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 422

_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 cf2009_314
id cf2009_314
authors Boerner, Andrea; Maquil, Valérie
year 2009
title Enhancing synergies between computer science and urban disciplines: Semi-automated applications for tangible user interfaces, a case study
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 314-327
summary This paper explores an interdisciplinary design approach for coupling semi-automated applications with tangible user interfaces. It describes communication methods based on parameters and diagrams, between computer scientists and urban, architectural professionals and the matching abilities to give meaning to the various parts and elements of the system. By means of the development of two rule based applications it exploits different degrees of automation and kinds of feedback possibilities and its impact on discourse and decision making. It discusses design methods for interactive urban planning applications, which integrate the different requirements and benefits from both disciplines.
keywords Tangible user interfaces, semi-automation, decision making, urban planning
series CAAD Futures
email
last changed 2009/06/08 20:53

_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_027
id caadria2009_027
authors Khampanya, Rom ; Surapong Lertsithichai
year 2009
title Tangidesk: A Tangible Interface Prototype for Urban Design and Planning
doi https://doi.org/10.52842/conf.caadria.2009.705
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 705-714
summary This paper describes the design and implementation of TangiDESK, a tangible interface prototype to assist in the design and planning of urban design projects. The prototype derives from the need for an intuitive user interface similar to a designer’s or architect’s CAD system but also simple enough for non-designers like city planners and developers who are not accustomed to CAD interfaces to use and understand easily. Users can manipulate the objects or modify its relationship with other elements in the site while making preliminary design decisions together in a single environment. With TangiDESK, designers and planners can collaborate and make informative decisions more effectively and accurately in early stages of an urban design project.
keywords Tangible user interface; urban design and planning; computeraided design; collaborative design; project feasibility
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2009_208
id caadria2009_208
authors Chen, Irene Rui; Marc Aurel Schnabel
year 2009
title Retrieving Lost Space With Tangible Augmented Reality
doi https://doi.org/10.52842/conf.caadria.2009.135
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 135-142
summary Tangible Augmented Reality can be an innovative way for designers to understand the spatial conception. Due to the high integration of tactile and vision, this realm allows users to gain a better understanding how to retrieve ‘lost space’ in an urban context. By using a variety of visualisation methods, such as wireframe and transparencies, hidden or other ways unperceivable (lost) space is made available. With the aid of Tangible Augmented Reality designers are subsequently able to evaluate the design context and its solution more holistically. This paper argues that the retrieval of lost space enhances the design communication.
keywords Tangible augmented reality; tangible user interface; augmented reality
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade2009_002
id ecaade2009_002
authors Choo, Seung Yeon; Heo, Kyu Souk; Seo, Ji Hyo; Kang, Min Soo
year 2009
title Augmented Reality- Effective Assistance for Interior Design: Focus on Tangible AR Study
doi https://doi.org/10.52842/conf.ecaade.2009.649
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. 649-656
summary This article presents an application of Augmented Reality technology for interior design. Plus, an Educational Interior Design Project is reviewed. Along with the dramatic progress of digital technology, virtual information techniques are also required for architectural projects. Thus, the new technology of Augmented Reality offers many advantages for digital design and construction fields. AR is also being considered as a new design approach for interior design. In an AR environment, virtual furniture can be displayed and modified in real-time on the screen, allowing the user to have an interactive experience with the virtual furniture in a real-world environment. Finally, this study proposes a new method for applying AR technology to interior design work, where a user can view virtual furniture and communicate with 3D virtual furniture data using a dynamic and flexible user interface. Plus, all the properties of the virtual furniture can be adjusted using occlusion based interaction methods for a Tangible Augmented Reality.
wos WOS:000334282200078
keywords Interior design, augmented reality, ARToolKit, tangible AR, interactive augmented reality
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2009_142
id caadria2009_142
authors Tang, Sheng Kai; Wen Yen Tang
year 2009
title Calligraphic Brush
doi https://doi.org/10.52842/conf.caadria.2009.433
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 433-440
summary The development of better User Interface (UI) and Tangible User Interface (TUI) for 3D modeling has lasted for decades. With the popularity of free form style achieved by algorithmic methods, the existing solutions of UI/TUI for CAD are gradually insufficient. Neglecting the steep learning curve of algorithmic design requiring solid background of mathematics and programming, the common drawback is the lack of interactivity. All actions rely heavily on mental translations and experimental trial and error. In this research, we try to realize the idea of interactive algorithmic design by developing a tangible calligraphic brush, with this device designer can intuitively adopt algorithmic methodology to achieve highly creative results.
keywords Intuitive interface: tangible user interface; algorithmic design
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2009_071
id caadria2009_071
authors Viet, Toan Phan; Choo Seung Yeon, Woo Seung Hak and Choi Ahrina
year 2009
title AR: An Application for Interior Design
doi https://doi.org/10.52842/conf.caadria.2009.115
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 115-124
summary This paper presents an AR application (Augmented Reality) for interior design. Using AR for interior design, virtual furniture can be integrated into the real world for improved designer-client collaboration and visualization. In our experiment, an user can see several virtual furniture are overlaid on and they can communicate with 3D virtual furniture data on user interface dynamically and flexibly, furthermore properties of virtual furniture could be adjusted through Occlusion based interaction methods for Tangible AR, etc.
keywords Augmented reality: ARToolKit; interactive augmented reality; tangible augmented reality; interior design
series CAADRIA
email
last changed 2022/06/07 07:58

