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 613

_id caadria2021_037
id caadria2021_037
authors Qi, Xuanning, Lo, Tian Tian and Han, Yunsong
year 2021
title Designing for Human-VR Interaction - How VR interaction can be designed to bring better design participation
doi https://doi.org/10.52842/conf.caadria.2021.2.163
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. 163-172
summary The research in human-computer interaction (HCI) has been ongoing for years until present-day to observe how humans interact with computers and digital technologies. Then comes the development of virtual reality (VR), one where it allows users to be immersed in the virtual environment for various kinds of experiences. This paper takes a close reference to the research method in HCI and brings the examination to the context of VR to understand the user behavior towards human-VR interaction (HVRI). A workshop is done based on the new HVRI method, and students are given the task to explore what are the elements of architecture that can be interacted and how they can be performed in the immersive environment. This paper will describe the HVRI designed and analyze how the new interaction method helps to bring about closer relationships between the human and the virtual model beyond just visualization.
keywords VR; Interaction; Design Participation; HVRI; Design Studio
series CAADRIA
email
last changed 2022/06/07 08:00

_id sigradi2021_367
id sigradi2021_367
authors da Rocha Santos, Carlos Eduardo, Dias, Maria Angela and Braida, Frederico
year 2021
title Digital Games and Spatial Skills in Architecture and Urbanism Education
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 867–876
summary This article addresses the issue of the relationship between digital games and the development of spatial thinking. The research question is: how can digital games be used to contribute to the development of geometric and spatial skills and competencies, extremely necessary for contemporary architects and urban planners? The main objective is to highlight digital games as a possible and emerging educational resource in the era of digital culture. From a methodological point of view, the article is the result of qualitative and exploratory research, both bibliographical and empirical. The results presented, which are the result of a didactic experiment carried out with the game Minecraft, point to the adoption of digital games as powerful playful didactic tools capable of contributing to the exercise and development of spatial vision and geometric thinking in Architecture and Urbanism.
keywords Jogos digitais, aprendizagem, habilidade espacial, educaçao do olhar e Arquitetura e Urbanismo
series SIGraDi
email
last changed 2022/05/23 12:11

_id caadria2021_318
id caadria2021_318
authors Schnabel, Marc Aurel, Kobayashi, Yoshihiro, Pencreach, Yoann, Bennadji, Amar, Choi, Dongsoo, Fiamma, Paolo, Fukuda, Tomohiro, Lo, Tian Tian, Narahara, Taro, Novak, Marcos, Ron, Ruth, Swarts, Matthew, Terzidis, Kostas, Tucker, Thomas and Vital, Rebeka
year 2021
title Virtual World16 - Virtual Design Collaboration for the Intersection of Academia and Industry
doi https://doi.org/10.52842/conf.caadria.2021.2.203
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. 203-212
summary Over the past 13 years, the 'World16'-group has collaborated face-to-face on various challenges that architectural design faces within VR, architecture, urban design, and its delivery to the professional industries. The focus of the collaboration is to foster pathways of academic research and developments to industries and professions. In 2020, due to the restrictions of the pandemic, the group had to rethink and redevelop how to collaborate meaningfully and become resilient: the World16 collaborated akin to the Virtual Design Studios (VDS) of the Nineties for the first time exclusively virtually becoming the 'Virtual World16'. The paper presents the group's various projects that are transformative to the praxis in VR architecture, design and urban design, and critically reflects on the lessons learned from VDS-paradigm.
keywords Virtual Design Studio (VDS); Human-Computer Interaction (HCI); VR,AR,XR; Collaboration; 3D City Modelling
series CAADRIA
email
last changed 2022/06/07 07:57

