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 491

_id ijac20076102
id ijac20076102
authors Schein, Markus; Tessmann, Oliver
year 2008
title Structural Analysis as Driver in Surface-Based Design Approaches
source International Journal of Architectural Computing vol. 6 - no. 1, pp. 19-39
summary This research argues for novel strategies to integrate structural analysis data in architectural design. Instead of a linear procedure of analysis, synthesis, evaluation and post-rationalization a synthesis/evaluation loop is installed which embeds structural analysis data as design driver from early on. The approach regards structural performance as one design criteria within a network of different requirements. An equilibrium of multiple parameters is aspired to instead of a single-parameter-optimum. The research is conducted via a custom-made digital interface between 3d modelling software and an application for structural analysis of space frames. The information exchange provides the basis for successive strategies within a collaborative design process of spatial roof structures: negotiation of an overall form and a multi-dimensional improvement of space frame topologies by a Genetic Algorithm (GA).
series journal
last changed 2008/06/18 08:12

_id ijac20076204
id ijac20076204
authors Schlueter, Arno; Bonwetsch, Tobias
year 2008
title Design Rationalization of Irregular Cellular Structures
source International Journal of Architectural Computing vol. 6 - no. 2, pp. 197-211
summary Complex geometries found in nature are increasingly used as images and analogies for the creation of form and space in architectural design. To be able to construct the resulting complex building forms, strategies to handle the resulting production requirements are necessary. In the example of a design project for a Japanese noodle bar, a strategy for the realization of an irregular cellular spatial structure is presented. In order to represent its complex geometry, building principles relating to foam are applied to transform and optimize the design, which is based on hexagonal, cellular compartments defining the different interior spaces. The principles are converted into software code and implemented into a digital design toolbox to be used within a 3D-modelling environment. Utilizing the tools within the redesign process made a rationalization of the cellular structures possible without sacrificing the desired visual irregularity. The toolbox also enables the extraction of the cell geometry to support the generation of production documents. The result is the dramatic reduction of production effort to realize the complex cellular structures by keeping a maximum of design flexibility and desired visual appearance.
series journal
last changed 2008/10/01 21:49

_id ecaade2008_084
id ecaade2008_084
authors Alaçam Aslan, Sema; Çagdas, Gülen
year 2008
title An Interface Proposal for Collaborative Architectural Design Process
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 319-324
doi https://doi.org/10.52842/conf.ecaade.2008.319
summary The aim of this paper is to explore how new technological opportunities affect approaches of designers during collaborative architectural design process. Which factors affect the communication and the quality of interaction? The study is based on two phases: the data input by the designer via devices to the computer environment and the transformation of data into design product in the software by scripting addition. Input devices that are used are 3D mouse, graphic tablet as a tangible interface and implementation of second mouse besides a standard mouse and keyboard. The potential usage of these interfaces in collaborative architectural design process is discussed and proposals are developed in 3ds max scripting environment.
keywords Collaborative design, human-computer interaction, user participation in design
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id sigradi2008_103
id sigradi2008_103
authors Baltazar, Ana Paula; Maria Lucia Malard, Silke Kapp, Pedro Schultz
year 2008
title From physical models to immersive collaborative environments: testing the best way for homeless people to visualise and negotiate spaces
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This paper describes an experiment to investigate the best way for lay people to use representation to visualise and negotiate space. It was motivated by our observations in workshops for digital inclusion in the context of a housing project for a homeless association. Computers were used to make it easier for the community to understand and change the spaces in real time. The first workshops proved that our approach was efficient as an exercise but not certainly effective concerning the understanding of spatial qualities. So we have designed an experiment to compare the usability of different media in participatory design processes. For that we have adapted the ‘Usability’ methodology, which is fully described in the paper. We started with three main questions. The first concerned the effectiveness of different media to represent spatial quality; the second concerned the best way for novices to approach space, whether by refurbishing a pre-existing space or by starting from the scratch; and the third concerned the effectiveness of negotiation by means of discourse and by means of or action. We also had two main hypothesis: one coming from research on digital environments and stereo visualisation, indicating that the more people feel immersed in the represented environment the more they are able to correlate it with physical space; and the other coming from our own observations in the participatory design workshops, in which the collective decision-making was manipulated by those people with more advanced communication skills who use their ability in an authoritative way regardless of the relevance of what they have to say. This paper describes the whole experiment, which was an exercise of spatial negotiation in 5 versions. In the first version we provided fixed digital views of a room in plan and axonometry; for another two versions we provided a physical model of the room in 1:10 scale, with some pieces of the existing furniture in different scales. This was done to check if people were just playing with a puzzle or actually grasping the correspondence between representation and the object or the space represented. One version proposes refurbishment and the other starts from the scratch. And the last two versions repeated the same task made with the physical model, but this time using a 3D interactive digital model. People were required not only to organise the furniture in the space but also to build a full scale cardboard structure and organise the real furniture reproducing their proposed model. Their comments on the spaces they had built confronted with what they had imaged when working with the model has enabled us to compare the different models, as also the different ways of negotiating spaces. This paper describes this experiment in detail concluding that 3D digital interactive models are far more effective than physical models and 2D drawings; when negotiation happens by means of action it provides more creative results than when the discoursive practice prevails; people are more creative when they start something from scratch, though they spend more time. The results of this experiment led us to formulate a new hypothesis leading to the development of an immersive collaborative environment using stereoscopy.
keywords Visualisation, negotiation, immersive environment, digital interfaces, homeless people
series SIGRADI
email
last changed 2016/03/10 09:47

