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 593

_id c25d
id c25d
authors Shady Attia, Liliana Beltrán, André De Herde and Jan Hensen
year 2009
title Architect Friendly: A Comparison of Ten Different Building Performance Simulation Tools
source IBPSA
summary Performance Simulation tools BPS is available internationally. The users of those tools are mainly researchers, physicists and experts who value empirical validation, analytical verification and calibration of uncertainty as defined by e.g. BESTEST. However, literature and comparative surveys indicate that most architects who use BPS tools in design practice are much more concerned with the (1) Usability and Information Management (UIM) of interface and (2) the Integration of Intelligent design Knowledge-Base (IIKB). Those two issues are the main factors for identifying a building simulation program as “Architect Friendly”. Now, with the advancement of BPS tools and the recent announcements of direct links between BIM or non-BIM modeling tools and BPS tools it is important to compare the existing programs. Based on an online survey, this paper presents the results of comparing ten major BPS tools. The following programs are compared: ECOTECT, HEED, Energy 10, Design Builder, eQUEST, DOE-2, Green Building Studio, IES VE, Energy Plus and Energy Plus-SketchUp Plugin (OpenStudio). With 249 valid responses, the survey ranked the tools in three classes and revealed that architects seek the IIKB above the UIM of the interface. Finally, the paper summarizes the key findings and underlines the major requirements for future improvement and development of BPS tools, mainly from an architectural perspective.
series other
type normal paper
email
more http://www.ibpsa.org/proceedings/BS2009/BS09_0204_211.pdf
last changed 2011/05/24 07:44

_id cf2011_p060
id cf2011_p060
authors Sheward, Hugo; Eastman Charles
year 2011
title Preliminary Concept Design (PCD) Tools for Laboratory Buildings, Automated Design Optimization and Assessment Embedded in Building Information Modeling (BIM) Tools.
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. 451-476.
summary The design of laboratory buildings entails the implementation of a variety of design constraints such as building codes; design guidelines and technical requirements. The application of these requires from designers the derivation of data not explicitly available at early stages of design, at the same time there is no precise methodology to control the consistency, and accuracy of their application. Many of these constraints deal with providing secure environmental conditions for the activities inside laboratories and their repercussions both for the building occupants and population in general, these constraints mandate a strict control over the building’s Mechanical Equipment (MEP), in particular the Heating Ventilating and Air Conditioning (HVAC) system. Due to the importance of these laboratory designers are expected to assess their designs not only according spatial relationships, but also design variables such as HVAC efficiency, air pressure hierarchies, operational costs, and the possible implications of their design decisions in the biological safety of the facility. At this point in time, there are no practical methods for making these assessments, without having constant interaction with HVAC specialists. The assessment of laboratory design variables, particularly those technical in nature, such as dimensioning of ducts or energy consumption are usually performed at late stages of design. They are performed by domain experts using data manually extracted from design information, with the addition of domain specific knowledge, the evaluation is done mostly through manual calculations or building simulations. In traditional practices most expert evaluations are performed once the architectural design have been completed, the turn around of the evaluation might take hours or days depending on the methods used by the engineer, therefore reducing the possibility for design alternatives evaluation. The results of these evaluations will give clues about sizing of the HVAC equipment, and might generate the need for design reformulations, causing higher development costs and time delays. Several efforts in the development of computational tools for automated design evaluation such as wheel chair accessibility (Han, Law, Latombe, Kunz, 2002) security and circulation (Eastman, 2009), and construction codes (ww.Corenet.gov.sg) have demonstrated the capabilities of rule or parameter based building assessment; several computer applications capable of supporting HVAC engineers in system designing for late concept or design development exist, but little has been done to assess the capabilities of computer applications to support laboratory design during architectural Preliminary Concept Design(PCD) (Trcka, Hensen, 2010). Developments in CAD technologies such as Building Information Modeling (BIM) have opened doors to formal explorations in generative design using rule based or parametric modeling [7]. BIM represents buildings as a collection of objects with their own geometry, attributes, and relations. BIM also allows for the definition of objects parametrically including their relation to other model objects. BIM has enabled the development of automated rule based building evaluation (Eastman, 2009). Most of contemporary BIM applications contemplate in their default user interfaces access to design constraints and object attribute manipulations. Some even allow for the application of rules over these. Such capabilities make BIM viable platforms for automation of design data derivation and for the implementation of generative based design assessment. In this paper we analyze the possibilities provided by contemporary BIM for implementing generative based design assessment in laboratory buildings. In this schema, domain specific knowledge is embedded in to the BIM system as to make explicit design metrics that can help designers and engineers to assess the performance of design alternatives. The implementation of generative design assessments during PCD can help designers and engineers to identify design issues early in the process, reducing the number of revisions and reconfigurations in later stages of design. And generally improving design performance.
keywords Heating ventilating and Air Conditioning (HVAC), Building Information Models (BIM), Generative Design Assessment
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 ascaad2009_ahmed_sarhan
id ascaad2009_ahmed_sarhan
authors Sarhan, Ahmed and Peter Rutherford
year 2009
title EDVIS-Game: A framework for utilizing game engine reporting agents for environmental design education and visualisation
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. 205-214
summary In recent years, the architectural design process has witnessed a demand for professionals who can resolve the highly complex social, cultural, technological, and economical issues associated with “Sustainable Design”. At present, many designers use environmental data generated from building performance simulation applications such as “Ecotect”. The wealth of data generated from such applications is often presented in a rather complicated format through graphs and tables, relying significantly on the designer’s expertise to read, analyze, interpret and correlate these data. This paper presents a framework for developing a method that helps design students and untrained professionals to visualise and understand the implications of these environmental data during the different stages of the design process. This method mainly targets students and designers who are not fully equipped to solidly interpret these complex data sets or use them in the decision-making process. The proposed method aims therefore to present relevant analysis of the environment-related data within the context of a simple, user-friendly virtual game environment, relying on embodied agents within the game engine to trigger events and actions performed by the users, and present pertinent data subsequently.
series ASCAAD
email
last changed 2009/06/30 08:12

