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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_id caadria2014_056
id caadria2014_056
authors Abdelhameed, Wael A.
year 2014
title Creativity and VR Use
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. 719–728
doi https://doi.org/10.52842/conf.caadria.2014.719
summary Creativity with its various processes is involved in all design actions. Creativity used in architectural design is different than creativity in other domains. However, creativity in general with its related cognition processes has no general theory. This research proposes certain activities of initial architectural design phases in which the role of activity is important. The research proceeds to present a case study of two architectural design studios in which a VR environment is employed in order to investigate the effect of VR use on the creativity in those initial design phases. The research applies a methodology of qualitative and quantitative analysis. Various architectural design factors are neutralized to overcome the influence generated from human factors variation and design thinking prejudice on architectural designing and the associated creativities.
keywords Virtual Reality; Creativity; Architectural Design; Design Studio
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2014_186
id ecaade2014_186
authors Maria Kerkidou, Anastasia Pechlivanidou-Liakata, Adam Doulgerakis and Alexandros Sagias
year 2014
title Agents' movement_towards the reformation of public space - Step 1: select | implement | observe crowd rules
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 53-62
doi https://doi.org/10.52842/conf.ecaade.2014.1.053
wos WOS:000361384700004
summary In order to enable designers to envision the behaviour of pedestrians with reference to specific environments, computational models of crowds and their movement become indispensable tools of evaluation as well as tools of creativity. In this paper, the model under development constitutes a generic model which incorporates ideas about agent-based systems. The simulation program comprises a support system for the designer to place virtual users in a context that bears analogous environmental traits of the area under study. The design problem which is addressed by the implementation deals with public squares for which the programmatic demands involve a broad spectrum of users of diverse idiosyncrasies. Our study attempts to elucidate how the variation in preferences of pedestrian movement which depend on various personal, situational and environmental factors, may influence the current use of a selected public space and underpin qualitative alterations compared to its initial design. The intent of the methodology is not to create a predictive tool of naturalistic human movement but to explore how spatial configuration can be assessed and developed through a simulation model of pedestrian behaviour.
keywords Crowd simulation; spatial behaviour; pedestrian movement; public space
series eCAADe
email
last changed 2022/06/07 07:59

_id ascaad2014_029
id ascaad2014_029
authors Shih , Rowell Ray L. and Runddy D. Ramilo
year 2014
title The Visual Perception and Human Cognition of Urban Environments Using Semantic Scales
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 361-374
summary The purpose of this study was to examine visual perception and human cognition on the use of 3D models to support the proper essential means of urban design presentations. The perception and comprehension of spatial volumes was examined between these 3D visualizations as a means of presentations for urban design. The Semantic Environmental Description Scale was used to investigate the effectiveness of both static 3D conventional scale models and 3D digital modelling. By using the Semantic Environmental Scale, we can find the attributes which affects the visual perception between the users of traditional scale models and the 3D digital models. A survey was conducted to measure how the respondents describe an urban environment. There were two groups of users: The first group was only allowed to analyse the scale model and the other group was given the 3D digital animation model. This methodology allows us to identify these main factors or attributes which describes the laypersons perception between these visualization techniques. In this way, a quantitative way of predicting the overall assessment from these factors can be obtained, thus predicting the success of a specific visualization method and thereby evaluating these main factors that condition it.
series ASCAAD
email
last changed 2016/02/15 13:09

_id caadria2014_052
id caadria2014_052
authors Tai, Nan-Ching
year 2014
title Binocular Disparity and Depth Cue of Luminance Contrast
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. 637–646
doi https://doi.org/10.52842/conf.caadria.2014.637
summary Luminance contrast has been identified as an effective depth cue through perceptual studies using digital images generated by the integrated technologies of physically based lighting simulation and perceptually based tone mapping. However, the prior established framework utilizes a single camera viewpoint, failing to address the binocular vision of the human visual system. In this study, the computational framework is extended to incorporate 3-dimensional (3D) stereo display technology. Psychophysical experiments were conducted to investigate the depth effect of luminance contrast on the experimental scenes presented on conventional and stereo displays. The objective of this study was twofold: first, to investigate the effect of luminance contrast on depth perception, considering binocular vision; second, to further advance the visual realism of the computer-generated environment to reflect the perceptual reality of static pictorial and binocular disparity cues.
keywords High dynamic range imagery; luminance contrast; binocular disparity; stereo display; depth perception
series CAADRIA
email
last changed 2022/06/07 07:56

