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 591

_id caadria2015_109
id caadria2015_109
authors Moya, Rafael
year 2015
title Empirical Evaluation of Three Wind Analysis Tools for Concept Design of an Urban Wind Shelter
doi https://doi.org/10.52842/conf.caadria.2015.313
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 313-322
summary The aim of this investigation was to evaluate the performance of three wind analysis programs used in the early design stage (EDS) of a passive windbreak shelter concept for an urban context. This study compared the different workflows of these programs and the respective visualized results, identifying the differences and limitations of these tools, for design exploration. The programs tested were Autodesk Vasari, ODS-Studio, and ANSYS CFX. The results of this investigation indicate that basic computational fluid dynamics (CFD) programs such as Vasari was found to be more suitable for the observation of large-scale wind phenomena through the whole area of the shelter. Moreover, intermediate CFD tools (functions, usability) such as ODS-Studio can be used more efficiently in detailed visualization of wind interacting with design features. Finally, a more sophisticated CFD program like ANSYS CFX can be incorporated in the early design stage workflow for final verification of results.
keywords CFD; visualisation; wind; pedestrian comfort.
series CAADRIA
email
last changed 2022/06/07 07:58

_id ijac201715302
id ijac201715302
authors Borges de Vasconselo, Tássias and David Sperling
year 2017
title From representational to parametric and algorithmic interactions: A panorama of Digital Architectural Design teaching in Latin America
source International Journal of Architectural Computing vol. 15 - no. 3, 215-229
summary This study focuses on the context of graphic representation technologies and digital design on Architectural teaching in Latin America. From categories proposed by Oxman and Kotnik and through a mapping study framed by a systematic review in CumInCAD database, it is presented a panorama of the state-of-art of the digital design on Architectural teaching in the region, between 2006 and 2015. The results suggest a context of coexistence of representational interaction and parametric interaction, as well as a transition from one to another and the emergence of the first experiments in algorithmic interaction. As this mapping shows an ongoing movement toward Digital Architectural Design in Latin America in the last decade, and points out its dynamics in space in time, it could contribute to strengthen a crowdthinking network on this issue in the region and with other continents.
keywords Computer-aided architectural design, Digital Architectural Design teaching, interaction with digital media, levels of design computability, Latin America, mapping study
series journal
email
last changed 2019/08/07 14:03

_id sigradi2020_392
id sigradi2020_392
authors Fialho, Beatriz Campos; Codinhoto, Ricardo; Fabricio, Márcio Minto
year 2020
title BIM and IoT for the AEC Industry: A systematic literature mapping
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 392-399
summary The AEC industry has been facing a digital transformation for improving services involved in buildings lifecycle, fostered by two disruptive technologies: Building Information Modelling (BIM) and Internet of Things (IoT). However, the literature lacks discussions regarding applications and challenges of BIM and IoT systems in the AEC. This Systematic Literature Mapping addresses this gap through search, analysis, and classification of 75 journal article abstracts published between 2015 and 2019. An increase of articles over the period is observed, predominantly with technical and processual solutions for Construction and Operation and Maintenance. The interoperability of data is a key challenge to organizations.
keywords Building Information Modelling, Internet of Things, Integration, Network, Smart Cities
series SIGraDi
email
last changed 2021/07/16 11:49

_id caadria2015_164
id caadria2015_164
authors Mcginley, Tim and Darren Fong
year 2015
title Designghosts
doi https://doi.org/10.52842/conf.caadria.2015.365
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 365-374
summary For architects, a database of typological specific occupant behaviour patterns could help in the design of buildings, through a typological specific insight into the previous use of buildings. In addition, appropriately represented occupant behaviour data in commercial buildings represent an important factor for facilities management (FM) and business information (BI) teams in the assessment the operational performance of the enterprise. Building Information Models (BIM) could provide an appropriate reference for this user data. However the mapping of user behaviour data to the BIM models is unclear. This paper presents a ‘designGhost’ information system to support the mapping of occupant behaviour to BIM models, so that the user data can be represented to the different stakeholders. To test the information system a prototype tool is presented to enable the mapping of the building use (designGhost) data to the building’s spaces in order to support architects in the design stage and to support navigation from an operational (FM/BI) perspective. This paper addressees the challenges of developing such a system and proposes directions for future work.
keywords Post occupancy evaluation; BIM; visibility graph analysis; designGhost; occupant behaviour; design science; building design and operation.
series CAADRIA
email
last changed 2022/06/07 07:58

