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

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Hits 1 to 20 of 550

_id caadria2011_022
id caadria2011_022
authors Lowe, Russell; Mark Hedley and Richard Goodwin
year 2011
title Real-time porosity: Combining a computer game engine with environmental sensors to better understand pedestrian movement in public/private space and in real-time
doi https://doi.org/10.52842/conf.caadria.2011.229
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. 229-238
summary This paper describes the theoretical context, design, implementation and evaluation of a novel method for understanding pedestrian movement in public/private space. It examines the pedestrian counting and tracking methodologies of Space Syntax and proposes an alternative methodology that links sensors embedded in real-world environments and carried by pedestrians with an environment and avatars in a contemporary computer game. In this way observers are able to closely trail pedestrians without affecting their decision making. Results from a field trial are presented where the sensors and computer gaming technology were tested within a challenging real-world environment.
keywords Pedestrian movement; public/private; Space Syntax; environmental sensors
series CAADRIA
email
last changed 2022/06/07 07:59

_id eaea2009_ohno_wada
id eaea2009_ohno_wada
authors Ohno, Ryuzo; Yohei Wada
year 2011
title Visibility of Guide Signs for Pedestrians in Motion: An Application of an Immersive Visual Simulation System
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 107-114
summary When we visit a complex railway station or a large shopping mall, we rely on guide signs to find our destination. These are not always helpful, however, since the sheer number of signs around us may distract us from picking up the necessary information. The presence of other pedestrians also adds to the difficulty by blocking our view. In crowded situations where we cannot disturb pedestrian flow, we must moreover be able to read signs while walking and paying attention to the people ahead. With the above in mind, the present study uses an immersive visual simulation system to examine the influence of observation conditions on sign detection and recognition by pedestrians in motion. Two experiments were performed for the present study. The first examined the readable range (readability threshold) of three types of sign lettering in motion. This served to determine conditions for the second experiment as well as to test the performance of the immersive visual simulation system. The system displays wide-angle images (180 degrees both vertically and horizontally) capable of filling viewers’ peripheral vision; viewers may also gain stereoscopic vision through the use of polarizing glasses. The second experiment examined the influence of various observation conditions on sign detection and recognition while in motion. The virtual experimental space, made to resemble a concourse in a large railway station, was 15 m wide and 3.5 m high. The subjects, nine university students, were asked to detect the target that was assigned one of the eight figures while moving through the virtual space at a walking speed (1.5m/s) and to tap a keyboard at hand when the target was detected. At the moment of the subject’s response, the distance between the observation point and the target in the virtual space was recorded. The factors tested were sign layout (density, aggregation, alignment) and presence of other pedestrians. The degree of influence of a factor was determined by analyzing the detection distance for a comparison stimulus versus for a standard stimulus as well as the ratio of targets detected. The experiments revealed that the readability of figures viewed in motion may differ from when they are viewed under static conditions. The following factors were found to be relevant to sign detection and recognition while in motion: 1) density of signs (amount of visual information), 2) smoothness of eye movement from one sign to another, and 3) allocation of visual attention. Although the results were obtained in virtual experimental settings, and the absolute numerical values therefore have limited meaning, the results nonetheless empirically clarify some of the mechanisms involved in the detection and recognition of guide signs by pedestrians.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id cf2011_p168
id cf2011_p168
authors Ciblac, Thierry
year 2011
title Parametric Design with Standard Elements for Non-Standard Architecture
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. 119-132.
summary The development of non-standard architecture is often combined with the use of non-standard elements. But for economical or sustainable reasons, the use of standard elements may be particularly useful. The introduction of standard elements adapted to geometries far from parallelepipeds and freely designed raises a specific problem. The aim of this paper is to explore some ways offered by computing tools in order to help architects in the design process of non-standard shapes using standard elements. An approach is proposed for a specific typology of systems composed of constant length elements. The method used herein is based on parametric modeling associated with constraint resolution algorithms. (short abstract because full paper already written)
keywords parametric modeling, non-standard architecture, standardization, form finding
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia11_56
id acadia11_56
authors Hoberman, Chuck; Schwitter, Craig
year 2011
title Adaptive Structures: Building for performance and sustainability
doi https://doi.org/10.52842/conf.acadia.2011.056
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. 56-59
summary For most architects and engineers, the idea of optimizing a building’s design in relation to its location is so ingrained as to be a reflex. Still, most building professionals have a difficult time making the conceptual and practical leap to the notion of performance-based or “adaptive” buildings. We call these adaptive buildings because they can adapt their shape and function in realtime to environmental changes. This field remains far less developed than other areas of practice, but the logic of adaptive performance — which is time-based, responsive, and dynamic — is compelling. Buildings that continuously attune their configurations in accordance with changing environmental conditions use less energy, offer more occupant comfort, and feature better overall space efficiency than static buildings.
series ACADIA
type keynote paper
email
last changed 2022/06/07 07:50

