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 342

_id acadia11_292
id acadia11_292
authors Davis, Adam; Tsigkari, Martha; Iseki, Takehiko; Aish, Francis
year 2011
title Just Passing Through: Integration in Computational Environmental Design
doi https://doi.org/10.52842/conf.acadia.2011.292
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. 292-299
summary This paper proposes Buckminster Fuller’s concept of pattern integrity as a context for understanding computational techniques in environmentally responsive design. We argue that successful integration in this context requires a continuous design medium that allows for heterogeneous, mutable techniques and models. This model of integration is demonstrated by reference to a current project for a large canopy structure in Singapore with specific focus on issues of environmental mediation, object-oriented programming for CAD environments, and functional programming techniques within parametric modeling systems. We discuss the applicability of these novel integrative approaches to wider problems in computational design.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id cf2011_p049
id cf2011_p049
authors Hii Jun Chung, Daniel; Chye Kiang Heng, Lai Choo Malone Lee, Ji Zhang
year 2011
title Analyzing the Ventilation Performance of Tropical High Density Residential Precincts using Computational Fluid Dynamics
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 351-366.
summary Major cities in the world are getting bigger as they continue to grow to cater for more population increase. These cities normally forced the urban planning to go high density. In the tropical context, high density cities like Singapore and Hong Kong do not have the luxury of space to go low rise and compact. These cities have to build to the floor area ratio of 4 and above to cater for the population. Their only solution is to go up, as high as possible, to the extent that the natural wind flow pattern will be altered, which brings environmental impact to the people. This is generally not good since wind flow helps to maintain the thermal comfort of the people as heat and pollutants are being channeled out of the city to avoid Urban Heat Island effect. In the tropical context, wind flow is crucial to maintain people’s comfort as the temperature is generally very high from the exposure of the sun for the entire year. Studies have shown that wind flow plays the most significant part in maintaining human comfort despite exposing to direct sunlight in the tropics. Therefore, wind flow analysis is extremely crucial to make the design sustainable and energy efficient, as people will not have to depend on mechanical ventilation to compensate for the lack of wind flow. Computational Fluid Dynamics (CFD) has always been used in the field of architecture, urban design and urban planning to understand the patterns of wind flow through the built environment apart from wind tunnel tests. The availability of more powerful hardware for the mainstream computer users as well as the lowering costs of these computers made CFD more possible to be adopted in the design world today. This also means using CFD in the design process, especially to analyze the impact of the design to the current site conditions and annual wind patterns will help the new design to be more responsive to the site. The interest of this paper is to analyze the high density typologies to see how well they respond to the local wind flow pattern. A typology is considered acceptable when the wind flow going through the site is still maintaining acceptable wind speed. This means it does not block off the wind and create stagnant spaces. Different designs generate different typologies which will respond differently to the wind pattern. The study aims at comparing the local high density typologies in terms of their response to the wind. Changes to a typology can be explored too to see if the performance will be different. For a typology which is considered a total failure in terms of response to wind, it may improve its performance if the orientation is altered. The CFD software can also parametrically respond to the changes of the typologies’ dimensions. This is helpful to see how much more a typology can still be performing well before failure by increasing the floor area index. The easiest way to do this is to pump up the building height. In conclusion, designing in response to wind is extremely important as it is more sustainable and responsive to Urban Heat Island effect. A design which responds well to the wind patterns will help save cost of cooling load and fan expenditure. The people will also be more willing to use the outdoor spaces which will as a whole generate more vibrant city spaces. As a result, a high density city with huge population count can still enjoy good thermal comfort if the general urban planning and design respond well to wind.
keywords computational fluid dynamics, sustainability, high density, urban design, airflow, ventilation
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaade2011_124
id ecaade2011_124
authors Ibrahim, Mohamed S.; Bridges, Alan; Chase, Scott C.; Bayoumi, Samir; Taha, Dina S.
year 2011
title Experiencing design with grammatical explorations in the beginning design studio: The after-recognition experiment: designing with constraints
doi https://doi.org/10.52842/conf.ecaade.2011.689
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.689-698
summary This paper describes a teaching experience conducted and carried out as part of the coursework of first year students of architecture in two different countries. The workshop is the second of three workshops planned to take place during the course of the first year studio, aimed at introducing new ways of thinking and introducing students to a new pattern of architectural education. The experiment was planned under the theme of “Production” in the mid-stage that is considered the operational stage of the design process. It also succeeded a recognition stage in which the students’ visual reasoning skills were targeted with more open and less determined design tasks. A grammatical approach was chosen to deliver the methodology in the design studio, based on the shape grammar methodology.
wos WOS:000335665500080
keywords Beginning/Novice students; shape grammar; pedagogical grammar; design education
series eCAADe
email
last changed 2022/05/01 23:21

