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 438

_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 ascaad2010_279
id ascaad2010_279
authors Celani, G.; L. Medrano; J. Spinelli
year 2010
title Unicamp 2030: A plan for increasing a university campus in a sustainable way and an example of integrated use of CAAD simulation and computational design strategies
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. 279-286
summary The state university of Campinas, Unicamp, is a public university in upstate São Paulo, Brazil, ranked the second best in the country. It was founded in 1966, and its main campus started to be built in 1967, in the suburbs of Campinas, nowadays a two-million people city. The area of the campus is almost 3 million square meters (300 hectares), with a total built area of 522.000 m2 and a population of 40 thousand people - 30 thousand students, 2 thousand faculty members and almost 8 thousand staff members. The campus’ gross population density is 133 people per hectare. Less than 6% of the total campus area is presently occupied. The design of Unicamp's campus is based on concepts that were typical of the modern movement, with reminiscences of corbusian urbanism, in which preference is given to cars and buildings are spread apart on the territory, with little concern to the circulation of pedestrians. The standard building type that has been built on campus since the 1970's is based on non-recyclable materials, and has a poor thermal performance. Unicamp is expected to double its number of students by the year 2030. The campus density is thus expected to grow from 600 people per hectare to almost 1,000 people per hectare. The need to construct new buildings is seen as an opportunity to correct certain characteristics of the campus that are now seen as mistakes, according to sustainability principles. This paper describes a set of proposals targeting the increase of the campus' density in a sustainable way. The plan also aims at increasing the quality of life on campus and diminishing its impact on the environment. The main targets are: - Reducing the average temperature by 2oC; - Reducing the average displacement time by 15 minutes; - Increasing the campus' density by 100%; - Reducing the CO2 emissions by 50%. // In order to achieve these goals, the following actions have been proposed: Developing a new standard building for the university, incorporating sustainability issues, such as the use of renewable and/or recyclable materials, the installation of rainwater storage tanks, the use of natural ventilation for cooling, sitting the buildings in such a way to decrease thermal gain, and other issues that are required for sustainable buildings' international certifications. To assess the performance of the new standard building, different simulation software were used, such as CFD for checking ventilation, light simulation software to assess energy consumption, and so on. 1. Filling up under-utilized urban areas in the campus with new buildings, to make better use of unused infrastructure and decrease the distance between buildings. 2. Proposing new bicycle paths in and outside campus, and proposing changes in the existing bicycle path to improve its safety. 3. Developing a landscape design plan that aims at creating shaded pedestrian and bicycle passageways.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:37

_id ascaad2010_161
id ascaad2010_161
authors Loemker, Thorsten Michael
year 2010
title Design and Simulation of Textile Building Elements
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. 161-170
summary In this paper we examine the use of textile building elements and investigate on their potential scope of application in architecture. Other than commonly used for spanned or tent-like structures we concentrate on the use of textiles for folded, crinkled and procumbent assemblies, as these seem to correspond much better with the textiles´ inherent properties. On closer examination of these properties it becomes obvious that fabric primarily exists in a loose, uneven and irregular physicality that can be adjusted and configured into different states that match specific criteria. That is why fabric is mainly used for covering, protecting or hiding objects, e.g. as apparel for people. Only at a second glance does one recognize that textiles can be used for many other purposes such as collecting, separating, filtering or even healing. Thus, in the first instance of this research we examined customary usages and classified them into different categories that aided us to further develop practical application areas for the architectural domain. Subsequently to the fact that the shape of a textile might alter under the influence of forces, the further focus of this research lied on the appraisal of digital simulation techniques and simulation engines to provide sophisticated instruments for the generation of the associated time-based geometric form of the fabric. External elements that might drive this deformation process such as wind, temperature, precipitation, as well as static and dynamic building components were considered in the simulation process in order to generate visual output of the corresponding shapes. Studies about bipartite materials that can control the deformation process and might lead the textile beyond its primary functionality conclude this work.
series ASCAAD
email
last changed 2011/03/01 07:36

