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

_id 6548
id 6548
authors Derix C and Coates P
year 2009
title Digital Masterplanning: Smart Solutions for Spatial Planning (SSSP)
source In The Complete UrbanBUZZ, Jualiana O’Rourke (ed), University College London Press, 2009
summary SSSP is exploring ways in which planners, policy makers, urban designers and computational designers can work together to generate and analyse masterplans using digital workflows.
keywords urban planning, digital workflow, pedestrian scale, generative morphology
series book
type normal paper
email
last changed 2012/09/20 21:51

_id acadia10_183
id acadia10_183
authors Ireland, Tim
year 2010
title Stigmergic Planning
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 183-189
doi https://doi.org/10.52842/conf.acadia.2010.183
summary This paper presents an application of swarm intelligence towards the problem of spatial configuration. The methodology classifies activities as discrete entities, which self-organise topologically through associational parameters: an investigation of emergent route formation and spatial connectivity based on simple agent and pheromone interaction, coupled with the problem of ‘loose’ rectangular geometric assembly. A concept model sniffingSpace (Ireland, 2009) developed in Netlogo (Willensky, 1999), which established the self-organising topological capacity of the system, is extended in Processing (Fry & Rea, 2009) to incorporate rectangular geometry towards the problem of planning architectural space.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id sigradi2009_669
id sigradi2009_669
authors Jacobi, Martina Maldaner; Jan Halatsch; Antje Kunze; Gerhard Schmitt; Benamy Turkienicz
year 2009
title A grammar-based system for the participatory design of urban structures [A grammar-based system for the participatory design of urban structures ]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary We propose a three-step participatory design cycle for the early urban design phase that can be integrated into the digital design chain. Step one involves a visualization method that is implemented as an interactive card-based interview technique for the collaborative requirement specification of urban designs. In step two these specifications are a) translated into simplified GIS data and then b) implemented into a grammar-based system together with the corresponding design regulations. The final outcome is a generative and iterative urban model, which includes buildings, building blocks, transportation networks and open spaces that visually communicates spatial impacts of urban design proposals.
keywords City modeling; participatory design; shape grammars; urban planning
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2009_191
id caadria2009_191
authors Kim, Mi Yun; Jin Won Choi
year 2009
title Classifying and Utilizing The Geo-Spatial Information in Smart City
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 327-335
doi https://doi.org/10.52842/conf.caadria.2009.327
summary It has been difficult to locate necessary information quickly in a complicated geo-spatial information network. Textual and numerical information is disadvantageous in that viewers may not have cognitive power and thus do not understand it properly. Besides, it is thought that a particular means is needed to obtain and to understand the information that we need in a given space. Therefore, this study posits that the geospatial information is complex in the construction of future oriented cities, and a new classification system is required for more effective information visualization. This paper also suggests a classification system of urban geo-spatial information and its possible applications as a way to reflect city dwellers’ opinion in city planning.
keywords Urban information classification; utilization; geo-spatial information; visualization; urban map
series CAADRIA
email
last changed 2022/06/07 07:52

_id ijac20097409
id ijac20097409
authors Madkour, Yehia; Oliver Neumann; Halil Erhan
year 2009
title Programmatic Formation: Practical Applications of Parametric Design
source International Journal of Architectural Computing vol. 7 - no. 4, 587-604
summary Programmatic Formation explores design as a responsive process. The study we present engages the complexity of the surroundings using parametric and generative design methods. It illustrates that responsiveness of designs can be achieved beyond geometric explorations. The parametric models can combine and respond simultaneously to design and its programmatic factors, such as performance-sensitive design-decisions, and constraints. We demonstrate this through a series of case studies for a housing tower. The studies explore the extent to which non-spatial parameters can be incorporated into spatial parametric dependencies in design. The results apply digital design and modeling, common to the curriculum of architecture schools, to the practical realm of building design and city planning. While practitioners are often slow to include contemporary design and planning methods into their daily work, the research illustrates how the incorporation of skills and knowledge acquired as part of university education can be effectively incorporated into everyday design and planning.
series journal
last changed 2010/09/06 08:02

