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 589

_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 cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2009_tomohiro_fukuda
id ascaad2009_tomohiro_fukuda
authors Fukuda, Tomohiro
year 2009
title Analysis of a Mixed Reality Display for Outdoor and Multi-User Implementation
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 323-333
summary This research describes a tool which can be used outdoors instead of a paper medium by a group of people to facilitate city tour guiding or design studies. First, the problems of the device and software which constitute the developed outdoor type MR (Mixed Reality) system were considered. Problems regarding the display, sensor, and composition with video and 3DCG images were clarified. In addition, taking account of the problem that the display is dark outdoors, the luminosity of a number of displays was measured in a dark room and outdoors. In addition to the dark room contrast ratio, the importance of ambient contrast was highlighted through the experiment.
series ASCAAD
email
last changed 2009/06/30 08:12

_id ecaade2009_167
id ecaade2009_167
authors Gönenç Sorguç, Arzu; Arslan Selçuk, Semra
year 2009
title Art and Literature as a Teaching/Learning Interface of Mathematics for Students of Architecture
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 465-472
doi https://doi.org/10.52842/conf.ecaade.2009.465
wos WOS:000334282200056
summary This paper discusses an educational approach emphasizing the changing role of mathematics and potentials of mathematical thinking in architectural education on the course of changing design paradigm: from designing the product to designing the process. In this context, randomly selected samples of student works, realized within the context of an elective undergraduate course, Arch 333 “Mathematics in Architecture” at Middle East Technical University, Ankara, Turkiye are presented. It is shown that mathematical thinking provide not only to science people a solid ground for further explorations, but also new inspirations to people involving art and design and help them to overcome prejudices and fears related with mathematics in their minds. It is believed that this approach encourages them to discuss complex problems with meta language of mathematics and develop ability to consider the design process as a whole.
keywords Mathematical thinking, mathematics in architectural education, multi-dimensionality of data, mathematics as meta language
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2009_278
id caadria2009_278
authors Lostritto, Carl
year 2009
title Scripting Animation
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 747-754
doi https://doi.org/10.52842/conf.caadria.2009.747
summary Relationships are amplified and collapsed together as animate surfaces in the formal and spatial manifestation of design parameters. Animation is demonstrated as a medium to express topologies, as each frame is the resultant of a programmed serious of computations, the result of which varies with a parameter: effectively, time. Related conditions are parameterized through the design of algorithms as a means of direct translation into animation. Interrelated forces and limits can conversely congeal into statics with animate qualities. Process and product merge to create a language of phenomenological effects and patterns. While animation is exploited to represent parametric relationships there is a maintained awareness of time and space. The systemization and codification of design “problems” simultaneously facilitates functional, solution-driven architecture. The output is characterized by complex, performative, and specific solutions uniquely relevant to emerging models for fabrication and construction. Usage requirements and site conditions carry the weight of information-based contexts and experience-based symbols as fuel for the inherently cyclical process.
keywords algorithm: animation; scripting; computation; aesthetics
series CAADRIA
email
last changed 2022/06/07 07:59

_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
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
doi https://doi.org/10.52842/conf.acadia.2016.140
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 cf2009_572
id cf2009_572
authors Rui Chen, Irene; Wang, Xiangyu
year 2009
title Tangible augmented reality: A new design instructional technology
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 572- 584
summary This paper discusses the proposed idea of using Tangible Augmented Reality to gain design knowledge since information sharing has been limited by one way receiving knowledge without enough response and interaction in the learning process. The new instructional technology is not only available through visual cues, but also opens up multi channels from different cues. It describes some guidelines for space utilizing between buildings and followed by a scenario. The proposed system offers three levels of information which affects aspects of individuals experience of space as they move the digital contents in the real environment.
keywords Tangible augmented reality, tangible user interface, augmented reality
series CAAD Futures
email
last changed 2009/06/08 20:53

