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 2776

_id 8e02
authors Brown, A.G.P. and Coenen, F.P.
year 2000
title Spatial reasoning: improving computational efficiency
source Automation in Construction 9 (4) (2000) pp. 361-367
summary When spatial data is analysed the result is often very computer intensive: even by the standards of contemporary technologies, the machine power needed is great and the processing times significant. This is particularly so in 3-D and 4-D scenarios. What we describe here is a technique, which tackles this and associated problems. The technique is founded in the idea of quad-tesseral addressing; a technique, which was originally applied to the analysis of atomic structures. It is based on ideas concerning Hierarchical clustering developed in the 1960s and 1970s to improve data access time [G.M. Morton, A computer oriented geodetic database and a new technique on file sequencing, IBM Canada, 1996.], and on atomic isohedral (same shape) tiling strategies developed in the 1970s and 1980s concerned with group theory [B. Grunbaum, G.C. Shephard, Tilings and Patterns, Freeman, New York, 1987.]. The technique was first suggested as a suitable representation for GIS in the early 1980s when the two strands were brought together and a tesseral arithmetic applied [F.C. Holdroyd, The Geometry of Tiling Hierarchies, Ars Combanitoria 16B (1983) 211–244.; S.B.M. Bell, B.M. Diaz, F.C. Holroyd, M.J.J. Jackson, Spatially referenced methods of processing raster and vector data, Image and Vision Computing 1 (4) (1983) 211–220.; Diaz, S.B.M. Bell, Spatial Data Processing Using Tesseral Methods, Natural Environment Research Council, Swindon, 1986.]. Here, we describe how that technique can equally be applied to the analysis of environmental interaction with built forms. The way in which the technique deals with the problems described is first to linearise the three-dimensional (3-D) space being investigated. Then, the reasoning applied to that space is applied within the same environment as the definition of the problem data. We show, with an illustrative example, how the technique can be applied. The problem then remains of how to visualise the results of the analysis so undertaken. We show how this has been accomplished so that the 3-D space and the results are represented in a way which facilitates rapid interpretation of the analysis, which has been carried out.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id caadria2020_304
id caadria2020_304
authors Fischer, Thomas and Wortmann, Thomas
year 2020
title From Geometrically to Algebraically Described Hyperbolic Paraboloids - An optimisation-based analysis of the Philips Pavilion
doi https://doi.org/10.52842/conf.caadria.2020.1.435
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 435-444
summary In this paper, we present a procedure to derive algebraic parameters from geometrically described truncated hyperbolic paraboloid surfaces. The procedure uses parametric modelling and optimisation to converge on close algebraic approximations of hyperbolic paraboloid geometry through a successive breakdown of vast search spaces. We illustrate this procedure with its application to the surfaces of the 1958 Philips Pavilion designed by Le Corbusier and Iannis Xenakis. This application yielded previously unavailable parametric data of this building in algebraic form. It highlights the power of the parametric design and optimisation toolkit, both in terms of automated search and epistemological enablement.
keywords parametric analysis; optimisation; ruled surfaces; hyperbolic paraboloid; geometry reconstruction
series CAADRIA
email
last changed 2022/06/07 07:51

_id 63ea
authors Brown, A.G.P., Berridge, P. and Mackie, D.
year 1997
title Gaming as a Vehicle for Collaborative Designcollaborative design
doi https://doi.org/10.52842/conf.ecaade.1997.x.c5x
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary This paper outlines one approach to addressing the problem of participation in a properly understood process and goes on to show how the principles used are being reinforced by an interactive computer based application.
keywords Collaborative Design
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/berridge/berridge.htm
last changed 2022/06/07 07:50

