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 533

_id ecaade2009_110
id ecaade2009_110
authors van der Maas, David; Meagher, Mark; Abegg, Christian; Huang, Jeffrey
year 2009
title Thermochromic Information Surfaces: Interactive Visualization for Architectural Environments
doi https://doi.org/10.52842/conf.ecaade.2009.491
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. 491-496
summary In this paper we describe a series of nine prototypes that were constructed to explore the benefits and limitations of thermochromic ink as a material for the design of architectural information surfaces. Among the goals of the project were the identification of inexpensive fabrication methods that could be used to build thermochromic surfaces at the scale of a room. Our primary design concerns were the ability to communicate information about indoor climate, and the integration of the information surfaces in an architectural environment. We propose a method for building thermochromic surfaces based on printed circuit boards (PCB) that is cost-effective, highly precise, and allows the fabrication of large surfaces through tiling.
wos WOS:000334282200059
keywords Thermochromic display, interactive architecture, information visualization, fabrication process, communication
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia22pr_124
id acadia22pr_124
authors Ago, Viola; Tursack, Hans
year 2022
title Understorey - A Pavilion in Parts
source ACADIA 2022: Hybrids and Haecceities [Projects Catalog of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-7-4]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 124-129.
summary In the summer of 2018, our collaboration was awarded a University Design Fellowship from the Exhibit Columbus organization to design, fabricate, and build a large pavilion in Columbus, Indiana as part of a biannual contemporary architecture exhibition. Our proposal for the competition was a pavilion that would double as an ecological education center. Our inspiration for this program was triggered in part by our reading of Jane Bennett’s materialist philosophy outlined in her book Vibrant Matter (2009). Through Bennett’s lens, our design rendered our site’s context as an animate field, replete with pre-existing material composites that we wanted to celebrate through a series of displays, information boards, and artificial lighting. In this, the installation would feature samples of local plants, minerals, and rocks, indigenous to Southern Indiana.
series ACADIA
type project
email
last changed 2024/02/06 14:06

_id ascaad2009_a_al_attili
id ascaad2009_a_al_attili
authors Al-Attili, A. and M. Androulaki
year 2009
title Architectural Abstraction and Representation: The embodied familiarity of digital space
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. 305-321
summary This paper argues that familiarity is the tool that enables the understanding of space abstraction and representation. Familiarity in this context is independent from embodied interaction, and is crudely based on the connection between the various similar images of space; in this particular case, virtual space. Our investigation into the nature of human interaction with space, its abstraction and its representation is based on the critical contrast between the outcomes of interaction with two virtual versions of a physical reality; the first version is a non-linear interactive graphical abstraction of the space where no assertions or indicators are given as to whether or not there is a relationship between the abstraction and its physical reality, whereas the second is a none-linear interactive 3D virtual environment clearly representing the physical space in question. The paper utilises qualitative methods of investigation in order to gain an insight into human embodied experience in space, its abstraction and representation.
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 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 acadia09_281
id acadia09_281
authors Campbell, Cameron
year 2009
title Compu-Kinetic Mediapod
doi https://doi.org/10.52842/conf.acadia.2009.281
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. 281-283
summary This paper describes an interactive experiment in which “middleware” is interpreted as the architecture of non-building, and the making of media as mediator between physical and visual; temporal and fixed; digital and analog. Leon Battista Alberti, Jorge Silvetti, and other architectural critics have posited that architects do not make buildings but, rather, representations of buildings. The simple translation of this is that architects make drawings, models, computer simulations, and the like for the ultimate purpose of making a building. This work challenges the notion that architects make only representation media, and expands the role of architecture to include mediation as an act upon a space that is both physical and analytical. What if architects make, but they don’t make for the end result of a building? What if architects make representations that are physical and experiential, and that are designed and built without the presumption of a building? This is the space that middleware occupies.
keywords Media, interactive design, middleware
series ACADIA
type Short paper
email
last changed 2022/06/07 07:54