_id eaea2015_t1_paper08
id eaea2015_t1_paper08
authors Morello, Eugenio; Piga, Barbara E.A.
year 2015
title The Image of Productive landscapes: A Method for the Perceptual Analysis of Industrial Heritage
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.92-100
summary In this paper we proposed a visual perception analysis to be used as a methodology for the evaluation, communication and design of places. The work was applied for the urgent challenge of re-thinking industrial areas which characterize the visual landscape of numerous urban fringes. We used simulation of the present and future of heritage as a design, evaluation and communication device. The experimental focuses on visual analysis techniques for mapping current conditions of the image of productive landscapes. In particular, 2-D digital maps, 3-D digital urban modelling, spherical panoramic pictures, cylindrical videos, Google Maps and Street View, and a post-processing work on photography and models were tested on an industrial area located in the urban fringe of Milan characterized by the diffused presence of productive landscapes.
keywords industrial heritage; urban simulation; future productive landscapes
series EAEA
email
last changed 2016/04/22 11:52

_id ecaade2015_229
id ecaade2015_229
authors Pak, Burak and Meeus, Bruno
year 2015
title Project Arrivée: Counter-mapping Super-diversity in Brussels and Ghent with Architecture Students
doi https://doi.org/10.52842/conf.ecaade.2015.1.369
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 369-378
summary This paper introduces a counter-mapping attempt augmented by a Geoweb 2.0 platform in the context of two Belgian inner-city neighborhoods. The two aims of this project were to build a platform for the collective construction of a better understanding this dynamic super-diverse arrival environment and bring the various qualities and aspects of these super-diverse urban neighborhoods to foreground. In this study we report on the first results of this project which took place in Ghent and Brussels in 2014. Around 300 architecture students registered, interpreted and geocoded visible signs along preconceived tracks by means of a Geoweb 2.0 platform. Through field observations and interviews, the students created dynamic and interactive maps. We found that the large-scale mapping through Geoweb 2.0 makes it possible to discern different layers of use in arrival neighborhoods. These layers referred to different population groups which continuously have to negotiate each other's presence. Furthermore, the platform created the possibility to effectively and efficiently combine student fieldwork with online and offline lectures and offered students the opportunity to comment on, peer-review and learn from each other's insights. The findings will serve as an alternative information resource in the forthcoming Master's thesis graduation design studio which will be led by the first author.
wos WOS:000372317300040
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2015_8.192
id sigradi2015_8.192
authors Braida, Frederico; Rosa, Ashiley Adelaide; Silva, Izabela Ferreira; Homem, Diogo Machado; Jardim, Artur da Silva
year 2015
title The exploration of the projetual world of the building blocks through the interactive digital game Minecraft
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. 371-377.
summary This article proposes a reflection on the possibilities of using games that explore architectural design world of building blocks applied to the universe of Architecture and Urbanism design, both from a literature search and through empirical data collected from a workshop coordinated by the Research Group of Languages and Expressions of Architecture, Urbanism and Design. The objective is to highlight the possibilities and limitations of using the projetual world of building blocks as an academic material for Architecture and Urbanism, especially after the experience of the interactive game Minecraft based on the Grammar Shape.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2015_190
id cf2015_190
authors Datta, Sambit
year 2015
title Accuracy and Ambiguity: Geometric reconstruction of a seventh century stone temple in Hanchey, Cambodia
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 190-202.
summary Modeling the fragmented and heavily eroded remains of early temple architecture poses several challenges in accurate reconstruction of shape and form from digitally acquired datasets. This paper describes a collection of stepwise ad-hoc modeling methods that can re-assemble ambiguous and fragmentary evidence to provide a robust and empirical platform for the reconstruction of ruined temples. The paper presents the results of the method and the degree of accuracy and ambiguity in the acquisition, processing and reconstruction phases. A key aspect of the method is the maintenance of multiple “ground truths” from plural sources of partial evidence. Key findings of the paper demonstrate early results from the manipulation of geometric modeling primitives based on point collections, an advance in extending the classical tools of architectural analysis and comparison. The problem of accuracy and ambiguity in these methods and their algorithmic implementation is the subject of further investigation.
keywords Digital data acquisition, flexible modeling, heritage reconstruction and visualization
series CAAD Futures
email
last changed 2015/06/29 07:55

