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

PDF papers
References

Hits 1 to 20 of 563

_id cf2011_p109
id cf2011_p109
authors Abdelmohsen, Sherif; Lee Jinkook, Eastman Chuck
year 2011
title Automated Cost Analysis of Concept Design BIM Models
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 403-418.
summary AUTOMATED COST ANALYSIS OF CONCEPT DESIGN BIM MODELS Interoperability: BIM models and cost models This paper introduces the automated cost analysis developed for the General Services Administration (GSA) and the analysis results of a case study involving a concept design courthouse BIM model. The purpose of this study is to investigate interoperability issues related to integrating design and analysis tools; specifically BIM models and cost models. Previous efforts to generate cost estimates from BIM models have focused on developing two necessary but disjoint processes: 1) extracting accurate quantity take off data from BIM models, and 2) manipulating cost analysis results to provide informative feedback. Some recent efforts involve developing detailed definitions, enhanced IFC-based formats and in-house standards for assemblies that encompass building models (e.g. US Corps of Engineers). Some commercial applications enhance the level of detail associated to BIM objects with assembly descriptions to produce lightweight BIM models that can be used by different applications for various purposes (e.g. Autodesk for design review, Navisworks for scheduling, Innovaya for visual estimating, etc.). This study suggests the integration of design and analysis tools by means of managing all building data in one shared repository accessible to multiple domains in the AEC industry (Eastman, 1999; Eastman et al., 2008; authors, 2010). Our approach aims at providing an integrated platform that incorporates a quantity take off extraction method from IFC models, a cost analysis model, and a comprehensive cost reporting scheme, using the Solibri Model Checker (SMC) development environment. Approach As part of the effort to improve the performance of federal buildings, GSA evaluates concept design alternatives based on their compliance with specific requirements, including cost analysis. Two basic challenges emerge in the process of automating cost analysis for BIM models: 1) At this early concept design stage, only minimal information is available to produce a reliable analysis, such as space names and areas, and building gross area, 2) design alternatives share a lot of programmatic requirements such as location, functional spaces and other data. It is thus crucial to integrate other factors that contribute to substantial cost differences such as perimeter, and exterior wall and roof areas. These are extracted from BIM models using IFC data and input through XML into the Parametric Cost Engineering System (PACES, 2010) software to generate cost analysis reports. PACES uses this limited dataset at a conceptual stage and RSMeans (2010) data to infer cost assemblies at different levels of detail. Functionalities Cost model import module The cost model import module has three main functionalities: generating the input dataset necessary for the cost model, performing a semantic mapping between building type specific names and name aggregation structures in PACES known as functional space areas (FSAs), and managing cost data external to the BIM model, such as location and construction duration. The module computes building data such as footprint, gross area, perimeter, external wall and roof area and building space areas. This data is generated through SMC in the form of an XML file and imported into PACES. Reporting module The reporting module uses the cost report generated by PACES to develop a comprehensive report in the form of an excel spreadsheet. This report consists of a systems-elemental estimate that shows the main systems of the building in terms of UniFormat categories, escalation, markups, overhead and conditions, a UniFormat Level III report, and a cost breakdown that provides a summary of material, equipment, labor and total costs. Building parameters are integrated in the report to provide insight on the variations among design alternatives.
keywords building information modeling, interoperability, cost analysis, IFC
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaade2017_265
id ecaade2017_265
authors Motalebi, Nasim and Duarte, José Pinto
year 2017
title A Shape Grammar of Emotional Postures - An approach towards encoding the analogue qualities of bodily expressions of emotions
doi https://doi.org/10.52842/conf.ecaade.2017.2.485
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 485-492
summary This paper is concerned with the translation of analogue qualities of human emotions into digital readings. Human body postures are considered as one of the main behavioral conduits for non-verbal communication and emotional expressions (Shan et.al., 2007). This research is the first step towards identifying and detecting emotions through posture analysis of users moving through space; leading towards generating real time responses in the form of spatial configurations to users' emotions. Such spatial configurations would then help inhabitants reach certain emotional states that would enhance their life quality. In order to achieve this goal, we propose a methodology for developing a comprehensive shape grammar algorithm that could evaluate and predict bodily expressions of emotions. The importance of this study lies under the embodied interactions (Streech et.al., 2011) in space. As the circumfixed space impacts the embodied mind, the body impacts its surrounding including the architectural space.
keywords Shape Grammar; Computation; Emotion; Posture; Interactive Architecture
series eCAADe
email
last changed 2022/06/07 07:58

