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 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 caadria2009_078
id caadria2009_078
authors Chen, Zi-Ru
year 2009
title Simplicity
doi https://doi.org/10.52842/conf.caadria.2009.361
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 361-370
summary The goal to reach Simplicity has been the key point of Human- Computer Interface since 1980s. In this research, we would like to know what Simplicity is and how to reach it. We used case studies to get two factors of Simplicity, which are the information modeling and the experience of perception through senses. Based on the factors, we implemented a prototype to refine the concepts of simplicity. The prototype was a new attempt to consider only the simplicity of HCI. Further research efforts on emotion, creativity, and aesthetics related to simplicity are important.
keywords Human-computer interface; easy to use; ambient display
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2009_053
id caadria2009_053
authors Hu, Hui-Jiun; Jen Yen
year 2009
title Conceptual Model for Design Team toward Website Construction
doi https://doi.org/10.52842/conf.caadria.2009.503
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 503-510
summary Since mid 1990s internet has been developing rapidly to become the most booming and emerging media in late history and play an important role in living. Therefore, how to design an interface of easy to use has become an important issue pertaining to Human Computer Interaction. Norman (1986) proposed in the human computer interaction, there is a design model in the mind of designer. In turn, the designer will follow design model and to design a set of system image that is functional, learnable, and usable. Therefore, we want to understand the critical factor of influencing toward website construction, we should find out the mental model that web design team at first. In this paper, we using the Interactive Qualitative Analysis (IQA) approach. The data collection method of the participant of the focus group’s silent brainstorming is adopted. Further analyze web design team’s the conceptual model on website construction through inductive coding and axial coding. The result shows the affinities of 9 web design team is thus produced. And, Business Decision, Team Performance, Self-Fulfillment and Entrepreneur Communication are main influence factor. These factors can lead trend and goal of a website.
keywords website construction; web design team; conceptual model; Interactive Qualitative Analysis (IQA)
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2009_964
id sigradi2009_964
authors Castriota, Leonardo Barci; Rezende
year 2009
title Fotografia digital e imagens multi-perspectivas no estudo de sítios históricos [Digital photography and multi-perspective image in the study of historical sities]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The creation of panoramic images for depicting urban landscape is a technique that has its origins in Antiquity. These images, which are known to represent large urban areas from multiple views, can be considered true works of art. Recently there has been a growing interest by some researchers, especially in the area of computer graphics, in the production of multi-perspective images for representing historic sites. However, the focus of these studies has been especially the computational aspects of this process, and there are few studies that address the impact and possibilities of these methodologies in historic preservation and urban planning. Realizing this shortcoming and considering the demand for a perspective more connected to cultural heritage, our proposal is to associate the excellent visual results of the multi-perspective images to the rich possibilities of computer simulation that can provide digital photography. The fact is that in recent years we have experienced technological innovations in the field of computer simulation that far exceeded our expectations. While most surveys of buildings are still based on the use of tape measure, pencil, paper and camera, the computer has become increasingly the main interface between the user and the information and is now the preferred instrument for the production and viewing of images, including the creation of virtual environments. Thus, this work seeks to explore the great potential which seems to exist in the combination of digital photography and the technique of multi-perspective image representation, which may provide new approaches and perspectives for the field of historic preservation. For that, we present a rapid and low cost methodology, developed in recent years, which generates orthophotos and metric multi-perspective images, useful for the analysis of built heritage and historic sites. In addition to that, we will also discuss further possible byproducts of this methodology, among which we could highlight the creation of three-dimensional models, and the analysis of building pathologies in combination with thermal photography. As a case study, we will present a representation of the Rua dos Caetés, a listed historic district in Belo Horizonte (MG), Brazil.
keywords Photogametry; Digital Photography; Heritage; Conservation
series SIGRADI
email
last changed 2016/03/10 09:48