_id ecaade2009_165
id ecaade2009_165
authors Cardoso, Daniel; Argun, Avni; Rocha, Carlos A.; Gonzalez, Jose
year 2009
title Drawing Transparencies: ‘Responsible Responsiveness’ in Spaces Through Organic Electrochromism
doi https://doi.org/10.52842/conf.ecaade.2009.083
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. 83-88
summary A system for using organic polymers as electrochromic components for a building’s facade is proposed, and early prototypes are presented. The potentialities of such system, Croma, are considered in two aspects: a) as interactive facades that change opacity in reaction to touch –hence “drawing with transparency”- and b) as elements to automate energy-smart behaviors of a building. Some implications are discussed.
wos WOS:000334282200009
keywords Responsive Surfaces, Smart-Materials, Interactive Architecture, Electrochromism
series eCAADe
email
last changed 2022/06/07 07:54

_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 acadia09_90
id acadia09_90
authors Fox, Michael
year 2009
title Flockwall: A Full-Scale Spatial Environment with Discrete Collaborative Modules
doi https://doi.org/10.52842/conf.acadia.2009.090
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. 90-97
summary The paper highlights a built example of a human-scale spatial environment composed of discrete collaborative modules. The primary goals were to develop and understand strategies that can be applied to interactive architecture. The design and construction were carried out in an academic context that was displayed to a public audience of approximately 200,000 people over the course of three days. In addressing the performance parameters of the prototype, the concept focused on several key strategies: 1) geometry 2) movement 3) connections 4) scale and 5) computational control, and human interaction. The final objective of the approach was to create an innovative design that was a minimally functional spatial environment with the capability for evolving additional multi-functionality. Heavy emphasis was placed on creating a full-scale environment that a person could walk through, interact with, and experience spatially.
keywords Geometry, design logic, flock behavior, prototype, fabrication, responsive systems
series ACADIA
type Normal paper
email
last changed 2022/06/07 07:50

_id caadria2009_151
id caadria2009_151
authors Fox, Michael A.
year 2009
title Redesigning The Brick
doi https://doi.org/10.52842/conf.caadria.2009.381
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 381-390
summary This research examines the value of “redesigning the brick,” in creating a new vocabulary of basic architectural building blocks with autonomous reconfigurable robotics. The paper highlights several built examples by the author of robotic architectural environments and the work of architecture students whereby individual modules were created within the context of a design studio and applied to scenarios of space making at various scales. Several strategies for decentralized control were explored dictating how individual parts of a system should behave and how local interactions between individual modules can lead to the emergence of global behaviour. The students schematically designed selfreplicating models which would allow for each object to be able to attach, detach, and reconfigure according to predetermined computational logic. The projects successfully demonstrate various strategies for mechanical design, locomotion and control.
keywords Interactive Architecture: Modular Robotics; Robotics; Kinetics; Biomimetics
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2009_179
id ecaade2009_179
authors Halatsch, Jan; Kunze, Antje; Schmitt, Gerhard
year 2009
title Value Lab: a Collaborative Environment for the Planning of Future Cities
doi https://doi.org/10.52842/conf.ecaade.2009.507
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. 507-514
summary This paper describes how the Value Lab is a) developed and b) used in education, research and workshops for (1) Interactive urban design and scenario planning that includes methods to support concurrent collaborative urban design over distances, and scenario planning based on defined case studies; (2) Visualization techniques for the detection and prediction of changes in urban environments; (3) Knowledge transfer to synthesize, interact with and communicate essential knowledge and findings from an array of disciplines for decision making, education, training, demonstration, and public discussions.
wos WOS:000334282200061
keywords Urban planning, information architecture, multi-touch displays, simulation, city modeling
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia09_130
id acadia09_130
authors Kimpian, Judit; Mason, Josh; Coenders, Jeroen; Jestico, Dan; Watts, Steve
year 2009
title Sustainably Tall: Investment, Energy, Life Cycle
doi https://doi.org/10.52842/conf.acadia.2009.130
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. 130-143
summary The purpose of this project is to provide an interactive platform for clients and design teams to evaluate the consequences of shape, form, and briefing decisions on the energy use, embodied energy, and capital / life-cycle cost of a tall building early in the design process. The Tall Building Simulation (TBS) model is the result of a collaborative partnership between Aedas, Arup, Hilson Moran (HM), and Davis Langdon (DL). It is estimated that most decisions determining the sustainability of a project are made in the first 1 percent of a project’s program, whereas the majority of the information required for sustainability assessment is not usually available or examined until after the concept stage. By this time, most solutions would need design or briefing changes that are too costly to implement. Using the TBS model, architects, engineers, and clients can simultaneously explore the impact of typical technical and design decisions on a tall building’s energy footprint and its dynamic relationship to cost at the briefing stage.
keywords Design evaluation, environmental impact, energy, simulation
series ACADIA
type Normal paper
email
last changed 2022/06/07 07:52

