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 549

_id acadia12_429
id acadia12_429
authors Fox, Michael ; Polancic, Allyn
year 2012
title Conventions of Control: A Catalog of Gestures for Remotely Interacting With Dynamic Architectural Space
doi https://doi.org/10.52842/conf.acadia.2012.429
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 429-438
summary The intent of this project is to create a catalogue of gestures for remotely controlling dynamic architectural space. This research takes an essential first step towards facilitating the field of architecture in playing a role in developing an agenda for control. The process of the project includes a sequence carried out in four stages: 1) Research of gestural control 2) Creating an initial catalogue of spatial architectural gestures 3) Real-world testing and evaluation and 4) Refining the spatial architectural gestures. In creating a vocabulary for controlling dynamic architectural environments, the research builds upon the current state-of-the-art of gestural control which exists in integrated touch- and gesture-based languages of mobile and media interfaces. The next step was to outline architecturally specific dynamic situational activities as a means to explicitly understand the potential to build gestural control into systems that make up architectural space. A proposed vocabulary was then built upon the cross-referenced validity of existing intuitive gestural languages as applied to architectural situations. The proposed gestural vocabulary was then tested against user-generated gestures in the following areas: frequency of "invention", learnability, memorability, performability, efficiency, and opportunity for error. The means of testing was carried out through a test-cell environment with numerous kinetic architectural elements and a Microsoft Kinect Sensor to track gestures of the test subjects. We conclude that the manipulation of physical building components and physical space itself is more suited to gestural physical manipulation by its users instead of control via device, speech, cognition, or other. In the future it will be possible, if not commonplace to embed architecture with interfaces to allow users to interact with their environments and we believe that gestural language is the most powerful means control through enabling real physical interactions.
keywords Gesture , Interactive , Remote , Control , Architecture , Intuition , Physical , Interface
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id ecaade2012_161
id ecaade2012_161
authors Araujo, Bruno; Jorge, Joaquim; Duarte, Jose
year 2012
title Combining Virtual Environments and Direct Manipulation for Architectural Modeling
doi https://doi.org/10.52842/conf.ecaade.2012.2.419
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 419-428
summary In this paper we present an environment for conceptual design which mimicsthe interaction of designers with physical mockups. We present novel three dimensional on-and-above-the-surface interactive techniques which combine asymmetric bimanual operations with multi-touch direct manipulation on a fl at surface and depth cameras. These take advantage of a continuous interaction space to create and edit 3D models in a stereoscopic environment. To allow modeling architectural shapes directly, we combine hand and finger tracking in the space above the table with multi-touch on its surface without the need to change modes. This provides an alternative design environment where users can seamlessly switch between interacting on the surface or in the space above it depending on the task, which makes it easier to model complex shapes using simple operations.
wos WOS:000330320600044
keywords 3D Modeling; 3D User Interfaces; Virtual Reality; Procedural Modeling
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2012_214
id ecaade2012_214
authors Das, Subhajit ; Dutt, Florina
year 2012
title Design optimization in a hotel and offi ce tower through intuitive design procedures and advanced computational design methodologies. Façade design optimization by computational methods
doi https://doi.org/10.52842/conf.ecaade.2012.1.235
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. 235-243
summary The research topic of this paper exemplifies design optimization techniques of a hotel/office tower in Central China (Nanjing city), which faces subtropical humid climate throughout the year. The main intent of the project is to fi nd optimized design solution with the aid of parametric design tools and Visual Basic Scripting techniques (in Rhino Script & Grasshopper) combined with intuitive design process. In any urban context, we firmly believe that architectural design is a responsive phenomenon, which faces diverse interaction with the user & the local climate. The building design of the proposed tower acknowledges these responsive factors of the design with the environment along with building users or residents. Consequently, we strive to develop a sustainable design solution, which is ecologically efficient and psychologically conducive to the wellbeing of the user. We developed our intuitive design product with complex computational design toolsets to leverage design and energy efficiency. In this procedure, we draw major design concepts and geometrical typologies from natural systems in the form of bio mimicry or biologically inspired design process. Overall, this research paper outlines the significance and relevant benefi ts of the combination of intuitive design (from experience, expertise and architects skills) with parametric scripting tools.
wos WOS:000330322400023
keywords Sustainable Building Façade; Parametric Architecture; Intelligent building skin; Solar Architecture
series eCAADe
email
last changed 2022/06/07 07:55

