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 2109

_id ijac20053303
id ijac20053303
authors Alvarado, Rodrigo Garcia; Castillo, Gino Alvarez; Marquez, Juan Carlos Parra; Mayorga, Sergio Navarro
year 2005
title Filmic Development of Architectural Animations
source International Journal of Architectural Computing vol. 3 - no. 3, 299-316
summary This paper proposes a general method to make animated presentations of architectural designs, based on cinematographic techniques. Particularly, it reviews theoretical documenttion about filmmaking as well as several productions that exhibit remarkable locations. The proposed method first comprises of a planning stage, with the narrative and graphic formulation of the presentation. Next is an elaboration or adjustment stage for the digital modelling of the design, and finally, there is an animation production and editing stage. Likewise, the research sets up a computer implementation of some activities and characteristics, and experiments in the programming of camera movements for architectural animations. In general, this work suggests focusing on the communication of the qualitative features of the design, instead of the elaboration of the digital model, and on emphasizing the visual diversity, graphic style and narrative construction of the presentation.
series journal
more http://www.ingentaconnect.com/search/expand?pub=infobike://mscp/ijac/2005/00000003/00000003/art00004
last changed 2007/03/04 07:08

_id sigradi2005_400
id sigradi2005_400
authors Ambach, Barbara
year 2005
title Diagraphics: an exposé of visual expression
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 400-404
summary This exposé introduces preparations for a publication based on what I have found to be a ‘missing link’ in the library of educational source materials. The skills necessary to record and interpret the complexity of the architectural design process are often illusive. The sophistication of computer modeling and graphics applications only adds to the dilemma of making clear and concise decisions about how to communicate the essence of one’s design intent. The publication will define and illustrate five Diagraphic models of analysis. Each offers ways of seeing and understanding the idiosyncrasies of recording the design process. Gestures, Traces, Pulls, Morphs and Transits exemplify specific modes of visual expression and integrate both their diagrammatic and graphic nature. The distinctive aspects of each model enable the student of architecture to choose appropriate and meaningful techniques for visual expression. The publication will also illustrate current and historically relevant examples of diagrammatic expression. These examples show how diagrams have been flexible over time in adapting to the needs of newly forming conceptual models, spatial analysis and belief systems.
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2005_1_69_73
id cf2005_1_69_73
authors BEILHARZ Kirsty
year 2005
title Responsive Sensate Environments: Past and Future Directions
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 361-370
summary This paper looks at ways in which recent developments in sensing technologies and gestural control of data in 3D space provide opportunities to interact with information. Social and spatial data, the utilisation of space, flows of people and dense abstract data lend themselves to visual and auditory representation to enhance our understanding of socio-spatial patterns. Mapping information to visualisation and sonification leads to gestural interaction with information representation, dissolving the visibility and tangibility of traditional computational interfaces and hardware. The purpose of this integration of new technologies is to blur boundaries between computational and spatial interaction and to transform building spaces into responsive, intelligent interfaces for display and information access.
keywords responsive environments, sensate space, sonification, visualisation, gestural controllers
series CAAD Futures
email
last changed 2006/11/07 07:27