_id caadria2021_243
id caadria2021_243
authors Stojanovic, Djordje and Vujovic, Milica
year 2021
title Contactless and context-aware decision making for automated building access systems
doi https://doi.org/10.52842/conf.caadria.2021.2.193
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. 193-202
summary In the current context of the COVID-19 pandemic, contactless solutions are becoming increasingly important to making buildings more resilient to the spread of infectious diseases in complementing social distancing and disinfection procedures for disease prevention. The presented study focuses on contactless technology and its role beyond automated interaction with the built environment by examining how it expedited space use and could improve compliance with sanitary norms. We introduce a conceptual framework for the intelligent operation of automated doors in an educational facility, enabled by the network of sensory devices and the application of computational techniques. Our research indicates how versatile data gathered by RFID systems, in conjunction with data extracted from occupancy schedules and sanitary protocols, can be used to enable the intelligent and context-aware application of disease prevention measures. In conclusion, we discuss the benefits of the proposed concept and its role beyond the need for social distancing after the pandemic.
keywords Human-Building Interaction; Interactive Environments; Responsive Environments; Occupancy Scheduling; Occupational Density
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2021_312
id sigradi2021_312
authors Dickinson, Susannah and Ida, Aletheia
year 2021
title Dynamic Interscalar Methods for Adaptive Design Futures
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 41–53
summary This paper addresses our current environmental and political climate directly, disseminating work from a research-based, upper-level architecture studio located at the border of Mexico and the United States. Dynamic digital tools and methods were developed to connect multiple scales of spatialized data. Additional field tools, including electromagnetic field (EMF) meters, environmental sensors, and micro-photography, enabled real-time dynamics to be combined with photogrammetry, satellite and GIS data. The selected outcomes utilize the methodological framework in different ways. Three presiding significant outcomes demonstrated from this work include: 1) micro-macro scale inquiry through spatio-temporal data collection and fieldwork; 2) parametric digital tools for emergent design optimization linking natural and artificial systems; and 3) human-machine-nature interactions for cultural awareness, participation, and activism. Collectively, these three functions of the methodology shift practice towards an alter-disciplinary logic to enable adaptive design outcomes that are responsive to a range of issues presented through site-specific climate change dynamics.
keywords Parametric Generative Design, Sustainable Design, Simulation, Bio-Inspired Design, Digital Pedagogy
series SIGraDi
email
last changed 2022/05/23 12:10

_id ascaad2021_062
id ascaad2021_062
authors Elgobashi, Aya; Yasmeen El Semary
year 2021
title Redefinition of Heritage Public Spaces Using PPGIS: The Case of Religious Complex in Old Cairo
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 355-370
summary Plenty of challenges all over the world are affecting the urban development of spaces in the cities, especially those of heritage sites; these urban spaces provide various ambiances that appeal to the senses. Although surrounded open spaces in heritage sites are full of rich, deep knowledge that plays an active role in the community perceptions, it has been recently neglected. A contribution is paid to the combination of digital technologies to help in preserving those spaces. Its integrated use could exponentially increase the effectiveness of conservation strategies of ancient buildings. GIS technology became a usual documentation tool for heritage managers, conservators, restorers, architects, archaeologists, painters, and all other categories of experts involved in cultural heritage activities. Consequently, the GIS has faced strong criticism as it is a tool for documentation without engaging in the public environment and the users’ needs; as a result, GIS cannot help in any enhancing process as it does not have any idea about the needs of the users. This paper analyses public uses efficiency in heritage public spaces in Cairene context using public participation geographic information system (PPGIS) methodology, as it gives attention to the term “user” to include the “public” incorporating the concept of “public participation” commonly used in planning. An online survey was set up, based on Google Maps, where respondents were asked to place and rate twenty-five items on an interactive map done by (ARCGIS 10.4). These items were based on the criteria of placemaking to make those spaces full of creative ambiance to be more attractive and useful to the communities. Finally, 200 valid surveys have been collected and mapped 1500 opinions have been mapped. The Results of this research show that PPGIS is an effective tool in measuring the efficiency of those heritage public spaces, which may be valuable for future planning.
series ASCAAD
email
last changed 2021/08/09 13:13

_id acadia21_212
id acadia21_212
authors Gillespie, David; Qin, Zehao; Aish, Francis
year 2021
title An Extended Reality Collaborative Design System
doi https://doi.org/10.52842/conf.acadia.2021.212
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 212-221.
summary This paper presents a new system that enables an eXtended Reality (XR) collaborative design review process, by augmenting an existing physical mockup or environment with virtual models at 1:1 scale in-situ. By using this new hybrid approach, existing context can be extended with minimal or no base physical structure through a simulated VR/AR environment to facilitate stakeholder design collaboration in a manner that was previously either cost prohibitive or technically unfeasible. Through combining real and virtual in this way, the sense of realism can be enhanced, increasing engagement and participation in the design process. An approach to apply AR/VR to uncontrolled environments is described, allowing it to overcome challenges such as tracking and mapping, and allowing users to walk around freely in-situ.

