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 598

_id sigradi2014_252
id sigradi2014_252
authors Pina Calafi, Alfredo; Benoit Bossavit, Isabel Sanchez Gil, Aitziber Urtasun, Benoit Bossavit
year 2014
title Oteiza en movimiento: una herramienta tecnológica para el aprendizaje participativo en el Museo Oteiza [Oteiza in motion a tool for a collaborative learning at the Oteiza museum]
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 255-258
summary This paper presents an interdisciplinary work done at the Museum Oteiza near Pamplona, Spain during 2012 and 2013. The main goal is the use of low cost devices that allows natural interaction, Virtual and Augmented Realities to get the general public closer to the works and concepts of Oteiza through interactive serious games. The most difficult Oteiza’s concepts to understand are those related with the empty space or with time & space. We propose three different activities, shaped as serious game, that use the whole body to interact and play with these concepts. The result is a facility that has been installed at the entrance of the Museum and that can be used for free, before or after a visit to the museum. These activities were presented to 4 experts in Oteiza and the results are discussed. In addition, we gathered more comments after several groups of children tried the application in the museum.
series SIGRADI
email
last changed 2016/03/10 09:57

_id sigradi2013_212
id sigradi2013_212
authors Angulo, Antonieta; Guillermo Vásquez de Velasco
year 2013
title Immersive Simulation of Architectural Spatial Experiences
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 495 - 499
summary The paper describes our research efforts seeking to assess the potential use of immersive simulation through virtual reality (VR) environments as a tool for aiding the design of architectural spatial experiences. By making use of a fully implemented HMD-based VR Environment in our school at Ball State University we conducted a controlled experiment with novice design students. After the evaluation of results of the experiment we have found evidence of the positive impact of the use of the system in design education. We will further investigate on the best practices to incorporate its pervasive use based on high-impact simplified methods.
keywords Spatial experience; Immersive simulation; Head mounted display; Virtual reality; Design education
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2013_101
id ecaade2013_101
authors Fukuda, Tomohiro and Taguchi, Masaharu
year 2013
title Feature of Users’ Eye Movements during a Distributed and Synchronised VR Meeting using Cloud Computing
doi https://doi.org/10.52842/conf.ecaade.2013.1.219
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 219-226
summary Owing to cloud computing Virtual Reality (cloud-VR), a note PC or tablet with no need for a high spec GPU can be used for sharing a 3D virtual space in a synchronous distributed type design meeting. This research investigates the users’ eye movements and optimization of the GUI of cloud-VR during a distributed and synchronized VR meeting. Firstly, a townscape design support system based on cloud-VR was constructed. Then, a 30-minute experiment was executed with eight subjects who wore an eye-tracking system. In conclusion, it was effective to use the eye-tracking system because meeting participants could discuss while confirming each other’s eye direction in an actual distributed and synchronized VR meeting. In scenes where a reviewer listened to a presenter’s explanation, the tendency to look at VR contents other than operation commands was observed. On the other hand, the tendency to look at operation commands about viewpoints, such as “walk-through” and “jump” to an important viewpoint location, was observed in scenes about which a reviewer argued with a presenter.
wos WOS:000340635300022
keywords Spatial design; distributed synchronization; cloud computing; cognitive analysis; eye-tracking.
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2013r_018
id ecaade2013r_018
authors Goyal, Akshay
year 2013
title Field condition and the robotic urban landscapes
source FUTURE TRADITIONS [1st eCAADe Regional International Workshop Proceedings / ISBN 978-989-8527-03-5], University of Porto, Faculty of Architecture (Portugal), 4-5 April 2013, pp. 217-228
summary The paper explores the concept of the ‘field condition’ in recent urban discourse and its implication with respect to emerging technologies in the domains of robotics and AI. The author argues that the notion of ‘field condition’ as one of ‘loosely bound aggregates characterized by porosity and local interconnectivity defined not by overarching geometrical schemas but by intricate local connections’1, has inherent limitations in its contemporary manifestation. The paper then discusses the discourse of the field theory in architecture & urbanism in context with recent developments in swarm robotics, modular self reconfiguring robotic systems and distributed intelligence. Recent design proposals that explore the idea of the city informed by such technologies are also analyzed. The author then argues for a ‘Robotic Urban Landscape’ that builds on the notion of the field as a possibility in the near future. In such a theoretical construct the city consists of a field of ‘nomadic’ mobile technological artifacts that respond to a complex set of parameters and act as a collective whole. The ‘robotic field condition’ in this respect has both physical and virtual dimensions, is both machinic and biological, and has fuzzy binary condition, effectively dematerializing its identity as part of the larger whole. Such fields of mini robots, which collectively are able to perform complex task systems, get intrinsically linked to the city fabric and result in a new urban ecology. The impact on the urban condition as a result of these ‘robotic fields’ of loosely bound mobile artificial constructs that respond in the mathematical matrix of urban ecology and socio economic parameters, is also discussed. Lastly the author suggests a provocative likelihood of a ‘singularity’ moment in light of these developments and the need to relook at contemporary architectural discourse
keywords Field theory, robotics, artificial intelligence, robotic ecology, emerging technology, emergent urbanism
email
last changed 2013/10/07 19:08