_id acadia09_58
id acadia09_58
authors Kolarevic, Branko
year 2009
title Exploring Architecture of Change
doi https://doi.org/10.52842/conf.acadia.2009.058
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. 58-61
summary This paper discusses what may seem to be rather obvious: responsive, adaptive, flexible, etc., architectures are all about change, which in turn, is all about time. It surveys significant past and current projects that deal with interactive, responsive environments. The principal argument is that change in architecture is far from being adequately addressed or explored theoretically, experimentally, or phenomenologically.
keywords Adaptive design, performance, time, history
series ACADIA
type Normal paper
email
last changed 2022/06/07 07:51

_id caadria2009_087
id caadria2009_087
authors Lin, Chieh-Jen
year 2009
title Smart Topology
doi https://doi.org/10.52842/conf.caadria.2009.451
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 451-460
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
doi https://doi.org/10.52842/conf.caadria.2009.533
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 533-542
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 ascaad2009_carl_lostritto
id ascaad2009_carl_lostritto
authors Lostritto, Carl R.
year 2009
title Teaching Systems-Thinking with Algorithmic Process: Introduction to computation and programming with processing programming language
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. 37-46
summary This research investigates how algorithm design and scripting as pedagogy can affect generalized design ability and understanding. Logical, systematic thinking is considered foundational in developing architectural design aptitude and is explicit when designing algorithms. The course work presented mandates the construction of process rather than product. Scripting is implemented not as a means to an end but rather a medium for exploration. More valuable than formal generator or problem-solver, these scripted designs test direct aesthetic implications. Further tested is the role of animation in de-linearizing the design process. By isolating the algorithm as topic, technique, and concept, scripting skills and the produced artifact are extendable and are translatable to other media. Algorithm design is presented as a 2-dimensional but temporal endeavor: students script an animate, interactive vector-based image. This facilitates the transition from algorithm to spatial experience while also readying students for form-based explorations. The 2-d temporal exercise is of a similar order of complexity to a 3-dimensional static condition. Pieces of the animation structure are provided as a canvas, specifically the ability of the viewer to manually control a single parametric variable that affects the visual output through a user-interface element. The following and final project of the course expands upon the technique of scripting image in the design of an experience by collaging video, images and animation.
series ASCAAD
email
last changed 2009/06/30 08:12

_id caadria2009_176
id caadria2009_176
authors Lowe, Russell
year 2009
title Computer Game Modding for Architecture
doi https://doi.org/10.52842/conf.caadria.2009.163
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 163-172
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 acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
doi https://doi.org/10.52842/conf.acadia.2016.140
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id caadria2009_055
id caadria2009_055
authors Park, Hyoung-June
year 2009
title Body + Space
doi https://doi.org/10.52842/conf.caadria.2009.085
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 85-92
summary This paper reports a process of designing a kinetic structure that offers an interactive environment where one can experience the continuum of body and space. The structure emulates ten body movements, derived from the principles of physical Zen training as its transforming mechanism. In this paper, the series of computational methods for establishing the mapping between morphological transformations of the movements and the geometries of the structure are demonstrated.
keywords Interactive environment; body movements; mapping
series CAADRIA
email
last changed 2022/06/07 08:00

_id ascaad2009_ahmad_rafi
id ascaad2009_ahmad_rafi
authors Rafi, Ahmad; Ruzaimi Mat Rani and Peter Woods
year 2009
title Human Perception of Visualization Tools Used for Visual Impact Assessment
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. 29-36
summary This paper discusses the visualization tools and methods used to examine human perception in Visual Impact Assessment (VIA). One of the key conservation areas in Kuala Lumpur was selected in the study to measure the impact of different types of visualization tools. This paper recommends that human perception contributes towards the improvements of the visualization tools for VIA. The study found out that the common visualization tools used were not the most preferable tools among respondents. On the contrary most respondent preferred interactive visualization that offered more visual possibilities leading to a better understanding of landscape design. Apart from this, the study identified that the visual perception between the respondents who have different formal education background have similar concerns on the visualization tools tested to them.
series ASCAAD
email
last changed 2009/06/30 08:12

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