_id acadia10_139
id acadia10_139
authors Miller, Nathan
year 2010
title [make]SHIFT: Information Exchange and Collaborative Design Workflows
doi https://doi.org/10.52842/conf.acadia.2010.139
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. 139-144
summary This paper explores design processes requiring the invention and implementation of customized workflows for the optimization of design information exchange. Standard workflows in design software are typically dependent upon the use of proprietary file formats to communicate design intent across the design team. Software platforms promote “one-stop-shop” proprietary approaches to BIM where all team members and consultants ideally operate within a single model environment and store information within a single file format. While the ‘single model’ approach can be effective under some circumstances, this approach is often found to be limiting when the design process calls for the integration of other design toolsets and delivery processes. This is especially true for large complex projects where multiple participants with different software requirements need to collaborate on the same design. In these cases, various non-standard ways of working are often implemented, resulting in a new means of communicating design and building information across a team. This paper will outline the impact customized workflows have on the design process at NBBJ and evaluate their potential for leading to more innovative design and integrated teams. The first study will explore and evaluate the communication and collaborative process that took place in the design development and construction documentation stages of the Hangzhou Stadium. The second study will be an overview of ongoing investigation and experimentation into customized workflows for team and data integration.
keywords team integration, international practice, parametric methods
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id sigradi2009_833
id sigradi2009_833
authors Stoyanov, Momchil
year 2009
title Análise lumínica virtual de elementos construídos por meio de programação: exemplo de aplicação em software do tipo BIM [ Analysis of Virtual Elements Constructed by Means of Programming: The Example of BIM-Application Software]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Daylighting is an important part of designing sustainably. Daylighting is the use of natural light for primary interior illumination. This reduces our need for artificial light within the space, thus reducing internal heat gain and energy use. Direct sunlight, once it enters the building, is not only light but heat, and that additional heat will need to be taken into account in your energy analysis." While Autodesk Revit Architecture 2010 (ARA) itself cannot perform the actual analysis, there are some ways to do that. This papper focuses on the study of parametric modeling using a BIM tool for daylighting analysis. This paper presents the first part of the building method of LUME, a plug-in maked whit C# programming language in Microsoft Visual Studio 2010 and ARA Software Developer Kit (SDK) package. The script accepts as its input a standard three dimensional model of building opening and his position on space.
keywords Script language; BIM; Revit Architecture; Energy analysis; Daylighting; Parametric design process
series SIGRADI
email
last changed 2016/03/10 10:01

_id caadria2013_135
id caadria2013_135
authors Williams, Nick; Daniel Davis, Brady Peters, Alexander Peña De León,  Jane Burry and Mark Burry
year 2013
title FabPOD: An Open Design-to-Fabrication System
doi https://doi.org/10.52842/conf.caadria.2013.251
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 251-260
summary Digital workflows from the design to the production of buildings have received significant recent attention in architectural research. The need for both integrated systems for design collaboration (Boeykens and Neuckermans, 2006) and clear and flexible communication flows for non-standard fabrication outcomes have been identified as fundamental (Scheurer, 2010). This paper reports on the development of a digital “design system” for the design and prototyping of an acoustic enclosure for meetings in a large open work environment, theFabPod. The aim was to keep this system open for temporal flexibility in as many aspects of the finalisation of the design as possible. The system provides novel examples of both integrated collaboration and clear communication flow.  (1) Acoustics is included as a design driver in early stages through the connection of digital simulation tools with design models. (2) Bi-directional information flows and clear modularisation of workflow underpins the system from design through to fabrication and assembly of the enclosure. Following the completion and evaluation of the FabPod prototype, the openness of the system will be tested through its application in subsequent design and prototyping iterations. Design development will respond to performance testing through user engagement methods and acoustic measurement.  
wos WOS:000351496100025
keywords Digital workflow, Prototyping, Acoustic simulation, Collaborative design 
series CAADRIA
email
last changed 2022/06/07 07:57

