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 14349

_id 02dc
authors Ng, E.N., Poh, L.K., Wei, W. and Nagakura, T.
year 1999
title Advanced Lighting Simulation in Architectural Design in the Tropics
doi https://doi.org/10.52842/conf.caadria.1999.429
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. 429-441
summary This paper outlines a two years research program that the team attempted to apply one of the most powerful computational lighting simulation software RADIANCE to assist in daylighting design of an actual building in the tropics. The validation studies, which were carried out in the Asian Civilisation Museum (ACM) in Singapore, show that Radiance can be used to predict the internal illuminance with a high degree of accuracy under overcast sky conditions without external obstruction. The experimental application of Radiance to daylighting investigation of the ACM further supports its capabilities as well as its accuracy. Using Radiance to study two daylighting control options (curtains and louvers), it can be found that louvers are more effective than curtains as daylighting control devices, and that the angle of the louvers has more effect than their reflectance on daylight penetration and distribution.
series CAADRIA
last changed 2022/06/07 07:58

_id 8f53
authors Ng, Edward
year 1996
title Say what You Do and Do what You Say
doi https://doi.org/10.52842/conf.ecaade.1996.293
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 293-300
summary In the forthcoming globalisation and virtual almost everything, we are indeed reliving a moment of history when, at the turn of the century, machines replace craftsman in mass-producing goods quicker, cheaper, 'better' and faster for the mass market regardless of the appropriateness in using the machine. So much so that the recent proliferation of computer graphics has reached a stage where many are questioning their validity and usefulness in the advancement of architectural discourse. This paper argues that the pedagogy of the use of the new tools should be effective communication in vision and in representation. In short, saying what you do and doing what you say, no more and no less, or to be 'true' and 'honest'. The paper tries to provide a hypothetical framework whereby the rationale of drawing could be more systematically understood and criticised, and it reports ways the framework is introduced in the teaching of design studio. The focus of the experimental studio (Active Studio 1.6 beta) is to enable the substantiation of ideas and feelings through a critical manipulation of medium and techniques. The results are narratives whereby the expression of intention as well as the drawings are both on trial.

series eCAADe
last changed 2022/06/07 07:58

_id ecaade03_091_04_ng
id ecaade03_091_04_ng
authors Ng, Edward and Chan, T.Y.
year 2003
title Computational simulation based daylight design for urban sites – validation, methodology and legality
doi https://doi.org/10.52842/conf.ecaade.2003.091
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 91-98
summary The creditability of using CAAD depends on the rigour of its methodology, the logic of its deduction and most importantly the feasibility of its results for practical use. This paper examines two lighting simulation software as the basis for providing a wider critic on the research of CAAD in the practice of architecture. The paper argues that the ‘contextual’ and appropriate use of a simple tool or method should be the thesis of CAAD research. Using an example, the paper then logically work out an example of how that could be done, and the basis of its contextual logic. The example illustrated here concludes the validity of the software and its implication for legal use. Furthermore, the paper provides a critic of CAAD for regulatory and legal acceptance. The experience in Hong Kong is illustrated.
keywords Daylight design; Lightscape; Radiance; Building regulation; Software validation
series eCAADe
email
more http://www.arch.cuhk.edu.hk
last changed 2022/06/07 07:58

_id 051a
authors Ng, Edward and Mori, Stefano
year 1994
title The Electronic Hartlib Project
doi https://doi.org/10.52842/conf.ecaade.1994.108
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 108-114
summary One of the many criticisms of early efforts in multimedia based teaching, learning and information systems is that most of the development is focused on constructing closed systems, and that once they are completed, altering their content, especially by third party users, is next to impossible. This leads to two problems. Firstly, in the current funding environment, it is almost impossible to sustain the system. Secondly, the system thereby developed is not very flexible and hence can be difficult to use. In Sheffield, we are trying to address this problem by constructing an open system. Using an interface-less data structuring system, an object oriented technique has been developed to separate the interface from the generic files thereby allowing unlimited posthumous alteration and adaptation. A prototype has been developed in Hypercard and in Director, but the beauty of the system is that it can be adapted to run on almost anything.