Two examples are presented where the system has been used in live project environments, one as a design tool for client review and engagement, and the other as part of a public planning process.

series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ascaad2021_113
id ascaad2021_113
authors Gün, Ahmet; Burak Pak, Yüksel Demir
year 2021
title Technology-Driven Participatory Spatial Design in a Developing World Context: The Case of Istanbul
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 551-567
summary Nowadays, ICT-based participatory design methods, techniques and tools are increasingly used across the globe. A majority of these are employed in high-income “developed” countries with advanced democratic systems which aim at including citizens; desires, needs, proposals as valuable input in city-making processes. In contrast, in the Global South, only a limited number of ICT-based practices aim to empower the citizens in urban design and planning at higher instances. There is a need for deeper research into how citizens can be involved in urban design in developing countries like Turkey situated in between the Global North and the South. In this context, this research will focus on Istanbul, Turkey as a key case. Different than the developed world context, enabling ICT-based participation in Turkey has a wide range of challenges. Among those are the lack of open and governmental data and transparency, the unwillingness of the policymakers to promote and employ participatory design, top-down approaches are the other weak points of these countries. Responding to these challenges, the aims of this study are: 1) to critically address the weaknesses and requirements of existing urban development practices in developing countries with a focus on Turkey, Istanbul and 2) to discuss the possible potentials of ICT-based participation tools and techniques to involve citizens in city-making processes.
series ASCAAD
email
last changed 2021/08/09 13:13

_id caadria2021_157
id caadria2021_157
authors Huang, Xiaoran, Kimm, Geoff and Burry, Mark
year 2021
title Exploiting game development environments for responsive urban design by non-programmers - melding real-time ABM pedestrian simulation and form modelling in Unity 3D
doi https://doi.org/10.52842/conf.caadria.2021.2.689
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. 689-698
summary Precinct-level pedestrian simulation often requires moderate to high-level modelling skills with a steep learning curve, and is usually non-flexible, time-consuming and exclusive of the broader public community. Confronting these problems, our research investigates a novel and agile workflow to test precinct pedestrian behaviours by melding agent-based simulation (ABM) and responsive real-time form modelling mechanisms within accessible visualisation of city and precinct environments in a game engine, Unity 3D. We designed an agent system prototype of configurable and interoperable nodes that may be placed in an urban modelling scenario. Realtime CSG, a fast polygon-based modelling plugin, is also introduced to our workflow where users can use the evidence observed when running a scenario to quickly adjust the street morphology and buildings in response. In this process, end users are kept in the design loop and may make critical adjustments, whereby a responsive, collective, informed design agenda for our built environments can inform more detailed outcomes of pedestrian behaviour and action and promote more efficient collaborations for both professionals and local communities.
keywords Agent-based pedestrian simulation; responsive modelling; computer-aided urban design; public participation
series CAADRIA
email
last changed 2022/06/07 07:49

_id sigradi2021_144
id sigradi2021_144
authors Kirdar, Gülce and Çagdaº, Gülen
year 2021
title A Data-Driven Participatory Decision Model Proposal in the Context of Urban Vibrancy
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 175–189
summary This paper focuses on the vibrancy of urban environments in the context of liveability. The objective is to explore the interrelationships of activity determinants what attracts visitors to support vibrancy decisions. The research questions how to uncover the relationships among vibrancy parameters and how to utilize the relation network for decision support. We utilize Bayesian Belief Network (BBN) for relational analysis and support with expert participation for an efficient decision-making. In this way, we expect to develop a causal by calibrating the data-driven BBN network. The results show that the user density has direct relationship with public open space, place rate, activity diversity, landmarks’ visitation rate cultural attributes, and accessibility; indirect relationship with time diversity, activity diversity and density. The results support the arguments on the importance of activity diversity in space and time, and intense urban pattern within the attractiveness public spaces for urbanity.
keywords Big data, data-driven analysis, urban livability, participatory approach, design decision making.
series SIGraDi
email
last changed 2022/05/23 12:10

