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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_id 2006_458
id 2006_458
authors Laskari, Iro
year 2006
title Automatic production of paths within audiovisual “narrative space” by making use of genetic algorithms
doi https://doi.org/10.52842/conf.ecaade.2006.458
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 458-461
summary This paper documents the theoretical aspect of a research project that deals with the application of an artificial life (AL) approach to engraving coherent paths within the narrative space of video fragments. These paths, which are constituted by the succession of short video segments, represent the best way to juxtapose isolated elements in the overall narrative landscape. In this case the notion of space is being used in a metaphorical way. Once this has been clarified, the concept of “narrative space” is used as a metaphorical representation of a database comprising all the fragmented/autonomous narrations that are being used. Therefore, the creation of an “intelligent” system that will be able to automatically create cinematographic narration is being examined. This project in particular investigates the possibility and the consequences of producing an autonomous cinematographic narration system, in which meaning results from a kind of hypermontage (Hakola, http://www.kromaproductions.net/HYPERMONTAGE.htm: Jan 2003) conditioned by genetic algorithms. A different type of spatial experience emerges when the video fragments used are automatically “put together” by the system. Video as a medium could be considered as representing crystallized shortcuts within physical reality. Since video fragments constitute the database, different elements of constructed space are parts of the same ensemble. From the composition of such fragments, there emerge new paths within the same spatial context and certain spatial experiences are formulated which are different from the ones experienced by actors during the shootings.
keywords Non - linear narrative; cinematic language; Artificial Life
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2010_210
id ecaade2010_210
authors Lassance, Guilherme; Klouche, Djamel; Izaga, Fabiana; Duarte, Gabriel
year 2010
title Contemporary Metropolitan Conditions: New challenges for design education
doi https://doi.org/10.52842/conf.ecaade.2010.157
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.157-166
summary This paper aims to address design education issues, with a focus on the way the contemporary metropolis is conceived. We understand the reality of the contemporary metropolis as an amalgam of specific issues that transcend local and regional contexts, converging into the categories of the so-called ‘global cities’. These new urban realities derive from territories originally controlled by other logics, and are now in new stages of post-industrial development. Thus, we notice the presence of large peripheral areas where existing industrial activities initially took place, which were later transformed and migrated, leaving behind urban fragments that are taken over by informal activities. Such sites are often crossed, when not ‘on-winged’, by transport infrastructure, increasingly essential to the growing intensity of metropolitan flows. Working with this new reality clearly means first and foremost to reexamine the tools and traditional methods of design and representation of the architect and urban planner.
wos WOS:000340629400017
keywords Design process; Design education; Contemporary metropolis
series eCAADe
email
last changed 2022/06/07 07:52

_id ad42
authors Lasser, Dieter
year 1986
title Intersection of parametric Surfaces in the Bernstein-Bexier Representation
source Computer Aided Design May, 1986. vol. 18: pp. 188-192 : ill. includes bibliography.
summary A user-friendly 'divide-and-conquer' algorithm, which finishes quickly, is presented for finding all the intersection curves between two parametric surfaces in the Bernstein-Bezier representation. The underlying idea of the algorithm is to deal with the Bezier net instead of the surface description itself. By alternately subdividing the Bezier nets, and estimating the intersection area, a finite element mesh is created in the intersection region of the surfaces. The intersection is approximated by polygons computed by plane-plane-intersections using planes defined by Bezier points of the refined Bezier nets. Contour lines can also be produced by the algorithm
keywords divide-and-conquer, CAD, algorithms, parametrization, curved surfaces, Bezier, curves, intersection
series CADline
last changed 1999/02/12 15:09

_id acadia22pr_190
id acadia22pr_190
authors Lasting, Liam; Akbari, Mostafa; Mogas-Soldevila, Laia; Akbarzadeh, Masoud
year 2022
title Terrene 2.0 - Biomaterial Systems and Shellular Structures for Augmented Earthen Construction
source ACADIA 2022: Hybrids and Haecceities [Projects Catalog of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-7-4]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 190-195.
summary For specific design criteria, rammed earth construction offers solutions as a concrete substitute since it has significantly less embodied energy. However, its typical construction process still utilizes wasteful formwork. Therefore, we propose to augment the principles of rammed earth by integrating renewable additives to improve the mechanical properties of the system towards richer geometry and developing a reusable waste-free formwork.
series ACADIA
type project
email
last changed 2024/02/06 14:06