_id ascaad2014_025
id ascaad2014_025
authors Elias-Ozkan, Soofia T. and Hatem Hadia
year 2014
title Teaching and Learning Building Performance Virtualisation
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 323-330
summary Building performance simulation tools have indeed eased the task of evaluating a building’s performance from the point of view of lighting design, heating and cooling loads, total energy loads, acoustic properties, natural lighting, ventilation, smoke and fire containment etc. However, to use these tools correctly, not only is theoretical knowledge required but also insight that can only be attained after substantial experience. For example, in order to evaluate the thermal performance alone, one needs to understand climatology, material properties, building physics, HVAC systems, internal and external gain factors, solar impacts, etc. to name a few. Hence, teaching students of Architecture how to use these tools, and also to interpret the results properly, is a tall order. This paper reports on insights gained through teaching courses on building performance simulations to graduate students in the Department of Architecture. The course content was varied each term and a different simulation software was used; namely: ECOTECT, Energy Plus and Design Builder. Data presented here will also contain feedback from the course students regarding the modelling process of the buildings, inputting the data, simulating their performance, and evaluating the results. Also, the difficulties faced during the various steps as well as the drawbacks of the tools will be discussed in depth.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:36

_id ascaad2014_026
id ascaad2014_026
authors Al-Barqawi, Wadia
year 2014
title Virtual Reality: an approach for building Makkah’s architectural identity
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 331-342
summary This paper explores a new approach in the architectural design process aiming to construct Makkah's architectural identity. Makkah, which is a city of unique sacred values, has been losing its battle to preserve it heritage buildings. Traditional districts with their heritage buildings have been cleared in order to construct skyscrapers to accommodate the increasing number of pilgrims. While some argue for preserving heritage buildings others insist in building more skyscrapers. Within these conflicting views, architects and urban designers use CAD software to document heritage buildings without informing the future architectural design process. This paper argues for adopting digital architecture as an approach for preserving the architectural heritage of Makkah by studying heritage buildings as systems that can be digitally represented in virtual world. This goes beyond the physical representation of heritage artefacts to investigate in depth the logic that guide the design process. The roushan, which is one of the unique heritage artefacts in Makkan's architecture can be an interface between reality and the virtual environment in the design process. This goes behind modeling the roushan, to employ the principle of virtual representation in the design process. The digital representation of heritage becomes the realm for research transforming the virtual into reality. The hope is to produce an architecture that is related to its local heritage, contemporary in design and responsive to its environment, as well as to advocate principles, references and techniques at the core of the design process, in an educational and professional context. In broader picture the goal is to achieve a city that is responsive to human activities adapted to changes, sustainable in physical forms and social relations and above all unique in design and identity.
series ASCAAD
email
last changed 2016/02/15 13:09