_id acadia11_278
id acadia11_278
authors Kobayashi, Yoshihiro
year 2011
title Irregular Vertex Editing and Pattern Design on Mesh
doi https://doi.org/10.52842/conf.acadia.2011.278
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
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 ecaade2011_064
id ecaade2011_064
authors Koch, Volker; Ritterbusch, Sebastian; Kopmann, Andreas; Müller, Marius; Habel, Thorsten; von Both, Petra
year 2011
title Flying Augmented Reality: Supporting planning and simulation analysis by combining mixed reality methods using multicopter and pattern recognition
doi https://doi.org/10.52842/conf.ecaade.2011.843
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.843-849
summary The article presents an immersive tool to support early planning stages in building construction and town planning. It combines concepts of augmented reality technologies with radio controlled multicopter aircrafts to visualize virtual information in direct context of the build environment within a highly flexible operating range.
wos WOS:000335665500097
keywords mobile augmented reality; planning support; pattern recognition
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_116
id ecaade2011_116
authors Koziko_lu, Nilüfer; Kavlak, Emrah
year 2011
title Introducing Architectural Design Foundations Through Algorithmic Design And Experimentations With Materials: A methodology for freshman class in architecture
doi https://doi.org/10.52842/conf.ecaade.2011.070
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.70-76
summary This paper presents a lecture methodology using pattern based and algorithmic design principles for an introductory architectural design course aimed towards students who are not oriented in design practices but in natural sciences. This methodology is built upon eights interconnected steps, starting with analytical pattern extraction from nature - from the unique texture and structure of a plant (seed or fruit) and also from its lifecycle and relation to the existing habitat. The steps include abstract pattern making with the use of software tools and material building of abstracted geometries as standalone structures. Throughout these steps, principles of information design field is demonstrated to improve students’ abilities to analyze visual information.
wos WOS:000335665500007
keywords Pattern; Parametric Design; Design Education; Information Design
series eCAADe
email
last changed 2022/05/01 23:21

_id acadiaregional2011_008
id acadiaregional2011_008
authors Krietemeyer,Elizabeth A.; Anna H. Dyson
year 2011
title Electropolymeric Technology for Dynamic Building Envelopes
doi https://doi.org/10.52842/conf.acadia.2011.x.s0s
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary Human health and energy problems associated with the lack of control of natural light in contemporary buildings have necessitated research into dynamic windows for energy efficient buildings. Existing dynamic glazing technologies have made limited progress towards greater energy performance for curtain wall systems because they are still unable to respond to dynamic solar conditions, fluctuating building demands, and a range of user preferences for visual comfort and individual control. Recent breakthroughs in the field of information display provide opportunities to transfer electropolymeric technology to building envelopes that can achieve geometric and spectral selectivity in concert with pattern variation within the façade. Integrating electroactive polymers within the surfaces of an insulated glazing unit (IGU) could dramatically improve the energy performance of windows while enabling user empowerment through the control of the visual quality of this micro-material assembly, in addition to allowing for the switchable patterning of information display. Using parametric modeling as a generative design and analysis tool, this paper examines the technical intricacies linking system variables with visual comfort, daylight quality, and pattern design of the proposed electropolymeric dynamic facade technology.
series ACADIA
last changed 2022/06/07 07:49

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
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. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaade2011_149
id ecaade2011_149
authors Popov, Nikolay
year 2011
title Generative sub-division morphogenesis with Cellular Automata and Agent-Based Modelling
doi https://doi.org/10.52842/conf.ecaade.2011.166
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.166-174
summary This paper reports on some recent research carried out to develop computational generative urban design system that can be used as an alternative approach to master planning. The focus of the investigation is an 11 ha site located in the South-East edge of Auckland, New Zealand. The urban (or sub-urban) morphology is modelled as cellular automaton based on Hillier’s (1984) x-y syntax in order to resemble the morphology of the existing village. An agent based system based on Reynolds’ (1987) flocking algorithm evolves synchronously with the automaton and tests its ecological fitness. The emergent pattern of development therefore results from the mutual co-adaption of the cellular automaton and the agent based model. The outcomes are variety of spatial morphologies that connects well with adjacent existing village and at the same time take into account landscape and ecological peculiarities of the site.
wos WOS:000335665500019
keywords Generative urban design; structural coupling; cellular automata; agent based modelling
series eCAADe
email
last changed 2022/05/01 23:21