_id sigradi2005_438
id sigradi2005_438
authors Bessone, Miriam; Ricardo Pérez Miró, Isabel Molinas
year 2005
title Digital visualization and new intellectual associations among language - music - architecture
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 438-443
summary Throughout history, architecture has transposed contributions bound to structuralist focus or to musical composition. This is from linguistic and music respectively. New visualization systems show the possibility to give transpositions a new meaning, form the potentialities of hypermedia; locking for new projects parameters. This papers will show experimental workshop results developed within CI+D 2000 “New speeches and design process”. They study links and explore our work interrelating word – music and image. These processes are developed by people coming from literature, visual arts, music, and architecture areas. Lastly, the first results will be shown. Since parameters were transposed from music, by using NURBS forms, space prefiguration is tried out. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia05_226
id acadia05_226
authors Biloria, N., Oosterhuis, K. and Aalbers, C.
year 2005
title Design Informatics
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 226-235
doi https://doi.org/10.52842/conf.acadia.2005.226
summary The research paper exemplifies a novel information integrated design technique developed at ONL (Oosterhuis and Lenard), Netherlands, specifically appropriated for envisaging complex geometric forms. The ‘informed design technique’, apart from being highly instrumental in conceptualizing and generating the geometric component constituting architectural form in a parametric manner, is also efficiently utilized for precise computer aided manufacturing and construction of the speculated form. Geometric complexities inherent in contemporary architectural constructs and the time spent in appropriation of such topologies, fueled the ‘informed design’ approach, which caters to issues of timely construction, precision oriented design and production (visual and material) and parametric modeling attuned to budgetary fluctuations. This design-research approach has been tested and deployed by ONL, for conceiving ‘the Acoustic Barrier’ project, Utrecht Leidsche Rijn in the Netherlands and is treated as a generic case for exemplifying the ‘informed design’ technique in this research paper. The design methodology encourages visualizing architectural substantiations from a systems perspective and envisages upon a rule based adaptive systems approach involving extrapolation of contextual dynamics/ground data in terms of logical ‘rules’. These rules/conditionalities form the basis for spawning parametric logistics to be mapped upon geometric counterparts exemplifying the conception. The simulated parametric relations bind dimensional aspects (length, width, height etc.) of the geometric construct in a relational manner, eventually culminating in a 3D spatial envelope. This evolved envelope is subsequently intersected with a ‘parametric spatio-constructive grid’, creating specific intersecting points between the two. The hence extorted ‘point cloud’ configuration serves as a generic information field concerning highly specific coordinates, parameters and values for each individual point/constructive node it embodies. The relations between these points are directly linked with precise displacements of structural profiles and related scaling factors of cladding materials. Parallel to this object oriented modeling approach, a detailed database (soft/information component) is also maintained to administer the relations between the obtained points. To be able to derive constructible structural and cladding components from the point cloud configuration customized Scripts (combination of Lisp and Max scripts) process the point cloud database. The programmed script-routines, iteratively run calculations to generate steel-wireframes, steel lattice-structure and cladding panels along with their dimensions and execution drawing data. Optimization-routines are also programmed to make rectifications and small adjustments in the calculated data. This precise information is further communicated with CNC milling machines to manifest complex sectional profiles formulating the construct hence enabling timely and effective construction of the conceptualized form.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2005_089
id sigradi2005_089
authors Caldi, Leonardo
year 2005
title Ethnomethodology and experience design
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 89-94
summary Through a reading of the work of David Carson, this article seeks to shed light on certain contributions from ethnomethodology to experience design. Looking form better ways of communicating, Carson – himself a member of the skater and surfer communities with whom he wanted to communicate – advanced a new manner of doing graphic design, effectively challenging established paradigms of visual communication. In our view, Carson made use of ethnomethodology in a special way, based on intuition. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2005_a_1b_b
id caadria2005_a_1b_b
authors Chien-Hung Shih
year 2005
title Project: Illustrate Your Huashan
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. 75-82
doi https://doi.org/10.52842/conf.caadria.2005.075
summary This Project: Illustrate your Huashan attempts to utilize the texture-mapping of characters from the video game industry, as well as real-time graphic in the internet and tablet device of wireless network environment, for the construction of a 3D cyberspace environment that local artists in Huashan could use to freely give expression to their creativity, and for the establishment of a personalized visual space where 3D users can engage in online discussions with collaboration design.
series CAADRIA
email
last changed 2022/06/07 07:55

_id sigradi2005_416
id sigradi2005_416
authors Combes, Leonardo
year 2005
title The acts of showing and demonstrating and their connections with visual and quantitative facts in architecture
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 416-420
summary This paper attempts to clarify the limits between the act of conceiving architecture and the act of designing architecture. The main argument turns around the idea that the output of conception is just a definition used uncompromisingly as evidence, whereas the design tasks are directed to demonstrate the possibilities the defined ideas have to be actualized. Graphic expression is the vehicle used by conception to present ideas synthetically. On the other hand, design tasks are sustained by analytical and quantitative evaluations that validate the conceived proposal. Thus the final presentation of an architectural project is a mixture of written expressions (calculations, texts, figures) and graphic expressions. This paper has no intention of demonstrate but to show one of the possible approaches concerning the relations between conception, design and their respective means of expression. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:49

_id 2005_295
id 2005_295
authors Ducla-Soares, Gonçalo
year 2005
title Audiovisual Interfaces for Designing and Thinking about Design
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 295-302
doi https://doi.org/10.52842/conf.ecaade.2005.295
summary We propose to use computing technology in order to explore the ideas put forward by the Bauhaus regarding the incorporation of musical thinking in visual design and design education. Five audiovisual interfaces were developed in order to study how basic design knowledge can be naturally conveyed to students using music as an intermediary.
keywords Design Education; Music; Interactivity; Audiovisual Interface
series eCAADe
email
last changed 2022/06/07 07:55

