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 448

_id ecaade2010_054
id ecaade2010_054
authors Wurzer, Gabriel; Fioravanti, Antonio; Loffreda, Gianluigi; Trento, Armando
year 2010
title Function & Action: Verifying a functional program in a game-oriented environment
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.389-394
doi https://doi.org/10.52842/conf.ecaade.2010.389
wos WOS:000340629400041
summary The finding of a functional program for any kind of building involves a great amount of knowledge about the behavior of future building users. This knowledge can be gathered by looking at relevant building literature (Adler, 1999; Neufert and Neufert, 2000) or by investigating the actual processes taking place in similar environments, the latter being demonstrated e.g. by (Schütte-Lihotzky, 2004) or new functionalist approaches of the MVRDV group (Costanzo, 2006)). Both techniques have the disadvantage that the architect might assume a behavior which is seldom experienced in real life (either through lack of information or by failing to meet the building user’s expectations). What is needed is a verification step in which the design is tested on real users. We have devised a game-like environment (Figure 1a) in which it is possible to capture the behavior of future building users in order to verify the relevance of the design even at a very early stage. As result of applying our approach, we can find previously overlooked usage situations, which may be used to further adapt the design to the user’s needs.
keywords Requirements checking; Participative design
series eCAADe
email
last changed 2022/06/07 07:57

_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 ijac20108207
id ijac20108207
authors Wurzer, Gabriel
year 2010
title Schematic Systems - Constraining Functions Through Processes (and Vice Versa)
source International Journal of Architectural Computing vol. 8 - no. 2, 201-217
summary We propose a novel computer-based design method for planning process-driven buildings which extends the traditional architectural schema to include processes. Each function in the schema can be tied to a process, giving us the ability to find (1.) functions that are not present in any process (2.) processes that lack some of their required functions. As benefit of our approach, we can keep functional program and process models of the building consistent and help bridge the communication gap between process planners and architects, simulating the entered processes as we go along.
series journal
last changed 2019/05/24 09:55

_id sigradi2010_39
id sigradi2010_39
authors Piazentin, Ono Jorge Henrique; Corbucci Caldeira Marco Antonio
year 2010
title Graphical Simulator for a Robotic Environment
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 39-42
summary In this paper we present a didactic tool named “STORM”, which simulates a real environment in which students can control and program a robot in a very basic way by simply setting switches to configure an action or an activity to be carried out by the robot. The control interface is totally graphic, so it can be used by students from primary schools to universities. The objective of the simulator is to create learning objects to develop the dynamic and strategic competences of students in addition to concepts such as robot navigation and control, and computer programming.
keywords robotics, simulation, robotic education
series SIGRADI
email
last changed 2016/03/10 09:57

_id ecaade2010_207
id ecaade2010_207
authors Pellitteri, Giuseppe; Lattuca, Raimondo; Conti, Giuseppe; De Amicis, Raffaele
year 2010
title A Generative Design System to Interactively Explore Different Urban Scenarios
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.851-859
doi https://doi.org/10.52842/conf.ecaade.2010.851
wos WOS:000340629400091
summary In this paper we present a new parametric approach based on urban regulation, in order to generate digital models of building, directly within a three-dimensional geo-referenced environment. The system allows user, through implementation of specific generative procedures, to manage interactive architectural design processes. The designer is able to explore all possible infinite scenarios and the various possible design alternatives, by changing the parameters values and verifying in real time the results of the changes. This paper presents a short review of the main related works and an experiment.
keywords Generative design; Architectural design; Urban design; Interactive design
series eCAADe
email
last changed 2022/06/07 07:59

