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 3992

_id 1d2b
authors Minsky, M.
year 1963
title Steps toward artificial intelligence
source E.A. Feigenbaum & J. Feldman, eds., Computers and Thought (McGraw-Hill, New York) 406-450.
summary The problems of heuristic programming-of making computers solve really difficult problems-are divided into five main areas: Search, Pattern-Recognition, Learning, Planning, and Induction. Wherever appropriate, the discussion is supported by extensive citation of the literature and by descriptions of a few of the most successful heuristic (problem-solving) programs constructed to date. The adjective "heuristic," as used here and widely in the literature, means related to improving problem-solving performance; as a noun it is also used in regard to any method or trick used to improve the efficiency of a problem-solving system. A "heuristic program," to be considered successful, must work well on a variety of problems, and may often be excused if it fails on some. We often find it worthwhile to introduce a heuristic method, which happens to cause occasional failures, if there is an over-all improvement in performance. But imperfect methods are not necessarily heuristic, nor vice versa. Hence "heuristic" should not be regarded as opposite to "foolproof"; this has caused some confusion in the literature.
series other
email
last changed 2003/04/23 15:50

_id 8d59
authors Andersen, J.M.
year 1983
title CAD in Architectural Practice
source Mechanical Engineering. July, 1983. pp. 48-54 : ill. includes a short bibliography
summary A leading architecture/engineering firm has made use of in- house computer system since 1963. This paper discusses some special topics in using computers for the design of HVAC systems, and the process of implementing CAD in the HVAC engineering practice
keywords computer graphics, HVAC, applications, practice, architecture
series CADline
last changed 2003/06/02 13:58

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 5680
authors Sutherland, E.
year 1963
title Sketchpad, A Man-Machine Graphical Communication System
source Proceedings 1963 Spring Joint Computer Conference AFIPS, 1963: Vol. 23
summary The Sketchpad system makes it possible for a man and a computer to converse rapidly through the medium of line drawings. Heretofore, most interaction between man and computers has been slowed down by the need to reduce all communication to written statements that can be typed; in the past, we have been writing letters to rather than conferring with our computers, For many types of communication, such as describing the shape of a mechanical part or the connections of an electrical circuit, typed statements can prove cumbersome. The Sketehpad system, by eliminating typed statements (except for legends) in favor of line drawings, opens up a new area of man-machine communication.
series other
last changed 2003/04/23 15:50

_id acadia23_v1_28
id acadia23_v1_28
authors Cuevas, Erin; Conway, Matt
year 2023
title Affective Loop
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 34-39.
summary The Affective Loop is a mixed-media, interdisciplinary portfolio of immersive theater work that superimposes space, digital overlays, and movement to create interactive narratives. The project builds upon Sylvia Lavin’s Kissing Architecture and Giuliana Bruno’s work, and explores how the perception of space is shaped by digital media technologies. This project seeks to build interaction between the body and its digital and physical environments. The work challenges pressing social and cultural shifts, and creates experiences of empathy, collectivity, and storytelling.
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id maver_090
id maver_090
authors Harrison C., Grant, M., Granat, M., Maver, T. and Conway, B.
year 2000
title Development of a Wheelchair Virtual
source 3rd International Conference on Disability, VR and Associated Technologies, Sardinia, (Ed. P Sharkey) ICDVRAT2000, 1-8
summary In the UK the Disability Discrimination Act 1995 aims to end discrimination against disabled people. Importantly the Act gives the disabled community new employment and access rights. Central to these rights will be an obligation for employers and organisations to provide premises which do not disadvantage disabled people. Many disabled people rely on wheelchairs for mobility. However, many buildings do not provide conditions suited to wheelchair users. This project aims to provide instrumentation allowing wheelchair navigation within virtual buildings. The provision of such instrumentation assists architects in identifying the needs of wheelchair users at the design stage. Central to this project is the need to provide a platform which can accommodate a range of wheelchair types, that will map intended wheelchair motion into a virtual world and that has the capacity to provide feedback to the user reflecting changes in floor surface characteristics and slope. The project represents a collaborative effort between architects, bioengineers and user groups and will be comprised of stages related to platform design, construction, interfacing, testing and user evaluation.
series other
email
last changed 2003/09/03 15:01

