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 sigradi2017_082
id sigradi2017_082
authors Itao Palos, Karine; Gisela Belluzzo de Campos
year 2017
title A resiliência na tipografia digital: Interações propiciadas por programas generativos [Resilience in digital typography: Interactions provided by generative programs]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.568-574
summary This article aims to describe the ephemeral qualities that typography acquires in the digital context, caused by the polyvalence of the algorithmic code, which, from generative programming, allows the user to interact with the typographic object. These reflection are realized through the study of four projects: “Lettree” (2004), “Pyrographie” (2005), “Falling in Love” (2016) and “He liked Thick Word Soup” (2014). The observations were made by drawing a comparison between the concept of “matter” in the computational scenario proposed by the design philosopher Vilém Flusser (2015) and the quality of “fluidity” observed in the images created by digital generative programs.
keywords Typography; Interaction; Generative Systems; Design; Resilience.
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaadesigradi2019_438
id ecaadesigradi2019_438
authors Iunes Salles Esteves, Paula, Carmo Pena Martinez, Andressa, Francisco da Matta Vegi, Lucas, Rodrigues Cardoso, Igor, Nacif Rocha, Mauro, dos Santos Ferreira, Ricardo and Mônaco dos Santos, Denise
year 2019
title SEEstem - Wearable navigation device for people with visual impairments
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 681-690
doi https://doi.org/10.52842/conf.ecaade.2019.1.681
summary Visually impaired people represent a large amount of the Brazilian population. However, although a wide range of existing legislation ensures accessibility, most of the Brazilian public spaces are inadequate to accommodate disabled citizens. In this context, this paper presents a digital device, which combines the smartphone technologies with Arduino microcontrollers, for orientation and obstacle detection. We tested the minimum viable product and the first vest prototype through a user-centered usability test, which combines HCI assessments to other techniques, such as semi-structured interviews. As known, these wearable devices and mobile applications are in the center of the Internet of Things discussion. This study is expected to be an alternative for the urban mobility of visually impaired people, allowing them to have a more active and independent behavior in public spaces.
keywords Assistive wearable devices; Visually impaired people; Accessibility; Human-computer interaction; Collaborative design.
series eCAADeSIGraDi
email
last changed 2022/06/07 07:50