_id ecaade2018_243
id ecaade2018_243
authors Gardner, Nicole
year 2018
title Architecture-Human-Machine (re)configurations - Examining computational design in practice
doi https://doi.org/10.52842/conf.ecaade.2018.2.139
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 139-148
summary This paper outlines a research project that explores the participation in, and perception of, advanced technologies in architectural professional practice through a sociotechnical lens and presents empirical research findings from an online survey distributed to employees in five large-scale architectural practices in Sydney, Australia. This argues that while the computational design paradigm might be well accepted, understood, and documented in academic research contexts, the extent and ways that computational design thinking and methods are put-into-practice has to date been less explored. In engineering and construction, technology adoption studies since the mid 1990s have measured information technology (IT) use (Howard et al. 1998; Samuelson and Björk 2013). In architecture, research has also focused on quantifying IT use (Cichocka 2017), as well as the examination of specific practices such as building information modelling (BIM) (Cardoso Llach 2017; Herr and Fischer 2017; Son et al. 2015). With the notable exceptions of Daniel Cardoso Llach (2015; 2017) and Yanni Loukissas (2012), few scholars have explored advanced technologies in architectural practice from a sociotechnical perspective. This paper argues that a sociotechnical lens can net valuable insights into advanced technology engagement to inform pedagogical approaches in architectural education as well as strategies for continuing professional development.
keywords Computational design; Sociotechnical system; Technology adoption
series eCAADe
email
last changed 2022/06/07 07:51

_id ascaad2010_097
id ascaad2010_097
authors Kenzari, Bechir
year 2010
title Generative Design and the Reduction of Presence
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 97-106
summary Digital design/fabrication is slowly emancipating architectural design from its traditional static/representational role and endowing it instead with a new, generative function. In opposition to the classical isomorphism between drawings and buildings, wherein the second stand as translations of the first, the digital design/fabrication scenario does not strictly fall within a semiotic frame as much as within a quasi biological context, reminiscent of the Aristotelian notion of entelechy. For the digital data does not represent the building as much it actively works to become the building itself. Only upon sending a given file to a machine does the building begin to materialize as an empirical reality, And eventually a habitable space as we empirically know it. And until the digital data actualizes itself, the building qua building is no more than one single, potential possibility among many others. This new universe of digital design/fabrication does not only cause buildings to be produced as quick, precise, multiply-generated objects but also reduces their presence as original entities. Like cars and fashion items, built structures will soon be manufactured as routinely-consumed items that would look original only through the subtle mechanisms of flexibility: frequent alteration of prototype design (Style 2010, Style 2015..) and “perpetual profiling” (mine, yours, hers,..). The generic will necessarily take over the circumstantial. But this truth will be veiled since “customized prototypes” will be produced or altered to individual or personal specifications. This implies that certain “myths” have to be generated to speed up consumption, to stimulate excessive use and to lock people into a continuous system which can generate consumption through a vocabulary of interchangeable, layered and repeatable functions. Samples of “next season’s buildings” will be displayed and disseminated to enforce this strategy of stimulating and channeling desire. A degree of manipulation is involved, and the consumer is flattered into believing that his or her own free assessment of and choice between the options on offer will lead him or her to select the product the advertiser is seeking to sell. From the standpoint of the architect as a maker, the rising upsurge of digital design and fabrication could leave us mourning the loss of what has been a personal stomping ground, namely the intensity of the directly lived experiences of design and building. The direct, sensuous contact with drawings, models and materials is now being lost to a (digital) realm whose attributes refer to physical reality only remotely. Unlike (analogue) drawings and buildings, digital manipulations and prototypes do not exercise themselves in a real space, and are not subjected in the most rigorous way to spatial information. They denote in this sense a loss of immediacy and a withering of corporal thought. This flexible production of space and the consequent loss of immediate experience from the part of the designer will be analyzed within a theoretical framework underpinned mainly by the works of Walter Benjamin. Samples of digitally-produced objects will be used to illustrate this argument.
series ASCAAD
email
last changed 2011/03/01 07:36