_id acadia23_v1_40
id acadia23_v1_40
authors Imai, Nate; Conway, Matthew; Lee, Rachel
year 2023
title The Colors We Share
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 40-47.
summary The Colors We Share is the winning proposal for a permanent public art installation that will be built in Los Angeles’s Little Tokyo (Figure 1). Selected through a rigorous open Request for Proposals (RFP) process organized by the city, the project honors the community’s rich and multivalent history and celebrates the voices of its next generation. In collaboration with the Little Tokyo Service Center (LTSC), the installation will feature a digital archive and will incorporate imagery gathered through social media to connect with other Nihonmachi (Japanese-descendant) communities across the globe in real time (Densho, n.d.). The vision for the project is two-fold: 1) to construct a vertical gateway that connects with the adjacent neighborhood, and 2) to create a dynamic display that allows community members to see themselves in the structure and connect with other Nihonmachi through locally, nationally, and internationally collected images and colors (Figure 2). In reference to the conference theme, this digital interface draws upon Dana Cuff and Jennifer Wolch’s Urban Humanities framework and creates a physical landmark that parses through an abundance of information to reveal the scarce voices and stories of a minority population (Cuff and Wolch 2016).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id d81d
authors Pierce, Jeffrey S., Conway, M., van Dantzich, M. and Robertson, G.
year 1999
title Toolspaces and Glances: Storing, Accessing, and Retrieving Objects in 3D Desktop Applications
source Proceedings of the Symposium on Interactive 3D Graphics 1999. pp. 163-168
summary Users of 3D desktop applications perform tasks that require accessing data storage, moving objects, and navigation. These operations are typically performed using 2D GUI elements or 3D widgets. We wish to focus on interaction with 3D widgets directly in the 3D world, rather than forcing our users to repeatedly switch contexts between 2D and 3D. However, the use of 3D widgets requires a mechanism for storing, accessing, and retrieving these widgets. In this paper we present toolspaces and glances to provide this capability for 3D widgets and other objects in interactive 3D worlds. Toolspaces are storage spaces attached to the user's virtual body; objects placed in these spaces are always accessible yet out of the user's view until needed. Users access these toolspaces to store and retrieve objects through a type of lightweight and ephemeral navigation we call glances.
series other
last changed 2003/04/23 15:50

_id acadia23_v3_49
id acadia23_v3_49
authors A. Noel, Vernelle; Dortdivanlioglu, Hayri
year 2023
title Text-to-image generators: Semiotics, Semantics, Syntax, and Society
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary Text-to-image generators, such as Midjourney, DALL-E, and Stable Diffusion, are becoming increasingly popular. These generators, whose models are trained on large datasets of text-image pairs, often scraped from the web, take text prompts as input, and use them to generate images—text-to-image prompting. In this visual essay, we raise questions about the entanglement of semiotics, semantics, syntax, and society in these text-to-image generator tools. We are intrigued by how these technologies are “intrawoven” with social and cultural contexts. How are their constructions and presentations reconfigurations? How do, or might they, inform pedagogy, theory, methods, and our publics? To explore these questions, we entered six prompts related to the built environment in six different languages, eight months apart in Midjourney (“Midjourney” n.d.). The generated images (Figure 1), require that we ask deep questions of each image, in comparison with each other, across each group of four, and across time (eight months apart). We argue that text-to-image generators call for a rigorous exploration of semiotics, semantics, syntax, and the society, with implications for pedagogy, theory-building, methodologies, and public enlightenment. Furthermore, we assert that these tools can facilitate pertinent questions about the relationships between technology and society. This is just the beginning. For now, we have questions.
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id de77
authors Ahmad Rafi, M.E.
year 1998
title Computer animation for architectural visualisation
source University of Strathclyde
summary This thesis critically reviews the state of architectural animation, and relates this specific field to the more general motion-based representations, particularly traditional film-making techniques. It identifies key elements from traditional filmmaking and shows how these elements can improve computer-based architectural animation. The process of identification of the key elements from traditional film-making starts with a critical survey of the use of motion-based representation in local architectural practices and an empirical analysis of several architectural-based documentary films and past and present computer animations. All of the key ideas are illustrated on video by comparing real shooting clips to digital sequences focusing on production and post-production works. Some of these were implemented in two live projects ( Ministry of Finance, Malaysia and Damansara Parade ) for architects to understand the real problems and potentials in each process. These sets of illustrations expand the architect ideas to make full use of the motion-based process to improve the skill of combining architectural information in a good animation. The overall production process becomes more efficient when the motion-based footage is edited using a non-linear editing platform as it enhances the professional appearance as well as vastly saving most of the production time. The thesis concludes with specific recommendations relative to the stage at which the animation is produced. This technology can be best utilised with the right skills (a gained from film-making) and an understanding of each stage that requires a different level of input and gives a certain impact to the viewers.
series thesis:PhD
email
last changed 2003/11/21 15:15

