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 478

_id sigradi2008_081
id sigradi2008_081
authors Kirschner, Ursula
year 2008
title Study of digital morphing tools during the design process - Application of freeware software and of tools in commercial products as well as their integration in AutoCAD
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This research work examines methods of experimental designing with CAAD in a CAD laboratory with architecture students as the testing persons. Thereby the main focus is on the early phase of finding forms, in which different techniques with digital media are tried out in the didactic architectural design lessons. In these work have been traced the influences of the media employed on the design processes and combined the approaches of current CAAD research with aspects from classic design theory. For mathematical rules of proportion, atmospheric influence factors and analogy concepts in architecture, I have developed design methods which have been applied and verified in several series of seminars. (Kirschner, U.: 2000, Thesis, a CAAD supported architectural design teaching, Hamburg, school of arts). Previous experimental exercises showed that morphological sequences of modeling are effective sources for playful designing processes. In the current work these approaches are enhanced and supplemented by different morphological architectural concepts for creating shapes. For this purpose 2D based software like Morphit, Winmorph and other freeware were used. Whereas in the further development of this design technique we used 3D freeware morphing programs like zhu3D or Blender. The resulting morphological shapes were imported in CAD and refined. Ideally the morphing tool is integrated in the modeling environment of the standard software AutoCAD. A digital city model is the starting basis of the design process to guarantee the reference to the reality. The applied design didactic is predicated on the theories of Bernhard Hoesli. The act of designing viewed as „waiting for a good idea“ is, according to him, unteachable; students should, in contrast, learn to judge the „the force of an idea“. On the subject of morphology a form-generating method in the pre-design phase has been tested. Starting from urban-planning lines on an area map, two simple geometric initial images were produced which were merged by means of morphing software. Selected images from this film sequence were extruded with CAAD to produce solid models as sectional drawings. The high motivation of the students and the quality of the design results produced with these simple morphing techniques were the reason for the integration of the artistic and scientific software into the creative shape modeling process with the computer. The students learned in addition to the „bottom up “and „ top down” new design methods. In the presentation the properties and benefits of the morphing tools are presented in tables and are analyzed with regard to the architectural shape generating in an urban context. A catalogue of criteria with the following topics was developed: user friendliness, the ability of integrating the tools or as the case may be the import of data into a CAD environment, the artistic aspects in terms of the flexibility of shape generating as well as the evaluation of the aesthetic consideration of shapes.
keywords Architectural design, freeware morphing software, AutoCAD
series SIGRADI
email
last changed 2016/03/10 09:53