_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_p043
id cf2011_p043
authors Boeykens, Stefan
year 2011
title Using 3D Design Software, BIM and Game Engines for Architectural Historical Reconstruction
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. 493-509.
summary The use of digital tools has become a tremendous aid in the creation of digital, historical reconstructions of architectural projects. Regular visualization techniques have been used for quite some time and they still pose interesting approaches, such as following cinematic techniques [1]. While common visualizations focus on pre-rendered graphics, it is possible to apply Game Engines [2] for real-time architectural visualization, as witnessed by [3] and [4]. In the course of our teaching and research efforts, we have collected experience with several visualization and modeling techniques, including the use of gaming engines. While the modeling of qualitative geometry for use in regular visualization already poses an elaborate effort, the preparation of models for different uses is often not trivial. Most modeling systems only support the creation of models for a single amount of detail, whereas an optimized model for a real-time system will have fairly different constraints when compared to non-real-time models for photorealistic rendering and animation. The use of parametric methods is one usable approach to tackle this complexity, as illustrated in [4]. One of the major advantages of using parametric approaches lies precisely in the possibility of using a single model to generate different geometry with control over the amount of detail. We explicitly tackle this in a Building Information Modeling (BIM) context, as to support much more than purely 3D geometry and visualization purposes. An integrated approach allows the same model to be used for technical drawings in 2D and an optimized 3D model in varying levels of detail for different visualization purposes. However, while most Building Information Modeling applications are targeted to current architectural practice, they seldom provide sufficient content for the recreation of historical models. This thus requires an extensive library of parametric, custom objects to be used and re-used for historically accurate models, which can serve multiple purposes. Finally, the approach towards the historical resources also poses interpretation problems, which we tackled using a reasonably straightforward set up of an information database, collecting facts and accuracies. This helps in the visualization of color-coded 3D models, depicting the accuracy of the model, which is a valuable graphical approach to discuss and communicate information about the historical study in an appealing format. This article will present the results of different reconstruction case studies, using a variety of design applications and discuss the inherent complexity and limitations in the process of translating an active, evolving model into an environment suitable for use in a real-time system. Especially workflow issues are identified, as the translation of the model into the game engine should be repeated several times, when the model is further refined and adapted. This used to involve a large amount of repetitive work, but the current crop of game engines have much better approaches to manage the updating of the geometry.
keywords Real-time architecture, game engines, cultural heritage, digital reconstruction, parametric modeling, Building Information Modeling
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_194
id sigradi2011_194
authors Garagnani, Simone; Manferdini, Anna Maria
year 2011
title Virtual and augmented reality applications for Cultural Heritage
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 556-559
summary The purpose of this paper is to show the results of a research aimed at investigating the potential of digital technologies in order to provide instruments that allow to share information about the Cultural Heritage, which Museums and Institutions are called to preserve and promote. Our project's aim is finding the most suitable procedure to acquire archaeological artefacts, build their digital replica together with 3D printed prototypes and derive simplified models to be visualized through stereoscopic devices, allowing the simultaneous viewing of real and digital 3D data through an augmented reality environment, portable to mobile devices as well.
keywords 3D recontructions; stereoscopic visualization; augmented reality; virtual museum; rapid prototyping
series SIGRADI
email
last changed 2016/03/10 09:52