series eCAADe
last changed 2022/06/07 07:58

_id 63d2
authors Ng, Edward and Wu, Wei
year 2000
title Working with the Bits and Digits of Lighting Studies in Architectural Education
doi https://doi.org/10.52842/conf.ecaade.2000.231
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. 231-234
summary The study investigates learning and pedagogical differences between using physical models and computational simulations for architectural lighting design studies. The vehicle of the study is a real life architectural project for a church building. The research reveals that users of physical models were more aware of the need for technical knowledge whilst the users of simulation software are more contended with the virtual results without evaluating them critically. Preliminary results not only confirm the long established view that the computational simulation lacks the tactile quality for architectural understanding; worst still, it gives inexperienced users illusions of knowledge and claims of understanding. To further validate the results, works involving a larger sample set and a more comprehensive design program should be conducted.
keywords Daylighting, Design Process, Physical Models, Digital Model
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:58

_id 873a
authors Ng, Edward
year 1997
title An Evaluative Approach to Architectural Visualization
doi https://doi.org/10.52842/conf.caadria.1997.449
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 449-463
summary In the forthcoming globalization and virtual almost everything, we are indeed reliving a moment of history when, at the turn of the century, machines replace craftsman in mass-producing goods quicker, cheaper, ‘better’ and faster for the mass market regardless of the appropriateness in using the machine. So much so that the recent proliferation of computer graphics has reached a stage where many are questioning their validity and usefulness in the advancement of architectural discourse. This paper argues that the pedagogy of the use of the new tools should be effective communication in vision and in representation. In short, saying what you do and doing what you say, no more and no less, or to be ‘true’ and ‘honest’. The paper tries to provide a hypothetical framework whereby the rationale of drawing could be more systematically understood and criticised, and it reports ways the framework is introduced in the teaching of design studio. The focus of the experimental studio (Active Studio 1.6 beta) is to enable the substantiation of ideas and feelings through a critical manipulation of medium and techniques. The results are narratives whereby the expression of intention as well as the drawings are both on trial.
series CAADRIA
last changed 2022/06/07 07:58

_id 2004_318
id 2004_318
authors Ng, Edward
year 2004
title Optimise Urban Daylight Design Using Computational Simulations
doi https://doi.org/10.52842/conf.ecaade.2004.318
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 318-324
summary Urban design is about providing an infrastructure for its inhabitants. An important consideration of design is to provide natural outdoor conditions that are pleasant and conductive to human activities. A well designed outdoor urban environment will also make the design of individual buildings within it easier. There are many design parameters, for example: Development Density, Plot ratio, Site Coverage, Skyline, Building to Space Ratio, Permeability, Building Shapes and so on. This paper reports a study based on „skylines“ as a design parameter, and how it affects daylight and natural ventilation provisions and performance. Experiments are conducted with physical models in artificial sky, as well as using computational lighting simulations. The study establishes that by varying the skylines of the city, the overall daylight performances could be improved when compared to a city with a uniform skyline - given the same density. The message of the paper is that: through better understanding and design, high density cities could be planned and optimised without losing the development efficacy of the land.
keywords Daylight; Parametric Study; Urban Design; Density
series eCAADe
email
last changed 2022/06/07 07:58

