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

PDF papers
References

Hits 1 to 20 of 641

_id ecaadesigradi2019_334
id ecaadesigradi2019_334
authors Dembski, Fabian, Wössner, Uwe and Letzgus, Mike
year 2019
title The Digital Twin - Tackling Urban Challenges with Models, Spatial Analysis and Numerical Simulations in Immersive Virtual 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 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 795-804
doi https://doi.org/10.52842/conf.ecaade.2019.1.795
summary For the built environment's transformation we are confronted with complex dynamics connected to economic, ecologic and demographic change (Czerkauer-Yamu et al., 2013; Yamu, 2014). In general, cities are complex systems being a "heterogeneous mosaic" of a variety of cultures and functions, characterised by diverging perceptions and interests (ibid). The juxtaposed perceptions and interests in relation to ongoing spatial processes of change create a particularly complex situation. Thus, for planning processes we are in need of approaches that are able to cope not only with the urban complexity but also allow for participatory processes to empower citizens. This paper presents the approach of using Digital Twins in virtual reality (VR) for civic engagement in urban planning, enriched with quantitative and qualitative empirical data as one promising approach to tackle not only the complexity of cities but also involve citizens in the planning process.
keywords Digital Twin; Collaborative Planning; Planning and Decision Support; Participation; Virtual Reality; Global System Science
series eCAADeSIGraDi
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 caadria2014_260
id caadria2014_260
authors Fukuda, Tomohiro; Sun Lei and Keisuke Mori
year 2014
title A Synchronous Distributed Design Study Meeting Process with Annotation Function
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. 749–758
doi https://doi.org/10.52842/conf.caadria.2014.749
summary This research investigated the impact of synchronous distributed non immersive cloud-VR (cloud computing type of Virtual Reality) meetings using the annotation function by noting an architectural design process. The experimentation of collaborative design work at the early stage of a housing renovation project was executed by three designers. The synchronously distributed meetings using cloud-VR and a freehand sketching function were completed in two days. The annotation function was used effectively when a designer wished to show the space composition and volume shape of the planned building and so on. The proposed design environment, sharing a 3D virtual space with viewpoints, plans, sketches and other information synchronously and remotely, was feasible and effective.
keywords Collaborative design; communication process in spatial design; distributed synchronization; virtual environment; cloud computing
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2014_161
id caadria2014_161
authors Heydarian, Arsalan; Joao P. Carneiro,David Gerber, Burcin Becerik-Gerber, Timothy Hayes and Wendy Wood
year 2014
title Immersive Virtual Environments: Experiments on Impacting Design and Human Building Interaction
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. 729–738
doi https://doi.org/10.52842/conf.caadria.2014.729
summary This research prefaces the need for engaging with endusers in early stages of design as means to achieve higher performing designs with an increased certainty for enduser satisfaction. While the architecture, engineering, and construction (AEC) community has previously used virtual reality, the primary use has been for coordination and visualization of Building Information Models (BIM). This work builds upon the value of use of virtual environments in AEC processes but asks the research question "how can we better test and measure design alternatives through the integration of immersive virtual reality into our digital and physical mock up workflows? " The work is predicated on the need for design exploration through associative parametric design models, as well as, testing and measuring design alternatives with human subjects. The paper focuses on immersive virtual environments (IVEs) and presents a literature review of the use of virtual environments for integrating enduser feedback during the design stage. In a controlled pilot experiment, the authors find that human participants perform similarly in IVE and the physical environment in everyday tasks. The participants indicated they felt a strong sense of "presence" in IVE. In the future, the authors plan on using IVE to explore the integration of multi agent systems to impact building design performance and occupant satisfaction.
keywords Virtual Reality; Prototyping; Design Technology; Immersive Virtual Environments; Feedback
series CAADRIA
email
last changed 2022/06/07 07:51