_id cf2011_p109
id cf2011_p109
authors Abdelmohsen, Sherif; Lee Jinkook, Eastman Chuck
year 2011
title Automated Cost Analysis of Concept Design BIM Models
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. 403-418.
summary AUTOMATED COST ANALYSIS OF CONCEPT DESIGN BIM MODELS Interoperability: BIM models and cost models This paper introduces the automated cost analysis developed for the General Services Administration (GSA) and the analysis results of a case study involving a concept design courthouse BIM model. The purpose of this study is to investigate interoperability issues related to integrating design and analysis tools; specifically BIM models and cost models. Previous efforts to generate cost estimates from BIM models have focused on developing two necessary but disjoint processes: 1) extracting accurate quantity take off data from BIM models, and 2) manipulating cost analysis results to provide informative feedback. Some recent efforts involve developing detailed definitions, enhanced IFC-based formats and in-house standards for assemblies that encompass building models (e.g. US Corps of Engineers). Some commercial applications enhance the level of detail associated to BIM objects with assembly descriptions to produce lightweight BIM models that can be used by different applications for various purposes (e.g. Autodesk for design review, Navisworks for scheduling, Innovaya for visual estimating, etc.). This study suggests the integration of design and analysis tools by means of managing all building data in one shared repository accessible to multiple domains in the AEC industry (Eastman, 1999; Eastman et al., 2008; authors, 2010). Our approach aims at providing an integrated platform that incorporates a quantity take off extraction method from IFC models, a cost analysis model, and a comprehensive cost reporting scheme, using the Solibri Model Checker (SMC) development environment. Approach As part of the effort to improve the performance of federal buildings, GSA evaluates concept design alternatives based on their compliance with specific requirements, including cost analysis. Two basic challenges emerge in the process of automating cost analysis for BIM models: 1) At this early concept design stage, only minimal information is available to produce a reliable analysis, such as space names and areas, and building gross area, 2) design alternatives share a lot of programmatic requirements such as location, functional spaces and other data. It is thus crucial to integrate other factors that contribute to substantial cost differences such as perimeter, and exterior wall and roof areas. These are extracted from BIM models using IFC data and input through XML into the Parametric Cost Engineering System (PACES, 2010) software to generate cost analysis reports. PACES uses this limited dataset at a conceptual stage and RSMeans (2010) data to infer cost assemblies at different levels of detail. Functionalities Cost model import module The cost model import module has three main functionalities: generating the input dataset necessary for the cost model, performing a semantic mapping between building type specific names and name aggregation structures in PACES known as functional space areas (FSAs), and managing cost data external to the BIM model, such as location and construction duration. The module computes building data such as footprint, gross area, perimeter, external wall and roof area and building space areas. This data is generated through SMC in the form of an XML file and imported into PACES. Reporting module The reporting module uses the cost report generated by PACES to develop a comprehensive report in the form of an excel spreadsheet. This report consists of a systems-elemental estimate that shows the main systems of the building in terms of UniFormat categories, escalation, markups, overhead and conditions, a UniFormat Level III report, and a cost breakdown that provides a summary of material, equipment, labor and total costs. Building parameters are integrated in the report to provide insight on the variations among design alternatives.
keywords building information modeling, interoperability, cost analysis, IFC
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 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
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.151-156
doi https://doi.org/10.52842/conf.ecaade.2010.151
wos WOS:000340629400016
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.
keywords Interaction; Virtual environments; Time based media; Curriculum; Intelligent environments
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac20108301
id ijac20108301
authors Chok, Kermin; Mark Donofrio
year 2010
title Abstractions for information based design
source International Journal of Architectural Computing vol. 8 - no. 3, pp. 233-256
summary This paper discusses how live linkages between parametric geometry, structural analysis and optimization can be leveraged to explore an architectural massing from different perspectives of optimum assuming a set of cost and value characteristics. Broad performance measures such as program area, cladding surface and structural quantities were computed for each geometry variation and collected. Optimums from different perspectives (structure, developer, designer) were extracted for each height category and compared. To further inform and engage stakeholders, a variety of visualization and filtering techniques have been implemented. These new techniques and associated distillation of data aids the design team in understanding the design space. A script based approach towards geometry and data management has led to a shift towards active option evaluation and a more interactive approach to form exploration. A generic workflow for structural analysis, design and optimization has been implemented and this ability to engineer at a greater velocity will move the design profession towards a more collaborative and information based design environment.
series journal
last changed 2019/05/24 09:55