_id cf2011_p003
id cf2011_p003
authors Ng, Edward; Ren Chao
year 2011
title Sustainable Planning with a Synergetic Collation of Thermal and Dynamic Characteristics of Urban Climate using Map Based Computational Tools
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. 367-382.
summary Since 2006, half of the world’s population lives in cities. In the age of climate change, designing for quality environmental living conditions and sustainability is a topical concern. However, on the one hand, designers and city planners operate with their three dimensional city morphological data such as building shapes and volumes, forms and their spacings, and functional attributes and definition signatures. On the other hand, urban climatologists operate with their numbers and equations, quantities and signals, and normals and anomalies. Traditionally the two camps do not meet. It is a challenge to develop design tools that they can work together. Map based information system based on computational geographic information system (GIS) that is properly structured and represented offers a common language, so to speak, for the two professional groups to work together. Urban climatic map is a spatial and graphical tool with information embedded in defined layers that are collated so that planners and urban climatologists can dialogue over design issues. With various planning and meteorological data coded in defined grid resolutions onto the GIS map system, data can be synergized and collated for various understandings. This papers explains the formulation of Hong Kong’s GIS based Urban Climatic Map as an example of how the map works in practice. Using the map, zonal and district based planning decisions can be made by planners and urban climatologists that lead to new designs and policy changes.
keywords sustainable development, urban planning, urban thermal, urban dynamics, computer tools
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2022_421
id caadria2022_421
authors Ng, Provides, Doria, David, Odaibat, Baha, Fernandez, Alberto and Karastathi, Nikoletta
year 2022
title Decentralised Solar Economy: Unattended and Smart Solar Energy Urban System (UnSSEUS)
doi https://doi.org/10.52842/conf.caadria.2022.2.759
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 759-768
summary Planners often go out of the city when planting large-scale solar farms due to requirements for huge, flat surface areas. This reduces urban proximity to renewable energy sources, causing dissipation during energy transfer and a waste in solar energy unused within urban areas. This paper aims at understanding the prospect and challenges in transforming buildings from passively consuming energy to actively generating energy for cities. As every building has a different renewable energy capacity, how may we re-distribute power amongst a network of users, forming a socio-economy around distributed power generation? This paper first presents its theoretical approach learning from fields of biology and information theory as a source of inspiration for its design methodology. It then presents a context study of Hong Kong and its Feed-in Tariff scheme that incentivizes distributed power generation, and identifies the challenges. Afterwards, it defines ‚Unattended and Smart Solar Energy Urban System‚ and proposes the parameters which the system should comprehend on its dashboard for demand-side management of energy. Finally, preliminary results of using a sudoku algorithm in distributing time and pricing factors of energy exchange are presented. This on-going research project aims at SDG goals 7 and 11.
keywords Distributed Power Generation, Sudoku Gameplay, Unattended and Smart, Solar Energy, Urban System, SDG 7, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id sigradi2021_5
id sigradi2021_5
authors Ng, Provides, Fernandez, Alberto, Doria, David, Odaibat, Baha and Karastathi, Nikoletta
year 2021
title AI In+form: Intelligence and Aggregation for Solar Designs in the Built Environment
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 203–215
summary Designers are increasingly challenged by a constant change of context and the interaction of layers of data from a huge variety of sources, from natural-artificial to human-machine. This research aims at mapping the interrelations of energy problems, bio- and artificial intelligence, and human-machine interaction to reflect and rethink the future of solar design. This paper first discusses its theoretical approach that stands at the convergence of light-harvesting systems, their aggregation and intelligence. Afterwhich, this paper explores their translation into iterative processes between designer and artificial intelligences, which is defined as rule/agent-based and machine learning systems; in particular, the relationship between Cellular Automata, Genetic Algorithm, and Generative Adversarial Networks (GANs) is discussed. Finally, it introduces a design project - @R.E.Ar_ - showing the proposed combinatorial pipeline and some preliminary results.
keywords artificial intelligence, bio-inspired, solar design, Aggregation, human-machine interaction
series SIGraDi
email
last changed 2022/05/23 12:10

_id caadria2024_211
id caadria2024_211
authors Ng, Provides, Li, Yuechun, Zhu, Shutong and van Ameijde, Jeroen
year 2024
title Kit-of-Parts Design for Architecture Co-Creation Games
doi https://doi.org/10.52842/conf.caadria.2024.2.221
source Nicole Gardner, Christiane M. Herr, Likai Wang, Hirano Toshiki, Sumbul Ahmad Khan (eds.), ACCELERATED DESIGN - Proceedings of the 29th CAADRIA Conference, Singapore, 20-26 April 2024, Volume 2, pp. 221–230
summary In the planning of built environments, participatory design can help to tailor spaces and facilities that are better suited to residents’ needs. Through the use of new digital tools in sandbox games and collaborative virtual environments, participants can express their needs in a spatial language and better understand the implications of their collective design decisions. However, the kit of building parts and 3D assets with which they can interact to create spatial proposals can impose limitations on design explorations, by being overly prescriptive or open-ended. This study explored ways in designing novel kit-of-parts (KoP) systems that can enable collaborative architectural production. It employed participatory methods in which local communities co-create a public space through a tailored videogame to test three types of KoP systems: modular-integrated, modular, and discrete. The initial findings show how the levels of discretization and abstraction affect the amount of knowledge needed for participation, time required to initiate collab- oration and creative thinking, and potential to generate meaningful and implementable design proposals. Reflecting on these lessons, the paper presents insights on the implications of KoP (granularities, stacking methods, and self-similarity) on spatial design (technical possibilities, spatial arrangements, and activity scenarios) to better assist co-creation processes. In midst of an accelerated digital transformation, this study reflects on the evolving role of new collaborative tools in architecture.
keywords Digital Common(s), Kit-of-Parts, architecture co-creation, sandbox games, combinatorial creativity, modular and discrete
series CAADRIA
email
last changed 2024/11/17 22:05

