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 17459

_id sigradi2010_423
id sigradi2010_423
authors Lages, de Andrade Isabela; dos Santos Cabral Filho José
year 2010
title Espacialização da informação via ambient display: aspectos técnicos e observações do uso de uma interface tangível [Information spatialization via ambient display: technical aspects and use observations of a tangible interface]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 423-426
summary This article presents the description and evaluation of a tangible interface to facilitate a collaborative work process. It starts with the concept of ambient display, which refers to the presentation of information in space or in an object through subtle changes. After describing the developed interface, some observations from the operation of the device are presented. We conclude that ambient displays should not be used as replacements to conventional tools, but instead, as complementary elements, and that it is also important to ensure their application as a method to restore a lost balance between tangible predispositions and the center of attention.
keywords ambient display; tangible interface; interpersonal computer; physical computing; information spatialization
series SIGRADI
email
last changed 2016/03/10 09:54

_id sigradi2017_038
id sigradi2017_038
authors Lagomarsino, Federico; Fernando García Amen
year 2017
title Gran Salvo. Faro interactivo para el Palacio Salvo [Gran Salvo. Interactive lighthouse for the Palacio Salvo]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.262-266
summary This paper aims to expose a reflection on the impact created by the construction of the new lighthouse on the Palacio Salvo building. It focuses on the design process, fabrication and installation of this new object, focused in the use of light as a tool for communication and its interaction with society by adding different functions operated by apps.
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2005_765
id sigradi2005_765
authors Lagos, Rodrigo; Flavio Valassina, Rodrigo García, Nicolás Sáez, Marlene Muñoz, Margarita Gatica
year 2005
title Toward an autopoietical model of formation for analog digital competences in architecture
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 765-770
summary In the frame of the educational polities, the architecture renews your manners and methods of education, emphasizing a formation based more on competition that in knowledge. Our discipline possesses an important tradition in, your pedagogy based on the didactics of the project. The today challenge is your update, considering the incorporation, systematic and validated, of the tools Analogous Digital (AD), orientated - more than to the representation, to the action proyectual. Based on works of J. Bermúdez, and others presented by these researchers in other Sigradi’s versions, tries to demonstrate that the interactive analogous use of analog-digital tools in the education of the project stimulates the increase of information and the actions of communication that favor the quality of the learnings and the management of the information. Your impact will be studied, both in the Pedagogic Practices of the teachers and in the Processes of the students in the Action Proyectual (AP). [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:54

_id 8183
authors Lahti, J., Alavalkama, I. and Häikiöv, J.
year 2002
title Representing and distributing 3D-content in webbased architectural design education - Evaluating 3D-presentation methods for e-learning
doi https://doi.org/10.52842/conf.ecaade.2002.096
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 96-104
summary As information telecommunication technology develops, teaching at universities changes. E-learning and working on-line create new challenges for the development of architectural education. Education of architecture contains special challenges. With new presentation technologies ideas and objects can be presented graphically in 3- dimensions on the e-learning environment. In a research project the Architectural Media Laboratory (AML) at the Tampere University of Technology (TUT) has studied the use of different techniques utilizing computer modelling and photography-based methods in presenting and teaching architecture.
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2024_365
id caadria2024_365
authors Lahtinen, Aaro, Gardner, Nicole, Ramos Jaime, Cristina and Yu, Kuai
year 2024
title Visualising Sydney's Urban Green: A Web Interface for Monitoring Vegetation Coverage between 1992 and 2022 using Google Earth Engine
doi https://doi.org/10.52842/conf.caadria.2024.2.515
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 2, pp. 515–524
summary With continued population growth and urban expansion, the severity of environmental concerns within cities is likely to increase without proper urban ecosystem monitoring and management. Despite this, limited efforts have been made to effectively communicate the ecological value of urban vegetation to Architecture, Engineering and Construction (AEC) professionals concerned with mitigating these effects and improving urban liveability. In response, this research project proposes a novel framework for identifying and conveying historical changes to vegetation coverage within the Greater Sydney area between 1992 and 2022. The cloud-based geo-spatial analysis platform, Google Earth Engine (GEE), was used to construct an accurate land cover classification of Landsat imagery, allowing the magnitude, spatial configuration, and period of vegetation loss to be promptly identified. The outcomes of this analysis are represented through an intuitive web platform that facilitates a thorough understanding of the complex relationships between anthropogenic activities and vegetation coverage. A key finding indicated that recent developments in the Blacktown area had directly contributed to heightened land surface temperature, suggesting a reformed approach to urban planning is required to address climatic concerns appropriately. The developed web interface provides a unique method for AEC professionals to assess the effectiveness of past planning strategies, encouraging a multi-disciplinary approach to urban ecosystem management.
keywords Urban Vegetation, Web Interface, Landsat Imagery, Land Cover Classification, Google Earth Engine
series CAADRIA
email
last changed 2024/11/17 22:05