_id acadia21_222
id acadia21_222
authors Lok, Leslie; Samaniego, Asbiel; Spencer, Lawson
year 2021
title Timber De-Standardized
doi https://doi.org/10.52842/conf.acadia.2021.222
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 222-231.
summary Timber De-Standardized is a framework that salvages irregular and regular shaped tree logs by utilizing a mixed reality (MR) interface for the design, fabrication, and assembly of a structurally viable tree log assembly. The process engages users through a direct, hands-on design approach to iteratively modify and design irregular geometry at full scale within an immersive MR environment without altering the original material.

A digital archive of 3D scanned logs are the building elements from which users, designing in the MR environment, can digitally harvest (though slicing) and place the elements into a digitally constructed whole. The constructed whole is structurally analyzed and optimized through recursive feedback loops to preserve the user’s predetermined design. This iterative toggling between the physical and virtual emancipates the use of irregular tree log structures while informing and prioritizing the user’s design intent. To test this approach, a scaled prototype was developed and fabricated in MR.

By creating a framework that links a holographic digital design to a physical catalog of material, the interactive workflow provides greater design agency to users as co-creators in processing material parts. This participation enables users to have a direct impact on the design of discretized tree logs that would otherwise have been discarded in standardized manufacturing. This paper presents an approach in which complex tree log structures can be made without the use of robotic fabrication tools. This workflow opens new opportunities for design in which users can freely configure structures with non-standardized elements within an intuitive MR environment.

series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id caadria2021_312
id caadria2021_312
authors Silcock, David, Schnabel, Marc Aurel, Moleta, Tane and Brown, Andre
year 2021
title Participatory AR - A Parametric Design Instrument
doi https://doi.org/10.52842/conf.caadria.2021.2.295
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. 295-304
summary CAAD research has frequently investigated the realm of public participation in large scale urban design re-development. Yet, the recurring problem lies with the lay-person often not being able to read 2d and 3d graphic information effectively, and hence be able to participate in the process of design development proactively. To date, much-existing research focuses on developing designs for urban settings using contemporary interaction devices such as the /Hololens/; such devices, with custom interfaces, require a significant level of expertise, or an experienced guide, to help navigate or create within these environments. Our paper presents a novel alternative based on real-time-virtual-engines, XR, and a parametric back-end system. The paper discusses the advantages that the resulting tangible user interface (TUI) can play in the lay-persons engagement in the design process. In the paper, we describe how the integration of interaction design (IxD) and augmented reality (AR) offer new opportunities due to the increasing availability of barrier-free technologies that can better include lay-persons as active participants in the design development process.
keywords Augmented Reality (AR / XR); Participatory Design; Urban Design; Tangible User Interface (TUI); Parametric
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2021_266
id sigradi2021_266
authors Sousa, Megg and Paio, Alexandra
year 2021
title Digital Public Space: A Comparative Study of Urban Co-Design Interfaces
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 1029–1040
summary Discussions about the participatory design for public space began to consolidate as a discipline in the 1960s, at the same time as civil rights debates and social justice were in focus. However, nowadays the reality of participation is permeated by a growing demand for online digital tools, which enable the citizen's interaction in the city design in a playful way. The aim of this article is to analyze a corpus of participatory digital interfaces aimed at the co-design of public spaces. The methodology is based on a comparative study of these platform's characteristics. The comparative analysis showed different design strategies and application characteristics of each one, and how they adapt to different participatory realities we can find.
keywords Espaço público, interface de co-desenho, participaçao digital, gameficaçao, experiencia urbana do usuário
series SIGraDi
email
last changed 2022/05/23 12:11

