CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id cf2011_p049
id cf2011_p049
authors Hii Jun Chung, Daniel; Chye Kiang Heng, Lai Choo Malone Lee, Ji Zhang
year 2011
title Analyzing the Ventilation Performance of Tropical High Density Residential Precincts using Computational Fluid Dynamics
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. 351-366.
summary Major cities in the world are getting bigger as they continue to grow to cater for more population increase. These cities normally forced the urban planning to go high density. In the tropical context, high density cities like Singapore and Hong Kong do not have the luxury of space to go low rise and compact. These cities have to build to the floor area ratio of 4 and above to cater for the population. Their only solution is to go up, as high as possible, to the extent that the natural wind flow pattern will be altered, which brings environmental impact to the people. This is generally not good since wind flow helps to maintain the thermal comfort of the people as heat and pollutants are being channeled out of the city to avoid Urban Heat Island effect. In the tropical context, wind flow is crucial to maintain people’s comfort as the temperature is generally very high from the exposure of the sun for the entire year. Studies have shown that wind flow plays the most significant part in maintaining human comfort despite exposing to direct sunlight in the tropics. Therefore, wind flow analysis is extremely crucial to make the design sustainable and energy efficient, as people will not have to depend on mechanical ventilation to compensate for the lack of wind flow. Computational Fluid Dynamics (CFD) has always been used in the field of architecture, urban design and urban planning to understand the patterns of wind flow through the built environment apart from wind tunnel tests. The availability of more powerful hardware for the mainstream computer users as well as the lowering costs of these computers made CFD more possible to be adopted in the design world today. This also means using CFD in the design process, especially to analyze the impact of the design to the current site conditions and annual wind patterns will help the new design to be more responsive to the site. The interest of this paper is to analyze the high density typologies to see how well they respond to the local wind flow pattern. A typology is considered acceptable when the wind flow going through the site is still maintaining acceptable wind speed. This means it does not block off the wind and create stagnant spaces. Different designs generate different typologies which will respond differently to the wind pattern. The study aims at comparing the local high density typologies in terms of their response to the wind. Changes to a typology can be explored too to see if the performance will be different. For a typology which is considered a total failure in terms of response to wind, it may improve its performance if the orientation is altered. The CFD software can also parametrically respond to the changes of the typologies’ dimensions. This is helpful to see how much more a typology can still be performing well before failure by increasing the floor area index. The easiest way to do this is to pump up the building height. In conclusion, designing in response to wind is extremely important as it is more sustainable and responsive to Urban Heat Island effect. A design which responds well to the wind patterns will help save cost of cooling load and fan expenditure. The people will also be more willing to use the outdoor spaces which will as a whole generate more vibrant city spaces. As a result, a high density city with huge population count can still enjoy good thermal comfort if the general urban planning and design respond well to wind.
keywords computational fluid dynamics, sustainability, high density, urban design, airflow, ventilation
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 acadia11_316
id acadia11_316
authors d’Estree Sterk, Tristan
year 2011
title Using Robotic Technologies to Integrate External Influences in Design
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 316-317
doi https://doi.org/10.52842/conf.acadia.2011.316
summary Designers have always assembled materials to form purposeful connections between ideas and spaces, uniting the height of human thought with the great ability of people to shape the world with their hands and tools. People have understood this opportunity and used it to inform the material investments that they make in buildings.When reflecting upon the past ten or so years of practice it is clear that some methodologies have matured. Professionals, academics and students have found new ways to connect thinking and doing. These connections have a different flavor and tend to feel more analytical to those once used. Previously internalized decisions are being made increasingly explicit by a generation of designers that has found a more meaningful overlap between the theories and procedures of design. The methods they use are visual, analytical, as well as intuitive, and encompassed within a whole gamut of tools such as Grasshopper, Ecotect, Digital Project and Generative Components. All of these tools provide opportunities for designers to inquisitively explore alternative formal, spatial and environmental relationships. The opportunities that are brought by increasing externalization are important. Design is at once turning away from its focus on the end result, be it a building or an interior, and toward a renewed interest in the design process itself. Brought about by encapsulating design principles into self-made tools, this shift has enabled families of formal outcomes rather than singular instances of ‘pure’ architecture. These multiple, equally valid, formal outcomes disrupt more traditional measures of formal legitimacy and help move architects toward more relational understandings of space, time and environment.