_id 37c2
authors Ahmad Rafi, M.E.
year 1999
title Visualisation of Design Using Animation for Virtual Prototyping
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 519-525
doi https://doi.org/10.52842/conf.ecaade.1999.519
summary Although recent technology in time-based representation has vastly improved, animation in virtual prototype design field remains the same. Some designers invest a huge amount of money in the latest visualisation and multimedia technology and yet may create even worse animation. They often cramp sequences resulting in many viewers failing to interpret the design positively as they miss a lot of vital information that explains the design. This paper basically reports the importance of film-making understanding for producing good virtual prototype animation. It will be based on a part of a research project on the use of time-based media in architectural practices. It also includes an empirical analysis of several architectural-based documentary films (including an interview with the film director) and past and present computer animation. This paper then concludes with recommendations of good techniques for making animated visualisation relative to the stage at which the animation is produced for better design decision.
keywords Virtual Prototype, Animation, Time-Based, Film-Making
series eCAADe
email
last changed 2022/06/07 07:54

_id 9b44
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Importance of Virtual Environments in the Design of Electronic Games and Their Relevance to Architecture
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 181-185
doi https://doi.org/10.52842/conf.ecaade.2000.181
summary Ever increasing complexity in architectural design and the need to deliver a cost effective solution requires the employment and adoption of innovative design methods. Although technological changes have entered the field of architecture at a slower pace, the recent adoption of 3D modelling, Virtual Environment and multimedia represent significant changes in architectural design, visualisation and presentation. These now include tools for conceptualisation, design synthesis, design presentation, desktop publishing, animation, Internet and hypermedia authoring. Uddin argues that the major activities involved in the creative and dynamic process of architectural design deal with conceptualisation, visualisation and expression of alternative ideas through two-dimensional and three-dimensional model. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through better decision-making, higher quality communication and collaboration, error reduction, spatial awareness, interactive design and real-time visualisation.
keywords CAD, Game Design, Virtual Reality, Virtual Environments, Virtual Prototyping, Internet Technologies, Architecture
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id b0e7
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Re-Convergence of Art and Science: A Vehicle for Creativity
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 491-500
doi https://doi.org/10.52842/conf.caadria.2000.491
summary Ever-increasing complexity in product design and the need to deliver a cost-effective solution that benefits from a dynamic approach requires the employment and adoption of innovative design methods which ensure that products are of the highest quality and meet or exceed customers' expectations. According to Bronowski (1976) science and art were originally two faces of the same human creativity. However, as civilisation advances and works became specialised, the dichotomy of science and art gradually became apparent. Hence scientists and artists were born, and began to develop work that was polar opposite. The sense of beauty itself became separated from science and was confined within the field of art. This dichotomy existed through mankind's efforts in advancing civilisation to its present state. This paper briefly examines the relationship between art and science through the ages and discusses their relatively recent re-convergence. Based on this hypothesis, this paper studies the current state of the convergence between arts and sciences and examines the current relationship between the two by considering real world applications and products. The study of such products and their successes and impact they had in the marketplace due to their designs and aesthetics rather than their advanced technology that had partially failed them appears to support this argument. This text further argues that a re-convergence between art and science is currently occurring and highlights the need for accelerating this process. It is suggested that re-convergence is a result of new technologies which are adopted by practitioners that include effective visualisation and communication of ideas and concepts. Such elements are widely found today in multimedia and Virtual Environments (VEs) where such tools offer increased power and new abilities to both scientists and designers as both venture in each other's domains. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through real-time prototyping and visualisation, better decision-making, higher quality communication and collaboration, lessor error and reduced design cycles. Effective employment and adoption of innovative design methods that ensure products are delivered on time, and within budget, are of the highest quality and meet customer expectations are becoming of ever increasing importance. Such tools and concepts are outlined and their roles in the industries they currently serve are identified. Case studies from differing fields are also studied. It is also suggested that Virtual Reality interfaces should be used and given access to Computer Aided Design (CAD) model information and data so that users may interrogate virtual models for additional information and functionality. Adoption and appliance of such integrated technologies over the Internet and their relevance to electronic commerce is also discussed. Finally, emerging software and hardware technologies are outlined and case studies from the architecture, electronic games, and retail industries among others are discussed, the benefits are subsequently put forward to support the argument. The requirements for adopting such technologies in financial, skills required and process management terms are also considered and outlined.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 461b
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2002
title The Role of Advanced VR Interfaces in Knowledge Management and Their Relevance to CAD
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 277-284
doi https://doi.org/10.52842/conf.caadria.2002.277
summary This paper introduces knowledge management and computer aided visualisation as a key in establishing both valuation and value creation capabilities in the enterprise where dissemination of knowledge and effective sharing of information through collaboration spur creativity and stimulate business practices. The paper draws an original approach for the design and development of a universal information/knowledge visualisation tool and outlines the mechanics that enable the working prototype that focuses on CAD.
series CAADRIA
email
last changed 2022/06/07 07:54