_id ascaad2021_071
id ascaad2021_071
authors Al Maani, Duaa; Saba Alnusairat, Amer Al-Jokhadar
year 2021
title Transforming Learning for Architecture: Online Design Studio as New Norm for Crises Adaptation Under COVID-19
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 129-141
summary For students, studying architecture necessitates a fundamental shift in learning mode and attitude in the transition from school. Beginner students are often surprised by the new mode of learning-by-doing and the new learner identity that they must adopt and adapt to in the design studio. Moreover, due to the COVID-19 pandemic, architecture teaching has moved online. Both instructors and students are experiencing dramatic changes in their modes of teaching and learning due to the sudden move from on-campus design studios to a virtual alternative, with only the bare minimum of resources and relevant experience. This study explored the virtual design studio as a transformative learning model for disaster and resilience context, including the factors that affect foundation students’ perceptions and experiences of the quality of this adaptation. Data obtained from 248 students who took online design studios during the lockdown in 15 universities in Jordan highlight many factors that make the experience of the online design studio more challenging. Despite these challenges, strongly positive aspects of the online studio were evident and widely discussed. A model of hyper-flexible design studio in which students can have a direct contact with their instructors when needed – in addition to online activities, reviews, and written feedback – is highly recommended for the beginner years. This HyFlex model will enrich students’ learning and understanding of the fundamentals of design and ensure that technology solutions deliver significant and sustainable benefits.
series ASCAAD
email
last changed 2021/08/09 13:13

_id ascaad2021_142
id ascaad2021_142
authors Bakir, Ramy; Sara Alsaadani, Sherif Abdelmohsen
year 2021
title Student Experiences of Online Design Education Post COVID-19: A Mixed Methods Study
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 142-155
summary This paper presents findings of a survey conducted to assess students’ experiences within the online instruction stage of their architectural education during the lockdown period caused by the COVID-19 pandemic between March and June 2020. The study was conducted in two departments of architecture in both Cairo branches of the Arab Academy for Science, Technology & Maritime Transport (AASTMT), Egypt, with special focus on courses involving a CAAD component. The objective of this exploratory study was to understand students’ learning experiences within the online period, and to investigate challenges facing architectural education. A mixed methods study was used, where a questionnaire-based survey was developed to gather qualitative and quantitative data based on the opinions of a sample of students from both departments. Findings focus on the qualitative component to describe students’ experiences, with quantitative data used for triangulation purposes. Results underline students’ positive learning experiences and challenges faced. Insights regarding digital tool preferences were also revealed. Findings are not only significant in understanding an important event that caused remote architectural education in Egypt but may also serve as an important stepping-stone towards the future of design education in light of newly-introduced disruptive online learning technologies made necessary in response to lockdowns worldwide
series ASCAAD
email
last changed 2021/08/09 13:13

