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 490

_id ddss2008-46
id ddss2008-46
authors Sharma, Shrikant B. and Vincent Tabak
year 2008
title Rapid Agent Based Simulation of People Flow forDesign of SpacesAnalysis, Design and Optimisation
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 This paper presents a novel static-dynamic network based people flow simulation model applied to design optimisation of circulation spaces within buildings and urban areas. In the current state of art the majority of existing people flow simulation models are driven by analysis rather than design. This is fine for simpler, evacuation type scenarios where a single or a few analyses runs are sufficient to determine the evacuation time. For more complex scenarios such as crowd circulation with complex multi-directional flow, one is as interested in the sensitivity of various design and stochastic behavioural parameters, so the rapid modelling simulations together with design capability become important. This paper presents a simplified network based people flow model that enables rapid simulations and therefore iterative design optimization of circulation space. The work integrates the techniques of graph-theory based network analysis with an origin-destination matrix model of crowd flow, to provide a rapid, parametric model. The resulting model can be analysed in a static as well as dynamic state. In the static state, the model analyses space based on connectivity of nodes, superimposed with the origin-destination matrix of population to provide valuable information such as footfalls, density maps, as well as quasi-static parameters such as mean flow rates. In the dynamic state, the model allows time-dependent analysis of flow using a detailed agent based simulation that also incorporates dynamic route-choice modelling, agent behaviours and interaction, and stochastic variations. The paper presents the integrated modelling technique and its implementation into simulation software SMART Move.
keywords People Flow, Pedestrian, Agent Based Simulation, Evacuation, Network, Optimisation
series DDSS
last changed 2008/09/01 17:06

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
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. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 46d4
id 46d4
authors Fischer, Thomas
year 2008
title Designing (tools (for designing (tools for ...))))
source RMIT University, Melbourne
summary Outcomes of innovative designing are frequently described as enabling us in achieving more desirable futures. How can we design and innovate so as to enable future processes of design and innovation? To investigate this question, this thesis probes the conditions, possibilities and limitations of toolmaking for novelty and knowledge generation, or in other words, it examines designing for designing. The focus of this thesis is on the development of digital design tools that support the reconciliation of conflicting criteria centred on architectural geometry. Of particular interest are the roles of methodological approaches and of biological analogies as guides in toolmaking for design, as well as the possibility of generalising design tools beyond the contexts from which they originate. The presented investigation consists of an applied toolmaking study and a subsequent reflective analysis using second- order cybernetics as a theoretical framework. Observations made during the toolmaking study suggest that biological analogies can, in informal ways, inspire designing, including the designing of design tools. Design tools seem to enable the generation of novelty and knowledge beyond the contexts in and for which they are developed only if their users apply them in ways unanticipated by the toolmaker. Abstract The reflective analysis offers theoretical explanations for these observations based on aspects of second-order cybernetics. These aspects include the modelling of designing as a conversation, different relationships between observers (such as designers) and systems (such as designers engaged in their projects), the distinction between coded and uncoded knowledge, as well as processes underlying the production and the restriction of meaning. Initially aimed at the development of generally applicable, prescriptive digital tools for designing, the presented work results in a personal descriptive model of novelty and knowledge generation in science and design. This shift indicates a perspective change from a positivist to a relativist outlook on designing, which was accomplished over the course of the study. Investigating theory and practice of designing and of science, this study establishes an epistemological model of designing that accommodates and extends a number of theoretical concepts others have previously proposed. According to this model, both design and science generate and encode new knowledge through conversational processes, in which open-minded perception appears to be of greater innovative power than efforts to exercise control. The presented work substantiates and exemplifies radical constructivist theory of knowledge and novelty production, establishes correspondences between systems theory and design research theory and implies that mainstream scientific theories and practices are insufficient to account for and to guide innovation.
keywords Digital design tools, geometry rationalisation, second-order cybernetics, knowledge generation
series thesis:PhD
type normal paper
email
more http://adt.lib.rmit.edu.au/adt/public/adt-VIT20080424.160537/index.html
last changed 2008/05/10 08:31