_id sigradi2014_192
id sigradi2014_192
authors Angulo, Antonieta H.; Guillermo P. Vasquez de Velasco
year 2014
title Immersive Simulation in Instructional Design Studios
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay- Montevideo 12,13,14 November 2014, pp. 236-240
summary The paper describes the implementation of “immersive simulation studios” at Ball State University and their impact on architectural design education. This implementation is part of our on-going research efforts aimed to expand conventionally available digital design tools by including state-of-the-art virtual reality (VR) technology in design studios. Two consecutive immersive simulation studios were held during the academic year 2013-2014; we tested teaching/learning methodologies for effectively using the VR simulation to support the students in the design of architectural spaces. The results make reference to the learning outcomes from these implementations and the level of satisfaction of students using the tool.
keywords Architectural Education; Design Studios; Virtual Reality; Immersive Simulation; Head-Mounted Display
series SIGRADI
email
last changed 2016/03/10 09:47

_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 sigradi2014_087
id sigradi2014_087
authors Tosello, Maria Elena; Luis Enrique Carrara
year 2014
title Colmena post-digital. Sistema de acceso abierto para aportes y visualización de bases de datos colaborativas [Post-digital Hive. Open Access System for contributions and visualization of collaborative data bases]
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. 577-581
summary The collective and multidirectional production and dissemination of ideas, texts, images, etc., suppose virtual interactive devices and environments that host and potentiate exchanges, starting from trans-media narratives. Related to the processes of culture digitalization and collaborative construction of knowledge, an immense quantity of digital productions condenses the educative, scientific and artistic heritage of humanity. These productions semantically gather configuring data bases. Hive is an open source-open access system which allows creating, managing and visualizing collaborative data bases of multimedia resources, to apply in educative spaces, libraries, public or private institutions, or for individual purposes.
series SIGRADI
email
last changed 2016/03/10 10:01

_id caadria2014_043
id caadria2014_043
authors Yasufuku, Kensuke
year 2014
title Computational Analysis of Architectural Visual Space Along Walking Path by Using Virtual Reality Display
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. 709–718
doi https://doi.org/10.52842/conf.caadria.2014.709
summary This study evaluated architectural space quantitatively based on ambulatory vision. In this paper, we propose a computational analysis method of a visual space along a walking path by using a virtual reality display. A display image of our system is shown from the first-person perspective. We consider the perspective to be the visual field of the users. To convert the perspective into a visual field, we take advantage of depth buffer data, which can specify how far a pixel of an object is on the perspective. To analyse a visual space by a sequence of visual field, we quantify the geometric characteristics based on isovist theory. A virtual reality display, which employs a wide range view angle and a head-tracking system, also enables us to analyse the relation between the visual field and head motion.
keywords Computational analysis; visual space; walk-through; virtual reality; isovist
series CAADRIA
email
last changed 2022/06/07 07:57

_id sigradi2014_178
id sigradi2014_178
authors Baltazar, Ana Paula; Filipe Silva Gonçalves, Mateus Moreira Pontes, Emidio Dias Maciel e Souza, Luiza Silva Metzker
year 2014
title Ambiente de imersão virtual como ferramenta para mudança de paradigma no processo de projeto arquitetônico: da representação à interação [Virtual immersive environment as a tool for paradigm shift in architecturaldesign process: from representation to interaction]
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. 551-555
summary This paper discusses the possibility of a low-cost immersive virtual environment (AIVITS) shifting the paradigm from representation to interaction in architecture design process. It first presents the perspectival paradigm in architecture, initiated in the Renaissance and culminating with the separation between design, building and use, having representation as its main product. Then it discusses the possibility of having representation as a tool, no longer as a paradigm, in a design process based on interaction. It then presents the interface used in the low-cost immersive virtual environment, which instead of representing the final appearance of the building, stimulates people to play with constructive possibilities by means of gestures.
keywords Immersive environment; Virtual reality; Representation; Interaction; Stereoscopy
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2014_266
id sigradi2014_266
authors Lonsing, Werner; Peter Anders Ph.D.
year 2014
title Portable Architectural Design - Developing a Immersive Augmented Reality System for Architects
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay- Montevideo 12,13,14 November 2014, pp. 166-169
summary The architectural design process is, besides sketching, bound to the office. The introduction of computational design did not really change it. This paper will introduce and discuss the development of an affordable solution for a wearable and immersive augmented-reality-system (AR) for architects based on simple hardware components with some essential options to create and edit three-dimensional virtual shapes while being on-site.
series SIGRADI
email
last changed 2016/03/10 09:55