_id caadria2005_a_2c_a
id caadria2005_a_2c_a
authors Ivan Redi, Andrea Redi
year 2005
title A.N.D.I. - A new Digital Instrument for networked creative collaboration in architecture and net.art
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 209-215
doi https://doi.org/10.52842/conf.caadria.2005.209
summary A.N.D.I. (A New Digital Instrument), an open source software project, has objective to develop a run-time environment with the focus on the applications for the networked international and cross-disciplinary production in the creative sphere of architecture, urban planning, design and net.art. It is a digital environment which opens the possibilities to generate advanced projects in a networked society. This new working tools will increase the creativity, productivity and competitiveness of the involved actors by drawing upon and developing technologies for virtual, augmented and mixed realities. A.N.D.I. has two basic aspects. On the one hand it is a database driven collaborative environment and on the other hand it will enable the development of future software and tools for networked creative collaboration.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2006_101
id caadria2006_101
authors IVAN REDI, ANDREA REDI
year 2006
title A.N.D.I. - A NEW DIGITAL INSTRUMENT: For networked creative collaboration in architecture and net.art
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 101-110
doi https://doi.org/10.52842/conf.caadria.2006.x.i0a
summary an open source software project, has objective to develop a run-time environment with the focus on the applications for the networked international and cross-disciplinary production in the creative sphere of architecture, urban planning, design and net.art. It is a digital environment which opens the possibilities to generate advanced projects in a networked society. This new working tools will increase the creativity, productivity and competitiveness of the involved actors by drawing upon and developing technologies for virtual, augmented and mixed realities. A.N.D.I. has two basic aspects. On the one hand it is a database driven collaborative environment and on the other hand it will enable the development of future software and tools for networked creative collaboration.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ecaade2014_128
id ecaade2014_128
authors Ivana Vinšová, Dana Mat_jovská and Henri Achten
year 2014
title The Unbearable Lightness of BIM
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 411-415
doi https://doi.org/10.52842/conf.ecaade.2014.2.411
wos WOS:000361385100043
summary In this paper we investigate the current state of BIM usage in Czech Republic and aim to find strategies how to improve BIM education based on findings from practice. We give an outline of the current state, identify problems that provide hurdles for BIM adoption, and show how we implement a new pedagogical approach to BIM education in our faculty.
keywords Bim; academic bim; practising bim
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaaderis2023_42
id ecaaderis2023_42
authors Iverson-Radtke, Aileen
year 2023
title Physicalizing Digital Design Methodology: Material-linked digital making
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 149–158
summary Architectural design process, heir to craftsmanship traditions, formulates making as its vehicle of analysis. This curious pedigree directs high-level thought process through the restraint of material limitations; a methodology based in respect for materials whose properties and tendencies are capable of driving outcome. In this tradition of making, design as an intellectual act is dependent on engaging active, spatiomaterial media. Additionally, contemporary literature suggests physical materiality as an interface is uniquely suited to human intelligence, at once corporeal and intellectual. Therefore, if digital is understood as an extension of our intellectual thought process, its evolution should intertwine with the physical. This paper reports on research examining the role of physicality as a component of digital design method. The research constructs hybrid models and physicalizations, physical makings parametrically linked to inform digital design; thereby testing the integration of physical and digital as a material-based digital making methodology. The proposed next digital turn is a return to materiality as conduit transporting the full range of human intelligence (sensorial, intuitive, and intellectual) within digital making. Key to this methodology is designing with live, spatiomaterial media capable of reacting and providing feedback during making. The supposition contained turning towards physical-digital integrated methodology is that the wicked problems we face are best served by a design methodology accessing the full arsenal of our intelligence with media that is connected to the same multiplexity of context it seeks to remedy.
keywords materiality, modeling, digital modeling, hybrid modeling, micro sensor, analogue-digital, digital craftsmanship, corporeal intelligence, spatiomaterial, physicalization.
series eCAADe
email
last changed 2024/02/05 14:28

_id sigradi2004_283
id sigradi2004_283
authors Iván N. León Trujillo
year 2004
title Interacción icónica verbal en interfases digitales [Verbal Iconical Interaction in Digital Interfaces]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Based on principles of usability and semantics, to analyze the structure that sub lies in the design of a graphical digital interfaces, it.s the main focus of this paper. Besides it tries to provide the criteria for designers of interfaces, and helps them to understand certain items that can give them the tools with they can generate in the common user, confidence and freedom in the use of an interface.
keywords Semantic Structure, Visual communication, Interfaces, Usability, Adscriptor
series SIGRADI
email
last changed 2016/03/10 09:53

_id ascaad2021_103
id ascaad2021_103
authors Yönder, Veli
year 2021
title Case Studies of Incorporating BIM Models in the Digital Game Environment: Building Game Environment with BIM Tools and Game Scripts
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 507-520
summary The emerging video game industry has provided opportunities for innovation and transformation starting with the late 20th century. In line with ever-changing needs and increasing demand, the extent of the digital gaming industry has outreached to the education sector and its subdomains besides the entertainment industry and its sub-branches as users obtain ambidextrous achievements through the gamification processes in which an experimental learning environ-ment is formed naturally. Numerous dissimilar disciplines from en-gineering, architecture, construction, work safety, renewable ener-gy, education, and health, etc. train users thru educational simula-tions prepared in digital environments to amplify their learning processes. Undoubtedly, the fields of architecture, engineering, and construction (AEC) are gradually adapting to the conditions of ac-celerating digitalization efforts in this era. Thus, BIM technology being one of the common denominators of the digitalization efforts in those fields serves the diverse agenda of the users with increas-ing popularity. Professional interaction and education may greatly benefit from conjoining the model outputs of BIM technology and interactive visual fidelity of the digital gaming industry. This ongo-ing research project aims to develop and compare two different BIM-based models of the historic Çardak Khan and the contempo-rary student center building by creating sophisticated digital game environments with architectural educational space-based informa-tive scenarios. Space-based virtual cards were created for each sce-ne. Research results in response to the diversity of spaces, geomet-ric qualities, number of scenarios and sequences were reported. Fur-thermore, textual data such as game scripts and drafts were ana-lysed with Voyant Tools.
series ASCAAD
email
last changed 2021/08/09 13:13

