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 512

_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 sigradi2023_108
id sigradi2023_108
authors Passos, Aderson, Jorge, Luna, Cavalcante, Ana, Sampaio, Hugo, Moreira, Eugenio and Cardoso, Daniel
year 2023
title Urban Morphology and Solar Incidence in Public Spaces - an Exploratory Correlation Analysis Through a CIM System
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1655–1666
summary The walkability of open spaces has been highlighted in current discussions about the production of designed environments in urban contexts (Matan, 2011). To contribute to this theme, this work selects the environmental comfort of open spaces as its element of study. The production of urban space was investigated, specifically in regard to urban morphology, understanding that city design directly influences environmental comfort (Jacobs, 1996). This work addresses the geographic context of low latitudes, specifically in hot and humid climate zones of Brazil, and, in this context, according to NBR 15220 (national performance standards), shading is one of the main comfort strategies, so solar incidence was the approached environmental phenomenon. Thus, this work presents a digital system that performs exploratory analysis on the correlations between urban form indicators and environmental performance indicators, specifically solar incidence. The method consists of three steps: urban form modeling (1), indicator measurement (2) and correlation analysis (3). In the first stage, different spatial sections of a city in Brazil were represented in the digital environment (1). This work’s implementation instrument is based on a City Information Modeling framework (Beirao et al., 2012). Visual Programming Interface (VPI) and Geographic Information Systems (GIS) tools were used, in addition to a Relational Database Management System (RDBMS). Then, for each urban clipping, the values of morphological indicators and the incidence of solar radiation were measured (2). Based on the values of the indicators, an exploration of their correlation was carried out by statistical methods (3). The results of the correlation analysis and their correspondent scatter plots are presented. Finally, possible applications of the results for the creation of prescriptive urban planning systems are discussed, seeking to promote a sustainable urban environment.
keywords Urban planning, Environmental comfort, Walkability, Urban morphology, Statistical methods.
series SIGraDi
email
last changed 2024/03/08 14:09

_id cf2011_p095
id cf2011_p095
authors Shin, Dongyoun; Muller Arisona Stefan, Schmitt Gerhard
year 2011
title Crowdsourcing Urban Simulation Platform Using Mobile Devices and Social Networking Media Technologies
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. 233-246.
summary Introduction and Research Questions The research area of urban simulation methods has grown notably in recent decades. Most of the research topics that concern urban simulation have concentrated on defining the complexities of urban environments with certain rules and algorithms. However, cities are getting more complex and changes to them are being made at greater speed. Therefore, current urban simulation modeling approaches based on rules and protocols are still struggling to reduce the gap between the virtual simulation environment and the real cities, since the behavior of citizens is frequently unpredictable and continuously adapting. In this context, research is necessary to develop more fundamental simulation methods that can handle these complexities and changes, leading to new design decision support systems. Therefore, this research was motivated with the following questions: What is the origin of the complexities and transformations of the urban environment? How can we approach the origin to deal with the urban complexities and transformations? To answer these questions, we hypothesize that the diverse human intentions are the origin of the issues that result from all of the complexities and changes of the cities. General Objectives As a result, we propose a participatory simulation environment that brings human intention into the urban simulator: a crowdsourcing [1] simulation platform that is operated by the people‚Äôs participation. To achieve this crowdsourcing urban sustainability simulation environment, we must address the following research issues: categorization of urban sustainability indicators and technologies, inducing mass participations, and an implementation of social network services. Furthermore, we aim at using mobile computing devices, such as smart phones, as a terminal to the simulation environment. Fundamental Goals Our goal is to enable people to share urban information at any time and to compare each other‚Äôs contributions through the crowdsourcing urban simulation platform. The information will be returned to the citizens to support their sustainability-aware life. The simulation platform also gives a chance not only to compare each other‚Äôs levels of sustainability, but also to give self-satisfaction through an altruistic contribution for a sustainable future. Thus, people shall utilize the simulator in order to predict their individual or cities‚Äô future sustainability. Meanwhile, the user data will be collected and delivered to the central server in order to analyze the urban sustainability. Consequently, we can measure the urban sustainability based on a real human interaction, and compare individuals as well as cities. The whole process of this research is presented as a new paradigm of an urban simulator that reflects the urban complexities and the inconstant human mind changes. Specific Objectives of This Paper This paper will represent strategies of the crowdsourcing urban simulation which can make a paradigm shift of urban simulation and shall define the customized sustainable indicators for the initial steps of this research. It shows how as system for can communicate with the public using the current technologies: high performance mobile media, social network services and wide-area geospatial information systems. Furthermore, for the first step of this research, the paper defines the urban sustainability indicators, and their categorization is generalized and translated into simpler ways to support the citizen‚ intuitive understanding.
keywords Crowdsourcing, Urban sustainability, Multi-agent based simulation, Social network services
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2011_101
id sigradi2011_101
authors Tosello, María Elena; Martino, Silvana: Rodriguez, Guillermo
year 2011
title El libro hipermedial de la memoria plural. Una historia sin fin [The hypermedia book of plural memory. A never-ending story]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 552-555
summary The hybrid and augmented contemporary space, which integrates urban and interactive virtual spaces, implies particular ways of inhabiting that suggests new identities, promoting the constant alternation between its different worlds. We propose to analyze and understand the design, construction and appropriation processes in this new social space-time. These processes are not only guaranteed by the accessibility to new media, but they involve the organization of complex strategies which included the development of instruments, guidelines and landscapes that allow the migrations and interweaving between two realities that, for many digital immigrants, seems to be juxtaposed: the urban and the virtual.
series SIGRADI
email
last changed 2016/03/10 10:01

