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 14841

_id ecaade2018_238
id ecaade2018_238
authors Moleta, Tane, Wang, Brandon and Schnabel, Marc Aurel
year 2018
title The Virtual Mirror - Cognitive Loads in VR and VR Visualisations
doi https://doi.org/10.52842/conf.ecaade.2018.2.815
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. 815-822
summary This paper begins to look at how human data can be collected via Virtual, Augmented and Mixed Reality alongside Eye Tracking data for design Verification. This paper presents preliminary testing and results from participants to demonstrate a data pipeline methodology and data processing to begin to understand and verify the impact of certain design elements have on ones cognitive experience.All testing and aims have been focused on basic design elements and how they may effect the experience of pathfinding and navigating through a conceptual design within an architectural practice situation.
keywords Cognitive Loads; Virtual Reality; Eye Tracking; Design Verification
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2015_148
id ecaade2015_148
authors Moleta, Tane
year 2015
title SPACE FOR GAMES - Exploring Acquisition of Space Planning Skills through the Use of Real Time Strategy Games
doi https://doi.org/10.52842/conf.ecaade.2015.2.041
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 41-45
summary Real Time Strategy games enjoy worldwide popularity. Success in this genre of games requires a high degree of skill in spatial and temporal organisation. These skills are typically built upon a foundation characteristic of an iterative workflow. An iterative workflow is also a desirable behaviour in the design studio of architecture students allowing for a greater understanding of parameters embedded within the design and ultimately leading to better learning outcomes. This paper discusses the potential of Real Time Strategy Games and draws connections between successful player attributes found specifically in Tower Defence Games and how these could be used to introduce skills required in the planning of architectural space.
wos WOS:000372316000006
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2003_074
id sigradi2003_074
authors Molina, Hernán A. and Serrentino, Roberto
year 2003
title Diagnóstico y diseño de agrupamientos de formas habitables mediante realidad virtual (Diagnosis and Design of groups of inhabitable forms by means of virtual reality)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The design of dwelling groupings and other types of inhabitable groupings of forms, has been a problem of constant reformulation and analysis for architects and urbanizers, to satisfy the necessities of their residents as well as to diagnose their operation. The advent of systems of virtual reality, in particular virtual space patternmakers, allow to take existent data (report) and to let their interaction with project data (design proposal and their evaluation), constituting a powerful diagnosis and design tool. This work takes a program based in virtual reality to evaluate some aspects of a design proposal corresponding to dwelling groupings and its relationship with the sector of a city in which it is implanted.
keywords Virtual reality, Virtual patternmakers, Diagnosis of Project, Polycubes
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2016_655
id sigradi2016_655
authors Molinas, Isabel Sabina; Cuartas, Coppelia Herrán; Mazo, Ever Pati?o; Castagno, Julián Antonio Ossa
year 2016
title Estrategias para la promoción social en el Distrito de Innovación de Medellín, Colombia. Primer Taller de Dise?o Experimental para la Ciudad. [Strategies for social promotion in the District of Innovation in Medellin, Colombia. First Experi-mental Design Workshop for the City]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.227-230
summary One of the challenges of technological development in Latin American cities is to achieve social inclusion and contribute to build a more sustainable and inclusive habitat for its inhabitants. To contribute to this goal, an alliance between Academy and State was established to promote an intervention in the Innovation District. The work focuses on the construction of in-terdisciplinary knowledge and design strategies that contribute to the common welfare. This communication outlines the workshop held in 2015 and presents some proposals of experiential education in the north of Medellin.
keywords Collaborative Design; Innovation; City; Experiential Education
series SIGRADI
email
last changed 2021/03/28 19:59

_id e0d1
authors Mollaert Marijke
year 1983
title Interactivity and Graphics as a Support for the Design of Cable Nets and Trusses
doi https://doi.org/10.52842/conf.ecaade.1983.x.l4u
source Proceedings of the International Conference eCAADe [European Computer Aided Architectural Design Education] Brussels (Belgium) 1983, pp. IV.26-IV.41
summary This paper deals with an important aspect concerning the quality of a computer aided design (CAD) program, namely the human-computer interface. To fix the ideas,the user interface of FORCE, a program for the design and visualisation of cable nets and trusses, is considered The new design of this user interface was necessary to support an easy extension of the dialogue, both alpha-numerical and graphical. The new approach includes a separation of the interaction procedures and the application modules.
keywords CAD, Human-computer Interface
series eCAADe
email
more http://wwwtw.vub.ac.be/ond/arch/pages/marijke
last changed 2022/06/07 07:50

