CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id acadia07_174
id acadia07_174
authors Bontemps, Arnaud; Potvin, André; Demers, Claude
year 2007
title The Dynamics of Physical Ambiences
doi https://doi.org/10.52842/conf.acadia.2007.174
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 174-181
summary This research proposes to support the reading of physical ambiences by the development of a representational technique which compiles, in a numerical interface, two types of data: sensory and filmic. These data are recorded through the use of a portable array equipped with sensors (Potvin 1997, 2002, 2004) as well as the acquisition of Video information of the moving environment. The compilation of information is carried out through a multi-media approach, by means of a program converting the environmental data into dynamic diagrams, as well as the creation of an interactive interface allowing a possible diffusion on the Web. This technique, named APMAP/Video, makes it possible to read out simultaneously spatial and environmental diversity. It is demonstrated through surveys taken at various seasons and time of the day at the new Caisse de dépôt et de placement headquarters in Montreal which is also the corpus for a SSHRC (Social Sciences and Humanities Research Council) research grant on Environmental Adaptability in Architecture (Potvin et al. 2003-2007). This case study shows that the technique can prove of great relevance for POEs (Post Occupancy Evaluation) as well as for assistance in a new design project.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2007_af15
id sigradi2007_af15
authors Herrera Polo, Pablo C.
year 2007
title Computational Design Solutions in architectural education: The use of script language to design complex surfaces [Solución de problemas relacionados al diseño de superficies complejas: Experiencia de programación en la educación del arquitecto]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 97-101
summary In this paper, the author explains why architects who know how to use scripts have an advantage over the ones who just know how to manipulate a specific software. The reason behind this affirmation is that knowing how to program frees the architect from the rules and language of the interactive software. To prove his point, the author organized two workshops where students at the school of architecture learned to use Rhinoscript. The students didn't create a new interface, but used an existing one. They adapted the program (Rhino) to a design problem they had formulated at the beginning of the workshop. Students could have also used MaxScript (3DS Max) and MelScript (Maya).
keywords Script language; Rhino; Architectural education; complex surfaces; Digital Design Fabrication Group
series SIGRADI
email
last changed 2016/03/10 09:53

_id cf2009_poster_43
id cf2009_poster_43
authors Oh, Yeonjoo; Ellen Yi-Luen Do, Mark D Gross, and Suguru Ishizaki
year 2009
title Delivery Types And Communication Modalities In The Flat-Pack Furniture Design Critic
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary A computer-based design critiquing system analyzes a proposed solution and offers critiques (Robbins 1998). Critiques help designers identify problems as well as opportunities to improve their designs. Compared with human critics, today’s computer-based critiquing systems deliver feedback in quite restricted manner. Most systems provide only negative evaluations in text; whereas studio teachers critique by interpreting the student’s design, introducing new ideas, demonstrating and giving examples, and offering evaluations (Bailey 2004; Uluoglu 2000) using speech, writing, and drawing to communicate (Anthony 1991; Schön 1983). This article presents a computer-based critiquing system, Flat-pack Furniture Design Critic (FFDC). This system supports multiple delivery types and modalities, adapting the typical system architecture of constraint-based intelligent tutors (Mitrovic et al. 2007).
keywords Critiquing system, design critiquing
series CAAD Futures
type poster
email
last changed 2009/07/08 22:12

_id ascaad2007_035
id ascaad2007_035
authors Al-Ali, A.I.
year 2007
title Readiness for the Use of Technology for effective learning via the vds: Case of the United Arab Emirates
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 439-456
summary Review of the literature indicated that today’s knowledge-driven economy demands a workforce equipped with complex skills and attitudes such as problem solving, meta-cognitive skills, critical thinking and lifelong learning. Such skills can be acquired if learning and teaching are guided by the constructivist and cognitive learning theories. In particular, the constructivist approach emphasises effective learning processes based on learning by doing and collaboration. This approach is congruent with use of technologies, such as Virtual Design Studio (VDS), for the purpose of architecture education in design courses, but such use is lacking in the United Arab Emirates (UAE). It is thus important to assess the extent to which the constructivist and cognitive theories are implemented in teaching design courses in the Architecture schools of the UAE. It is also important to assess the effectiveness of employing technology in general and VDS in particular in implementing these theories. The author intends to study the relationship between effective learning on one hand and using VDS in implementing the constructivist and cognitive approaches on the other hand. Thus, the author conducted a preliminary study to gain a basic understanding of the difficulties, approaches, attitudes, perceptions, and motivation related to the learning of design in architecture schools in the UAE. Second, the investigation was designed to assess the extent to which the students would be interested in the use of sophisticated technology in the teaching and learning environment in the UAE architecture education schools in order to achieve effective learning. The study has been conducted in the United Arab Emirates University (UAEU). Methodology used for this was the focus group method. In addition to the focus group interviews with the UAEU students, unstructured individual interviews with lecturers from UAEU and the American University of Sharjah (AUS) have been carried out. Data analysis showed that students were not satisfied with the current teaching methods based on traditional lectures. It was concluded that students were ready to practice effective learning of design via the intermarriage of VDS and the constructivist and cognitive approaches. An ambiguity that remained was whether students were ready for assessment methods which are consistent with the constructivist approach.
series ASCAAD
email
last changed 2008/01/21 22:00