_id ddss2008-33
id ddss2008-33
authors Charlton, James A.; Bob Giddings and Margaret Horne
year 2008
title A survey of computer software for the urban designprocess
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 Urban design is concerned with the shape, the surface and the physical arrangement of all kinds of urban elements, the basic components that make up the built environment, at the level of buildings, spaces and human activities. It is also concerned with the non-visual aspects of the environment, such as noise, wind and temperature and humidity. The city square is a particular urban element which can take many forms and its geometrical relationships such as maximum dimensions, ratio of width to length and building height to length have been analysed for centuries (Alberti 1475), (Vitruvius 1550), (Sitte 1889), (Corbett 2004). Within the current urban design process there are increasing examples of three dimensional computer representations which allow the user to experience a visual sense of the geometry of city squares in an urban landscape. Computer-aided design and Virtual Reality technologies have recently contributed to this visual assessment, but there have been limited attempts at 3D computer representations which allow the user to experience a greater sense of the urban space. This paper will describe a survey of computer tools which could support a more holistic approach to urban design and which could be used to simulate a number of urban texture and urban quality aspects. It will provide a systematic overview of currently available software that could support the simulation of building density, height, colour and style as well as conditions relating to noise, shading, heat, natural and artificial light. It will describe a methodology for the selection and filtering of appropriate computer applications and offer an initial evaluation of these tools for the analysis and representation of the three-dimensional geometry, urban texture and urban quality of city centre spaces. The paper is structured to include an introduction to the design criteria relating to city centre spaces which underpins this research. Next the systematic review of computer software will be described, and selected tools will undergo initial evaluation. Finally conclusions will be drawn and areas for future research identified.
keywords Urban design, Software identification, 3D modelling, Pedestrian modelling, Wind modelling, Noise mapping, Thermal comfort, VR Engine
series DDSS
last changed 2008/09/01 17:06

