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 435

_id caadria2010_034
id caadria2010_034
authors Chung, Daniel Hii Jun and Malone-Lee Lai Choo
year 2010
title Computational fluid dynamics for efficient urban design
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 357-366
doi https://doi.org/10.52842/conf.caadria.2010.357
summary Computational fluid dynamics (CFD) is a method of solving and analysing problems that involved fluid flows. In the field of architecture, urban design and urban planning, CFD is useful for the analysis of ventilation and airflow in the built environment, especially in very dense cities. This paper will look into the possibility of making CFD more accessible to the general design and planning field. A simulation is done on a urban design proposal to quickly see how air flow behaves around it. From there, it looks into the future where technology will make CFD simulation more easily adopted and the possibilities of integrating the ventilation analysis with other environmental analysis results into the urban design arena.
keywords Computational fluid dynamics; sustainability; high density; urban design; airflow
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2010_090
id ecaade2010_090
authors Ladouce, Nicolas; Hee, Limin; Janssen, Patrick T.
year 2010
title Urban Space Planning for Sustainable High Density Environment
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.777-785
doi https://doi.org/10.52842/conf.ecaade.2010.777
wos WOS:000340629400083
summary In this paper we investigate the possibilities of new typologies of urban public space for high density environments. The premise for the project would be that with new high-density typologies, it would be necessary to consider a difference in the nature of urban public spaces rather than a difference in degree from the status quo. From observations of urban patterns that drive collective, hybrid spaces around Asia, relationships between urban attributes are drawn. For this paper we shall focus on the particular case of Linked Hybrid, Beijing, China, as an elevated urban public space. A literature review focuses on reviewing key theories to construct and adopt a rating system to develop an empirical framework to evaluate the case studies and extract the key attributes. These rated attributes are then abstracted in a real-time model that enables user manipulation. The purpose is to create a tool to better observe the effects and evolution of planning decisions for future urban spaces in high density contexts. The preliminary results are consistent with the idea that selected spatial parameters of a space may be embedded into a “barcode” and referenced as a type. The combination of different types, hence their parameters may be used for effective replication of their characteristics to improve the decision-making process for urban designers. The research is not intended to reproduce the successful urban public spaces but rather result in a catalogue of typologies which can be referred to during the initial stages of planning to provide an indication of spatial qualities.
keywords High density environments; Collective urban space; Hybrid typologies; Parametric urbanism
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia20_464
id acadia20_464
authors Elberfeld, Nathaniel; Tessmer, Lavender; Waller, Alexandra
year 2020
title A Case for Lace
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 464-473.
doi https://doi.org/10.52842/conf.acadia.2020.1.464
summary Textiles and architecture share a long, intertwined history from the earliest enclosures to contemporary high-tech tensile structures. In the Four Elements of Architecture, Gottfried Semper (2010) posited wickerwork and carpet enclosures to be the essential origins of architectural space. More recently, architectural designers are capitalizing on the characteristics of textiles that are difficult or impossible to reproduce with other material systems: textiles are pliable, scalable, and materially efficient. As industrial knitting machines join robotic systems in architecture schools with fabrication- forward agendas, much of the recent developments in textile-based projects make use of knitting. In this paper, we propose an alternative textile technique, lacemaking, for architectural fabrication. We present a method for translating traditional lacemaking techniques to an architectural scale and explore its relative advantages over other textiles. In particular, we introduce bobbin lace and describe its steps both in traditional production and at an architectural scale. We use the unique properties of bobbin lace to form workflows for fabrication and computational analysis. An example of computational analysis demonstrates the ability to optimize lace-based designs towards particular labor objectives. We discuss opportunities for automation and consider the broader implications of understanding a material system relative to the cost of labor to produce designs using it.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_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_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 acadia10_133
id acadia10_133
authors Kim, Jong Bum, Clayton, Mark J.
year 2010
title Support Form-based Codes with Building Information Modeling – The Parametric Urban Model Case Study
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. 133-138
doi https://doi.org/10.52842/conf.acadia.2010.133
summary This study aims to develop the parametric urban model to support Form-based Codes (FBCs) by using Object-Oriented Parametric Modeling (OOPM) and Building Information Modeling (BIM). FBCs have been used to substitute conventional land-use and zoning regulations in the United States. In many cities, FBCs were implemented successfully, but excessive design constraints, difficult code making process, and missing density of FBCs are criticized. As a response to the increasing needs of parametric modeling approaches in the urban design domain, we applied BIM and OOPM techniques in two case studies. We conclude that BIM and OOPM have a great potential to support planning and design processes, and that the parametric urban model allows FBCs to be more flexible, interpretable, and interoperable.
keywords Form-based Codes, Building Information Modeling, Object-Oriented Parametric Modeling
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id 4d7d
id 4d7d
authors Marionyt Tyrone Marshall
year 2010
title HYGROSCOPIC CLIMATIC MODULATED BOUNDARIES: A Strategy for Differentiated Performance Using a Natural Circulative and Energy Captive Building Envelope in Hot and Moisture Rich Laden Air Environments
source Perkins+Will Research Journal, Vol 02.01, 41-53
summary The operation and construction of buildings account for almost half of the energy use in the United States. To meet global climate change targets, energy consumption of buildings in the long term must be reduced as well as carbon dioxide emissions. This article explores a theoretical building envelope that generates energy and produces water by drawing water vapor out of the air to deliver new sources of water; it lowers indoor humidity in hot and humid climates. The design in this model considers materiality, surface area and environmental conditions to influence build- ing form. The case in this article considers materials and systems application in the design of the building envelope. The hygroscopic building envelope design strategically senses varying conditions of concentration and density of moisture laden air to provide visual indications of its performance. It is a building skin that emulates biological processes by creating pressure differences and transferring energy in various forms.
keywords biomimetics, building envelope, building façade, computational design, computational control, humidity, hygroscopic, renewable resources
series journal paper
type normal paper
email
more http://www.perkinswill.com/research/research-journal-vol.-02.01.html
last changed 2010/10/31 02:39