_id ecaade2012_046
id ecaade2012_046
authors Juvancic, Matevz ; Zupancic, Tadeja
year 2012
title Evaluation system for Content and Language Integrated Learning in Architecture Using Immersive Environments
doi https://doi.org/10.52842/conf.ecaade.2012.1.115
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. 115-123
summary Based on the experience from EU project ARCHI21 (Hunter et al, 2011) and long-term commitment to research of architectural presentations and educational approaches to expert and non-expert public (i.e. Juvancic, Mullins & Zupancic, 2012), the paper aims to clarify the terms used in CLIL-architecture context, identify the variables that have, in practice so far, proven to infl uence the learning outcome and learning experience both in architectural and language sense, and systematize the findings into the useful system. The result can be envisioned as the potential ‘ladder of the CLIL & architecture integration‘. The system would be of help to anyone trying to integrate language learning at different stages of architectural education, pointing out the required fundamentals, predicting the possible learning outcomes or benchmarking them after the experience. The basic terms/variables divided into three major infl uencing groups - competence, work environment and course settings - are described first, proceeded with the scheme connecting them into the system and two actual examples ‘run’ through the matrix for illustrative purposes. The paper also looks specifi cally into the use of different immersive environments and digital communication tools for teaching the architecture/design–other language combination and adapts the system to this segment, while also briefly comments on learners and teachers responses to CLIL-architecture integration.
wos WOS:000330322400011
keywords Architecture; immersive environments; CLIL; evaluation; teaching; Archi21
series eCAADe
email
last changed 2022/06/07 07:52

_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 acadia11_40
id acadia11_40
authors Weinstock, Michael
year 2011
title The Architecture of Flows: Integrated Infrastructures and the ‘Metasystem’ of Urban Metabolism
doi https://doi.org/10.52842/conf.acadia.2011.040
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. 40-43
summary The traditional approach to urban design studies has been based on what can be described as a generalised anatomical model, e.g., functional zoning coupled to metaphors such as green areas serving as the ‘lungs’ of cities. Despite the frequent use of biological metaphors, urban design has generally proceeded from an understanding of cities as static arrays of buildings and infrastructures that exist in, but are distinct from, stable environments. But this approach does not reflect the dynamic systems of cities throughout history, nor their close coupling to the dynamics of their local environment, climate and ecology, and now the global dynamics of culture and economy. The limitations of this approach, in which cities are treated as discrete artefacts, rather than nodes interconnected by multiple networks, are compounded by the legal and regulatory boundary of the city usually being defined as an older core, so that cities are regarded as something quite separate from their surrounding territory. All cities have administrative boundaries, but cities are very rarely either physically or energetically contained within those administrative boundaries. In the past, cities gathered most of the energy and materials they needed from their immediate local territory, and trade linked systems of cities across whole regions. The growth and vitality of many cities are no longer dependent on the spatial relationship with their immediate environs but on the regional and global flows of resources. The flow of materials, information and energy through cities comes from far outside their physical and regulatory (municipal) boundaries. Cities now extend their metabolic systems over very great distances, so that the extended territory of the urban metabolism of a city and its geographical ‘place’ are often completely decoupled.
series ACADIA
type keynote paper
email
last changed 2022/06/07 07:58