_id ijac201310104
id ijac201310104
authors Indraprastha, Aswin and Michihiko Shinozaki
year 2013
title Computing Level of Privacy in a Virtual Environment
source International Journal of Architectural Computing vol. 11 - no. 1, 65-86
summary This paper presents a computational model designed to analyze architectural space and to a develop privacy level using two methods: visual distance method and viewing angle method as those are primary cognitive mechanism to experience architectural space.We suggest that the result will offer possibilities for quantitative design analysis of privacy that influenced by architectural elements.The proposed method consists of two stages: determination of subdivided enclosed spaces and measuring privacy level on each subdivided enclosed space. Previous models showed that spatial quality is related to the visual distance to the architectural elements. In addition to distance variables, our model includes viewing angle variables to determine area and the direction angle from any observation point to the architectural elements on the boundary of an interior space.The case study evaluation is able to rank the quality of design of interior spaces with respect to their privacy level.
series journal
last changed 2019/05/24 09:55

_id sigradi2013_131
id sigradi2013_131
authors Moreira Pontes, Mateus
year 2013
title Sistemas BIM no Ensino de Arquitetura: Uma Investigação do Processo de Ensino de Geometria Descritiva e Desenho Arquitetônico através de Elementos Construtivos Virtuais [BIM Systems in Architecture Teaching: Research on the Process of Teaching Descriptive Geometry and Architectural Design through Virtual Constructive Elements]
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 569 - 571
summary This article discusses the current conditions for learning basic knowledge of architectural drawing and descriptive geometry by incorporating geometric modeling software and modeling building components, aimed at developing a significant learning and objective skills improvement for the practice of architecture design.
keywords Descriptive geometry; Architectural representation; BIM
series SIGRADI
email
last changed 2016/03/10 09:55

_id caadria2013_118
id caadria2013_118
authors Roupé, Mattias and Mathias Gustafsson
year 2013
title Judgment and Decision-Making Aspects on the Use of Virtual Reality in Volume Studies
doi https://doi.org/10.52842/conf.caadria.2013.437
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. 437-446
summary The most common reason for using Virtual Reality (VR) as a communication medium in urban planning and building design is to provide decision makers with access to a shared virtual space, which can facilitate communication and collaboration in order to make better decisions. However, there is a risk that judgmental biases arise within the virtual space. The displaying of the VR-models and itscontent could be one way of changing the settings for the visual access to the virtual space and could thus influence the outcome of the decision making process. For that reason it is important to have knowledge of how different settings in and around the VR-medium influence the experience of the shared visual space that the VR-medium strives to achieve. In this case the decision-making process, perceptions of space, and the cognition process of decoding of information in the visual space are important. This paper investigates how reference points influence judgments of a volume study of a building and furthermore what visual cues that are used for spatial reasoning about volumes. The results show that the initial visual information has a profound impact on the decision, even when this information lacks in validity.  
wos WOS:000351496100043
keywords Virtual reality, Spatial perception, Judgment, Volume study, Urban planning 
series CAADRIA
email
last changed 2022/06/07 07:56

