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 caadria2007_561
id caadria2007_561
authors Wang, Xiangyu
year 2007
title Agent-based Augmented Reality System for Urban Design: Framework and Experimentation
doi https://doi.org/10.52842/conf.caadria.2007.x.m0v
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Urban design is traditionally regarded as a highly collaborative activity and its costly nature dictates that errors and oversights could easily induce budget overflow and time waste. Augmented Reality (AR) technology, the addition of virtual entities into the real world view, once complemented by the versatile nature of embodied intelligent agents, is envisaged to be promising for supporting design assessment and collaboration within design team. The paper presents a visualization and simulation framework for an intelligent agent-based AR system, called Augmented Reality-based Urban Designer (ARUDesigner), which could allow designers to assess virtual urban designs in a real and familiar workspace. The paper also presents the initial prototype of ARUDesigner and the experimental evaluation results from a pilot study.
series CAADRIA
email
last changed 2022/06/07 07:50

_id cf2007_017
id cf2007_017
authors Wang, Xiangyu
year 2007
title Mutually Augmented Virtual Environments for Architectural Design and Collaboration
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. 17-29
summary Augmented Reality (AR) augments real environment by means of virtual objects and Augmented Virtuality (AV) augments virtual environment with the insertion of real entities. Current AR and AV systems exist independently. This paper proposes a novel concept – Mutual Augmentation (MA) where AR and AV co-exist to form a seamlessly integrated mega-space by sharing certain real/virtual entity. This paper presents a systematic framework of exploring MA for supporting collaboration, communication, and coordination in architectural design beyond traditional single real/virtual space. It also opens up a key direction for future research into Collaborative Virtual Environments, AR and AV.
series CAAD Futures
type normal paper
email
last changed 2007/07/06 12:47

_id caadria2007_029
id caadria2007_029
authors Abdelmohsen, Sherif; Ellen Yi-Luen Do
year 2007
title TangiCAD: Tangible Interface for Manipulating Architectural 3D Models
doi https://doi.org/10.52842/conf.caadria.2007.x.x8o
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This paper presents an interface for interacting with tangible objects to produce and edit architectural 3D models, called TangiCAD. TangiCAD is a tangible/virtual construction kit which allows architects to manipulate virtual models using easy hand control of tangible cubes, as an alternative interface for 3D modeling. It consists of a set of tangible cubes representing architectural elements, such as walls, columns, slabs,…etc., in addition to some editing operations. With more developed versions, the paper argues that architects could use tangible interfaces to carry out 3D modeling in an intuitive way, using their "flip-the-box" hands-on movement.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_283
id caadria2007_283
authors Ambrose, Michael A.
year 2007
title BIM and Integrated Practice as Provocateurs of Design Education
doi https://doi.org/10.52842/conf.caadria.2007.x.l3j
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Building Information Modeling (BIM) obfuscates the role of composition, scale and abstraction by displacing the primacy of abstract conventions of representation with a methodology based on simulation. BIM subverts, while simultaneously clarifying, the holistic relationships of the parts to the whole in the architectural design of form and space. Architectural design education has great opportunity and risk in how it comes to terms with re-conceptualizing design education pedagogy as the profession struggles to redefine the media and methods of architectural deliverables in the age of BIM. The paper examines the foundation issues proposed by Integrated Practice. The paper questions how BIM and modeled simulation of architectural assemblage might transcend current definitions of convention in design and construction representation. This paper explores how the academy might prepare students of architecture for a digital practice that focuses on the virtual building model and database management. BIM and Integrated Practice viewed as provocateurs of design education provide great potential for critical analysis of how architectural design is taught. The associated pedagogies are transforming the way in which architectural education engages issues of design and representation and creates opportunities to question the roles and rules of traditional conventions. The paper seeks to engage issues of design specificity and ambiguity related to the assets and liabilities of digital modeling as the primary means of design and representation that BIM represents.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_677
id caadria2007_677
authors Anbusivan, R.
year 2007
title Automation of Passive Solar Design System
doi https://doi.org/10.52842/conf.caadria.2007.x.l5x
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This research, focus on the automation of passive solar design system using computational method. The quantitative nature of passive solar design system makes the automation possible. The automation is done in stages, because implementing the passive solar design system is not an isolated process, but intertwined with the overall design process. The first phase of automation concentrates in conceptual stage, to avoid major deviations in later stages of the design. The conceptual stage use Eco-grammar (A preset Design guidelines for corresponding climate) and user inputs for initial form generation. The second stage of automation is done after the user finalize the model with respect to its position rotation and arrangements. In this stage manipulation of vertex, edges and faces of the forms were manipulated using genetic algorithm. The value of mutation or crossover done in genetic algorithm is suggested by knowledge engine (preloaded design knowledge). Until the form obtains or reach closer to the desired values of performance the loop between analysis and mutation, crossover will be continued. On the basis of analysis result further manipulations may change from the previous which is guided by the knowledge engine.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_611
id caadria2007_611
authors Arpornwicharnop, Kittisak; Pinyo Jinuntuya and Pizzanu Kanongchaiyos
year 2007
title Simulation Software Development for Urban Landscape Possibility Analysis
doi https://doi.org/10.52842/conf.caadria.2007.x.u9u
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This research paper proposes a simulation software development for possibility analysis of urban landscape development project. Normally, analysis of land potentiality and feasibility study for investment are necessary pre-processed for supporting urban planning, developing and architectural designing. However, most available tools are usually tailor made for each process individually, causing difficulties in information interchange between each processes. In this research, we propose a policy making support system for urban planning project development providing several functions such as testing land use and its physical character which are important to urban expansion and architectural design based on impact analysis of urban comprehensive plan. The proposed integrated system consists of a topological analysis module, constraint checking module and geographical information processing module. First, Geographical information stored in 3D graphic file format is converted to object-oriented data model and stored in a database. With several constraint and regulations, the stored information is then checked in the landscape topological analysis module. In evaluation process, the developed software is tested with geographical information of Bangkok area under constraints and regulations of Building Control Act of Thailand. While controlling building properties, the software can model the buildings and generate urban physical character. The result is then checked by several urban landscape planning experts. Experimental result shows that proposed system provides flexibility in information interchanging with constraints and regulations updating without system reconfiguration. The system also provides internet accessing for public participation in the process of making urban comprehensive plan.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:50