_id a469
authors Brown, Andre and Berridge, Phil
year 2001
title Games One : Two : Three A triangle of virtual game scenarios for architectural collaboration
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 95-120 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary This paper is split into three parts, each of which deals with different aspects of, and approaches to, the collaboration process. Each of the approaches shares a common root in an aspect of games or gaming. Together the three approaches represent a tripartite attack on the spectrum of problems that need to be addressed to achieve successful collaboration. The first technique is dealt with in Game One One. This deals with the issue of encouraging collaboration. It is based on work using a role playing game scenario and is intended to allow construction industry professionals and clients to develop a common framework for discussion. It originally existed as a paper based game and is now being tested in a web-based environment. Game Two is based on work that has evolved from contemporary game and meeting place environments that have been attracting attention recently. Here internet-based three-dimensional worlds are used as a virtual replacement of real spaces and participants meet as avatars. In the architectural context we have investigated the potential for application of such 3D worlds as meeting, and discussion places where architectural information and ideas can be exchanged. In Game Three we take the idea that currently, virtual environments are still rather uncomfortable and unnatural in terms of human interaction, and in particular in the way that we move around and display architectural scenes. We develop the idea that games software incorporates techniques that make the representation of animated, interactive 3D architectural environments computationally efficient. We have augmented the software used in games environments and have considered how we construct architectural models and man-machine interfaces to improve the effectiveness of such environments in an architectural context.
series other
email
last changed 2001/09/14 21:30

_id ecaade2020_542
id ecaade2020_542
authors Brown, Andre, Liu, Yisi, Webb, Nicholas and Knight, Mike
year 2020
title Interpreting and exploiting narrative as a sketch design generator for application in VE
doi https://doi.org/10.52842/conf.ecaade.2020.1.449
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 449-458
summary The research in this paper focusses on how a narrative text can be the generator of an architectural drawing, or other architectural representation, such as an Architectural Virtual Environment. The drawn physical sketch has traditionally played that role. A particular approach to narrative has been important for some notable architects and their architecture. Ian Ritchie (2014), for instance, celebrates the use of poetry to describe the essential spirit of a scheme before any drawing is done. The work in the paper here describes the proposition to capture such narrative text in a systematic and structured way. We describe foundational work on how the captured narrative text has been translated into a contemporary, computer-mediated, design development environment. Different narrative accounts recalling a now demolished house form the focus case study. This case study is the vehicle through which the initial principles establishing how best to move from narrative to virtual representation are established and tested.
keywords virtual environment; narrative; sketch; virtual reality
series eCAADe
email
last changed 2022/06/07 07:54

_id cbd0
authors Brown, David C.
year 1985
title Failure Handling in a Design Expert System
source computer Aided Design. November, 1985. vol. 17: pp. 436-442 : ill. Includes bibliography
summary This paper is concerned with how to handle the failures that occur during design problem-solving. Failure handlers and redesigners are introduced. Failure recovery action and the knowledge involved is presented for each agent. The role of suggestions and redesign strategies is discussed. The handling of plan failures is also presented. The paper concludes by surveying other methods of failure handling from the literature
keywords expert systems, problem solving, mechanical engineering, planning,constraints, design, techniques
series CADline
last changed 2003/06/02 13:58

_id f11d
authors Brown, K. and Petersen, D.
year 1999
title Ready-to-Run Java 3D
source Wiley Computer Publishing
summary Written for the intermediate Java programmer and Web site designer, Ready-to-Run Java 3D provides sample Java applets and code using Sun's new Java 3D API. This book provides a worthy jump-start for Java 3D that goes well beyond the documentation provided by Sun. Coverage includes downloading the Java 2 plug-in (needed by Java 3D) and basic Java 3D classes for storing shapes, matrices, and scenes. A listing of all Java 3D classes shows off its considerable richness. Generally, this book tries to cover basic 3D concepts and how they are implemented in Java 3D. (It assumes a certain knowledge of math, particularly with matrices, which are a staple of 3D graphics). Well-commented source code is printed throughout (though there is little additional commentary). An applet for orbiting planets provides an entertaining demonstration of transforming objects onscreen. You'll learn to add processing for fog effects and texture mapping and get material on 3D sound effects and several public domain tools for working with 3D artwork (including converting VRML [Virtual Reality Markup Language] files for use with Java 3D). In all, this book largely succeeds at being accessible for HTML designers while being useful to Java programmers. With Java 3D, Sun is betting that 3D graphics shouldn't require a degree in computer science. This book reflects that philosophy, though advanced Java developers will probably want more detail on this exciting new graphics package. --Richard Dragan Topics covered: Individual applets for morphing, translation, rotation, and scaling; support for light and transparency; adding motion and interaction to 3D objects (with Java 3D classes for behaviors and interpolators); and Java 3D classes used for event handling.
series other
last changed 2003/04/23 15:14