series ACADIA
type moderator overview
email
last changed 2022/06/07 07:55

_id sigradi2011_212
id sigradi2011_212
authors Pinilla, Mario Alberto
year 2011
title El Prototipo Como Herramienta de Síntesis en Diseño [The Prototype As Design Synthesis Tool]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 359-362
summary This paper presents the different roles embraced by prototypes within the Design realms, when understood as a way to synthesize projects. The process of Design considers different dimensions, including people, technology and context, in which the prototype has a distinct role. On the way to synthesis, early solutions speculate, on a descriptive and conceptual way, about possible solutions to a given project in an early state. The importance of a clear communication between all stakeholders in the process to refine details is also studied.
series SIGRADI
email
last changed 2016/03/10 09:57

_id cf2011_p152
id cf2011_p152
authors Plume, Jim; Mitchell John
year 2011
title An Urban Information Framework to support Planning, Decision-Making & Urban Design
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. 653-668.
summary This paper reports on a 2-year research project undertaken in collaboration with a state planning authority, a major city municipal council and a government-owned development organisation. The project has involved the design of an urban information model framework with the aim of supporting more informed urban planning by addressing the intersection where an individual building interfaces with its urban context. This adopted approach enables new techniques that better model the city and its processes in a transparent and accessible manner. The primary driver for this project was the challenge provided by the essential incompatibility between legacy GIS (geographic information system) datasets and BIM (building information model) representations of the built form. When dealing with urban scale information, GIS technologies use an overlay mapping metaphor linked to traditional relational database technologies to identify features or regions in the urban landscape and attach attribute data to those in order to permit analysis and informed assessment of the urban form. On the other hand, BIM technologies adopt an object-oriented approach to model the full three-dimensional characteristics of built forms in a way that captures both the geometric and physical attributes of the parts that make up a building, as well as the relationships between those parts and the spaces defined by the building fabric. The latter provides a far richer semantic structure to the data, while the former provides robust tools for a wide range of urban analyses. Both approaches are widely recognised as serving well the needs of their respective domains, but there is a widespread belief that we need to reconcile the two disparate approaches to modelling the real world. This project has sought to address that disjunction between modelling approaches. The UrbanIT project concentrated on two aspects of this issue: the development of a framework for managing information at the precinct and building level through the adoption of an object-oriented database technology that provides a platform for information management; and an exploration of ontology tools and how they can be adopted to facilitate semantic information queries across diverse data sources based on a common urban ontology. This paper is focussed on the first of those two agendas, examining the context of the work, the challenges addressed by the framework and the structure of our solution. A prototype implementation of the framework is illustrated through an urban precinct currently undergoing renewal and redevelopment, finishing with a discussion of future work that comes out of this project. Our approach to the implementation of the urban information model has been to propose extensions to ISO/PAS 16739, the international standard for modelling building information that is commonly known as IFC (Industry Foundation Classes). Our reason for adopting that approach is primarily our deep commitment to the adoption of open standards to facilitate the exchange of information across the built environment professions, but also because IFC is based on a robust object schema that can be used to construct a internet-accessible database able, theoretically, to handle the vast quantity of data needed to model urban-scale information. The database solution comes with well-established protocols for handling data security, integrity, versioning and transaction processing or querying. A central issue addressed through this work is concerned with level of detail. An urban information model permits a very precise and detailed representation of an urban precinct, while many planning analyses rely on simplified object representations. We will show that a key benefit of our approach is the ability to simultaneously maintain multiple representations of objects, making use of the concept of model view definitions to manage diverse analysis needs.
keywords urban information modelling, geographic information systems, city models, interoperability, urban planning, open standards
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2011_p018
id cf2011_p018
authors Sokmenoglu, Ahu; Cagdas Gulen, Sariyildiz Sevil
year 2011
title A Multi-dimensional Exploration of Urban Attributes by Data Mining
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. 333-350.