_id ecaade2013_187
id ecaade2013_187
authors Tompson, Tim and Haeusler, M. Hank
year 2013
title Investigating Tools for Multi-Stakeholder Decision Making to Improve the Spatial Performance in Transport Interchanges
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 233-242
doi https://doi.org/10.52842/conf.ecaade.2013.1.233
wos WOS:000340635300024
summary Public transport interchanges often involve several stakeholders for planning and decision-making. As a result complexity leads to inefficient processes, leading to indecision, disruption, or costly delays. Consequently, the paper focuses on the application of tools for navigation and prioritization of opportunities in the need finding, fuzzy-front end, or mystery phase as introduced by Martin (2009). The paper outlines in a case study how a multi-stakeholder platform can progress from complete ambiguity in project definition through to clearly defined and understood projects that have a shared intent across the multi-stakeholder platform. These tools have been applied in a public transport context, by demonstrating the process of integrating digital innovation into various stakeholders through a participatory research process. The paper introduces the research background; discusses the hypothesis; outlines the case study; emphasizes its significance for multi-stakeholder decision-making and discusses the opportunities for the built environment.
keywords Participatory design; soft-systems methodology; multi-stakeholder; urban planning; transport environment.
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2009_949
id sigradi2009_949
authors Voigt, Andreas; Joachim Kieferle; Uwe Wössner
year 2009
title Urban-spatial Experiments with Digital City Models in a Multi-dimensional VR-Simulation Environment (Urban Experimental Lab)
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The main focus of the “Urban Experimental Lab” aims at the illustration of urban visions. Dealing with the subject city by covering past, present and future aspects will issue the programmatic approach. Equipped therewith the urban space of tomorrow is to be tackled experimentally and the spatial impact of concrete projects can be clearly visualized. The project Urban Experimental Lab represents the continuation of twenty years of experience with digital city models and experimental simulation environments for urban planning, relying on a wealth of experience accumulated in these fields. The paper describes the technical concept of the “Urban Experimental Lab” as well as desired research fields within urban planning, urban reconstruction and urban archeology and potential benefits.
keywords Spatial Simulation; City Modeling; Urban Development-Planning
series SIGRADI
email
last changed 2016/03/10 10:02

_id ascaad2009_mimi_abdul_ghani
id ascaad2009_mimi_abdul_ghani
authors Zaleha, Mimi; Abdul Ghani and Sambit Datta
year 2009
title Virtual Ampang Jaya: An interactive visualization environment for modeling urban growth and spatio-temporal transformation
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. 379-394
summary Virtual Ampang Jaya is an interactive visualization environment for modeling urban growth and spatio-temporal transformation to expose and evaluate the different layers of Ampang Jaya, consisting of social, economic, built and natural environments. The research will investigate the techniques of data acquisition, data reconstruction from physical to digital, urban analysis and visualization in constructing a digital model which may include low geometric content such as 2D digital maps and digital orthographics to high geometric content such as full volumetric parametric modeling. The process will integrate the state of the art GIS system to explore GIS powerful analytical and querying capabilities with interactive visualization environment as well as test the model as a predictive tool. The model will set as an experimental test pad in providing a new platform to support decision making about the spatial growth of Ampang Jaya by the various stakeholders in the planning processes. Such an environment will improve the subsequent digital models and research in the area of urban design and planning where visual communication is central.
series ASCAAD
email
last changed 2009/06/30 08:12

