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 2d0b
authors Wagter, H.
year 1988
title CAD-Techniques in Architecture and Building Design, a Realistic Overview
source CAAD futures ‘87 [Conference Proceedings / ISBN 0-444-42916-6] Eindhoven (The Netherlands), 20-22 May 1987, pp. 7-14
summary Giving an overview on CAD-techniques in architecture and building design might seem a bit superfluous. Every mentioned subject will be worked out in this conference in much more detail than is possible in the context of this very first paper. Nevertheless it will be useful to sketch a framework. It gives an opportunity to participants to compare, and will help to judge the different influences of the conclusions in the right context. For the authors it might mean that they can fill in their own place, and that their introductions can be short so there will be more time available for in depth explanations. It must be stated that CAAD-Futures theme is at the design part of the building process as mentioned in its announcement "it takes stock of current developments in CAAD and attempts to anticipate the direction of future developments and their relevance to and impact on architectural practice and education, the building industry and the quality of the built environment".
series CAAD Futures
email
last changed 2003/05/16 20:58

_id acadia11_214
id acadia11_214
authors Wahlroos-Ritter, Ingalill
year 2011
title Tooling Information
doi https://doi.org/10.52842/conf.acadia.2011.214
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. 214-215
summary While each generation of new architects considers itself an agent of radical change within the profession, the implementation of digital tools has not changed the primary role of the architect. Architects remain, above all else, communicators, synthesizers, team builders, and spatial visionaries. These authors have little interest in the traditional architectural realms of geometry. Neither form nor performance are of primary interest to these authors; information is.
series ACADIA
type moderator overview
email
last changed 2022/06/07 07:58

_id c900
authors Wake, Warren K. and McCullough, Malcolm
year 1991
title Architectural Tours through Texture Space
doi https://doi.org/10.52842/conf.acadia.1991.053
source Reality and Virtual Reality [ACADIA Conference Proceedings / ISBN 1-880250-00-4] Los Angeles (California - USA) October 1991, pp. 53-62
summary One challenge to the computer-aided designer is to portray physical realities using only visual, logical, or numerical representations. Recently there has been a lot of speculation about meeting this challenge with a new dimension of tools which couples physical interaction to animated output: cyberspace. However, so long as certain inherent limitations remain in the physical part of cyberspace prototypes, there is more to be gained in improving our graphics independently. One aspect of graphics for portraying physicality which we can address right now is texture.
series ACADIA
email
last changed 2022/06/07 07:58

_id ijac20097105
id ijac20097105
authors Walczak, Krzysztof
year 2009
title Modelling Behaviour of Configurable VR Applications
source International Journal of Architectural Computing vol. 7 - no. 1, 77-103
summary Creation of complex behaviour-rich and meaningful content is one of the main difficulties that currently limit wide use of virtual reality technologies in everyday applications. To enable widespread use of VR applications new methods of content creation must be developed. In this paper, we propose a novel approach to designing behaviour-rich virtual reality applications, called Flex-VR. The approach enables building configurable VR applications, in which content can be easily created and modified by domain experts or even common users without knowledge about VR design and computer programming. The VR content is configured from reusable programmable content elements, called VR-Beans. Appearance and behaviour of the VR-Beans are controlled by scripts programmed in a novel high-level language, called VR-BML (Behaviour Modelling Language). The language enables specification of generic behaviours of objects that can be dynamically composed into virtual scenes. The paper introduces the Flex-VR component and content models, describes the VR-BML language and provides an example of a Flex-VR application in the cultural heritage domain.
series journal
last changed 2009/06/23 08:07