_id caadria2021_043
id caadria2021_043
authors Ng, Provides
year 2021
title 21E8: Coupling Generative Adversarial Neural Networks (GANS) with Blockchain Applications in Building Information Modelling (BIM) Systems
doi https://doi.org/10.52842/conf.caadria.2021.2.111
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. 111-120
summary The ability of GANs to synthesize large sets of data is ideal for coupling with BIM to formulate a multi-access system that enables users to search and browse through a spectrum of articulated options, all personalised to design specificity - an 'Architecture Machine'. Nonetheless, due to challenges in proprietary incompatibility, BIM systems currently lack a secured yet transparent way of freely integrating with crowdsourced efforts. This research proposes to employ blockchain as a means to couple GANs and BIM, with e8 networking topology to facilitate communication and distribution. It consists of a literature review and a design research that proposes a tech stack design and UML (unified modeling language) use cases, and presents preliminary design results obtained using GANs and e8.
keywords 21e8; GANs; Blockchain; BIM; Architecture Machine
series CAADRIA
email
last changed 2022/06/07 07:58

_id acadia13_427
id acadia13_427
authors Ng, Rashida; Patel, Sneha
year 2013
title Trajectories of Performative Materials
doi https://doi.org/10.52842/conf.acadia.2013.427
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 427-428
summary An enduring consideration within architectural discourse, the notion of performance is intrinsically embedded within design. Over the past several years, architecture has been increasingly attentive to the framework of performance and its potential contributions to contemporary issues within the field. Numerous derivatives of the word perform—for example performance, performative, performalism, performalist—have been applied to architectural contexts within several significant publications providing evidence of the mounting interest of researchers, academics, and theorists to this premise. Within his essay “Architecture as Performative Art,” architect and historian Antoine Picon remarks, “From its Renaissance origins, architecture inherited a concern with effectiveness that other arts did not possess,” (Grobman and Neuman 2012) while also emphasizing that current inquiry into performative criteria within the profession instigates even broader aspirations. Contemporary research surrounding performance in architecture articulates mediated aspirations that negotiate between quantitative and qualitative measures.
keywords Next Generation Technology; performance, materiality, responsive, technologies, design research
series ACADIA
type Research Poster
email
last changed 2022/06/07 07:58

_id ecaade2022_96
id ecaade2022_96
authors Nguyen, Binh Vinh Duc, Demolder, Stijn and Vande Moere, Andrew
year 2022
title How Lay People Design Interior Architecture Layouts in Virtual, Augmented, Drawn and Physical Reality
doi https://doi.org/10.52842/conf.ecaade.2022.1.411
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 411–420
summary Simulated reality, such as virtual reality (VR) and augmented reality (AR), is particularly helpful for lay people such as clients or prospective occupants, as it allows them to first- hand experience an unbuilt architectural space to provide design input without the requirement of spatial expertise. However, as the experience of space depends on the holistic interplay of a wide variety of atmospheric aspects that cannot be easily simulated, it is still unclear how simulated reality influences lay people when making design decisions. Our study therefore captured how eight lay people designed the interior layout of the same room within five different simulated realities, including drawing reality, tabletop AR, mobile AR, VR and physical reality. By comparing the design process of two design tasks, we assert how each reality promoted or inhibited particular spatial qualities. Consequently, we propose that the realism of a reality influenced how people make design decisions based on atmospheric or functional considerations, the co-location of a reality provokes design decisions that neglect or include contextual factors, the accuracy of distance estimation in a reality depends on the availability of bodily references and the viewing frustum, the ability of a reality to compare design solutions instantaneously trumps the ability to interact with it more intuitively, and each reality comes with particular implementation costs against which the benefits should be estimated and offset. Our study thus provides actionable insights to choose the most appropriate simulated reality depending on the design goals, helps simulated reality developers to consider additional interactive features, and empowers lay people in taking an active part in architectural design.
keywords Architectural Design, Immersive Design, Participatory Design, Virtual Reality, Augmented Reality, Human-Building Interaction, Spatial Qualities, Architectural Experience, Simulated Reality, Immersive Environment
series eCAADe
email
last changed 2024/04/22 07:10