_id ecaade2014_206
id ecaade2014_206
authors Mark J. Clayton, Geoffrey Booth, Jong Bum Kim and Saied Zarrinmehr
year 2014
title The Fusion of BIM and Quadruple Net Value Analysis for Real Estate Development Feasibility Assessment
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 445-453
doi https://doi.org/10.52842/conf.ecaade.2014.2.445
wos WOS:000361385100047
summary Real estate development may benefit from a decision-support software system that is implemented with Building Information Modelling to perform Quadruple Net Value Analysis. Schemes may be created rapidly using BIM and parametric modeling. They may be assessed for economic, social, and environmental factors using spreadsheets and simulation software. They may be assessed for sensory value by using an immersive visualization system. The idea has been tested as a proof of concept in undergraduate and graduate design studios. It appears to be easy to use for students and effective in directing attention to the four factors and obtaining objective measurements.
keywords Real estate development; building information modelling; immersive visualization
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2014_195
id ecaade2014_195
authors Mikael Johansson, Mattias Roupé and Mikael Viklund Tallgren
year 2014
title From BIM to VR - Integrating immersive visualizations in the current design process
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 261-269
doi https://doi.org/10.52842/conf.ecaade.2014.2.261
wos WOS:000361385100028
summary This paper presents a system that allows immersive visualizations to become a natural and integrated part of the current building design process. It is realized through three main components: (1) the Oculus Rift - a new type of Head Mounted Display (HMD) directed at the consumer market, (2) a real-time rendering engine supporting large Building Information Models (BIM) that is, (3) implemented as a plug-in in a BIM authoring software. In addition to provide details regarding the implementation and integration of the different components in our system, we present an evaluation of it from three different perspectives; rendering performance, navigation interface and the ability to support fast design iterations.
keywords Building information modeling; bim; virtual reality; real-time rendering; hmd
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2014_034
id caadria2014_034
authors Nguyen, Danny D. and M. Hank Haeusler
year 2014
title Exploring Immersive Digital Environments
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. 87–96
doi https://doi.org/10.52842/conf.caadria.2014.087
summary In contemporary architecture firms, most design drawings are done via use of 3D modelling software. This method requires advanced knowledge of the software in order to produce an accurate representation of space into the digital environment. The paper argues that conventional 3D visualization methods to design and analyse are restrictive to how well the user understands the space on a computer, as drawings are done ex-situ and without testing the design concept in-situ, hence there might be a level of disparity between the design and final fabrication. This is particularly a challenge when designing Urban Interaction Design concepts, as combinations of variables play a role in how the design will be received by the audience. Observing the design challenges for Urban Interaction Design and applying knowledge to architectural representation, potentially an alternative sketching process can be developed to alleviate the disparity between the conceptual design and post fabrication. This paper discusses an experimental process of using wireless spatial sensing devices to digitize physical spaces in real-time and to use on-the-spot analysis. In its conclusion the paper argues that this method enables the designer to gain advanced conceptual understandings of the intended space and thus make more informed decisions.
keywords Spatial Design; Human-Computing Interfacing; Urban Interaction Design; Spatial 3D Visualization; Wireless Sensor Technology
series CAADRIA
email
last changed 2022/06/07 07:58

_id ascaad2014_004
id ascaad2014_004
authors Afsari, Kereshmeh; Matthew E. Swarts and T. Russell Gentry
year 2014
title Integrated Generative Technique for Interactive Design of Brickworks
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. 49-64
summary Bricks have been used in the construction industry as a building medium for millennia. Distinct patterns of bricks depict the unique aesthetic intentions found in Roman, Gothic and Islamic architecture. In contemporary practice, the use of digital tools in design has enabled methodologies for creating new forms in architecture. CAD and BIM systems provide new opportunities for designers to create parametric objects for building form generation. In masonry design, there exists an inherent contradiction between traditional patterns in brick design, which are formal and prescribed, and the potential for new patterns generated using design scripting. In addition, current tools do not provide interactive techniques for the design of brickwork patterns that can manage constant changes parametrically, to inform and influence design process, by providing design feedback on the constructive and structural aspects of the proposed brick pattern and geometry. This research looks into the parametric techniques that can be applied to create different kinds of patterns on brick walls. It discusses a methodology for an interactive brickwork design within generative techniques. By integrating data between two computational platforms – the first based on image analysis and the second on parametric modeling, we demonstrate a methodology and application that can generate interactive arbitrary patterns and map it to the brick wall in real-time.
series ASCAAD
email
last changed 2016/02/15 13:09