_id cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadiaregional2011_025
id acadiaregional2011_025
authors Bum Kim, Jong ; Mark J. Clayton, Wei Yan
year 2011
title Parametric Form-Based Codes: Incorporation of land-use regulations into Building Information Models
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
doi https://doi.org/10.52842/conf.acadia.2011.x.l7j
summary This project describes investigations into whether parametric modeling using a Building Information Modeling (BIM) platform can represent the provisions and constraints of Form-Based Codes (FBCs). BIM software environments couple 3D modeling with parametric form generation and rich semantics. Further capabilities of an Application Programming Interface that supports Object-Oriented Programming (OOP) results in a very powerful environment for expressing planning and design concepts. While these capabilities were developed under the intention of supporting building design, we hypothesize that they can support planning rules and regulations that are found in FBCs. If our approach is successful, future planning departments will be able to provide architects and urban designers with a FBC that is implemented as a BIM software toolkit, better integrating the planning phase of a project into the building design phase.
series ACADIA
last changed 2022/06/07 07:49

_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 ijac20109103
id ijac20109103
authors Jun Chung, Daniel Hii; Malone-Lee Lai Choo
year 2011
title Computational Fluid Dynamics for Urban Design: The Prospects for Greater Integration
source International Journal of Architectural Computing vol. 9 - no. 1, 33-54
summary Computational Fluid Dynamics (CFD) has always been used in the field of architecture, urban design and urban planning to understand the patterns of wind flow through the built environment. Its analysis is important to evaluate whether the natural ventilation through a site is adequate to mitigate heat and pollutant to achieve better human comfort in dense urban environments. However, given the complex operational requirements, the response to wind flow is not always done early enough to support planning and design. This paper seeks to illustrate how CFD analysis can aid planning and design of urban areas and investigates the workflow requirements, in the hope of making the CFD simulations more accessible to the practices and contribute to design decisions. It also looks at the present technological advancements and future prospects to assess the scenarios where emerging technologies can make CFD simulation more readily available with affordable and even mobile hardware installations.
series journal
last changed 2019/05/24 09:55

_id ecaade2012_113
id ecaade2012_113
authors Jutraz, Anja ; Zupancic, Tadeja
year 2012
title Digital system of tools for public participation and education in urban design: Exploring 3D ICC
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 383-392
doi https://doi.org/10.52842/conf.ecaade.2012.1.383
wos WOS:000330322400039
summary This article is a starting point for the development of experiential urban co-design interfaces to enhance public participation in local urban projects and to be also used as a communication and collaboration tool in urban design. It is based on the previous research involving 3D city models utilized as understandable design interfaces for the non-technical public (Jutraz, Zupancic, 2011), where we have already explored different views (pedestrian, intermediate and bird’s-eye view), as well as the means by which the information obtained from these different views may be combined by shifting between viewpoints. Previous work was conducted in the “street lab” as well as the Urban Experimental Lab, which was developed specifi cally for the public’s participation in urban planning (Voigt, Kieferle, Wössner, 2009). Presented in this article is the next step that explores the immersive collaboration environment 3D ICC [1], formerly known as Teleplace. The environment was developed for effi cient collaboration and remote communication and shifts the research focus towards questions regarding how to employ both labs as interfaces between the non-technical public and design professionals. As we are facing the lack of digital systems for public participation and education in urban design, different digital tools for communication and collaboration should be combined into a new holistic platform for design. A digital system of tools needs to be developed that supports the urban design decision-making process and focuses on improved final solutions and increased satisfaction amongst all participants. In this article the system of digital tools for public participation, which include communication, collaboration and education, will be also defi ned, with its basic characteristics and its elements.
keywords Digital system of tools; collaboration; 3D model; public participation; urban design
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2011_098
id ecaade2011_098
authors Jutraz, Anja; Voigt, Andreas; Zupancic, Tadeja
year 2011
title Exploring Urban Experimental Lab for public participation and education in urban design
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.904-912
doi https://doi.org/10.52842/conf.ecaade.2011.904
wos WOS:000335665500104
summary This paper deals with visual digital collaborative tools for public participation in urban design. First it addresses the problem of the diversity of skills and knowledge levels of all the actors involved. The main focus is on exploring Urban Experimental Lab (Voigt, Kieferle, Wössner, 2009), developed for public participation in urban design, shifting the research focus towards the questions of educating both lay and different professional public through this process. Public participation in urban design is seen as an opportunity for lifelong urban design learning, offering a wide variety of different actions, problems and educational elements. All the participants are expected to improve their knowledge levels through participating in design process.
keywords Digital collaborative tool; urban experimental lab; public participation; education; urban design
series eCAADe
email
last changed 2022/05/01 23:21