_id caadria2010_008
id caadria2010_008
authors Di Mascio, Danilo
year 2010
title Preserving memories with digital media: a methodology for the reconstruction of Castelnuovo Village
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 83-92
doi https://doi.org/10.52842/conf.caadria.2010.083
summary The historical centre of the village of Castelnuovo (located in Abruzzo, a region in central of Italy) was seriously damaged by the earthquake of the 6th of April 2009. Following the survey by the Civil Protection, all dwellings have been classified as unsuitable for habitation. The village should be either abandoned or totally rebuilt. But which is its value? Is there something worth of being preserved? If observed from a biodiversity point of view, or more precisely from a “cultural biodiversity” point of view, the historical centre possess interesting materials and immaterial characteristics. These qualities constitute real guidelines for a possible recovery project. Since there is not any possibility to make a survey of the inner village because of its destruction by the earthquake, in this research we have decided to use information technology, in order to rebuilt it and study it in a three-dimensional environment. In this paper we describe the theoretical basis, the method of elaboration and the instruments we have used to locate and evaluate the memories that should be preserved in a new project. Starting with a traditional documentation, such as photographs and drawings, we have used a variety of software (graphics editing program, CAD, 3D modeler, videogame 3D-engine), because of the several hypothesis considered.
keywords Digital heritage; digital design; design methods; digital reconstruction; memories conservation
series CAADRIA
email
last changed 2022/06/07 07:55

_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 ecaade2010_097
id ecaade2010_097
authors Kontovourkis, Odysseas
year 2010
title Computer-Generated Circulation Diagrams in Macro-Scale Design Investigation
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.623-632
doi https://doi.org/10.52842/conf.ecaade.2010.623
wos WOS:000340629400067
summary This paper demonstrates an ongoing research investigation, which is the continuation of the author’s doctoral research on a computer-based design approach that is used for the generation of circulation diagrams, and the spatial organization of functional areas in macro-scale design level. The paper introduces a computer program that is based on the idea of particle behavior modeling. The program simulates the human movement behavior in real time and in parallel, based on simple rules of interaction between particles. The model is called a ‘virtual force’ model, since the interaction between particles, and hence human movement behavior modeling, is achieved by using various forces that are acting upon each particle. Any changes on the rules of interaction can produce different results, allowing architects to investigate various design possibilities and study the human movement behavior in different design case studies. In this paper the idea of modeling such movement behavior is investigated and developed further, in order for it to be used for the design of circulation systems, and to suggest solutions to problems that occur in public areas of cities.
keywords Circulation diagrams; Human movement behavior; Macro-scale design
series eCAADe
email
last changed 2022/06/07 07:51

_id ecaade2010_158
id ecaade2010_158
authors Kuo, Jeannette; Zausinger, Dominik
year 2010
title Scale and Complexity: Multi-layered, multi-scalar agent networks in time-based urban design
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.651-657
doi https://doi.org/10.52842/conf.ecaade.2010.651
wos WOS:000340629400070
summary Urban design, perhaps even more than architecture, is a timedependent discipline. With its multi-layered complexities, from individual buildings to entire regions, decisions made at one level, that may not show effect immediately, may prove to have disastrous consequences further down the line. The need to incorporate time-based simulations in urban modeling, and the demand for a means of evaluating the changes have led to explorations with multi-agent systems in computation that allow for decisions to be decentralized. From the first basic rule-based system of Conway’s Game of Life [1] to recent urban simulations developed at institutions like the ETH Zurich [2], or UCL CASA [3], these programs synthesize the various exigencies into complex simulations so that the designer may make informed decisions. It is however not enough to simply use parametrics in urban design. Rules or desires implemented at one scale may not apply to another, while isolating each scalar layer for independent study reverts to the disjunctive and shortsighted practices of past planning decisions. Central to current parametric research in urban design is the need to deal with multiple scales of urbanism with specific intelligence that can then feed back into the collective system: a networked parametric environment. This paper will present the results from a city-generator, developed in Processing by Dino Rossi, Dominik Zausinger and Jeannette Kuo, using multiagent systems that operate interactively at various scales.
keywords Agent-based modeling; Cellular automata; Parametric urbanism; Neural network; Complexity; Genetic algorithm; Urban dynamics
series eCAADe
email
last changed 2022/06/07 07:52

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
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. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ijac20108103
id ijac20108103
authors Narahara, Taro
year 2010
title Designing for Constant Change: An Adaptable Growth Model for Architecture
source International Journal of Architectural Computing vol. 8 - no. 1, 29-40
summary Design of universal components that can tolerate technological, environmental, and circumstantial changes over time is a challenge for an architect. In this paper, I would like to propose a scaled prototype of architectural components that can reconfigure themselves into globally functional configurations based on feedback from locally distributed intelligence embedded inside the component. The project aims at demonstrating a design system that can respond to dynamically changing environment over time without imposing a static blueprint of the structure in a top-down manner from the outset of design processes. The control of the subunits are governed by the logic of a distributed system simulated by the use of multiple microcontrollers, and appropriate geometrical configurations will be computationally derived based on physical-environmental criteria such as solar radiation from various sensors and social-programmatic issues.
series journal
last changed 2019/05/24 09:55