_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 caadria2009_159
id caadria2009_159
authors Kim, Seung Wook; Hsin-Hsien Chiu
year 2009
title Interactive Chair
doi https://doi.org/10.52842/conf.caadria.2009.423
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 423-432
summary InteractiveChair is proposed as a natural and affordable medium that enables direct control of locomotion in 3D virtual space by using dynamic sitting postures. InteractiveChair detects subtle movements of a chair occupant in real time by measuring relative position and orientation between the user’s body and the chair. While standard user interfaces require users to consciously relate the device manipulation by hand to the action in the virtual space, InteractiveChair directly leverages the correlation between our body and spatial conception to control the avatar’s locomotion. This study determines typical user behaviours on the chair and measures them through sensors that are exquisitely integrated with a typical swivel chair. The study then presents results from a user study to measure the qualitative factors of user experience in controlling virtual locomotion with InteractiveChair.
keywords interactive chair, HCI, 3D interface, virtual environment
series CAADRIA
email
last changed 2022/06/07 07:49

_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 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 sigradi2009_709
id sigradi2009_709
authors Angulo, Antonieta; John Fillwalk; Guillermo Vásquez de Velasco
year 2009
title Collaborating in a Virtual Architectural Environment: The Las Americas Virtual Design Studio (LAVDS) populates Second Life
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The paper describes exploratory work in the design, construction, and habitation of a virtual structure (VS) nested within an Internet-based multi-user environment and serving a geographically distributed collective of architecture students and faculty. In addition to a discourse on the design and implementation parameters that were used, the paper seeks to provide findings that make reference to the quality of teaching/learning experience of users and the effectiveness of the interaction among users while working on a common architectural design project. This experience will further contribute to the knowledge base that will be needed in the design of virtual architecture.
keywords Virtual design studio; Second Life; Multi-user environment; Architectural design and learning
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2009_161
id caadria2009_161
authors Balachandar, R. ; P. G. Shivshankar
year 2009
title Digital Design Engine
doi https://doi.org/10.52842/conf.caadria.2009.645
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 645-652
summary Application of Vedic science for generating digital design engine, for a personalized dwelling unit is explored. The user data are fed into existing ‘jyotisha’ software, which is based on Vedic sciences, yields resultant direction, and ‘Ayadi’ values for further design. Using these values, digitally dwelling unit designs are generated.
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 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 ijac20097106
id ijac20097106
authors Brown, Andre; Saeed, Ghousia; Knight, Michael
year 2009
title Finding Your Way Around Heritage Sites: the Delivery of Digital Information to Mobile Devices
source International Journal of Architectural Computing vol. 7 - no. 1, 105-120
summary An information enriched 3D digital city model connected wirelessly with the real-time user interaction has the potential to deliver an effective piece in the pervasive computing jigsaw. Real-time location awareness can contribute to the effective delivery of 3D digital city models and associated information to small mobile devices. Location awareness is also one of the vital elements of ubiquitous computing systems; together the mobile hardware and its interactive contents can be thought of as 'everyware'. This paper describes the work - undertaken with different technological systems that have potential for pedestrian location sensing connecting the pedestrian user with real and virtual environments simultaneously. In particular we look at how users can be correctly located and efficiently informed about buildings and artefacts that are part of the spectrum of built forms that together are referred to as Architectural Heritage sites.
series journal
last changed 2009/06/23 08:07

_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 sigradi2009_835
id sigradi2009_835
authors El-Zanfaly, Dina
year 2009
title Design by Algorithms: A Generative design system for Modular Housing Arrangement
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper explores the applicability of algorithmic design in a real-world architectural context; through the creation of a generative system for modular housing arrangements (MHAS). It is a user interface in Autodesk Maya based on stochastic search to produce various alternatives for the modular housing arrangements. Through the UI, the designer can enter parameters and rules, and then the MHAS will produce 3D alternatives according to the specified frame conditions and renders a selected view. This generative system is expected to facilitate the design process, generate unexpected solutions for well specified rules, and save time consumption in the early design process.
keywords Generative design; Algorithmic design; stochastic search; Modular housing
series SIGRADI
email
last changed 2016/03/10 09:51

_id ijac20097104
id ijac20097104
authors Forte, Maurizio; Pietroni, Eva
year 2009
title 3D Collaborative Environments in Archaeology: Experiencing the Reconstruction of the Past
source International Journal of Architectural Computing vol. 7 - no. 1, 57-76
summary This paper presents the outcome of the research project: "Integrated Technologies of Robotics and Virtual Environments in Archaeology", financed by the Italian Ministry of the University and Scientific Research, FIRB (Funds for the Investments of Basic Research). The aim of the project is to experiment and realize a multi-user domain on the web aimed to a multidisciplinary scientific community: archaeologists, historians, experts in human and social sciences, communication experts. The capacity to load, share and interact with data in the same spatial virtual environment can increase the level of learning and scientific communication. The project is the result of the collaboration between CNR-ITABC of Rome, the University of California, Merced, the Department of Archaeology of the University of Pisa and Scuola S. Anna of Pisa. It focuses on three archaeological sites: the Teban tomb 14 in the necropolis of Gurna, Fayum Medinet Madi, both in Egypt, and Khor Rori, in Oman. The collaborative environment is constructed through a virtual reality system. This allows to create a virtual space where it is possible to share 3D information on the project and to host additional behaviors of the scientific community.
series journal
last changed 2009/06/23 08:07

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