_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 caadria2007_391
id caadria2007_391
authors Biloria, Nimish
year 2007
title Adaptive Corporate Environments
doi https://doi.org/10.52842/conf.caadria.2007.x.d7a
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary The research paper illustrates an attempt to envision computation aided architectural responsiveness (spatial and informational) towards contemporary forms of corporate organizations. Architectural substantiations for such corporate bodies embodying dynamic business eco-systems tend to be rather inert in essence and deem to remain closed systemic entities, adhering to a rather static spatial program in accordance with which they were initially conceptualized. Architectural renditions supporting such emergent forms of organizations hence need to be re-thought: a need to break apart from the inherent closed system typology of architectural materiality needs to be visualized. The research paper, addresses such issues by specifically focusing upon developing intelligent reconfigurable spaces (in accordance with customized activity oriented spatial preferences of its occupants) and an interactive user interface as a front end of the system (for inputting preferences and 3d space visualization purposes). A space cluster, completely user centric, equally dynamic, and flexible, as compared to the dynamic activities which the space sustains is thus developed. The papers content is explicitly based on the output of the authors PhD research work conducted at the TU Delft, Netherlands.
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2007_af87
id sigradi2007_af87
authors Borda Almeida da Silva, Adriane Borda; Janice de Freitas Pires; Elisabeth da Rosa Conill; Neusa Rodrigues Félix
year 2007
title Technological language x scientific language: Structuring educational speeches for the area of digital graphics [Lenguaje tecnológico vs. lenguaje científico: Estructurando discursos educacionales para la gráfica digital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 141-145
summary This work looks to contribute to the structuring of educational speeches able to promote the use of the virtual space like laboratory for the simulation of the phenomenon of interaction between light and matter in different levels of similarity with the reality. The computer resources available for that present a technological specific language, mixing proceedings heuristics and physical. This demands of the students a detailed control of parameters, which need to be recognized and associated to the scientific knowledge. You being adopted “concept maps”, like strategy of attendance of processes of teaching / apprenticeship, these associations are set out, supplying sufficient elements to prepare, to revise and to enlarge the speeches open to question.
keywords Concept Maps; Structures of Knowledge; Educational Speeches; Digital Graphics
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2007_174
id ecaade2007_174
authors Carrara, Gianfranco; Fioravanti, Antonio
year 2007
title X-House – A Game to Improve Collaboration in Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2007.141
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 141-149
summary The current research we are conducting refers to a general model of architectural design. The complexity of the present-day design process is such that new ICT tools are required to consciously and appropriately govern the design choices. In particular, the tools that involve the early phases of the design process, when the choices crucial to the entire building process are made. In this perspective we are developing, together with a general model of architectural design based on Collaborative Design (CD), a simplified version of it – the _-House game – that can be used to help university students appreciate the complexity of doing architecture and building. This “simplified version” of the general model is therefore a useful ‘design training tool’ in the case of complex problems that can be solved by means of iterations, trade-offs, creativity, and group work; and at the same time makes it possible to highlight, define and link relatively little known aspects of design, such as scheduling, relations among operators, decision-making mechanisms, and process and design priorities.
keywords Collaborative design, game, research and education, web based design
series eCAADe
type normal paper
email
last changed 2022/06/07 07:55