_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
doi https://doi.org/10.52842/conf.ecaade.2012.1.383
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
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.
wos WOS:000330322400039
keywords Digital system of tools; collaboration; 3D model; public participation; urban design
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2011_067
id ecaade2011_067
authors Kontovourkis, Odysseas
year 2011
title Pedestrian Modeling as Generative Mechanism for the Design of Adaptive Built Environment
doi https://doi.org/10.52842/conf.ecaade.2011.850
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.850-858
summary The investigation of the relationship between pedestrian modeling and the built environment is essential in the process of analyzing, evaluating and generating new architectural spaces that can satisfy circulation design conditions and respect the surrounding environment in the best possible way. In order to achieve the direct interaction between the users and the environment, current work attempts to examine how pedestrian models can be used as generative mechanisms for the production of adaptive spaces, which can be optimized according to human movement behavior needs. In this investigation, an existing computer program will be further developed in relation to its ability to inform the environment in an adaptive manner resulting the formation of spaces that can influence and can be influenced by pedestrian movement behavior and hence circulation systems. This can be done by creating new rules of interaction between components, for instance between pedestrians and the geometry of environment, and by taking into account pedestrian movement behavior conditions, as well as functional and morphological architectural design criteria.
wos WOS:000335665500098
keywords Pedestrian modeling; virtual forces; generative design; adaptive built environment
series eCAADe
email
last changed 2022/05/01 23:21

_id cf2011_p035
id cf2011_p035
authors Langenhan, Christoph; Weber Markus, Petzold Frank, Liwicki Marcus, Dengel Andreas
year 2011
title Sketch-based Methods for Researching Building Layouts through the Semantic Fingerprint of Architecture
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. 85-102.
summary The paper focuses on the early stages of the design process where the architect needs assistance in finding reference projects and describes different aspects of a concept for retrieving previous design solutions with similar layout characteristics. Such references are typically used to see how others have solved a similar architectural problem or simply for inspiration. Current electronic search methods use textual information rather than graphical information. The configuration of space and the relations between rooms are hard to represent using keywords, in fact transforming these spatial configurations into verbally expressed typologies tends to result in unclear and often imprecise descriptions of architecture. Nowadays, modern IT-technologies lead to fundamental changes during the process of designing buildings. Digital representations of architecture require suitable approaches to the storage, indexing and management of information as well as adequate retrieval methods. Traditionally planning information is represented in the form of floor plans, elevations, sections and textual descriptions. State of the art digital representations include renderings, computer aided design (CAD) and semantic information like Building Information Modelling (BIM) including 2D and 3D file formats such as Industry Foundation Classes (IFC) (IAI, 2010). In the paper, we examine the development of IT-technologies in the area of case-based reasoning (Richter et al., 2007) to provide a sketch-based submission and retrieval system for publishing and researching building layouts including their manipulation and subsequent use. The user interface focuses on specifying space and their relations by drawing them. This query style supports the spatial thinking approach that architects use, who often have a visual representation in mind without being able to provide an accurate description of the spatial configuration. The semantic fingerprint proposed by (Langenhan, 2008) is a description and query language for creating an index of floor plans to store meta-data about architecture, which can be used as signature for retrieving reference projects. The functional spaces, such as living room or kitchen and the relation among on another, are used to create a fingerprint. Furthermore, we propose a visual sketch-based interface (Weber et al., 2010) based on the Touch&Write paradigm (Liwicki et al., 2010) for the submission and the retrieval phase. During the submission process the architect is sketching the space-boundaries, space relations and functional coherence's. Using state of the art document analysis techniques, the architects are supported offering an automatic detection of room boundaries and their physical relations. During the retrieval the application will interpret the sketches of the architect and find reference projects based on a similarity based search utilizing the semantic fingerprint. By recommending reference projects, architects will be able to reuse collective experience which match the current requirements. The way of performing a search using a sketch as a query is a new way of thinking and working. The retrieval of 3D models based on a sketched shape are already realized in several domains. We already propose a step further, using the semantics of a spatial configuration. Observing the design process of buildings reveals that the initial design phase serves as the foundation for the quality of the later outcome. The sketch-based approach to access valuable information using the semantic fingerprint enables the user to digitally capture knowledge about architecture, to recover and reuse it in common-sense. Furthermore, automatically analysed fingerprints can put forward both commonly used as well as best practice projects. It will be possible to rate architecture according to the fingerprint of a building.
keywords new media, case-based reasoning, ontology, semantic building design, sketch-based, knowledge management
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2011_p073
id cf2011_p073
authors Nasirova, Diliara; Erhan Halil, Huang Andy T, Woodbury Robert, Riecke Bernhard E.
year 2011
title Change Detection in 3D Parametric Systems: Human-Centered Interfaces for Change Visualization
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. 751-764.
summary The research on current parametric modeling systems concerns mainly about the underlying computational technology and designs produced; and emphasizes less human factors and design tasks. We observe users being challenged in interacting with these systems regardless of their expertise level. In these systems, user’s attention is divided on system-imposed actions such as tool selection and set-up, managing obscured views, frequent view manipulation, and switching between different types of representations. In essence, control of the system can become more demanding than the design task itself. We argue that this unbalanced emphasis inhibits one of the most important functions of parametric design: agility in exploration of design alternatives by applying frequent user-introduced or system-generated changes on the parametric design models. This compounded by the effect of cognitive limitations such as change blindness and shifts in locus of attention hinders change control and imposes an extra cognitive load in design. In this paper, we made a first step in developing a set of heuristics that is going to present how designers’ change control and detection can be improved. We experimented with three interfaces that control and visualize changes on three different compositions in relation to the designer’s locus of attention: on-model, peripheral and combined views. We measured designers’ performance as the number of changes detected, number of trials, and time required to complete each change detection task. The results support our hypothesis that change blindness significantly slows down and overloads design thinking, and thus should not be ignored. Furthermore, an interesting finding shows that visualizations on the visual periphery can equally support change detection as on-model visualizations, but it is significantly easier and faster to detect changes when they are visualized in both views. These findings can guide us to develop better interfaces in 3D parametric systems.
keywords parametric design, change detection, change blindness, user-centered design, interface ergonomics, HCI, CAD, visualization
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia11_226
id acadia11_226
authors Salim, Flora; Jaworski, Przemyslaw; Kaftan, Martin; Friedrich, Eva; Urquiza, Rafael; Oh, Suhee; Fihn, John; Galaso, Jose Luis; Roa, Rafael; Banke, Tore; Bak, Jakob; Kalvo, Raul; Di Leo, Stefan; Madeddu, Davide; Albuquerque, Joao; Gillespie, David; Østergaard, Jacob
year 2011
title Informing Architecture and Urban Modeling with Real-world Data on 3D Tangible Interfaces and Augmented Displays
doi https://doi.org/10.52842/conf.acadia.2011.226
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. 226-233
summary The proliferation of online and digital data in our world yields unprecedented opportunities for connecting physical and digital parametric models with live data input and feedback. Tangible interfaces and augmented displays provide theatrical settings for designers to visualize real-world data and experience realtime feedback while manipulating physical and digital models on the table. This paper proposes a new approach to design workflow, where physical model and virtual model can be interconnected and informed in realtime by multiple analytical datasets and live data streams. Using 3D scanning, blob detection, and multi-touch techniques, multidimensional tangible interfaces and augmented displays presented in this paper demonstrate a powerful new approach for designing and interacting with physical models, materials, and environmental data.
series ACADIA
type normal paper
last changed 2022/06/07 07:56