_id ascaad2012_018
id ascaad2012_018
authors Ghani, Izham; Ahmad Rafi Peter Woods and Abdul Ghani Salleh
year 2012
title Sense of Place in Virtual Heritage Environment: A Review
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 181-189
summary The use of computer technology is becoming a necessity to many organizations particularly as a means of representation and visualization. In the context of culture and heritage it is often developed in the form of virtual heritage. This is due to the fact that some of these intangible values are faded or even lost in museums they are placed, or buried in its physical remains and ruins. The concept of portraying the richness of sense of place via the use of virtual reality (VR) technology is seen to be of great potential to give value to the heritage sites. Thus, VR allows a unique representation of the intangible heritage elements while evoking the user’s senses, emotions, memories, meanings and interpretations, though these are arguably complex to accomplish. This paper reviews literatures on factors that influence the character of place and sense of place, and the use of VR technology and virtual world design to suggest presence for virtual heritage development.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_018.pdf
last changed 2012/05/15 20:46

_id acadia12_419
id acadia12_419
authors Hsiao, Chih-Pin ; Davis, Nicholas M. ; Do, Ellen Yi-Luen
year 2012
title Dancing on the Desktop
doi https://doi.org/10.52842/conf.acadia.2012.419
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 419-428
summary Dancing on the Desktop is a gesture-based modeling system. In this prototype, two interactive display screens are projected on the top of a desk and the wall behind it to show the plan and perspective views of an architectural model, respectively. A depth camera detects gestural interactions between these two displays to create an immersive gestural interaction space to manipulate the model. Additionally, visual images and text are projected on the user’s hands to provide different types of feedback about gestural interactions. We argue that Dancing on the Desktop helps users develop an embodied understanding of the spatial and volumetric properties of virtual objects. In this paper, we will review related gestural prototypes and examine their shortcomings. Then, we will introduce distributed cognition and describe how it helped our system address the shortcomings of typical gestural prototypes. Next, we will describe the implementation details and explain each type of gestural interaction in detail. Finally, we will discuss our preliminary tests and conclusions.
keywords Design Cognition , Architectural Modeling , Gestural Inputs , Immersive Environment , Augmented Reality
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaade2012_231
id ecaade2012_231
authors Pak, Burak ; Verbeke, Johan
year 2012
title Affordable Web-based Collaborative Mapping Environments for the Analysis and Planning of the Green Networks of Brussels
doi https://doi.org/10.52842/conf.ecaade.2012.1.413
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.413-422
summary In this paper, we will discuss the potentials of affordable Geoweb 2.0 technologies. We will reveal two affordable open-source collaborative mapping frameworks and explore their potentials, strengths and weaknesses through two different field implementations in the form of case studies. Refl ecting on our experiences with these cases we will compare the two technological frameworks in terms of participation and mapping support as well as data security, cross-browser compatibility, interface customizability, import-export capability and required level of expertise for setup and management. Moreover, with a designerly lens, we will discuss the levels of design empowerment in two cases in relation with user profi les and pre-designated contribution styles. Finally, we will identify open challenges and suggest future directions.
wos WOS:000330322400042
keywords Virtual Environments; Collaborative Mapping; Planning; Web 2.0
series eCAADe
email
last changed 2022/06/07 08:00

_id caadria2012_094
id caadria2012_094
authors Roupé, Mattias; Mikael Johansson, Mikael Viklund Tallgren and Mathias Gustaffson
year 2012
title Using the human body as an interactive interface for navigation in VR models
doi https://doi.org/10.52842/conf.caadria.2012.079
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 79–88
summary The use of Virtual Reality (VR) and interactive real-time rendering in urban planning and building design are becoming more and more common. However, the integration of VR in the urban planning process suffers from the complicated interaction handling of the virtual environment. In particular, people unfamiliar to gaming environments and computers are less prone to interact with a VR visualisation using keyboard and mouse as controlling devices. This paper addresses this issue by presenting an implementation of the XBOX 360 Kinect sensor system, which uses the human body to interact with the virtual environment. This type of interaction interface enables a more natural and user-friendly way of interacting with the virtual environment. The validation of the system shows that respondents perceived the interface as non-demanding and easy to use. The implemented interface to switch between different architecture proposals gave a better understanding and spatial reasoning for the respondent. The study also shows that males perceived the system as more demanding than females. The users also associated and compared their body with virtual environment, which could indicate that they used their body during spatial reasoning. This type of spatial reasoning has been agued to enhance the spatial-perception.
keywords Virtual reality; XBOX Kinect; perception; navigation
series CAADRIA
email
last changed 2022/06/07 07:56