_id ddss2004_d-225
id ddss2004_d-225
authors Lai, I.-C.
year 2004
title Dynamic Linkages between Ideas and Cases
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 225-238
summary This research makes use of a cognitive study to explore a mechanism for associating ideas in a brainstorming session. Firstly, we propose a linking model integrating three principles of idea association (similarity, contrast and contiguity) with two processes of case-based reasoning (retrieval and adaptation). For identifying the types and mechanisms of linkages within the linking model, a design experiment and its protocol analysis was conducted. Finally, a framework for case-based reasoning to support idea association called Dynamic Idea-Maps (DIM) is proposed, and its components and mechanisms are elucidated.
keywords Idea Association, Case-Based Reasoning, Retrieval, Adaptation, Protocol Analysis
series DDSS
last changed 2004/07/03 22:13

_id caadria2003_a3-2
id caadria2003_a3-2
authors Lai, Ih-Cheng and Chang, Teng-Wen
year 2003
title Companying Physical Space With Virtual Space A Co-Existence Approach
doi https://doi.org/10.52842/conf.caadria.2003.359
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 359-370
summary This paper presents a kind of co-existence relationship: companying physical space with virtual space with a case study. The fundamental approach is to investigate the interactive relationship between navigators and information in virtual space, including collecting, interpreting, integrating, and communicating. Based on these relationships, we propose an information structure, which elaborates the information of our co-existence representation. The infrastructure composed with two processes of data representation based on an individual spatial structure is tested in representing eleven historical significant civic building in Taiwan.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2004_058
id 2004_058
authors Lai, Ih-Cheng and Chang, Teng-Wen
year 2004
title Dynamic Interactions Between Users and Information in a Co-existence Space
doi https://doi.org/10.52842/conf.ecaade.2004.058
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 58-65
summary By exploring interactions between users and information, this paper intends to propose a co-existence framework for companying physical space with virtual space. Based on this framework, we implement an information structure for users to interact with information space interactively, which includes information nodes, hyperlinks and interplays through i-Room system (Chang and Lai, 2003). Furthermore, the information structure of representation is also tested and reevaluated in representing ten historical significant civic buildings in Taiwan.
keywords Co-Existence, Digital Media, Information Space, Virtual Space
series eCAADe
last changed 2022/06/07 07:52

_id 6766
authors Lai, Ih-Cheng
year 2002
title Merging Design Thinking with Digital Media to Overlap Real and Virtual Design Worlds
doi https://doi.org/10.52842/conf.ecaade.2002.114
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 114-117
summary This paper presents a pedagogical model to investigate the concept of overlapping real and virtual design spaces by merging design thinking with digital media. The model is based on a set of exercises that emphasize the use of digital media not only to enhance the spatial sensibility, but also to explore the possibility of space and form, including its organization, interpretation, transformation and representation. Simultaneously, the diverse metaphor behind digital media integrated with design-thinking enable them for communication with ideas, knowledge and experience between two design spaces—real and virtual.
series eCAADe
email
last changed 2022/06/07 07:52