_id acadia08_286
id acadia08_286
authors Khan, Omar
year 2008
title Reconfigurable Molds as Architecture Machines
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 286-291
doi https://doi.org/10.52842/conf.acadia.2008.286
summary In The Architecture Machine (1970), Nicholas Negroponte postulates the development of design machines wherein the “design process, considered as evolutionary, can be presented to a machine, also considered as evolutionary, and a mutual training, resilience, and growth can be developed.” The book, dedicated to “the first machine that can appreciate the ges­ture,” argues for developing machines with human like quali­ties. This paper aims to develop an alternative trajectory to the “evolutionary” architecture machine, this time not towards anthropomorphism but responsiveness. The aim on one level is the same: to create machines that appreciate the gesture. However our approach is tied to more modest aims and means that bring current thinking on evolutionary processes and the forming of materials together. The reconfigurable mold (RCM) is an architecture machine that produces parts that can be combined to create more complex organizations. The molds are simple analog computers that employ various continuous scales like volume, weight and heat to develop their unique components. Parametric alterations are made possible by affecting these measures in the process of fabrication. An underlying material that is instrumental in the molds is rub­ber, whose variable elasticity provides unique possibilities for indexing the gesture that remains elusive for industrial pro­cesses.
keywords Casting; Digital Fabrication; Generative; Material; Morphogenesis
series ACADIA
last changed 2022/06/07 07:52

_id caadria2012_046
id caadria2012_046
authors Lertsithichai, Surapong
year 2012
title Building Thailand's tallest Ganesh: CAD/CAM integration in conventional metal fabrication
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 337–346
doi https://doi.org/10.52842/conf.caadria.2012.337
summary Ganesh (Ganesa or Ganesha) is a Hindi god well known for his distinguishable elephant head and widely revered as the god of success or remover of obstacles. Patrons in Thailand have worshipped Ganesh and respected him by means of erecting statues of Ganesh in various poses and sizes throughout the country. In late 2008, the people of Chacheongsao, a province located East of Bangkok, decided to create Thailand’s tallest standing Ganesh statue made with bronze reaching heights up to 39 meters and situated on the Bangpakong river bank overseeing the city and its people. The author and design team was approached by representatives from Chacheongsao and commissioned to advise the process from conception to construction. The challenge started with seeking appropriate computer-aided design and manufacturing technologies and innovative processes to guide the design team throughout the production. The 0.60-meter bronze cast sculpture of the Ganesh was scanned using a 3D optical scanner to generate a solid model of the statue. A surface model was then extracted from the 3D model to firstly determine the most efficient structural support within the statue and secondly to generate surface strips for the foundry to create actual bronze casts. The construction of the project began early 2009 and the statue has since been erected from its base to currently its head. During construction, the author and design team has encountered several problems translating pixels to parts. Several errors have occurred during the mould and cast production process as well as construction errors on site causing mismatches of the structure and surface, misalignments, and protruding structural supports and joints. The lessons learned from this project is documented and analysed with hopes to create a more effective process for future projects with similar requirements.
keywords CAD/CAM; 3D scanner; CNC milling; metal fabrication
series CAADRIA
email
last changed 2022/06/07 07:52

_id 8d4d
id 8d4d
authors Leymarie F, Derix C, Miranda P, Coates P, Calderon C
year 2008
title Medial Representations for driving the Architectural Creative Process
source International Architecture Symposium, Barcelona, April 2008
summary Medial representations of shape provide a powerful framework for the analysis and genesis of architectural forms,layouts, landscapes, cityscapes. In this paper we explore their potential use in driving the architectural creative process for 2D and 3D applications. We consider both the aspects of (i) the analysis of exisiting architectural layouts, and (ii) the genesis of novel ones. The archetypal medial representation of shape is the “medial axis” of Harry Blum (circa 1960). Boundary elements, the outline samples of the objects of interest, are used as the source of a wavefront propagation, for which the quenching points constitute axial symmetries. In 2D layout applications the resulting medial axis (MA) takes the form of a graph which unites geometry and topology of the objects and the field they occupy in one single framework. In the following we first survey the topic of shape representation via medial structures and consider their specific use in architectural analysis and genesis. We then report of early works in extending such ideas for novel applications relevant to architecture.
keywords medial axis, spatial representation, user perception, occupancy
series book
type normal paper
email
last changed 2012/09/20 22:05