summary The paper which is proposed here will introduce an ongoing research project aiming to research data mining as a methodology of knowledge discovery in urban feature analysis. To address the increasing multi-dimensional and relational complexity of urban environments requires a multidisciplinary approach to urban analysis. This research is an attempt to establish a link between knowledge discovery methodologies and automated urban feature analysis. Therefore, in the scope of this research we apply data mining methodologies for urban analysis. Data mining is defined as to extract important patterns and trends from raw data (Witten and Frank, 2005). When applied to discover relationships between urban attributes, data mining can constitute a methodology for the analysis of multi-dimensional relational complexity of urban environments (Gil, Montenegro, Beirao and Duarte, 2009) The theoretical motivation of the research is derived by the lack of explanatory urban knowledge which is an issue since 1970’s in the area of urban research. This situation is mostly associated with deductive methods of analysis. The analysis of urban system from the perspective of few interrelated factors, without considering the multi-dimensionality of the system in a deductive fashion was not been explanatory enough. (Jacobs, 1961, Lefebvre, 1970 Harvey, 1973) To address the multi-dimensional and relational complexity of urban environments requires the consideration of diverse spatial, social, economic, cultural, morphological, environmental, political etc. features of urban entities. The main claim is that, in urban analysis, there is a need to advance from traditional one dimensional (Marshall, 2004) description and classification of urban forms (e.g. Land-use maps, Density maps) to the consideration of the simultaneous multi-dimensionality of urban systems. For this purpose, this research proposes a methodology consisting of the application of data mining as a knowledge discovery method into a GIS based conceptual urban database built out of official real data of Beyoglu. Generally, the proposed methodology is a framework for representing and analyzing urban entities represented as objects with properties (attributes). It concerns the formulation of an urban entity’s database based on both available and non-available (constructed from available data) data, and then data mining of spatial and non-spatial attributes of the urban entities. Location or position is the primary reference basis for the data that is describing urban entities. Urban entities are; building floors, buildings, building blocks, streets, geographically defined districts and neighborhoods etc. Urban attributes are district properties of locations (such as land-use, land value, slope, view and so forth) that change from one location to another. Every basic urban entity is unique in terms of its attributes. All the available qualitative and quantitative attributes that is relavant (in the mind of the analyst) and appropriate for encoding, can be coded inside the computer representation of the basic urban entity. Our methodology is applied by using the real and official, the most complex, complete and up-to-dataset of Beyoglu (a historical neighborhood of Istanbul) that is provided by the Istanbul Metropolitan Municipality (IBB). Basically, in our research, data mining in the context of urban data is introduced as a computer based, data-driven, context-specific approach for supporting analysis of urban systems without relying on any existing theories. Data mining in the context of urban data; • Can help in the design process by providing site-specific insight through deeper understanding of urban data. • Can produce results that can assist architects and urban planners at design, policy and strategy levels. • Can constitute a robust scientific base for rule definition in urban simulation applications such as urban growth prediction systems, land-use simulation models etc. In the paper, firstly we will present the framework of our research with an emphasis on its theoretical background. Afterwards we will introduce our methodology in detail and finally we will present some of important results of data mining analysis processed in Rapid Miner open-source software. Specifically, our research define a general framework for knowledge discovery in urban feature analysis and enable the usage of GIS and data mining as complementary applications in urban feature analysis. Acknowledgments I would like to thank to Nuffic, the Netherlands Organization for International Cooperation in Higher Education, for funding of this research. I would like to thank Ceyhun Burak Akgul for his support in Data Mining and to H. Serdar Kaya for his support in GIS.
keywords urban feature analysis, data mining, urban database, urban complexity, GIS
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 sigradi2011_150
id sigradi2011_150
authors García Amen, Fernando; Payssé Alvarez, Marcelo; Portillo, Juan Pablo; Richero, Andrés
year 2011
title Viaje 2.0 |Un moleskine digital [Viaje 2.0 | a digital moleskine]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 428-431
summary For sixty-seven years, students of architecture from our University have made an academic journey around the world. It lasts between five and nine months, and studentscan visit the most important works of architecture from all the times.Therefore,Viaje 2.0 arises as a digital interactive real-time platform, where travelers from this year and further ones will be able to register their own experiences, and develop knowledge through direct contact with buildings, cities, and authors.Viaje 2.0 combines elements of social networking, geo-positioning apps, and architectural information, developing a conceptual mashup, capable of constituting a large database, which may be consulted in real-time from all over the world.