_id acadia18_216
id acadia18_216
authors Ahrens, Chandler; Chamberlain, Roger; Mitchell, Scott; Barnstorff, Adam
year 2018
title Catoptric Surface
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 216-225
doi https://doi.org/10.52842/conf.acadia.2018.216
summary The Catoptric Surface research project explores methods of reflecting daylight through a building envelope to form an image-based pattern of light on the interior environment. This research investigates the generation of atmospheric effects from daylighting projected onto architectural surfaces within a built environment in an attempt to amplify or reduce spatial perception. The mapping of variable organizations of light onto existing or new surfaces creates a condition where the perception of space does not rely on form alone. This condition creates a visual effect of a formless atmosphere and affects the way people use the space. Often the desired quantity and quality of daylight varies due to factors such as physiological differences due to age or the types of tasks people perform (Lechner 2009). Yet the dominant mode of thought toward the use of daylighting tends to promote a homogeneous environment, in that the resulting lighting level is the same throughout a space. This research project questions the desire for uniform lighting levels in favor of variegated and heterogeneous conditions. The main objective of this research is the production of a unique facade system that is capable of dynamically redirecting daylight to key locations deep within a building. Mirrors in a vertical array are individually adjusted via stepper motors in order to reflect more or less intense daylight into the interior space according to sun position and an image-based map. The image-based approach provides a way to specifically target lighting conditions, atmospheric effects, and the perception of space.
keywords full paper, non-production robotics, representation + perception, performance + simulation, building technologies
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_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 ecaade2009_087
id ecaade2009_087
authors Asanowicz, Aleksander
year 2009
title Evolution of Design Support Methods – from Formal Systems to Environment
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. 817-824
doi https://doi.org/10.52842/conf.ecaade.2009.817
wos WOS:000334282200100
summary In the paper the main stages of the evolution of aided design methods (which led to the formation of new spaces of creation) will be presented. The first way in which human tried make his work easier were direct introduction of scientific researches in practice. Comprehension and studying the structure of design process creates real conditions for increase of its efficiency. Thanks to methodological researches the systematic design methods were developed. The next steep was introducing the IT technologies into the design process. Firstly as a simple tool, and after as the participant of the creative process. Last years an idea of “direct designing” – the use of VR as an environment for the spatial forms creation was elaborated. The environment starts to play a role of an active mediator joining the real world, the men and the computer. In this environment the designer has access to the processes and sources of creative activity. The qualitatively new process of architectural designing arises.
keywords Methodology, creativity, design environment
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2009_887
id sigradi2009_887
authors Barría Chateau, Hernán Alberto; Rodrigo García Alvarado; Cecilia Poblete Arrendondo
year 2009
title Anarquitectura Digital [Digital Anarchitecture]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This article reviews the work and the artistic and architectural context of the artist Gordon Matta-Clark. It checks the context as well as the urban and social conditions of his interventions, to place these works in contemporary culture. In particular this paper analyzes “Splitting”, Matta-Clark´s work that synthesizes his critical attitude to the Modern condition; using computational techniques of geometric modeling, visualization, graphics, digital manufacturing and structural analysis to explore and determine the formal rules and materials used by the artist to develop actions with significant spatial and social connotations.
keywords Anarchitecture; Modeling; Visualization; Digital Manufacturing; Structural Analysis
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 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_208
id caadria2009_208
authors Chen, Irene Rui; Marc Aurel Schnabel
year 2009
title Retrieving Lost Space With Tangible Augmented Reality
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 135-142
doi https://doi.org/10.52842/conf.caadria.2009.135
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 caadria2010_055
id caadria2010_055
authors Chen, Zi-Ru; Chung-Yang Wang, Pei-Chien Hung and Yu-Tung Liu
year 2010
title Preliminary tectonic phenomena of diversified architectural spatial forms in digital age
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 599-608
doi https://doi.org/10.52842/conf.caadria.2010.599
summary The research on tectonics in the architectural field began from the middle of nineteenth century and in recent twenty years digital technology gradually developed and permeated through the field of architecture. Liu and Lim (2006, 2009) integrated classic and digital tectonic factors a present framework of new tectonics. However, the previous studies related to the tectonics in this digital age were only on architectural cases that use a great deal of digital media. The research wants to know what and how the tectonic factors affect the different spatial forms of modern architecture and focused on a case study of the diversified spatial forms, orthogonal, folding and curving. The results show the classic tectonic thinking is imperative until now. It is critical to prove the significance of adding the new digital tectonic factors in digital age.
keywords Digital and classic tectonics; spatial form; digital media
series CAADRIA
email
last changed 2022/06/07 07:55

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

_id caadria2009_012
id caadria2009_012
authors Chiu, Hao-Hsiu
year 2009
title Research on Hybrid Tectonic Methodologies for Responsive Architecture
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 493-502
doi https://doi.org/10.52842/conf.caadria.2009.493
summary This research intends to provide a comprehensive understanding and tectonic patterns of responsive architecture. By qualitatively analyzing a series of critical responsive buildings from Ito’s early Wind Tower through Diller and Scofidio’s Blur Building to Cloud 9’s recent Habitat Hotel, tectonic themes of “lightness”, “morphing”, ”improvisation”, and “networking” are set to the elucidate methodological relationships between their tectonic expressions and design concepts. Based on these designated themes, manipulation of materiality, techniques of construction, and mechanism of responsiveness in the studied cases are comparatively discussed and demonstrated with visualization of their tectonic design patterns. The objective of this research is to stress on the importance of tectonic consistency and offer evidences in combining physical components with digital configurations in order to achieve poetic expressions of structure, function, as well as aesthetics so that genuine spatial quality for digital era can be truly revealed.
series CAADRIA
email
last changed 2022/06/07 07:55

_id cf2009_188
id cf2009_188
authors Crotch, Joanna; Mantho, Robert and Horner, Martyn
year 2009
title SPATIALGENESIS: Event based digital space making
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 188-199
summary Digital technologies and processes have been used to generate architectural form for over two decades, now the recent advances in digital technologies have allowed virtual digital environments to be constructed from physical movement. But can a bridge that connects the physical and virtual realms be developed? Can this currently arbitrary form making be grounded in human activity and subsequently be integrated in to real time, space and place.
keywords Digital morphogenesis, spatial, social interaction
series CAAD Futures
email
last changed 2009/06/08 20:53

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