_id caadria2011_013
id caadria2011_013
authors Kozlova, Karine; Roham M. Sheikholeslami, Lyn Bartram and Robert F. Woodbury
year 2011
title Graph visualization in computer-aided design: An exploration of alternative representations for GenerativeComponentsTM Symbolic View
doi https://doi.org/10.52842/conf.caadria.2011.133
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. 133-142
summary In this paper we explore graph models used to illustrate the relationships between elements of designs in computer-aided design (CAD) systems. We discuss common limitations and ways to make such representations more usable and interactive. In order to study common problems of symbolic representations in CAD systems, we conducted a survey of a number of CAD applications that employ graph representations in their interface and provided comparative analysis of the properties of graph representations in these systems. As a case study we used Bentley GenerativeComponentsTM (GC) system - a parametric CAD application that uses graph (“symbolic”) view to visualize the structure of design. We conducted series of interviews with expert GC users that revealed many limitations of the GC symbolic view. To address these limitations, we developed alternative representations of symbolic view that aim at enhancing user experience with the system and reviewed these with expert GC users. As a result of our study, we developed a set of interactive prototypes using SHriMP1 visualization tool and Processing programming language. These provide improved ways of user interaction with symbolic representation, including better readability of the graph and, as a result, an improved support for design model analysis.
keywords Graph visualization; visual interfaces; CAD systems; visual interaction; node-link diagrams
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:51

_id cdrf2023_235
id cdrf2023_235
authors Mohsen Kafaei, Jane Burry, Mehrnoush Latifi, Joseph Ciorciari
year 2023
title Designing a Systematic Experiment to Investigate the Effect of Ambient Smell on Human Emotions in the Indoor Space; Introducing a Mixed-Method Approach
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_20
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary Studies have indicated that built environments affect all aspects of human life such as emotion, perception, behavior, health, and well-being (Cooper et al. 2011). Built environments are formed from the combination and juxtaposition of visible and invisible environmental variables. In recent years, common techniques such as virtual reality, augmented reality, digital twins, and artificial intelligence have enabled researchers in the field of architecture and urban design to simulate environmental conditions to investigate the impacts of environmental variables on humans. However, the studies conducted in this field of human comfort are mostly focused on the impact of environmental variables such as form, temperature, humidity, and sound, and in fewer studies, up-to-date methods and technologies have been used to simulate and investigate the impact of smell on humans. Most of the studies that have investigated the effect of ambient smell on humans, carried out in the discipline of architecture and urban design, have used traditional tools and methods (questionnaire, interview, observation) rather than advanced technology and tools drawing on neuroscientific knowledge and technique to measure the effectiveness of the ambient smell on human. They have used unmasked scents or real-world environments rather than being able to simulate environmental conditions. This article highlights the significance and necessity of employing simulation methods to investigate the impact of environmental smells on humans. Additionally, it presents the methodology of an experiment for studying the effect of indoor environment smells (with a case study of an office environment in the initial phases) on human emotions, utilizing a mixed-method approach. Analysis of some parts of the data from this experiment showed that exposure to the fragrance of the jasmine flower pleasant (flower) and the odor of the rotten orange peel (unpleasant) can cause changes in the electroencephalography (EEG) power across different bands among participants.
series cdrf
email
last changed 2024/05/29 14:04

_id ijac20109101
id ijac20109101
authors Moloney, Jules; Bharat Dave
year 2011
title From abstraction to being there: mixed reality at the early stages of design
source International Journal of Architectural Computing vol. 9 - no. 1, 1-16
summary We discuss the use of multiple design representations to enhance decision making at the early stages of design. Our interest is how the context in which design decisions are made can be extended by two interrelated approaches: (1) the incorporation of the temporal; (2) through the concurrent evaluation of qualitative representations and quantitative information. Outcomes from a practice survey and observations from design studios are used to inform the development of mixed reality (MixR) technology, to enable the applications to reflect architecture specific modes of design praxis. We propose two approaches - studio MixR and site MixR - reflecting the distinction between typical studio based design process and the requirements of a formal design review by the design team and stakeholders. Prototype applications have been implemented and a number of projects have been undertaken to illustrate some of the potential of mixed reality for architecture and urban design. These focus on the early stages of design, from the abstraction of parametric design to on site design reviews undertaken with augmented reality visualization.
series journal
last changed 2019/05/24 09:55