_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 sigradi2008_049
id sigradi2008_049
authors Benamy, Turkienicz ; Beck Mateus, Mayer Rosirene
year 2008
title Computing And Manipulation In Design - A Pedagogical Experience Using Symmetry
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The concept of symmetry has been usually restricted to bilateral symmetry, though in an extended sense it refers to any isometric transformation that maintains a certain shape invariant. Groups of operations such as translation, rotation, reflection and combinations of these originate patterns classified by modern mathematics as point groups, friezes and wallpapers (March and Steadman, 1974). This extended notion represents a tool for the recognition and reproduction of patterns, a primal aspect of the perception, comprehension and description of everything that we see. Another aspect of this process is the perception of shapes, primary and emergent. Primary shapes are the ones explicitly represented and emergent shapes are the ones implicit in the others (Gero and Yan, 1994). Some groups of shapes known as Semantic Shapes are especially meaningful in architecture, expressing visual features so as symmetry, rhythm, movement and balance. The extended understanding of the concept of symmetry might improve the development of cognitive abilities concerning the creation, recognition and meaning of forms and shapes, aspects of visual reasoning involved in the design process. This paper discusses the development of a pedagogical experience concerned with the application of the concept of symmetry in the creative generation of forms using computational tools and manipulation. The experience has been carried out since 1995 with 3rd year architectural design students. For the exploration of compositions based on symmetry operations with computational support we followed a method developed by Celani (2003) comprising the automatic generation and update of symmetry patterns using AutoCAD. The exercises with computational support were combined with other different exercises in each semester. The first approach combined the creation of two-dimensional patterns to their application and to their modeling into three-dimensions. The second approach combined the work with computational support with work with physical models and mirrors and the analysis of the created patterns. And the third approach combined the computational tasks with work with two-dimensional physical shapes and mirrors. The student’s work was analyzed under aspects such as Discretion/ Continuity –the creation of isolated groups of shapes or continuous overlapped patterns; Generation of Meta-Shapes –the emergence of new shapes from the geometrical relation between the generative shape and the structure of the symmetrical arrangement; Modes of Representation –the visual aspects of the generative shape such as color and shading; Visual Reasoning –the derivation of 3D compositions from 2D patterns by their progressive analysis and recognition; Conscious Interaction –the simultaneous creation and analysis of symmetry compositions, whether with computational support or with physical shapes and mirrors. The combined work with computational support and with physical models and mirrors enhanced the students understanding on the extended concept of symmetry. The conscious creation and analysis of the patterns also stimulated the student’s understanding over the different semantic possibilities involved in the exploration of forms and shapes in two or three dimensions. The method allowed the development of both syntactic and semantic aspects of visual reasoning, enhancing the students’ visual repertoire. This constitutes an important strategy in the building of the cognitive abilities used in the architectural design process.
keywords Symmetry, Cognition, Computing, Visual reasoning, Design teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
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. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id 9d5f
id 9d5f
authors Podevyn M, Horne M, Fisher P, Thompson, E
year 2008
title Global Visualisation Engines – Issues for Urban Landscape Planning Participation Processes
source Digital Design in Landscape Architecture 2008, Proceedings at Anhalt University of Applied Sciences, 29-31 May 2008
summary Traditional planning processes use two-dimensional drawings, plans, sections, elevations and artists’ impressions to communicate design intent to interested parties. Three-dimensional computer visualisation technologies that support the planning process raise institutional and organisational challenges as their perceived benefits are considered. Virtual Reality (VR) models add interactivity and immersiveness to landscape visualisations but require appropriate technical input and management. This paper explores two main themes. Firstly, how interactive 3D computer simulations of planning proposals can be adopted to successfully improve the traditional process. It reports on a pilot study to examine how architects, clients, planning officers and university researchers have worked together to systematically examine and analyse this changing process. It reports on issues concerned with ownership of city models, the roles and the compatibility, accuracy and remote sharing of urban data. Secondly, we explore the emerging theme of web-based GIS applications and their impact on architectural visualisation. The process of placing urban data onto Google Earth was tested and the resulting issues emerging with this software, including IT and data management and accuracy issues for suitable architectural visualisation are discussed. The study also reports and offers an overview of placing accurate urban landscape data onto Google Earth and a discussion of using this method for online public participation and communicating technical building information.
keywords 3D modelling, planning process, VR city models, Google Earth
series other
type normal paper
email
last changed 2008/11/02 21:09

_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
doi https://doi.org/10.52842/conf.caadria.2008.409
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
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 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 ijac20076301
id ijac20076301
authors Barros, Diana Rodriguez; Castane, Dora; Stipech, Alfredo
year 2008
title Hypermedia urban models in virtual environments: Case studies of central areas of Argentine cities
source International Journal of Architectural Computing vol. 6 - no. 3, pp. 221-241
summary The virtual models of urban fragments recreate environments of simulation and analysis with a great degree of realism. This paper addresses a review of case studies in which Argentine researchers from three different university centres have worked jointly. We examine spatial databases from a representational and communicational perspective as virtual 3D, walkthrough, and interconnected urban models. Our aim is to explore, recognise and analyse advances in this direction, and to apply them to the development of virtual models of central areas in the Argentine cities of Buenos Aires, Rosario, Santa Fe and Mar del Plata. We present the methodology used to analyse the design, production and management processes of the virtual model as well as the results of our research. We acknowledge that these models are consistent non-traditional instruments of analysis which complement the knowledge of the city and facilitate spatial comprehension. Finally, we review predominant tendencies.
series journal
last changed 2008/10/14 14:00