_id ascaad2022_099
id ascaad2022_099
authors Sencan, Inanc
year 2022
title Progeny: A Grasshopper Plug-in that Augments Cellular Automata Algorithms for 3D Form Explorations
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 377-391
summary Cellular automata (CA) is a well-known computation method introduced by John von Neumann and Stanislaw Ulam in the 1940s. Since then, it has been studied in various fields such as computer science, biology, physics, chemistry, and art. The Classic CA algorithm is a calculation of a grid of cells' binary states based on neighboring cells and a set of rules. With the variation of these parameters, the CA algorithm has evolved into alternative versions such as 3D CA, Multiple neighborhood CA, Multiple rules CA, and Stochastic CA (Url-1). As a rule-based generative algorithm, CA has been used as a bottom-up design approach in the architectural design process in the search for form (Frazer,1995; Dinçer et al., 2014), in simulating the displacement of individuals in space, and in revealing complex relations at the urban scale (Güzelci, 2013). There are implementations of CA tools in 3D design software for designers as additional scripts or plug-ins. However, these often have limited ability to create customized CA algorithms by the designer. This study aims to create a customizable framework for 3D CA algorithms to be used in 3D form explorations by designers. Grasshopper3D, which is a visual scripting environment in Rhinoceros 3D, is used to implement the framework. The main difference between this work and the current Grasshopper3D plug-ins for CA simulation is the customizability and the real-time control of the framework. The parameters that allow the CA algorithm to be customized are; the initial state of the 3D grid, neighborhood conditions, cell states and rules. CA algorithms are created for each customizable parameter using the framework. Those algorithms are evaluated based on the ability to generate form. A voxel-based approach is used to generate geometry from the points created by the 3D cellular automata. In future, forms generated using this framework can be used as a form generating tool for digital environments.
series ASCAAD
email
last changed 2024/02/16 13:38

_id caadria2013_128
id caadria2013_128
authors Sun, Lei; Tomohiro Fukuda and Christophe Soulier
year 2013
title A Synchronous Distributed VR Meeting with Annotation and Discussion Functions
doi https://doi.org/10.52842/conf.caadria.2013.447
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. 447-456
summary Owing to cloud computing Virtual Reality (VR), a note PC or tablet with no necessity of high spec GPU can be used for sharing of a 3D virtual space in a synchronous distributed type design meeting. In this paper, in addition to sharing a 3D virtual spacefor a synchronous distributed type design meeting, we developed a prototype system that enables participants to sketch or make annotations and have discussions as well as add viewpoints to them. We applied these functions to evaluate an urban landscape examination. In conclusion, the proposed method was evaluated as being effective and feasible. Operation is limited with one person, and more optional shapes should be preparedin future work. 
wos WOS:000351496100044
keywords Spatial design, Distributed synchronization, Cloud computing, Annotation, Discussion board 
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2013_296
id ecaade2013_296
authors Vidmar, Jernej
year 2013
title Parametric Maps for Performance-Based Urban Design
doi https://doi.org/10.52842/conf.ecaade.2013.1.311
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 1, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 311-316
summary Urban design is a complex process which deals with multitude of aspects to shape quality urban space. On one hand, we have quantitative aspects such as land use, building heights or floor space index which are tackled on top-down approach. On the other hand, we need to take into consideration more subjective, qualitative aspects such as building shapes and space between them based on bottom-up principle.In order to connect both principles, a new, performance-based parametric urban design method is proposed. It is based on a concept of parametric maps, which represent spatial distribution of key building parameters (quantitative criteria, top-down) throughout the area and are preliminary loaded into the virtual urban development area. Once parametric maps are loaded, we begin designing a development by placing the buildings (qualitative criteria, bottom-up), which adapt their parameters while changing their locations. Parametric maps thus represent a link between a set of spatial parameters and the actual shape of each building in a way, which connects both, top-down and bottom-up principles of urban design into a single conceptual framework.In order to evaluate this new method, an interactive prototype application has been developed in Maya (3D modeling software) and the following results were obtained: 1.) a significant speedup is possible in the creation of different design alternatives in early stage of urban design process; 2.) use of parametric maps is most suitable for mid- to large-scale projects (+15 buildings), while they can be redundant for small-scale areas; 3.) possibility of inconsistency with site regulations is diminished.
wos WOS:000340635300032
keywords Parametric; map; performance-based; urban design; urbanism.
series eCAADe
type normal paper
email
last changed 2022/06/07 07:58