_id cf2011_p018
id cf2011_p018
authors Sokmenoglu, Ahu; Cagdas Gulen, Sariyildiz Sevil
year 2011
title A Multi-dimensional Exploration of Urban Attributes by Data Mining
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. 333-350.
summary The paper which is proposed here will introduce an ongoing research project aiming to research data mining as a methodology of knowledge discovery in urban feature analysis. To address the increasing multi-dimensional and relational complexity of urban environments requires a multidisciplinary approach to urban analysis. This research is an attempt to establish a link between knowledge discovery methodologies and automated urban feature analysis. Therefore, in the scope of this research we apply data mining methodologies for urban analysis. Data mining is defined as to extract important patterns and trends from raw data (Witten and Frank, 2005). When applied to discover relationships between urban attributes, data mining can constitute a methodology for the analysis of multi-dimensional relational complexity of urban environments (Gil, Montenegro, Beirao and Duarte, 2009) The theoretical motivation of the research is derived by the lack of explanatory urban knowledge which is an issue since 1970’s in the area of urban research. This situation is mostly associated with deductive methods of analysis. The analysis of urban system from the perspective of few interrelated factors, without considering the multi-dimensionality of the system in a deductive fashion was not been explanatory enough. (Jacobs, 1961, Lefebvre, 1970 Harvey, 1973) To address the multi-dimensional and relational complexity of urban environments requires the consideration of diverse spatial, social, economic, cultural, morphological, environmental, political etc. features of urban entities. The main claim is that, in urban analysis, there is a need to advance from traditional one dimensional (Marshall, 2004) description and classification of urban forms (e.g. Land-use maps, Density maps) to the consideration of the simultaneous multi-dimensionality of urban systems. For this purpose, this research proposes a methodology consisting of the application of data mining as a knowledge discovery method into a GIS based conceptual urban database built out of official real data of Beyoglu. Generally, the proposed methodology is a framework for representing and analyzing urban entities represented as objects with properties (attributes). It concerns the formulation of an urban entity’s database based on both available and non-available (constructed from available data) data, and then data mining of spatial and non-spatial attributes of the urban entities. Location or position is the primary reference basis for the data that is describing urban entities. Urban entities are; building floors, buildings, building blocks, streets, geographically defined districts and neighborhoods etc. Urban attributes are district properties of locations (such as land-use, land value, slope, view and so forth) that change from one location to another. Every basic urban entity is unique in terms of its attributes. All the available qualitative and quantitative attributes that is relavant (in the mind of the analyst) and appropriate for encoding, can be coded inside the computer representation of the basic urban entity. Our methodology is applied by using the real and official, the most complex, complete and up-to-dataset of Beyoglu (a historical neighborhood of Istanbul) that is provided by the Istanbul Metropolitan Municipality (IBB). Basically, in our research, data mining in the context of urban data is introduced as a computer based, data-driven, context-specific approach for supporting analysis of urban systems without relying on any existing theories. Data mining in the context of urban data; • Can help in the design process by providing site-specific insight through deeper understanding of urban data. • Can produce results that can assist architects and urban planners at design, policy and strategy levels. • Can constitute a robust scientific base for rule definition in urban simulation applications such as urban growth prediction systems, land-use simulation models etc. In the paper, firstly we will present the framework of our research with an emphasis on its theoretical background. Afterwards we will introduce our methodology in detail and finally we will present some of important results of data mining analysis processed in Rapid Miner open-source software. Specifically, our research define a general framework for knowledge discovery in urban feature analysis and enable the usage of GIS and data mining as complementary applications in urban feature analysis. Acknowledgments I would like to thank to Nuffic, the Netherlands Organization for International Cooperation in Higher Education, for funding of this research. I would like to thank Ceyhun Burak Akgul for his support in Data Mining and to H. Serdar Kaya for his support in GIS.
keywords urban feature analysis, data mining, urban database, urban complexity, GIS
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaade2009_000
id ecaade2009_000
authors Çagdas, Gülen; Çolakoglu, Birgül (eds.)
year 2009
title COMPUTATION: The New Realm of Architectural Design
source 27th eCAADe Conference Proceedings [ISBN 978-0-9541183-8-9], Istanbul (Turkey) 16-19 September 2009, 854 p.
doi https://doi.org/10.52842/conf.ecaade.2009
summary In the field of architecture, computational design has emerged as sub-discipline having a multidisciplinary nature and using computing methods and capabilities to understand and solve architectural design problems. Computational design is based on computational thinking that includes a range of mental tools in solving problems, designing systems, and understanding human behavior. It has drawn on the concepts of mathematics and computer science. Computational design elements are derived from both theoretical science and experimental design in such a way that its mechanism relies heavily on mathematical logic, but once built, experimentation is done by varying one parameter at a time to study individual changes. It is a design model, not design itself. Computational design involves applying appropriate computational mechanisms, algorithms, or methods to architecture in order to solve design problems and develop design applications. This process creates systems that can be used as design tools for exploring and forming entirely new design concepts and strategies. Over the next decade, computation will have a great impact on design world. It will solve more complex design problems with greater accuracy and be applied by more designers more routinely—it will go deeper and wider. However, the greatest change that it will bring is the breaking down of barriers between scientific domains and design, enabling real “design science.” Computation is already a key driver in “joined-up” research. It forces scientists and designers to think deeper and wider. Some people have considered it to be the enemy of creativity. In their opinion, designers simply must do things rather than think about what they are doing and how they are doing it. Deeper thinking is associated with scientific rather than designer thinking. The fact is that some of the most innovative and creative work is being done by people who have developed computational thinking skills and know other disciplines along with computing. The theme of eCAADe 2009 conference, Computation: The New Realm of Architectural Design, is devoted to exploring the ramifications of this view for the domain of design: research, education, and practice. We believe that the most intriguing research questions that will emerge from the advent of new and more powerful computational devices—and from the design tools that make use of them—will be in the realm of developmental design science.
series eCAADe
email
last changed 2022/06/07 07:49

