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

PDF papers
References

Hits 1 to 20 of 418

_id acadia10_305
id acadia10_305
authors Perry, Chris
year 2010
title Anticipatory Architecture | Extrapolative Design
doi https://doi.org/10.52842/conf.acadia.2010.305
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. 305-312
summary The instrumental and aesthetic implications of architecture’s engagement with science and technology has a long history, part of which includes the period following the Second World War when the rapid technological advances of the Industrial Revolution merged with a general cultural mindset characterized by themes of progress and futurism. For postwar thinkers like Reyner Banham, this interest in a futurist architecture suggested an approach to design rooted less in architectural precedent than technological extrapolation. While a precedent based approach might be viewed as more disciplinary in nature, technological extrapolation suggests an inclination towards interdisciplinarity. Thus, Banham’s concept of extrapolation encouraged architects to look beyond the limits of their own discipline as a means of discovering new forms of knowledge and expertise. Indeed Banham was engaged in taking stock of the technological advances particular to his time while simultaneously anticipating the implication of these advancements for the future. To this extent, the postwar period and its inherent futurism provides a useful and poignant lens through which to take stock of our own technological climate. Given the equally revolutionary advances in computer technology in the last twenty years, our contemporary moment can be seen as having many parallels with the postwar period, and not unlike the postwar generation of architects and thinkers, contemporary designers are inevitably faced with the challenge of engaging new technological advances and their implications for architecture. In our current age of digital and biological technologies, these advances are both rapid and widespread, and include LED and fiber-optic lighting systems, motion sensing, interface design, solar tracking photovoltaic skins and wind harnessing technologies, magnetic levitation, and robotics. This paper begins with an examination of design work and criticism from the postwar period and proceeds to utilize that examination as an historical framework for addressing issues of contemporary design and 21st Century technological advancement.
keywords Architecture, Anticipatory, Technology, Science
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

_id ecaade2010_171
id ecaade2010_171
authors Achten, Henri; Kopriva, Milos
year 2010
title A Design Methodological Framework for Interactive Architecture
doi https://doi.org/10.52842/conf.ecaade.2010.169
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.169-177
summary Interactive architecture is a fairly recent phenomenon enabled through new materials and technologies. Through experimentation architects are coping with questions of changeability, adaptability, and interaction. However, there are no comprehensive design methods to support this type of architecture. In this paper we aim to bring together methods that can support the design of interactive architecture. The methods are ordered in a methodological framework that provides an overview of possible approaches.
wos WOS:000340629400018
keywords Design methods; Interactive architecture
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 sigradi2010_218
id sigradi2010_218
authors Corbucci, Caldeira Marco Antonio; Silva José Reinaldo
year 2010
title A Collaborative Framework for Conceptual Design
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 218-221
summary Currently almost all complex products, including physical products as well as information - based products are developed through the interaction of many participants that work on different elements of project. This creates a need for increased adoption of information technology and computer - based communication tools to manage the entire process of product development. This work proposes a framework of a collaborative system to support conceptual design. This should provide a team environment in which to discuss, exchange knowledge and information, negotiate, and develop joint projects through intelligent interfaces in order to have more flexibility to design more efficiently and effectively.
keywords conceptual design, collaboration, collaborative systems
series SIGRADI
email
last changed 2016/03/10 09:49