_id sigradi2014_271
id sigradi2014_271
authors Alvarez, Marcelo Paysse
year 2014
title Relevamiento con drones; el caso Real de San Carlos [Drone mapping; case study: Real de San Carlos]
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. 649-652
summary Cultural landscapes, although complex realities, give shape and meaning to the tangible and intangible components which form the foundations of human cultural background. The architecture of the city of Colonia del Sacramento fits within this context, and builds up a unique cultural landscape inserted in the logic of the historical heritage protection system. This concept, which implies wealth but also conflicts, demands a multidisciplinary approach grounded on a wide vision of this issue. Likewise, this comprehensive approach contributes to reverse and correct the lack of capacity and/or interest to save these examples of man-made landscape (prefabrication, mega-projects of the beginnings of the 20th Century, etc.), which are essential pieces of heritage conservation. Since 1943 the bullring is owned by the Municipality of Colonia. In the last decade the building was fenced to prevent breakdown risk. Still, illegal access occurs quite easily, increasing the risk and potential damage, in addition to the spoilage caused by more than one hundred years of inactivity and lack of maintenance. This paper proposes a method to survey and record the current status of the building, from photos taken by unmanned aerial vehicles (UAV, drones), allowing the registry without the need of direct access to the site. The survey will enable three types of results: series of mapped photographs, 3D models and an interactive platform for aerial view. The aim is to provide valuable and essential documentation for next stages of consolidation works, competitions and eventualy, new uses of the heritage building.
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2014_145
id caadria2014_145
authors Aydin, Serdar and Marc Aurel Schnabel
year 2014
title A Survey on the Visual Communication Skills of BIM Tools
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. 337–346
doi https://doi.org/10.52842/conf.caadria.2014.337
summary Building Information Modelling (BIM) applications are supported by various modelling tools, being expansive to deliver visualised geometry and databases simultaneously. But there is still a gap in visual communication amongst its professionals. Articulating the advantages of fully Web-based collaboration, this paper looks into how BIM tools make contribution to visual communication between different parties working collaboratively. A hybrid model of low-level and high-level interactions is tentatively conceptualised. Based on the hybridised model, a survey is conducted to elucidate a few experiential matters such as visual aesthetics, cognition and motivational impacts of visualisation in BIM tools. Following the survey, a discussion is oriented towards a new storytelling methodology with a novel term, namely gamification. Seeking motivating and efficient means of visual communication between human-human, human-tool and human-model interactions, the present study focuses on an enhanced legibility and appreciation of tools by those who are involved in BIM projects.
keywords Narrative visualisation; infinite computing; information aesthetics; gamification; hybrid model of interaction
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2014_149
id sigradi2014_149
authors Baisch, Lucas Figueiredo; Luis Gustavo Gonçalves Costa Correo
year 2014
title Pepakura e Educação Patrimonial: Construção de Modelos de Edificações Históricas da Cidade de Salvador [Pepakura and Heritage Education: Salvador City Historical Buildings Model Construction]
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. 471-474
summary The Heritage Education is a way of approaching the historical architecture of their communities of students. Through playfulness, it is possible to explore new forms of human cognition to arouse interest and curiosity in their own history and identity. In this research, it is proposed that the planning of the São Francisco de Assis Church in Salvador, Bahia, Brazil, for the assembly of your model for primary school students. For this, SketchUp® software for modeling, Pepakura Designer® for planning and AutoCAD® for finalization and printing are used.
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia14_409
id acadia14_409
authors Bard, Joshua; Gannon, Madeline; Jacobson-Weaver, Zachary; Jeffers, Michael; Smith, Brian; Contreras, Mauricio
year 2014
title Seeing is Doing: Synthetic Tools for Robotically Augmented Fabrication in High-Skill Domains
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 409-416
doi https://doi.org/10.52842/conf.acadia.2014.409
summary The historical split between visualization and actualization in architectural design has encouraged a disciplinary split between representation (the domain of the designer) and construction (a domain entirely removed from the Architect’s purview). This split between seeing and doing in architectural design can be questioned in the context of contemporary robotic technologies where physical and digital workflows comingle in high-skill, collaborative domains.
keywords Architectural Robotics, Human-Robot Collaboration, MOCAP, Adaptive Fabrication, High-Skill Domain, Robotics and Autonomous Design Systems
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:54

_id ijac201412408
id ijac201412408
authors Bueno, Ernesto and Benamy Turkienicz
year 2014
title Supporting Tools for Early Stages of Architectural Design
source International Journal of Architectural Computing vol. 12 - no. 4, 495-512
summary In architectural design, pencil and paper remain the most frequently used media to create freehand drawings to support early design stages. Digital tools conventionally used by architects lack appropriate functionalities and do not offer friendly interfaces for the early stages of architectural design.These are the bad news.The good news are twofold: a) hardware already available can help freehand designers todigitally express their first ideas; and b) functionality principles present in experimental software combined with appropriate hardware could successfully provide a friendly and intuitive human-computer interaction in the early stages of architectural design.This paper takes special attention to the way architects interact with computers, how input devices constrain possible interactions and how functionalities can be explored through these interactions.The article summarizes basic principles to be considered in the development of an all-in-one software and create a scenario whereby these principles are simulated on a hypothetical software to be used during the early stages of architectural design.
series journal
last changed 2019/05/24 09:55

_id ascaad2014_008
id ascaad2014_008
authors Chokhachian, Ata and Abolfazl Dehghanmongabadi
year 2014
title Critical Attitude toward the Footstep of Googie Architecture on Parametric Architecture
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 109-118
summary Advent of machinery age, altering in human needs and lifestyle has changed the pattern of architecture. This pattern is in close relation with different environmental, contextual, behavioral and theoretical aspects of dwellers. With a glance to the history of design, in 1940s the new style of architecture came up which was called Googie architecture. It was a movement of modern architecture, a subdivision of futurist architecture influenced by car culture and the Space Age. This style was alive up to mid-1960s but in its short life, it put a big impact on the appearance of the cities and buildings. Furthermore, in recent years the new style of architecture named Parametricism has started to take shape and accordingly the formal appearance is very close to Googie architecture. Also parametric architecture is out birth of technology and the idea of communication and futurism. The research is questioning the characteristics of parametric and Googie architecture with scrutinizing the origins and main gestures of these styles in society and culture of the period that they exist in. the research tries to figure out failures of Googie style in its own period and parallel to this, it give suggestions to implement and transform qualitative parameters in the design process by means of adapting pattern language in design process, applying parametric design thinking and simplexity in design systems.
series ASCAAD
email
last changed 2016/02/15 13:09