_id ecaade2009_196
id ecaade2009_196
authors Sönmez, N.Onur; Erdem, Arzu
year 2009
title Design Games as a Framework for Design and Corresponding System of Design Games
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. 119-126
doi https://doi.org/10.52842/conf.ecaade.2009.119
wos WOS:000334282200014
summary Borrowing from Wittgenstein, we devised a concept of ‘design games’, for a better understanding of the design process. A design game is the elusive basic unit of a design process. When we characterize design process with blurry components and indefinite stages, we can model design as a complex, collaborative process, where the designers’ biological states lose importance. This approach, may give rise to a better conception of design, where human-human, human-machine, machine-machine, or process to process interactions are inevitable, thus a thorough framework of collaboration might be defined. Moreover, if we start from this conception to produce a design framework, we may obtain a model for design automation studies. The loose pattern of design games, when combined with the possibility of all the agents’ being non-humans, seems us to indicate the road to ‘creative design automation’.
keywords Language games, design games, collaborative design, agent-based design, design automation
series eCAADe
email
last changed 2022/06/07 07:56

_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 ecaade2009_037
id ecaade2009_037
authors Hermund, Anders
year 2009
title Building Information Modeling in the Architectural Design Phases: And why Compulsory BIM can Provoke Distress among Architects
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. 75-82
doi https://doi.org/10.52842/conf.ecaade.2009.075
wos WOS:000334282200008
summary The overall economical benefits of Building Information Modeling are generally comprehensible, but are there other problems with the implementation of BIM as a formulized system in a field that ultimately is dependent on a creative input? Is optimization and economic benefit really contributing with an architectural quality? In Denmark the implementation of the digital working methods related to BIM has been introduced by government law in 2007. Will the important role of the architect as designer change in accordance with these new methods, and does the idea of one big integrated model represent a paradox in relation to designing? The BIM mindset requires changes on many levels.
keywords BIM, Building Information Modeling, architectural technology, design approaches, mindset
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2009_149
id ecaade2009_149
authors Ilal, Mustafa Emre
year 2009
title The Building Performance Perspective for Interoperability: Requirements for a Future Analysis Network
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. 89-94
doi https://doi.org/10.52842/conf.ecaade.2009.089
wos WOS:000334282200010
summary There is an increasing demand for building performance assessment among architects mostly due to a rising awareness for issues related to environmental sustainability. However, after thirty years of research, interoperability of performance analysis tools with CAAD environments is still far from being seamless. Yet, all commercial CAAD vendors have recently started offering an array of building analysis tools. It is fair to expect a new surge of efforts in integrating prediction and evaluation capabilities within CAAD systems over the next few years. Building on lessons learned, this paper argues the need for a unification infrastructure for building performance and outlines the requirements for building an analysis network.
keywords Building performance analysis, interoperability, BIM
series eCAADe
type normal paper
email
last changed 2022/06/07 07:49

