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 406

_id sigradi2015_10.127
id sigradi2015_10.127
authors Granero, Adriana Edith; Fernández, Mónica Inés; Bonvecchi, Liliana Telma; Brignone, Mabel Clara
year 2015
title DApp - Interactive teaching methodological proposal based on the use of the devices and Apps for the representation of the architectural project
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 514-518.
summary A common problem we share teachers today is the presence of smartphones and tablets in the classroom; these electronic devices generate distractions of its use for communication in social networks, games, and visits to Internet sites. These elements are at all times available to the student, which is why we raised the need to adapt some learning processes with their interaction. The intention is to demonstrate that these practices allow for the introduction of theoretical concepts and fundamentals related academic imagination, the design process and representation of the architectural project. The proposal linked with an increase of the professional needs that the architect faces, after their training, professional skills to perform in today’s job market.
series SIGRADI
email
last changed 2016/03/10 09:52

_id acadia15_497
id acadia15_497
authors Sandoval Olascoaga, Carlos; Victor-Faichney, John
year 2015
title Flows, Bits, Relationships: Construction of Deep Spatial Understanding
doi https://doi.org/10.52842/conf.acadia.2015.497
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 497-512
summary The number of variables acting upon urban landscapes is numerous and interconnected, closely resembling complex systems in constant dynamic transformation. Current analytical methods and descriptions of the city are domain specific, limited in scope, and discretize the city into quantifiable individual representations, resulting in an equally limited urban policy and design. If we are to produce urban systems capable of contributing to the robustness and resiliency of cities, we ought to understand and represent the comprehensive network of actors that construct contemporary urban landscapes. On one hand, the natural sciences approach the analysis of complex systems by primarily focusing on the development of models capable of describing their stochastic formation, remaining agnostic to the contextual properties of their individual components and oftentimes discretizing the otherwise continuous relationships among parts. signers work in groups. They need to share information either synchronously or asynchronously as they work with parametric modeling software, as with all computer-aided design tools. Receiving information from collaborators while working may intrude on their work and thought processes. Little research exists on how the reception of design updates influences designers in their work. Nor do we know much about designer preferences for collaboration. In this paper, we examine how sharing and receiving design updates affects designers’ performances and preferences. We present a system prototype to share changes on demand or in continuous mode while performing design tasks. A pilot study measuring the preferences of nine pairs of designers for different combinations of control modes and design tasks shows statistically significant differences between the task types and control modes. The types of tasks affect the preferences of users to the types of control modes. In an apparent contradiction, user preference of control modes contradicts task performance time.
keywords Networks, graphs, web-mapping, GIS, urban mapping, spatial analysis, urban databases, visual representation, spatial cognition
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id acadia20_238
id acadia20_238
authors Zhang, Hang
year 2020
title Text-to-Form
doi https://doi.org/10.52842/conf.acadia.2020.1.238
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 238-247.
summary Traditionally, architects express their thoughts on the design of 3D architectural forms via perspective renderings and standardized 2D drawings. However, as architectural design is always multidimensional and intricate, it is difficult to make others understand the design intention, concrete form, and even spatial layout through simple language descriptions. Benefiting from the fast development of machine learning, especially natural language processing and convolutional neural networks, this paper proposes a Linguistics-based Architectural Form Generative Model (LAFGM) that could be trained to make 3D architectural form predictions based simply on language input. Several related works exist that focus on learning text-to-image generation, while others have taken a further step by generating simple shapes from the descriptions. However, the text parsing and output of these works still remain either at the 2D stage or confined to a single geometry. On the basis of these works, this paper used both Stanford Scene Graph Parser (Sebastian et al. 2015) and graph convolutional networks (Kipf and Welling 2016) to compile the analytic semantic structure for the input texts, then generated the 3D architectural form expressed by the language descriptions, which is also aided by several optimization algorithms. To a certain extent, the training results approached the 3D form intended in the textual description, not only indicating the tremendous potential of LAFGM from linguistic input to 3D architectural form, but also innovating design expression and communication regarding 3D spatial information.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id acadia20_668
id acadia20_668
authors Pasquero, Claudia; Poletto, Marco
year 2020
title Deep Green
doi https://doi.org/10.52842/conf.acadia.2020.1.668
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 668-677.
