makers and managers, shedding additional light onto issues of negotiation, responsibility, risk and trust that are often critical to the pragmatic undertaking of making.
keywords Design integration, digital design, fabrication, negotiation
series eCAADe
email
last changed 2022/06/07 07:58

_id ascaad2007_008
id ascaad2007_008
authors Rafi A. and R. Mat Rani
year 2007
title Visual impact assessment (VIA): A review on theoretical frameworks for urban streetscape
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 87-94
summary This paper reviews several theoretical frameworks of visual analysis used in computer-based Visual Impact Assessment (VIA) for design decisions in architecture, urban landscape and urban planning. The discussion will focus on the underlying issues of preferences and predictions between designer and lay-public, methodologies of visual analysis, and computing media technologies due to fact that these components primarily contribute towards the result of VIA. Two different sets of visual analysis (i.e. designer’s and layman’s points of view) are presented based on Sanoff’s (1991) arguments that lay-public preferences are always become a second opinion compared to the judgments by designers. These theories will then be developed and used in the VIA experiments to understand the impact of the visuals in different media for viewers’ understanding. This paper concludes with a discussion and suggestion of analysis framework to be used for the visual experiments.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_009
id ascaad2007_009
authors Ryan, R. and M. Donn
year 2007
title 3 dimensional, digital, interactive, multilayered information models for enhancing decision making by two end-user groups within the Urban Planning industry: A Case Study to quantify the benefit or otherwise over alternative 2 dimensional systems
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 95-110
summary This research investigates the potential of 3 dimensional (3D), digital, interactive, multilayered information models, to enhance users’ understanding of sets of geographic and building information, allowing them to make quicker and more informed decisions, than when using alternative 2D methods. The research aims to quantify the benefit or otherwise of 3D methods of information interrogation over 2D methods by developing a test based around the decision making of two widely disparate user-groups within the Urban Planning industry. The underlying purpose of the research is to examine the human ability to interact with and understand datasets of information which are represented in the digital world. This paper specifically focuses on the methodology by which a robust test is developed to be carried out, thus proving or disproving the advantages of 3D display of information when compared to 2D. The ability to apply this same test to additional case studies in the future is a major consideration in the research design. There is a specific focus on integrating and testing a range of research instruments to best establish “language” of the industry and user groups within it, before conducting the major case study. The final research approach adopted is develop and present functional prototype models in a focus group scenario, involving hands-on interactive comparable 2D and 3D tasks, individual feedback surveys and group discussions.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_625
id caadria2007_625
authors Schnabel, Marc Aurel
year 2007
title Rethinking Urban Parameters
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.i5r
summary This paper describes an urban design studio that explored digital methods of design thinking, expression, form finding and communication. It reports on the goals and outcomes of the studio and the educational approach is portrayed: the way urban design tools can make use of parametric design methods, and the process and outcomes of the studio. It discusses implications on design education as well as understanding and communicating of complex design tasks that are digitally responsive to a variety of parameters. The studio continues a series of investigations that explore parametric design methods in architectural design.
series CAADRIA
email
last changed 2022/06/07 07:50

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