_id cf2011_p104
id cf2011_p104
authors Sherif, Ahmed; El Zafarany Abbas
year 2011
title Designing the Window to Fit a Shading Device, A Reversed Method for Optimizing Energy Efficient Fenestration
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. 383-399.
summary Solar radiation passing through a window contributes significantly to cooling loads and energy consumption, especially in hot climates. Most CAAD tools handling energy efficient design help designers to define the optimal shading device to protect a window of a certain shape, usually a rectangle, but some parts of the rectangular window (such as lower corners) are typically difficult to protect. Usually the whole shading device becomes bigger to shade these corners, which over-shades the rest of the window, increasing artificial lighting and heating loads. It also increases the complexity, visual impact and cost of the shading device. Changing the shape of the window by cutting these corners may reduce the size of the shading device considerably, which opens way to a different –or even a reversed- approach: “Designing the window to fit a shading device instead of designing the shading device to fit the window!” This approach has several potential applications. The building form itself sometimes works implicitly as a shading device. For example, if the building plan shape is a U or L shape, some parts of the walls become shaded, the windows can be placed in these shaded parts, and the window shape can be designed to fit the shadow pattern caused by the building form, changes in the building profile gives similar chances to design windows that fit the shadow pattern. Conceptually, this approach makes energy efficiency a form giving attribute, helping to create innovative facades, while giving an energy efficient configuration for both window and its shading device. CAAD tools can help the designer adopt such an innovative approach, by proposing the window shape that suits an arbitrary shading device created by the designer or a building mass. This paper examines the validity of the approach and introduces the approach required for developing a software module that can be integrated with other CAAD tools such as the Ecotect software. This would enable the designers to use this approach. The method handles the complexity of time-dependent solar geometry and radiation intensity, the geometry of both the window and shading device, and the designers set of objectives, enabling the designer to define the required configuration of window and shading device.
keywords Energy Efficiency, Low Energy Architecture, Windows, Shading Devices, Algorithm, Oprimization
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2011_037
id caadria2011_037
authors Vaz, Carlos V.; Gabriela Celani and José P. Duarte
year 2011
title An ontology representing Roberto Burle Marx’s landscape design solutions
doi https://doi.org/10.52842/conf.caadria.2011.389
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. 389-398
summary The objective of this undergoing research project is to propose a new approach to landscape design education, based on design cognition and computational design theories, such as patterns, shape grammars and parametric design. The system is based on an ontology that contains classes of design concepts and examples of their instances. This paper shows specifically the development of the ontology that will structure the whole system. The information necessary to understand each of the design concepts is represented by a schematic shape grammar rule. Each concept will be illustrated by a good example of application, extracted from the work of Brazilian landscape designer Roberto Burle Marx. A prototypical implementation of the system is being developed, with a hierarchical taxonomy of the concepts and examples.
keywords Ontology; landscape design education; Roberto Burle Marx; landscape architecture; pattern language
series CAADRIA
email
last changed 2022/06/07 07:58

