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 95

_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 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
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
doi https://doi.org/10.52842/conf.acadia.2011.x.v2b
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 acadia11_278
id acadia11_278
authors Kobayashi, Yoshihiro
year 2011
title Irregular Vertex Editing and Pattern Design on Mesh
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. 278-283
doi https://doi.org/10.52842/conf.acadia.2011.278
summary This paper introduces an innovative computational design tool used to edit architectural geometry by addressing the problem of irregular vertices. An irregular vertex is a special kind of vertex which is connected with fewer or greater less or more edges than regular vertices on a mesh object. Irregular vertices create problems with further surface rationalization, as well as structural analysis and constructability of the surface. Geometry created using other tools can also be remeshed upon import. Using the developed tool, the user is able to identify irregular vertices, interactively change the type, and then move or remove these irregular vertices. Additionally, a computational tool to make various design patterns on the mesh after the topology has been edited is also developed. The workflow is illustrated step by step in the pipeline. The advantages and disadvantages of editing mesh topology on architectural geometry design including the limitations are discussed at the end.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id acadia11_284
id acadia11_284
authors Ogrydziak; Luke
year 2011
title Tetrahedron Cloud
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. 284-291
doi https://doi.org/10.52842/conf.acadia.2011.284
summary The research project, tetrahedron cloud, explores agent-based stochastic behavior as a design tool. It investigates the possibilities for producing volumetric tetrahedral meshes based on the interactions of individual stochastic agents. The research situates itself at the intersection of the visual arts, the physical sciences, and computer science. The basic interest in stochastics comes from the visual arts; the growth simulation approach is borrowed from the natural sciences; and the use of a tetrahedral mesh within C++ comes from computer science. But more generally, the project focuses on architecture’s ongoing engagement with stochastic systems. By embedding extremely specific tendencies within an agent’s behavior, while also allowing for stochastic variation, we can create larger systems that are both in and out of our “control”. This sidesteps the typical limitations of many computational geometry and parametric methods, where there is often an overly deterministic relationship between the input and output of a given system. Such a shift from optimization to behavior inevitably brings up troubling questions of style. Abandoning the search for a “best” solution, or even the articulation of the criteria for such a task, re-opens computational architecture at its deepest levels as a site for design speculation.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ecaade2011_022
id ecaade2011_022
authors Achten, Henri
year 2011
title Degrees of Interaction: Towards a Classification
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.565-572
doi https://doi.org/10.52842/conf.ecaade.2011.565
wos WOS:000335665500065
summary In architecture various approaches have been developed do deal with changing demands on the building. The most recent development is interactive architecture. In this paper we aim to outline what interactive architecture is. First we define the type of performance behavior that an interactive building or environment has. Following, we consider the relation between the system and the user. We derive four types of relations, characterized as “perfect butler,” “partner,” “environmental,” and “wizard.” Interactive systems are composed of sensors, controllers, actuators, and materials. Various degrees of interactivity can be achieved with such systems, ranging from passive, reactive, autonomous, to agent systems. Complete with earlier discussion of design methods this provides the range of aspects that should be considered when designing interactive architecture.
keywords Interactive architecture; Human-Computer interaction; design theory
series eCAADe
email
last changed 2022/05/01 23:21