_id bb5f
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title Creating a City Administration System (CAS) using Virtual Reality in an Immersive Collaborative Environment (ICE)
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 449-453
doi https://doi.org/10.52842/conf.ecaade.2001.449
summary Current problems in administration of a city are found to be decentralized and noninteractive for an effective city management. This usually will result in inconsistencies of decision-making, inefficient services and slow response to a particular action. City administration often spends more money, time and human resource because of these problems. This research demonstrates our research and development of creating a City Administration System (CAS) to solve the problems stated above. The task of the system is to use information, multimedia and graphical technologies to form a database in which the city administrators can monitor, understand and manage an entire city from a central location. The key technology behind the success of the overall system uses virtual reality and immersive collaborative environment (ICE). This system employs emerging computer based real-time interactive technologies that are expected to ensure effective decisionmaking process, improved communication, and collaboration, error reduction, (Rafi and Karboulonis, 2000) between multi disciplinary users and approaches. This multi perspective approach allows planners, engineers, urban designers, architects, local authorities, environmentalists and general public to search, understand, process and anticipate the impact of a particular situation in the new city. It is hoped that the CAS will benefit city administrators to give them a tool that gives them the ability to understand, plan, and manage the business of running the city.
keywords City Administration System (CAS), Virtual Reality, Immersive Collaborative Environment (ICE), Database
series eCAADe
email
last changed 2022/06/07 07:54

_id 4b30
authors Ahmad Rafi, M.E. and Mohd Fazidin, J.
year 2001
title ARMY WAR GAME SIMULATION (AWAS) system - Utilising architectural knowledge in virtual environments
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 435-438
doi https://doi.org/10.52842/conf.caadria.2001.435
summary This research briefly examines the importance of collaborative design in developing a multi-user, multi-tiered, networked and real-time information base system. Aspects such as navigation, interaction, communication, movements (objects or virtual camera), control, level of details, spatial design and virtual spaces will be explained to show their importance in the development of virtual world. This paper will further explore the aspects of collaborative design in the context of Army War Game Simulation System (AWAS). A generic collaborative design-based framework will be demonstrated to simulate the overall operations of a war in command-control structure of the force.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 12e3
authors Ahmad Rafi, M.E., Che Zulkhairi, A. and Karboulonis, P.
year 2002
title Interactive Storytelling and Its Role in the Design Process
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 151-158
doi https://doi.org/10.52842/conf.caadria.2002.151
summary Projects of ever increasing complexity and size have incited the need for new and robust design methodologies and tools in an effort to manage complexity, lower costs, ascertain quality and reduce risk. Technology convergence through the growing availability of networked computers, rapid progress in Computer Aided Design (CAD) and information management have encouraged the undertaking of even more complex designs that demand high degrees of interaction, collaboration and the efficient sharing and dissemination of information. It is suggested that interactive storytelling and interactive design (Rafi and Karboulonis, 2001) techniques that use non-linear information mapping systems can be deployed to assist users as they navigate information that is structured to address localized needs as they arise. The design process is a collaborative effort that encompasses diverse knowledge disciplines and demands the management and utilization of available resources to satisfy the needs of a single or set of goals. It is thought that building industry specialists should work close together in an organised manner to solve design problems as they emerge and find alternatives when designs fall short. The design process involves the processing of dynamic and complex information, that can be anything from the amount of soil required to level lands - to the needs of specific lightings systems in operation theatres. Other important factors that affect the design process are related to costs and deadlines. This paper will demonstrate some of our early findings in several experiments to establish nonlinear storytelling. It will conclude with a recommendation for a plausible design of such a system based on experimental work that is currently being conducted and is reaching its final stages. The paper will lay the foundations of a possible path to implementation based on the concept of multi-path animation that is appropriate for structuring the design process as used in the building industry.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 9c41
authors Ahmad Rafi, M.E., Chee W.K., Mai, N., Ken, T.-K. N. and Sharifah Nur, A.S.A. (Eds.)
year 2002
title CAADRIA 2002 [Conference Proceedings]
source Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X / Cyberjaya (Malaysia) 18–20 April 2002, 370 p.
doi https://doi.org/10.52842/conf.caadria.2002.
summary Evolution of trends in the realm of computer aided architectural design (CAAD) has seen the convergence of technologies – complementing traditional tools with emerging sciences like Information Technology (IT) and multimedia applications. This appliqué of technologies has not just expanded the scope and enhanced the realm of CAAD research and practice, but is also breaking new frontiers. This creative nexus will be realised at the 7th International Conference on Computer Aided Architectural Design Research In Asia (CAADRIA 2002) to be held at the Faculty of Creative Multimedia, Multimedia University, Malaysia, between 18th-20th April, 2002. CAADRIA 2002’s theme, "Redefining Content", seeks to recognise and infuse these emerging components in the field of architecture and design with a holistic approach towards online, digital and interactive systems. The 41 papers compiled were selected through a blind review process conducted by an international review panel. To reflect the multi-disciplinary nature of this year's conference, the chapters are arranged topically to facilitate the in-depth study of key components. The component sessions include: // Web Design, Database and Networks // CAD, Modelling and Tools // Collaborative Design, Creative Design and Case Reasoning // Simulation and Prototyping // Virtual Environment and Knowledge Management // Design Education, Teaching and Learning /// We believe that this specialised approach will provide a deeper and more illuminating feel of the various components and their critical convergence in the field of architecture and design.
series CAADRIA
email
more www.caadria.org
last changed 2022/06/07 07:54