_id caadria2011_057
id caadria2011_057
authors Fraser, Matthew and Michael Donn
year 2011
title Thinking through digital simulation tasks in architectural education
doi https://doi.org/10.52842/conf.caadria.2011.599
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. 599-608
summary This study reports the activities of 80 second year architecture students at Victoria University, Wellington, New Zealand for the duration of a single trimester. A central theme in this studio is the framing of day-lighting problems into a quantifiable investigation and then addressing these through the use of digital modelling and simulation tools. This study offers an insight to undergraduate architecture students’ negotiation of digital design spaces and asks the question of how the knowledge of skill-based specialist tasks are extensible to core design studio.The mass education within a University environment of such specialist skill based techniques allows for an insight to the negotiation of quantitative and qualitative design criteria. The issue of learning skill based tasks at university level is a pertinent topic of study as the critique of such techniques is implicit to the holistic education of Architects but the level of this critique can vary greatly. This question also highlights the challenges faced to improving the design education approaches to computational thinking and applications.
keywords Design analysis; daylight simulation; education
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia11_144
id acadia11_144
authors Lavallee, Justin; Vroman, Rachel; Keshet, Yair
year 2011
title Automated Folding of Sheet Metal Components with a Six-axis Industrial Robot
doi https://doi.org/10.52842/conf.acadia.2011.144
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. 144-151
summary Through the automation of folding of sheet metal components by a six-axis industrial robot we explored the integration of parametrically-driven design and fabrication tools and its real-world implementation. Developed out of research into new possibilities presented by direct programming of flexible, digitally-driven, industrial tools, this project intends to speculate about the future implementation of parametric modeling tools in the field of design, and associated new, parametrically variable, fabrication processes. We explored the relationship between designer and machine, between data and craft, and tested conjectures about scale of production, through the digital creation, physical cutting, mental tracking, robotic folding, manual riveting, and sometimes painful installation of five hundred and thirty two unique sheet metal components. Such evaluations give insight into possible trajectories for development of new models of fabrication processes, questioning the scale and intellectual scope appropriate for custom fabrication environments, and the implicit need to then evaluate the incorporation of digital craft in design pedagogy.
series ACADIA
type work in progress
email
last changed 2022/06/07 07:52

_id caadria2011_028
id caadria2011_028
authors Lesage, Annemarie and Tomás Dorta
year 2011
title Two conceptual design tools and an immersive experience: Beyond the pragmatic-pleasurable split in UX
doi https://doi.org/10.52842/conf.caadria.2011.291
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. 291-300
summary In a recent study, we compared two conceptual design tools supporting collaboration, a whiteboard software accessed through Internet, and a hybrid immersive system, the Hybrid Ideation Space (HIS). The result of the study appeared to favour the HIS because of its immersive qualities. In this paper, we seek possible explanations as to why immersion delivered a better experience, by looking at the mental workload in relationship to the experience. For the workload we rely on Wickens’ four-dimensional multiple resource model, specifically processing codes (verbal/spatial) and visual channels; and for the experience, Csikszentmihalyi’s concept of flow and our own concept of Design Flow. The designers seemed to be responding to different styles of information processing required of them by each tool, one being more experiential and the other requiring a heavier mental workload. Insight in the cognitive underpinning of a strictly pragmatic immersive experience suggests that UX has also to do with how the information is received and processed by users, without isolating the functional from the rest of the experience.
keywords User experience; immersion; flow; mental workload; Hybrid Ideation Space
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2011_332
id sigradi2011_332
authors Berns, Torben; Nguyen, Philam
year 2011
title The Subject on the Table: Augmented Reality and the Technical Image
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 571-574
summary This paper approaches the dilemma of the technical image as it relates to an understanding of the constructed subject. Proceeding from a condition identified in film and popular culture, the authors construct an investigative, graduate level workshop around a collaborative interface and archive. The project was premised upon the notion that a new ground, based in visualization processes and incorporating existing technologies, must be practically and critically explored to make any sense at all of the subjectivity already coeval with these technologies.
keywords Technical image; subjectivity; collaborative work; sensus communis
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2011_157
id sigradi2011_157
authors Burneo Valdivieso, Xavier Eduardo
year 2011
title No es esto lo que hacen los arquitectos? Experiencias y aplicaciones de herramientas digitales en los talleres de diseño [Is not this what architects do? Experiences and applications of digital tools in design workshops]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 82-85
summary This paper shows under the framework of research and teaching project developed at the Technical University of Loja, Ecuador, with the participation of students in the school of architecture, taking aim through the study of theory and a series exercises to strengthen the relationship between the methods of generative design and digital technologies in architectural projects from creation to completion display, to achieve better teaching and learning as the architect insert specific language in society and contemporary architecture.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 d90e
id d90e
authors Christenson, Mike
year 2011
title On the architectural structure of photographic space
source Architectural Science Review 54.2, 93-100.
summary The ambiguous relationship between photography and architecture is one of constructed and re-constructed identity. As a specific exploration into this relationship, this paper considers the construct of point-of-vew/field-of-view maps (or POV/FOV maps), that is, diagrams which register photographers’ positions, fields of view, and directions of view corresponding to a set of photographs of an existing work of architecture. A POV/FOV map can be expected to differ according to whether the set of photographs under consideration is (a) sampled from a image-sharing site such as Flickr; (b) published in an academic monograph; or (c) published in the popular press. This paper tests the extent and significance of these differences through a comparative study of Mies van der Rohe’s Crown Hall and Rem Koolhaas’s McCormick Tribune Campus Center, both at the Illinois Institute of Technology in Chicago, USA. In both cases, POV/FOV maps are used to compare sets of professional or academic photographs to sets of touristic and popular-press ones. Reflecting the tenuous nature of architectural identity as constructed through photography, the comparison both confirms and denies assumptions concerning differences between professional and amateur approaches. The paper concludes with the speculation that tools like Google Street View are likely to further erode traditional distinctions between modes of identity-construction, in particular, those distinctions which a POV/MAP can register.
keywords Photography, visualization, Mies, Koolhaas, flickr, Google
series journal paper
type normal paper
email
more http://www.informaworld.com/smpp/content~content=a938203017~db=all~jumptype=rss
last changed 2011/07/04 18:12