_id caadria2011_023
id caadria2011_023
authors Champion, Erik M. and Andrew Dekker
year 2011
title Indirect biofed architecture: Strategies to best utilise biofeedback tools and interaction metaphors within digital architectural environment
doi https://doi.org/10.52842/conf.caadria.2011.241
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. 241-250
summary This paper explains potential benefits of indirect biofeedback used within interactive virtual environments, and reflects on an earlier study that allowed for the dynamic modification of a virtual environment’s graphic shaders, music and artificial intelligence (of Non Playing Characters) based on the biofeedback of the player. It then examines both the potential and the issues in applying biofeedback (already effective for games) to digital architectural environments, and suggests potential uses such as personalization, object creation, atmospheric augmentation, filtering, and tracking.
keywords Virtual worlds; biofeedback; sensors; empathy theory
series CAADRIA
email
last changed 2022/06/07 07:56

_id ijac20119404
id ijac20119404
authors Champion, Erik; Andrew Dekker
year 2011
title Biofeedback and Virtual Environments
source International Journal of Architectural Computing vol. 9 - no. 4, 377-395
summary This paper explains potential benefits of indirect biofeedback used within interactive virtual environments, and reflects on an earlier study that allowed for the dynamic modification of a virtual environment’s graphic shaders, music and artificial intelligence, based on the biofeedback of the player. The aim was to determine which augmented effects aided or discouraged engagement in the game. Conversely, biofeedback can help calm down rather than stress participants, and attune them to different ways of interacting within a virtual environment. Other advantages of indirect biofeedback might include increased personalization, thematic object creation, atmospheric augmentation, filtering of information, and tracking of participants’ understanding and engagement. Such features may help designers create more intuitive virtual environments with more thematically appropriate interaction while reducing cognitive loading on the participants. Another benefit would be more engaged clients with a better understanding of the richness and complexity of a digital environment.
series journal
last changed 2019/07/30 10:55