_id ascaad2012_003
id ascaad2012_003
authors Elseragy, Ahmed
year 2012
title Creative Design Between Representation and Simulation
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 11-12
summary Milestone figures of architecture all have their different views on what comes first, form or function. They also vary in their definitions of creativity. Apparently, creativity is very strongly related to ideas and how they can be generated. It is also correlated with the process of thinking and developing. Creative products, whether architectural or otherwise, and whether tangible or intangible, are originated from ‘good ideas’ (Elnokaly, Elseragy and Alsaadani, 2008). On one hand, not any idea, or any good idea, can be considered creative but, on the other hand, any creative result can be traced back to a good idea that initiated it in the beginning (Goldschmit and Tatsa, 2005). Creativity in literature, music and other forms of art is immeasurable and unbounded by constraints of physical reality. Musicians, painters and sculptors do not create within tight restrictions. They create what becomes their own mind’s intellectual property, and viewers or listeners are free to interpret these creations from whichever angle they choose. However, this is not the case with architects, whose creations and creative products are always bound with different physical constraints that may be related to the building location, social and cultural values related to the context, environmental performance and energy efficiency, and many more (Elnokaly, Elseragy and Alsaadani, 2008). Remarkably, over the last three decades computers have dominated in almost all areas of design, taking over the burden of repetitive tasks so that the designers and students can focus on the act of creation. Computer aided design has been used for a long time as a tool of drafting, however in this last decade this tool of representation is being replaced by simulation in different areas such as simulation of form, function and environment. Thus, the crafting of objects is moving towards the generation of forms and integrated systems through designer-authored computational processes. The emergence and adoption of computational technologies has significantly changed design and design education beyond the replacement of drawing boards with computers or pens and paper with computer-aided design (CAD) computer-aided engineering (CAE) applications. This paper highlights the influence of the evolving transformation from Computer Aided Design (CAD) to Computational Design (CD) and how this presents a profound shift in creative design thinking and education. Computational-based design and simulation represent new tools that encourage designers and artists to continue progression of novel modes of design thinking and creativity for the 21st century designers. Today computational design calls for new ideas that will transcend conventional boundaries and support creative insights through design and into design. However, it is still believed that in architecture education one should not replace the design process and creative thinking at early stages by software tools that shape both process and final product which may become a limitation for creative designs to adapt to the decisions and metaphors chosen by the simulation tool. This paper explores the development of Computer Aided Design (CAD) to Computational Design (CD) Tools and their impact on contemporary design education and creative design.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_003.pdf
last changed 2012/05/15 20:46

_id ecaade2012_298
id ecaade2012_298
authors Zarzycki, Andrzej
year 2012
title Urban Games: Inhabiting Real and Virtual Cities
doi https://doi.org/10.52842/conf.ecaade.2012.1.755
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. 755-764.
summary Virtual environments, originally seen as less-than-perfect replicas of physical world, acquire their own identity with unique visual and spatial logic. Identity that now starts permeating back into everyday life and informing what is expected or acceptable within physical reality. The distinction between the actual and virtual fades when seen through the screen of a smartphone, experienced through a navigational system of the video game console, or manifested by media rich culture often confusing a product with an image. The paper considers massive multiplayer online role playing games (MMORPG) as the analogy to an urban ritual/happening and places AR in the broader context of the mobility-on-demand culture, location-based and ubiquitous technologies, and the authoring of the public realm. It also explores how we can take an advantage of the urban mobility for crowd sourcing, social networking, and multi-player gaming as well as non-normative use of public spaces.
wos WOS:000330322400080
keywords Interactive environments: Video games: Electronic social networks: Massive Multiplayer Online (MMO) Games: Virtual Urbanism
series eCAADe
email
last changed 2022/06/07 07:57