_id ascaad2010_109
id ascaad2010_109
authors Hamadah, Qutaibah
year 2010
title A Computational Medium for the Conceptual Design of Mix-Use Projects
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 109-116
summary Mix use development is receiving wide attention for its unique sustainable benefits. Nevertheless, the planning and designing of successful mixed use projects in today's environment is a complex matrix of skill sets and necessary collaborations between various stakeholders and design professionals. From a design point of view, architects are required to manage and coordinate large information sets, which are many time at odds with one another. The expansive space of knowledge and information is at its best vague and substantially ill-structured. A situation that continues to overburden architects mental and intellectual ability to understand, address and communicate the design issue. In the face of this complex condition, designers are gravitating towards information modeling to manage and organize the expansive data. However, is becoming increasingly evident that current building information modeling applications are less suited for early design activity due to their interrupted and rigid workflows. Against this background, this paper presents a theoretical framework for a computational medium to support the designer during early phases of exploring and investigating design alternatives for mix-use projects. The focus is on the conjecture between programming and conceptual design phase; when uncertainty and ambiguity as at its maximum, and the absence of computational support continues to be the norm. It must be noted however, the aim of the medium is not to formulate or automate design answers. Rather, to support designers by augmenting and enhancing their ability to interpret, understand, and communicate the diverse and multi-faceted design issue. In literature on interpretation, Hans-Georg Gadamer explains that understanding is contingent on an act of construction. To understand something is to construct it. In light of this explanation. To help designers understand the design issue, is to help them construct it. To this end, the computational medium discussed in this paper is conceived to model (construct) the mix-use architectural program. In effect, turning it into a dynamic and interactive information model in the form of a graph (network). This is an important development because it will enable an entirely new level of interaction between the designer and the design-problem. It will allow the designer to gather, view, query and repurpose the information in novel ways. It will offer the designer a new context to foster knowledge and understanding about the ill-structured and vague design issue. Additionally, the medium would serve well to communicate and share knowledge between the various stakeholders and design professionals. Central to the discussion are two questions: First, how can architects model the design program using a graph? Second, what is the nature of the proposed computational medium; namely, its components and defining properties?
series ASCAAD
email
last changed 2011/03/01 07:36

_id ascaad2010_249
id ascaad2010_249
authors Hawker, Ronald; Dina Elkady and Thomas Tucker.
year 2010
title Not Just Another Pretty Face
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 249-260
summary Digital Heritage has gained popularity recently as means of dynamically representing and reconstructing historic buildings and cityscapes. Simultaneously this new medium of visualization affords another approach to examine human-virtual environment interaction and offers possibilities of exploiting virtual environments as educational tools. At Zayed University, a federal university primarily for women citizens of the United Arab Emirates, we have integrated student-faculty research and documented and reconstructed a number of historical buildings within the curriculum of the Department of Art and Design. We have further collaborated with the animation program at Winston Salem State University in North Carolina, utilizing the motion capture laboratory at the Center of Design Innovation to literally breathe life into these reconstructions. The primary idea is to contribute to the ongoing documentation of the country’s heritage through creating “responsive virtual heritage environments” where the spectator is actively engaged in exploring the digital space and gain certain degrees of control over the course and scheme of the dynamic experience. The process begins by introducing students to utilize the diverse capabilities of CAD and three dimensional computer applications and intertwine the technical skills they acquire to construct virtual computer models of indigenous built environments. The workflow between the different applications is crucial to stimulate students’ problem solving abilities and tame the application tools, specifically when constructing complex objects and structural details. In addition the spatial and temporal specificity different computer applications afford has proven useful in highlighting and analyzing the buildings’ function within the extreme climate of the country and their role in the political-economy, particularly in visualizing the ephemeral qualities of the architecture as they relate to passive cooling and the inter-relationships between built and natural environments. Light and time settings clarify shadow casting and explain the placement and orientation of buildings. Particle simulations demonstrate the harnessing of wind and rain both urban and rural settings. The quantitative data accumulated and charted through CAD and VR programs and geo-browsers can be integrated with qualitative data to create a more holistic analytical framework for understanding the complex nature of past settlement patterns. In addition, the dynamic nature of this integration creates a powerful educational tool. This paper reviews this ongoing research project with examples of reconstructions completed across the country, demonstrating analytical and educational possibilities through the integration of CAD programs with a range of other statistical, geographic, and visualization software.
series ASCAAD
email
last changed 2011/03/01 07:36