_id ecaade2020_047
id ecaade2020_047
authors Brown, Lachlan, Yip, Michael, Gardner, Nicole, Haeusler, M. Hank, Khean, Nariddh, Zavoleas, Yannis and Ramos, Cristina
year 2020
title Drawing Recognition - Integrating Machine Learning Systems into Architectural Design Workflows
doi https://doi.org/10.52842/conf.ecaade.2020.2.289
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 289-298
summary Machine Learning (ML) has valuable applications that are yet to be proliferated in the AEC industry. Yet, ML offers arguably significant new ways to produce and assist design. However, ML tools are too often out of the reach of designers, severely limiting opportunities to improve the methods by which designers design. To address this and to optimise the practices of designers, the research aims to create a ML tool that can be integrated into architectural design workflows. Thus, this research investigates how ML can be used to universally move BIM data across various design platforms through the development of a convolutional neural network (CNN) for the recognition and labelling of rooms within floor plan images of multi-residential apartments. The effects of this computation and thinking shift will have meaningful impacts on future practices enveloping all major aspects of our built environment from designing, to construction to management.
keywords machine learning; convolutional neural networks; labelling and classification; design recognition
series eCAADe
email
last changed 2022/06/07 07:54

_id 4202
authors Brown, Michael E. and Gallimore, Jennie J.
year 1995
title Visualization of Three-Dimensional Structure During Computer-Aided Design
source International Journal of Human-Computer Interaction 1995 v.7 n.1 pp. 37-56
summary The visual image presented to an engineer using a computer-aided design (CAD) system influences design activities such as decision making, problem solving, cognizance of complex relationships, and error correction. Because of the three-dimensional (3-D) nature of the object being created, an important attribute of the CAD visual interface concerns the various methods of presenting depth on the display's two-dimensional (2-D) surface. The objective of this research is to examine the effects of stereopsis on subjects' ability to (a) accurately transfer to, and retrieve from, long-term memory spatial information about 3-D objects; and (b) visualize spatial characteristics in a quick and direct manner. Subjects were instructed to memorize the shape of a 3-D object presented on a stereoscopic CRT during a study period. Following the study period, a series of static trial stimuli were shown. Each trial stimulus was rotated (relative to the original) about the vertical axis in one of six 36° increments between 0° and 180°. In each trial, the subject's task was to determine, as quickly and as accurately as possible, whether the trial object was the same shape as the memorized object or its mirrored image. One of the two cases was always true. To assess the relative merits associated with disparity and interposition, the two depth cues were manipulated in a within-subject manner during the study period and during the trials that followed. Subject response time and error rate were evaluated. Improved performance due to hidden surface is the most convincing experimental finding. Interposition is a powerful cue to object structure and should not be limited to late stages of design. The study also found a significant, albeit limited, effect of stereopsis. Under specific study object conditions, adding disparity to monocular trial objects significantly decreased response time. Response latency was also decreased by adding disparity information to stimuli in the study session.
series journal paper
last changed 2003/05/15 21:45

_id ijac201917106
id ijac201917106
authors Brown, Nathan C. and Caitlin T. Mueller
year 2019
title Design variable analysis and generation for performance-based parametric modeling in architecture
source International Journal of Architectural Computing vol. 17 - no. 1, 36-52
summary Many architectural designers recognize the potential of parametric models as a worthwhile approach to performance- driven design. A variety of performance simulations are now possible within computational design environments, and the framework of design space exploration allows users to generate and navigate various possibilities while considering both qualitative and quantitative feedback. At the same time, it can be difficult to formulate a parametric design space in a way that leads to compelling solutions and does not limit flexibility. This article proposes and tests the extension of machine learning and data analysis techniques to early problem setup in order to interrogate, modify, relate, transform, and automatically generate design variables for architectural investigations. Through analysis of two case studies involving structure and daylight, this article demonstrates initial workflows for determining variable importance, finding overall control sliders that relate directly to performance and automatically generating meaningful variables for specific typologies.
keywords Parametric design, design space formulation, data analysis, design variables, dimensionality reduction
series journal
email
last changed 2019/08/07 14:04