_id acadia14_473
id acadia14_473
authors Cutellic, Pierre
year 2014
title Le Cube d'Après, Integrated Cognition for Iterative and generative Designs.
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 473-478
doi https://doi.org/10.52842/conf.acadia.2014.473
summary This paper describes the work in progress of a research on Neurodesign and a previously described process entitled Augmented Iterations [Cutellic and Lotte, 2013]. Within this broader field of research and design explorations, we will focus on describing and comment results obtained in the neuroselection of shapes among a continuously varying flow of visual stimuli. Eventually, these results will lead to the identification of a non-linear and non-convergent potential for the human-based computation of iterative and generative designs.
keywords Human Computer Interaction, Augmented Iteration, Neurodesign, Generative Design, Integrated Cognition, Evolutionary Computation, Design Computing and Cognition
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:56

_id ijac201412401
id ijac201412401
authors De Solá-Morales Serra, Pau
year 2014
title New Approaches to Representation in Conceptual Design
source International Journal of Architectural Computing vol. 12 - no. 4, 359-378
summary Design has been a human activity as long as humans are humans. In the last decades, a lot of academic research has been devoted to understand the theoretical and scientific bases on which this activity rests, and some of these aspects are beginning to be clear, in particular with respect to cognitive processes and representational needs.Therefore, in this article, we will: 1) briefly describe some current approaches to design thinking and in particular describe conceptual design; 2) analyze how current state-of-the-art software is neither designed to give an answer to these processes, nor to support conceptual design; and 3) introduce a new approach in the design of CAD software data models, so that conceptual design is better supported to truly “aid” designers in his praxis.
series journal
last changed 2019/05/24 09:55

_id caadria2014_206
id caadria2014_206
authors Dias, Miguel Sales; Sara Eloy, Miguel Carreiro, Pedro Proença, Ana Moural, Tiago Pedro, João Freitas, Elisângela Vilar, Jorge D'alpuim and António Sérgio Azevedo
year 2014
title Designing Better Spaces for People
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. 739–748
doi https://doi.org/10.52842/conf.caadria.2014.739
summary We present a pilot study aiming to explore the use of biometrics sensing technology within a semi-immersive VR environment, where users face architectural spaces which induce them sensations close to fear of heights, claustrophobia, frustration and relief. Electrodermal activity was used to detect users’ emotional arousal, while navigating in VR. Navigation conditions and participants’ expertise with games were controlled. Main results show that physiological measurement of user’s perceptions can discriminate well "positive" from "negative" spaces, providing designers with basic information on people’s emotional state when using the buildings they design.
keywords Virtual reality; computational design; human-computer interaction; space perception; biometrics sensing, electrodermal activity
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_645
id ecaadesigradi2019_645
authors Diniz, Nancy, Melendez, Frank, Boonyapanachoti, Woraya and Morales, Sebastian
year 2019
title Body Architectures - Real time data visualization and responsive immersive environments
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 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 739-746
doi https://doi.org/10.52842/conf.ecaade.2019.2.739
summary This project sets up a design framework that promotes augmenting the human body's interactions exploring methods for merging and blending the users of physical and virtual environments, through the design of wearable devices that are embedded with sensors and actuators. This allows for haptic and visual feedback through the use of data that reflects changes in the surrounding physical environment, and visualized in the immersive Virtual Reality (VR) environment. We consider the Body Architectures project to serve as mechanisms for augmenting the body in relation to the virtual architecture. These wearable devices serve to bring a hyper-awareness to our senses, as closed-loop cybernetic systems that utilize 'digitized' biometric and environmental data through the use of 3D scanning technologies and cloud point models, virtual reality visualization, sensing technologies, and actuation. The design of Body Architectures relies on hybrid design, transdisciplinary collaborations, to explore new possibilities for wearable body architectures that evolve human-machine-environment interactions, and create hyper awareness of the temporal, atmospheric qualities that make up our experience of space, as 'sensorial envelopes' (Lally 2014).
keywords Virtual Reality; Wearable Design; Physical Computing; Data Visualization; Immersive Environments; Responsive Architecture
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id acadia14_117
id acadia14_117
authors Elkhaldi, Maher; Woodbury, Robert
year 2014
title Interacting With Alternatives: Alt.Text
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 117-124
doi https://doi.org/10.52842/conf.acadia.2014.117
summary Demonstration of the Alt.Text a prototype that tackles usability issues found in parametric modeling tools for exploring alternatives, from the context of text-authoring. The authors draw on similarities between text-editing and parametric modeling; and introduce a number of novel interactions through a multi-state data model, subjunctive interfaces, and a flexible hierarchy model.
keywords Human-Computer interaction Design Alternatives Design SpaceSubjunctive User-Interfaces Multi-State ModelsParallel EditingHierarchy
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:55