_id caadria2010_029
id caadria2010_029
authors Baerlecken, Daniel; Martin Manegold, Judith Reitz and Arne Kuenstler
year 2010
title Integrative parametric form-finding processes
doi https://doi.org/10.52842/conf.caadria.2010.303
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 303-312
summary The recent developments in digital technologies and contemporary design tools are initiating new approaches of form-finding based on parametric development of multiple geometries with simultaneous consideration of various aspects. This paper focuses on the use of advanced parametric CAD systems and reformulated construction logics to enhance the potential and possibilities of form finding processes. This approach is exemplified through the “Greenhouse Trauttmansdorff project”. The project demonstrates a form finding approach which is based on defined parameters that not only fulfil aesthetic and functional aspects, but simultaneously take structural properties and the resulting sun shading behaviour into account. We will explore within this paper how – next to the functional and contextual building requirements – required illumination levels inside the greenhouse create a feedback loop between the structural system and its cladding system.
keywords parametric representations; digital technologies; digital fabrication; variable systems; load bearing construction
series CAADRIA
email
last changed 2022/06/07 07:54

_id architectural_intelligence2023_10
id architectural_intelligence2023_10
authors Cheng Bi Duan, Su Yi Shen, Ding Wen Bao & Xin Yan
year 2023
title Innovative design solutions for contemporary Tou-Kung based on topological optimisation
doi https://doi.org/https://doi.org/10.1007/s44223-023-00028-x
source Architectural Intelligence Journal
summary Tou-Kung, which is pronounced in Chinese and known as Bracket Set (Liang & Fairbank, A pictorial history of Chinese architecture, 1984), is a vital support component in the Chinese traditional wooden tectonic systems. It is located between the column and the beam and connects the eave and pillar, making the heavy roof extend out of the eaves longer. The development of Tou-Kung is entirely a microcosm of the development of ancient Chinese architecture; the aesthetic structure and Asian artistic temperament behind Tou-Kung make it gradually become the cultural and spiritual symbol of traditional Chinese architecture. In the contemporary era, inheriting and developing Tou-Kung has become an essential issue. Several architects have attempted to employ new materials and techniques to integrate the traditional Tou-Kung into modern architectural systems, such as the China Pavilion at the 2010 World Expo and Yusuhara Wooden Bridge Museum. This paper introduces the topological optimisation method bi-directional evolutionary structural optimisation (BESO) for form-finding. BESO method is one of the most popular topology optimisation methods widely employed in civil engineering and architecture. Through analyzing the development trend of Tou-Kung and mechanical structure, the authors integrate 2D and 3D optimisation methods and apply the hybrid methods to form-finding. Meanwhile, mortise and tenon joint used to create stable connections with components of Tou-Kung are retained. This research aims to design a new Tou-Kung corresponding to “structural performance-based aesthetics”. The workflow proposed in this paper is valuable for Architrave and other traditional building components.
series Architectural Intelligence
email
last changed 2025/01/09 15:00