_id 9a97
authors Chen, Zhuo F. and Brown, David C.
year 2002
title Explorations of a Two-Layer A-Design System - The Influence of New Agents on a Design System
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 249-256
summary This paper presents the architecture of a two-layer A-design system. It then goes on to use that system in an example configuration design problem. Two-layer A-Design limits the bias of selecting the most commonly used components by having the ability to introduce new components.
series other
email
last changed 2003/05/10 10:16

_id fd8b
authors Czernuszenko, M., Pape, D., Sandin, D., DeFanti, T., Dawe, G. and Brown, M.
year 1997
title The ImmersaDesk and Infinity Wall projection-based virtual reality displays
source Computer Graphics, 31(2): 46-49, May
summary Virtual reality (VR) can be defined as interactive computer graphics that provides viewer-centered perspective, large field of view and stereo. Head-mounted displays (HMDs) and BOOMs™ achieve these features with small display screens which move with the viewer, close to the viewer's eyes. Projection-based displays, supply these characteristics by placing large, fixed screens more distant from the viewer. The Electronic Visualization Laboratory (EVL) of the University of Illinois at Chicago has specialized in projection-based VR systems. EVL's projection-based VR display, the CAVE™ premiered at the SIGGRAPH 92 conference.In this article we present two new, CAVE-derived, projection-based VR displays developed at EVL: the ImmersaDesk™ and the Infinity Wall™, a VR version of the PowerWall. We describe the different requirements which led to their design, and compare these systems to other VR devices.
series journal paper
last changed 2003/04/23 15:50

_id 2004_374
id 2004_374
authors Hannibal, C., Brown, A. and Knight, M.
year 2004
title How Useful is the Digital Sketch?
doi https://doi.org/10.52842/conf.ecaade.2004.374
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 374-379
summary This paper presents an experimental approach that examines human response to three virtual representations (sketchy line, non-photorealistic and near-photorealistic) of three similar architectural schemes (in terms of concept, context and scale) within a non-immersive large-screen projected virtual environment. Participant response is recorded utilising the factors of detail, spatial understanding, character and presence. By comparing data it should be possible to draw conclusions about aspects particular to non-immersive Virtual Reality (VR) activity as a means of architectural representation.
keywords Non-Immersive Virtual Environments, Digital Sketching, Non-Photorealism
series eCAADe
last changed 2022/06/07 07:50

_id 0bc0
authors Kellett, R., Brown, G.Z., Dietrich, K., Girling, C., Duncan, J., Larsen, K. and Hendrickson, E.
year 1997
title THE ELEMENTS OF DESIGN INFORMATION FOR PARTICIPATION IN NEIGHBORHOOD-SCALE PLANNING
doi https://doi.org/10.52842/conf.acadia.1997.295
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 295-304
summary Neighborhood scale planning and design in many communities has been evolving from a rule-based process of prescriptive codes and regulation toward a principle- and performance-based process of negotiated priorities and agreements. Much of this negotiation takes place in highly focused and interactive workshop or 'charrette' settings, the best of which are characterized by a fluid and lively exchange of ideas, images and agendas among a diverse mix of citizens, land owners, developers, consultants and public officials. Crucial to the quality and effectiveness of the exchange are techniques and tools that facilitate a greater degree of understanding, communication and collaboration among these participants.