_id 0d5b
authors Latch Craig, David and Zimring, Craig
year 1999
title Practical Support for Collaborative Design Involving Divided Interests
doi https://doi.org/10.52842/conf.acadia.1999.126
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 126-137
summary Collaboration is common in design, yet relatively little is known about the cognitive reasoning processes that occur during collaboration. This paper discusses collaborative design, emphasizing the elaboration and transformations of the problem search space, and the roles that unstructured verbal communication and graphic communication can play in these processes. The paper discusses a prototype system called the Immersive Discussion Tool (IDT) that supports asynchronous design. IDT allows collaborators to mark-up 3-D models over the Internet using a variety of tools, including diagrammatic marks, dynamic simulations and text annotations. IDT relies on VRML to view the models, with an extensive Java-based interface on the backend powering the interactive construction and playback of graphical annotations, the management of threaded discussions, and the management of file input/output. The development of this tool has revealed the difficulty of constructing complex marks in a virtual 3-D space, and the initial implementation of IDT suggests several strategies for solving these problems.
series ACADIA
email
last changed 2022/06/07 07:51

_id caadria2016_219
id caadria2016_219
authors Latifi, Mehrnoush; Daniel Prohasky, Jane Burry, Rafael Moya, Jesse Mccarty and Simon Watkins
year 2016
title Breathing skins for wind modulation through morphology
doi https://doi.org/10.52842/conf.caadria.2016.219
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 219-228
summary This study aims to investigate the design power to manipu- late the behaviour and characteristics of air through geometrical ma- nipulation of building skins. The simple cubic cells in the global sys- tem of a porous screen were manipulated to investigate the impacts of screen’s morphology on the air movement pattern within and around it. The results we discovered from the evaluation of several screen systems revealed trends in response to the careful manipulation of ef- fective shape parameters within a designed matrix of variations as a Matrix of Possible Effective Typologies (MPET). In this research, the main principles of framing the initial matrix were based on: a) Creat- ing pressure differences across the screens as a result of surface intru- sion and extrusion compositions. b) Changing the nature of the airflow (velocity and turbulence variation) with geometrical manipulations of the inlet and outlet of the screens’ components. Experimental and nu- merical studies were undertaken in parallel including the use of a wind tunnel with very smooth flow with precision wind sensors and the numerical studies by Computational Fluid Dynamics. The aim of this paper is to present part of the empirical investigations to demonstrate the power of geometry in shaping the air patterns, altering pressure and velocity through geometrical modification of porous surfaces for future applications.
keywords Porous screens; microturbulance; facade component; microclimate; parametric CFD
series CAADRIA
email
last changed 2022/06/07 07:51

_id f799
authors Lau, Kok Hong and Maher, Mary Lou
year 1999
title Architectural Design and Virtual Worlds
doi https://doi.org/10.52842/conf.acadia.1999.004.2
source ACADIA Quarterly, vol. 18, no. 4, pp. 4-6
summary The combination of architectural design and virtual world design has lead to a rapidly expanding area of study and possibly the birth of a new profession. The potential as well as the uncertainty in the area of virtual architectural design are challenging to anyone who is concerned with our living environment, whether it is physical or virtual. Living in the virtual realm has raised the attention not only of architects, but also philosophers, social scientists and the wider academic and professional community. The discussion and debate on cyberspace will certainly remain an important branch of virtual architecture. In this paper we explore the potential and implications of architectural design in virtual worlds.
series ACADIA
email
last changed 2022/06/07 07:51