_id sigradi2007_af541
id sigradi2007_af541
authors Al-Attili, Aghlab; Rosa María Mendoza Robles
year 2007
title Digitizing Heritage or reconstructing Imagination [Digitalizando la herencia o reconstruyendo la imaginación]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 48-53
summary To advance the theme of digital conservation of heritage and tie it to museums, we report on two case studies of digitising archaeological sites; the first is the remains of a typical Scottish Crannog typical of the sixth-century BC., and the second is a UNESCO protected site in the Middle East (the desert castle of Qusayr Amra, Jordan), which dates back to early 8th century. Then we relate both to our investigation into embodiment, interaction and metaphor in virtual environments.
keywords Virtual Environments; Embodiment; Representation; Interaction; Heritage
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2007_301
id caadria2007_301
authors Barrow, Larry; Shaima Al Arayedh
year 2007
title Emerging Technololgy – Dilemma and Opportunities in Housing
doi https://doi.org/10.52842/conf.caadria.2007.x.d7c
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Digital Technology has transformed industrial manufacturing and production; and an array of Industrial Design products provide increasing comfort and benefit to millions of global citizens via ergonomic and mass production/customization strategies. Yet, housing needs of a rapidly growing global population are rarely affected by digital technology. Shifts in societal demographics, from rural to urban city centres, and concurrently Global Warming and ecological changes are exacerbating the world housing situation. Millions are homeless, live in inadequate shelter, or as in the US Manufactured Housing (MH) market, live in nondurable poor quality “manufactured” houses that are detrimental to health, at best, or during extreme weather events, suffer catastrophic damages often resulting in death to occupants. Nevertheless, housing concepts and related living units have benefited very little when compared to architecture’s related manufacturing industries counter-parts (i.e. automotive, aerospace, marine industries, etc). While Technology has vividly expanded the shape language of architecture (i.e. Free-Form-Design), some may argue that Free-Form- Design buildings generally have beauty that is only “skin deep” and typically focus on providing signature statements for both the designer and elite clientele. In this paper, we will briefly review the role of the architect in the US Manufactured Housing industry; additionally, we will identify the major problems that plaque the US Manufactured Housing Industry. Further, we will review how architects and Industrial Designers use technology in their respective fields and draw larger designmanufacture principals for issues of global housing. Our findings and analysis suggest that an Industrial Design approach, applied in architecture for mass housing, offers a means of improving the architect’s role and technology in manufactured housing for the masses.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2008_055
id ecaade2008_055
authors Beirão, José; Duarte, José; Stouffs, Rudi
year 2008
title Structuring a Generative Model for Urban Design: Linking GIS to Shape Grammars
doi https://doi.org/10.52842/conf.ecaade.2008.929
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 929-938
summary Urban Design processes need to adopt flexible and adaptive procedures to respond to the evolving demands of the contemporary city. To support such dynamic processes, a specific design methodology and a supporting tool are needed. This design methodology considers the development of a design system rather than a single design solution. It is based on patterns and shape grammars. The idea is to link the descriptions of each pattern to specific shape rules inducing the generation of formal solutions that satisfy the pattern. The methodology explores, from the urban designer point of view, the capacity of a shape grammar to codify and generate urban form (Duarte et al, 2007). This paper defines the ontology of urban entities to build on a GIS platform the topology describing the various components of the city structure. By choosing different sets of patterns the designer defines his vision for a specific context. The patterns are explicated into shape rules that encode the designer’s interpretation of the pattern, and operate on this ontology of urban entities generating solutions that satisfy the pattern’s concept. Some examples of the topological relations are shown.
keywords Patterns, shape grammars, ontology, generative urban design
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2007_af03
id sigradi2007_af03
authors Bernal, Marcelo; Paul Taylor
year 2007
title Conocimientos locales [Local Know How]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 285-289
summary The main objective of this work developed at the Architecture Department of Universidad Técnica Federico Santa Maria, was develop and design tectonic systems from inquiring how laws that rule matter can inform and integrate a digital modeling process, elaborating modeling routines that express heterogeneity of matter and develop the potential of local fabrication process. This study combines digital modeling and very simple handcrafting techniques, based on simple rules and material properties.
keywords Digital; tectonics; parametric; modeling; material
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative 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. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 caadria2007_659
id caadria2007_659
authors Chen, Zi-Ru
year 2007
title The Combination of Design Media and Design Creativity _ Conventional and Digital Media
doi https://doi.org/10.52842/conf.caadria.2007.x.w5x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Creativity is always interested in many fields, in particular, creativity and design creativity have many interpretations (Boden, 1991; Gero and Maher, 1992, 1993; Kim, 1990; Sternberg, 1988; Weisberg, 1986). In early conceptual design process, designers used large number of sketches and drawings (Purcell and Gero, 1998). The sketch can inspire the designer to increase the creativity of the designer’s creations(Schenk, 1991; Goldschmidt, 1994; Suwa and Tversky, 1997). The freehand sketches by conventional media have been believed to play important roles in processes of the creative design thinking(Goldschmidt, 1991; Schon and Wiggins, 1992; Goel, 1995; Suwa et al., 2000; Verstijnen et al., 1998; Elsas van and Vergeest, 1998). Recently, there are many researches on inspiration of the design creativity by digital media(Liu, 2001; Sasada, 1999). The digital media have been used to apply the creative activities and that caused the occurrenssce of unexpected discovery in early design processes(Gero and Maher, 1993; Mitchell, 1993; Schmitt, 1994; Gero, 1996, 2000; Coyne and Subrahmanian, 1993; Boden, 1998; Huang, 2001; Chen, 2001; Manolya et al. 1998; Verstijinen et al., 1998; Lynn, 2001). In addition, there are many applications by combination of conventional and digital media in the sketches conceptual process. However, previous works only discussed that the individual media were related to the design creativity. The cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_076
id ecaade2007_076
authors Coates, Paul S.; Derix, Cristian
year 2007
title Parsimonious Models of Urban Space
doi https://doi.org/10.52842/conf.ecaade.2007.335
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 335-342
summary This paper sets out an approach to urban modelling derived from early work with cellular automata and agglomeration models. In these cases the models are an example of distributed representation, where the rules built in to the model are replicated in all the discrete components of the model be they cells or agents. This is the classic AI. / AL paradigm of emergent systems. The paper describes the main structure of the models, and presents examples of the use of this modelling process in design education, pointing out the way dynamic models allow mapping on to interesting speculations about the dynamic of the city, and its social systems. The paper ends with a report on the use of such models as a design decision support system and how they will be used in planned work in master planning in the London Thames gateway area under the UK govt. sustainable communities initiative.
keywords Urban modeling, space syntax, agent based modeling, cellular automata
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2019_663
id caadria2019_663
authors Gaudilliere, Nadja
year 2019
title Towards an History of Computational Tools in Automated Architectural Design - The Seroussi Pavilion Competition as a Case Study
doi https://doi.org/10.52842/conf.caadria.2019.2.581
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 581-590
summary The present research proposes a method to analyse computational tools at the architect's disposal and the potential technical bias they induce in architectural design. Six case studies will be used as a demonstration of the method's ability to highlight those biases and how architects and designers manipulate those tools to translate their architectural expertise into algorithmic design. Those case studies are the six answers to the Seroussi Pavilion competition, organized in 2007 by Natalie Seroussi, a Parisian gallery owner. Having a keen interest into computational design, she invited six architectural practices specializing in this field. As the six case studies answer the same design brief, it represents a particularly suitable opportunity to analyse the intricate relationship between architectural constraints, their translation into computational data and instructions and the programming tools used to do so. Through the analysis of four different aspects of the project - algorithmic tools/method, computational set-up, organizational chart and architectural design - several issues of the computational turn in architecture are discussed.
keywords digital heritage; computational design tools; architectural constraints; programming-based spatial design; Seroussi pavilion competition
series CAADRIA
email
last changed 2022/06/07 07:51