_id 8283
authors Mollaert, M.
year 1989
title A Kernel Reference Model for Computer Aided Architectural Deslgn.
doi https://doi.org/10.52842/conf.ecaade.1989.x.x3b
source CAAD: Education - Research and Practice [eCAADe Conference Proceedings / ISBN 87-982875-2-4] Aarhus (Denmark) 21-23 September 1989, pp. 9.1.1-9.1.7
summary For the architectural practice drawings are the most important medium to transfer information. Other documents concerning planning, quantities, calculations or descriptions are complements to the drawn construction data. The automatisation made it possible to spent less time to obtain drawings of higher quality, and to handle the administrative data in a more efficient manner.
series eCAADe
email
last changed 2022/06/07 07:50

_id 394f
authors Moller, C.
year 1997
title The virtual organisation
source Automation in Construction 6 (1) (1997) pp. 39-43
summary A virtual organisation is a geographically dispersed organisation, in which travel for the purpose of exchanging information is minimised. It is also a `hub-and-spokes' model, where the hub is no larger than the spokes, and a multi-site organisation in which the sites are well connected electronically, allowing most of the forms of communication that happen within a single office to be replicated at a distance. The paper also includes: information flows in the construction industry, visions of the future, and further reading.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id acadia18_266
id acadia18_266
authors Molloy, Isabella; Miller, Tim
year 2018
title Digital Dexterity. Freeform 3D printing through direct toolpath manipulation for crafted artifacts
doi https://doi.org/10.52842/conf.acadia.2018.266
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 266-275
summary The research presented here investigates an approach to FDM Freeform 3D printing that fully utilizes simultaneous x, y, z axis movement for the production of designed artefacts. Most Freeform printing techniques create bands of space frame type structures, often defined by structural pursuits. Here, a Form Responsive Method is used, which exploits the design opportunities of synchronized three-dimensional movement depositing extrudate in patterns of lines and curves that embrace functional, aesthetic and tectonic qualities, all influenced by an industrial design perspective. The system allows the designer complete control of the pattern and deposition of the material in relation to the printed artefact. The form and details are designed concurrently by direct manipulation of the toolpath whilst considering material deposition and structural integrity. This method of working requires intimate understanding and control of both software and hardware to craft the artefact to the desired design. Different aspects of the technique and challenges are described and discussed through a range of artefacts of different scales from utensils to furniture items.
keywords full paper, freeform 3d printing, industrial design, digital craft
series ACADIA
type paper
email
last changed 2022/06/07 07:58

_id cf2009_200
id cf2009_200
authors Moloney, Jules
year 2009
title A morphology of pattern for kinetic facades
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 200-213
summary Kinetic facades offer new compositional opportunities based on the design of patterns of movement. There is the capacity for novel form, but minimal knowledge in the design of kinetics. As a way forward, this research addresses two questions—what is the range of kinetic patterns, and what nomenclature may robustly describe pattern range? Results from a series of scripted animations utilizing a range of techniques are analyzed, and from this a set of terms for describing the morphology of kinetic pattern is developed. Kinetics is conceived as state change: the terms used to describe states are wave, fold, and field; a full range of patterns can be described as variants of these three simple states; or as intermediate or compound state transitions.
keywords Design, kinetic, facade, morphology
series CAAD Futures
email
last changed 2009/06/08 20:53

_id ecaade2017_151
id ecaade2017_151
authors Moloney, Jules, Twose, Simon, Jenner, Ross, Globa, Anastasia and Wang, Rui
year 2017
title Lines from the Past - Non-photorealistic immersive virtual environments for the historical interpretation of unbuilt architectural drawings
doi https://doi.org/10.52842/conf.ecaade.2017.2.711
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 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 711-720
summary The trajectory of virtual reality for architecture is towards photo-realism. While this may be effective for some contexts, we propose that abstraction is more appropriate for the purposes of a historian interpreting drawings of unbuilt works of architecture. The case study we are using to explore this proposition is the Palazzo Littorio competition set in 1934 Rome. We present two prototype immersive virtual reality (iVR) applications developed in Unity for Oculus Rift: the first uses an etching aesthetic to produce a quasi-realistic site context and an interface that enables the comparative evaluation of competition entries from key viewing positions; the second application takes an even more abstract approach, where the aim is to immerse the historian within a 3D drawing, along with other historical material (drawings, photos, paintings, narrations of texts) and uses spatialized sound to evoke the ambience of the period.
keywords Virtual Reality; Non-Photorealism; Architectural History
series eCAADe
email
last changed 2022/06/07 07:58