_id ecaadesigradi2019_449
id ecaadesigradi2019_449
authors Becerra Santacruz, Axel
year 2019
title The Architecture of ScarCity Game - The craft and the digital as an alternative design process
doi https://doi.org/10.52842/conf.ecaade.2019.3.045
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 45-52
summary The Architecture of ScarCity Game is a board game used as a pedagogical tool that challenges architecture students by involving them in a series of experimental design sessions to understand the design process of scarcity and the actual relation between the craft and the digital. This means "pragmatic delivery processes and material constraints, where the exchange between the artisan of handmade, representing local skills and technology of the digitally conceived is explored" (Huang 2013). The game focuses on understanding the different variables of the crafted design process of traditional communities under conditions of scarcity (Michel and Bevan 1992). This requires first analyzing the spatial environmental model of interaction, available human and natural resources, and the dynamic relationship of these variables in a digital era. In the first stage (Pre-Agency), the game set the concept of the craft by limiting students design exploration from a minimum possible perspective developing locally available resources and techniques. The key elements of the design process of traditional knowledge communities have to be identified (Preez 1984). In other words, this stage is driven by limited resources + chance + contingency. In the second stage (Post-Agency) students taking the architects´ role within this communities, have to speculate and explore the interface between the craft (local knowledge and low technological tools), and the digital represented by computation data, new technologies available and construction. This means the introduction of strategy + opportunity + chance as part of the design process. In this sense, the game has a life beyond its mechanics. This other life challenges the participants to exploit the possibilities of breaking the actual boundaries of design. The result is a tool to challenge conventional methods of teaching and leaning controlling a prescribed design process. It confronts the rules that professionals in this field take for granted. The game simulates a 'fake' reality by exploring in different ways with surveyed information. As a result, participants do not have anything 'real' to lose. Instead, they have all the freedom to innovate and be creative.
keywords Global south, scarcity, low tech, digital-craft, design process and innovation by challenge.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:54