_id cf2011_p108
id cf2011_p108
authors Iordanova, Ivanka; Forgues Daniel, Chiocchio François
year 2011
title Creation of an Evolutive Conceptual Know-how Framework for Integrative Building Design
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. 435-450.
summary Low productivity of the building sector today is attributed to the fragmentation of tasks, disciplines and responsibilities, as well as to the resistance to adopt integrative work processes and digital means. The increased complexity of architectural projects and the aroused social consciousness for sustainable environment calls for integrative design collaboration. Thus, there is need for a Conceptual Framework combining work processes, technological means and policy aspects. According to the literature, integrative multidisciplinary design is a strategy resulting in high performance buildings nurturing sustainable way of living (Reed et al. 2009, Krygiel & Nies 2008). Responding to the increased technological complexity of our built environment, as well as to the objective of meeting multiple criteria of quality, both necessitating multidisciplinary collaboration during design, Building Information Modeling (BIM) is seen as a powerful means for fostering quality, augmenting productivity and decreasing loss in construction. Based on recent research, we can propose that a sustainable building can be designed through an integrative design process (IDP) which is best supported by BIM. However, our ongoing research program and consultations with advanced practitioners underscore a number of limitations. For example, a large portion of the interviewed professionals and construction stakeholders do not necessarily see a link between sustainable building, integrative design process and BIM, while in our opinion, their joint use augments the power of each of these approaches taken separately. Thus, there is an urgent necessity for the definition of an IDP-BIM framework, which could guide the building industry to sustainable results and better productivity. This paper defines such a framework, whose theoretical background lays on studies in social learning (activity theory and situated action theories). These theories suggest that learning and knowledge generation occurs mainly within a social process defined as an activity. This corresponds to the context in which the IDP-BIM framework will be used, its final objective being the transformation of building design practices. The proposed IDP-BIM framework is based on previous research and developments. Thus, firstly, IDP process was well formalized in the Roadmap for the Integrated Design Process‚ (Reed et al.) which is widely used as a guideline for collaborative integrative design by innovating practices in USA and Canada. Secondly, the National Building Information Modeling Standard (NBIMS) of the USA is putting an enormous effort in creating a BIM standard, Succar (2008) recently proposed a conceptual framework for BIM, but BIM ontology is still under development (Gursel et al 2009). Thirdly, an iterative design process bound to gating reviews (inspired from software development processes) was found to be successful in the context of multidisciplinary design studios (reported in our previous papers). The feedback from this study allowed for modifications and adjustments included in the present proposal. The gating process assures the good quality of the project and its compliance to the client's requirements. The challenge of this research is to map the above mentioned approaches, processes and technologies into the design process, thus creating an integrated framework supporting and nurturing sustainable design. The IDP-BIM framework can be represented by a multidimensional matrix linked to a semantic network knowledge database: - the axes of the matrix being the project timeline, the design process actors and building stakeholders (architect, engineers, client, contractor, environmental biologist, etc.), or different aspects of building performance (environmental, functional, social, interior environment quality, cost, etc.); and - the knowledge database providing multiple layers of semantic support in terms of process, domain knowledge, technology and workflow at a given moment of the project and for a given actor or building aspect. The IDP-BIM framework is created as an evolutive digital environment for know-how and will have an established protocol for regular updates. The paper will firstly present the state of the art in IDP and BIM. Secondly, it will expose the methodology used for the definition of the Framework, followed by a description of its structure, contents and digital implementation. Then, some scenarios for the use of the Framework will be shown as validation.
keywords integrated design process, BIM, multidisciplinary design, conceptual framework
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2009_1183
id sigradi2009_1183
authors Oliveira, Mariel Lima de
year 2009
title Ensino da Geometría Projetiva nos Cursos de Arquitetura e Urbanismo, em tempos de CAD/BIM [Teaching of Projetive Geometry in Architecture and Urbanism Courses, at age of CAD/BIM]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The evolution of the graphical representation of the architecture with the development of procedures for computer-aided designs is causing a shift in the way of thinking about architecture. Traditionally, the teaching of descriptive geometry that allows architects in training cognition full three-dimensional space. Changing this tradition, today we have the construction of the projective drawing by computer, CAD or BIM. We aim to question the way to teach courses in the projective geometry of architecture and urbanism in the face of profound changes in knowledge and representation of the form established by computer graphics technology with CAD and BIM.
keywords Teaching of Architecture and Urbanism; Descriptive Geometry; CAD / BIM; Projective geometry; Digital Design
series SIGRADI
email
last changed 2016/03/10 09:56