_id caadria2019_307
id caadria2019_307
authors Nguyen, Binh Vinh Duc, Peng, Chengzhi and Wang, Tsung-Hsien
year 2019
title KOALA - Developing a generative house design system with agent-based modelling of social spatial processes
doi https://doi.org/10.52842/conf.caadria.2019.1.235
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. 235-244
summary The paper presents the development of an agent-based approach to modelling the interaction of human emotion and behaviour with built spaces. The study addresses how human behaviour and social relation can be represented and modelled to interact with a virtual built environment composed in parametric architectural geometry. KOALA, a prototype of agent-based modelling of social spatial dynamics at the core of a parametric architectural design environment is proposed. In building KOALA's system architecture, we adapted the PECS (Physical, Emotional, Cognitive, Social) reference model of human behaviour (Schmidt 2002) and introduced the concept of Social Spatial Comfort as a measurement of three key factors influencing human spatial experiences. KOALA was evaluated by a comparative modelling of two contrasting Vietnamese dwellings known to us. As expected, KOALA returns very different temporal characteristics of spatial modifications of the two dwellings over a simulated timeframe of one year. We discuss the lessons learned and further research required.
keywords Parametricism; generative house design system; architectural parametric geometry; human behaviour; social-spatial dynamics
series CAADRIA
email
last changed 2022/06/07 07:58