_id 5222
authors Moloney, Jules
year 1999
title Bike-R: Virtual Reality for the Financially Challenged
doi https://doi.org/10.52842/conf.ecaade.1999.410
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 410-413
summary This paper describes a 'low tech' approach to producing interactive virtual environments for the evaluation of design proposals. The aim was to produce a low cost alternative to such expensive installations as CAVE virtual reality systems. The system utilises a library of pre-rendered animation, video and audio files and hence is not reliant on powerful hardware to produce real time simulation. The participant sits astride a bicycle exercise machine and animation is triggered by the pedal revolution. Navigation is achieved by steering along and around the streets of the animated design. This project builds on the work of Desmond Hii. ( Hii, 1997) The innovations are the bicycle interface and the application to urban scale simulation.
keywords Virtual, Design, Interface, Urban
series eCAADe
email
last changed 2022/06/07 07:58

_id dd8e
authors Moloney, Jules
year 2002
title String CVE Collaborative Virtual Environment software developed from a game engine
doi https://doi.org/10.52842/conf.ecaade.2002.522
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 522-525
summary The University of Auckland has been experimenting with the adaptation of computer game engines for architectural education during a series of projects undertaken in specialized summer design studios 99 - 02. This paper reports on the early stages of software development of a collaborative virtual environment utilizing the ‘Torque’ game engine. The current software version (Beta 1.27) will be demonstrated and the studio outcomes discussed. The rationale for further application development is outlined with a focus on communication tools to enable experimentation with international virtual design studios.
series eCAADe
email
last changed 2022/06/07 07:58

_id 2005_055
id 2005_055
authors Moloney, Jules
year 2005
title Game Engines and Virtual Design Studios
doi https://doi.org/10.52842/conf.ecaade.2005.055
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 55-62
summary A discussion of the outcomes from the use of a game engine based collaborative virtual environment for virtual design studios. By way of introduction the use of a game engine is positioned between the high end visualization capabilities of immersive VR, and the high dimensional accuracy of 3D CAD. Software development, which address problems related to content creation and communication lag, are reported. This is supplemented with a more general discussion of the motivations for design collaboration between architectural schools. We confer with other researchers that lack of engagement is more related to pedagogy, then as a result of technical issues. In conclusion we discuss the potential of game play to enhance virtual design studios in terms of engagement and deliberation
keywords Collaborative Virtual Environments, Game Engines, Pedagogy
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2007_577
id caadria2007_577
authors Moloney, Jules
year 2007
title Screen Based Augmented Reality for Architectural Design: Two Prototype Systems
doi https://doi.org/10.52842/conf.caadria.2007.x.e3m
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Augmented Reality (AR) technology has the potential to improve visualisation at the early stages of architectural design. The advantages of screen based AR systems over existing head mounted display AR, animation and virtual reality is discussed in terms of (1) improved contextual evaluation (2) social interaction and the integration of analogue media during design review. We describe two complimentary AR systems that explore these advantages: strollAR, a mobile set up for use on site; and video-datAR, a video database linked to a non-mobile three screen projection system. Outcomes from a prototype implementation are reported.
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2007_461
id cf2007_461
authors Moloney, Jules
year 2007
title A Framework for the Design of Kinetic Façades
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 461-474
summary The particular requirements of kinetic façades are discussed in relation to a general model for future CAAD research – a 3D digital prototype based on (1) the concurrent evaluation of quantitative and qualitative performance over time (2) the calibration of geometry and physics to materiality and mechanics. Concurrent performance in the case of kinetic façades is determined by the dual role as environmental screens and the socio-cultural function as the public face of architecture. From these principles a framework is proposed that informs the conceptualisation of software that will address unique requirements - the design of façades as process systems that perform over a range of time scales.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id cf2015_025
id cf2015_025
authors Moloney, Jules
year 2015
title A Place at the Table for Research Through Design
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 25-36.
summary This paper addresses an issue that has been omnipresent in the history of CAAD research: the tension between scientific method and the design discipline in which it operates. Outside the CAAD community, research through design is been undertaken by a new generation. Through a discussion of research methodologies, a survey of CAAD activity and the examination of design projects, it is proposed that this provides a valuable opportunity to redress the balance between scientific and designerly modes of research and in so doing engage with a new generation of design computing researchers.
keywords Research Through Design, Methods, CAAD History
series CAAD Futures
email
last changed 2015/06/29 07:55