_id ecaade2018_418
id ecaade2018_418
authors Walker, James and Worre Foged, Isak
year 2018
title Robotic Methods in Acoustics - Analysis and Fabrication Processes of Sound Scattering Acoustic Panels
doi https://doi.org/10.52842/conf.ecaade.2018.1.835
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 835-840
summary This research explores the design, fabrication and testing of acoustic panels in the context of architectural acoustics. A method of fabricating curved acoustic panels with locally diffusive geometry will be presented. A novel method of testing the sound distribution of a panel in 3-dimensions will also be presented, which uses a robotic arm to position a microphone along a hemispherical toolpath. My aim is to present a theoretical process by which one could start to correlate geometry and sound scattering in a multi-dimensional design space, and how this might fit into the context of architectural project, as shown in Figure 1.
keywords Architectural Acoustics; Digital Fabrication; Robotics; Empirical Testing
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2015_11.8
id sigradi2015_11.8
authors Wallace, Mint Penpisuth; Schnabel, Marc Aurel
year 2015
title Biomorphic Transportation Frameworks for Cities of the Future. Exploring new design framework for transportations
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 626-630.
summary Development in the study of city expansion, through biomorphic generation, could potentially assist in the design of a transportation system that will accommodate expansion whilst contributing to an ecologically balanced growth. This paper focuses on a section of a design framework which looks at how generative systems can be implemented in an architectural design of a transportation network that will respond to the site’s projected future growth. This paper suggests that by integrating biomorphic generative systems into the design process we can generate designs that respond to the surrounding context and urban growth.
keywords Biomorphic Algorithm, Generative Design, Processing, Urban Growth
series SIGRADI
email
last changed 2016/03/10 10:02

_id acadia08_370
id acadia08_370
authors Wallick, Karl
year 2008
title Digital and Manual Joints
doi https://doi.org/10.52842/conf.acadia.2008.370
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 370-375
summary This paper considers the problem of detailing joints between manual and digital construction by tracking the provocations of KieranTimberlake’s SmartWrap research and the evolution of that knowledge into practical architectural instruments that can be deployed into more traditional construction projects. Over the past several years, KieranTimberlake Associates in Philadelphia has undertaken a path of research focusing on problems of contemporary construction systems and practices. One product of this research was a speculative wall system assembled for a museum exhibit. SmartWrap was to be a digitally prefabricated wall system with embedded technology. ¶ While they have yet to wrap a building with SmartWrap, KieranTimberlake have utilized a number of the construction principles and digital tools tested in the SmartWrap exhibit. One of the most important principles, prefabrication, was explored in a fast-track construction project at the Sidwell Friends School. The compressed schedule drove the design of an enclosure system which incorporated performative elements in similar categories to SmartWrap: insulation, an electrical system, view, daylighting, and a rainscreen. Besides being a prefabricated façade system, the rainscreen detailing became a formal system for organizing many other scales of the project including: site systems, thermal systems, daylighting systems, enclosure, and ornament. At a second project, a similar wood rainscreen strategy was used. However, at the Loblolly House the question of prefabrication and digital modeling was tested far more extensively: thermal systems were embedded into prefabricated floor cartridges, entire program elements – a library, kitchen, and bathroom were proposed as prefabricated systems of self-contained volume and infrastructure which were then inserted into the on-site framework. ; In all three projects the joint between manual-imprecise construction and digital-precise prefabrication became the area of richest invention (Figure 1). SmartWrap may not have yielded flexible, plastic architecture; but its conceptual and practical questions have yielded tangible implications for the design/construction processes and the built product in KieranTimberlake’s practice.
keywords Construction; Design; Integrative; Prefabrication; Skin
series ACADIA
last changed 2022/06/07 07:58