series SIGRADI
email
last changed 2016/03/10 09:52

_id acadia11_70
id acadia11_70
authors Gutierrez, Maria-Paz
year 2011
title Innovative Puzzles
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 70-71
doi https://doi.org/10.52842/conf.acadia.2011.070
summary Matter and information; information and matter. A puzzle unveiled little by little. Hardly surprising since every atom, molecule, and basic particle in the universe registers bits of information. All interactions between these components, inert and alive, owe their existence to matter’s intrinsic ability to process information. Such aptitude explains how complex systems can arise from fundamentally simple organizational laws. In fact, the world’s almost infinite material combinations, viable through such few basic elements, are one of the most visible expressions of these capabilities. Triggered by the developments in quantum physics across the twentieth century, our understanding of material processes radically shifted our impressions of the world. For decades our scales of perception and manipulation have continued to expand into almost unfathomable boundaries. Yet, the study of the interdependencies between matter and information is still fundamentally part of the sciences and engineering. Only just recently did architecture venture into this inherently intricate field. The subsequent set of papers here presented posit fundamental interrogations of potential interdependencies between matter and information. Without fear to confront the obstacles of delving into a largely unexplored field of architecture, these researchers forge new frontiers of interrelating computational parameters to multi-physics in the complex settings of architectural scale. Unlike other epistemologies, architecture cannot be reduced to a single scale of exploration. We can neither restrict scalar boundaries (i.e., nano to micro), nor reduce morphologies to simplify the processing of multiple physics without compromising the design problem. By default, it is more difficult to conceptually and numerically articulate the abstract and numerical criteria of complex geometries and material variables.
series ACADIA
type moderator overview
email
last changed 2022/06/07 07:50

_id ecaade2012_113
id ecaade2012_113
authors Jutraz, Anja ; Zupancic, Tadeja
year 2012
title Digital system of tools for public participation and education in urban design: Exploring 3D ICC
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. 383-392
doi https://doi.org/10.52842/conf.ecaade.2012.1.383
wos WOS:000330322400039
summary This article is a starting point for the development of experiential urban co-design interfaces to enhance public participation in local urban projects and to be also used as a communication and collaboration tool in urban design. It is based on the previous research involving 3D city models utilized as understandable design interfaces for the non-technical public (Jutraz, Zupancic, 2011), where we have already explored different views (pedestrian, intermediate and bird’s-eye view), as well as the means by which the information obtained from these different views may be combined by shifting between viewpoints. Previous work was conducted in the “street lab” as well as the Urban Experimental Lab, which was developed specifi cally for the public’s participation in urban planning (Voigt, Kieferle, Wössner, 2009). Presented in this article is the next step that explores the immersive collaboration environment 3D ICC [1], formerly known as Teleplace. The environment was developed for effi cient collaboration and remote communication and shifts the research focus towards questions regarding how to employ both labs as interfaces between the non-technical public and design professionals. As we are facing the lack of digital systems for public participation and education in urban design, different digital tools for communication and collaboration should be combined into a new holistic platform for design. A digital system of tools needs to be developed that supports the urban design decision-making process and focuses on improved final solutions and increased satisfaction amongst all participants. In this article the system of digital tools for public participation, which include communication, collaboration and education, will be also defi ned, with its basic characteristics and its elements.