_id ascaad2016_014
id ascaad2016_014
authors Ahmed, Zeeshan Y.; Freek P. Bos, Rob J.M. Wolfs and Theo A.M. Salet
year 2016
title Design Considerations Due to Scale Effects in 3D Concrete Printing
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 115-124
summary The effect of scale on different parameters of the 3D printing of concrete is explored through the design and fabrication of a 3D concrete printed pavilion. This study shows a significant gap exists between what can be generated through computer aided design (CAD) and subsequent computer aided manufacturing (generally based on CNC technology). In reality, the 3D concrete printing on the one hand poses manufacturing constraints (e.g. minimum curvature radii) due to material behaviour that is not included in current CAD/CAM software. On the other hand, the process also takes advantage of material behaviour and thus allows the creation of shapes and geometries that, too, can’t be modelled and predicted by CAD/CAM software. Particularly in the 3D printing of concrete, there is not a 1:1 relation between toolpath and printed product, as is the case with CNC milling. Material deposition is dependent on system pressure, robot speed, nozzle section, layer stacking, curvature and more – all of which are scale dependent. This paper will discuss the design and manufacturing decisions based on the effects of scale on the structural design, printed and layered geometry, robot kinematics, material behaviour, assembly joints and logistical problems. Finally, by analysing a case study pavilion, it will be explore how 3D concrete printing structures can be extended and multiplied across scales and functional domains ranging from structural to architectural elements, so that we can understand how to address questions of scale in their design.
series ASCAAD
email
last changed 2017/05/25 13:31

_id acadia20_228
id acadia20_228
authors Alawadhi, Mohammad; Yan, Wei
year 2020
title BIM Hyperreality
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 228-236.
doi https://doi.org/10.52842/conf.acadia.2020.1.228
summary Deep learning is expected to offer new opportunities and a new paradigm for the field of architecture. One such opportunity is teaching neural networks to visually understand architectural elements from the built environment. However, the availability of large training datasets is one of the biggest limitations of neural networks. Also, the vast majority of training data for visual recognition tasks is annotated by humans. In order to resolve this bottleneck, we present a concept of a hybrid system—using both building information modeling (BIM) and hyperrealistic (photorealistic) rendering—to synthesize datasets for training a neural network for building object recognition in photos. For generating our training dataset, BIMrAI, we used an existing BIM model and a corresponding photorealistically rendered model of the same building. We created methods for using renderings to train a deep learning model, trained a generative adversarial network (GAN) model using these methods, and tested the output model on real-world photos. For the specific case study presented in this paper, our results show that a neural network trained with synthetic data (i.e., photorealistic renderings and BIM-based semantic labels) can be used to identify building objects from photos without using photos in the training data. Future work can enhance the presented methods using available BIM models and renderings for more generalized mapping and description of photographed built environments.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

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