_id sigradi2011_060
id sigradi2011_060
authors Fonseca, David; Navarro, Isidro; Puig, Janina
year 2011
title Códigos QR aplicados a la visualización de elementos arquitectónicos [QR Codes applied to architectural visualization ]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 548-551
summary In recent years it has popularized the use of two-dimensional codes associated with all types of information. Usually we can find them in advertisements, receipts and all kinds of tickets, but also they can have good use in teaching. The architecture is a field that has incorporated its use especially in aspects related to leisure and tourism. The research presented in this paper seeks the introduction of QR codes in an active way in architectural education, with the optimization of all type of information associated to each type of user and projects.
keywords QR-Codes; architecture; education; visualization; user profile
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2011_223
id sigradi2011_223
authors Girnos Elias de Souza, Gabriel
year 2011
title Narrativa, diagrama e database: considerações sobre a experiência da informação de apresentações de arquitetura e urbanismo em websites [Narrative, diagram and database: considerations about information experience in architecture presentations in websites]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 110-113
summary As part of an ongoing research about technical, rhetorical and aesthetical characteristics of architecture presentations in websites, this paper presents considerations about the means of representation and public diffusion of architecture and urbanism, focusing the specificities of digital media through the keywords “narrative”, “diagram” and “database”. In search for basis to think the structuring of information experience in architectural discourses, the text punctuates the profession’s peculiar needs for presentation and visualization, and its links with the three keywords. Then, it presents a case study (the Bjarke Ingels Group website) to illustrate aspects of the analysis intended by the research.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ascaad2023_091
id ascaad2023_091
authors Haddad, Naif
year 2023
title From Digital Heritage Documentation to 3D Virtual Reconstruction and Recreation for Heritage Promotion and Reinterpretation: The Case of the iHeritage Project
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 7-23.
summary In the last two decades, the digital age Information and Communication Technologies (ICT) development and concerns combined with rapid technology have permitted the dissemination of different digital applications (including digital documentation, virtual reality (VR), augmented reality (AR), mixed reality (MR), digital gaming, and holograms etc.) oriented toward past, present and future communication using digital three-dimensional audio-visual content. Today, we must acknowledge that 3D virtual 3D reconstruction and recreation has become an established way to build, understand, reinterpret, and promote Cultural Heritage (CH). The virtual 3D reconstruction world and multimedia industry are often considered potential marketing channels for World Heritage Sites (WHS) and heritage tourism. 3D digital/virtual reconstruction merges and embodies subjectivity in one process, playing an attractive role in heritage tourism destinations and creating image experiences, providing the first enjoyable interpretation and information for most audiences. Based on the EU-funded iHERITAGE project ICT Mediterranean platform for the UNESCO CH, this paper attempts to examine some insights into constructing the optimistic image of heritage promotion and tourism in the context of CH as it flows through both physical and virtual spaces to give a glimpse of the future of virtual reconstruction. It illustrates the development of the concepts and practice, challenges and opportunities, advantages and disadvantages, and the negative and the positive sides of the related issues of only 3D digital reconstructions, and some issues concerning the ethics based on the International Chartres and Conventions mainly in the field of scientific visualisation, such as the London Charter (2009) and Seville Principles (2011). Finally, as a practical dimension, it presents some representative examples of 3D digital/virtual reconstruction of characteristic monuments of the WHS of Nabataean Petra in Jordan for the first time.
series ASCAAD
email
last changed 2024/02/13 14:40