_id caadria2021_342
id caadria2021_342
authors Lau, Siu Fung George and van Ameijde, Jeroen
year 2021
title City Centres in the Era of Self-Driving Cars: Possibilities for the Redesign of Urban Streetscapes to Create Pedestrian-oriented Public Spaces
doi https://doi.org/10.52842/conf.caadria.2021.2.609
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 2, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 609-618
summary The forthcoming popularization of Self-driving Vehicles (SDVs) suggests a significant challenge in urban planning, as it enables new mobility patterns for urban citizens. While manufacturers have been developing visionary scenarios where cars become rentable mobile activity spaces, the impact of SDVs on the urban context is unclear. Through the analysis of the new social and technological functionalities developed by car manufacturers, and the projection of these functions into spatial scenarios of use within urban case study site, this paper explores the potential for the redesign of urban streetscapes to reclaim open spaces for pedestrian experiences and urban culture.
keywords High-density urbanism; Self-driving vehicles; Urban analytics
series CAADRIA
email
last changed 2022/06/07 07:51

_id 7475
authors Laurel, B., Strickland, R. and Tow, R.
year 1994
title Placeholder: Landscape and Narrative In Virtual Environments
source ACM Computer Graphics Quarterly Volume 28 Number 2 May
summary The idea of using virtual reality for entertainment purposes is actually quite recent in the history of VR technology. Early VR entertainment applications, appearing in the late 1980s, were extensions of the existing "serious" application of flight simulation training. The other branch of flight - simulator technology - motion platforms used in synchronization with motion video or animation - was much more amenable to the theme park environment. These systems, of which Star Tours is the best known, trade off individual viewpoint control and the sense of agency for thrilling, finely calibrated effects and the optimization of "throughput" - that is, getting the most people through the ride in the least time. Second to motion-platform rides in this regard are networked pods, as used in Virtual World Entertainment systems (previously Battletech). "Classic" virtual reality, with head-mounted displays and various forms of body tracking, are especially problematic in theme park environments for several reasons. It takes time to get the gear onto the participants. Only a handful of people can experience the attraction simultaneously (although a much larger audience might watch what the people "inside" the VR are doing). A hard-driving plot with distinct beginning, middle, and end is a great way to control how long an experience takes, but "classic" VR is inimical to this kind of authorial control - it works best when people can move about and do things in virtual environments in a relatively unconstrained way.
series journal paper
last changed 2003/04/23 15:50

_id 2c6d
authors Laurillard, D.
year 1993
title Rethinking University Teaching; A Framework for the Effective use of Educational Technology
source Routledge, London.
summary This book presents a clearly and soundly argued case for the integration of educational technology into university teaching where the primary focus is to enhance student learning. Different teaching media, including audio-visual, hypermedia, interactive, adaptive and discursive media are discussed in the light of research into student learning. Practical guidelines for designing educational technology are provided.
series other
last changed 2003/04/23 15:14

_id a760
authors Laurini, R.
year 2001
title Information Systems for Urban Planning
source Taylor & Francis London and New York
summary Urban planners who need to design information systems require an understanding of systems analysis, data acquisition and GIS. Planners have moved beyond drawing land use plans, to examining the evolution of urban activities to monitor and analyze urban societal and environmental problems. Novel tools, like using multimedia information systems and GIS, will become an increasingly important, eventually essential part of the job. Both practitioners and students will find this book useful, provided they have an adequate grounding in computing, data analysis and GIS and they are looking to use and design computer systems for developing maps and written statements for city planning.
series other
last changed 2003/04/23 15:14

_id sigradi2009_1022
id sigradi2009_1022
authors Lautenschlaeger, Graziele; Anja Pratschke
year 2009
title Arte Programmata: entre o Acidente e a Programação [Art Programmata: Between the Accident and Programming]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The aim of this paper is the discussion of aspects like accident and programming in the creative process in Media Art As a transdisciplinary and collaborative activity, it could be seen as a possibility for knowledge construction and sharing spaces. It also shows how media art practice can be used as a reference for the creative process in the architectural field. Building knowledge spaces through creative processes is a challenge based on the latest reconfiguration of the relations among artists, artworks and observers, which were enhanced after digital technology. Designing knowledge space as collaborative process, we assume that our examination contribute to any field by stimulating the transitions from analog to digital culture.
keywords Media Art; Architecture; creative process; accident and programming; knowledge spaces
series SIGRADI
email
last changed 2016/03/10 09:54