_id caadria2011_032
id caadria2011_032
authors Barker, Tom; Nicole Gardner, M. Hank Haeusler and Martin Tomitsch
year 2011
title Last train to trancentral: From infrastructure to ‘info’structure: a case study of embedding digital technology into existing public transport infrastructures
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. 335-344
doi https://doi.org/10.52842/conf.caadria.2011.335
summary The research presented in this paper is an investigation into how ubiquitous computing technologies can contribute to improving the quality of existing public transport environments through the integration of responsive technologies. The paper argues that given the significant challenges associated with transport infrastructure expansion including cost, disruption, energy use, and implementation periods augmenting existing transport environments offers alternate measures to manage demand and improve the user experience. The paper proposes improving transport environments by integrating smart, or responsive, digital information into the existing physical fabric in a coherent architectural and spatial context. This approach offers an opportunity to shift away from the static nature of public transport infrastructure to the dynamic notion of public transport ‘info’structure. The research uses an architecture graduate studio as a foundation to investigate the objectives. The contribution of this paper is an investigation of ways in which digital technologies and networked communications can transform and augment public transport infrastructure, allowing new forms of intelligent, adaptive, interactive and self-aware architecture to be developed.
keywords Urban Informatics; media facades; public transport; responsive technologies; smart environments
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2011_050
id ecaade2011_050
authors Beirão, José N.; Nourian, Pirouz; Mashhoodi, Bardia
year 2011
title Parametric urban design: An interactive sketching system for shaping neighborhoods
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.225-234
doi https://doi.org/10.52842/conf.ecaade.2011.225
wos WOS:000335665500025
summary In this paper we show the structure of an urban design parametric system. The system is dynamic and builds an interactive relation with the designer updating the layout and related data at each input change. The responsiveness of the system allows the designer to gain awareness on the qualitative consequences of each design move by comparing a design state with a set of urban indicators and density measures which are automatically calculated along with the geometrical updates.
keywords Parametric urban design; city modelling; urban planning
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_019
id ecaade2011_019
authors Bourdakis, Vassilis
year 2011
title Interactive Spatial Design course analysis: 10 years, 150 projects
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.647-652
doi https://doi.org/10.52842/conf.ecaade.2011.647
wos WOS:000335665500075
summary The paper is giving an overview and analysis of an undergraduate, sixth semester, compulsory course titled “Virtual Reality: Interactive Spatial Design” at the department of Architecture, School of Engineering, University of Thessaly, Volos, Greece. It is one of the very few courses on designing digital/synthetic and interactive space_and not merely utilising Virtual Reality (VR) technologies for architectural visualisations_in architectural curricula. The aim of this paper is to primarily draw on a ten year experience on teaching the course and to open up a discussion on the implications of such digital design courses and address emerging problems. This is achieved through a reflection on the teaching process (interaction as design process, curriculum and attained goals) and an analysis and genre classification of the 150 submitted projects.
keywords Studio teaching; interaction; virtual environments; digital design
series eCAADe
email
last changed 2022/05/01 23:21

_id sigradi2011_356
id sigradi2011_356
authors Bustos Lopez, Gabriela; González, Giscard; Rincón, Francisco
year 2011
title Arquitectura Interactiva, reacción, comportamientos y transformaciones en el Programa de Diseño Digital [Interactive architecture, reaction, behaviors and transformations in the Digital Design Program]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 171-175
summary This paper shows an academic strategy of production in the Interactive Architecture´s Mention of the Digital Design Diploma from the School of Architecture and Design at the University of Zulia, like weaves of reactions in the process of creation in the virtual space in 3D, and its establishment like interactive architectonic devices, jointly with a conceptual exposition that is based on the interactivity definition from the complex epistemology vision. It is the manifestation of an academic experience developed within the framework of both theoretical and practice exposition, based on the complex epistemology of the design with digital technology.
keywords Architecture, interactivity; digital design; intelligent behaviors
series SIGRADI
email
last changed 2016/03/10 09:47