_id acadia09_278
id acadia09_278
authors Fritz, Randolph; Hsiao, Chih-Pin; Johnson, Brian
year 2009
title Gizmo & WiiView: Tangible User Interfaces Enabling Architectural Presentations
doi https://doi.org/10.52842/conf.acadia.2009.278
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. 278-280
summary Widespread use by 3D designers of simple digital modeling applications such as Google’s SketchUp may displace the use of physical models in design. However, the difficulties often faced by non-experts in the ad hoc navigation of digital models during design reviews have not been eliminated. Keyboards and mice are clumsy navigational devices and difficult to share in a collaborative setting. This work explores the combination of new, inexpensive interface hardware technologies with a popular 3D modeler in order to create a viable surrogate for physical models. Two architectural model navigation and presentation interfaces were developed, one based on an Inertial Measurement Unit (IMU) circuit board (“Gizmo”), and one that used a Wii Remote Controller (“WiiView”). Both were interfaced with the popular architectural modeling program SketchUp. Anecdotal responses and preliminary user testing results are presented.
series ACADIA
type Short paper
email
last changed 2022/06/07 07:50

_id ecaade2009_104
id ecaade2009_104
authors Schneider, Sven; Petzold, Frank
year 2009
title A Virtual Design Platform: Bridging Barriers When Designing with Computers
doi https://doi.org/10.52842/conf.ecaade.2009.205
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. 205-212
summary The paper summarizes the results of a diploma thesis. Taking the potential of computers to be an ultimate design-medium as its premise, the thesis examines how to enhance the way we use digital design tools. It identifies central characteristics of the design process that need to be considered in a digital design environment. Based on a conception of design as a cyclic process involving appropriate design tools, the paper singles out usability, in the sense of ease of use of such tools, as a key criteria for overcoming problems associated with designing on and with the computer. Drawing on these considerations a prototype has been developed which attempts to bridge barriers between the use of different design tools using an existing software framework.
wos WOS:000334282200025
keywords Design theory, design process, interface-design, freehand sketching, collaboration
series eCAADe
email
last changed 2022/06/07 07:57

_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 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 sigradi2009_1000
id sigradi2009_1000
authors Albuquerque, Mércia de Assis; Mônica Moura
year 2009
title O Design de Informação na Web 2.0: A interface Resultante de uma Construção Coletiva [Design Information Web 2.0: the interface result of a collective construction]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary We will address the challenges of design information in designing interfaces and functional dynamics considering a content part of the collaboration of users whose commitment to the project reaches various levels. The use of a well-structured iconography and the availability of help, shortcuts and tutorials are some of the resources already exploited, however, there is still room for reflection on the use of visuals and sounds aimed at facilitating the navigability on such projects. Here are some important details that must be considered by examining models of existing applications.
keywords Design; Information; Interface; Hypermedia
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2009_michael_ambrose
id ascaad2009_michael_ambrose
authors Ambrose, Michael A.
year 2009
title Spatial and Temporal Sequence: Film, animation and design theory - toward a constructed morphology
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. 165-176
summary This paper presents an investigation of film, space, form and motion to expose issues of spatial perception. The objective is to use a brief moment of constructed moving imagery (a film scene) as the vehicle to develop a spatial/temporal sequence. The design research focuses on an examination of the procedure or process constructed by the director/cinematographer. The changing position of the camera continually changes the relationship of the frame to the viewed context. The project asks the student to interpret the spatial and temporal transformation, through the continual oscillation between foreground and background, in an effort to unravel the pretext of the singular point of view to reveal the intention of the filmmaker. The project discussed here focuses on a relationship between the projection of space in architectural representation and the production of space through complex geometries relative to temporal discontinuities and the way in which they agitate and alter one another. Drawing topological relationships between of the paths, or trajectories of movement, within a proposed scene of a film is the vehicle for investigation in this project. An event or configuration complete in itself, but forming part of the larger collection, is modelled and transformed to suggest various structural and temporal definitions with respect to spatial portrayal through the composition of time and the cinematic frame. In particular, spatial animation of a sequence of framed condition was to be explored in the development of a spatial episode.
series ASCAAD
email
last changed 2009/06/30 08:12