_id acadia08_182
id acadia08_182
authors Gibson, Michael; Kevin R. Klinger; Joshua Vermillion
year 2008
title Constructing Information: Towards a Feedback Ecology in Digital Design and Fabrication
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, 182-191
doi https://doi.org/10.52842/conf.acadia.2008.182
summary As strategies evolve using digital means to navigate design in architecture, critical process-based approaches are essential to the discourse. The often complex integration of design, analysis, and fabrication through digital technologies is wholly reliant upon a process-basis necessitating the use of a design feedback loop, which reinforces critical decision-making and challenges the notions of how we produce, visualize, and analyze information in the service of production and assembly. Central to this process-based approach is the effective and innovative integration of information and the interrogation of material based explorations in the making of architecture. This fabrication ‘ecology’ forces designers to engage complexity and accept the unpredictability of emergent systems. It also exposes the process of working to critique and refine feedback loops in light of complex tools, methods, materials, site, and performance considerations. In total, strategies for engaging this ‘ecology’ are essential to accentuate our present understanding of environmental design and theory in relation to digital processes for design and fabrication. ¶ This paper recounts a design/fabrication seminar entitled “Constructing Information” in which architecture students examined an environmental design problem by way of the design feedback loop, where their efforts in applying digital design and fabrication methods were driven explicitly by material and site realities and where their work was executed, installed, and critically explored in situ. These projections raise important questions about how information, complexity, and context overlay and merge, and underscore the critical potential of visual, spatial, and material effects as part of a fabrication-oriented design process.
keywords Digital Fabrication; Ecology; Environment; Feedback; Performance
series ACADIA
last changed 2022/06/07 07:51

_id ddss2008-43
id ddss2008-43
authors Katoshevski, Rachel; Theo Arentze and Harry Timmermans
year 2008
title Simulating Urban Dynamics Using a Combination of CellularAutomata and Activity-Based Models
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 Cellular automata models of urban change have been criticised for their lack of behavioural theory and representation in simulating urban change. It has led to a plea for developing multi-agent models. As a first step into this direction, this paper discusses the formulation of a combination of a cellular automata representation for an initial configuration of land use. This is linked to an activity-based model of travel demand, which generates varying demand for facilities across space. Agents, representing facility providers respond to this demand in locating and resizing their facilities. The interplay between these components then results in urban dynamics. The model is illustrated using a hypothetical example of urban forms.
keywords Cellular automata, Activity-Based Modelling, Urban dynamics
series DDSS
last changed 2008/09/01 17:06

_id ddss2008-04
id ddss2008-04
authors Osaragi, Toshihiro and Kenichi Ogawa
year 2008
title Brand Value of Area-Images Extracted from SpatialDistribution of Building Names
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 Our area-images are composed of evaluations derived from the various kinds of elements or activities within different regions. In quantitative terms, the extraction of area-images is difficult. In this paper, we focus on a phenomenon in which a part of people’s area-image can be observed in the names of buildings. In the first instance, a model based on the random utility theory is constructed to describe the spatial distribution of building names. Secondly, the proposed model is calibrated using actual data from the city of Tokyo (Setagaya Ward), and effects of such area-elements or activities on area-images are then estimated. Finally, values for the area-images are quantitatively estimated and their spatial distribution is represented on a map.
keywords Brand-value, Area-image, Building name, Spatial distribution, Logit model
series DDSS
last changed 2008/09/01 17:06

_id acadia08_142
id acadia08_142
authors Sprecher, Aaron; Paul Kalnitz
year 2008
title Degrees and Switches
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, 142-151
doi https://doi.org/10.52842/conf.acadia.2008.142
summary In recent years, evolutionary biology has been the focus of post-Darwinist theories superseding the mere notion of variation with a concept called evolutionary development. The theory of evolutionary development, commonly referred to as evo-devo, follows a series of observations on the nature of organic developments and natural morphologies. Its main contribution rests on an evolutionary model that considers the similarities of genetic material forming organisms and their differences in morphological development due to switching mechanisms between the assigned genes. As observed by the American biologist Sean Carroll, evolution follows regulatory sequences of selector genes that are similar and can be found across various species of insects, plants and animals. ¶ This observation represents a counter-proposal to the old-modern evolutionary theories that looked at processes of adaptation as a function of the emergence of new genes. Evo-devo, on the contrary, recognizes that morphological differences are triggered by recombinatory switches that re-arrange genes in manifold ways to produce numerous characteristics of adaptation. ¶ From a design point of view, evo-devo has tremendous implications because it suggests that generative design protocols may induce sets of similar operations, yet stimulate a wide range of morphologies according to their sequential arrangements and activities. These generative design strategies include, among others, computational methods such as structural shape annealing and object-oriented analysis and design. While these methods are now integrating computing design practices, it is here proposed to review these two computational design methods in the context of three research projects.
keywords Algorithm; Evolution; Genetic; Object-Oriented; Stochastic
series ACADIA
last changed 2022/06/07 07:56