summary Ubiquitous computing enables us to decipher the biosphere’s anthropogenic dimension, what we call the Urbansphere (Pasquero and Poletto 2020). This machinic perspective unveils a new postanthropocentric reality, where the impact of artificial systems on the natural biosphere is indeed global, but their agency is no longer entirely human. This paper explores a protocol to design the Urbansphere, or what we may call the urbanization of the nonhuman, titled DeepGreen. With the development of DeepGreen, we are testing the potential to bring the interdependence of digital and biological intelligence to the core of architectural and urban design research. This is achieved by developing a new biocomputational design workflow that enables the pairing of what is algorithmically drawn with what is biologically grown (Pasquero and Poletto 2016). In other words, and more in detail, the paper will illustrate how generative adversarial network (GAN) algorithms (Radford, Metz, and Soumith 2015) can be trained to “behave” like a Physarum polycephalum, a unicellular organism endowed with surprising computational abilities and self-organizing behaviors that have made it popular among scientist and engineers alike (Adamatzky 2010) (Fig. 1). The trained GAN_Physarum is deployed as an urban design technique to test the potential of polycephalum intelligence in solving problems of urban remetabolization and in computing scenarios of urban morphogenesis within a nonhuman conceptual framework.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id caadria2015_233
id caadria2015_233
authors Fernando, Ruwan and Robin Drogemuller
year 2015
title Recapitulation in Generating Spatial Layouts
doi https://doi.org/10.52842/conf.caadria.2015.199
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. 199-207
summary The noted 19th century biologist, Ernst Haeckel, put forward the idea that the growth (ontogenesis) of an organism recapitulated the history of its evolutionary development. While this idea is defunct within biology, the idea has been promoted in areas such as education (the idea of an education being the repetition of the civilizations before). In the research presented in this paper, recapitulation is used as a metaphor within computer-aided design as a way of grouping together different generations of spatial layouts. In most CAD programs, a spatial layout is represented as a series of objects (lines, or boundary representations) that stand in as walls. The relationships between spaces are not usually explicitly stated. A representation using Lindenmayer Systems (originally designed for the purpose of modelling plant morphology) is put forward as a way of representing the morphology of a spatial layout. The aim of this research is not just to describe an individual layout, but to find representations that link together lineages of development. This representation can be used in generative design as a way of creating more meaningful layouts which have particular characteristics. The use of genetic operators (mutation and crossover) is also considered, making this representation suitable for use with genetic algorithms.
keywords Generative Design, Lindenmayer Systems, Spatial Layouts
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2015_8.328
id sigradi2015_8.328
authors Mueller, Volker
year 2015
title Learning about Parametric Model Behavior through Multi-Objective Optimization
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. 405-413.
summary This paper reports about a design process as a case study illustrating different levels of learning that seem required for successful computational design. The learning process occurred during a two-day workshop about parametric design with integrated analysis and multi-objective optimization. First, the design team needs to understand the behavior of the model in order to validate that the model behaves in a way that actually conforms with the project goals; second, the design team needs to learn about potential trade- offs between different project goals, and thus understand the decisions that need to be made, or the additional problems that need to be solved in order to arrive at a better design solution.
keywords Simulation and Modeling, Generative Systems, Parametric Design Multi-objective Optimization, Computational Design Learning
series SIGRADI
email
last changed 2016/03/10 09:55

_id caadria2015_090
id caadria2015_090
authors Altabtabai, Jawad and Wei Yan
year 2015
title A User Interface for Parametric Architectural Design Reviews
doi https://doi.org/10.52842/conf.caadria.2015.065
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. 65-74
summary Architectural form and performance are affected by the designer's graphical representation methods. Parametric CAD systems, as design and representation tools, have become ubiquitous in architectural practice and education. Literature in the area of parametric design reviews is scarce and focused within building inspection and construction coordination domains. Additionally, platforms marketed as design review tools lack basic functionality for conducting comprehensive, parametric, and performance-based reviews. We have developed a user interface prototype where geometric and non-geometric information of a Building Information Model were translated into an interactive gaming environment. The interface allows simultaneous occupation and simulation of spatial geometry, enabling the user to engage with object parameters, as well as, performance-based, perspectival, diagrammatic, and orthographic representations for total spatial and performance comprehension.
keywords Design cognition; Virtual/augmented reality and interactive environments; Human-computer interaction.