_id caadria2022_74
id caadria2022_74
authors Mazza, Domenico, Kocaturk, Tuba and Kaljevic, Sofija
year 2022
title Geelong Digital Outdoor Museum (GDOM) - Photogrammetry as the Surface for a Portable Museum
doi https://doi.org/10.52842/conf.caadria.2022.1.677
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 677-686
summary This paper presents the development and evaluation of the Geelong Digital Outdoor Museum (GDOM) prototype accessible at https://gdom.mindlab.cloud. GDOM is a portable museum‚our novel adaptation of the distributed museum model (Stuedahl & Lowe, 2013) which uses mobile devices to present museum collections attached to physical sites. Our prototype defines a way for intangible heritage associated with tangible landscapes to be accessible via personal digital devices using 360 3D scanned digital replicas of physical landscapes (photogrammetric digital models). Our work aligns with efforts set out in the UN Sustainable Development Goal 11 (SDG 11) to safeguard cultural and natural heritage, by openly disseminating the heritage of physical sites seamlessly through the landscape. Using a research by design methodology we delivered our prototype as a modular web-based platform that leveraged the Matterport digital model platform. We qualitatively evaluated the prototype's usability and future development opportunities with 32 front-end users and 13 potential stakeholders. We received a wide gamut of responses that included: users feeling empowered by the greater accessibility, users finding a welcome common ground with comparable physical experiences, and users and potential stakeholders seeing the potential to re-create physical world experiences with modifications to the digital model along with on-site activation. Our potential stakeholders suggested ways in which GDOM could be integrated into the arts, education, and tourism to widen its utility and applicability. In future we see design potential in breaking out of the static presentation of the digital model and expanding our portable museum experience to work on-site as a complement to the remote experience. However, we recognise the way in which on-site activation integrate into users' typical activities can be tangential (McGookin et al., 2019) and this would necessitate further investigation into how to best integrate the experience on-site.
keywords Cultural Heritage, Intangible Heritage, Digital Heritage, Web Platform, 3D Scanning, Photogrammetry, Digital model, Portable Museum, Distributed Museum, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ecaade2013r_017
id ecaade2013r_017
authors Meghna, Saiqa I.; Chowdhury, Suvro S.
year 2013
title Contextual customization of design process. Design through the digital and the material
source FUTURE TRADITIONS [1st eCAADe Regional International Workshop Proceedings / ISBN 978-989-8527-03-5], University of Porto, Faculty of Architecture (Portugal), 4-5 April 2013, pp. 205-216
summary In contemporary world, digital technologies have initiated new architectural languages and have eased the way to communicate them directly from initial design phase to production facilities, allowing for the construction of complex geometries with the use of ever evolving techniques and tools. When the emergence of a substance depends on the material behavior, the design interest shifts towards the ‘formation’ instead of the ‘final form’. Regarding these the design procedures will be discussed from the premise where architecture will be perceived through an evolution process that deals with the coherent variables of elements and shifting parameters within a context. However, there are crucial questions about its application in the contexts which have lower access to contemporary technologies although digital technology has already influenced almost every aspects of the culture of the respective context. Besides, the huge production cost has limited its adaptability in many under developed and developing countries where the construction field relies mainly on traditional and low-tech methods. The paper is an effort to give attention on exploration of the new-found freedoms of material computation in close connection with the respective context by inventing new design processes, material applications and custom devices. It is the time to experiment with flexible, mobile and low-cost fabrication methods applicable to different scenarios while achieving the complexity of the contemporary architectural ge¬ometries. Thus an equal focus has to be given to speculate about projects that are site-specific, custom¬ized and adapted to local climatic conditions and technical know-how, in areas that traditionally have limited access to new technologies.
keywords Complex geometries, material behavior, custom devices, low-cost fabrication, design process
email
last changed 2013/10/07 19:08