_id ecaade2015_152
id ecaade2015_152
authors Rosenberg, Moritz and Straßl, Benjamin
year 2015
title SHOPGENERATOR v2:Automated Design, Analysis and Optimization of Shopping Layouts
doi https://doi.org/10.52842/conf.ecaade.2015.2.503
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 503-512
summary In shop design a common method to maximize sales is to manipulate the customers through spatial arrangements of shelves and products. The aim of this practice is that shoppers have to spend a long time in the store and pass a high quantity of products. Using this technique requires a lot of empirical analysis of POS (point of sale) data and experimentation with product and shelf arrangements, while not upsetting the customers by guiding them through a “shopping maze”. For this reason we developed a tool that semi-automatically - just a couple of inputs concerning the type of shop are required - creates different shopping layouts which are later analyzed and optimized for visibility and product placement. This tool aims to support shop designers in an early planning stage. This is done by creating and testing a large number of different shopping layouts without having to conduct experiments in an actually built environment..
wos WOS:000372316000057
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=51e1517e-6f79-11e5-bdcf-7b685ac8d7c5
last changed 2022/06/07 07:56

_id caadria2015_081
id caadria2015_081
authors Shemesh, Avishag; Moshe Bar and Yasha Jacob Grobman
year 2015
title Space and Human Perception
doi https://doi.org/10.52842/conf.caadria.2015.541
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 541-550
summary In the aspiration to design the built environment, architects and designers are continuously trying to create spaces that positively affect users. Both aspects of rational and emotional combined simultaneously with technological advancement are essential to implement in a comprehensive architectural design process. While our ability to create complex architectural forms through computation is in the state of a continuous improvement, our knowledge about their emotional effects over users remain ambiguous. Recent developments in simulation of virtual spaces, along with advancement in neuroscience may enable us to conduct an empirical research on the way we perceive space and the way space affects us emotionally. This paper presents initial results from an ongoing research that examines the connection between human feelings and architectural space. We discuss the first stage of the research in which as we examine the emotional reaction of designers and non-designers to various spatial geometries in an immersive 3D virtual environment inside a visualization laboratory. We then present the methodology for the second stage of the research, in which we repeat the experiment while using Electroencephalography (EEG) device together with a wireless eye tracker and emotional engagement measurements (EEM) system.
keywords Virtual reality; computational design; human-computer interaction; space perception; Space geometry; Feelings; aesthetic judgment; neuroaesthetics.
series CAADRIA
email
last changed 2022/06/07 07:56

_id cf2015_481
id cf2015_481
authors Yu, Rongrong and Gero, John
year 2015
title Design Patterns from empirical studies in Computer-Aided Design
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 481.
summary This paper presents the results from studying the effect of the use of computational tools on designers’ behavior in terms of using design patterns in the conceptual development stage of designing. The results are based on a protocol study in which architectural designers were asked to complete two architectural design tasks with similar complexity, one in a parametric design environment and one in a geometric modeling environment. To explore the development of design patterns during the design process, the technique of 2nd order Markov model was used. The results suggest that there more design patterns were adopted in the parametric design environment than in the geometric modeling environment. Also, there are more design patterns related to structure in the parametric design environment than in the geometric modeling environment.
keywords Design pattern, Markov model, protocol studies.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id caadria2015_073
id caadria2015_073
authors Yu, Rongrong and John Gero
year 2015
title An Empirical Foundation for Design Patterns in Parametric Design
doi https://doi.org/10.52842/conf.caadria.2015.551
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 551-560
summary This paper presents the results from exploring the impact of using a parametric design tool on designers’ behaviour in terms of using design patterns in the early conceptual development stage. It is based on an empirical cognitive study in which eight architectural designers were asked to complete two architectural design tasks with similar complexity respectively in a parametric design environment (PDE) and a Geometric modelling environment (GME). Protocol analysis was employed to study the designers’ behaviour. To explore the development of design patterns during the design process, we utilise the technique of Markov model analysis. Through Markov models analysis of the PDE and GME results, we found that there are significantly more Function to Structure transitions in PDE than in GME. During this transition process, designers select an existing structure/solution for the particular function/design problem based on their experience or knowledge, which is a process of applying an existing design pattern to the problem. From this result we can infer that when architects apply programming and scripting in their design, such as in a PDE, they exhibit the characteristic of using design patterns.
keywords Design pattern; parametric modelling; protocol studies.
series CAADRIA
email
last changed 2022/06/07 07:57