_id ecaade2008_083
id ecaade2008_083
authors Belcher, Daniel; Johnson, Brian R.
year 2008
title ARchitectureView
doi https://doi.org/10.52842/conf.ecaade.2008.561
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 561-568
summary We present a system for viewing architectural building models – specifically Building Information Modeling (BIM) models – in 3D using an Augmented Reality Tangible User Interface (TUI) and a Magic Lens interaction metaphor. ARchitectureView is meant to facilitate communication and collaboration around a shared model. We present the system overview and a number of use scenarios in which the interface would serve to improve communication across disciplines and varied technical backgrounds, while supporting a rich and coherent common understanding.
keywords Augmented Reality, Building Information Modeling, Magic Lens, Tangible User Interface
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2008_17_session2a_143
id caadria2008_17_session2a_143
authors Kaewlai, Pornpis; Pinyo Jinuntuya, Pizzanu Kanongchaiyos
year 2008
title Interactive Feasibility-based CAAD System for Infrastructure and Open Space Planning in Housing Project Design
doi https://doi.org/10.52842/conf.caadria.2008.143
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. 143-148
summary The decision support system developed in this research is aimed to the conceptual scheme of project focusing on infrastructure planning and open space design in the architectural context for housing project. Alternative design sets are provided within the limitations, and possibilities to be further evaluated appropriately. This system helps architects and developers to analyze relationships of physical environment, architectural requirements and the overall of project-related factors with real-time cost estimation. Factors for cost estimation derived from the beginning to the end of project will be manipulated simultaneously. Architects and developers can use this design simulation to address the physical data with real-time cost estimation, provide alternative results, and design evaluation for overall project’s feasibility. The software of our research is not just a tool for design & planning automation in feasibility analysis. It will be an interactive decision support system for both developers and planners aspects. The system was developed by SketchUp Ruby Application Programming Interface. The results will be presented into two ways. Firstly, 2D and 3D modeling will be used for interactive visualization in design and planning of the beginning process. Subsequently, numbers and additional factors in details will be used to show relationship between architectural environment and feasibility-based information to help architects and developers collaboratively analyze the land use planning and open space design for housing project. In evaluation process, the developed software is tested with the project preceding and the future project of Bangkok area under constraints and regulations of Building Control Act of Thailand. In conclusion, this system will make effectiveness in design process and management of the construction knowledge. The decision support systems should be designed to makes explicit use of both planning analysis aspect and knowledge-based decision making.
series CAADRIA
email
last changed 2022/06/07 07:52

_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 caadria2012_046
id caadria2012_046
authors Lertsithichai, Surapong
year 2012
title Building Thailand's tallest Ganesh: CAD/CAM integration in conventional metal fabrication
doi https://doi.org/10.52842/conf.caadria.2012.337
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 337–346
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 ijac20086401
id ijac20086401
authors Maleki, Maryam M.; Woodbury, Robert F.
year 2008
title Reinterpreting Rasmi Domes with Geometric Constraints:A Case of Goal-seeking in Parametric Systems
source International Journal of Architectural Computing vol. 6 - no. 4, 375-395
summary Geometry has long been a generator of architecture. In traditional Persian architecture, Rasmi domes project a drawing onto a predefined 3D geometry. In fact, the word 'rasmi' and the verb for drawing in Persian have the same linguistic root. Projection is readily done in manual drawings or conventional CAD programs. From a constraint perspective, the dome is constrained by the drawing and the 3D geometry. If the latter constraint is replaced by invariance of distance on the original drawing, a class of domes results, but members of this class cannot be computed conventionally. Class members are developable from a planar layout of triangles, which is, in turn, generated by a simple drawing rule. This yields a parametric structure of four parameters. Three determine the initial planar diagram. One determines configuration. Further, domes in the class are mechanisms: they are not fully specified by the constraints and parameters. We develop the geometric constraints representing the location of the defining points of a dome and present a goal-seeking algorithm to solve the constraints within a propagation-based parametric modeling system.
series journal
last changed 2009/03/03 07:48