_id caadria2014_057
id caadria2014_057
authors Nakapan, Walaiporn
year 2014
title Mobile Learning in a History of Art and Architecture Classroom
doi https://doi.org/10.52842/conf.caadria.2014.761
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 761–770
summary This paper presents a pilot project, using mobile devices in a History of Art and Architecture classroom to enhance instructor-student classroom interactions and student learning. At our Faculty of Architecture this particular class has a usual high failure rate (26% F in 2012). It is a compulsory course for architecture students, some of them are required to take this course twice or more before they can graduate. Traditional learning is lecture-based, and students studying toward their tests are often overloaded with information. In June 2013, Rangsit University initiated a new policy to provide tablets to every freshmen; around 7,200 tablets were distributed campus-wide (Samsung Galaxy Note 10.1 with S-pen). Toward the end of the class, the students were asked to complete a questionnaire in order to find out what they think about mobile learning. Typically, students are quite satisfied, and give positive feedback in their comments. The experience gained from this pilot project will be extended to other classes.
keywords Design education; Mobile learning; History of Art and Architecture
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2013_033
id caadria2013_033
authors Nguyen, Danny D. and M. Hank Haeusler
year 2013
title Assimilating Interactive Technology into Architectural Design – A Quest for developing an ‘Architectural Drawing’ for Urban Interaction Design as a Communication Platform Through Combining Physical Sensing Devices with Simulation Software
doi https://doi.org/10.52842/conf.caadria.2013.365
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. 365-373
summary Assimilating Interactive Technology into Architectural Design – A Quest for developing an ‘Architectural Drawing’ for Urban Interaction Design as a Communication Platform Through Combining Physical Sensing Devices with Simulation Software The research presented in this paper investigates the need for an equivalent of architectural drawings for urban interaction design in an architectural scale in order to communicate interaction design intentions to design participants and clients through using state of the art computer, gaming and sensor technologies. The paper discusses two projects (a) Blur Building, as a large scale interaction design project executed through an experienced team and (b) presents as student design project coordinated by the researchers as a reference project. Both projects in this paper are discussed and evaluated from an Urban Interaction Design point of view. This   paper   emphasizes   the   significance   for   establishing ‘drawing’ equivalents for urban interaction design, discussing representation of ideas in architectural design; followed by outlining existing methods of interactive design representation, such as storyboards to then introduce current advancements in gaming environments. The following paper introduces a framework for future research projects that will design, deploy and evaluate of prototypes as a communication platform combining physical sensing devices in combination with gaming engines to enable a digital / physical hybrid. This would allow designers and clients to test, evaluate and improve urban interactions in a design phase prior to completing the project. 
wos WOS:000351496100036
keywords Spatial design, Human-computing interfacing, Interactive architecture, Smart environments, Sensor technology 
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2022_000
id ecaade2022_000
authors Pak, Burak, Wurzer, Gabriel and Stouffs, Rudi
year 2022
title eCAADe 2022 Co-creating the Future: Inclusion in and through Design - Volume 1
doi https://doi.org/10.52842/conf.ecaade.2022.1
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, 672 p.
summary Spatial design is becoming an increasingly social, participatory and inclusive practice. In the last decade, ordinary people all around the world have started to claim a shaping power over the processes of urbanization; over the ways in which our cities are made and remade (Harvey, 2013). There has been a resurgence in the number of do-it-yourself cooperatives initiated by non-designer citizens, activists, artists and designers. In parallel to these developments, a plethora of social technologies, tools and platforms have been developed to include a variety of stakeholders in the architectural design, urban design, planning and decision-making processes. Crowdsourcing and crowdfunding applications started to be widely used to tap into the wisdom of the crowd. Novel developments in parametric design and digital fabrication created possibilities for user participation in the making of customized and highly diversified products. With the combination of artificial intelligence and the Internet of Things, smart buildings, autonomous devices, robots and software started to transform into agents and active participants. The attempts to harness collective human and artificial intelligence opened up new avenues for combining practice, research and education. On the other hand, there is a growing concern over the possible negative impact of the digital devices, tools, platforms and agents integrated in the making of our buildings and cities, public, private and collective spaces. Examples of those are the potential exclusion of vulnerable and disadvantaged citizens, transfer of citizen power to the corporations, privatization of personal life and data, as well as spatial exclusion through increased technological control and surveillance.
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2022_001
id ecaade2022_001
authors Pak, Burak, Wurzer, Gabriel and Stouffs, Rudi
year 2022
title eCAADe 2022 Co-creating the Future: Inclusion in and through Design- Volume 2
doi https://doi.org/10.52842/conf.ecaade.2022.2
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 2, Ghent, 13-16 September 2022, 646 p.
summary Spatial design is becoming an increasingly social, participatory and inclusive practice. In the last decade, ordinary people all around the world have started to claim a shaping power over the processes of urbanization; over the ways in which our cities are made and remade (Harvey, 2013). There has been a resurgence in the number of do-it-yourself cooperatives initiated by non-designer citizens, activists, artists and designers. In parallel to these developments, a plethora of social technologies, tools and platforms have been developed to include a variety of stakeholders in the architectural design, urban design, planning and decision-making processes. Crowdsourcing and crowdfunding applications started to be widely used to tap into the wisdom of the crowd. Novel developments in parametric design and digital fabrication created possibilities for user participation in the making of customized and highly diversified products. With the combination of artificial intelligence and the Internet of Things, smart buildings, autonomous devices, robots and software started to transform into agents and active participants. The attempts to harness collective human and artificial intelligence opened up new avenues for combining practice, research and education. On the other hand, there is a growing concern over the possible negative impact of the digital devices, tools, platforms and agents integrated in the making of our buildings and cities, public, private and collective spaces. Examples of those are the potential exclusion of vulnerable and disadvantaged citizens, transfer of citizen power to the corporations, privatization of personal life and data, as well as spatial exclusion through increased technological control and surveillance.
keywords Proceedings, Front Matter
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2015_6.329
id sigradi2015_6.329
authors Silva, Diego Borges da; Gonçalves, Berenice S.
year 2015
title Info Exame magazine evaluation from heuristics for tablets
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 239-247.
summary The emergence of mobile reading devices such as tablets provided a new trend in the distribution of content in the universe of publications. As changes occur, many ways of consuming information are offered by digital devices. Thus, this study evaluated the application of the Info Exame magazine, regarding its accessibility, usability and user experience. As a method, the heuristics focusing on publications for tablets, proposed by Heikkilä (2013), were employed. Finally, the design was conceived as the very information tool, as it facilitates the connection between the print media and digital media.
keywords Digital Magazines, Heuristic Evaluation for Tablets, Interfaces
series SIGRADI
email
last changed 2016/03/10 10:00