_id caadria2021_147
id caadria2021_147
authors Cao, Yu, Kahlon, Yuval and Fujii, Haruyuki
year 2021
title Capturing Interpretation Sources in Architectural Design by Observing Sequences of Design Acts
doi https://doi.org/10.52842/conf.caadria.2021.2.141
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. 141-150
summary Prototyping is important for design exploration. While various computer-aided conceptual design systems (CACD) aim to support this practice, they are somewhat limited in their ability to suggest interpretations in-context. To improve these systems, we need a better understanding of how designers interpret things when designing, and what factors influence this activity. We observe architectural designers' design process, and conducted a deep analysis of the activity at several levels, to capture interpretative events. The analysis of these reveals interesting patterns of design interpretation, which may be used to enhance future CACD systems.
keywords Design process; Design computing; Reinterpretation
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2021_115
id caadria2021_115
authors Chen, Qin Chuan, Lakshmi Narasimhan, Vaishnavi and Lee, Hyunsoo
year 2021
title The potential of IoT-based smart environment in reaction to COVID-19 pandemic
doi https://doi.org/10.52842/conf.caadria.2021.2.709
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. 709-718
summary COVID-19 was first reported in late December 2019 and quickly become a global health crisis. In the COVID-19 pandemic context, the dense and open characteristics make the public spaces a potential virus transmission hotspot. Therefore, it is extremely critical to adopt a more advanced and effective method in public environments to slow down its spread until a vaccine is widely used. A smart environment in the form of IoT, also known as the architecture of IoT, consists of three layers: perception layer, network layer, and application layer. A smart environment allows data and activities that happen in this environment to be collected, processed, and shared in real-time through various sensors. It can be introduced for early detection, tracking, and monitoring of potential confirmed cases. The smart environment is considered one of the most promising approaches to face and tackle the current scenario. However, research focusing on the potential of IoT smart environment in reaction to COVID-19 is still meager. Therefore, this paper identifies the smart environments potential based on the concept of IoT architectures three layers and further discusses how IoT can be introduced in public spaces to help battle the pandemic.
keywords Internet of Things; Smart environment; COVID-19
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2021_008
id caadria2021_008
authors Chung, Minyoung and Lee, Hyunsoo
year 2021
title Using Virtual Filters to Measure how the Elderly Perceive Color
doi https://doi.org/10.52842/conf.caadria.2021.2.325
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. 325-334
summary This study was conducted to test the effectiveness of a virtual filter that digitally compensates for age-related changes in color perception. Many elderly people experience declining color perception. Medical studies have been conducted on how elderly peoples lenses affect their color perception. However, digital practical method for improving elderly peoples color perception need to be developed. Subway map is a good example of many elders daily experience. To adapt virtual filters to subway maps colors, standard short-wavelength colors, namely purple and green, were selected for variance independence (VI) because colors with short wavelengths of 400-600 nm on visible light are difficult for elderly people to perceive. Standard color VIs of subway lines and VI transferred to artificial lenses were measured with a spectrophotometer. CIE LAB and RGB; Color value on virtual filter (VD) was analyzed from VI. This virtual filter was developed based on artificial lenses using Dynamo. A visual programming algorithm was developed to adjust the color of a virtual filter through an interface. The results showed that virtual filters can be used to help elderly people detect short-wavelength colors. Therefore, virtual filters should be incorporated into lenses for use by the elderly.
keywords Virtual filter; Elderly people's perception; Colors on subway map
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia21_000
id acadia21_000
authors Dörfler, Kathrin; Parascho, Stefana; Scott, Jane; Bogosian, Biayna; Farahi, Behnaz; del Castillo y López, Jose Luis García; Grant, June A.; Noel, Vernelle A.A.
year 2021
title ACADIA 2021: Realignments: Toward Critical Computation
doi https://doi.org/10.52842/conf.acadia.2021.001
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 681 p.
summary At the convergence of social, political, and environmental crises and a global pandemic ACADIA2021 reflects on realigning our practices to allow for alternative and constructive ways of knowledge and world making to address these issues. Computational systems have enabled creative solutions and innovations that benefit societies and demonstrate the ingenuity of the design community. However, left unchecked, they can also exacerbate issues of inequality, bias access and perpetuate methods and histories that may harm rather than foster positive change. With these entanglements of technology, power, and society as a backdrop, ACADIA2021 Realignments: Toward Critical Computation, asks us to question our current practices and priorities to address the urgency of the now. This conference provides a platform to engage with conversations, tools and methodologies that include knowledges and communities currently missing to enable realignments toward inclusive and critical practices in architecture across different scales. How can the computational design community critically address questions of emancipation, intersectionality and our computational publics?
series ACADIA
type proceedings
email
last changed 2023/10/22 12:06

_id sigradi2021_173
id sigradi2021_173
authors Erbil Altintas, Livanur, Kasali, Altug and Dogan, Fehmi
year 2021
title Legibility of Design in Collaborative Computational Practices
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 1053–1063
summary The paper reports key instances from our field observations involving computational design practices to understand the process of generating and assessing alternative design options. Following an ethnographic approach, we investigate the nature of interactions within the team, which we conceptualize as a distributed cognitive system. We have observed a persistent effort –mostly driven by team leaders- to make the design idea -and design process in general- more legible and transparent for individuals within the team as well as others including clients and consultants. Through situated observations of collaborative computational practices, we investigate how design ideas are represented and externalized in a distributed cognitive system with the intention of achieving a legible schema to guide the design process. We report our interpretations concerning the concept of legibility and its various dimensions which predominantly relate to the need to clarify and justify the core design drivers and approaches in form-finding.
keywords legibility, computational design, collaboration, design process, design cognition
series SIGraDi
email
last changed 2022/05/23 12:11

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