keywords Digital system of tools; collaboration; 3D model; public participation; urban design
series eCAADe
email
last changed 2022/06/07 07:52

_id eaea2009_loerincz_szilagyi_urbin
id eaea2009_loerincz_szilagyi_urbin
authors Loerincz, Daniel; Brigitta Szilagyi, Agnes Urbin
year 2011
title Space Representation with Six Vanishing Points
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 161-171
summary Even the antique world’s scientists were interested in the problem of realistic space representation. Renaissance artists realized the first significant results with the one landmark perspective: in this mode the relative positions of objects are easy to define. Leonardo da Vinci discovered that the one-point perspective shows in different measure the objects in the same distances from the viewer but different distances from the landmark. To eliminate this problem he applied the natural perspective for the first time (two-point perspective). With this method he extended the field of view to 90° (in line with the horizon). Later the three-point perspective made possible to represent those objects which have quite large extension in all directions. Because of the feature of the human eye in everyday life we only need these three space representations. The extension of the field of view raises the problem that parallel lines seem to run to different landmarks. So we can conclude that in case of large field of view the images of straight lines are usually not straight lines. This paradox is possible because in case of perspectives with one two and three vanishing points we represent only half lines on the paper and we neglect three more landmarks. It’s easy to see that if two parallel lines meet in front of us, it must happen in the same way behind us. The six- point perspective is a space representation which takes these problems into consideration. In this way we are able to represent on a terminate field the whole space around us except the viewpoint. This system can terminate the rank of the perspectives started with the traditional one-, two- and three- point perspectives and continued with the four- and five-point perspectives. In literature we can find some book about art which is engaged in this system and gives alternative solutions against the conventional space representations and some enterprising artist are making experiments in this field.
series other
type normal paper
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:54

_id eaea2009_piga
id eaea2009_piga
authors Piga, Barbara E.A.
year 2011
title The Urban Simulation and Projects Evaluation Laboratory at the Politecnico di Milano: An Educational and Research Facility
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 115-120
summary At the beginning of 2007 an Italian Urban Simulation Laboratory was founded at the Politecnico di Milano. The laboratory, coordinated by prof. Fausto Curti, has been developed thanks to the one year presence of the visiting professor Peter Bosselmann, director of the Environmental Simulation Laboratory at the University of California at Berkeley. The laboratory has an interdisciplinary approach and a threefold mission: experiment, using the laboratory setting to study urban projects at different scales; communicate, aiding public communication by making urban projects understandable to everyone; integrate and innovate, working on different kind of simulations techniques in an integrated way. In its initial experience the laboratory is primarily a didactic and research facility. Students can join the work and participate actively to the research. Until now about 40 students have worked with us, more than a half were foreign students from all over the world. The majority of the students did an internship of about 150 (three-year degree) or 300 (master degree) hours and some of them have continued working after this period developing a thesis. At the moment the case study, used as a pilot research, is about the Porta Nuova project at the Garibaldi- Repubblica area in Milan. The 300.000 mq of the total area and its well served central position make this place strategic for Milan. In this area the adopted urban transformation plan is creating a new business center that affects redevelopment projects, new infrastructures, and a park. The overall project will overhanging the surroundings city center with some of the highest buildings of its skyline. The importance of the site and the dimension of the project make this case significant to test the use of simulation for supporting evaluations about morphological aspects, comfort conditions, visual impacts, and other aspects that directly influence the quality of the new urban spaces. We are now applying different simulation methodologies in order to better understand the peculiar usefulness of each kind as a tool to support evaluation. As any kind has its own limits we work with different typologies at the same time. We are working with 1:500 scale physical model of a 1 km square of the area and different kind of static and dynamic simulations. We developed, with an external office, a micro-car to move a micro-camera in the maquette. We use this equipment to better explain the project implications to the students by producing subjective shot videos or showing a walk in real-time. To reproduce in a better way some relevant walks through the transformed site we have also produced some videos made of a superimposition of the real existing context and the virtual projects. To do this we used a rendered video of the project superimposed to the filmed promenade of the today condition, previously recorded using steadycam. A lot of static simulations has been employed to better understand the new city configuration from some representative points of view, as for example the roof of the Duomo cathedral. We are now developing some other kinds of analysis such as shadows impact; this is done by using a 1:1000 scale maquette in the Heliodon, but also with some digital tools. In the next future a work with the wind tunnel will help to understand some other comfort implications of the project at the micro-urban scale. The multilayer approach is the main aim of the laboratory and is an important tool to clarify the multidimensional project impacts to the students. In this way the laboratory can be a learning tool, it can stimulate the project process and support decision-making while improving the knowledge about the correct use of simulations for evaluating the cumulative implications of the proposed urban processes.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id cf2011_p003
id cf2011_p003
authors Ng, Edward; Ren Chao
year 2011
title Sustainable Planning with a Synergetic Collation of Thermal and Dynamic Characteristics of Urban Climate using Map Based Computational 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. 367-382.