_id ecaade2017_080
id ecaade2017_080
authors Wallner, Steffen and von Both, Petra
year 2017
title BIM Tools Overview - Target group- and process-oriented examination of free BIM tools
doi https://doi.org/10.52842/conf.ecaade.2017.1.137
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 137-146
summary In Germany, 90% of architectural and engineering companies employ less than 10 employees. The profit generated there is often insufficient to legally exploit the cost-intensive BIM software solutions of IT companies. This is one reason why the BIM method is not widespread in Germany. In the context of BIM, there are free-to-use tools that are either developed in research and open source projects or also offered by IT companies. Within the scope of this research project, such tools were evaluated and assigned to BIM processes. The results are published on a website and the companies concerned can use these to extend their own BIM competence.
keywords BIM survey; open source; AEC; tools; usage sceanrio; evaluation
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2023_354
id ecaade2023_354
authors Walter, Natalie and Gürsoy, Benay
year 2023
title Simulating Acoustic Performance of Mycelium-Based Sound Absorption Panels
doi https://doi.org/10.52842/conf.ecaade.2023.2.277
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 277–286
summary This research explores the viability of mycelium-based composites, a biomaterial derived from living fungus, for the fabrication of acoustic panels. We investigate the use of computer simulations to understand the effects of different parameters related with the design and configuration of mycelium-based acoustic panels on room acoustics. Given that mycelium-based composites are novel materials and lack comprehensive acoustical data, we employ the results of impedance tube tests to gather the composites’ sound absorption coefficients. This material-specific data is then used as an input for simulations, using ray-tracing and image-source methods.
keywords Acoustic Simulation, Mycelium-Based Composites, Room Acoustics
series eCAADe
email
last changed 2023/12/10 10:49

_id eaea2003_06-walz-borg
id eaea2003_06-walz-borg
authors Walz, M. and Borg, N.
year 2004
title Process of Perception –A Guiding Line to Moving in a Real Street
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 11-15
summary By a special research design we try to find out in which way subjective perception influences the processes of orientation and moving. Our research design compares an objectified process of orientation and moving of several persons in two real streets – which were unknown to them – with the subjectively differentiated strategies and guiding results of personal perception. By comparing the lines of moving, the strategies of perception to the more subjective results we gained hints on the criteria and the influences of the modes of perception on one side and the influences of the material design of the real street on the other side, on the individual processes of orientation and moving. As last we tried to give some general guidance for future research.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id eaea2005_165
id eaea2005_165
authors Walz, Manfred and Dennis Köhler
year 2006
title Perceiving, Orientating and Moving in Urban Spaces during Night-time
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 165-177
summary Light is one of our essences of living and at the same time it is one of the mediums to perceive our environment, to orientate and to move even in unknown spaces. Above all other senses our guiding sense is the sense of seeing - during daytime. But how do we orientate and move when daylight has gone and when street lights and shop-windows light urban spaces instead of the sun? In that case the position and the cone of light determines how far the space ahead is visible to us. Does the sense of seeing intensify its guiding function for moving or wil one of the other senses step foreward when the range of sight becomes smaller?
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id 4462
authors Walz, Manfred
year 1995
title User’s View and Utilization Process in Urban Space
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary How does the user’s view get into the endoscope? The endoscopical picture makes no difference between centralized perspective parts and the perception in the borderzones of the eyes’ view. The utilization of endoscopical pictures shows that we learned this way of viewing in renaissance. The user’s view is obtained by everyday experiences:

• It accounts for the extension of the own body in motion. Everything happening in the borderzones of the eyes’ view is perceived with reduced attention and depth of focus; • The user’s movement is only guided by the user’s view. The other senses are added; • In habitual surroundings the user’s view sorts out according to the significance of objects.

In this contribution these aspects are demonstrated in examples of simulating the utilization process in urban space. According to our (three year-short) experience with endoscopical simulation there are at least three different manors of view, which we are trying to make visible with the available hardware: a.) architect’s or planner’s view, b.) owner’s view and c.) user’s view.