_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
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
doi https://doi.org/10.52842/conf.caadria.2011.241
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_p165
id cf2011_p165
authors Chasznar, Andre
year 2011
title Navigating Complex Models in Collaborative Work for (Sustainably) Integrated 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. 619-636.
summary Increasingly intensive use of computational techniques such as parametric-associative modeling, algorithmic design, performance simulations and generative design in architecture, engineering and construction are leading to increasingly large and complex 3D building models which in turn require increasingly powerful techniques in order to be manipulated and interpreted effectively. Further complexities are of course due also to the multi-disciplinary nature of building projects, in which there can be significant variation and even conflict among the aims of architects, engineers and builders, as well as owners, occupants and other stakeholders in the process. Effective use of model information depends to a large extent on sense-making, which can in some ways be helped but also hindered by schemes for organizing the information contained. Common techniques such as layering, labeling (aka ‘tagging’) and assignment of various other attributes to model objects have significant limitations – especially those arising from general problems of language, ontology and standardization, as well as but distinct from issues of interoperability – both with respect to locating the desired items in a 3D building model and also with respect to displaying the objects in informative ways which effectively assist collaborative design and decision-making. Sustainable design in particular is an area generally requiring a high level of inter-disciplinary collaboration to achieve highly integrated designs which make multiple use of the elements and systems incorporated (though integrated design may also be pursued without explicit aims of sustainability). The proposed paper describes ongoing research concerning alternatives to the currently common techniques for locating and displaying information in 3D building models in support of sense-making to promote collaborative and integrated design. These alternatives comprise on the one hand interactive geometric-content-based methods for search and classification of model objects – as an alternative or complement to common assigned-attribute-based methods – and on the other hand visual analytic techniques – in contrast to existing, relatively static tabular and "physical" views – which can help to increase the informativeness of the geometric data within the model, as well as the non-geometric data that is attached to geometric objects (e.g. as in the cases of BIM and various types of CAE performance simulations). Tests undertaken with architects and engineers in practice and academia to evaluate the proposed methods are also described. Finally conclusions are drawn regarding these methods’ positive present performance and some of their shortcomings, as well as indicating directions for future research concerning the methods’ refinement and extension to help 3D building models become more effective components of the design process than they are at present, both with respect to these models’ present levels of complexity and especially with respect to their anticipated increasing complexity in future.
keywords CAD/CAE/BIM, content-based search, visual analytics
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2011_000
id sigradi2011_000
authors Chiarella, Mauro; Tosello, Maria Elena (eds.)
year 2011
title Sigradi 2011: Augmented Culture
source Proceedings of the 15th Iberoamerican Congress of Digital Graphics Graphics / ISBN 13: 978-987-657-679-6] Argentina - Santa Fe 16-18 November 2011, 579 p.
summary “Augmented Culture” talks about a combination of interdependent social and technological meanings in a complex, multiple, interactive and interconnected context. It acknowledges that a new social and cultural paradigm is being developed as the old barriers of time, space and language are ruptured and transcended. In our knowledge-based civilization, we inhabit interconnected societies where new relational forms are configured. Additionally, cultural expressions have been qualitatively augmented starting from their integration with information and communication technologies, which have dramatically enhanced not only their creative and reflective processes, but also the realization and construction of cultural objects. In this sense, an “Augmented Culture” compels us to investigate the wide and complex spectrum of the variables that express the interdisciplinary, collective and participative constructions of our present age, so strongly related to visual culture, information culture and interface culture. Thus, we consider it necessary to concentrate, to expand, to spread and to share exploratory, descriptive or explanatory experiences and productions of such phenomena. The attempt is to define a multidimensional theoretical framework that while recognizing today’s state-of-the-art and tendencies, it provides us with a critical viewpoint.
series other
type normal paper
email
last changed 2011/12/30 18:05

_id sigradi2011_070
id sigradi2011_070
authors Follonier, Maria; Castillo, Mónica
year 2011
title Enseñanza de Lenguajes Comunicacionales Visuales Heterológicos en Entornos Educativos Digitales [Teaching Languages communicational Heterológicos Visual in educational environments Digital]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 402-406
summary The updates made in subjects referred to University Careers with distance educational modality related to the production and dissemination of some of the aspects of knowledge in the field of Project and Habitat Design; allow developing educational strategies considering the didactic potential of interactive learning environments. These cognitive scenarios articulates syntagms of temporality and visuality into the paradigm of digital educational environments; and the syntagms of contents and forms into the paradigm of transformative didactics, deploying heterologycal visual communicational languages, in relation to projectuality and imagination.
series SIGRADI
email
last changed 2016/03/10 09:52