_id ascaad2009_mohamed_abdalla
id ascaad2009_mohamed_abdalla
authors Abdalla, Mohamed Saad Atia
year 2009
title 3D Model and Decision Support System for Fire Safety: A case study of Kingdom of Bahrain
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 419-430
summary Fire agencies on all levels try hard to save lives, properties, and natural resources. Accurate access to critical information is essential in this regard, many agencies around the world have embraced GIS as a tool that helps them balance needs, uses, and hazards to promote sustainability of the environment while identifying and limiting vulnerability. At Kingdom of Bahrain, Ministry of interior established the Geographic Security System (GSS) to enhance the emergency response. The 3D of the GSS Consisted of 3 main parts: (1) 3D for terrain model, (2) 3D model for entire targeted zones, and (3) 3D models for individual buildings. In this paper, the integration between GSS system and 3D model will be illustrated, and how this kind of integration could enhance decision support system (DSS) for fire safety at kingdom of Bahrain. On other hand, we will highlight the technical and legislation difficulties faced in this project. Also, the future steps to enhance DSS will be discussed.
series ASCAAD
email
last changed 2009/06/30 08:12

_id ascaad2009_wael_abdelhameed
id ascaad2009_wael_abdelhameed
authors Abdelhameed, Wael
year 2009
title Assessment of a Physical Planning Project through Virtual Reality: A case study
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 365-378
summary The study reports an application of VR models in the assessment of a part of physical planning project. The project outputs were different reports, GIS data and maps, and CAD drawings. The GIS data were used to create the VR models by importing Shpfiles of the GIS project outputs to VR software. The study presents VR models and the assessment of the physical planning project in terms of: 1) effect of the population increase, 2) effect of the required residential units, and 3) quality assurance for the current situation and future situation. The method used to build up the VR Models was through satellite images (by Google Earth Pro) and VR software (by UC Win/Road). Different models were built up to visualize and assess the alternative solutions and various influential factors. The study employed Virtual Reality in various urban and planning problems through models that are employed as tools of communication and design. The visualized environment and the associated models facilitated the evaluation of important areas, namely: impact of different factors and alternative solutions. The study concludes that the processes, such as decision making, visualization and representation, performed through VR manifest its importance to different design phases of urban and physical planning.
series ASCAAD
email
last changed 2009/06/30 08:12