Digital media have a significant and strategic role to play toward this end. Of particular value are representational strategies that help disentangle issues, clarify alternatives and evaluate consequences of very complex and often emotional issues of land use, planning and design. This paper reports on the ELEMENTS OF NEIGHBORHOOD, a prototype 'electronic notebook' (relational database) tool developed to bring design information and example 'to the table' of a public workshop. Elements are examples of the building blocks of neighborhood (open spaces, housing, commercial, industrial, civic and network land uses) derived from built examples, and illustrated with graphic, narrative and numeric representations relevant to planning, design, energy, environmental and economic performance. Quantitative data associated with the elements can be linked to Geographic Information based maps and spreadsheet based-evaluation models.

series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id ecaade03_153_183_knight
id ecaade03_153_183_knight
authors Knight, M. Brown, A.G.P., Hannibal, C., Noyelle, C. and Steer, O.
year 2003
title Measurement of Presence in Large Scale Virtual Environments
doi https://doi.org/10.52842/conf.ecaade.2003.153
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 153-160
summary It is now widely accepted that a sense of presence in a virtual environment is a crucial part of the success of the ‘experience’. This paper extends the authors previous work in naturalistic interfaces and perception of image to test experimentally the degree to which the type of interface and visual nature of the virtual environment determine the experience of presence or ‘being there’ in a large scale architectural virtual environment. The importance of presence to the success of architectural virtual environments is an important discussion. Should architectural VEs strive to be hyper-real (with all the attendant hardware issues of manipulating large amounts of data in real-time) or does a degree of abstraction in representation still afford an acceptable degree of presence?
keywords Virtual Environments, Presence
series eCAADe
email
more www.liv.ac.uk/abe/caadru
last changed 2022/06/07 07:51

_id caadria2020_081
id caadria2020_081
authors Mclennan, Sam, Schnabel, Marc Aurel, Moleta, Tane and Brown, Andre
year 2020
title Extracting and Communicating Underlying Pseudo-Formalised Procedural Rules in Heritage Architecture - The Case of New Zealand's 19th Century Timber Churches
doi https://doi.org/10.52842/conf.caadria.2020.2.163
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 163-172
summary The research employs procedural modelling to investigate the characteristic rules present within a loosely defined architectural style. The 19th-century timber neo-Gothic churches built in the city of Wellington, New Zealand are examples of a particular interpretation of the Gothic Revival style. Although they all share common aspects, no prescribed rules are regulating how these churches were designed. This research explores a methodology for creating a procedural 'Timber Gothic Church Generator' that is generated from an understanding and interpretation of the design of the buildings examined. Once developed the procedural generator can be used to extrapolate, and produce other church designs as well as create hybrid designs. These outputs can be further refined through the creation of parametric rules. A key result of this methodology is to explicate better otherwise ambiguous design philosophies that are shared between the similar buildings. It shows how a design can be reverse-engineered and converted into procedural logic. The research establishes the process and logic to enable the creation of further rules to be explored.
keywords Digital Forensics; Digital Heritage; Gothic Architecture; Houdini; Procedural Modelling
series CAADRIA
email
last changed 2022/06/07 07:58

_id 6637
authors Ward, D., Brown, A.G.P. and Horton, F.F.
year 1994
title A Design Assistant for Environmental Optimisation of Buildings
doi https://doi.org/10.52842/conf.ecaade.1994.x.u0s
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, pp. 247
summary The dual function of the Environmental Design Assistant which we have developed is to act firstly as a teaching aid and secondly as a design aid. In terms of it's role as a design assistant it is similar in nature to the application described by Papamichael, K, in Novitski, B. J. (1993). However, the work described here forms part of an overall strategy to develop a user friendly design assistant across the spectrum of Architectural design disciplines: this is one particular strand of the project. One aim embodied in the development of the environmental design assistant has been the pragmatic one of the production and refining of a tool to perform environmental assessments of buildings in accordance with the British recommendations made in BREEAM (Building Research Establishment Energy Assessment Method). In this respect the assistant allows for the consequences of design decisions to be readily assessed and then for those decisions to be modified. The Assistant has undergone a series of refinements to make it more user-friendly, efficient and appropriate as an Architectural design aid; and this has been the second aim of the project. The project has acted as a vehicle for the application of design principles applied to the presentation, information structuring and navigation associated with Hypermedia and Multimedia products. We are applying the kind of good design principles which have been summarised well by Schulmeister, R. (1994). These principles include Ariadne's Thread (paths for navigation), Lost in Hyperspace (backward navigation), More-than-browsing (interaction) and Tutoring (providing feedback to the user). Adoption of such principles is, we believe, essential in order to realise the potential of Hypermedia tools. The principal development tool for the work has been SuperCard. This has been used in conjunction with a range of other software including ArchiCad and Intellidraw and a range of image grabbing devices.