_id ijac20109101
id ijac20109101
authors Moloney, Jules; Bharat Dave
year 2011
title From abstraction to being there: mixed reality at the early stages of design
source International Journal of Architectural Computing vol. 9 - no. 1, 1-16
summary We discuss the use of multiple design representations to enhance decision making at the early stages of design. Our interest is how the context in which design decisions are made can be extended by two interrelated approaches: (1) the incorporation of the temporal; (2) through the concurrent evaluation of qualitative representations and quantitative information. Outcomes from a practice survey and observations from design studios are used to inform the development of mixed reality (MixR) technology, to enable the applications to reflect architecture specific modes of design praxis. We propose two approaches - studio MixR and site MixR - reflecting the distinction between typical studio based design process and the requirements of a formal design review by the design team and stakeholders. Prototype applications have been implemented and a number of projects have been undertaken to illustrate some of the potential of mixed reality for architecture and urban design. These focus on the early stages of design, from the abstraction of parametric design to on site design reviews undertaken with augmented reality visualization.
series journal
last changed 2019/05/24 09:55

_id sigradi2007_af23
id sigradi2007_af23
authors Mon Martínez, Harold
year 2007
title Migrate to free software in architecture [Migración al Software Libre en la arquitectura]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 459-462
summary This document describes the Free Software migration process in The Faculty of Architecture of La Habana, Cuba. They are explained the reasons for the migration, how far has it reached and which will be the next steps from now on in order to finish the process.
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2020_229
id sigradi2020_229
authors Mondal, Joy
year 2020
title Chingree: Grasshopper Plugin to Generate 2D Compositions and 3D Embodiments Inspired from Mondrian's Neo-plastic Compositions Using Shape Grammar
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 229-237
summary The paper documents the development of algor thms (released as Grasshopper plugin Chingree) to generate 2D compositions and 3D embodiments inspired from the visual ethos of Mondrian's neo-plastic compositions. Based on the empirical analysis of the compositions; rectangles are sub-divided with lines parallel to x and y axes, folllowed by selection of few of the sub-divisions for colouring. The principles of sub-division and selection are applied in 3D. Volumes are sub-divided with planes parallel to xy, yz and zx planes. Few of the sub- divisions are selected to be present (analogous to colouring in 2D). Shape gr mmar is used to control sub-division.
keywords Neo-plastic, Mondrian, Shape grammar, 3D massing, Sub-division
series SIGraDi
email
last changed 2021/07/16 11:48

_id ascaad2021_076
id ascaad2021_076
authors Mondal, Joy
year 2021
title Eelish: Grasshopper Plugin for Automated Column-Beam Placement on Orthogonal Floor Plans: Formalising Manual Workflow into an Algorithm through Empirical Analysis
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. 407-420
summary The implicitly parametric if-else logic of determining column-beam locations is applied manually on virtually every orthogonal design, thereby inflating workhours and cost through unnecessary repetition of labour. This paper presents the development of a generative algorithm (released as Grasshopper plugin Eelish) which automates the placement of column centre points and beam centre lines on orthogonal floor plans with the aim of maximising regular ceiling division. The manual process of column-beam placement is formalised as the algorithm through empirical analysis of layouts drawn by architects. Regular ceiling division is maximised in a concave room by calculating column-beam grid of the largest rectangle inscribable in the room, and then extending the grid to the entire room. The placements are guided by the maximum and minimum allowed spans of slabs, and the maximum allowed span of cantilever slabs. The generated layouts have a qualitative ‘Satisfactory’ or better approval rating of 93.5% by architects and 83.6% by structural engineers.
series ASCAAD
email
last changed 2021/08/09 13:13

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