_id ascaad2009_amal_al-ali
id ascaad2009_amal_al-ali
authors Al-Ali, Amal and P. Sharma
year 2009
title Creativity and Collaboration in Architecture Education in the UAE
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 245-256
summary A review of national government literature indicates that today’s knowledge-driven economy demands a workforce equipped with complex skills and attitudes. Examples of these skills and attitudes are general problems solving, meta-cognitive skills, critical thinking and lifelong learning. Reviews of the Architecture, Engineering and Construction industry indicates a gap between architecture practice and education. The Egan report states that there is a need for a change of style, culture and process within the construction industry and it identified five driving forces, the report also recognised that the achievement of these driving forces is linked to training and education. Education must not only teach the necessary technical skills and knowledge, but also the culture of teamwork, collaborative work and creativity. The construction boom in the United Arab Emirates combined with the country’s mission to highly educate and train its nationals to be able to tackle market challenges provoked the necessity of implementing the culture of creativity and collaboration in education system. On the other hand, use of technology in education has been proven to facilitate and enhance the learning process. This paper will highlight the importance of implementing the virtual design studio as a technlogical platform in architecture education in the UAE in a way that aims to promote the culture of creativity and collaboration through the use of technology.
series ASCAAD
email
last changed 2009/06/30 08:12

_id 4c44
id 4c44
authors Beirão, José; Duarte, José; Gil, Jorge; Montenegro, Nuno
year 2009
title Monitoring urban design through generative design support tools: a generative grammar for Praia
source Proceedings of 15 Congresso da APDR, Cidade da Praia, Cabo Verde.
summary Abstract Urban planning and design has a considerable impact on the economic performance of cities and regions. It is a complex process that extends for a long period and involves many participants. The lack of integrated tools to support this process hampers the ability to maximize the response of plans to contextual conditions while using the least resources. This paper describes research that aims to develop such a tool, integrating formulation, generation, and evaluation capabilities. It is focused on the generation module which relies on the encoding of Urban Induction Patterns (UIP) using shape grammars. A grammar for the extension plan of the city of Praia is presented as one of the case studies used to support UIP definition and illustrate its application. The paper also discusses how the proposed tool can be used for developing and monitoring urban plans.
keywords shape grammars; generative urban design; planning
series other
type normal paper
email
more http://www.apdr.pt/congresso/2009/
last changed 2009/07/30 15:58

_id sigradi2011_409
id sigradi2011_409
authors Bertoni, Griselda; De Monte, Andrea
year 2011
title Mediaciones perceptivas. Desafíos en la incorporación de la tecnología como instrumento potenciador del proceso de aprendizaje en el TCG [Perceptual mediation. Challenges in incorporating technology as a tool enhacing the learning process in the TCG]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 472-475
summary This work presents an introduction to current problems detected in the teaching and learning of perceptual and communication processes in front of the availability of disipositivos installed and digital media courses to students enrolled for Design and Architecture careers of our faculty. The same seeks to clarify a state of affairs to continue studies already carried out (Stipech 2004), (Bertero 2009), in relation to issues of representation in the design disciplines, while rehearsing possibilities updated theory and practice in the field of workshop.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ijac20097408
id ijac20097408
authors Biloria, Nimish; Valentina Sumini
year 2009
title Performative Building Skin Systems: A Morphogenomic Approach Towards Developing Real-Time Adaptive Building Skin Systems
source International Journal of Architectural Computing vol. 7 - no. 4, 643-676
summary Morphogenomics, a relatively new research area, involves understanding the role played by information regulation in the emergence of diverse natural and artificially generated morphologies. Performative building skin systems as a bottom-up parametric formation of context aware interdependent, ubiquitously communicating components leading to the development of continually performative systems is one of the multi-scalar derivations of the aforementioned Morphogenomic understanding. The agenda of adaptations for these building skins specifically corresponds to three domains of adaptation: structural, behavioral and physiological adaptations resulting in kinetic adaptability, energy generation, conservation, transport and usage principles as well as material property based changes per component. The developed skins adapt in real time via operating upon ubiquitous communication and data-regulation protocols for sensing and processing contextual information. Computational processes and information technology based tools and techniques such as parametric design, real-time simulation using game design software, environmental information mapping, sensing and actuating systems coupled with inbuilt control systems as well as manufacturing physical models in collaboration with praxis form a vital part of these skin systems. These experiments and analysis based on developing intrinsic inter-dependencies between contextual data, structure and material logistics thus lay the foundation for a new era of continually performing, self powering, real-time adaptive intelligent building skin systems.
series journal
last changed 2010/09/06 08:02