_id caadria2011_068
id caadria2011_068
authors Garagnani, Simone
year 2011
title Packing the “Chinese box”: A strategy to manage knowledge using architectural digital models
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. 717-726
doi https://doi.org/10.52842/conf.caadria.2011.717
summary The architectural design activity has been transformed due to technological advances in building knowledge management. The research proposed is based on a three years long Ph.D. work on 3D models intended as graphical informative systems, layered according to the “Chinese box” paradigm and destined to professionals and researchers in architecture. The applied case study is referred to San Vitale’s church in Ravenna, Italy: the monument was investigated through nested digital models produced by different computer programs. Passing through evolutionary steps identified as synthesis, reduction and projection, the resulting archive lowered its Complication Ratio, a numerical value inspired by fractal’s auto-similarity, indicating a recursive modification in morphologies and contents. Models so conceived are qualified as progressive knowledge-based catalogues easily interchangeable and useful to understand how new or existing architectures work. As a result of this approach, representations obtained with surveys, historical chronicles, light analysis and acoustic simulations were composed following gradual refinements: technical data were collected running parallel to bibliographic research, enriching interactive virtual models sprung from a recursive criterion destined to increase the information enclosed into an undivided, lossless, digital archive.
keywords 3D modelling; virtual architecture; BIM; CAAD; information database
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2011_150
id sigradi2011_150
authors García Amen, Fernando; Payssé Alvarez, Marcelo; Portillo, Juan Pablo; Richero, Andrés
year 2011
title Viaje 2.0 |Un moleskine digital [Viaje 2.0 | a digital moleskine]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 428-431
summary For sixty-seven years, students of architecture from our University have made an academic journey around the world. It lasts between five and nine months, and studentscan visit the most important works of architecture from all the times.Therefore,Viaje 2.0 arises as a digital interactive real-time platform, where travelers from this year and further ones will be able to register their own experiences, and develop knowledge through direct contact with buildings, cities, and authors.Viaje 2.0 combines elements of social networking, geo-positioning apps, and architectural information, developing a conceptual mashup, capable of constituting a large database, which may be consulted in real-time from all over the world.
series SIGRADI
email
last changed 2016/03/10 09:52

_id cf2011_p145
id cf2011_p145
authors Georgiou, Odysseas
year 2011
title Interactive Structural Analysis
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. 833-846.
summary This paper re-approaches structural engineering through an interactive perspective by introducing a series of tools that concatenate parametric design with structural analysis, thus achieving interoperability between form and its structural performance. Parametric Design is linked to Structural Analysis using computer programming to establish a common interactive framework that leads to performance based designs that respond to structural constrains and conditions in an interactive manner. A series of examples illustrate the synergy between form and structure by interactively modelling, analysing and visualizing its response.
keywords Structural engineering, parametric design, interoperability,free form,interactive,analysis
series CAAD Futures
email
last changed 2012/02/11 19:21

_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

_id acadia11_178
id acadia11_178
authors Hambleton, Daniel; Braund, Michael; Walsh, Chris
year 2011
title Dragonfly: An Ecological Approach to Digital Architectural Design
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 178-185
doi https://doi.org/10.52842/conf.acadia.2011.178
summary Dragonfly is a simulation engine that extends the scope of current human-space interaction tools by encoding the basic principles of ecological psychology into an interoperable, interactive, CAD environment.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id caadria2011_027
id caadria2011_027
authors Hua, Hao and Ting-Li Jia
year 2011
title Interaction in terms of individuality and intelligibility
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. 281-290
doi https://doi.org/10.52842/conf.caadria.2011.281
summary This paper points out that “interaction” is not only a scientific issue but also a social-cultural issue. The relationship between the user experiences and the behaviours of the system should be emphasised. The “Individual-Intelligible” coordinate system is created to compare and evaluate the interactivity of various systems, it provides a new design space for researches or students experimenting with interactive systems. Four experiments are discussed with the new formulation of the interaction.
keywords Interaction; individual; intelligible
series CAADRIA
email
last changed 2022/06/07 07:49

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