keywords Architectural Endoscopy, Real Environments
series EAEA
email
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id 2005_279
id 2005_279
authors Walz, Steffen P., Schoch, Odilo, Ochsendorf, Mathias and Spindler, Torsten
year 2005
title Serious Fun: Pervasive game design as a CAAD teaching and research method
doi https://doi.org/10.52842/conf.ecaade.2005.279
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 279-286
summary Today and in the future, architectural students must be prepared for designing both physical and adaptive, computer-integrated spaces. The question is: How do we easily and effectively convey architecturally relevant theories and practices of pervasive computing in teaching? In this paper, we present a didactic model that has proved to be a possible answer. During a semester long design class, we supervised an interdisciplinary group of architecture and computer science students who teamworked on an early so called serious pervasive game prototype, entitled “ETHGame”. The class culminated in a two week compact phase and a presentation before ETH representatives involved in e-learning projects. The resulting interactive prototype takes advantage of our campus’s extensive wireless local area network infrastructure, allowing for user positioning and location based learning, servicing, and peer-to-peer communication. The game mutates the whole of the ETH Zurich campus into a knowledge space, issuing position dependent and position relevant questions to players. The ETHGame forces participants to engage with a given space in the form of a quiz and rewards them for collaborating both face-to-face and facelessly. The game helps them build a collective academic and space aware identity whilst being immersed in a sentient environment. Thus, in this paper we are introducing serious pervasive game design as a novel design research and teaching paradigm for CAAD, as well as a e-learning design strategy.
keywords Pervasive Computing; Pervasive Game Design; Serious Games; LocationBased Learning; Knowledge Space
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2024_60
id ecaade2024_60
authors Wan, Zijun; Sun, Shuaibing; Meng, Fanjing; Yan, Yu
year 2024
title How Augment Reality Support Public Participation in the Urban Design Decision-Making: A ten - year literature review
doi https://doi.org/10.52842/conf.ecaade.2024.2.455
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 2, pp. 455–464
summary Emerging applications of AR have demonstrated its powerful visualization capabilities, which is a potential solution to enhance public participation in the urban design process. However, there is still a lack of complete understanding of how AR gets involved in this decision-making process. Therefore, this paper reviews 33 empirical studies relating to the topic through the four steps of “PRISMA”. The results indicate that the quantity and quality of research is increasing yearly. As AR technology progresses, the techniques and research methods used in those studies show a trend toward diversification and customization; this has also led to a shift in the scale of urban design from large and abstract to small and concrete. In terms of content, the topics have gradually changed from “people group” to “technology”, and then to “environment”. Notably, a small number of cases in tangible interaction and multi-user collaboration have emerged from 2020 — areas showing great promise. In terms of user assessments, most studies give positive feedback, but there are currently concerns about problems in poor AR visualizations, privacy risks, and the social inequality caused by technical affordance.
keywords Augment reality, Urban design and planning, Public participation, Collaborative and participative design, Design decision-making
series eCAADe
email
last changed 2024/11/17 22:05

_id caadria2006_379
id caadria2006_379
authors WAN-NING WU, YEN-LIANG WU, CHING-CHIEN LIN, JUNE-HAO HOU, HUA-LUN LIANG, YU-TUNG LIU
year 2006
title 3D USER INTERFACE STUDY IN THE VR CAVE: Toward a Virtual City Navigation
doi https://doi.org/10.52842/conf.caadria.2006.x.c4w
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 379-386
summary In this research, we implemented the 3D interactive interface for city navigation, and used an infrared 3D tracker as an interaction input device in VR CAVE. The design of 3D interface was evaluated by cognitive approach while navigating with a handheld sensor in the VR CAVE. According to the results of cognitive experiment, some revised design guidelines are proposed for further 3D navigation interface.
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2006_633
id caadria2006_633
authors WAN-YU LIU
year 2006
title THE EMERGING DIGITAL STYLE: Attention shift in architectural style recognition
doi https://doi.org/10.52842/conf.caadria.2006.x.g4f
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 633-635
summary “Style” has long been an important index to observe the design thinking of designers in architecture. Gombrich (1968) defined style as a particular selection from the alternatives when doing things; Ackerman (1963) considered that a distiguishable ensemble of certain characteristics we call a style; Schapiro (1961) pointed out that style is constant forms, and sometimes the constant elements, qualities and expression; Kirsch (1998), Cha and Gero (1999) thought of style as a form element and shape pattern. As Simon and others referred to, style emerged from the process of problem solving, Chan (1994, 2001) ever devised a serious of experiments to set up the operational definitions of style, further five factors that relate to generating styles. Owing to that the greater part of sketches and drawings in the design process couldn’t be replaced by computer-aided design systems (Eisentraut, 1997), designers must shift between different problem-solving methods while facing different design problems. The purpose in this research is to discuss the influences of computer usage on style generation and style recognition: The employment of certain procedural factors that occurred in the design processes that using conventional media is different from the ones that using computer media? Do personal styles emerge while designers shifting between different media in the design processes? Does any unusual phenomenon emerge while accustomed CAD-systems designers recognizing a style?
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2019_428
id caadria2019_428
authors Wang, Brandon, Moleta, Tane Jacob and Schnabel, Marc Aurel
year 2019
title The New Mirror - Reflecting on inhabitant behaviour in VR and VR visualisations
doi https://doi.org/10.52842/conf.caadria.2019.1.535
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 535-544
summary Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within software development will be employed and injected into the broader architectural context in which this research presides. In addition to the VR headset, eye tracking external hardware are integrated to develop a seamless tool and workflow that allows us, as designers to better interrogate clients behaviour within our designed digital representations which leads to validations, evaluations and criticisms of our actions within the architectural realm.
series CAADRIA
email
last changed 2022/06/07 07:58