_id ascaad2010_189
id ascaad2010_189
authors Allahaim, Fahad; Anas Alfaris and David Leifer
year 2010
title Towards Changeability
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. 189-200
summary Many buildings around the world have undergone successive changes over their life cycles. Regardless of the type or size of a building there are usually requirements for change due to several unanticipated forces and emerging uncertainties that act upon them. These changes might be in the building’s spatial, structural or service systems. This can be due to changes in the needs of occupants, the market demand or technological advances. Although buildings undergo change, current design practice does not address this and buildings are still designed as if they will remain static. This paper proposes an Adaptable Buildings Design (ABD) Framework to address the issue of adaptability in building design. Using this methodology uncertainties and future changes are first identified. To increase the building’s longevity, flexibility options are embedded and design rules are formulated to trigger these options when necessary. The value of adaptability is then assessed by implementing several simulations using Real Options Analysis (ROA). To demonstrate the approach, the ABD is applied to a multi-use commercial building case study. Flexibility is embedded in the building’s design across several systems allowing it to change and evolve over time based on a set of design rules. The buildings adaptability is then assessed using ROA. Positive results demonstrate the strength of the proposed methodology in addressing future change and uncertaintie.
series ASCAAD
email
last changed 2011/03/01 07:36

_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 ascaad2010_097
id ascaad2010_097
authors Kenzari, Bechir
year 2010
title Generative Design and the Reduction of Presence
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. 97-106
summary Digital design/fabrication is slowly emancipating architectural design from its traditional static/representational role and endowing it instead with a new, generative function. In opposition to the classical isomorphism between drawings and buildings, wherein the second stand as translations of the first, the digital design/fabrication scenario does not strictly fall within a semiotic frame as much as within a quasi biological context, reminiscent of the Aristotelian notion of entelechy. For the digital data does not represent the building as much it actively works to become the building itself. Only upon sending a given file to a machine does the building begin to materialize as an empirical reality, And eventually a habitable space as we empirically know it. And until the digital data actualizes itself, the building qua building is no more than one single, potential possibility among many others. This new universe of digital design/fabrication does not only cause buildings to be produced as quick, precise, multiply-generated objects but also reduces their presence as original entities. Like cars and fashion items, built structures will soon be manufactured as routinely-consumed items that would look original only through the subtle mechanisms of flexibility: frequent alteration of prototype design (Style 2010, Style 2015..) and “perpetual profiling” (mine, yours, hers,..). The generic will necessarily take over the circumstantial. But this truth will be veiled since “customized prototypes” will be produced or altered to individual or personal specifications. This implies that certain “myths” have to be generated to speed up consumption, to stimulate excessive use and to lock people into a continuous system which can generate consumption through a vocabulary of interchangeable, layered and repeatable functions. Samples of “next season’s buildings” will be displayed and disseminated to enforce this strategy of stimulating and channeling desire. A degree of manipulation is involved, and the consumer is flattered into believing that his or her own free assessment of and choice between the options on offer will lead him or her to select the product the advertiser is seeking to sell. From the standpoint of the architect as a maker, the rising upsurge of digital design and fabrication could leave us mourning the loss of what has been a personal stomping ground, namely the intensity of the directly lived experiences of design and building. The direct, sensuous contact with drawings, models and materials is now being lost to a (digital) realm whose attributes refer to physical reality only remotely. Unlike (analogue) drawings and buildings, digital manipulations and prototypes do not exercise themselves in a real space, and are not subjected in the most rigorous way to spatial information. They denote in this sense a loss of immediacy and a withering of corporal thought. This flexible production of space and the consequent loss of immediate experience from the part of the designer will be analyzed within a theoretical framework underpinned mainly by the works of Walter Benjamin. Samples of digitally-produced objects will be used to illustrate this argument.
series ASCAAD
email
last changed 2011/03/01 07:36

_id caadria2011_067
id caadria2011_067
authors Neisch, Paulina
year 2011
title Colour-code models: The concept of spatial network
doi https://doi.org/10.52842/conf.caadria.2011.707
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 707-716
summary The main goal for the architects or planners is to understand a perspective of the user. The foundation of the design process is to create buildings and environments, which will be both innovative and functional for all types of users, including adults and children. While planning the environments for children the particular aspects should be considered. The important questions are: What kind of contact does child have with the city, urban places and buildings? How does the child construct the picture of the city? What kind of urban or architectural spaces contributes to the relation that a child has with the environment? Most of the previous studies concentrating on creation of spaces for children have focused on the perspectives that have adults. According to CAADRIA 2010 paper, the objective of our study was to “learn about” (get to know the) children’s perception of everyday places. The main goal of the project was to define an appropriate tool for the design process. We identified three elements, which were considered to be the most important for child’s identification with environment: home, school, and the journey from home to school. For this purpose, children living in a residential community in Bangkok were surveyed. Contrariwise to the quantitative approach (Neisch, 2010), the concept of Colour – Code Models of space propose a qualitative development of this research – a graphic language which allow to understand the children’s spatial world, the novel way to analyze and present space, useful for educate architects and planners.
keywords Spatial network; perception and representation of environment; drawing processing; data analyses; design for children
series CAADRIA
email
last changed 2022/06/07 07:58