_id ascaad2012_002
id ascaad2012_002
authors Maher, Mary Lou
year 2012
title Designing CAAD for Creativity
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 7-9
summary Can we design CAAD to enhance creativity? CAAD is often considered a tool that assists architects in design by managing documentation and facilitating visualization. While there has been anecdotal concern that CAAD inhibits creativity, there is empirical evidence that CAAD can enhance creativity. The challenge is to develop principles for designing CAAD for creativity based on theoretical and empirical research on recognizing and enhancing individual and distributed creative cognition. This presentation describes three concepts that can lead to principles for designing CAAD to enhance human creativity: recognition, perception, and diversity. // 1. Recognition: A framework for recognizing and evaluating creative design, shown in Figure 1, is developed based on research in psychology and design science that includes novelty, value, and surprise. This framework provides a basis for comparing and evaluating the impact of CAAD on creativity. 2. Perception: Perception affects cognition and therefore interaction design is a critical component of designing CAAD for creativity. The results of an empirical study, shown in Figure 2, using a protocol analysis find that changing perception to include tangible user interfaces has a positive effect on creative cognition. These results lead to design principles for increasing perceptual modalities in future CAAD systems. 3. Diversity: A theoretical framework for social and collective intelligence in design show how an increase in cognitive diversity leads to an increase in innovation. Using this framework we can develop design processes that combine the benefits of individual, team, and crowdsourced design ideas, as shown in Figure 3.
series ASCAAD
type keynote paper
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_002.pdf
last changed 2012/05/15 20:46

_id b2f9
id b2f9
authors Bhzad Sidawi and Neveen Hamza
year 2012
title INTELLIGENT KNOWLEDGE-BASED REPOSITORY TO SUPPORT INFORMED DESIGN DECISION MAKING
source ITCON journal
summary Research highlights that architectural design is a social phenomenon that is underpinned by critical analysis of design precedents and the social interaction between designers including negotiation, collaboration and communication. CAAD systems are continuously developing as essential design tools in formulating and developing ideas. Researchers such as (Rosenman, Gero and Oxman 1992) have suggested suggest that knowledge based systems can be integrated with CAAD systems to provide design knowledge that would enable recalling design precedents that maybe linked to the design constraints. Currently CAAD systems are user centric being focused on architects rather than the end product. The systems provide limited assistance in the production of innovative design. Furthermore, the attention of the designers of knowledge based systems is providing a repository rather than a system that is capable to initiate innovation. Most of the CAAD systems have web communication tools that enable designers to communicate their design ideas with colleagues and partners in business. However, none of these systems have the capability to capture useful knowledge from the design negotiations. Students of the third to fifth year at College of Architecture, University of Dammam were surveyed and interviewed to find out how far design tools, communications and resources would impact the production of innovative design projects. The survey results show that knowledge extracted from design negotiations would impact the innovative design outcome. It highlights also that present design precedents are not very helpful and design negotiations between students, tutors and other students are not documented thus fully incorporated into the design scheme. The paper argues that the future CAAD systems should be capable to recognize innovative design precedents, and incorporate knowledge that is resulted from design negotiations. This would help students to gain a critical mass of knowledge that would underpin informed design decisions.
series journal paper
type normal paper
email
more http://www.itcon.org/cgi-bin/works/Show?2012_20
last changed 2012/09/19 13:41

_id ascaad2012_022
id ascaad2012_022
authors Borham, Ahmad; Lobna Sherif and Osama Tolba
year 2012
title Resilient Rules - Culture and Computation in Traditional Built Environments
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 211-221
summary This study explores the influence of the socio-cultural rules, based upon Islamic jurisprudence (fiqh), on the complexity of the traditional built environment. This system of rules organized the societal activities, including decisions and activities related to design and construction in the Arab-Islamic city. Considering the city as a complex system, the study will try to show how this rules system made the Arab-Islamic city resilient and adaptive. Complex Adaptive Systems (CAS) are non-linear, self-organizing systems that have the ability to adapt to changing conditions through changing the rules that organize the random autonomous interactions between agents in the environment. This adaptation takes place through gradual gained experience that is reflected in the behavior of agents. This study attempts to interrelate different bodies of literature (Complexity/Chaos theory and built environment studies) in a single framework that aims to show that the socio-cultural rules system based on fiqh was a major factor in the resilience of the traditional built environment. These interrelations are illustrated using a graph called Computational Rules Graph (CRG). The CRG relates the traditional rules system to attributes of complex systems in a graph that can be modeled computationally. Traditional rules (codes of conduct) are proscriptive (non-deterministic), defining what is prohibited, thereby producing autonomous environments where agents had control over their immediate environment. In comparison, contemporary rules of the built environment (building codes) are prescriptive (deterministic), subscribing definite actions that need to take place by the stake-holder (agent) neglecting user needs and preferences. The application of these traditional rules system increased the agent’s autonomy and freedom of action. It also helped establish stronger social networks among agents, which resulted in a resilient environment.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_022.pdf
last changed 2012/05/15 20:46