_id 2005_805
id 2005_805
authors El-Khoury, Nada, De Paoli, Giovanni and Tidafi, Temy
year 2005
title Using Digital Devices to Find New Ways of Representing Audience Visibility in Theatrical Spaces
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 805-810
doi https://doi.org/10.52842/conf.ecaade.2005.805
summary The following paper is in keeping with other pieces of research which tend to broaden the role of today’s computer tools so that they be seen as more than just representative. In fact, more and more studies focus on computer tools used as smart guides in the development stages of the preliminary concept. We therefore present a cognitive and interactive device with characteristics that address a theatre designer’s requirements. It provides information on the visual quality of seats and optimizes their location in order to improve audience visibility. The working method we introduce will serve as a basis for future implementations when designing theatrical facilities and providing for audience visibility.
keywords Visibility; CAD; Theatrical Facility; Digital Devices
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaadesigradi2019_027
id ecaadesigradi2019_027
authors Erzetic, Catherine, Dobbs, Tiara, Fabbri, Alessandra, Gardner, Nicole, Haeusler, M. Hank and Zavoleas, Yannis
year 2019
title Enhancing User-Engagement in the Design Process through Augmented Reality Applications
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 2, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 423-432
doi https://doi.org/10.52842/conf.ecaade.2019.2.423
summary Augmented Reality (AR) technologies are often perceived as the most impactful method to enhance the communication between the designer and the client during the iterative design process. However, the significance of designing the User Interface (UI) and the User Experience (UX) are often underestimated. To intercede, this research aims to employ new and existing techniques to develop UI's, and comparatively assess "the accuracy and completeness with which specified users can achieve specified goals in particular environments" (Stone, 2005) - a notion this research delineates as 'effectiveness'. Prompted by the work of key scholars, the developed UI's were assessed through the lens of existing UI evaluation techniques, including: Usability Heuristics (Nielsen, 1994) and Visual and Cognitive Heuristics (Zuk and Carpendale, 2006). In partnership with PTW Architects, characteristics such as the rapidity and complexity of interactions, in conjunction with the interface's simplicity and intuitiveness, were extracted from 15 trials underwent by architectural practitioners. The outcomes of this research highlights strategies for the effective development of user interface design for mobile augmented reality applications.
keywords User Interface; Human Centered Design; User Experience; Heuristics; Usability Inspection Method
series eCAADeSIGraDi
email
last changed 2022/06/07 07:55

_id cf2005_1_51_122
id cf2005_1_51_122
authors FISCHER Thomas
year 2005
title Generation of Apparently Irregular Truss Structures
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 229-238
summary While cheaper mass-customisation technologies are becoming available, architectural design strives for ever more complex and less regular forms. The increasing costs associated with this tendency are difficult to control. Key factors contributing to this cost increase are non-uniform building components. Focusing on space frame construction, this paper examines the possibility of creating apparently irregular structures from relatively small sets of identical parts. Starting with an examination of the cost implications of irregular truss construction, a case study of the Beijing National Swim Center's space frame system and the conflicting natures of bottom-up and top-down generative logic in this context is presented. The paper concludes with the description of the development of a truss system that incorporates various design variables that increase visual irregularity. Learning from the past, this new system draws its basic logic from classic space frame principles but applies present-day computational logic to achieve new aesthetic effects and structural possibilities.
keywords apparent irregularity, truss structures, prefabrication, generative design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id sigradi2005_659
id sigradi2005_659
authors García Alvarado, Rodrigo; Gino Alvarez Castillo, Juan Carlos Parra Márquez, Sergio Navarro Mayorga
year 2005
title Building the look: methodology for architectural animations
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 659-663
summary It proposes a procedure to elaborate animated presentations of architectural designs based on perceptual properties, filmmaking practice and characteristics of digital systems. This approach set up four steps; preparation of narrative and visual content, elaboration or adjustment of digital modelling, production of animated views and final edition of presentation. Currently it works in the evaluation of this method making some examples and the computer implementation of several tasks. This work suggests specific features for architectural animations and its possibilities to express design issues, remarking the visual diversity and development of meanings. Encouraging architectural design focused in the living experience instead of formal arrangements. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:52

_id cf2005_1_33_194
id cf2005_1_33_194
authors HE Jie, TSOU Jin Yeu, XUE Yucai and CHOW Benny
year 2005
title A Visual Landscape Assessment Approach for High-density Urban Development
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 125-134
summary The rapid developments of economy and urbanization bring great pressure to natural environment and resources, which contribute big challenge to sustainable urban development in high-density urban areas like Hong Kong, China and many other Eastern Asia cities. In these areas, protecting natural landscape resources and enhancing visibility to urban spaces and residential zones has become significant in improving the livability of human settlement. This paper presents a new approach in assessing the visual quality in high-density urban environment. The principal methodology is to quantitatively integrate human visual perception parameters with the visible landscape resources' characteristics. GIS is employed as the database and technical platform. A residential development in Hong Kong was used as a case study. The approach provides decision making support to urban planning, site layout design, and estate management during the early stage of the schematic design/planning process.
keywords visual perception, visual quality assessment, urban planning, GIS
series CAAD Futures
email
last changed 2006/11/07 07:27