summary Since 2006, half of the world’s population lives in cities. In the age of climate change, designing for quality environmental living conditions and sustainability is a topical concern. However, on the one hand, designers and city planners operate with their three dimensional city morphological data such as building shapes and volumes, forms and their spacings, and functional attributes and definition signatures. On the other hand, urban climatologists operate with their numbers and equations, quantities and signals, and normals and anomalies. Traditionally the two camps do not meet. It is a challenge to develop design tools that they can work together. Map based information system based on computational geographic information system (GIS) that is properly structured and represented offers a common language, so to speak, for the two professional groups to work together. Urban climatic map is a spatial and graphical tool with information embedded in defined layers that are collated so that planners and urban climatologists can dialogue over design issues. With various planning and meteorological data coded in defined grid resolutions onto the GIS map system, data can be synergized and collated for various understandings. This papers explains the formulation of Hong Kong’s GIS based Urban Climatic Map as an example of how the map works in practice. Using the map, zonal and district based planning decisions can be made by planners and urban climatologists that lead to new designs and policy changes.
keywords sustainable development, urban planning, urban thermal, urban dynamics, computer tools
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia11_000
id acadia11_000
authors Taron, Joshua M; Parlac, Vera; Kolarevic, Branko; Johnson, Jason S (eds.)
year 2011
title ACADIA 11: Integration through Computation
source Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, 413 p.
doi https://doi.org/10.52842/conf.acadia.2011
summary With the world turning its eyes to a new tomorrow and America reshaping and greening its infrastructure, The School of The Art Institute of Chicago, Department of Architecture, Interior Architecture and Designed Objects, is proud to host "reForm()" -- A conference that explores how architects, engineers, artists and designers are using new HARDWARE, SOFTWARE and MIDDLEWARE technologies to transform the ways in which buildings and spaces perform, act and operate. Set in the heart of Chicago, a city with a legacy of innovation in design and building technology, ACADIA09 provides a unique forum for the examination of emerging research and design in today's building and design professions.
series ACADIA
email
last changed 2022/06/07 07:49

_id cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
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. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2016_013
id ascaad2016_013
authors Belkis Öksüz, Elif
year 2016
title Parametricism for Urban Aesthetics - A flawless order behind chaos or an over-design of complexity
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 105-112
summary Over the last decade, paradigm shifts in the philosophy of space-time relations, the change from space-time to spatio-temporality, caused significant changes in the design field, and introduced new variations and discourses for parametric approaches in architecture. Among all the discourses, parametricism is likely the most spectacular one. The founder of parametricism, Patrik Schumacher (2009) describes it as “a new style,” which has “the superior capacity to articulate programmatic complexity;” and “aesthetically, it is the elegance of ordered complexity in the sense of seamless fluidity.” In its theoretical background, Schumacher (2011) affiliates this style with the philosophy of autopoiesis, the philosophy that stands between making and becoming. Additionally, parametricism concerns not only the physical geometry in making of form; but also discusses the relational and causal aspects in becoming of form. In other words, it brings the aesthetic qualities in making through the topological intelligence behind becoming. Regarding that, parametricism seems an effective way of managing /creating complex topologies in form-related issues. However, when it comes to practice, there are some challenging points of parametricism in large-scale design studies. Thus, this work underlines that the dominance of elegance for urban planning has the potential of limiting the flexible and dynamic topology of the urban context, and objectifying the whole complex urban form as an over-designed product. For an aesthetic inquiry into urban parametricism, this paper highlights the challenging issues behind the aesthetic premises of parametricism at the urban design scale. For that, Kartal Master Plan Design Proposal by Zaha Hadid Architects (2006) will be discussed as an exemplary work.