_id ijac201210206
id ijac201210206
authors Chernyakova, Irina; Mariel Villeré, Federico Casalegno, Leonardo Giusti and Zoe Schladow
year 2012
title Civic Media Platforms and Participatory Urbanism: A Critical Reflection
source International Journal of Architectural Computing vol. 10 - no. 2, 253-274
summary In this paper, we explicate our research on technology-mediated urban experience specific to two hyper-local tests in which the space of the ‘public’ is transformed into a virtual network by connective broadcasting. The first case study presents collective mapping in Rio de Janeiro toward increased civic engagement and sustainability, the second tests documentation of political demonstrations for strategic and archival purposes for Occupy Boston. Grouped under the term “participatory urbanism,” the projects intend to explore how an individual activates interstitial space (between the physical city and hovering networks, between public and private) by engaging technology and civic media to affect change in the built environment. The physical and virtual environments serve as reciprocal sources of information, engendering a collective practice of shared encounters. We investigate how such encounters of user-centered activity through mobile and web-based media support or implicate the perception and manipulation of the built environment over spans of time and locations, and will highlight qualitative elements of a mobile and web platform designed for successful civic engagement and participatory urbanism.
series journal
last changed 2019/05/24 09:55

_id caadria2012_029
id caadria2012_029
authors Dutt, Florina and Subhajit Dasd
year 2012
title Responsive achitectural surface design from nonlinear systems biology: Responsive architectural design by computational methods
doi https://doi.org/10.52842/conf.caadria.2012.465
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 465–474
summary The fundamental processes in living systems can be a potential resource to derive nonlinear relationships that could find application in the design of responsive surface from an architectural standpoint. This research focuses on deriving a parametric relationship from a phenomenon in cell biology to generate an architectural expression of responsive surface/ façade. It further delineates the dynamic feedback mechanism from the environment and user as control factors. Through extensive investigation of cell-to-cell connections in the mammary epithelial cells and review of evident relay of communication across the entire system of cells, we could unfold the logical parameters of the biological system. Parametric modelling indicating the causality of the surface condition, changes with the change in extracellular matrix. This gives an opportunity to manoeuvre the surface parameters, contrary to the involuntary cell environment where the behaviours are under the control of a physiological process. Architecturally, the dynamic relationship of surface in a hybridised model, explains that interactivity is not a mere one to one response to a stimulus. Evidently, this interactive process can be a sophisticated loop of feedback through different materiality and componentry that play their effects (and are played back) by “active” surfaces.
keywords Computational design; responsive architecture; sustainable façade design; bio-inspired design; bio-mimicry
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade2012_154
id ecaade2012_154
authors Ferreira, M. Piedade; Cabral de Mello, Duarte; Duarte, José Pinto
year 2012
title Embodied Emotions: A Phenomenological Approach to Computation to Explore Empathy Through Architecture
doi https://doi.org/10.52842/conf.ecaade.2012.2.599
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 599-604
summary In this paper we present a PhD research that aims to develop a design methodology that, using computational tools can generate livable spaces that allow the design of user centered architecture. We propose that a “corporeal architecture” might be able to work in a prophylactic or therapeutic way that can face some adversities generated by the contemporary impact of technology in the human body. We are using motion as the basis the tool to simulate the body’s motion as a spatial generator. We hope to understand how an embodied space, generated by motions that refl ect emotions, can create a sense of attunement with its dwellers. We also wish to achieve the holistic stimuli of the human body in a naturally immersive environment, with the induction of the body’s motions in space by the physical properties of the architecture.
wos WOS:000330320600064
keywords Corporeal Architecture; phenomenology; computation (shape grammars); user-centred design; empathy
series eCAADe
email
last changed 2022/06/07 07:51