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id da71
id da71
authors Horne, Margaret
year 2004
title Visualisation of Martyr’s Square, Beirut
source CONVR2005 5th Conference of Construction Applications of Virtual Reality, ADETTI/ISCTE, Durham, UK, 12-13 September 2005
summary Solidere, a Lebanese joint-stock company, was created by government decree in 1994 to reconstruct Beirut city-centre. The company, a form of public-private partnership, has a majority share holding of former owners and tenants of city-centre property. Several projects are underway, including the redevelopment of Place des Martyrs, once the bustling heart of Beirut but badly damaged during the war. Urban planners in Beirut have recently developed a 3D computer model to visually describe the spatial characteristics of Martyr’s Square and its context, prior to inviting design proposals for an international competition. This paper describes issues pertaining to the development of the model to meet the needs of urban designers and town planners. It also considers potential future uses of the simulation, outlining areas for further research and development.
keywords Beirut, 3D Modelling, Visual Simulation, Town Planning
series other
type normal paper
email
last changed 2006/06/08 22:10

_id cf2005_2_14_39
id cf2005_2_14_39
authors HYUN-AH Choi and HAN-JONG Jun
year 2005
title A Design Model Using Mutation Shape Emergence
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 41-50
summary The ability to recognize properties and characteristics unforeseen in the early stage of design, namely shape emergence, is considered one of vital aspects of human visual perception in creative thinking. This study aims at developing a design model by using an extended theory of shape emergence, mutation shape emergence which we call. The first part of this paper describes the definition of mutational emergent shapes clearly. In the second part, possibility of discovering mutational emergent shapes will be explored through protocol analysis. On the basis of the results of these efforts, we will examine closely the cognitive mechanism to discover mutational emergent shapes. In the last stage, based on our results we propose a design model for understanding the cognitive process implications for training architects.
keywords creativity, design process, mutational emergent shapes, design model
series CAAD Futures
email
last changed 2005/05/05 07:06

_id caadria2005_b_3c_d
id caadria2005_b_3c_d
authors Jaeho Ryu, Naoki Hashimoto,, Makoto Sato
year 2005
title Study on Factors of Distance Estimation at Architectural Presentation Tool in Immersive Virtual Environments
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. 116-122
doi https://doi.org/10.52842/conf.caadria.2005.116
summary The VR technology has been used as the application of architectural presentation tool in the field of industry. The high immersion and intuitive visual information are the great merits of design evaluation when we are using the virtual environments. But the distortion of distance perception in VR is a problem when the accuracy of distance presentation is required to evaluate the preliminary design concept precisely. In this paper, we have carried out some experiments about distance estimation in the immersive virtual environments to verity the factors and their influence. First, we verify the difference of distance estimation in the real and the virtual hallway. The result showed that subjects underestimate the walked distance in the condition of virtual hallway. At the next experiment about the influence of image-resolution, we have figured out the resolution has affected on the distance estimation in the virtual environments.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2005_427
id 2005_427
authors Jakovich, Joanne and Beilharz, Kirsty
year 2005
title Multimodal Spatial Emergence in the Design of Sensate Spaces
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 427-432
doi https://doi.org/10.52842/conf.ecaade.2005.427
summary Design of reactive, intelligent and sensate spaces is a form of spatial design that demands creating thinking in terms of non-permanent, non-tactile and sometimes non-visual media. This implies spatial conceptualization using sensory modalities that are ordinarily of secondary importance to vision in design, such as proprioception and hearing. This paper explores these alternative modalities for both spatial perception and spatial expression with a view to developing innovative interfaces for spatial design. Computer games and installation art environments are analyzed for use of alternative spatial immersion techniques. This informs a physical spatial interaction environment. Motion-capture input and digital auditory output provide real-time, intuitive feedback to the user. Useful interaction strategies are acquired that can be used in a non-intrusive manner in sensate spaces for communal, commercial, or public contexts.
keywords Spatial Emergence; Multimodal Perception; Computer Games; Installation Art; Auditory Feedback
series eCAADe
email
last changed 2022/06/07 07:52

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