_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_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 ecaade2008_083
id ecaade2008_083
authors Belcher, Daniel; Johnson, Brian R.
year 2008
title ARchitectureView
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 561-568
doi https://doi.org/10.52842/conf.ecaade.2008.561
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 breen02_paper_eaea2007
id breen02_paper_eaea2007
authors Breen, Jack
year 2008
title Viewing Models in Architecture
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary If we wish to understand the workings of design interventions, it may be opportune to simulate their effects using specialised techniques, such as Endoscopy or Computer Aided Modes of representation. In such undertakings, the method of study will generally involve the active use of some sort of a model. Models of all sorts are used extensively throughout architectural design, research and education. How such a model is conceived and executed is closely linked to the function it is to serve. This may concern design driven exploration, testing or communication, to name but a few of the options.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id ddss2004_ra-33
id ddss2004_ra-33
authors Diappi, L., P. Bolchim, and M. Buscema
year 2004
title Improved Understanding of Urban Sprawl Using Neural Networks
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 14020-2408-8, p. 33-49
summary It is widely accepted that the spatial pattern of settlements is a crucial factor affecting quality of life and environmental sustainability, but few recent studies have attempted to examine the phenomenon of sprawl by modelling the process rather than adopting a descriptive approach. The issue was partly addressed by models of land use and transportation which were mainly developed in the UK and US in the 1970s and 1980s, but the major advances were made in the area of modelling transportation, while very little was achieved in the area of spatial and temporal land use. Models of land use and transportation are well-established tools, based on explicit, exogenouslyformulated rules within a theoretical framework. The new approaches of artificial intelligence, and in particular, systems involving parallel processing, (Neural Networks, Cellular Automata and Multi-Agent Systems) defined by the expression “Neurocomputing”, allow problems to be approached in the reverse, bottom-up, direction by discovering rules, relationships and scenarios from a database. In this article we examine the hypothesis that territorial micro-transformations occur according to a local logic, i.e. according to use, accessibility, the presence of services and conditions of centrality, periphericity or isolation of each territorial “cell” relative to its surroundings. The prediction capabilities of different architectures of supervised Neural networks are implemented to the south Metropolitan area of Milan at two different temporal thresholds and discussed. Starting from data on land use in 1980 and 1994 and by subdividing the area into square cells on an orthogonal grid, the model produces a spatial and functional map of urbanisation in 2008. An implementation of the SOM (Self Organizing Map) processing to the Data Base allows the typologies of transformation to be identified, i.e. the classes of area which are transformed in the same way and which give rise to territorial morphologies; this is an interesting by-product of the approach.
keywords Neural Networks, Self-Organizing Maps, Land-Use Dynamics, Supervised Networks
series DDSS
last changed 2004/07/03 22:13

_id ecaade2008_049
id ecaade2008_049
authors Dokonal, Wolfgang
year 2008
title Creating and Using 3D City Models
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 223-230
doi https://doi.org/10.52842/conf.ecaade.2008.223
summary City modelling is a topic which has been on the agenda for a long time. Today crucial questions concerning the creation of a city model are resolved. The vision of the automatic generation of the 3D geometry of a city out of high resolution digital aerial images is a reality now. These new developments decreased the cost for creating and maintaining a 3D city model of a complete city significantly. This paper wants to outline the ‘history’ of 3D city models and show recent developments in this field. An overview about current applications and uses in this field in Austria and the implementation into daily work is shown with examples (Graz and Vienna city models). Additionally the new developments like Street View in Google Earth or Bird’s Eye in Virtual earth are discussed in relation to their 3D ‘relatives’.
keywords 3Dcity Models, GIS, Google Earth, Virtual Earth
series eCAADe
email
last changed 2022/06/07 07:55

_id ijac20076305
id ijac20076305
authors Dorta, Tomas
year 2008
title Design Flow and Ideation
source International Journal of Architectural Computing vol. 6 - no. 3, pp. 299-316
summary In the last year, we developed the Hybrid Ideation Space (HIS), an innovative immersive sketching and model-making system that augments analog tools with digital capabilities, for continue and direct reflective conversation with the representation. The system enables designers to sketch and make models all around them in real-time and real scale using a digital tablet (sketches), image capture (physical models) and a spherical projection device (immersion). Teams of industrial design students participated in the study working on the initial stages of the design of a car. This is a comparative study putting side by side the HIS, analog tools and hybrid modeling techniques. We developed the notion of Design Flow to assesses the design ideation process. The students reported being in the state of flow more often in the HIS than with digital or physical modeling.
series journal
last changed 2008/10/14 14:00

_id caadria2008_26_session3b_213
id caadria2008_26_session3b_213
authors Figen Gül, Leman
year 2008
title Affordances of Virtual environments Do design media change the interaction with the design representation?
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. 213-220
doi https://doi.org/10.52842/conf.caadria.2008.213
summary The paper focuses on characterising design environments and on identifying design behaviour in different collaborative virtual environments and discusses the behaviour change based on the affordances theory. In this paper, we present two designers collaborating over three different design environments and report a comparison of those environments with face-to-face (FTF) sketching, using protocol analysis. The analysis of the protocol shows that different virtual environments provide different affordances.
keywords Affordances, collaborative virtual environments, design collaboration, protocol analysis
series CAADRIA
email
last changed 2022/06/07 07:50