_id ecaade2013_000
id ecaade2013_000
authors Stouffs, Rudi and Sariyildiz, Sevil (eds.)
year 2013
title Computation and Performance, Volume 1
doi https://doi.org/10.52842/conf.ecaade.2013.2
source Proceedings of the 31st International Conference on Education and research in Computer Aided Architectural Design in Europe, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, 726 p.
summary This is the first volume of the conference proceedings of the 31st eCAADe conference, held from 18-20 September 2013 at the Faculty of Architecture of Delft University of Technology in Delft, the Netherlands. Both volumes together contain 150 papers that were submitted and accepted to this conference.The theme of the 31st eCAADe conference is the role of computation in the consideration of performance in planning and design. Since long, a building no longer simply serves to shelter human activity from the natural environment. It must not just defy natural forces, carry its own weight, its occupants and their possessions, it should also functionally facilitate its occupants’ activities, be aesthetically pleasing, be economical in building and maintenance costs, provide temperature, humidity, lighting and acoustical comfort, be sustainable with respect to material, energy and other resources, and so forth. Considering all these performance aspects in building design is far from straightforward and their integration into the design process further increases complexity, interdisciplinarity and the need for computational support.One of the roles of computation in planning and design is the measurement and prediction of the performances of buildings and cities, where performance denotes the ability of buildings and cities to meet various technical and non-technical requirements (physical as well as psychological) placed upon them by owners, users and society at large.This first volume contains 75 papers grouped under eleven subthemes that vary from Design Decision-Making over Spatial Performance and Space Syntax to Digital Fabrication.
series eCAADe
email
last changed 2022/06/07 07:49

_id cf2013_222
id cf2013_222
authors Traunmueller Martin and Ava Fatah gen. Schieck
year 2013
title Following the Voice of the Crowd: Exploring Opportunities for Using Global Voting Data to Enrich Local Urban Context
source Global Design and Local Materialization[Proceedings of the 15th International Conference on Computer Aided Architectural Design Futures / ISBN 978-3-642-38973-3] Shanghai, China, July 3-5, 2013, pp. 222-232.
summary With the introduction of the internet to the public and the rise of digital technologies we experience a shift in our understanding of space. Mobile devices and ubiquitous computing in urban landscape make the physicality of distance disappear – the modern citizen is digitally connected to everybody at anytime and anywhere. The result of this network is a highly globalized world which effects economy same as personal interests and decisions of its inhabitants. The introduction of web 3.0 with its methods of comment, recommender and voting systems offers a broad platform for people all over the world to share experiences and exchange opinions about an unlimited variety of topics. Global opinions meet local interests. In this paper we explore the possibilities of using global voting data to enrich locally the modern citizen’s urban walking experience. We describe a new approach to wayfinding by implementing methods of digital recommender systems into the physical world. We investigate Facebook voting data to generate an alternative to the shortest route, as suggested by common route finder systems, in order to maximize the pleasure of an urban stroll. The testing of the system in a real world context together with collected feedback stimulate the discussions.
keywords Wayfinding, Urban Pedestrian Navigation, Social Networks, Voting data, Mobile Devices, Recommendation Systems
series CAAD Futures
email
last changed 2014/03/24 07:08

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