_id caadria2010_043
id caadria2010_043
authors Barker, Tom and M. Hank Haeusler
year 2010
title Urban digital media: facilitating the intersection between science, the arts and culture in the arena of technology and building
doi https://doi.org/10.52842/conf.caadria.2010.457
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 457-466
summary The research presented in this paper investigates ways of providing better design applications for technologies in the field of Urban Digital Media (UDM). The work takes an emergent approach, evolving a design strategy through the early engagement of stakeholders. The paper discusses research in a design-led creative intersection between media technology, culture and the arts in the built environment. The case study discusses opportunities for the enhancement of a university campus experience, learning culture and community, through the provision of an integrated digital presence within campus architecture and urban spaces. It considers types of information architecture (Manovich, 2001) and designs for use in urban settings to create communication-rich, advanced and interactive designed spaces (Haeusler, 2009). The presented research investigates how to create a strategy for display technologies and networked communications to transform and augment the constructed reality of the built environment, allowing new formats of media activity.
keywords Urban design; outdoor digital media; information architecture; multidisciplinary design; augmented reality; media facades
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2012_57
id sigradi2012_57
authors Barros, Diana Rodríguez; Mandagarán, María
year 2012
title Información interconectada, curación colectiva y experiencias de usuario: El caso de la red social Pinterest [Interconnected information, collective curation and user experiences: the case of Pinterest social network]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 167-170
summary We present exploratory studies about 2.0 web applications linked to renewed collective curatorial activities. In particular we focus on Pinterest application, which collectively generates collection spaces centered in a strong both image and digital graphic presence. We analyze practices related to User Experience Design, which refer to all the factors linked to Interface Design, and produce positive or negative perception of the application. We use the Shedroff model (2009) exploring dimensional categories about significance, duration, amplitude, intensity, interaction and triggers or experience releasers.
keywords Diseño; Interfaces; Curación colectiva; Experiencias de Usuario
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia09_98
id acadia09_98
authors Bennett, Ed
year 2009
title ArtBus: A Minimal Bus and Protocol for Distributed Interfacing in Art and Design
doi https://doi.org/10.52842/conf.acadia.2009.098
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. 98-104
summary ArtBus is a protocol and hardware bus for interfacing computers to sensors and actuators. It is a distributed interface, meaning that different parts of an ArtBus system can be at different locations in a space. ArtBus devices can be made on any embedded platform or microcontroller. While unconventional in some ways, ArtBus makes use of engineering design inspired by long established supervisory control and laboratory instrumentation practice. At the same time it is a simple, flexible interface which should be viable into the next generation of media devices and embedded control.
keywords Hardware, sensor, interactive design, media
series ACADIA
type Normal paper
email
last changed 2022/06/07 07:54

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative 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. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2009_tellef_dannevig
id ascaad2009_tellef_dannevig
authors Dannevig, Tellef; Jostein Akre Thorvaldsen and Ramzi Hassan
year 2009
title Immersive Virtual Reality in Landscape Planning
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. 349-364
summary In Norway there has been an increased focus on participatory planning the latter years. The public is now supposed to be included in the planning process. The documents which the public have access to usually consists of the project`s technical drawings. In some cases, the documents include perspective drawing or computer rendering supplied by the stakeholder. Most affected parties are non professional in terms of planning, and have little or no experience dealing with the plans. Therefore, the information they rely on most cases is the perspective images, which easily can be manipulated. A system that enables all parties engaged in the planning process to visualize planning scenarios in a much realistic way is therefore needed. Virtual Reality is a tool that enables the viewer to move freely in a three dimensional digital environment. In this virtual world, different levels of interactivity can be added. The Norwegian University of Life Sciences (UMB) has recently installed a new immersive Virtual Reality system based on the idea of ConCave theatre. This research study is making use of the new ConCave theatre in order to test whether VR can be used as an enhancement of the communication process between professionals and amateurs and between professionals. By presenting digital models of different level of detail to two subject groups consisting of students with planning background and two groups without such experience we first investigated perception in an immersive VR-environment.
series ASCAAD
email
last changed 2009/06/30 08:12