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2015_084
id caadria2015_084
authors Asl, Mohammad Rahmani; Chengde Wu, Gil Rosen-Thal and Wei Yan
year 2015
title A New Implementation of Head-Coupled Perspective for Virtual Architecture
doi https://doi.org/10.52842/conf.caadria.2015.251
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. 251-260
summary The process of projecting 3D scenes onto a two-dimensional (2D) surface results in the loss of depth cues, which are essential for immersive experience in the scenes. Various solutions are provided to address this problem, but there are still fundamental issues need to be addressed in the existing approaches for compensating the change in the 2D image due to the change in observer’s position. Existing studies use head-coupled perspective, stereoscopy, and motion parallax methods to achieve a realistic image representation but a true natural image could not be perceived because of the inaccuracy in the calculations. This paper describes in detail an implementation method of the technique to correctly project a 3D virtual environment model onto a 2D surface to yield a more natural interaction with the virtual world. The proposed method overcomes the inaccuracies in the existing head-coupled perspective viewing and can be used with common stereoscopic displays to naturally represent virtual architecture.
keywords Virtual reality; virtual architecture; head-coupled perspective; depth perception.
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2015_048
id caadria2015_048
authors Austin, Matthew and Gavin Perin
year 2015
title The Other Digital
doi https://doi.org/10.52842/conf.caadria.2015.829
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. 829-838
summary The paper compares the implications of glitch aesthetics as an alternative digital design process to the more the commonly used algorithmic processes. It will argue the synthetic nature of architectural production in the digital age is used typically to privilege the representation of form through lines and curves, while the production of glitches rely on the image. This reliance on the image means that the pixel comes to the forefront as a possible new medium of architectural drawing. This paper therefore aims to outline the advantages and problems with using ‘glitches’ within architectural production.
keywords Glitch aesthetics; Processing; theory; algorithmic design; process.
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2015_10.381
id sigradi2015_10.381
authors Barros, Diana Rodríguez; Mandagarán, María; Nigro, Paola; Hernández, María Inés
year 2015
title Design Thinking, Visual narratives and Creativity. Case teaching practices in disruptive postdigitals environments
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 618-622.
summary From the perspective of Design Thinking, we present a case of teaching practice focused on the moments of ideation, design and production of graphics database in postdigitales environments. We were interested to investigate nontraditional modalities for the representation and communication of works in Architecture; develop and optimize working methods of digital image processing; create and manage visual narratives, near the transmedia storytelling, as a teaching resource facilitator of learning construction of meaning. Also, as indicators of creativity, analyzing such experience framed studies EMIDA Research Group (CEAC) CIPADI FAUD UNMdP, Argentina.
keywords Design Thinking, Visual Narratives, Creativity, Disruptive Practice, Postdigital
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2015_8.27
id sigradi2015_8.27
authors Boas, Naylor Vilas
year 2015
title Digital Urban Simulators: Representation and Interaction with the History of the Cities
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. 308-316.
summary This work aims to expose the methodological process of the construction of a digital urban simulator called “SIMRio”, that is being developed at the Laboratory of Digital Representation and Urban Analysis. Constructed with the technology of videogames, through the use of its engines applied to digital 3d models of central area of Rio de Janeiro, the research has the objective to develop interactive systems where one could virtually visit, in real time, not only the spaces of the city, but also different times of its history, walking between them as if were in a digital time machine.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 ecaade2015_303
id ecaade2015_303
authors Coroado, Luís; Pedro, Tiago, D'Alpuim, Jorge, Eloy, Sara and Dias, MiguelSales
year 2015
title VIARMODES: Visualization and Interaction in Immersive Virtual Reality for Architectural Design Process
doi https://doi.org/10.52842/conf.ecaade.2015.1.125
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. 125-134
wos WOS:000372317300014
summary The complexity of today´s architecture solutions brings the need to integrate, in the design process, digital tools for creation, visualization, representation and evaluation of design solutions. This paper proposes the adoption of a new Virtual Reality (VR) tool, referred to as VIARmodes, to support the architectural design process with an improved communication across different specialities, towards the facilitation of the project decision process. This tool allows a complete visualization of the design, specifically useful during the detailed design phase, including the architecture design and of other engineering specialities, progressively and interactively adapting the project visualization to the information needed for each discipline. With a set of 3 different visualization modes simulated in real scale within a Virtual Environment (VE), and adopting natural human-computer interaction by using speech, the system allows a team of architect and engineers, to visualize and interact with the proposed design during a collaborative design brief. We carried a usability evaluation study with 12 architects. The study showed that the tool was perceived to be effective and its use efficient during the design process, especially during the detailed design phase.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=4129cbae-70c8-11e5-be63-27454208986c
last changed 2022/06/07 07:56

_id cf2015_384
id cf2015_384
authors Cursi, Stefano; Simeone, Davide and Toldo, Ilaria
year 2015
title A semantic web approach for built heritage representation
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. 384.