_id sigradi2009_833
id sigradi2009_833
authors Stoyanov, Momchil
year 2009
title Análise lumínica virtual de elementos construídos por meio de programação: exemplo de aplicação em software do tipo BIM [ Analysis of Virtual Elements Constructed by Means of Programming: The Example of BIM-Application Software]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Daylighting is an important part of designing sustainably. Daylighting is the use of natural light for primary interior illumination. This reduces our need for artificial light within the space, thus reducing internal heat gain and energy use. Direct sunlight, once it enters the building, is not only light but heat, and that additional heat will need to be taken into account in your energy analysis." While Autodesk Revit Architecture 2010 (ARA) itself cannot perform the actual analysis, there are some ways to do that. This papper focuses on the study of parametric modeling using a BIM tool for daylighting analysis. This paper presents the first part of the building method of LUME, a plug-in maked whit C# programming language in Microsoft Visual Studio 2010 and ARA Software Developer Kit (SDK) package. The script accepts as its input a standard three dimensional model of building opening and his position on space.
keywords Script language; BIM; Revit Architecture; Energy analysis; Daylighting; Parametric design process
series SIGRADI
email
last changed 2016/03/10 10:01

_id sigradi2009_831
id sigradi2009_831
authors Cabral Filho, José dos Santos
year 2009
title Do Moderno ao Digital ao Não Moderno: a Relevância da Cibernética de Segunda Ordem para uma Arquitetura Brasileira [From modern to digital to non modern: the relevance of second order cybernetics for a Brazilian architecture]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Brazilian society is marked by informality, by social plasticity and a predisposition towards game and play. These characteristics are opposed to the perspectival paradigm’s principles, which are the base of modern architecture. Therefore, a modernist practice in Brazil meets an extra level of difficulty because it has to cope with these rather playful aspects. If we consider the second-order cybernetics and its conversation theory, the plasticity that characterizes Brazilian culture may stop being an obstacle and, if coupled with digital technologies, may become the very basis for a truly modern Brazilian architectural practice.
keywords Brazilian modern architecture; second order cybernetics; modernism; Brazil
series SIGRADI
email
last changed 2016/03/10 09:47

_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 sigradi2009_1019
id sigradi2009_1019
authors Christakou, Evangelos Dimitrios; Neander Furtado Silva
year 2009
title Da Perspectiva Artificialis ao Cyberespaço: Motor Gráfico e a Visualisação Interativa da Luz Natural no Interior do Edificio [From perspectiva artificialis to cyberspace: Game-engine and the interactive visualization of the natural light in the interior of the building]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary In order to support the conceptual design, the architect used throughout the years, mockups - scaled physical models - or perspective drawings that intended to predict architectural ambience before its effective construction. This paper studies the real time interactive visualization, focused on one of most important aspects inside building space: the natural light. Although the majority of physically-based algorithms currently existing was designed for the synthesis of static images which may not take into account how to rebuild the scene - in real time - when the user is doing experiments to change certain properties of design.
keywords omputer simulation; computer visualization; Natural Light; real-time interactivity
series SIGRADI
email
last changed 2016/03/10 09:49