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

_id 064b
authors Ward, D., Horton, F.F. and Brown, A.G.P.
year 1992
title An Environmental Design Assistant
doi https://doi.org/10.52842/conf.ecaade.1992.427
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 427-434
summary One of the problems facing students of architecture and those teaching of architecture is that the body of information which needs to be bourne in mind when designing is continually increasing. One area where there has been a rapid recent growth in interest and consequent legislation is in environmental or "green" matters. As an example recent legislation has been introduced in an effort to standardise the procedures for assessing building, and in particular their energy consumption. This paper reports on the development of a Hypermedia based tool to aid the process of the Environmental design of buildings with the objective of producing a computer-based aid which encourages understanding and innovation rather than leading the. user through a mechanical process of form filling. We conclude with comments on the effectiveness of the tool as a design aid and propose future developments for the work on computer-based Environmental Assessment.
keywords Environmental Impact, Environmental Assessment, Expert Systems, HyperCard
series eCAADe
email
last changed 2022/06/07 07:58

_id abdb
authors Wood, D.J., Brown, A.G.P. and Brown, G.Z.
year 1989
title A Sunlight Design Tool
doi https://doi.org/10.52842/conf.ecaade.1989.x.q6i
source CAAD: Education - Research and Practice [eCAADe Conference Proceedings / ISBN 87-982875-2-4] Aarhus (Denmark) 21-23 September 1989, pp. 9.3.1-9.3.7
summary Computer-based techniques for Environmental design tend to be analytical. They are aimed at the engineer who takes a previously designed building and then analyses the environmental performance of the building so as to be able to give performance requirements for servicing plant. Thus the building has been designed by an architect using experience and some broad background knowledge of environmental performance, but it is usually not until the analysis stage is reached that the building's environmental performance is accurately assessed. A sunlight design program (application) has been written to address this problem. This program is aimed at the designer and should allow them to assess quickly the sunlight characteristics of' their building. The intention has been to produce a tool which is easy to understand and use: a tool which is interactive and in which data can be changed easily. Thus the tool can be used: to check the effect of design changes on sunlight performance. The tool is meant to the both an aid to design itself and to the understanding of the environmental performance of buildings. This paper describes the application and the use of it by architectural students. We describe the application, assess it and evaluate its educational value by comparing students' estimations of sunlight performance in their own buildings with performance predicted by it. We look at how students interact with the program to modify their design in response to this interaction and report on their evaluation of the application during a controlled exercise.

keywords Design Tools, Sunlight, Design Education
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2020_137
id caadria2020_137
authors Xu, Qiaoliang, Brown, Andre, Moleta, Tane, Schnabel, Marc Aurel and Rogers, Maria
year 2020
title Inhabiting 'Prosperous Suzhou' through Smart VR - Interrogating an Ancient Artwork and Documents to manifest Tangible and Intangible Heritage
doi https://doi.org/10.52842/conf.caadria.2020.2.173
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 173-182
summary The research investigates digital landscape heritage. It focuses on the application of Virtual Reality (VR) in a game engine. The aim is to aid the understanding and interpretation of ancient principles relating to sensitive and appropriate interaction of the built form and its associated landscape. The principles have at their root harmony of human inhabitation, the built forms and the landscape they are surrounded. This understanding can lead to re-application within a contemporary context, and the VR environment has the potential to augment and enrich it. For the first time ever, the research has reinterpreted a classical depiction of Suzhou, in an 18th-century handscroll painting, into a three-dimensional immersive virtual environment. It proposes that VR can be a way to experience and increase understanding of heritage landscapes; in our case one that now only exists in an ancient idealised painting. The reinterpretation aims to enhance the users' experience and understanding of the Tangible and Intangible Cultural Heritage. The spatialised scene is augmented through the integration of other historical information, such as poems and travel notes, to embed intangible aspects into the gardens and landscapes.
keywords Digital Heritage; Cultural Landscape; Painting Reinterpretation; Immersive Environments; Virtual Reality
series CAADRIA
email
last changed 2022/06/07 07:57

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