_id acadia04_270
id acadia04_270
authors Iwamoto, Lisa
year 2004
title Embodied Fabrication: Computer Aided Spacemaking
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 270-281
doi https://doi.org/10.52842/conf.acadia.2004.270
summary This paper discusses work from two digital fabrication seminars taught at the University of California Berkeley: Fabricating Space and Thick Skinned. The full-scale installations explore relationships among the body, digital design, and making. They combine investigations of perceptual and spatial effects with digital modeling processes and full-scale CNC fabrication, focusing in particular on how new media practices forge alternative methods of representing and constructing corporeal and sensorial experience.
keywords CAD/CAM, body, perception
series ACADIA
email
last changed 2022/06/07 07:50

_id acadia11_52
id acadia11_52
authors Iwamoto, Lisa; Scott, Craig
year 2011
title Material Computation: Voussoir cloud
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. 52-55
doi https://doi.org/10.52842/conf.acadia.2011.052
summary In contrast to such structurally pure models, the power of computation has opened possibilities for at once muddying and synthesizing geometry, structure and material performance. Where the earlier twentieth century experiments employed a more or less uniform tectonic based on symmetrical structural diagrams, contemporary analysis and design techniques can efficiently adapt a material system to address variable, localized, and non-symmetrical loading conditions. This has resulted in projects characterized by non-optimized structural forms that register the impacts of geometry on material behavior with a deviated tectonic system.
series ACADIA
type keynote paper
email
last changed 2022/06/07 07:50

_id 4b09
authors Iwata, Hiroo
year 1990
title Artificial Reality with Force-Feedback : Development of Desktop Virtual Space with Compact Master Manipulator
source Computer Graphics. August, 1990. vol. 24: pp. 165-170 : ill. includes bibliography
summary A new configuration of human interface for 'artificial reality' is discussed. The paper describes a method of implementing force-feedback in a virtual space manipulation system. The system is composed of two subsystems, a real time graphic display system and a tactile input device with reaction force generator. A specialized graphic computer (Stardent TITAN) provides a real time image of the virtual space. A 9 degree-of-freedom manipulator applies reaction forces to the fingers and palm of the operator. The generated forces are calculated from a solid model of the virtual space. The performance of the system is exemplified in manipulation of virtual solids objects such as a mockup for industrial design and a 3D animated character
keywords user interface, virtual reality, computer graphics
series CADline
last changed 1999/02/12 15:08

_id ddss9866
id ddss9866
authors Zacharias, John
year 1998
title Virtual Shopping Centre Models and Path Choice
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary A three-dimensional computer model of a shopping center was navigated by participants who were unfamiliar with it. In the first experiment, an orthogonal and equally spaced grid was used. It was found that the great majority of the itineraries made simple and similar patterns which were remembered by the participants, although they often mistook theprecise path choices. In a second experiment, the width of the corridors was varied. Participants showed a distinct preference for wider corridors over narrow ones, resulting in a significantly different distribution of itineraries when compared with the results of the first experiment. Dimensional variation did not improve the ability of the participants toremember their itineraries, however. Also, individuals preferred to continue moving straight-ahead over turning. They also preferred to circumnavigate the shopping center, traveling along the outer edges, rather than head first into its center. The computer-based model is a low-cost way of testing preference in a dynamic way and could be mounted on multiple stations in computer laboratories as a way of increasing sample size. Thereremain some interface problems, however, that diminish somewhat the sensation of moving in real time. Further work will include refinements to the model and other variations in geometry and visual stimuli in the virtual shopping center, in addition to its validation in real environments.
series DDSS
last changed 2003/08/07 16:36