_id ascaad2010_271
id ascaad2010_271
authors Sharkasi, Nour; Ramzi Hassan and Caroline M. Hagerhal
year 2010
title Presence in Virtual Cave
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. 271-278
summary Virtual Reality (VR) is usually recognized as a tool that enables the viewer to move freely in a three dimensional digital environment. In this virtual world, different levels of immersion could be reached. Using VR to visualize sites and places from the past, presents and future is widely acknowledged. This study is making use of a recently installed U-Cave theatre at Birzeit University (BZU) in Palestine and a Con-Cave VR theatre at the Norwegian University of Life Sciences (UMB).In the study, we test hypotheses connected to presence in virtual reality environments, using the case of historical sites. Historical sites in general are important for reasons of cultural identification and environmental integrity. In many historical sites, it is difficult for a layperson to read and understand the meaning of the site, for that the remaining ruins don’t provide enough information. This study will contribute to improving the public understanding for historical sites by unfolding the role of Virtual Reality to overcome the harsh reality of many damaged historical sites. The story-line of the site can be easily portrayed by re-constructing the original site in a virtual environment. The study also elaborates on the enriched sense of presence made possible by implementing different levels of details in the VR environment. Presence in VR environments is usually defined as “being there”, with high consideration of the physical ether of the virtual environment, the definition confines attention to the sensation of place. This study calls for expanding the attention to the dimension of time that is made possible by innovative design of VR environment. The study argues that virtual reality technology does not only provide a 3-D experience to subjects, it can also add a fourth dimension by conveying the unconsciousness of man from the meanwhile moment to a different timeframe. Based on the current knowledge on presence in virtual environments, we will use a questionnaire to measure subjective presence for the two VR theatre systems. The study will make use of the following factors in order to determine the degree of presence in the virtual environment: (1) naturalness of interface design and involvement, (2) control and interaction, (3) quality of technical capabilities, and (4) negative effects. The outcome of the study will verify or falsify some of the following hypotheses: • There is a correlation between modeling techniques and presence. The perception of the visual experience differs between traditional media and an immersive VR environment. • A presentation of a historical site in a VR-Cave environment will increase our subject’s awareness of the identity of the historical site. • The presence level is correlated to previous real exposure. Subjects who had been to a ruined historical site in real life, would experience higher level of presence toward the VR presentation than those who had not been to the historical site in reality. • Because of the display enclosure surround effect, it is believed that presence in a Con-Cave would be higher than of U-Cave VR environment.
series ASCAAD
type normal paper
email
last changed 2011/03/01 07:47

_id ascaad2010_261
id ascaad2010_261
authors Steinø, Nicolai
year 2010
title Parametric Thinking in Urban Design
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. 261-270
summary The paper states that most applications of parametric modeling to architecture and urban design fall into one of two strands of either form for form’s sake, or the negotiation of environmental concerns, while approaches which allow scenarios to be easily tested and modified without the application of complex and expensive technologies are mostly absent, although they seem appropriate in urban design. A survey of existing approaches confirms the statement, and an example of the application of basic knowledge of geometry and parametric thinking to urban design forms the argument of the paper. The pros and cons of this simple approach is discussed, and the paper concludes, that while it does not represent a suitable solution in all cases, it fills a gap among the existing approaches to parametric urban design.
series ASCAAD
email
last changed 2011/03/01 07:36