_id cf2009_poster_41
id cf2009_poster_41
authors Boeykens, Stefan and Herman Neuckermans
year 2009
title Visual Programming in Architecture: Should Architects Be Trained As Programmers?
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary Most commercial CAAD applications have online communities of end users, through blogs, discussion forums and learning portals. On many occasions, questions lead to the conclusion that the software can only provide the desired functionality using scripting or programming, to fill in the gaps of the software feature set. However, more than once, people suggest that architects are not programmers and that they should not be responsible for adding this functionality. Similarly, when guiding students through some of their technical design studio problems, a comparable reaction is noticed. This is especially remarkable, considering the fact that these students had prior programming courses, as part of their Bachelor of Architecture curriculum.
keywords Programming, design process, interface, curriculum
series CAAD Futures
type poster
email
last changed 2009/08/21 07:40

_id caadria2009_174
id caadria2009_174
authors Chen, Chiung-Hui
year 2009
title A Prototype Using Multi-Agent Based Simulation in Spatial Analysis and Planning
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 513-521
doi https://doi.org/10.52842/conf.caadria.2009.513
summary Pedestrian’s movements and spatial cognition in urban environments are main issues for urban designers in urban spatial planning and analysis. This paper aims to study interactions between a behavioural model of pedestrians and urban spaces. The pedestrians can be represented by an agent program, and behavioural reactions of walking agents under different stimulus can be further simulated. Thus, this study suggests that, a correlation study on pedestrian behaviours and spatial environments become the criterion for urban designers in order to help them create better flows.
keywords Spatial analysis, multi-agent, behaviour, simulation
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2009_154
id caadria2009_154
authors Chiang, Shuo-Tao; Sheng-Fen Chien
year 2009
title Notes on Designing Multi-Display spaces
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 461-470
doi https://doi.org/10.52842/conf.caadria.2009.461
summary This research attempts to integrate a new technology–Multi- Display Environment (MDE)–into the design and creation of new architectural spaces–multi-display spaces. The research objective is to formulate a set of design guidelines that advise designers on the effective use of the MDE technology, so that the technology may become a new design element and enables designers to show amplification effects of spaces. Two empirical studies are conducted. Based on the results of empirical studies, a set of multi-display space design guidelines is formulated with three key aspects: scene selection, display allocation and display arrangement. The design guidelines require further validations through practical applications. Nevertheless, the research introduces a new design element for designers to think about the future of architectural spaces with more opportunities and possibilities.
keywords Multi-display environments; spatial cognition; design guidelines
series CAADRIA
email
last changed 2022/06/07 07:55

_id cf2009_472
id cf2009_472
authors Ciblac, Thierry
year 2009
title L’analyse dimensionnelle comme aide à l’optimisation en phase de conception architecturale: applications à des cas de structures; Dimensional analysis as support toward optimization in architectural conception phase: applications to structural cases
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 472- 486
summary One of the research ways carried out in the ARIAM-LAREA laboratory aims at giving to architects computing tools for early evaluation of structures. A particular approach uses dimensional analysis and similitude properties in order to define parameter variation laws. Such laws are illustrated by analytical cases using the theory of strength of materials. For complex structures, a heuristic is proposed to give indications of parameter variation influence on mechanical behavior. Some applications are presented for early determination of structural size and limit values, using computations by finite element method.
keywords Structure, design, dimensional analysis, similitude
series CAAD Futures
email
last changed 2009/06/08 20:53

_id cf2009_458
id cf2009_458
authors Dillenburger, Benjamin; Braach, Markus and Hovestadt, Ludger
year 2009
title Building design as individual compromise between qualities and costs: A general approach for automated building generation under permanent cost and quality control
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 458-471
summary We introduce an evolutionary design approach for the automatic arrangement of a predefined space program on a given site. The design goal is to distribute floor spaces while ensuring the essential building performance and usage. The presented evolutionary strategy is applied to acquire optimal design solutions considering both environmental conditions and inner organization under diversified fitness functions. The evaluation process consists of the direct analysis of the spatial network and the physical factors in an adequate accuracy. The method provides a fast generation of qualified volumetric studies. The resulting buildings become a manifested compromise between qualities and cost.
keywords Evolutionary strategy, multi-fitness criteria, dual graph representation, network analysis, building envelope
series CAAD Futures
email
last changed 2009/06/08 20:53

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