summary In a built heritage process, meant as a structured system of activities aimed at the investigation, preservation, and management of architectural heritage, any task accomplished by the several actors involved in it is deeply influenced by the way the knowledge is represented and shared. In the current heritage practice, knowledge representation and management have shown several limitations due to the difficulty of dealing with large amount of extremely heterogeneous data. On this basis, this research aims at extending semantic web approaches and technologies to architectural heritage knowledge management in order to provide an integrated and multidisciplinary representation of the artifact and of the knowledge necessary to support any decision or any intervention and management activity. To this purpose, an ontology-based system, representing the knowledge related to the artifact and its contexts, has been developed through the formalization of domain-specific entities and relationships between them.
keywords Built Heritage, Knowledge-based model, Ontology-based systems, Building Information Modeling, Semantic web technologies.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id cf2015_207
id cf2015_207
authors Fukuda, Tomohiro; Ban, Hirokazu; Yagi, Katsuhito and Nishiie, Junro
year 2015
title Development of high-definition Virtual Reality for historical architectural and urban digital reconstruction: A case study of Azuchi Castle and Old Castle Town in 1581
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. 207.
summary This study shows fundamental data for constructing a high-definition VR application under the theme of a three-dimensional visualization to restore past architecture and cities. It is difficult for widespread architectural and urban objects to be rendered in real-time. Thus, in this study, techniques for improving the level of detail (LOD) and representation of natural objects were studied. A digital reconstruction project of Azuchi Castle and old castle town was targeted as a case study. Finally, a VR application with specifications of seven million polygons, texture of 1.87 billion pixels, and 1920 × 1080 screen resolution, was successfully developed that could run on a PC. For the developed VR applications, both qualitative evaluation by experts and quantitative evaluation by end users was performed.
keywords Cultural heritage, digital reconstruction, Virtual Reality, visualization, 3D modeling, presentation.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id cf2015_484
id cf2015_484
authors Liao, Kai; Vries, Bauke de; Kong, Jun and Zhang, Kang
year 2015
title Pattern, cognition and spatial information processing: Representations of the spatial layout of architectural design with spatial-semantic analytics
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. 484.
summary In this paper, we review and extend the idea of Alexander’s “pattern language”, especially from the viewpoints of complexity theories, information systems, and human-computer interaction, to explore spatial cognition-based design representations for “intelligent and adaptive/interactive environment” in architecture and urban planning. We propose a theoretic framework of design patterns “with spatial information processing”, and attempt to incorporate state-of-the-art computational methods of information visualization/visual analytics into the conventional CAAD approaches. Focused on the spatial-semantic analytics, together with abstract syntactic pattern representation, by using “spatial-semantic aware” graph grammar formalization, i.e., Spatial Graph Grammars (SGG), the relevant models, algorithms and tool are proposed. We testify our theoretic framework and computational tool VEGGIE (a Visual Environment of Graph Grammar Induction Engineering) by using actual architectural design works (spatial layout exemplars of a small office building and the three house projects by Frank Lloyd Wright) as study cases, so as to demonstrate our proposed approach for practical applications. The results are discussed and further research is suggested.