_id ecaade2010_181
id ecaade2010_181
authors Turrin, Michela; von Buelow, Peter; Stouffs, Rudi; Kilian, Axel
year 2010
title Performance-Oriented Design of Large Passive Solar Roofs: A method for the integration of parametric modelling and genetic algorithms
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.321-330
doi https://doi.org/10.52842/conf.ecaade.2010.321
wos WOS:000340629400034
summary The paper addresses the design of large roof structures for semi outdoor spaces through an investigation of a type of performance-oriented design, which aims at integrating performance evaluations in the early stages of the design process. Particularly, aiming at improving daylight and thermal comfort under large structures, the paper focuses on the exploration of passive solar strategies to reduce the need for imported energies. Referring to this context, the potential of parametric modeling is investigated with respect to performance-oriented design and a method, denoted ParaGen, is presented, based on the integration of parametric modeling and genetic algorithms. The potentials of the method are shown by discussing a case study, the roof SolSt. The design process of SolSt is based on parametric variations of its curvature, the density of its modules and the geometry of its cladding and explored based on the daylight and solar exposure of the covered spaces.
keywords Performance-oriented design; Parametric modeling; Genetic algorithms; Passive solar strategies; Large roofs
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2010_092
id ecaade2010_092
authors Zhang, Ji; Heng, Chye Kiang; Hii, Daniel Jun Chung; Janssen, Patrick; Malone-Lee, Lai Choo; Tan, Beng Kiang
year 2010
title Evaluating the Environmental Implications of Density: A comparative case study on the relationship between density, urban block typology and sky view factor performance
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.515-527
doi https://doi.org/10.52842/conf.ecaade.2010.515
wos WOS:000340629400056
summary This study explores the relationship between density, built form typologies and their respective environmental quality in terms of Sky View Factor (SVF) distribution on both the facade and ground levels by examining representative residential precincts and urban street blocks. The findings demonstrate that the performances in terms of facade and ground level SVF distribution vary across cases under study. The differences in the variations of their SVF performances as a result of the increase of density suggest that alternative urban block typologies can be explored, when targeting at higher density development, that provide different spatial configurations and an equally good or better SVF performance than that of some of the existing urban block and precinct typologies.
keywords Density; Urban street block; Precinct; Typology; Sky view factor; Environmental performance
series eCAADe
email
last changed 2022/06/07 07:57

_id ascaad2010_241
id ascaad2010_241
authors Aboreeda, Faten; Dina Taha
year 2010
title Using Case-Based Reasoning to Aid Sustainable 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. 241-246
summary Since so far there exists only one planet, sustainable design is considered the (ethical) future in all fields of design. Although both architecture and construction are being considered major emitters of green house gases, a wise design not only can lead to minimizing this impact but it can also lead to restoring and regenerating the environment to a sustainable state. This paper presents an on-going research that aims at simplifying the elements and facilitating the process of sustainable design by using case-based reasoning. This is achieved through learning from past experiences; both good and bad ones, by providing a database application with a process-friendly interface which divides the main pillars of sustainable design into categories. Each building contains different stories related to different sustainable related issues. Each story can be repeated in /linked to many buildings. By providing designers with those past experiences, it is believed that deeper-studied designs can be more easily developed. Also a deeper analysis and understanding can be further implemented and produced with less effort for experienced and non-experienced architects in sustainable design. This would also decrease the consumption of time during the design process and encourage even more designers to integrate the sustainability concept into more designs. This research discusses the influence of sustainable design within the architectural domain, and suggests a computer application that aids architects during the preliminary design processes.
series ASCAAD
email
last changed 2011/03/01 07:36