_id matveyev02_paper_eaea2007
id matveyev02_paper_eaea2007
authors Matveyev, Sergey
year 2008
title Interactive 3D-Presentations and their Possibilities in Architectural Education and Real Designing (Digital Architecture Simulation)
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Architectural designs come alive in people’s minds. It takes a lot of effort and time to make them real and tangible. But you cannot start the construction unless you have a clear picture in your mind. And here the imaginative part comes to the fore. We use technology that makes incredible things happen. One gets the ability to watch and experience the whole building in three-dimensions before it is made real! From now on you can create and feel the life-like architecture in Virtual Environment (VE).
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id caadria2008_68_session7a_564
id caadria2008_68_session7a_564
authors Watanabe, Shun; Yu Nishikawa
year 2008
title Production Method Of Accurated 3d Urban Models With Digital Photogrammetry
doi https://doi.org/10.52842/conf.caadria.2008.564
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. 564-571
summary A convenient method for creating accurate 3D urban models without expensive survey equipment is developed by introducing digital photogrammetry. As a matter of logic, the 3D models for urban landscape simulations are expected to limit errors to several dozen centimeters. The proposed method is examined in order to reproduce the actual urban landscape and to provide accuracy that is sufficient to meet the theoretical requirement.
keywords downtown; landscape; simulation; VRML
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2008_24_session3a_193
id caadria2008_24_session3a_193
authors Biswas, Tajin; Tsung-Hsien Wang, Ramesh Krishnamurti
year 2008
title Integrating sustainable building rating systems with building information models
doi https://doi.org/10.52842/conf.caadria.2008.193
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. 193-200
summary The transition from conventional to sustainable building depends on a number of factors— technological, environmental, economic and social. From a computer-aided design perspective, the first two are perhaps the most significant. We are working on a project with an emphasis on developing tools, to evaluate environmental consequences for design decision-making. Our current thrust is given to reducing energy usage as well as carbon emissions in buildings.
keywords Sustainable building rating system, Building information model
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2008_012
id sigradi2008_012
authors Dokonal, Wolfgang
year 2008
title What is the state of digital architectural design?
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary What is the state of digital architectural design? The ubiquity of the computer in architecture can be seen in the many computer based presentations from famous architectural practices. BIM (Building Information Modelling) is the key word and we can see implementations in very ambitious projects all over the world. Glossy magazines show the results of this kind of architecture and predict that this is the future of our profession. But when we go out into the “small world” (in Europe) and talk with architects in small firms, there is a very different reality – at least at the moment. Although they all agree that the computer is crucial for their work, it is a love/hate relationship for many them. Most still use the computer purely as a drafting device and AutoCAD is still the dominant tool. Although many of them agree with the statement that you can use the computer for design, only a minority really use the computer as a design tool in the early design stages. To find out more about the reality of the use of computers in design in “small town Europe” we have been undertaking two different kinds of research over the past 4 years. The first one is an educational experiment using first year’s students to find out about the different qualities of designing with and without the computer. The results have been presented at previous conferences and, since we are doing a last run of these experiments this year, we will update and finalise our findings in this paper. To make it comparable to previous years, we use largely the same settings using the same type of student (first year) and the same project/site. We will also be comparing the results for students designing ‘freestyle’ ie in the way that they want against the previous years controlled groups. The second strand of research we have followed is a survey amongst practitioners and some of the above statements came out of this survey. We did this survey using a web questionnaire and focused on a particular region of Europe. Although the numbers of participants for this survey were quite satisfying we are re-running the survey in a different region and country to see whether there are significant differences. The results of our research and our experience as teachers and architects leads us to the main question of how we can give recommendations on how to teach design the new generation of architects. In many aspects most of the teaching that is done in our faculties is still strictly divided into teaching design and teaching computer skills. The crucial question for architectural education are the implications of the ubiquity of the computer will have especially in the field of design. We will try to give some suggestions for these effects this could have on our teaching. In the long run, this is the only way to avoid some of the pitfalls and bring the benefits of computers in design to our small architectural firms. The paper will present a summary of the results of our research and try to propose an answer to the question: “What is the state of digital design in small town Europe?”
series SIGRADI
email
last changed 2016/03/10 09:50