_id cf2017_337
id cf2017_337
authors Barber, Gabriela; Lafluf, Marcos; Amen, Fernando Garcia; Accuosto, Pablo
year 2017
title Interactive Projection Mapping in Heritage: The Anglo Case
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 337-348.
summary This work is the outcome of a multidisciplinary collaboration in the context of the VidiaLab (Laboratorio de Visualización Digital Avanzada). It proposes an application of interactive video mapping techniques as a form of experiencing the Fray Bentos industrial landscape, declared as a World Heritage Site by UNESCO in 2015. An immersive environment was created by enriching a physical scale model of the site with projected digital images and information, providing new and attractive ways of interaction with the cultural heritage. Proposals for future work and educational applications of the developed tools are also discussed.
keywords Video Mapping, New Media Art, Heritage, Museum, Human-Computer Interaction
series CAAD Futures
email
last changed 2017/12/01 14:38

_id sigradi2015_7.146
id sigradi2015_7.146
authors Cargill, Cristián Canto; Pinto, Eduardo Hamuy
year 2015
title EMOVERE Creative Project: Digital Synesthetic Organism
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. 276-282.
summary EMOVERE, interdisciplinary project that aims at creating innovative interactive performance, brings together dance, sound and image. Bio-data related to emotions, heart and respiratory rate, are mediated by dancers and gives them control over music and video- mapping on stage. A creative process occurs through successive approaches, where technical possibilities are systematically explored until controlled, then body expression is lead by Alba Emoting, building an artistic discourse. Video-mapping is used for lighting purposes, creating a visual atmosphere for dancers. Fusion of media on stage creates synesthetic scenery where physical and digital aspects combine and interact in a codependent relationship.
keywords Performance Interactiva, Escenografía, Danza, Video Mapping, Bio-Dat
series SIGRADI
email
last changed 2016/03/10 09:48

_id caadria2015_067
id caadria2015_067
authors Choi, Jungsik; Minchan Kim and Inhan Kim
year 2015
title A Methodology of Mapping Interface for Energy Performance Assessment Based on Open BIM
doi https://doi.org/10.52842/conf.caadria.2015.417
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 417-426
summary Early design phase energy modelling is used to provide the design team with feedback about the impact of various building configurations. For better energy-conscious and sustainable building design and operation, the construction of BIM data interoperability for energy performance assessment in the early design phase is important. The purpose of this study is to suggest a development of BIM data interoperability for energy performance assessment based on BIM. To archive this, the authors have investigated advantages of BIM-based energy performance assessment through comparison with traditional energy performance assessment; and suggest requirements for development of Open BIM environment such as BIM data creation and BIM data application. In addition, the authors also suggested on BIM data interoperability system and developed mapping interface.
keywords Building Information Modelling (BIM); Energy Performance Assessment (EPA); Data Interoperability; Energy Property; Industry Foundation Classes (IFC).
series CAADRIA
email
last changed 2022/06/07 07:56

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

_id cf2015_124
id cf2015_124
authors de Souza, Douglas Lopes; Martinez, Andressa Carmo Pena and Santos, Denise de Mônaco
year 2015
title The Potential Use of Laser Scanner in Urban Contexts
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 124-134.
summary 3D laser scanner is an instrument that employs LiDAR technology to map out objects in space by means of remote detection. In Architecture, digital mapping through 3D laser scanning mainly aims at creating digital surface models based on instant recordings of still objects, whereas lived spaces such as squares, streets, and urban surroundings presuppose the presence of people on the move. This paper presents some preliminary results of an investigation on the use of 3D laser scanning in urban contexts. It seeks to examine experimental data on moving people obtained in point clouds and discuss their operationalization possibilities and limitations. The main goal of this investigation is to assess the potential of this technology for use as a research tool and in city-scale design processes.
keywords 3D laser scanning technology, motion modeling, geometrical modeling, computational tools, urban survey.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id cf2015_099
id cf2015_099
authors Dickinson, Susannah
year 2015
title Hybrid Connections: Computational Mapping Methodologies for Mexico City
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 99-111.
summary The digital age is facilitating an ever increasing trend of globalized language and culture. Environmental issues are no longer a static concept as climate change and population growth force concepts of adaptability. What does this mean for the academy? How do we educate students to contemplate future urban scenarios and make some organization out of this more dynamic, complex future? The following paper seeks to disseminate a spring 2014 design studio at The University of Arizona where these issues were addressed, with Mexico City as a test bed. Computation has become a vital tool in the organizational process of these complex issues and big data. Various digital tools and platforms were explored in the studio to determine which ones would be most useful in modeling, mapping, designing and processing some of the complex relationships that are present in urban environments today.
keywords digital methodologies, urban design, complexity, hybridized networks, adaptability
series CAAD Futures
email
last changed 2015/06/29 07:55

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