_id acadia14projects_251
id acadia14projects_251
authors Farahi, Behnaz
year 2014
title Breathing Wall
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 251-262
doi https://doi.org/10.52842/conf.acadia.2014.251
summary This installation is aiming to imagine a space that can develop an understanding of its users through their hand/bodily movements and respond accordingly?
keywords Interactive architecture, Kinetic Installation, Human- Building Interaction, Projection mapping, Leap Motion, User participation in design.
series ACADIA
type Student's Research Projects
email
last changed 2022/06/07 07:55

_id acadia14_357
id acadia14_357
authors Gannon, Madeline
year 2014
title Reverberating Across the Divide: Bridging virtual and physical contexts in digital design and fabrication
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 357-364
doi https://doi.org/10.52842/conf.acadia.2014.357
summary This paper presents Reverb, a prototypical CAD/CAM interface for oscillating between digital bytes and physical atoms. The interface uses an integrated workflow (3D scanning, 3D modeling, and 3D printing) to enable a designer to craft intricate digital geometries around pre-existing physical contexts.
keywords Human-Computer Interaction; agent-based modeling; CAD/CAM; generative design; gestural user interface; digital fabrication; 3D printing
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:50

_id caadria2014_000
id caadria2014_000
authors Gu, Ning; Shun Watanabe, Halil Erhan, Matthias Hank Haeusler, Weixin Huang and Ricardo Sosa (eds.)
year 2014
title Rethinking Comprehensive Design: Speculative Counterculture
source Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, 994 p.
doi https://doi.org/10.52842/conf.caadria.2014
summary Rethinking Comprehensive Design—the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014)—emphasises a cross-disciplinary context to challenge the mainstream culture of computational design in architecture. It aims to (re)explore the potential of computational design methods and technologies in architecture from a holistic perspective. The conference provides an international forum where academics and practitioners share their novel research development and reflection for defining the future of computation in architectural design. Hosted by the Department of Design, Engineering and Management at the Kyoto Institute of Technology, CAADRIA 2014 presents 88 peer-reviewed full papers from all over the world. These high-quality research papers are complimented by 34 short work-in-progress papers submitted for the poster session of the conference. The conference proceedings were produced by a motivated team of volunteers from the CAADRIA community through an extensive collaboration. The 88 full papers rigorously double-blind reviewed by the dedicated International Review Committee (consisting of 74 experts), testify to CAADRIA’s highly respectable international standing. Call for abstracts sent out in July 2013 attracted 298 submissions. They were initially reviewed by the Paper Selection Committee who accepted 198 abstracts for further development. Of these, 118 full papers were eventually submitted in the final stage. Each submitted paper was then assessed by at least two members of the International Review Committee. Following the reviewers’ recommendations, 91 papers were accepted by the conference, of which 88 are included in this volume and for presentation in CAADRIA 2014. Collectively, these 88 papers define Rethinking Comprehensive Design in terms of the following research streams: Shape Studies; User Participation in Design; Human-Computer Interaction; Digital Fabrication and Construction; Computational Design Analysis; New Digital Design Concepts and Strategies; Practice-Based and Interdisciplinary Computational Design Research; Collaborative and Collective Design; Generative, Parametric and Evolutionary Design; Design Cognition and Creativity; Virtual / Augmented Reality and Interactive Environments; Computational Design Research and Education; and Theory, Philosophy and Methodology of Computational Design Research. In the following pages, you will find a wide range of scholarly papers organised under these streams that truly capture the quintessence of the research concepts. This volume will certainly inspire you and facilitate your journey in Rethinking Comprehensive Design.
series CAADRIA
last changed 2022/06/07 07:49

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