_id caadria2008_15_session2a_125
id caadria2008_15_session2a_125
authors Mahalingam, Ganapathy
year 2008
title A Case For Architectural Computing: Computing Using Architectural Constructs
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 125-131
doi https://doi.org/10.52842/conf.caadria.2008.125
summary This paper is about the potential of architectural computing. Architectural computing is defined as computing that is done with computational structures that are based on architectural forms. An analysis of works of architecture reveals the embedded forms in the works of architecture. A uniform, connections-based representation of these architectural forms allows us to derive computational structures from them. These computational structures form the basis of architectural computing. In this paper a case is made for architectural computing, ideas are provided for how it could be done, and the benefits of architectural computing are briefly explored.
keywords Architectural computing: architectural programming language; intentional programming; connections-based paradigm
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia08_324
id acadia08_324
authors Narahara, Taro
year 2008
title New Methodologies in Architectural Design inspired by Self-Organization
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 324-331
doi https://doi.org/10.52842/conf.acadia.2008.324
summary This paper introduces a potential application of construction systems seen in biological systems to overcome various shortcomings in human architecture. Unlike human constructions, some social insects can produce habitable structures with simple rules without predetermined blueprints or central leaders to gain more adaptability. Active application of logics from self-organizing systems can possibly enhance our conventional centralized methods by designing artificial distributed systems. A conceptual case study is presented that involves a notion of the collective construction.
keywords Algorithm; Construction; Flocking; Genetic; Self-Organization
series ACADIA
last changed 2022/06/07 07:59

_id acadia08_272
id acadia08_272
authors Perez, Santiago R.
year 2008
title Crafting Complexity: Material / Procedure / Form
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 272-277
doi https://doi.org/10.52842/conf.acadia.2008.272
summary What is the role of Craft, in understanding Bio-Computational Forms & Systems? What is the relation between self-organizing systems & material-component assemblages? ¶ This paper will explore the relationship between material craft, procedure and form, in relation to complex, self-organizing assemblies. A comparison will be made, between (hand) crafted assemblies, guided by physical constraints and procedural methodologies, and digitally mediated fabrication, guided by recursion and algorithmic generative methodologies. ¶ An attempt will be made to connect various scales of making, in terms of module or unit of assembly, both at the micro-scale of biological structures, and the macro-scale of man-made systems. The goal of this essay is to question the relation between physically crafted component assemblies, as a means for exploring adaptive, complex, self-organizing systems, and bio-computational paradigms as a source of adaptive strategies for making.
keywords Adaptation; Complexity; Craft; Material; Play
series ACADIA
last changed 2022/06/07 08:00

_id acadia08_134
id acadia08_134
authors Peters, Brady
year 2008
title Copenhagen Elephant House: A Case Study of Digital Design Processes
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 134-141
doi https://doi.org/10.52842/conf.acadia.2008.134
summary This paper outlines the digital design processes involved in the design and construction of the new Elephant House at Copenhagen Zoo. Early design concepts for the canopy were tested using physical sketch models. The geometric complexity of these early physical models led to the involvement of the Specialist Modelling Group and the use of the computer to digitally sketch 3D CAD models. After many studies, the complex form of the canopies was rationalised using torus geometry. A computer program was written to generate the canopy glazing and structure. This parametric system was developed to be a design tool, and was developed by an architectural designer working with the team. Through its use the team were able to explore more design options, and alter the design farther along in the design process; however, this generative tool was created largely as a CAD efficiency tool. Another series of computer programs were written to generate and populate a shading system based on environmental analysis. Unlike the computer program that generated the structure and glazing, this program was not developed to make the generation of complex geometric structures more efficient, but developed to explore computational approaches that would have been impossible without the computer. Most of the canopy’s design was communicated to fabricator through a geometry method statement, a method that has been proven to be effective in the past. The project completed in June 2008.
keywords Complex Geometry; Computation; Design; Generative; Sustainability
series ACADIA
last changed 2022/06/07 08:00