_id 2004_256
id 2004_256
authors Lai, Ih-Cheng
year 2004
title Interactive Patterns for Associating Ideas during Brainstorming
doi https://doi.org/10.52842/conf.ecaade.2004.256
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 256-261
summary Idea association is an important behavior to generate diverse ideas during brainstorming. Through three linking principles (similarity, contrast and contiguity), idea association involves a dynamic linking process between ideas and design cases. Based on the knowledge representation issue-concept-form proposed by Oxman (1993), three interactive patterns between ideas and design cases are investigated. Finally, some computational mechanisms for supporting the linkage of idea association are discussed.
keywords Idea Association, Linking, Case Representation, Case Based Reasoning, Brainstorming
series eCAADe
last changed 2022/06/07 07:52

_id 2005_147
id 2005_147
authors Lai, Ih-Cheng
year 2005
title Infilling Time into Space - A Pedagogical Approach for Evolving Space Using Digital Media
doi https://doi.org/10.52842/conf.ecaade.2005.147
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 147-154
summary This paper presents a pedagogical approach to explore the relationships between time and space by using digital media. Based on a pedagogical model called e-Space proposed by Lai (2004), we apply motion as a spatial issue to approach this study. Through integrating with the characteristics of digital media, students are encouraged to evolve architectural space and form by decomposing, re-organizing, interpreting and realizing the spatial composition. Simultaneously, diverse digital media applications integrated with design thinking in a design process enables students to bridge two design spaces - physical and virtual. This process introduces the students to a new approach of design-creation and form finding. Finally, we use an advanced digital media course as an example to understand the impacts of the pedagogical approach. The students’ outcomes are also reported in this paper
keywords Digital Media, Pedagogy, Motion, Design Space, Design Learning
series eCAADe
email
last changed 2022/06/07 07:52

_id ijac20053401
id ijac20053401
authors Lai, Ih-Cheng
year 2005
title Dynamic Idea Maps: A Framework for Linking Ideas with Cases during Brainstorming
source International Journal of Architectural Computing vol. 3 - no. 4, 429-447
summary This research makes use of a cognitive study to explore a mechanism for associating ideas during brainstorming. First, we propose a linking model that integrates three principles of idea association (similarity, contrast and contiguity) with two processes of case-based reasoning (retrieval and adaptation). Then, a design experiment and its protocol analysis are conducted in order to identify the types and mechanisms of linkages between ideas and cases, and to explore a computational mechanism for this linking model. Finally, a framework for case-based reasoning to support idea association called Dynamic Idea-Maps (DIM) is proposed, and its mechanism is elucidated.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id cf2007_557
id cf2007_557
authors Lai, Ih-Cheng
year 2007
title Idea Hitchhiking in the Idea Association Process
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 557-570
summary Idea association is an important behavior to generate diverse ideas during the conceptual design stage. In the idea association process, the designer links and generates related ideas in conjunction with other participants by idea hitchhiking. By looking for combinations, more novel and useful ideas are found. For understanding how ideas are hitchhiked and combined, we apply a computational tool called DIM and conduct a design experiment to approach this research. Through the analysis of the generated graph-like structure (called idea map), some observations are found and discussed in this paper.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id caadria2024_59
id caadria2024_59
authors Lai, Ih-Cheng
year 2024
title EMO-Space: A Computational Model for Interaction between Emotions and Space
doi https://doi.org/10.52842/conf.caadria.2024.3.401
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 3, pp. 401–410
summary Architectural space can trigger emotion (Zumthor, 2006). Psychologists Mehrabian and Russell (1974) proposed PAD model, presenting eight emotions as a means for psychologists to self-assess the emotional conditions of human experience and to provide people with a way to conceptualize the impact of cognitive structure. The Brain-Computer Interface (BCI) combines with computer operations to decode and calculate different brain waves generated by human emotions, supporting the convenience and wisdom of human life. The integration of the PDA model and BCI technology will offer an understanding of the interactive relationships between space and emotion. The purpose of this research is to construct a computational model called EMO-Space, which can autonomously support space interaction through the understanding of human emotions. Based on the PAD model, the integration of BCI, the mechanism of emotional transformation, and the control of message transmission are explored. Subsequently, the computational model is proposed and simulated. EMO-Space will provide the basis for the intelligence of emotional space in the future, such as in elderly care and spatial healing.
keywords emotional space, emotion, interaction, BCI, computational model
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2007_483
id caadria2007_483
authors Lai, Ih-Cheng; Teng-Wen Chang
year 2007
title A Study in Linking Interactions for Supporting Idea Association
doi https://doi.org/10.52842/conf.caadria.2007.x.c4b
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Idea association is an interactive behavior that will invoke different levels of linking interaction in the conceptual design stage. For understanding the mechanisms of the linking interaction, this research explores the phenomena of linking interactions within idea association during the conceptual design stage. Based on the mechanisms (representation, recall and communication) found from the phenomena, we integrate the mechanisms with the computational technologies (case-based reasoning and software agents). Finally, a preliminary computational mechanism of linking interaction for supporting idea association is proposed.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2019_326
id caadria2019_326
authors Lai, Po Yan, Kim, Meereh, Choi, Minkyu, Lee, Chae-Seok, Porcellini, Valentin, Yi, Taeha and Lee, Ji-Hyun
year 2019
title Framework of Judgment System for Smart Home Assistant Utilizing Collective Intelligence Case-Based Reasoning
doi https://doi.org/10.52842/conf.caadria.2019.1.695
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 695-704
summary This paper proposes a framework of judgment system for smart home assistant that utilizes Collective Intelligence Case Based Reasoning (CI-CBR). CBR is suitable for the smart home environment with its system adaptability to the changeful user scenarios. However, existing CBR solutions have shown relatively low accuracy in service recommendation. This research therefore aims at enhancing the accuracy by introducing collective intelligence into the recommendation system. Assuming that multiple agents will make better decision than single agent, we adopted a multi-agent approach to generate the most similar case, which represents the optimal recommendation from the case base. This paper describes how our system enables agents adopting different similarity measures come to an agreement about the most similar case by the means of majority voting in the judging process. Our framework of a collective judgment system demonstrates its potentials to improve recommendation accuracy, and further enhance the performance of existing smart home assistants.
keywords Collective Intelligence; Case Based Reasoning; Smart home; Service recommendation; Multi-agent system
series CAADRIA
email
last changed 2022/06/07 07:52