_id ddss2008-11
id ddss2008-11
authors Gohnai, Y.; A. Ohgai and K. Watanabe
year 2008
title A simulation model development of firefightingactivity by community residents against coseismic firespread using multi-agent systemAs a support tool for community-based disaster preventionplanning
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 This paper attempted to develop a simulation model of residents’ firefighting activity against coseismic fire spread using multi-agent system. The developed model was applied to a case study area. In the application, the simulations were carried out to the existing area and eleven cases of the assumption (virtual conditions) of the area where are implemented various non-physical and physical measures. As a result, the measures with only physical and haphazard multitude of measures did not show a remarked effect of disaster prevention performance. And, it is confirmed that the model can visually, dynamically and quantitatively output results. From these outputs, the possibility of contribution for enhancing residents’ awareness and drafting a plan of disaster prevention was confirmed. However, there are still some problems to be solved for the practical use of the model.
keywords Community-based Planning for Disaster Prevention, Planning Support System, Fire Spread Simulation, Firefighting simulation, Multi-agent system, Cellular Automata
series DDSS
last changed 2008/09/01 17:06

_id cdc2008_099
id cdc2008_099
authors Harrison, David and Michael Donn
year 2008
title Using Project Information Clouds to Preserve Design Stories within the Digital Architecture Workplace
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 99-104
summary During the development of an architectural design a series of design stories form. These stories chronicle the collective decision making process of the diverse project team. Current digital design processes often fail to record these design stories because of the emphasis placed on the concise and accurate generation of the virtual model. This focus on an allencompassing digital model is detrimental to design stories because it limits participation, consolidates information flow and risks editorialisation of design discussion. Project Information Clouds are proposed as a digital space for design team participants to link, categorise and repurpose existing digital information into comprehensible design stories in support of the digital building model. Instead of a discrete tool, the Project Information Cloud is a set of principles derived from a proven distributed information network, the World Wide Web. The seven guiding principles of the Project Information Cloud are simplicity, modular design, decentralisation, ubiquity, information awareness, evolutionary semantics and context sensitivity. These principles when applied to the development of existing and new digital design tools are intended to improve information exchange and participation within the distributed project team.
email
last changed 2009/01/07 08:05

_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
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
doi https://doi.org/10.52842/conf.ecaade.2015.2.371
wos WOS:000372316000043
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.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=4075520a-6fe7-11e5-bcc8-f7d564ea25ed
last changed 2022/06/07 07:50

_id ecaade2008_158
id ecaade2008_158
authors Kaga, Atsuko; Sugawara, Shihomi
year 2008
title Research on the Visualization for Analyzing City Changes
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 939-944
doi https://doi.org/10.52842/conf.ecaade.2008.939
summary To perceive such changes of city space visually, a three-dimensional (3D) city space model is effective. The use of buildings in a city space is complex, reflecting the number of stories, and the number of stories in many cases. Furthermore, environmental parameters, such as opening a shop developed for conditions of the location, the existence of a building which is easy to divert to some other purpose, a managerial layer, and the whole country, is closely related to city change. A city change can be analyzed from various perspectives if such information can also be accumulated and displayed. If it is expressed in two dimensions, it will be restricted, but if expressed in 3D, the use situation of city space can be grasped quickly. Commercial 3D GIS software is useful for visualizing such a 3D city space model while referring to attribute information. However, such software is expensive and its use is restricted. For this study, highly extensible 3D modeling software is used to develop a technique for visualizing city spaces using its attribute information. Then the developed script is applied to an actual city model in Japan.
keywords City Analysis, Urban design, 3D-model, City Visualization
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2008_52_session5a_426
id caadria2008_52_session5a_426
authors Kaga, Atsuko; Yasuko Matsunaga, Kenichi Sakai, Tomohiro Fukuda
year 2008
title Construction of a design support system for the public space design in which a citizen participates: The interactive design system in a workshop
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. 426-432
doi https://doi.org/10.52842/conf.caadria.2008.426
summary Workshops are held with local residents’ participation as one technique by which residents plan roads and places along a route. Because residents without special knowledge participate in such workshops, it is necessary to show the contents intelligibly so that all participants might grasp the plan contents and examine them. Moreover, for community planning workshops, because the time during which they can be held is restricted, within that time, plan- related information must be organized efficiently for rapid examination and searching of its contents. As an interactive system, a real-time simulation (RS) is sought that allows rapid drawing and that has a structure to display the contents of a plan using a three-dimensional space model in real time. The purpose of this research is to build a system that supports environmental space design, which uses RS in the workshop, and which is applicable for evaluation of an actual street space maintenance plan.
series CAADRIA
email
last changed 2022/06/07 07:52

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