_id caadria2011_067
id caadria2011_067
authors Neisch, Paulina
year 2011
title Colour-code models: The concept of spatial network
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
doi https://doi.org/10.52842/conf.caadria.2011.707
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 caadria2010_037
id caadria2010_037
authors Pelosi, Antony W.
year 2010
title Obstacles of utilising real-time 3D visualisation in architectural representations and documentation
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 391-400
doi https://doi.org/10.52842/conf.caadria.2010.391
summary This paper describes obstacles in using current generation software for real-time 3D visualisations in architectural representations. The obstacles discussed are focused on three areas, controllability of first person view navigation, spatial quality of real-time environment and geometry interoperability. With the increased influence of leading 3D computer games, how can AEC industries leverage the potentials they offer, advanced user interaction and realistic spatial environments. The paper compares CAD and BIM software with current generation 3D computer Game engines.
keywords Real-time; visualisation; game engine; architectural representation
series CAADRIA
email
last changed 2022/06/07 07:59

_id sigradi2011_091
id sigradi2011_091
authors Rodriguez Barros, Diana
year 2011
title Diseño de Productos y Modelado 3D Hiperrealistico. Un caso de enseñanza y práctica proyectual en entornos digitales [Product design and hyper realistic 3D model. A case of teaching and design practice in digital environments]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 411-414
summary We present a teaching experience carried out during the second quarter of 2010 in the Industrial Informatics 2 course of FAUD UNMdP Industrial Design Product oriented career, about three-dimensional and communication module. We tackle this practice, developed in the digital workshop environment, from the perspective of Design Thinking through an approach to the multidimensional implicit in the design process. The experience walked through the initial product selection and recognition of coding guidelines for design; redesign, 3D modeling and product prototyping; and result communicating. We consider have obtained multiple and original results to tackle, complement and resolve the design in virtual environments from the individual interests of students.
series SIGRADI
email
last changed 2016/03/10 09:59

_id ecaade2012_266
id ecaade2012_266
authors Casucci, Tommaso ; Erioli, Alessio
year 2012
title Behavioural Surfaces: Project for the Architecture Faculty library in Florence
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 339-345
doi https://doi.org/10.52842/conf.ecaade.2012.1.339
wos WOS:000330322400034
summary Behavioural Surfaces is a thesis project in Architecture discussed on December 2010 at the University of Florence. The project explores the surfacespace relationship in which a surface condition, generated from intensive datascapes derived from environmental data, is able to produce spatial differentiation and modulate structural and environmental preformance. Exploiting material self-organization in sea sponges as surfaces that deploy function and performance through curvature modulation and space defi nition, two different surface definition processes were explored to organize the system hierarchy and its performances at two different scales. At the macroscale, the global shape of the building is shaped on the base of isopotential surfaces while at a more detailed level the multi-performance skin system is defi ned upon the triply periodic minimal surfaces (TPMS).
keywords Digital datascape; Isosurfaces; Material intelligence; Minimal sufaces
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2013_228
id caadria2013_228
authors Gün, Onur Y. and Elliot E. Greenblatt
year 2013
title Tran[s] Quillity: The Dynamically Mediated Façade
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. 955-964
doi https://doi.org/10.52842/conf.caadria.2013.955
wos WOS:000351496100098
summary Media façades grant infinitely many faces to a building and can change the architectural meaning of what a façade is. They can also help to transform the face of the building into an over-size communication device for public (Borras, 2010). Contemporary media façades mostly rely on the content of their screens, and only a small number of them physicality of the screen itself. Precedent building façades that incorporate moving componentsareunable to function as displays. In this paper we present a media façade design, titled“Tran[s]quillity”, in which we fuse reconfigurable building com-ponents with display technologies to achieve a unique design. As well as fulfilling the function of a regular media wall -as a crisp screen- we imagine Tran[s]quillity as a transformable kinetic sculpture that can act as a screen of physical depth to introduce greater functionality and interactivity. 
keywords Media, Façade, Kinetic, LED, Image processing, Digital, Design, Architecture 
series CAADRIA
email
last changed 2022/06/07 07:50

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