_id ecaade2018_110
id ecaade2018_110
authors Nguyen, Binh Vinh Duc, Watlom, Thanonchai, Peng, Chengzhi and Wang, Tsung-Hsien
year 2018
title Prototyping Adaptive Architecture - Balancing Flexibility of Folding Patterns and Adaptability of Micro-Kinetic Movements
doi https://doi.org/10.52842/conf.ecaade.2018.2.391
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. 391-400
summary The design process of dynamic architecture has been an emerging topic in recent studies, in which researchers try to find an effective method of generating and controlling adaptive components. In this paper, we present a digital-physical modelling process that seeks to explore tectonic fusion of origami folding patterns and micro-kinetic movements. A flexible modular prototype system is developed and evaluated through combining origami-based fabrication simulation and mathematical characterisation mimicking the pinecone's nastic movements. The modular design system is then applied to an urban site as a test case study. The results show how the pinecone-like nastic movements may be translated into design and fabrication of an adaptive architecture. We discuss the lessons learned from the digital-physical prototyping process finding the balance between geometric flexibility and micro-kinetic adaptability.
keywords adaptive architecture; origami folding patterns; micro-kinetic movements; pinecone; parametric modelling; digital-physical prototyping
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2013_033
id caadria2013_033
authors Nguyen, Danny D. and M. Hank Haeusler
year 2013
title Assimilating Interactive Technology into Architectural Design – A Quest for developing an ‘Architectural Drawing’ for Urban Interaction Design as a Communication Platform Through Combining Physical Sensing Devices with Simulation Software
doi https://doi.org/10.52842/conf.caadria.2013.365
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 365-373
summary Assimilating Interactive Technology into Architectural Design – A Quest for developing an ‘Architectural Drawing’ for Urban Interaction Design as a Communication Platform Through Combining Physical Sensing Devices with Simulation Software The research presented in this paper investigates the need for an equivalent of architectural drawings for urban interaction design in an architectural scale in order to communicate interaction design intentions to design participants and clients through using state of the art computer, gaming and sensor technologies. The paper discusses two projects (a) Blur Building, as a large scale interaction design project executed through an experienced team and (b) presents as student design project coordinated by the researchers as a reference project. Both projects in this paper are discussed and evaluated from an Urban Interaction Design point of view. This   paper   emphasizes   the   significance   for   establishing ‘drawing’ equivalents for urban interaction design, discussing representation of ideas in architectural design; followed by outlining existing methods of interactive design representation, such as storyboards to then introduce current advancements in gaming environments. The following paper introduces a framework for future research projects that will design, deploy and evaluate of prototypes as a communication platform combining physical sensing devices in combination with gaming engines to enable a digital / physical hybrid. This would allow designers and clients to test, evaluate and improve urban interactions in a design phase prior to completing the project. 
wos WOS:000351496100036
keywords Spatial design, Human-computing interfacing, Interactive architecture, Smart environments, Sensor technology 
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2014_034
id caadria2014_034
authors Nguyen, Danny D. and M. Hank Haeusler
year 2014
title Exploring Immersive Digital Environments
doi https://doi.org/10.52842/conf.caadria.2014.087
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. 87–96
summary In contemporary architecture firms, most design drawings are done via use of 3D modelling software. This method requires advanced knowledge of the software in order to produce an accurate representation of space into the digital environment. The paper argues that conventional 3D visualization methods to design and analyse are restrictive to how well the user understands the space on a computer, as drawings are done ex-situ and without testing the design concept in-situ, hence there might be a level of disparity between the design and final fabrication. This is particularly a challenge when designing Urban Interaction Design concepts, as combinations of variables play a role in how the design will be received by the audience. Observing the design challenges for Urban Interaction Design and applying knowledge to architectural representation, potentially an alternative sketching process can be developed to alleviate the disparity between the conceptual design and post fabrication. This paper discusses an experimental process of using wireless spatial sensing devices to digitize physical spaces in real-time and to use on-the-spot analysis. In its conclusion the paper argues that this method enables the designer to gain advanced conceptual understandings of the intended space and thus make more informed decisions.
keywords Spatial Design; Human-Computing Interfacing; Urban Interaction Design; Spatial 3D Visualization; Wireless Sensor Technology
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2019_142
id caadria2019_142
authors Nguyen, Duong, Moleta, Tane Jacob and Schnabel, Marc Aurel
year 2019
title Mindful Manifestation - A method for designing architectural forms using brain activities
doi https://doi.org/10.52842/conf.caadria.2019.1.485
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. 485-494
summary This paper describes the method of establishing a tool, interconnecting a selection of hardware and computational software to design architecture, through the manipulation of forms using brain activities inside a Virtual Reality (VR) environment. This is achieved through the use of electroencephalography (EEG), detecting brain activities and live streaming numerical data inside VR environment. Architectural forms are manipulated and interacted live by this data stream. The paper discusses the methods, findings, technical limitations as well as potential modifications which would otherwise improve the system's performance for the intended purposes.
keywords Electroencephalography (EEG); Artificial Neural Network (ANN); Virtual Reality (VR); Interactive Design; Parametric Design
series CAADRIA
email
last changed 2022/06/07 07:58

_id acadia22_546
id acadia22_546
authors Nguyen, John; Cop, Philipp; Hoban, Nicholas; Peters, Brady; Kesik, Ted
year 2022
title Resonant Hexagon Diffuser
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 546-557.
summary The surge in mass timber buildings being constructed introduces unique acoustical challenges as mass timber is more permissible for sound to travel across floors, ceilings, and walls, especially for lower frequencies. In order to address these acoustical challenges, the absorption qualities of Helmholtz resonators and surface diffusion of scattering surfaces are leveraged by combining the two systems in an integrated structure using the tectonics of mass timber construction. This paper investigates the potential of Helmholtz resonators to be used in combination with sound scattering surfaces to achieve optimal performance in cross laminated timber (CLT) panels through the use of a hexagonal pattern as the underlying design strategy.
series ACADIA
type paper
email
last changed 2024/02/06 14:04

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