_id caadria2008_71_session7a_587
id caadria2008_71_session7a_587
authors Reffat, Rabee M.; Yaman Khaeruzzaman, Emad El-Sebakhy, I Putu Raharja
year 2008
title Interactive Architectural Compositions in 3D Real-Time Virtual Environments
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 587-593
doi https://doi.org/10.52842/conf.caadria.2008.587
summary This paper presents an interactive computational system for developing architectural compositions within a 3D real-time virtual environment. The features of implemented system within the interface of Activeworlds platform includes (a) providing a set of 3D building objects that are made available within the virtual environment and can be utilized by the user to construct architectural compositions; (b) allowing users to modify both geometrical and non-geometrical properties of these objects; and (c) maintaining interrelationships between these objects using constrain-based rules automated by the developed system in real-time. The developed IAMVE (Interactive Architectural Modeling in Virtual Environments) system provides more flexibility to architectural designers and develops an edge to multi-user real time 3D virtual environments to be better utilized in the context of architectural design
keywords 3D Virtual Environments, 3D Modeling; Architectural Compositions, User Interactivity
series CAADRIA
email
last changed 2022/06/07 08:00

_id acadia08_376
id acadia08_376
authors Silver, Mike
year 2008
title The Most Important Airplane In The History Of Architecture
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 376-381
doi https://doi.org/10.52842/conf.acadia.2008.376
summary Composite structures consist of high strength carbon threads held together in a matrix of epoxy resin or thermoplastics. Surfaces made from these materials are typically 10 times lighter and 1.5 times stronger than aluminum. Both simple and highly contoured shapes possessing extreme strength can be produced using a computer controlled fiber placement machine (FPM). These incredibly thin, corrosion resistant membranes require little or no supplemental support to manage loads and enclose space. The computer’s ability to determine the precise location of each fiber strand in a fiber placed part also facilitates unprecedented control of its aesthetic and functional properties. Fiber placement technology integrates building components that would normally be separated into clearly distinct systems. Here ornament, structure and cladding are collapsed into one material process. This paper explores the architectural potential of a technology normally reserved for aerospace applications through research conducted in close collaboration with fiber placement engineers at Automated Dynamics in Schenectady, New York (ADC).
keywords Composite; Digital Fabrication; Fiber; Skin; Structure
series ACADIA
last changed 2022/06/07 07:56

_id stellingwerff02_paper_eaea2007
id stellingwerff02_paper_eaea2007
authors Stellingwerff, Martijn
year 2008
title Googlized Contextual Design
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Over the past decade, the topic of city modelling has been extensively discussed in focus-groups during meetings of the EAEA and eCAADe conferences, amongst others. Many attempts have been made to specify what information should be included, how the relevant information should be represented and how the models should be viewed and considered. Digital and physical models for urban representation share particular, similar properties, but also have distinct advantages. Digital models qualify for adaptability and ability to be shared in both a-synchronous and synchronous ways. Physical scale models excel in tangibility, directness and the ways in which they can be shared in a ‘natural’ way. Recent studies have focused on mixing the advantages of both types of representational models. Digital models can be made ‘physical’ by means of a 3D colour printer or other Rapid Prototyping techniques. Physical models can be augmented by projecting different digital data and images on them. Furthermore all kinds of post-production media can be used to refine, represent and share the model image.
keywords Contextual Design, Web 2.0, Geotagging, Virtual Context
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id ecaade2008_065
id ecaade2008_065
authors Uddin, M. Saleh
year 2008
title Simulation of Daylight in the Architecture of Louis I. Kahn: A Study of the Un-built Hurva Synagogue
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 727-734
doi https://doi.org/10.52842/conf.ecaade.2008.727
summary One of the most powerful aspects of Louis I. Kahn’s architectural space is his handling of natural light. Kahn believed that architecture began with the ‘making of a room’ and that ‘a room is not a room without natural light.’ Throughout his career, he explored bringing light into interiors in the most imaginative ways. Kahn used endless possibilities, from small devices to complex dome structures, to create a poetic and spiritual light inside buildings. The purpose of this paper is to present the theories and practices of natural light in architecture by Louis Kahn, who has deftly used it as a creative medium in his design of buildings. Starting from development of theories, this research focuses on how he implemented his theories into practice. As a case study, the Hurva Synagogue project is selected to analyze its unique lighting solutions. Many of Kahn’s previous concepts can be traced to the Hurva, making it an ideal project for lighting study. Since Hurva Synagogue is an un-built project, recent techniques of computer graphics is used to understand how daylight illuminates the interior in different times of the day and year in both still images and in 3D animations.
keywords Louis I Kahn, Daylight Simulation, 3D Model, Animation
series eCAADe
email
last changed 2022/06/07 07:57