_id a743
authors Laing, L. and Kraria, H.
year 1994
title CAD as an Interface for Integrated Collaborative Design
doi https://doi.org/10.52842/conf.ecaade.1994.x.w5h
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, p. 235
summary In the traditional approach to building design, the designer (usually the architect) produces a design (often quite detailed)in blueprint before handing this to the next member of the design team (engineer) to superimpose the structure, services etc. Often this proves so impractical that the initial proposal has to be referred back to the architect for revision, and the process repeated - and this cycle may be repeated many times. Such routines arise in building design because designers find collaboration among themselves difficult to control, the task of design integration ultimately falling upon the construction manager or the contractor. This is the most common cause of problems arising during the execution of the project on site, causing a delays in the construction process, and building failures which might only be detected after occupancy. As a test-bed for addressing this problem, a system of coordinated files is proposed for use by design-students (with a working knowledge of AutoCAD) during a design project. The aim is to related data (CAD information) across all students working on the same project but developing different aspects. Participating students will be drawn from a range of design specialisms. Each member accessing the same information while developing different aspects (e.g. structure, services, and cost modelling). This goes beyond the conventional use of 'XREF' (cross-referenced drawings) and involves each member accessing and working with the same dataset - e.g. using different layers, co-ordination is easier and the data better integrated - there is thereby a reduction of the amount of repetition as the need to redraw information is eliminated. References or an initial data-set is set up by the tutor and available for reference at any stage of design project. The technological aspects to support collaborative work (and in particular the interaction process in design) is the main thrust of the undergraduate degree in Building Design Engineering at the University of Strathclyde.