series ASCAAD
email
last changed 2017/05/25 13:31

_id ecaade2011_036
id ecaade2011_036
authors Gmelin, Sebastian; Agger, Kristian; Lassen, Michael Henry
year 2011
title Simulation Design Tools: Using Parametric Building Information Modeling and Physical Simulation for Form Finding of Double Curved Surfaces
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.215-224
doi https://doi.org/10.52842/conf.ecaade.2011.215
wos WOS:000335665500024
summary Parametric modeling is a powerful tool to create variations of a design following specified criteria. Physical modeling provides flexible relationships between design elements and can simulate the behavior of hanging chain models. Building Information Modeling can contain geometry and design properties and relations. In this paper it is proposed to join all three to create a Simulation Design Tool that allows the intuitive creation of double curved surfaces which follow the rules of funicular systems. This tool is implemented in B-Processor, open-source Building Information Modeling software to bridge the break that occurs when moving from a design software package to Building Information Modeling. It is shown how the tool balances intuitive sculpting and accurate simulation and how the user can interact to mediate different design requirements.
keywords Form Finding; Parametric Building Information Modeling; B-Processor; Particle Spring System; Grid Shell
series eCAADe
email
last changed 2022/05/01 23:21

_id eaea2009_hasse_weber
id eaea2009_hasse_weber
authors Hasse, Catrin; Ralf Weber
year 2011
title Eye Movements on Facades – An Approach to the Concept of Visual Balance in Architecture
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 65-76
summary Many of the most fundamental planning and design decisions in architecture require aesthetic judgments to be made. One decision concerns the balance of a facade composition. Balance is achieved through weighting compositional elements in order to produce stable, holistic patterns. Does this consequently mean that the balance of a facade‘s composition has an important impact on the assessment of a building _s beauty? A study was conducted to test if judgments of beauty and judgments of balance on facades go into the same direction. The question is whether balance is really experienced and incorporated when judging the aesthetic value of a building, especially by non-architects? In order to understand how people experience buildings, and how that experience informs the process of evaluation an eye-movement experiment was conducted, thus elaborating the issue of balance in a facade by measurably relating it to specific architectural design alternatives and their perception and evaluation of the beholder.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id sigradi2011_368
id sigradi2011_368
authors Herrera Polo, Pablo
year 2011
title Rhinoscripting y Grasshopper a través de sus instructores: un estudio de patrones y usos [Rhinoscripting and Grasshopper through the instructors: A study about patterns and conventions]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 180-183
summary It is common today the use a graphical user interface and techniques to automate a process through computerization. By contrast, when trying to learn computational approaches, we have not overcome the learning curve and many of the workshops have not had the expected results to prolong their use. In this research we explore the trends in this process, from those that generate the generic object to those that appropriate it by modification. The set of case studies presents patterns and uses of those instructors who have come to be use algorithms intensively to solve a design problem.
keywords Self-taught Programing; rhinoscripting; grasshopper; patterns
series SIGRADI
email
last changed 2016/03/10 09:53

_id acadiaregional2011_003
id acadiaregional2011_003
authors Howe, Nathan
year 2011
title Algorithmic Modeling: Teaching Architecture in Digital Age
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
doi https://doi.org/10.52842/conf.acadia.2011.x.a0p
summary Can a working knowledge of algorithmic modeling augment student understanding of building architecture? This question is fundamental when addressing student design education today. This paper demonstrates that when students apply a reductive process more in line with Newell, Shaw and Simon (Newell, Shaw and Simon 1957), they can break down a complex problem into simpler and simpler terms until the problem can be resolved. This type of reduction can be applied systematically to the parametric-driven form through reverse engineering. In the process of reverse engineering, students begin to connect descriptive geometry with complex form, breaking down the complex form into its simplest parts. This design process of reduction and reverse engineering leads designers to take a more systematic approach to theoretical ideas, at once creating complex constructs while pragmatically attacking the issues of buildable form. This paper will delve into teaching analytical tools so students not only comprehend the input of form-making, but the necessary output to test building and material concepts. Fostering a clear methodology for testing built form within the design process also furthers the student’s development as a problem solver and design innovator.
series ACADIA
last changed 2022/06/07 07:49

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