_id eaea2009_kardos_plachtinska
id eaea2009_kardos_plachtinska
authors Kardos, Peter; Petra Plachtinska
year 2011
title Spatial Experience in Real & Virtual Environment as an Urban Design Tool
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 59-64
summary The innovations of information technologies and the new possibilities of multimedia exploitation in the realm of architectural design and education are supporting the development of image communication methods on the basis of interactivity. The creative process of searching and decision-making in the urban design studio of our Faculty is supported by spatial modeling methods. The draft is sketched in modeling material on a working model. From the didactic point of view, relevant are mainly those phases, in which is possible, in the imaginative way, to support the searching and decision making process with the aim to test, compare and continuously evaluate the fulfillment of the hypothetic intentions of the solution responsibilities. The model becomes an interactive medium of cooperation between teacher and the working group of students. From the view of design crystallization, the dominant phases, in the creative process, are examining, verification, and simulation. The alternatives of material-compositional content and the spatial performance charts of modeled physical structure are verifying and the visual experience of the anticipated urban environment is simulated by the author, but also through the future client’s eyes. The alternation of the composition’s spatial configurations is generally appreciated by the static visual verification in the endoscopic horizon like the architectural spatial studies. The effective method of the progress generates a creative atmosphere for the generative thinking and design. The laboratory simulation of spatial experiences and their evaluation is performed following the perception psychology relations. The simulation of digestion of the new spatial reality intervenes the customer’s identification and guides to subjective approaches towards the quality and complexity of the formed environment. The simulation is performed in motion in order to be able to anticipate the dynamic continuity of subjective spatial imagination. The induced atmosphere will direct the evaluational attitudes of authors on comparison and selection of the successful alternatives. In our fee, we will present the demonstrations of selected static and dynamic notations of image sequences prepared in our laboratory. The presentations have been created in order to analyze, verify and offer imaginative support to creative findings in result of fulfilling the studio design tasks in the educational process. The main one is the design of urban spatial structures. The laboratory methodology is in the first place oriented on the analogue-digital procedures of "endoscope" model simulation. At the same time it also explores and looks for new unconventional forms of visual communication or archiving as imagination support to specialist and laymen participants in creative, valorization and approval processes.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id cf2011_p141
id cf2011_p141
authors Khan,Mohammad Ashraf; Dong Andy
year 2011
title Using Geo-Located Augmented Reality for Community Evaluation
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. 701-720.
summary Conventional practices of two-dimensional representation of three-dimensional objects remain an impediment to end-user engagement in participatory urban design. An alternative is to harness geo-located augmented reality (GAR) technology to embed life-sized virtual three-dimensional images at the actual site of proposed interventions. This format offers closest to real-life visualizations for end-users, enabling them to firstly comprehend and then express feelings concerning future proposals. This paper presents an iPhone web-app that capitalizes on the Layar browser’s GAR interface to tip the economies of scale in favor of intimately attached users of public space, rather than often remotely detached clients and their commissioned designers. Walk-around virtual images of public space designs can be viewed and commented via iPhones by the public. It further allows users to display their own ideas as alternatives, thus in effect serving as an instrument for advancement of CAAD-enabled participative environmental design in general and the idea of reclamation of authorship of public space in particular. This paper briefly describes the development of a prototype, including its preliminary evaluation, and then highlights a study to determine the 3D rendering performance parameters of GAR technology, as the core component of the idea. The paper concludes with a discussion of future implications.
keywords Participative Environmental Design, Collaborative Architectural Design, CAAD, IPhone, End-User Engagement
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia11_362
id acadia11_362
authors Mathew, Anijo
year 2011
title Interactive Placemaking: Three Critical Enquiries into Urban Interactions in Place
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. 362-371
doi https://doi.org/10.52842/conf.acadia.2011.362
summary Project for Public Spaces (Project for Public Spaces) defines placemaking as a process that fosters the creation of vital public destinations: the kind of places where people feel a strong stake in their communities and a commitment to making things better. This paper uses 3 design implementations to argue that architects and designers must reconstruct these ideas of placemaking in the evolving social, cultural, economic and technological context of our time. The projects are used as critical enquiries to explore how designers can integrate current social-economic and cultural thinking from design, business, and computing and show how evolving interactive connected technologies can lead to new ways of constructing located and connected place.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id caadria2011_044
id caadria2011_044
authors Matthews, Linda and Gavin Perin
year 2011
title Exploiting instability: Reconfiguring digital systems
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. 463-472
doi https://doi.org/10.52842/conf.caadria.2011.463
summary The transmission technologies of digital environments propagated by the Internet, specifically the ubiquitous webcam system, present new material to mediate people’s engagement with civic space and simultaneously offer new ways to materialize its three-dimensional form. Recent research shows that the technical functionality of the webcam can be extended through deliberate intervention within the performance of contemporary camera optics. This suggests the development of new techniques for design intervention that operate in direct relationship to the evolution of the very technologies they exploit. With specific focus on the optical and chromatic translational capacities of the camera, the paper will discuss how the manipulation of its colour receptor mechanism not only provides the designer with an opportunity to exceed the constraints of commonly available colour palettes, but also it will show how this digital disruption actively capitalises upon the discrepancies that govern design strategies applied to formal production within coexistent virtual and real-time space. Through the deployment of colour filter array patterns, this new technique is able to extend the working gamut of RGB colour space in a way that that allows chromatic selection for exterior and interior urban space to be linked to programmatic distribution across duplicate environments.
keywords CCTV; webcam; virtual; array; discrepancy
series CAADRIA
email
last changed 2022/06/07 07:58