_id caadria2014_156
id caadria2014_156
authors Iwata, Shouto; Mikiya Takei and Shiro Matsushima
year 2014
title Enhanced 3D-Space-Scanning System by Robotic Technology
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 347–356
doi https://doi.org/10.52842/conf.caadria.2014.347
summary This study, which scans an architectural space with two-wheel vehicle robot technology that allows the flexible collection of three-dimensional (3D) data, may initiate the interaction between human beings and architecture in the future. It focuses on extracting building geometry and capturing human behavior in order to allow a space to communicate with human behavior. The current project extracts building geometry and human behavior data to create designs through a two-wheel robot; it was a collaborative project among the students of different majors, including mechanical engineering, human interaction, computer sciences, and architectural design. In this paper, the adaptive possibility of the RGB-Depth camera is examined in extracting building geometry.
keywords human behavior; robot; design process; scan
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia22pr_46
id acadia22pr_46
authors Iyengar, Anirudhan
year 2022
title Disquiet Objects - A Simulated Pensive Domestic Environment
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. 46-51.
summary Disquiet Objects is an interactive, Mixed Reality (MR) immersive experience. It follows a hybrid design setup that overlays a physical environment (PE) with a virtual environment (VE) and spatial sound. The project takes place in the setting of a domestic apartment where the PE contains an assemblage of objects, overlaid with a VE that has a completely different visual materiality. It posits an enactive framework—a non-goal- oriented, virtual environment—where the user and the environment constitute the system participants, mediated by a technological artifact.
series ACADIA
type project
email
last changed 2024/02/06 14:04

_id ijac20097108
id ijac20097108
authors Izkara, J.L.; Basogain, X.; Borro, D.
year 2009
title Wearable Personal Assistants for the Management of Historical Centers
source International Journal of Architectural Computing vol. 7 - no. 1, 139-156
summary One of the main tasks facing the manager of a historical centre is to avoid degradation while retaining the historical value. For this reason, any intervention which takes place on the environment, should be carefully managed. Only when performing a proper diagnosis of the environment and its reality is possible to follow a high quality intervention. The integration of new information technologies has been crucial to the improvement of these processes providing new tools. Within the project called RASMAP, we have designed and implemented a mobile augmented reality platform based on a service oriented architecture. This project introduces the concept of Wearable Personal Assistant (WPA). WPA in the RASMAP platform represents an innovative wearable tool, which provides support to professionals in their daily activities (mechanical engineer, safety responsible person, diagnosis expert, etc.). This tool is based on augmented reality technologies, mobile devices and communication infrastructures. The development of the platform for the WPAs implies addressing several technological challenges: a) to overcome the limitations inherent in the mobile devices: speed, capacity of memory, capacity of storage, graphical features and others, b) to obtain tracking systems that they do not need to alter or to adapt the environment, c) to optimize for the transmission and reproduction of multimedia contents through wireless networks on mobile devices. In this article, we describe the RASMAP platform, as a basis for the development of WPA and the extension of its use for the management of historical centres. The quality and usefulness of the scientific-technological results provided by the WPA have been validated developing a demonstrator for the diagnosis of the conservation status of the historical centre of a small town in the Basque Country. The advantages to be gained by using WPA in the proposed scenario are among others: more efficient processes, improved communication between users, and local and distributed multimedia content records.
series journal
last changed 2009/06/23 08:07

_id caadria2023_204
id caadria2023_204
authors Izumi, Tomoya and Toyoda, Keisuke
year 2023
title Systematic Review of Organizing the Data Flow of Systems Using Building Information Modeling and Distributed Ledger Technology
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 687–694
doi https://doi.org/10.52842/conf.caadria.2023.1.687
summary As the digitalization in the architecture, engineering, and construction (AEC) industry has been rapidly progressing, building end users will require more coverage of quality data for their built environment. Despite its obvious need, it is seldom for the building information modeling (BIM) to be distributed for such broad use cases thus far. A potential reason for the situation is the lack of the public repository that can provide the adequate access control for various users. Distributed Ledger Technology (DLT), including blockchain, is one of the promising resolutions for the problem. Numbers of preceding proposals for DLT-based BIM repository systems (BIM-DLT system) have proved the utility to date. Understanding the statistical facts of their configurations will become a significant assistance to determine the plausible data distribution system, and thus, to strengthen the project information life cycle. This article aims to build a representative framework through the integrated literature review (ILR). The review results showed that the system’s data flow was classified into two patterns. The judgment criteria for selecting the pattern of the system are expected to depend on the purpose of system implementation, and the purpose of automation through smart contracts is more important than the oracle problem.
keywords Building Information Modeling (BIM), Blockchain, Distributed Ledger Technology (DLT), Integrated Literature Review (ILR)
series CAADRIA
email
last changed 2023/06/15 23:14