_id acadia11_144
id acadia11_144
authors Lavallee, Justin; Vroman, Rachel; Keshet, Yair
year 2011
title Automated Folding of Sheet Metal Components with a Six-axis Industrial Robot
doi https://doi.org/10.52842/conf.acadia.2011.144
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 144-151
summary Through the automation of folding of sheet metal components by a six-axis industrial robot we explored the integration of parametrically-driven design and fabrication tools and its real-world implementation. Developed out of research into new possibilities presented by direct programming of flexible, digitally-driven, industrial tools, this project intends to speculate about the future implementation of parametric modeling tools in the field of design, and associated new, parametrically variable, fabrication processes. We explored the relationship between designer and machine, between data and craft, and tested conjectures about scale of production, through the digital creation, physical cutting, mental tracking, robotic folding, manual riveting, and sometimes painful installation of five hundred and thirty two unique sheet metal components. Such evaluations give insight into possible trajectories for development of new models of fabrication processes, questioning the scale and intellectual scope appropriate for custom fabrication environments, and the implicit need to then evaluate the incorporation of digital craft in design pedagogy.
series ACADIA
type work in progress
email
last changed 2022/06/07 07:52

_id 4604
authors Laveau, S. and Faugeras, O.
year 1994
title 3D Scene Representation as a Collection of Images and Fundamental Matrices
source INRIA Report
summary The problem we solve in this paper is the following. Suppose we are given N views of a static scene obtained from different viewpoints, perhaps with different cameras. These viewpoints we call reference viewpoints since they are all we know of the scene. We would like to decide if it is possible to predict ano- ther view of the scene taken by a camera from a viewpoint which is arbitrary and a priori di erent from all the reference viewpoints. One method for doing this would be to use these viewpoints to construct a three-dimensional repre- sentation of the scene and reproject this representation on the retinal plane of the virtual camera. In order to achieve this goal, we would have to establish some sort of calibration of our system of cameras, fuse the three-dimensional representations obtained from, say, pairs of cameras thereby obtaining a set of 3-D points, the scene. We would then have to approximate this set of points by surfaces, a segmentation problem which is still mostly unsolved, and then intersect the optical rays from the virtual camera with these sur- faces. This is the most straightforward way of going from a set of images to a new image using the current computer vision paradigm of rst building a three-dimensional representation of the environment from which the rest is derived. We do not claim that there does not exist any simpler way of using the three-dimensional representation than the one we just sketched, but this is just simply not our point. Our point is that it is possible to avoid entirely the explicit three-dimensional reconstruction process: the scene is represented by its images and by some ba- sically linear relations that govern the way points can be put in correspondence between views when they are the images of the same scene-point. These images and their algebraic relations are all we need for predicting a new image. This approach is similar in spirit to the one that has been used in trinocular stereo. Hypotheses of correspondences between two of the images are used to predict features in the third. These predictions can then be checked to validate or inva- lidate the initial correspondence. This approach has proved to be quite e cient and accurate. Related to these ideas are those develo- ped in the photogrammetric community under the name of transfer methods which nd for one or more image points in a given image set, the corresponding points in some new image set.
series report
last changed 2003/04/23 15:50

_id c125
authors LaViola, J., Holden, L.S., Forsberg, A.S., Bhuphaibool, D.S. and Zeleznik, R.C.
year 1998
title Collaborative Conceptual Modeling Using the SKETCH Framework
source Proceedings of IASTED International Conference on Computer Graphics and Imaging, 154-158
summary This paper introduces NetSketch, an application that supports distributed conceptual design by providing tools for modelessly creating, manipulating and viewing 3D models in a shared virtual space. Inherent problems exist with collaborative design tools because of the simultaneous group interaction required for users to smoothly and effectively work together in the same virtual space. With NetSketch, we provide solutions to these problems by providing a fast and direct gesture-based user interface, a set of visual effects that better enable a user's awareness of operations done by other participants, and a set of tools for enhancing visual communication between participants.
series other
last changed 2003/04/23 15:50