_id acadia10_196
id acadia10_196
authors Tenu, Vlad
year 2010
title Minimal Surfaces as Self-organizing Systems
doi https://doi.org/10.52842/conf.acadia.2010.196
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. 196-202
summary Minimal surfaces have been gradually translated from mathematics to architectural design research due to their fascinating geometric and spatial properties. Tensile structures are just an example of their application in architecture known since the early 1960s. The present research relates to the problem of generating minimal surface geometries computationally using self-organizing particle spring systems and optimizing them for digital fabrication. The algorithm is iterative and it has a different approach than a standard computational method, such as dynamic relaxation, because it does not start with a pre-defined topology and it consists of simultaneous processes that control the geometry’s tessellation. The method is tested on triply periodic minimal surfaces and focused on several fabrication techniques such as a tensegrity modular system composed of interlocked rings (Figure 1).
keywords Minimal Surfaces
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ascaad2014_023
id ascaad2014_023
authors Al-Maiyah, Sura and Hisham Elkadi
year 2014
title Assessing the Use of Advanced Daylight Simulation Modelling Tools in Enhancing the Student Learning Experience
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 303-313
summary In architecture schools, where the ‘studio culture’ lies at the heart of students’ learning, taught courses, particularly technology ones, are often seen as secondary or supplementary units. Successful delivery of such courses, where students can act effectively, be motivated and engaged, is a rather demanding task requiring careful planning and the use of various teaching styles. A recent challenge that faces architecture education today, and subsequently influences the way technology courses are being designed, is the growing trend in practice towards environmentally responsive design and the need for graduates with new skills in sustainable construction and urban ecology (HEFCE’s consultation document, 2005). This article presents the role of innovative simulation modelling tools in the enhancement of the student learning experience and professional development. Reference is made to a teaching practice that has recently been applied at Portsmouth School of Architecture in the United Kingdom and piloted at Deakin University in Australia. The work focuses on the structure and delivery of one of the two main technology units in the second year architecture programme that underwent two main phases of revision during the academic years 2009/10 and 2010/11. The article examines the inclusion of advanced daylight simulation modelling tools in the unit programme, and measures the effectiveness of enhancing its delivery as a key component of the curriculum on the student learning experience. A main objective of the work was to explain whether or not the introduction of a simulation modelling component, and the later improvement of its integration with the course programme and assessment, has contributed to a better learning experience and level of engagement. Student feedback and the grade distribution pattern over the last three academic years were collected and analyzed. The analysis of student feedback on the revised modelling component showed a positive influence on the learning experience and level of satisfaction and engagement. An improvement in student performance was also recorded over the last two academic years and following the implementation of new assessment design.
series ASCAAD
email
last changed 2016/02/15 13:09