_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 acadia10_327
id acadia10_327
authors Vassigh, Shahin; Herrera, Silvana
year 2010
title Interactive Teaching through Simulation Environments
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 327-332
doi https://doi.org/10.52842/conf.acadia.2010.327
summary Spurring new and innovative building design will be critical to the urban energy and economic future of the nation. The operation of completed buildings account for 48% of the nation’s annual greenhouse gas emissions, and 76% of all electricity generated by U.S. power plants goes to supply the building sector. Therefore developing and applying new and innovative sustainable building design will have a measurable impact on the environment. Recent studies show sustainable building design is closely linked to system integration, where various components of a building work in confluence to produce synergetic benefits. As a result, a critical component of sustainable design involves a clear understanding of building systems operation, interaction, and the selection parameters. A consideration of suitable building systems, gauging their interaction, and proposing well integrated systems can lead to producing efficient models of sustainable buildings with minimal impact on the environment. The following paper outlines the progress on a project entitled “Building Literacy: the Integration of Building Technology and Design in Architectural Education.” The project develops a digital tool for teaching/learning architectural technology from an integrated systems perspective. The project attempts to immerse students in a simulated environment that is based on the real life practice of architecture. The project accomplishes this by harnessing the capabilities of simulation and dynamic modeling programs, as well as the state of art graphic media, to create compelling and rewarding reasons for students’ engagement in the lear ning process. The project involves a multidisciplinary team of faculty from Florida International University, University at Buffalo the State University of New York, and Iowa State University and is funded by the US Department of Education for the period of 2007-2011.
keywords educational software, interactive learning, interactive teaching, simulation programs, building performance, building integrated systems,
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id caadria2011_025
id caadria2011_025
authors Watanabe, Shun
year 2011
title Simulating 3d architecture and urban landscapes in real space
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. 261-270
doi https://doi.org/10.52842/conf.caadria.2011.261
summary In the present research, we have developed a system by which to simulate three-dimensional architecture and urban landscapes in any outdoor space. As the basic AR environment, we used Vizard running on a laptop PC, where the urban model component, location tracking component, and image display component work together using original Python scripts. For the urban model component, digital maps data were converted. For the location tracking component, portable DGPS and a high-precision gyroscope were introduced in order to minimize the locational error. For the image display component, optical see-through HMD was used. Stereovision was also realized with the functions of GPU on the PC. A walking experiment was performed to test the proposed system on a redevelopment plan for our university campus.
keywords AR; GIS; DGPS; Optical see-through HMD; Stereovision
series CAADRIA
email
last changed 2022/06/07 07:58