_id sigradi2014_068
id sigradi2014_068
authors Almeida da Silva, Adriane Borda; Nirce Saffer Medevedosky, Sirlene de Mello Sopeña, Gustavo Alcantara Brod, Thales Teodoro
year 2014
title Contrução de cenários motivacionais sob a perspectiva de tecnologias sociais [Construction of motivational scenarios in the perspective of social technologies]
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. 493-496
summary This paper describes the development of actions, denominated motivational scenarios, which sought to motivate behavior change in favor of the requalification of the urban space in a playful manner; the actions were directed to areas of social housing and the appreciation of architectural heritage. The concept of Social Technology and the recognition of advanced technologies of representation and visualization were characterized in this study as theoretical and technological framework respectively. The actions were structured from anamorphosis techniques, augmented reality and natural, tactile and motion-capture interfaces, building interactive virtual scenarios that are provocative in facing the architectural issues outlined
keywords Motivational scenarios; urban requalification; architectural heritage; natural interfaces and augmented realitys
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia14_365
id acadia14_365
authors Cheng, Nancy Yen-wen; Lockyear, Brian
year 2014
title Communicating Climate-Smart Scenarios with Data-Driven Illustrations
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. 365-374
doi https://doi.org/10.52842/conf.acadia.2014.365
summary This paper describes how to generate accessible streetscape illustrations from planning scenario maps using a parametric urban modeler in a graphics workflow. The project connects economic forecasting, GIS mapping, and 3D architectural graphics.
keywords Planning Visualization, Parametric Urban Modeling, , Practice-based and Interdisciplinary Computational Design Research
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:55

_id caadria2021_089
id caadria2021_089
authors Cristie, Verina, Ibrahim, Nazim and Joyce, Sam Conrad
year 2021
title Capturing and Evaluating Parametric Design Exploration in a Collaborative Environment - A study case of versioning for parametric design
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 131-140
doi https://doi.org/10.52842/conf.caadria.2021.2.131
summary Although parametric modelling and digital design tools have become ubiquitous in digital design, there is a limited understanding of how designers apply them in their design processes (Yu et al., 2014). This paper looks at the use of GHShot versioning tool developed by the authors (Cristie & Joyce, 2018; 2019) used to capture and track changes and progression of parametric models to understand early-stage design exploration and collaboration empirically. We introduce both development history graph-based metrics (macro-process) and parametric model and geometry change metric (micro-process) as frameworks to explore and understand the captured progression data. These metrics, applied to data collected from three cohorts of classroom collaborative design exercises, exhibited students' distinct modification patterns such as major and complex creation processes or minor parameter explorations. Finally, with the metrics' applicability as an objective language to describe the (collaborative) design process, we recommend using versioning for more data-driven insight into parametric design exploration processes.
keywords Design exploration; parametric design; history recording; version control; collaborative design
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2014_301
id sigradi2014_301
authors Dametto, Ana Paula de Andrea; Janice de Freitas Pires, Monica Veiga, Adriane Borda Almeida da Silva
year 2014
title Representações de Patrimônio Arquitetônico: para documentar, difundir e tocar [Representations of Architectural Heritage: for documenting, disseminating and touching]
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. 487-490
summary In this paper experiences of documenting an artifact of cultural interest are reported, these experiences were made possible by the interaction between researchers of two areas of study: Memory and Heritage and Digital Graphic Representation. These experiences include building a registration form, obtaining models in virtual reality, augmented reality and 3D printing. The different perceptual dimensions that each type of description can add to an inventorial system were observed as well as which organizational and access to information implications each of these types requires from such a system.
keywords Architectural heritage; architectural documentation; advanced technologies of representation and visualization; metallic artifacts
series SIGRADI
email
last changed 2016/03/10 09:50

_id ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, 905 p.
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, 899 p.
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 32HOMELOGIN (you are user _anon_700478 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002