_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_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 acadia10_372
id acadia10_372
authors Dierichs, Karola; Menges, Achim
year 2010
title Material Computation in Architectural Aggregate Systems
doi https://doi.org/10.52842/conf.acadia.2010.372
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. 372-378
summary Aggregates are defined as large amounts of elements being in loose contact. In architecture they are mainly known as an additive in concrete construction. Relatively few examples use aggregates in their unbound form as an architectural material system in their own right. The investigation of potential architectural applications however is both a very relevant and unexplored branch of design research. Loose granular systems are inherently different from other architectural construction systems. One of the most decisive distinctions lies in the way information on those granular architectural systems is being generated, processed, and integrated into the design process. Several mathematical methods have been developed to numerically model granular behaviour. However, the need and also the potential of using so-called ,material’ computation is specifically relevant with aggregates, as much of their behaviour is still not being described in these mathematical models. This paper will present the current outcome of a doctorate research on aggregate architectures with a focus on information processing in machine and material computation. In the first part, it will introduce definitions of material and machine computation. In the second part, the way machine computation is employed in modelling granulates will be introduced. The third part will review material computation in granular systems. In the last part, a concrete example of an architectural aggregate model will be explained with regard to the given definition of material computation. Conclusively a comparative overview between material and machine computation in aggregate architectures will be given and further areas of development will be outlined.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id caadria2010_001
id caadria2010_001
authors Hsu, Tse-Wie; Shang-Chia Chiou and Jen Yen
year 2010
title Vine grammar generative system
doi https://doi.org/10.52842/conf.caadria.2010.009
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 9-18
summary Graphic designers always take both time and efforts when they are creating a decorative pattern with complicated curves and a great deal of motifs. Although there are many sourcebooks of decorative patterns, the satisfaction of the results couldn’t accomplish with designer’s requirements. Thus, graphic designers need a faster and easier system to create decorative patterns in classical style. There are a few effiencient methods to analysis curves and surfaces in the development of shape grammars. The purpose of this research is to develop Vine Grammar based on shape grammars. The vine grammar analyses principles hidden in the language of deisgn works to create the order, then generates design by using Bézier curves. This research also presents the development of a decorative pattern generative system called Shlishi by using FLASH Action Script 2.0. The grammar can be applied with computers and to verify rules quickly by Shlishi. The intention of this research is to make graphic designers to use these rules to create decorative patterns of plants in classic style and to produce satisfactory results for designer more efficiently or to make the results the source materials for the follow-up design works.
keywords Vine; Shlishi; decorative patterns; shape grammar; generative design system
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2010_179
id ascaad2010_179
authors Jones, Charles; Kevin Sweet
year 2010
title Over Constrained
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. 179-188
summary Parametric software has fundamentally changed the way in which architecture is conceptualized, developed and even constructed. The ability to assign parameters or numeric variables to specific portions of a project has allowed designers the potential to test variations of their design. Small changes to a single parameter can have an exponential effect on the designed object and alter its appearance beyond original preconceptions in both positive and negative ways. Parametric software also has the ability to constrain or restrict geometry to set values, parameters or conditions. This has the benefit of allowing portions of a form to remain constant or unchanged while simultaneously allowing for a great degree of flexibility in response to a design intent. Constraining portions of a design allows architects to respond to existing or unalterable conditions by ""locking down"" information within a project and then explore those portions that can change more freely. This programmed relationship between the parameter and the form, once established, can give the illusion of minimal effort for maximum output. The ease in which geometrical form can be altered and shaped by a single variable can mislead beginning designers into thinking that the software makes these relationships for them. What is hidden, is the programming or connections needed between the parameters and the geometry in order to produce such dramatic change. Finally, thinking parametrically about design reintroduces the concept of a rigorous, intent driven, fabrication oriented practice; a practice lost in a digital era where the novelty of new tools was sufficient to produce new form. Because parametric models must have established relationships to all parts of the design, each component must have a purpose, be well thought out, and have a direct relationship to a real world object. The introduction of parametric design methodologies into an architectural pedagogy reestablishes architectural praxis in an academic setting. Students are taught to design based on creating relationships to connected components; just as they would do in a professional architectural practice. This paper outlines how Digital Project – a parametric based software – was introduced into an academic setting in an attempt reconnect the ideologies of academia with the practicalities of professional practice. In order to take full advantage of Digital Project as a parameter based software, a project that creates modular, flexible geometries was devised. Produced over one semester, the project set out to find ways of controlling designed geometry through variable parameters that allowed the initial module to be instantiated or replicated into a wall condition: maintaining a unified whole of discrete components. This paper outlines this process, the results and how the outcomes demonstrates the parametric ideologies described above.
series ASCAAD
email
last changed 2011/03/01 07:36

_id ecaade2010_167
id ecaade2010_167
authors Kunze, Antje; Schmitt, Gerhard
year 2010
title A Conceptual Framework for the Formulation of Stakeholder Requirements
doi https://doi.org/10.52842/conf.ecaade.2010.697
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.697-705
summary We need to face challenging needs for the planning of sustainable future cities. New methods in urban simulation enhance significantly the early urban design phase. However, these promising methods will only be sustainable if they consider stakeholder participation from the very beginning. Therefore we propose a conceptual framework for the formulation of stakeholder requirements, which enables the iterative modification of an urban model inside participatory workshops. A special emphasis concentrates on environmental, social and economical factors. The requirements posed by the stakeholders are instantly transferred into urban design patterns. Each single pattern stands for a solution for a specific problem that is integrated and visualized in a procedural model. Our goal is to create a participatory process that takes advantages by the use of comprehensive urban design patterns. The results are integrated within an interactive procedural model that communicate the most important guidelines for the planning of sustainable future cities.
wos WOS:000340629400075
keywords Decision-making process; Stakeholder participation; Shape grammars; Urban patterns; Urban planning
series eCAADe
email
last changed 2022/06/07 07:52

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