_id acadia08_390
id acadia08_390
authors Vrana, Andrew; Joe Meppelink; Ben Nicholson
year 2008
title New Harmony Grotto
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 390-399
doi https://doi.org/10.52842/conf.acadia.2008.390
summary With the expanding wave of contemporary architecture inspired and informed by biomorphic design and biomimetic processes, the re-evaluation of work of Frederick Kiesler has become immanent. Throughout the mid 20th century he became increasingly interested in the relationship of natural form and structure to architectural space and organization. The Grotto for Meditation proposed in 1963 for New Harmony, Indiana commissioned by Mrs. Jane Blaffer-Owen was the culmination of his life’s work. Though the project was not realized, it embodies all of the influences of his time from surrealism to biology and cybernetic theory. Through our university and the Blaffer Foundation, we engaged in formal research and tectonic resolution of the project employing digital modeling and fabrication technologies at our College and in Houston where Mrs. Owen lives when she is not in New Harmony. We based this project on the full catalog of archival material made available to us with support from the Blaffer and Kielser Foundations. Our exploration also was influenced by discussions with Mrs. Blaffer-Owen who is still very interested in realizing this profoundly interesting and enigmatic project. Our university has opened the door to the opportunity that our reinterpreted Grotto become a permanent fixture on the campus next to a wetland landscape that it is currently under construction. Our research into Kiesler has engaged his esoteric concepts of “co-realism” and “continuous tension” as well as his early use of recursive geometry and biomorphic form in design. From reverse engineering and digital fabrication via 3D scanning to generative structural articulation, we are experimenting with a structural/spatial system that closely aligns with Kiesler’s originally proposed tile patterning dilated into a minimal structure. Our prototypes and the final version will be fabricated by one of the largest commercially for-hire water jet cutter in country and assembled on the site.
keywords Biomorphic; Digital Fabrication; Prototype; Structure
series ACADIA
last changed 2022/06/07 07:58

_id caadria2008_50_session5a_409
id caadria2008_50_session5a_409
authors Wessel, Ginette M.; Eric J. Sauda, Remco Chang
year 2008
title Urban Visualization: Urban Design and Computer Visualization
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 409-416
doi https://doi.org/10.52842/conf.caadria.2008.409
summary Historically, the city represents not just a collection of buildings, but also the concrete cosmology of the world. The importance of geometry in this context is that one can be assured that one’s understanding of the form of the city will correspond to meaning. It is this reading that is the canonical visualization method of the city form. But contemporary urban designers are confronted by cities with overlapping systems of movement and information that has made the reading of geometry insufficient for an understanding of the city. Our interdisciplinary team of researchers has been studying issues related to urban visualization from the perspectives of urban design and computer visualization. Together, we have published work demonstrating how very large and disparate data sets can be visualized and integrated in unique ways. Building on this existing work that connects the two disciplines, this paper presents a survey of six urban design methodologies that may be useful for visualization. Each approach is described through a brief history, a conceptual overview and a diagrammatic exegesis. The conclusion presents an overview of the complementary natures of the discourses in urban design and computer visualization and a prospectus for application of the identified methodologies to computer urban visualization. We conclude that urban theories can inform urban visualization both as a method of informing generation and run-time simplification of 3D geometric modeling and in managing information visualization overlay issues for the very large, over-lapping data sets.
keywords Visualization: urbanism
series CAADRIA
email
last changed 2022/06/07 07:57