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

_id caadria2010_022
id caadria2010_022
authors Ambrose, Michael A. and Lisa Lacharité-Lostritto
year 2010
title Representation in a time of re-presentation: design media processes in architectural education
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 229-238
doi https://doi.org/10.52842/conf.caadria.2010.229
summary This paper examines what is appropriate and valuable to include in architectural education in light of changing representational conventions and techniques. Architecture finds itself at a unique moment in time where the means of production for the profession, and indeed the entire discipline, are transforming and fundamentally undermine the existing models of education, production and understanding. The threat to architecture education is that architecture becomes learned techniques rather than a way of operating within a body of knowledge that grows and responds to its context. These digital media processes offer contemporary education new and challenging ways to communicate ideas, sometimes subverting the imperative for “drawing” as the representation does not refer to information in the abstract, but IS the information quite literally.
keywords Design education; design theory; digital design representation
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2010_47
id sigradi2010_47
authors Angulo, Antonieta; Mounayar Michel
year 2010
title Virtual Sets: A Mixed Reality Application for an Old Practice
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 47-50
summary This paper chronicles the implementation of state - of - the - art virtual set technology through the teaching of an independent study course at Ball State University. The paper describes the use of independent study formats as a means to initiate teaching of emergent media that does not fit neatly into specific academic silos. In addition to its learning potential this technology offers a new practice area for architects and designers that have an understanding of communication studies and space design at the crossroads of imagination. The creative realm for new emergent media and markets requires new teaching formats, opportunities and challenges for future implementation.
keywords virtual sets, design communications, 3D modeling, design, mixed reality
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia10_263
id acadia10_263
authors Beaman, Michael Leighton; Bader, Stefan
year 2010
title Responsive Shading | Intelligent Façade Systems
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. 263-270
doi https://doi.org/10.52842/conf.acadia.2010.263
summary As issues of sustainability gain traction for architects, methodologies for designing, analyzing, and calibrating design solutions have emerged as essential areas of research and development. A number of approaches have been pursued with regard to embedding data into the design process, most fall into one of two approaches to research. The first approach is to mediate environmental impact at the level of applied technology; the second alters building methods and material construction, generating efficient energy use. However, few approaches deal with the crafting of relationships between information and performance on an architectural level. We will examine an approach focused on understanding how crafting relationships between information and design can move architecture towards achieving sustainability. In developing this approach, we created a data-driven design methodology spanning from design inception to construction. Data-driven models, common in the fields of natural science, offer a method to generate and test a multiplicity of responsive solutions. By contextualizing the solutions generated, we were able design though a set of specific and controlled responses rather than as a singular solution. Information utilization requires a new kind of craft that moves beyond instances into relationships and offers performance sensitive issues in design a focused trajectory. We applied this method to the research and development of a responsive shading structure built in conjunction with a thermal testing lab for two test locations – Austin, Texas (Figure. 1 and 2) and Munich, Germany. The following paper chronicles the design and construction at the Texas site over an academic semester.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

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

_id ijac20108408
id ijac20108408
authors Brown, Andre; Nicholas Webb
year 2010
title Examination of the Designs by Auguste Perret Using Digitally-Enabled Forensic Techniques
source International Journal of Architectural Computing vol. 8 - no. 4, p. 537
summary This paper discusses how digitally-enabled techniques can be used to augment our understanding of a designer's work, particularly in relation to unbuilt or lost projects. In the first half of the twentieth century Auguste Perret gained international recognition for his buildings and we employ two of his unbuilt museums as the basis for illustration of the technique. Current knowledge of his unbuilt projects is based on surviving literature and incomplete illustrations. We show that the use of digitally-enabled techniques facilitates a fuller examination of the original material. Interpretation of material requires parallel studies into the architect, their influences and the context they operated within in order to extrapolate and fill gaps in an informed way. The construction of various digital representations enables a forensic analysis of the projects; consequently we can produce a richer set of information that can, in turn, enhance our analysis and understanding of an architect and their work, in this case, Perret.
series journal
last changed 2019/05/24 09:55

_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 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_012
id caadria2010_012
authors Gu, Ning; Vishal Singh and Kathryn Merrick
year 2010
title A framework to integrate generative design techniques for enhancing design automation
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 127-136
doi https://doi.org/10.52842/conf.caadria.2010.127
summary This paper presents and demonstrates a computational framework that facilitates the integration of different generative design techniques to enhance design automation. The framework is based on the evaluation and comparison of four main generative design algorithms. Effectiveness of the framework is demonstrated through an example scenario. Compared to most existing generative design systems that are based on one of the techniques, which often bias the generative design process in a certain direction, new generative design systems by applying the proposed framework will provide the trigger at each stage as demonstrated in the example scenario for the designer to perceive the emergent designs from different viewpoints. This advantage will enhance design generation and automation by assisting the designer in making more informed decisions in understanding and selecting the suitable generative techniques for different design needs.
keywords Generative design systems; shape grammars; L-systems; cellular automata; genetic algorithms
series CAADRIA
email
last changed 2022/06/07 07:51

_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

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