_id ecaade2011_127
id ecaade2011_127
authors Di Mascio, Danilo; Palka, Pierpaolo
year 2011
title From the 3D survey “ad Oggetto” to the technological representation of the architecture: The case study of Caporciano
doi https://doi.org/10.52842/conf.ecaade.2011.829
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.829-836
summary In this paper we are to present a research, still in progress, whose main objective is the desire to develop and test an alternative method of surveying, representing and analyzing buildings that are part of a minor historical-artistic heritage. The instruments used and the proposed methodology want to give an alternative to other solutions such as 3D laser scanners and photogrammetry, which would be not only expensive, but also difficult to use in small and irregular spaces, typical of the old Italian villages. The case study that will be presented is Caporciano, a small medieval village in Abruzzo (a region at the centre of Italy), in the internal area of the region affected by a violent earth quake in 2009. This tragic event has put the spotlights on the problems and the fragility of these small villages, which represent an important local resource of cultural importance, and therefore must be preserved for the future generation. In order to properly act in these areas, it is necessary to thoroughly know the actions to be taken for its recovery or conservation, and the present methodology allows the creation of this knowledge made up of several drawings, both two-dimensional and three-dimensional.
wos WOS:000335665500095
keywords 3D survey; cultural heritage; 3d modeling; CAD; Abruzzo region
series eCAADe
email
last changed 2022/05/01 23:21

_id acadia09_44
id acadia09_44
authors Gage, Stephen A.
year 2009
title Constructing the User
doi https://doi.org/10.52842/conf.acadia.2009.044
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. 44-51
summary A distinction is drawn between designing settings that are part of the performative framing of immediate behavior and, the often more difficult task, constructing an architecture of possibilities. Analogies are drawn to the work of stage magicians and software interface designers that suggests some attributes of both of the above aspects of architecture. The concept of “Utilitas” is explored both as a way of reducing variety so change can be introduced in an orderly manner and as a way of initiating a rich and complex user illusion
keywords Cybernetics, performance, behaviour, critique, history
series ACADIA
type Normal paper
email
last changed 2022/06/07 07:50

_id caadria2009_033
id caadria2009_033
authors Hua, Hao; Biao Li, Yong Shan, Hong Zhang and Hong-mei Zhai
year 2009
title Virtual Organism: Generative Tool Based on Multi-Agent System
doi https://doi.org/10.52842/conf.caadria.2009.625
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 625-634
summary A multi-agent system (MAS) is efficient as it can emulate a variety of organisms in natural science due to the interactions between agents, which make artificial systems responsive and adaptive. In “Bamboo Workshop” involved flexible structures, MAS was employed to create virtual organism in computational environment towards an innovative process in installation design. A generative tool with friendly user interface was developed for both observation and intervention besides debugging. At the same time investigations were carried on the complex behaviours of the system through graphic statistics. Integrated with the generative tool, a construction system made up of bamboo materials was set up to build a series of mobile and flexible installations. This experiment suggests that the virtual organism has the potential for being a part of the design intelligence, beyond a mere digital tool.
keywords Virtual organism: multi-agent system; flexible structure; mobile installation
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2009_034
id caadria2009_034
authors Huang, Yu-Chun; Kuan-Ying Wu and Yu-Tung Liu
year 2009
title A Timing Home Pub
doi https://doi.org/10.52842/conf.caadria.2009.577
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 577-586
summary This paper describes how humans can communicate naturally with spaces in our daily lives by using instruments of daily life, such as whiskey glasses, cups, and MP3 players. We provided a smart space, which can not only adjust the environmental atmosphere by human activities, but also solidify connections between human feelings/memories, and record what happens inside it. The challenge of this work lies in how to create an alternative communication channel which can solidify family ties by using a natural and unobtrusive interface. The space is also able to automatically adapt to human feelings by changing the atmosphere, such as by changing the background lighting, music, and appropriate feedback.
keywords Smart space: human-computer interface
series CAADRIA
email
last changed 2022/06/07 07:50

_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
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