_id ecaade2008_077
id ecaade2008_077
authors Graf, Robert; Yan, Wei
year 2008
title Automatic Walkthrough Utilizing Building Information Modeling to Facilitate Architectural Visualization
doi https://doi.org/10.52842/conf.ecaade.2008.555
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 555-560
summary This paper presents a new system that supports automatic path planning for walkthrough in building models, using information retrieved from Building Information Modeling (BIM). It can automatically generate a path that explores all or part of the rooms in a building. During a real-time walkthrough, users will be able to follow the path while interactively controlling their viewing angles. That way, users can take guided tours while simultaneously looking around to examine the spaces. We expect the system to be useful in design review because BIM models of design can be easily brought into the system that allows reviewers to start walkthrough immediately and interactively. The significance of the work is that the system has potential applications for visualization of complex building design.
keywords Walkthrough, Building Information Modeling, Visualization
series eCAADe
email
last changed 2022/06/07 07:51

_id 82b1
id 82b1
authors Greenwood D, Horne M, Thompson E M, Allwood C M, Wernemyr C, Westerdahl B.
year 2008
title Strategic Perspectives of the Use of Virtual Reality within the Building Industries of Four Countries.
source International Journal of Architectural Engineering and Design Management
summary This paper presents results from the first stage of an analysis of the use of virtual reality (VR) within the building industries of strategically selected countries, namely, China, Sweden, the UK and the US. The aims of the research are to assess VR usage and its benefits within the building industries of these countries and to identify perceived barriers to VR usage and ways of overcoming them. The countries selected offer a range of experience in the adoption of VR technologies and the paper provides an initial analysis of developments at an international level. Semi-structured interviews were conducted with senior professionals from each of six leading construction companies within each country. The findings included the rationale for the adoption of VR and the barriers to doing so, as well as some divergence between the respondents in their working definition of what visualization and, specifically, VR actually represents.
keywords Building industry; implementation strategy;international perspectives; interview survey; virtual reality
series other
type normal paper
email
last changed 2008/11/26 16:54

_id ecaade2015_265
id ecaade2015_265
authors Hosey, Shannon; Beorkrem, Christopher, Damiano, Ashley, Lopez, Rafael and McCall, Marlena
year 2015
title Digital Design for Disassembly
doi https://doi.org/10.52842/conf.ecaade.2015.2.371
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 371-382
summary The construction and building sector is now widely known to be one of the biggest energy consumers, carbon emitters, and creators of waste. Some architectural agendas for sustainability focus on energy efficiency of buildings that minimize their energy intake during their lifetime - through the use of more efficient mechanical systems or more insulative wall systems. One issue with these sustainability models is that they often ignore the hierarchy of energy within architectural design. The focus on the efficiency is but one aspect or system of the building assembly, when compared to the effectiveness of the whole, which often leads to ad-hoc ecology and results in the all too familiar “law of unintended consequences” (Merton, 1936). As soon as adhesive is used to connect two materials, a piece of trash is created. If designers treat material as energy, and want to use energy responsibly, they can prolong the lifetime of building material by designing for disassembly. By changing the nature of the physical relationship between materials, buildings can be reconfigured and repurposed all the while keeping materials out of a landfill. The use of smart joinery to create building assemblies which can be disassembled, has a milieu of new possibilities created through the use of digital manufacturing equipment. These tools afford designers and manufacturers the ability to create individual joints of a variety of types, which perform as well or better than conventional systems. The concept of design for disassembly is a recognizable goal of industrial design and manufacturing, but for Architecture it remains a novel approach. A classic example is Kieran Timberlake's Loblolly House, which employed material assemblies “that are detailed for on-site assembly as well as future disassembly and redeployment” (Flat, Inc, 2008). The use of nearly ubiquitous digital manufacturing tools helps designers create highly functional, precise and effective methods of connection which afford a building to be taken apart and reused or reassembled into alternative configurations or for alternative uses. This paper will survey alternative energy strategies made available through joinery using digital manufacturing and design methods, and will evaluate these strategies in their ability to create diassemblable materials which therefore use less energy - or minimize the entropy of energy over the life-cycle of the material.
wos WOS:000372316000043
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=4075520a-6fe7-11e5-bcc8-f7d564ea25ed
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