keywords Pattern language, complex adaptive systems, spatial cognition, design representations, spatial information processing, Artificial Intelligence, visual language, Spatial Graph Grammars (SGG), spatial-semantic analytics.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id sigradi2023_369
id sigradi2023_369
authors Lima, Micaele, Aguiar, Beatriz Natália, Romcy, Neliza, Lima, Mariana and Cardoso, Daniel
year 2023
title Systematization of Scientific Production of Extended Reality in Teaching and Design Process in Architecture and Urbanism
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1397–1408
summary Extended Reality (XR) technologies have the potential to help and improve the teaching and design process in Architecture and Urbanism, as they offer different ways of perceiving and representing space and various functionalities. Therefore, it is important to systematize scientific production in this area. This research aims to identify and analyze the main applications of XR in teaching and in the design process in Architecture and Urbanism, as well as its benefits and limitations. A systematic literature review of publications on CumInCAD and SBTIC, from 2015 to 2022, was carried out. The results show the growing emphasis of XR as a medium that offers benefits both for teaching and design practice. However, there are still limitations to be overcome to make XR more inclusive. As a contribution, a greater understanding of how XR has been applied in teaching is provided along with a reflection on its impact on the means of representation in the design process.
keywords Virtual reality, Augmented reality, Extended reality, Project Teaching, Architectural Project.
series SIGraDi
email
last changed 2024/03/08 14:08

_id eaea2015_t3_paper12
id eaea2015_t3_paper12
authors LoBuglio, David; Derycke, Denis
year 2015
title Reduce to Understand: A Challenge for Analysis and Three-dimensional Documentation of Architecture
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.388-397
summary For nearly thirty years, the digital phenomenon has integrated many disciplines. Those involved in image processing and analysis took advantage of this major technological breakthrough to revisit the tools and methods of their discipline. In this context, the architectural field, and more specifically the one of heritage analysis and documentation, have greatly benefited from the development of acquisition and visualization techniques. Today, it is no longer unusual to document a building with millions of three-dimensional spatial coordinates. Nevertheless, until the last century, documentation by drawing corresponded to a work of reverse engineering in which it belonged to the architect to understand the object and to represent its key feature. Today, 3D data acquisition technology promotes an increasingly “figurative” representation of architecture. In this paper, we consider some epistemological avenues for the integration of those new approaches to the requirements of architectural representation.
keywords computer graphics; architectural representation; architectural education; architectural survey
series EAEA
email
last changed 2016/04/22 11:52

_id caadria2015_015
id caadria2015_015
authors Melenbrink, Nathan and Nathan King
year 2015
title Fulldome Interfacing
doi https://doi.org/10.52842/conf.caadria.2015.221
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. 221-230
summary The ability to communicate design intent to potential users, clients, and communities is fundamental to the process of architectural design. Conventionally, this need is addressed through phased submissions of drawings, renderings, animations, and physical models—all with the intention of representing space and its constituent elements. Recent technological advancements however—including tools like those produced by OculusTM—have begun to present new opportunities for spatial representation through the use of simulated 3D environments that are both convenient for the design team and readily accepted by clients and end users. While immersive technologies do present novel representational opportunities, current workflows position the potential at the conclusion of the design process, not as part of it. The project presented here moves beyond mere representation and positions simulated 3D environments within the design process itself. To this end, an integrated real-time computational workflow that enables the use of simulated spatial experience as an iterative design tool was developed in order to create the illusion of being in a space while it is being designed and allowing experientially informed decision making. The Fulldome Interface creates a collaborative immersive environment that utilizes a novel computational design workflow (linking the parametric GrasshopperTM for RhinocerosTM design environment to the Unity3DTM gaming engine) that responds in real-time through dome-based stereoscopic projection that can be experienced by multiple occupants simultaneously.
keywords Immersive; fulldome; real-time; interface; parametric design
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2015_314
id ecaade2015_314
authors Narahara, Taro and Kobayashi, Yoshihiro
year 2015
title Crowd Mapper: Projection-based Interactive Pedestrian Agents for Collective Design in Architecture
doi https://doi.org/10.52842/conf.ecaade.2015.1.191
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. 191-200
wos WOS:000372317300020
summary Crowd Mapper is a projection-based, low-cost spatial design tool that can visualize possible pedestrian crowd behaviors associated with spatial configurations that are interactively updated by users. The method utilizes efficient representation of 2-D silhouette-based figures using agent-based computation, developed by the first author, and allows real-time editing of building designs by multiple users. The use of projection mapping technology allows architects to project multiple design schemes with three-dimensional depth and qualities. While this method still conforms to the familiar framework of architectural production standards utilizing traditional white massing models, the method has a potential to improve the existing work flow and stimulate the creativity of architects by its real-time editing capabilities.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=73e06404-702d-11e5-95d7-4b1f80fd74e7
last changed 2022/06/07 07:59

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