_id cf2011_p109
id cf2011_p109
authors Abdelmohsen, Sherif; Lee Jinkook, Eastman Chuck
year 2011
title Automated Cost Analysis of Concept Design BIM Models
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. 403-418.
summary AUTOMATED COST ANALYSIS OF CONCEPT DESIGN BIM MODELS Interoperability: BIM models and cost models This paper introduces the automated cost analysis developed for the General Services Administration (GSA) and the analysis results of a case study involving a concept design courthouse BIM model. The purpose of this study is to investigate interoperability issues related to integrating design and analysis tools; specifically BIM models and cost models. Previous efforts to generate cost estimates from BIM models have focused on developing two necessary but disjoint processes: 1) extracting accurate quantity take off data from BIM models, and 2) manipulating cost analysis results to provide informative feedback. Some recent efforts involve developing detailed definitions, enhanced IFC-based formats and in-house standards for assemblies that encompass building models (e.g. US Corps of Engineers). Some commercial applications enhance the level of detail associated to BIM objects with assembly descriptions to produce lightweight BIM models that can be used by different applications for various purposes (e.g. Autodesk for design review, Navisworks for scheduling, Innovaya for visual estimating, etc.). This study suggests the integration of design and analysis tools by means of managing all building data in one shared repository accessible to multiple domains in the AEC industry (Eastman, 1999; Eastman et al., 2008; authors, 2010). Our approach aims at providing an integrated platform that incorporates a quantity take off extraction method from IFC models, a cost analysis model, and a comprehensive cost reporting scheme, using the Solibri Model Checker (SMC) development environment. Approach As part of the effort to improve the performance of federal buildings, GSA evaluates concept design alternatives based on their compliance with specific requirements, including cost analysis. Two basic challenges emerge in the process of automating cost analysis for BIM models: 1) At this early concept design stage, only minimal information is available to produce a reliable analysis, such as space names and areas, and building gross area, 2) design alternatives share a lot of programmatic requirements such as location, functional spaces and other data. It is thus crucial to integrate other factors that contribute to substantial cost differences such as perimeter, and exterior wall and roof areas. These are extracted from BIM models using IFC data and input through XML into the Parametric Cost Engineering System (PACES, 2010) software to generate cost analysis reports. PACES uses this limited dataset at a conceptual stage and RSMeans (2010) data to infer cost assemblies at different levels of detail. Functionalities Cost model import module The cost model import module has three main functionalities: generating the input dataset necessary for the cost model, performing a semantic mapping between building type specific names and name aggregation structures in PACES known as functional space areas (FSAs), and managing cost data external to the BIM model, such as location and construction duration. The module computes building data such as footprint, gross area, perimeter, external wall and roof area and building space areas. This data is generated through SMC in the form of an XML file and imported into PACES. Reporting module The reporting module uses the cost report generated by PACES to develop a comprehensive report in the form of an excel spreadsheet. This report consists of a systems-elemental estimate that shows the main systems of the building in terms of UniFormat categories, escalation, markups, overhead and conditions, a UniFormat Level III report, and a cost breakdown that provides a summary of material, equipment, labor and total costs. Building parameters are integrated in the report to provide insight on the variations among design alternatives.
keywords building information modeling, interoperability, cost analysis, IFC
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ijac20086405
id ijac20086405
authors Ahlquist, Sean; Fleischmann, Moritz
year 2008
title Elemental Methods for Integrated Architectures: Experimentation with Design Processes for Cable Net Structures
source International Journal of Architectural Computing vol. 6 - no. 4, 453-475
summary Tension active systems are compelling architectural structures having an intimate connection between structural performance and the arrangement of material. The direct flow of structural forces through the material makes these systems attractive and unique from an aesthetic point of view, but they are a challenge to develop from a design and an engineering perspective. Traditional methods for solving such structural systems rely on both analog modeling techniques and the use of highly advanced engineering software. The complexity and laborious nature of both processes presents a challenge for iterating through design variations. To experiment with the spacemaking capabilities of tension active systems, it is necessary to design methods that can actively couple the digital simulation with the analog methods for building the physical structure. What we propose is a designer-authored process that digitally simulates the behaviors of tension active systems using simple geometric components related to material and structural performance, activated and varied through elemental techniques of scripting. The logics for manufacturing and assembly are to be embedded in the digital generation of form. The intention is to transform what is a highly engineered system into an architectural system where investigation is as much about the determination of space and environment as it is about the arrangement of structure and material.
series journal
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