_id sigradi2012_214
id sigradi2012_214
authors Ibarra, Bárbara; Jové, Clara
year 2012
title Diseño de estrategias para el consumo responsable de aparatos electrónicos [Design of strategies for responsible consumption of electronic devices]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 149-153
summary Exploratory, analytical and experimental research held in Santiago, Chile, seeks to propose strategies that encourage responsible consumption of electronic devices (ED) for young people in order to extend the life of personal computers. Through the study of consumption and users’ behavior with their personal computers and the analysis of stimulus and information founded in ED, this research expects to identify significant aspects that can be incorporated into new design proposals in software and hardware.
keywords electronic devices (ED); consumption; young user; interface; e-waste
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2012_031
id caadria2012_031
authors Ji, Guohua; Ying Xu and Ying Wang
year 2012
title 3D urban space information system: A preliminary prototype based on Google Earth plugin
doi https://doi.org/10.52842/conf.caadria.2012.359
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 359–368
summary 2D GIS has shown its limitations in many situations, especially when it’s applied in urban design. Many studies have been carried out to deal with the problem. Some attempted to link 3D visualisation to data stored within 2D GIS, and others tried to combine GIS, CAD and visualisation together. They all aim to meliorate current GIS for 3D applications. The authors of this paper developed a preliminary prototype of a 3D urban space information system based on Google Earth Plugin. It sets up a server to store and offer specific urban space information. With the desktop application that embeds Google Earth Plugin, user can upload and download models on the server, view them in the virtual 3D environment of Google earth, and make models directly in the 3D environment. A server-side database plays the role of managing information. This paper introduces the key ideas and methods of the system development, including system structure, set-up of the serve, server side information management, and interactive modelling functions.
keywords GIS; urban design; Google Earth plugin; VB.Net
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2012_189
id ecaade2012_189
authors Lonsing, Werner
year 2012
title The Infliction of Reality Upon Virtual Architectural Models
doi https://doi.org/10.52842/conf.ecaade.2012.2.385
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 385-389
summary The inevitable and obvious distinction between virtual and real worlds is a result of an assumption, that objects in computation are either digital or not. With new concepts like Mixed- or Augmented-Realities this simple standardized differentiation has become questionable. The infl iction of real objects upon virtual models can not be ignored.
wos WOS:000330320600040
keywords Augmented Reality; Mixed Reality, Post Desktop Era; Human User Interface
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2013_173
id caadria2013_173
authors Mueller, Volker; Drury B. Crawley and Xun Zhou
year 2013
title Prototype Implementation of a Loosely Coupled Design Performance Optimisation Framework
doi https://doi.org/10.52842/conf.caadria.2013.675
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 675-684
summary Integration of analyses into early design phases poses several challenges. An experimental implementation of an analysis framework in conjunction with an optimization framework ties authoring and analysis tools together under one umbrella. As a prototype it served intensive use-testing in the context of the SmartGeometry 2012 workshop in Troy, NY. In this prototype the data flow uses a mix of proprietary and publicised file formats, exchanged through publicly accessible interfaces. The analysis framework brokers between the parametric authoring tool and the analysis tools. The optimization framework controls the processes between the authoring tool and parametric engine on one side and the optimization algorithm on the other. In addition to some user-implemented analyses inside the parametric design model the prototype makes energy analysis and structural analysis available. The prototype allows testing assumptions about work flow, implementation, usability and general feasibility of the pursued approach.  
wos WOS:000351496100066
keywords Design-analysis integration, Design refinement, Optimization  
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2012_70
id ecaade2012_70
authors Noteboom, Chris; Lindner, Gerald; Brodrück, Ralph; Suma, Alexander; Moonen, Faas
year 2012
title Towards Intuitive Communication With Our Built Environment
doi https://doi.org/10.52842/conf.ecaade.2012.2.369
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 369-376
summary An exploration study is performed to investigate how a dynamic (digital) structural expressivity can lead to a new intuitive relationship between the individual user and the building.The study links the structure’s experience which can be described mathematically, and is theoretically exact, to the subjective user’s experience that is studied in the fi eld of psychology and phenomenology. The dynamic nature of their interaction is studied and an interactive virtual design is made in which the structure shows the forces the user introduces and also adapts to them; it enables intuitive communication. This approach fi ts in the global shift from primarily static to a more dynamic, one to one, agent based understanding of our environment.
wos WOS:000330320600038
keywords Communication; user-building interaction; embodied knowledge; adaptation; simulation
series eCAADe
email
last changed 2022/06/07 08:00

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