_id cf2011_p124
id cf2011_p124
authors Verdonck, Evelien; Froyen Hubert
year 2011
title Universal Design Patterns: Designing a Web-Based Tool with Architects
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. 103-115.
summary The implementation of Universal Design in design practice requires a number of tools that provide support to designers throughout the design process. In recent years, several studies have been carried out, determining methods to help designers select appropriate design support tools (DSTs), looking for desired data representation characteristics, or focusing on involving a wide range of users in the design process. This paper discusses how architects, as end-users of the DST, are involved in the development process of a new web-based tool based on the Universal Design Patterns concept. The Universal Design Pattern concept was developed based on Christopher Alexander’s Pattern Language, and looks at the possibility of using patterns to describe existing barriers in the built environment (conflicts), as well as design characteristics that may be implemented to make new designs more inclusive (resolutions). Through Universal Design Patterns, users can contribute new insights about the existing built environment, while architects can discuss the inclusive qualities of new design solutions or find useful design guidance. Involving the architects in developing the Universal Design Pattern concept into a web-based design tool is essential to establish a structure for the Universal Design Patterns that is compatible with the designers’ way of thinking about design problems. Using the specific structure of Universal Design Patterns allows for the grouping of information into appropriately themed units on different levels of the design in a clear and uniform way. Building on the results of a survey involving 406 architects and a comparative study of existing DSTs for Universal Design, this paper first focuses on the results of a series of interviews that provided the basis for a first data-structure for the Universal Design Patterns tool. In addition to this, case-studies were carried out to ensure the new tool can easily be incorporated into the architects’ design process. The results from both the interviews and the case-studies were combined in a preliminary model for the web-based tool. Finally, the methodology for testing this model with architects is discussed. In conclusion, some thoughts are given on the potential benefits of not only testing new DSTs with designers, but involving them actively from the early stages; or, in other words, the benefits of tools not only designed for architects, but with them.
keywords Universal Design, Tools, Patterns
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadiaregional2011_018
id acadiaregional2011_018
authors Vrana, Andrew; Joe Meppelink
year 2011
title Perforating Material Performance: Ceiling Cloud
doi https://doi.org/10.52842/conf.acadia.2011.x.j6t
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary The focus of this project was to design a ceiling system within a new Materials Resource Center in the Architecture Building that would embody the potential of parametric design and digital fabrication to rethink a generic interior architectural system. The instructors and students in a combined design studio and digital fabrication seminar developed a Ceiling Cloud that clips on to a modified suspended ceiling grid using lightweight folded aluminum panels that are designed to incrementally change dimension and drape into the space below. Constraints and variables within the parametric models allowed for the optimization and extraction of 150 unique panels that are also perforated with their own individual pattern. The variations in the folded surface disburse and dissipate sound through refraction and absorption created by the corrugation in the panels and their perforation. The holes are also calibrated as a gradient to allow more light to penetrate in the center of the space away from the perimeter walls. The project was prototyped by the students as the College of Architecture and partially realized with the help of industrial partners in Houston. The studio was co-directed with Visiting Critic Scott Marble who provided a framework to conduct the studio’s exploration and several successful projects as precedent.
series ACADIA
last changed 2022/06/07 07:49

_id caadria2011_051
id caadria2011_051
authors Lin, Chieh-Jen
year 2011
title Topology pattern mining: A visual approach for representing and retrieving design patterns of spatial topology in a case library
doi https://doi.org/10.52842/conf.caadria.2011.535
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. 535-544
summary This paper aims to apply the clustering analysis algorithm to analyze and classify the pattern of spatial topology of floor plans within a case library named “Open Case Study (OCS)”. Based on the results of classifications, this paper proposes a visual interface named “Topology Pattern Mining (TPM)” to present and rank searching results in response to user’s queries. The purpose of TPM is to extend the capacity of OCS for representing implicit knowledge of spatial topology. TPM can retrieve and classify design patterns of spatial topology, and thereby helps users to learn the design knowledge within relevant cases.
keywords Case-based design; case library; knowledge representation; spatial topology; data mining
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2011_070
id caadria2011_070
authors Schnabel, Marc Aurel and Yingge Qu
year 2011
title Digital manga depiction
doi https://doi.org/10.52842/conf.caadria.2011.741
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. 741-750
summary Same as rich colours in a painting that deliver the artist’s thoughts and ideas, the variety of textures and patterns in sketches gives drawings different significance. Using rich sets of texture screens to represent chromatic images, the visual perception can be preserved by using the texture pattern verities. In our work, we present a harmonic representation from chromatic space to textural space, to generate architectural sketches and their details, including colours, textures, and tones. We present a rendering appearance for the communication of architectural design akin to Japanese cartoon depictions. In our results we demonstrate successfully that our method generates sketches from architectural images that preserve architectural key-elements, such as surface or material properties and simulate a chromatic correct perception. This allows for novel depiction and story telling in architecture.
keywords Manga; sketching; story telling; non-photorealistic rendering; multidimensional scaling
series CAADRIA
email
last changed 2022/06/07 07:57

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

_id ecaaderis2018_103
id ecaaderis2018_103
authors Davidová, Marie and Prokop, Šimon
year 2018
title TreeHugger - The Eco-Systemic Prototypical Urban Intervention
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 75-84
keywords The paper discusses co-design, development, production, application of TreeHugger (see Figure 1). The co-design among community and trans-disciplinary participants with different expertise required scope of media mix, switching between analogue, digital and back again. This involves different degrees of physical and digital 'GIGA-Mapping' (Sevaldson, 2011, 2015), 'Grasshopper3d' (Davidson, 2017) scripting and mix of digital and analogue fabrication to address the real life world. The critical participation of this 'Time-Based Design' (Sevaldson, 2004, 2005) process is the interaction of the prototype with eco-systemic agency of the adjacent environment - the eco-systemic performance. The TreeHugger is a responsive solid wood insect hotel, generating habitats and edible landscaping (Creasy, 2004) on bio-tope in city centre of Prague. To extend the impact, the code was uploaded for communities to download, local-specifically edit and apply worldwide. Thus, the fusion of discussed processes is multi-scaled and multi-layered, utilised in emerging design field: Systemic Approach to Architectural Performance.
series eCAADe
email
last changed 2018/05/29 14:33