series eCAADe
email
last changed 2022/06/07 07:50

_id c87f
authors Laing, L.
year 1983
title Simulation of the Emergency Evacuation of Buildings in the Event of Fire
doi https://doi.org/10.52842/conf.ecaade.1983.x.t1l
source Proceedings of the International Conference eCAADe [European Computer Aided Architectural Design Education] Brussels (Belgium) 1983, pp. II.10-II.22
summary The paper describes an application of CAAD techniques by Final Year architecture students using the computer program AIR-Q to dynamically simulate the emergency evacuation of people from a multi-storey department store. This is presented in the context of a fire emergency and reference made to the local Building Regulations which govern the size and location of fire exits. It is suggested that the technique not only provides students and designers with an easily assimilated understanding of the consequences of design decisions but also allows alternative design solutions to be quickly compared in a search for the optional design strategy. The exercise also demonstrates, to the students, the logic behind the rules contained in the Fire Regulations while demonstrating possible weaknesses and inadequacies of the empirical approach that these regulations are constrained to adopt.
keywords CAAD Techniques, Fire Regulations
series eCAADe
last changed 2022/06/07 07:50

_id aba3
authors Laing, Lamond
year 1986
title Computers in Architectural Education
doi https://doi.org/10.52842/conf.ecaade.1986.071
source Teaching and Research Experience with CAAD [4th eCAADe Conference Proceedings] Rome (Italy) 11-13 September 1986, pp. 71-77
summary Throughout Europe there is a rapidly growing volume of initiatives towards integrating computer aids within all aspects of education. In architectural education, the support offered by these initiatives presents a double-edged sword. On the one hand it is gratifying to see the work of almost two decades of CAAD research bearing fruit and the concepts gaining recognition by the profession. On the other hand the resulting pressures on the few individuals with the necessary knowledge to implement the teaching will stretch many to breaking point. Where resources are so limited it is crucial to clarify the needs and objectives and, thereby, more effectively direct resources. These needs will change over time and, in the world of computers, the means are also changing rapidly as hardware and software improves. This paper therefore outlines a scenario which I believe is relevant at this point in time but the background is constantly changing and I offer no apologies for any shift in emphasis since my last presentation of this topic in 1983.

series eCAADe
last changed 2022/06/07 07:52

_id 4a1a
authors Laird, J.E.
year 2001
title Using Computer Game to Develop Advanced AI
source Computer, 34 (7), July pp. 70-75
summary Although computer and video games have existed for fewer than 40 years, they are already serious business. Entertainment software, the entertainment industry's fastest growing segment, currently generates sales surpassing the film industry's gross revenues. Computer games have significantly affected personal computer sales, providing the initial application for CD-ROMs, driving advancements in graphics technology, and motivating the purchase of ever faster machines. Next-generation computer game consoles are extending this trend, with Sony and Toshiba spending $2 billion to develop the Playstation 2 and Microsoft planning to spend more than $500 million just to market its Xbox console [1]. These investments have paid off. In the past five years, the quality and complexity of computer games have advanced significantly. Computer graphics have shown the most noticeable improvement, with the number of polygons rendered in a scene increasing almost exponentially each year, significantly enhancing the games' realism. For example, the original Playstation, released in 1995, renders 300,000 polygons per second, while Sega's Dreamcast, released in 1999, renders 3 million polygons per second. The Playstation 2 sets the current standard, rendering 66 million polygons per second, while projections indicate the Xbox will render more than lOO million polygons per second. Thus, the images on today's $300 game consoles rival or surpass those available on the previous decade's $50,000 computers. The impact of these improvements is evident in the complexity and realism of the environments underlying today's games, from detailed indoor rooms and corridors to vast outdoor landscapes. These games populate the environments with both human and computer controlled characters, making them a rich laboratory for artificial intelligence research into developing intelligent and social autonomous agents. Indeed, computer games offer a fitting subject for serious academic study, undergraduate education, and graduate student and faculty research. Creating and efficiently rendering these environments touches on every topic in a computer science curriculum. The "Teaching Game Design " sidebar describes the benefits and challenges of developing computer game design courses, an increasingly popular field of study
series journal paper
last changed 2003/04/23 15:50

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