_id ecaade2018_327
id ecaade2018_327
authors Izzo, Massimo
year 2018
title Parametric Design as Interpreter of the Urban Compositional Problem - One basic application to city block modeling
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 335-344
doi https://doi.org/10.52842/conf.ecaade.2018.2.335
summary The paper explores parametric design technology from an urban design perspective of development. One possible finalization of technique as informer of urban space subdivision is presented, with an eye on geometry and its energy efficiency implications. The recognition of urban space as a field of complex equilibria, where different claims insist on the subdivision process, helps interpret methodology from a critical stance, at least within the margins of selected studies and a partial, yet indicative experiment.
keywords complexity; parametric design; urban simulation; energy efficiency; Grasshopper; optimization
series eCAADe
email
last changed 2022/06/07 07:50

_id 4450
id 4450
authors J Jupp and JS Gero
year 2003
title TOWARDS COMPUTATIONAL ANALYSIS OF STYLE IN ARCHITECTURAL DESIGN
source IJCAI03 Workshop on Computational Approaches to Style Analysis and Synthesis, S Argamon (ed), IJCAI, Acapulco, pp 1-10.
summary This paper proposes a computational model of design that attempts to capture within a social context two important aspects of style: ‘content’ and ‘manner’. We present a characterisation of style for the artefact based on a framework that consists of information theoretic measures. We discuss the benefits the study of social networks offers a computational analysis of both aspects of style. It is our aim to bring style as ‘content’ and style as ‘manner’ together using this approach.
keywords style, information theory
type normal paper
email
last changed 2004/04/10 02:15

_id caadria2006_637
id caadria2006_637
authors J. JINU LOUISHIDHA KITCHLEY
year 2006
title GENERATIVE EVOLUTIONARY DESIGN AND EVALUATION OF CLUSTER SETTLEMENT PATTERNS
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 637-639
doi https://doi.org/10.52842/conf.caadria.2006.x.w5t
summary This project proposes a generative model for a layout of an organic settlement, in particular fishermen’s settlements. It attempts to harness and integrate some of the qualities of organic design process into computer-aided design, capture the complexities of an organic solution and apply it to the housing design decisions. The two complementary fields of Shape Grammar and Generative Evolutionary Design have been converged for this purpose. Shape Grammar is used to extract the style and aspects of organically evolved fisherman’s housing settlement. Generative Evolutionary Design which uses genetic algorithms as a search mechanism is used to explore alternatives and to evaluate the generated design for its functional and usability values and identify the fitter solutions.
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2005_b_4c_e
id caadria2005_b_4c_e
authors J. Jinu Louishidha Kitchley, A. Srivathsan
year 2005
title Combining Shape Grammar and Genetic Algorithm for Developing A Housing Layout: Capturing the Complexity of an Organic Fishing Settlement
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 259-265
doi https://doi.org/10.52842/conf.caadria.2005.259
summary Many settlements like the fishermen’s habitat have organically developed and embody the complex relation between land characteristics, functional activities and social aspirations. However, the recent rehabilitation and planning projects, constrained by technical and inscriptional rigidities, have become relatively fixed, formal and monotonous. This research attempts to harness and integrate some of the qualities of organic design process into computer aided design. The two complementary fields of Shape Grammar and Genetic algorithm have been converged for this purpose.
series CAADRIA
email
last changed 2022/06/07 07:50

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