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id ascaad2007_021
id ascaad2007_021
authors Grasl, T. and C. Kühn
year 2007
title Situated spatial awareness: Experimenting with spatial concepts for agents
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 253-260
summary The target of the project is to explore spatial awareness in situated agents. The concepts are tested with exhibition layout as use case and subsumption architecture as cognitive model. The agents in the implementation control the location and orientation of exhibits in a collaborative environment. The paper describes the implementation details and discusses the outcome.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2009_016
id caadria2009_016
authors Hemsath, Timothy L. ; Ronald Bonnstetter, Leen-Kiat Soh and Robert Williams
year 2009
title Digital CADCAM Pedagogy
doi https://doi.org/10.52842/conf.caadria.2009.277
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 277-284
summary Prototype manufacturing as an educational tool has been very successful at the college level in architecture and engineering design. This paper discusses an innovative inquiry-based learning approach rather than the problem-based learning models commonly utilized by other similar programs. For example, several research-funded technology projects (e.g., Cappelleri et al. 2007) look at involving students in problembased learning exercises (e.g., building robots); however, these exercises (while providing valuable experiences) have predetermined outcomes ingrained by the teachers, the project structure, and the components used to construct the devices. Therefore, inquisitive and creative problem solving is limited to the “kit-of-parts” in their approach to solving the problem. The inquiry-based CADCAM pedagogy model is more concerned with the process of solving a problem through the vehicle of prototyping than with the specificity of the design project itself. This approach has great potential. First, the need to solve the problem drives learning on multiple levels, integrating interdisciplinary ideas into the problem and solution. Second, the problem interlocks disciplines through inquiry knowledge building in team exercises. Finally, it encourages diversity and flexibility by allowing students to look at problems from multiples perspectives and points of view.
keywords Inquiry-based education: CAD; CAM; pedagogy
series CAADRIA
email
last changed 2022/06/07 07:49