_id 63ad
authors Wang, Chao-Jen
year 1999
title Architectural Design Thinking in Virtual Reality
doi https://doi.org/10.52842/conf.caadria.1999.071
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 71-80
summary Throughout the history of the development of architectural design, from the use of planar representations to three-dimensional media using prespective and physical models, up to the present application of computer drafting, computer modeling, animation and other new design media, drawing has traditionally been used by designers to carry out the most basic design reasoning. Through discussion by Bridges and Charitos (1997, pp. 143), virtual reality (VR) has become a new design medium used by designers. Given that different media lead to different phenomena in design reasoning (Mitchell, 1990), this paper probes into differences in the attributes of design reasoning derived from traditional drawing and those observed when virtual reality is used to perform design tasks.
series CAADRIA
email
last changed 2022/06/07 07:58

_id 82dd
authors Wang, Cheng-jui
year 1998
title Shape Cognition in Design - Constructing a Cognitive Model of Shapes for Different Design Fields
doi https://doi.org/10.52842/conf.caadria.1998.347
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 347-354
summary The purpose of this paper is to reveal the characteristics of shape cognition of different design fields in the ‘intuitive design’ domain, and to construct a cognitive model of shape cognition for different design fields. The research procedure used in this study consisted of two phases. The first phase was applied to protocol analysis study of three professional designers in architectural design, industrial design and graphic design respectively. In the second phase, one controlled laboratory experiment was designed to reveal the characteristics of designers’ shape perception in different ‘intuitive design’ fields. By these empirical findings, we found that designer’s cognitive processes of shapes would be not alike in different design fields. The results suggest that in different design fields, designer’s shape cognition processes will be different, and in each design field, similar cognitive processes of shape contained different design meanings.
keywords Design Process, Shape Cognition, Preferred Perception, Protocol Analysis
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:58

_id 617e
authors Wang, Cheng-Jui
year 1995
title Shape cognition in design: constructing a cognitive model of shapes for different design fields
source NCTU, iaa
summary The purpose of this paper is to reveal the characteristics of shape cognition of different design fields in the 'intuitive design' domain, and to construct a cognitive model of shape cognition for different design fields. The research procedure used in this study consisted of two phases. The first phase was applied to protocol analysis study of three professional designers in architectural design, industrial design and graphic design respectively. In the second phase, one controlled laboratory experiment was designed to reveal the characteristics of designers' shape perception in different 'intuitive design' fields. By these empirical findings, we found that designer's cognitive processes of shapes would be not alike in different design fields. The results suggest that in different design fields, designer's shape cognition processes will be different, and in each design field, similar cognitive processes of shape contained different design meanings.
series other
last changed 2003/04/23 15:50

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