_id caadria2010_057
id caadria2010_057
authors Feng, Han
year 2010
title Quantum architecture: an indeterministic and interactive computational design system
doi https://doi.org/10.52842/conf.caadria.2010.619
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 619-628
summary The evolution of computational design technique from mere substitution of hand drawing to customised design algorithms exhibiting a certain degree of intelligence, naturally opens up a new research frontier that studies the relationship between designers and customized design algorithms. Most of current customised architecture design algorithm adopts a deterministic paradigm to raise their design questions, that is to say, given the explicit rules and parameters, only one solution is allowed at each discrete computation step. Due to this deterministic nature, an intuitive and efficient communication between design algorithm and designer is hard to achieve, as there is almost no space for designer to step into the running generative process. This lack of progressive communication channels and the inefficiency of translating perceptual judgment into computer language directly results in the unconscious rejection of non-parameterisable design factors like intuition, aesthetic judgment and associational reasoning that are essential to any design activity. This paper introduces the quantum design paradigm as alternative computation paradigm for constructing an interactive and intuitive design system. An algorithm prototype, probability field, will be introduced to illustrate the logic and possible application of the proposed quantum design paradigm.
keywords Quantum design paradigm; intuition; algorithm prototype; interactivity; probability fi eld
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia10_379
id acadia10_379
authors Geiger, Jordan; San Fratello, Virginia
year 2010
title Hyperculture: Earth as Interface
doi https://doi.org/10.52842/conf.acadia.2010.379
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. 379-384
summary Digital Fabrication and Hybrid Interface: Lessons in Agriculture :abstract Two vitally important fields of work in architecture and computing—in digital fabrication methods and in the development of interfaces between digital and analog systems—can find new forms in their combination with one another. Moreover, a recent such experiment in the production of landscape rather than building not only suggests a number of implications for architectural work, but of ecological, economic and urban structures that underlie the projects’s visible formal and aesthetic orders. This project, “Hyperculture: Earth as Interface,” studied the potential outcomes of modifying a commonly employed information infrastructure for the optimization of agricultural production throughout most of America’s heartland; and that same infrastructure’s latent flexibility to operate in both “read” and “write” modes, as a means for collaborative input and diversified, shared output. In the context of industrialized agriculture, this work not only negotiates seemingly contradictory demands with diametrically opposed ecological and social outcomes; but also shows the fabrication of landscape as suggestive of other, more architectural applications in the built environment. The Hyperculture project is sited within several contexts: industrial, geographically local, ecological, and within the digital protocols of landscape processing known as “precision agriculture.” Today, these typically work together toward the surprising result of unvariegated repetition, known commonly as monoculture. After decades of monoculture’s proliferation, its numerous inefficiencies have come under broad recent scrutiny, leading to diverse thinking on ways to redress seemingly conflicting demands such as industry’s reliance on mass-production and automation; the demand for variety or customization in consumer markets; and even regulatory inquiries into the ecological and zoning harms brought by undiversified land use. Monoculture, in short, is proving unsustainable from economic, environmental, and even aesthetic and zoning standpoints. But its handling in digital interfaces, remote sensing and algorithmically directed fabrication is not.
keywords GPS, precision agriculture, digital landscape fabrication, interface, analog/digital systems, open source platform, digital fabrication, multi-dimensional scales
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ascaad2010_135
id ascaad2010_135
authors Lostritto, Carl
year 2010
title Computation Without Computers
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 135-144
summary This work documents the implications of using physical media to teach digital design concepts, techniques, values and approaches. With the pedagogy and work of a seminar and studio across two Universities as test cases, this research seeks to prove that a parametric and algorithmic approach to architecture is most fruitfully understood as the connection between logic, mathematics and aesthetics. Students trace the indirect relationships between process and product so as to enable the application of these connections in a non-linear, exploratory and goal-flexible design process. The first phase of student work involves the creation of an image, constructed with ink or graphite on paper, that embodies a parametric aesthetic. Students are tasked articulating and performing operations, such as dividing a curve, packing shapes, and conditional transformations. Subsequently, students fabricate a surface-conscious model with modules that have the capacity to vary based on their grid parameter, using historically rooted techniques such as weaving, perforating, layering and tessellation. Digital fabrication and parametric modeling is then introduced, not as a means to a predefined end, but as another medium, capable of participating with manual techniques. As an example, a fabricated paper-based installation is generated with parametrically generating a cut-sheet, partially blind to its assembled manifestation. The hypothesis of this research is tested in more comprehensive projects that follow as environmental forces are resolved through dynamic and ambiguous visual and spatial conditions.
series ASCAAD
email
last changed 2011/03/01 07:36