_id caadria2009_087
id caadria2009_087
authors Lin, Chieh-Jen
year 2009
title Smart Topology
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 451-460
doi https://doi.org/10.52842/conf.caadria.2009.451
summary This paper describes a prototype of an intuitive tool named Smart Topology for the architectural space allocation in the early design phase. Smart Topology focuses on the manipulations of virtual spaces and can build and operate the topological relation among them by instantly modifying the geometric properties of spatial allocation so as to comply with the topological relation defined by the user. Based on a prototype of an interactive tool for the spatial allocation named Spatial Layout Game (SLG), Smart Topology adds more topological operations into SLG, such as the connective, combining, orientating, and opening. It also tracks the manipulating process and results by applying the database technology.
keywords Spatial allocation; spatial topology; knowledge representation; intuitive manipulation
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2009_165
id caadria2009_165
authors Lopkerd, Prittiporn; Pinto Jinuntuya
year 2009
title Interactive 3D Simulation System in Game Engine Based Collaborative Virtual Environment for Architectural Design Communication
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 533-542
doi https://doi.org/10.52842/conf.caadria.2009.533
summary This paper will present an innovative prototype for architectural design based on the Cryengine2 technology, which can generate virtual environments. The objective is for exploratory study and analysis method of using computer game engine that have several features for architecture design process, relate to real-time collaborative virtual environment could derive from multi-player aspects for designer team, and easily level of representation and basis for perception of owner or general user. In addition, the Cryengine2 have easily using and development for designer who is non programmer, and present realistic virtual worlds featuring user friendly interaction. Finally, this paper attempts to explore and suggests novel tools developed within to implement architectural design communication.
keywords Interactive Communication, Game Engine, CryENGINE, Visualization, Collaborative Virtual Environment
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2009_176
id caadria2009_176
authors Lowe, Russell
year 2009
title Computer Game Modding for Architecture
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 163-172
doi https://doi.org/10.52842/conf.caadria.2009.163
summary This paper will describe the design and evolution of an open source Ruby plug-in for Google SketchUp that allows geometry with UVW mapping to be exported for integration within a popular first person computer game (UT2004 and UT3 by Epic games). It will illustrate the advantages of this simplified workflow by discussing the range of complex geometries, lighting, atmospherics and interactive opportunities arrived at by students at the University of New South Wales School of Architecture. The paper will use examples of work generated using this new workflow to critically reflect on previous efforts in the use of computer games technology for architectural representation. An argument is made that while the instability that characterized computer game modding in the recent past can be productively embodied by experienced designers in architectural design projects instability itself and the complexities it engenders does not facilitate computer game modding by less experienced designers. The formal complexity and richness of experience presented by less experienced student’s speaks to the advantages of using a simplified workflow while highlighting strengths and weaknesses in previous approaches.
keywords Computer, Game, Architecture, SketchUp, Ruby
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2009_052
id ecaade2009_052
authors Sarhan, Ahmed; Rutherford, Peter
year 2009
title Embodied Game Agents in Environmental Design Education
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. 795-802
doi https://doi.org/10.52842/conf.ecaade.2009.795
wos WOS:000334282200097
summary Over time, design instructors have become more encouraged to accommodate the play metaphor in their courses, for its rich technical and psychological assets. While there are issues regarding the interactive narrative structure of the game, embodied Multi-Agent-Systems (MAS) have been introduced to address these issues and handle complicated game objectives. With the ever-growing complexity of design concepts and the mounting demand to design for sustainability, more variables and intricacies are introduced to the design and decision making process. This paper presents a proposed method that utilizes MAS in game engines to resolve the environment design complexity for design students and untrained professionals. This method offers better comprehension of the implication of data generated from building analysis tools, and presents guidelines to develop the proposed design accordingly.
keywords Game Engines, environmental design education, embodied multi-agent system, interactive narrative
series eCAADe
email
last changed 2022/06/07 07:57

_id acadia09_294
id acadia09_294
authors Swackhamer, Marc; Satterfield, Blair
year 2009
title Oswall (Open Source Wall): Rethinking Residential Wall Construction through Collaboration, Crowd Sourcing, and Iteration
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 294-297
doi https://doi.org/10.52842/conf.acadia.2009.294
summary Collaboration is essential to the kind of innovative, revolutionary, game-changing innovations necessary to improve our world. Oswall is a collaborative construction system that endeavors to leverage collaboration to make a game-changing leap forward. Oswall (Open Source Wall) is an experimental wall prototype that challenges conventional residential wall construction through an open, collaborative approach to material, fabrication, and installation methods. It proposes an “open source” construction platform in which third-party designers, engineers, scientists, or “do-it-yourselfers” can create, produce, market, and sell “applications” that are plugged into the wall.
keywords Open Source, prototype, fabrication
series ACADIA
type Short paper
email
last changed 2022/06/07 07:56

_id caadria2009_018
id caadria2009_018
authors Ambrose, Michael; Benjamin G. Callam, Joseph Kunkel and Luc Wilson
year 2009
title How To Make A Digi-Brick
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 5-12
doi https://doi.org/10.52842/conf.caadria.2009.005
summary This project examines a non-traditional method of construction generated through a digital design process that leverages digital fabrication techniques related to masonry construction. Where as architects’ use of computers first affected shape and structure, it is now additionally affecting material, construction, and craft. This design proposal explores these concepts through the production of a wall using simple configuration and reconfiguration of a repeated module adaptable to differing and unique contexts and site conditions. The masonry module is designed and built through the exploration of a CAD-CAM process. The prototypes produced investigate the repetition of a single module unit, manipulated and interlocked resulting in a continuous surface that is more than just the sum of its individual parts. The material, construction and craft of each unit informs and challenges the entire project to question the making of the masonry module into a wall.
keywords Digital fabrication, design theory, digital design methods
series CAADRIA
email
last changed 2022/06/07 07:54

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