_id acadia08_458
id acadia08_458
authors Hemsath, Timothy; Robert Williams; Ronald Bonnstetter; Leen-Kiat Soh
year 2008
title Digital CADCAM Pedagogy Model: Intelligent Inquiry Education
doi https://doi.org/10.52842/conf.acadia.2008.458
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 458-463
summary Prototype manufacturing as an educational tool has been very successful at the college level in architecture and engineering design. This paper discusses an innovative inquiry-based learning approach rather than the problem-based learning models commonly utilized by other similar programs. For example, several research-funded technology projects (e.g., Cappelleri et al. 2007) look at involving students in problem-based learning exercises (e.g., building robots); however, these exercises (while providing valuable experiences) have predetermined outcomes ingrained by the teachers, the project structure, and the components used to construct the devices. Therefore, inquisitive and creative problem solving is limited to the “kit-of-parts” in their approach to solving the problem. The inquiry-based CADCAM pedagogy model is more concerned with the process of solving a problem through the vehicle of prototyping than with the specificity of the design project itself. This approach has great potential. First, the need to solve the problem drives learning on multiple levels, integrating interdisciplinary ideas into the problem and solution. Second, the problem interlocks disciplines through inquiry knowledge building in team exercises. Finally, it encourages diversity and flexibility by allowing students to look at problems from multiples perspectives and points of view.
keywords CAD; Education; Evaluation; Pedagogy; Rapid Prototyping
series ACADIA
last changed 2022/06/07 07:49

_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 ascaad2007_054
id ascaad2007_054
authors Jaskiewicz, T.
year 2007
title Process-driven architecture: Design techniques and methods
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 683-696
summary This paper explores the notion of process-driven architecture and, as a consequence, application of complex systems in the newly defined area of digital process-driven architectural design in order to formulate a suitable design method. Protospace software environment and SwarmCAD software application are introduced and physical, real scale prototypes of architectural installations illustrate the new approach to creating architecture.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_107
id caadria2007_107
authors Ji, Peng
year 2007
title From Traditional Graphic of Architecture to Digital Graphic of Architecture
doi https://doi.org/10.52842/conf.caadria.2007.x.g9d
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary In Southeast University (SEU), the traditional instruction has been used in the course of Graphic of Architecture for more than 20 years. Today, the traditional instruction can’t reach the curriculum requirements completely. So it is very important to realize the necessity of the network instruction of Graphic of Architecture by using the multimedia and network technology in the digital age. Actually, Graphic of Architecture network instruction is a research item in the School of Architecture in SEU. This paper is intended to discuss the course from traditional Graphic of Architecture to the courseware, then to the e-classroom. So the point of the paper is how to use homepage manufacture software and cartography software to exploit the multimedia courseware and set up a e-classroom for the course of Graphic of Architecture.
series CAADRIA
last changed 2022/06/07 07:50

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