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
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. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadiaregional2011_020
id acadiaregional2011_020
authors Hudson, Roly; Drew MacDonald, Mark Humphreys
year 2011
title Race track modeler. Developing an Iterative Design Workflow Combining a Game Engine and Parametric Design
doi https://doi.org/10.52842/conf.acadia.2011.x.v2b
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary This paper documents the continuing development and testing of a novel digital work flow established and implemented for the design and redevelopment of formula one racing tracks. The Race Track Modeler (RTM) tool uses a game engine to simulate driving around proposed track designs. Performance data from the simulation is combined with real data acquired from analysis of vehicle mounted accident data recorders (ADRs). The output of the tool is a graphical representation of simulated stopping positions of vehicles that have lost control and left the track. This information directly informs the design of motor racing facilities; the zoning of spectator facilities, position and specification of crash barriers (if required), and surface material selection for the run-off zones (the area where vehicles are expected to stop after losing control and leaving the track). The RTM can suggest further design changes to the track geometry which are then fed back into the game engine. The project involves methods of binding analysis of design directly to geometry together with input from interactive controls. The RTM has been developed and tested during the redevelopment of Silverstone race track in the United Kingdom (figure 1) this paper documents the current state of the tool and concludes with proposed future developments.
series ACADIA
last changed 2022/06/07 07:49

_id caadria2011_010
id caadria2011_010
authors Jowers, Iestyn; Miquel Prats, Nieves Pedreira, Alison Mcay and Steve Garner
year 2011
title Supporting shape reinterpretation with eye tracking
doi https://doi.org/10.52842/conf.caadria.2011.101
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. 101-110
summary It has been argued that reinterpretation is an essential process in design generation and idea exploration. However, computational design tools, such as computer-aided design systems, offer poor support for shape reinterpretation, and as such are not well suited to ideation in conceptual design. One of the key difficulties in implementing computational systems that support shape reinterpretation is the issue of interface – how can a user intuitively guide a system with respect to their interpretation of a designed shape? In this paper, a software prototype is presented that uses an eye tracking interface to support reinterpretation of shapes according to recognised subshapes. The prototype is based on eye tracking studies, and uses gaze data and user input to restructure designed shapes so that they afford manipulation according to users’ interpretations.
keywords Eye tracking; shape interpretation; computer-aided design; design generation; design exploration
series CAADRIA
email
last changed 2022/06/07 07:52

_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 sigradi2011_237
id sigradi2011_237
authors Quitral Zapata, Francisco J.; González Böhme, Luis F.
year 2011
title Sistema de seguimiento solar de bajo costo para instalaciones fotovoltaicas domésticas [Low-cost solar tracking system for domestic photovoltaic installations]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 118-122
summary The ongoing research is focused on the development of a low-cost solar tracking system to improve domestic fixed PV installations which performance is dramatically diminished due to the absence of reorientation mechanisms to maximize solar energy capture. A straightforward way to reduce fabrication and maintenance costs of a domestic solar tracking system is to avoid the use of photoresistors. Most solar trackers use photoresistors to reorient their PV panels. However, the daily and seasonal solar path is well known and its variation is negligible when comparing photoresistorbased and preprogrammed reorientation against the amount of solar energy that is captured.
series SIGRADI
email
last changed 2016/03/10 09:58

_id ijac20119402
id ijac20119402
authors Toth, Bianca; Flora Salim, Jane Burry, John Frazer, Robin Drogemuller and Mark Burry
year 2011
title Energy-Oriented Design Tools for Collaboration in the Cloud
source International Journal of Architectural Computing vol. 9 - no. 4, 339-359
summary Emerging from the challenge to reduce energy consumption in buildings is the need for energy simulation to be used more effectively to support integrated decision making in early design.As a critical response to a Green Star case study, we present DEEPA, a parametric modeling framework that enables architects and engineers to work at the same semantic level to generate shared models for energy simulation.A cloud-based toolkit provides web and data services for parametric design software that automate the process of simulating and tracking design alternatives, by linking building geometry more directly to analysis inputs. Data, semantics, models and simulation results can be shared on the fly.This allows the complex relationships between architecture, building services and energy consumption to be explored in an integrated manner, and decisions to be made collaboratively.
series journal
last changed 2019/07/30 10:55

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