_id acadia10_97
id acadia10_97
authors Tang, Ming; Anderson, Jonathon
year 2010
title Mathematically Driven Forms and Digital Tectonic: A formula for realizing the digital
doi https://doi.org/10.52842/conf.acadia.2010.097
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. 97-102
summary Mathematics has been the interest of architects for hundreds of years and has been used in projects ranging from the Denmark Pavilion at Expo 2010 to Gaudi’s cathedral. Generative form finding frequently takes the inspiration of the geometric aesthetic found in mathematic forms. Today, the influence of digital computation technology is increasingly evident in architectural form seeking and analysis as they relate to mathematics. The sculptural possibilities of math forms have reconditioned the design process that establishes new modeling and tectonic approaches. This paper focuses on the study of current constraints and new procedures within mathematical approaches to architecture. Furthermore, this paper describes three experimental projects exploring mathematically driven designs and their potential within architectural vocabulary. In these experiments, the designers and students explored the manipulation of a planar surface through algorithmic equations and the molecular make-up of a surface through voxel representation.
keywords mathematical, digital fabrication, generative form finding, tectonic approaches, digital design
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id ijac20108403
id ijac20108403
authors Aksamija, Ajla; Ivanka Iordanova
year 2010
title Computational Environments with Multimodal Representations of Architectural Design Knowledge
source International Journal of Architectural Computing vol. 8 - no. 4, p. 439
summary This article discusses interaction between multimodal representations of architectural design knowledge, particularly focusing on relating explicit and implicit types of information. The aim of the presented research is to develop a computational environment that combines several modes of representation, including and integrating different forms of architectural design knowledge. Development of an interactive digital-models library and ontological model of architectural design factors are discussed, which are complementary in nature. In a time when BIM software is seen as embodiment of domain knowledge and the future medium of architectural design, this paper presents an interaction between ontological representation of architectural design knowledge and its embodiment in interactive models, thus focusing on the process of design and design space exploration. In the digital environments that we propose, representation of different formats of knowledge, such as visual, linguistic or numeric, are integrated with relational and procedural information, design rules, and characteristics. Interactive search and query based on contextual constraints, and parametric variation of the model based on the information received from ontology are the underlying drivers for design exploration and development.
series journal
last changed 2019/05/24 09:55

_id ascaad2010_039
id ascaad2010_039
authors Almusharaf, Ayman M.; Mahjoub Elnimeiri
year 2010
title A Performance-Based Design Approach for Early Tall Building Form Development
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 39-50
summary This paper presents a methodological interactive design approach within which structure is integrated into tall building form development. The approach establishes a synergy between generative and analytical tools to allow for parallel interaction of the formal and structural design considerations during the conceptual design phase. An integration of the associative modeling system, Grasshopper, and the structural analysis tool, ETABS was established, and a bi-directional feedback link between the two tools was initiated to guide the iterative from generation process. A design scenario is presented in this paper to demonstrate how the parametric generation and alteration of architectural form can be carried out based on instant feedback on the structural performance. Utilizing such a tool, architects can not only develop improved understanding of structural needs, but also realize their formal ideas structurally and materially.
series ASCAAD
email
last changed 2011/03/01 07:36

_id ecaade2010_196
id ecaade2010_196
authors Augustynowicz, Edyta; Sixt, Stefanie; Georgakopoulou, Sofia
year 2010
title Attractive City - An Interactive City Generator
doi https://doi.org/10.52842/conf.ecaade.2010.379
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.379-387
summary The Attractive City Generator is an interactive installation with which users can create or rearrange virtual cities by placing and moving physical objects. Through the set of simple inputs that the users provide and which represent city areas, landscapes or landmarks, the ACG is capable of creating complex and growing cities. In addition, a plethora of factual feedback on these cities is calculated. Becoming physically involved enhances the learningprocess and increases the user’s interest. The users are drawn to the colourful and simple interface. Due to the practical feedback that the city returns, the users can feel more attached to the city they have created. A dynamic dialogue is formed between the city and its creators, that involves the wishes of the users versus the needs of the virtual city, the practical interaction on the table versus the theoretical calculations taking place inside the computer, the physical input versus the digital output.
wos WOS:000340629400040
keywords Interactivity; City planning; Human-computer interface; L-system; Developmental models
series eCAADe
email
last changed 2022/06/07 07:54