_id acadia11_260
id acadia11_260
authors Pak, Burak; Vrouwe, Ivo; Verbeke,Johan
year 2011
title Design and Development of Low-cost Portable Immersive Spaces
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. 260-267
doi https://doi.org/10.52842/conf.acadia.2011.260
summary In this paper, we will explore the potentials of low-cost portable immersive environments that combine textile structures, gesture-based interfaces and multiple projections. Our aim is to develop affordable, easy to set up, portable and inviting immersive spaces that can serve as an interface between a web-based geographic virtual environment, experts and lay people. In this context, after the introduction, we will review a variety of methods, conceptual tools and materials related to textile tectonics and techniques which can be individually used or combined for the development and construction of portable immersive spaces. In the next section, we will discuss the opportunities and challenges of using a low-cost gesture-based interface (Kinect) to support “touchless” interactions. Consequently, we will present the design alternatives of low-cost portable immersive spaces that we have synthesized from our background studies. This will be followed by the observations and findings from our prototype development, implementation and preliminary testing processes. In conclusion, we will discuss our conclusions and recommendations regarding the future development of low-cost portable immersive spaces.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:59

_id cf2011_p047
id cf2011_p047
authors Vermeersch, Peter-Willem; Nijs Greg, Heylighen Ann
year 2011
title Mediating Objects in Architectural Design: a Non-Visual Exploration
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. 721-734.
summary Through their daily interactions with the built environment, people with disabilities become able to appreciate spatial qualities or detect obstacles that architects may not be attuned to. This observation motivated us to explore scenarios for involving people with sensory disabilities as experts in the design process. An architecture office participating in a real-world design competition is teamed up with two blind persons. The design process is studied in real time through a team ethnography. The analysis in this paper focuses on the mediating aspects of objects in the actions, perception and cognition in one collaborative design meeting in particular. In general, disability situations can teach us something about fixed ways of doing by making perceivable, or questioning practices that seem self-evident. In this particular situation, the blind person’s involvement in a design meeting that relies heavily on representational artifacts, makes perceivable or questions everyday practices in architects’ design process that are taken for granted. Examples include knowing and indicating to others where design elements are on the site, knowing what design element is being talked about, holding the element and its environment ‘in place’, or spatially exploring the design’s spatial configuration. As such, our study shows that exploring inclusivity ‘upstream’, i.e. in the design process, may contribute not only to inclusive design, but also to a more articulate understanding of the working of mediating objects and their use in architects’ design processes tout court.
keywords architectural design, blindness, disability, participant observation, users
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 745e
id 745e
authors Derix C, Kimpian J, Mason J and Karanouh A
year 2011
title Feedback Architecture
source In Terri Peters (ed), Experimental Green Strategies: Ecological Design Research: Architectural Design (AD), Wiley and Sons, Nov-Dec 2011
summary Sustainable design and ecological building are the most significant global challenges for the design profession. To meet new building regulations and national targets for carbon emissions, all future buildings will be judged on their ‘green’ merits. For architects to maintain a competitive edge in a global market, innovation is now key; the design of new processes, technologies and materials that combat carbon emissions and improve the sustainable performance of buildings are paramount. Contemporary practices have responded by setting up multi- disciplinary internal research and development teams, with offices such as Foster + Partners, HOK and Aedas setting the bar for ground-breaking research and development. The aim of internal groups is often to adapt and create new technologies and materials and to borrow ways of working from other disciplines, to focus on innovation rather than incrementally increasing performance or efficiency. This title offers insights into how a wide range of established and emerging practices are rising to meet these challenges. In pursuit of integrated sustainability and low-energy building, material and formal innovation and new tools and technologies, it illustrates that the future of architecture is evolving in an exchange of ideas across disciplines. Incorporating the creation of new knowledge about ecological building within the profession, it also identifies the emergence of a collective will to seek out new routes that build in harmony with the environment.
keywords sustainability, morphology, performance, design computation
series journal paper
type normal paper
email
more http://eu.wiley.com/WileyCDA/WileyTitle/productCd-047068979X.html
last changed 2012/09/20 17:07

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