_id cf2011_p019
id cf2011_p019
authors Haeusler, Matthias Hank; Beilharz Kirsty
year 2011
title Architecture = Computer‚ from Computational to Computing Environments
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. 217-232.
summary Drawing on architecture, urban digital media, engineering, IT and interaction design, the research presented in this paper outlines a possible shift from architecture designed through computation (any type of process, algorithm or measurement done in a computational matter) towards architecture capable of computing (developing, using and improving computer technology, computer hardware and software as a space-defining element). The research is driven by recent developments in four fields, as follows: (a) Architecture in its recent development has shifted from a planar box, as was the ideal in the modernist movement, towards complex and non-standard forms. (b) The design concepts of non-standard surfaces have been adopted into media facades and media architecture by liberating the pixel from its planar position on a screen [1]. (c) Advancements in pervasive computing applications are now able both to receive information from the environment in which they are used and to detect other devices that enter this environment [2]. (d) Developments in advanced autonomous systems such as Human Computer Interaction (HCI) or Human Robot Interaction (HRI), have produced intelligent systems capable of observing human cues and using these cues as the basis for intelligent decision-making [3]. Media fa_ßade developments work in the direction of the above-mentioned four fields, but often come with limitations in architectural integration; they need additional components to interact with their environment and their interactions are both often limited to visual interactions and require the user to act first. The researched system, Polymedia Pixel [4] discussed in this paper, can overcome these limitations and fulfil the need for a space-defining material capable of computing, thus enabling a shift from architecture designed by computation towards architecture capable of active computing. The Polymedia Pixel architecture merges digital technology with ubiquitous computing. This allows the built environment and its relation with digital technology to develop from (a) architecture being represented by computer to (b) computation being used to develop architecture and then further to where (c) architecture and the space-defining objects have computing attributes. Hence the study presented aims to consider and answer this key question: ‚ÄòWhen building components with computing capacity can define space and function as a computer at the same time, what are the constraints for the building components and what are the possible advantages for the built environment?‚Äô The conceptual framework, design and methods used in this research combine three fields: (a) hardware (architecture and design, electronic engineering) (b) software (content design and IT) and (c) interaction design (HCI and HRI). Architecture and urban design determinates the field of application. Media architecture and computer science provide the technological foundation, while the field of interaction design defines the methodology to link space and computing [5]. The conceptual starting point is to rethink the application of computers in architecture and, if architecture is capable of computing, what kind of methodology and structure would find an answer to the above core research question, and what are the implications of the question itself? The case study discusses opportunities for applying the Polymedia Pixel as an architectural component by testing it on: (a) constraint testing ‚Äì applying computational design methodologies to design space (b) singular testing - discussing the advantages for an individual building, and (c) plural testing ‚Äì investigating the potential for an urban context. The research aims to contribute to the field of knowledge through presenting first steps of a System < - > System mode where buildings can possibly watch and monitor each other, additional to the four primary interactive modes of operation. This investigation, its proposed hypothesis, methodology, implications, significance and evaluation are presented in the paper.
keywords media architecture, computational environments, ubiquitous computing, interaction design, computer science
series CAAD Futures
email
last changed 2012/02/11 19:21

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 28HOMELOGIN (you are user _anon_233743 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002