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaade2010_183
id ecaade2010_183
authors Bourdakis, Vassilis
year 2010
title Designing Interactions: A step forward from time based media and synthetic space design in architectural education
doi https://doi.org/10.52842/conf.ecaade.2010.151
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.151-156
summary The paper follows the development of digital tools for architects and briefly discusses their utility within education and practice. The move from static CAD tools to time based media followed by programmatic processes and virtual environment design is addressing the evolution of the profession and to an extent reflects practitioners’ needs. The paper focuses on the notion of interactivity and how it is been addressed in various fields. Borrowing from computer science and game design the author presents a course dealing with designing interactivity, responsiveness and users feeding their input back in the design. The aim of the paper is to analyse and support a new set of tools in architectural curricula that will implement interactivity and integrate it into spatial design leading to a holistic approach promoting intelligence, hybridity and responsiveness of the built environment. Following, the elaboration of the rationale, a brief discussion on tools and project directions is carried out.
wos WOS:000340629400016
keywords Interaction; Virtual environments; Time based media; Curriculum; Intelligent environments
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2010_221
id ascaad2010_221
authors Caramelo Gomes, Cristina
year 2010
title Humanising ICT to a Smarter Dwelling Environment
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 221-230
summary Dwelling environment is not intelligent if it does not include the concept of home. The emergence of ICT allowed new functions as well as new ways of performing the traditional ones. The need to be online does not remove the need of privacy and to print the site. New ways of living require rethinking dwelling typology to flexibility. Intelligent environments will appear to elevate the sense of home, where security, autonomy, independence, comfort and interaction will be crucial to promote a more qualified life. Technological solutions can be driven in different directions: energy efficiency; lightening and temperature control, video surveillance, access control, etc., assistive environments; entertainment solutions like home theater and professional ones; all have in common to conceive the environment that matches user’s expectancies, where human interaction and social participation emerge as crucial requirements.
series ASCAAD
email
last changed 2011/03/01 07:36

_id ecaade2010_140
id ecaade2010_140
authors Chronis, Angelos; Liapi, Katherine A.
year 2010
title Parametric Approach to the Bioclimatic Design of a Student Housing Building in Patras, Greece
doi https://doi.org/10.52842/conf.ecaade.2010.313
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.313-319
summary A new housing complex on the Campus of the University of Patras, Greece, is expected to serve as a test-bed for experimentation with a parametric design process that integrates significant climatic data. To optimize the environmental performance of the proposed housing complex a parametric design algorithm has been developed. The algorithm links the weather data in the area with the site topography and the basic geometric features of the buildings on the site. To explore the interaction of the building features with the prevailing winds in the area and the solar exposure throughout the year various software applications, including computational fluid dynamics (CFD) simulations, have been utilized. The inclusion of wind data in the algorithm renders it particularly effective. The developed parametric process has been useful during the early design phase when studies on various patterns for arranging the buildings on the site were conducted. The parametric process has facilitated the configuration of the typical building block as well.
wos WOS:000340629400033
keywords Bioclimatic design; Parametric design; Design algorithms; Sun control; Wind analysis; CFD in building design
series eCAADe
email
last changed 2022/06/07 07:54

_id acadia10_110
id acadia10_110
authors Di Raimo; Antonino
year 2010
title Architecture as Caregiver: Human Body - Information - Cognition
doi https://doi.org/10.52842/conf.acadia.2010.110
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. 110-116
summary Recent studies in contemporary architecture have developed a variety of parameters regarding the information paradigm which have consequently brought different results and techniques to the process of architectural design. Thus, the emergence of an ecological thinking environment and its involvement in scientific matters has determined links moving beyond the conventional references that rely on information. It is characterized as an interconnected and dynamic interaction, concerning both a theoretical background and providing, at the same time, appropriate means in the architectural design process (Saggio, 2007, 117). The study is based on the assumption that Information Theory leads into a bidirectional model which is based on interaction. According to it, I want to emphasize the presence of the human body in both the architectural creation process and the use of architectural space. The aim of my study, is consequently an evaluation of how this corporeal view related to the human body, can be organized and interlinked in the process of architectural design. My hypothesis relies on the interactive process between the information paradigm and the ecological one. The integration of this corporeal view influences the whole process of architectural design, improving abilities and knowledge (Figure 1). I like to refer to this as a missing ring, as it occurs within a circular vital system with all its elements closely linked to each other and in particular, emphasizes architecture as a living being.
keywords Architecture, information paradigm, human body, corporeity, cognitive Science, cognition,circularity, living system
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 20HOMELOGIN (you are user _anon_439415 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002