_id caadria2011_069
id caadria2011_069
authors Fernando, Ruwan; James Steel and Robin Drogemuller
year 2011
title Using domain specific languages in the Building Information Modelling workflow
doi https://doi.org/10.52842/conf.caadria.2011.731
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. 731-740
summary The design of architecture, in practice, entails the collaboration of many disciplines each with their own set of tools and representations. Building Information Models aim to support interoperability between these disciplines. However current implementations require a lot of manual work involving translating parts from the various specialised descriptions to the common model format. Domain Specific Languages are a development from Information Technology that defines a mapping from the concepts used in one discipline to those used in another. In this paper, a workflow incorporating the movement between specialised languages and a central model is described. The central model is structured using the Industrial Foundation Classes (IFC). The motivation for elaborating on the interdisciplinary workflow is the desire to create a more iterative process without the need for the manual recreation of models. While it is difficult to have a description or language that contains all the information of all the disciplines, this research demonstrates how the IFC schema acts as a pivot not just between data sets, but also between concepts expressed in different representations thus giving from analysis to design.
keywords Building Information Model; BIM; domain-specific languages; lighting; spatial planning; parametric modelling
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2011_p075
id cf2011_p075
authors Janssen, Patrick; Chen Kian Wee
year 2011
title Visual Dataflow Modelling: A Comparison of Three Systems
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. 801-816.
summary Visual programming languages enable users to create computer programs by manipulating graphical elements rather than by entering text. The difference between textual languages and visual languages is that most textual languages use a procedural programming model, while most visual languages use a dataflow programming model. When visual programming is applied to design, it results in a new modelling approach that we refer to 'visual dataflow modelling' (VDM). Recently, VDM has becoming increasingly popular within the design community, as it can accelerate the iterative design process, thereby allowing larger numbers of design possibilities to be explored. Furthermore, it is now also becoming an important tool in performance-based design approaches, since it may potentially enable the closing of the loop between design development and design evaluation. A number of CAD systems now provide VDM interfaces, allowing designers to define form generating procedures without having to resort to scripting or programming. However, these environments have certain weaknesses that limit their usability. This paper will analyse these weaknesses by comparing and contrasting three VDM environments: McNeel Grasshopper, Bentley Generative Components, and Sidefx Houdini. The paper will focus on five key areas: * Conditional logic allow rules to be applied to geometric entities that control how they behave. Such rules will typically be defined as if-then-else conditions, where an action will be executed if a particular condition is true. A more advanced version of this is the while loop, where the action within the loop will be repeatedly executed while a certain condition remains true. * Local coordinate systems allow geometric entities to be manipulated relative to some convenient local point of reference. These systems may be either two-dimensional or three-dimensional, using either Cartesian, cylindrical, or spherical systems. Techniques for mapping geometric entities from one coordinate system to another also need to be considered. * Duplication includes three types: simple duplication, endogenous duplication, and exogenous duplication. Simple duplication consists of copying some geometric entity a certain number of times, producing identical copies of the original. Endogenous duplication consist of copying some geometric entity by applying a set of transformations that are defined as part of the duplication process. Lastly, exogenous duplication consists of copying some geometric entity by applying a set of transformations that are defined by some other external geometry. * Part-whole relationships allow geometric entities to be grouped in various ways, based on the fundamental set-theoretic concept that entities can be members of sets, and sets can be members of other sets. Ways of aggregating data into both hierarchical and non-hierarchical structures, and ways of filtering data based on these structures need to be considered. * Spatial queries include relationships between geometric entities such as touching, crossing, overlapping, or containing. More advanced spatial queries include various distance based queries and various sorting queries (e.g. sorting all entities based on position) and filtering queries (e.g. finding all entities with a certain distance from a point). For each of these five areas, a simple benchmarking test case has been developed. For example, for conditional logic, the test case consists of a simple room with a single window with a condition: the window should always be in the longest north-facing wall. If the room is rotated or its dimensions changed, then the window must re-evaluate itself and possibly change position to a different wall. For each benchmarking test-case, visual programs are implemented in each of the three VDM environments. The visual programs are then compared and contrasted, focusing on two areas. First, the type of constructs used in each of these environments are compared and contrasted. Second, the cognitive complexity of the visual programming task in each of these environments are compared and contrasted.
keywords visual, dataflow, programming, parametric, modelling
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
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. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

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