_id aa28
authors Lawrence, Peter
year 2002
title Designing Business
doi https://doi.org/10.52842/conf.caadria.2002.009
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. 009-17
summary On a number of occasions after telling people about Corporate Design Foundation and what we do, their reaction is “well, business now understands the importance of design, right?” The answer is yes and no. There is, as they say, good news and bad news. A growing number of senior business executives do understand the possibilities of design. But many still do not. Unfortunately, the majority of mid-level managers do not. While there has been an increasing amount written about design in the business press, there has also been an equal amount in the general press which is misleading or just wrong. There is a great deal more to do.
series CAADRIA
email
more http://www.cdf.org
last changed 2022/06/07 07:52

_id e714
authors Lawrence, Roderick J.
year 1991
title SIMULATIONS OF ARCHITECTURAL PROJECTS: METHODS AND APPLICATIONS AT FULL-SCALE
source Proceedings of the 3rd European Full-Scale Modelling Conference / ISBN 91-7740044-5 / Lund (Sweden) 13-16 September 1990, pp. 53-64
summary This paper briefly examines five interrelated themes concerning the use of full-scale simulation models in architectural projects, in the context of research and professional practice. First, the meaning of design is discussed. Second, a multi-functional interpretation of building performance is presented. Third, the main reasons for simulating design projects, in general, and for using full-scale models, in particular, are summarized. Then the antecedent or prerequisite conditions for public participation to occur effectively are discussed. Finally, an overview of the use of full-scale simulation models in European workshops enables us to table four ma n classes of functions for full-scale models.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:18

_id f168
authors Lawson, B. and Loke, S.M.
year 1997
title Computers, words and pictures
source Design Studies 18: 171-183
summary The paper discusses the problem of CAD in architectural design from the point of view of aiding creativity. It argues that so far there is no real evidence that this has been achieved. An explanation for this is offered and the authors suggest that more work needs to be done on how we hold conversations about design. The authors also conclude that, at least until design conversations are better understood, we should concentrate less on pictures and more on words. A first attempt to develop a computer-aided design conversation system is described.
series journal paper
email
last changed 2003/04/23 15:50

_id 8190
authors Lawson, B.
year 1986
title Teaching CAAD at Sheffield University
doi https://doi.org/10.52842/conf.ecaade.1986.078
source Teaching and Research Experience with CAAD [4th eCAADe Conference Proceedings] Rome (Italy) 11-13 September 1986, pp. 78-87
summary The University of Sheffield Department of Architecture has been using Computer Aided Architectural Design in its teaching now for over ten years. During that time there has also been a major research unit in CAAD working in the department and most of the software used in our teaching programme has originated in our own research unit. Our students have now got access to a wide range of CAAD programs including 2D draughting, 3D colour visualisation, environmental analysis, structural design and cost estimating. We have generated our own specialised systems of terrain modelling and intelligent building modelling which link to both the visualisation and environmental appraisal software. Students also have access to data base and word processing software. CAAD has been used in all five years of our course and we also have students working .with CAAD during their professional experience years. Over this ten year period we have gradually altered and refined our approach to the educational use of CAAD and this paper will describe this approach and present some of the lessons we have learnt. I want to organise the paper into two main sections; firstly what are we trying to achieve by teaching CAAD on our course, and secondly, how do we fit this into the curriculum and what effect does it have.
series eCAADe
last changed 2022/06/07 07:52

_id cbdd
authors Lawson, Bryan and Scott, Peter
year 1989
title An Intelligent Tutoring System for Teaching CAD
doi https://doi.org/10.52842/conf.ecaade.1989.x.r4f
source CAAD: Education - Research and Practice [eCAADe Conference Proceedings / ISBN 87-982875-2-4] Aarhus (Denmark) 21-23 September 1989, pp. 3.1.1-3.1.13
summary The paper raises some general problems concerning the teaching of CAAD both in schools of architecture and in practice. A new, less 'system-oriented' approach is suggested and some ideas for the design of a computer based intelligent tutoring system are advanced. Some prototype elements of the tutor will be described.
series eCAADe
last changed 2022/06/07 07:50

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