_id caadria2007_451
id caadria2007_451
authors Chan, Chiu-Shui
year 2007
title Evaluating the Cognition in a Work Space Virtually
doi https://doi.org/10.52842/conf.caadria.2007.x.v8d
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 any built environment, there exist certain subtle stimuli that affect the occupants’ cognitive processes and performance. This research intends to identify: (1) what environmental stimuli an office building would generate that could affect the habitants’ cognitive ability, and (2) how the habitants react to these stimuli. The goals of the study are to develop a new method for using immersive virtual reality to represent a built environment for simulating environmental impact, and to discover factors that could influence habitants’ cognitive performance in a space. It is expected that the discoveries could advance the application of virtual reality to study human cognition in architecture.
series CAADRIA
email
last changed 2022/06/07 07:50

_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_687
id caadria2007_687
authors Chen, Liang
year 2007
title Constructing Structural Shape Grammars
doi https://doi.org/10.52842/conf.caadria.2007.x.a9l
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Shape grammar has been shown to be a frame of work applicable to design issues in various fields. Almost all published grammars work only on the bottom level of shape replacement, however in practice, when using grammars to generate designs, the designer may work on different levels of abstractions, concerning about the hierarchy of the design as well. This suggests that, to make the generating process more coherent, the grammar itself need be able to work on different levels, too. This paper introduces the research work that aims at proposing a set of guidelines for writing shape grammar with which the designer could write structured shape grammars that will be easily automated for generating designs.
series CAADRIA
email
last changed 2022/06/07 07:50

_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 caadria2007_013
id caadria2007_013
authors Cheng, Yuan-Bang; Teng-Wen Chang
year 2007
title Solving Design Puzzle with Physical Interaction – A Collage Table Implementation
doi https://doi.org/10.52842/conf.caadria.2007.x.o6o
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Design process can be treated as a puzzle exploration process. With puzzle exploration as the interactive metaphor and mechanism, design collage reframes the design visual information as an interactive puzzle-solving game. Based on the design puzzle researches, this paper adapts an intuitive interface approach - physical interaction. A system using multi-touch technology (FTIR) called Collage Table has been implemented as the device to combine a design collage game with the physical interaction. The mechanism for invoking the search is developed and elaborated, and the implementation (both in software and hardware) and possible interaction are also documented in this paper.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_273
id caadria2007_273
authors Chitchian, Davood; H.C. Bekkering
year 2007
title Sustaining Design Decision Makers in the AEC industry
doi https://doi.org/10.52842/conf.caadria.2007.x.w3a
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Today’s typical decision making problem such as strategic planning, portfolio analysis, resource allocation and human resource management involves a variety of tangible and intangible strategic goals, conflicting constraints, dozens or hundreds of alternative initiatives to be pursued, and limited resources. A decision maker cannot meaningfully combine all of this information to make right decisions. To sustain decision makers in the Architecture, Engineering and Construction (AEC) industry, this paper proposes a tool to transfers a complex problem into a concept of hierarchical structure consisting of goal and its criteria and sub-criteria. Irrespective of the applied domains, this tool provides a flexible means for tackling the complex decision making process. It embeds a mathematical model for prioritization and decision making which is based on the Analytical Hierarchy Process (AHP).
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_069
id caadria2007_069
authors Chiu, Hao-Hsiu
year 2007
title Telepinup System: Supporting Dynamic Remote Interaction in Design Reviews
doi https://doi.org/10.52842/conf.caadria.2007.x.u1d
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This paper addresses a pilot study in proposing a series of interface design solutions as integrated parts of a virtual communication space prototype: Telepinup System, which intends to enhance dynamic and seamless experiences for distributed architectural design discussions through digital interaction. Aiming to support graphic-centered, nonlinear, and contextual way of visualverbal communication suitable for design discussion, the prototype tool is developed to demonstrate various interface solutions and to be evaluated within the actual use contexts in two user experiments for its efficiency and effectiveness of underlying design criteria and proposed solutions. Interaction patterns during the experiments are recorded in the database and immediately visualized at the end of each test for participants to give instant feedback and for later analysis. The initial result shows that the collaboration between some critical interface solutions helps seamlessly synchronize graphical, verbal and social information exchange.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_021
id caadria2007_021
authors Chiu, Mao-Lin; Guan-Cheng Lee
year 2007
title Spatial Cypin: Smart Interface Design for Context Awareness and Event Reminding
doi https://doi.org/10.52842/conf.caadria.2007.x.c6j
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary The emergence of ubiquitous computing and smart technologies become the impetus for novel spatial design in the information era. Smart living interface becomes important for usercentric spatial design. This paper depicts the research framework and demonstrates the design concept “Spatial Cypin” as a metaphor of smart living interface in a ubiquitous computing environment that reminds users of events. “Mind Garden” is created as a test-bed for representing the memory landscape. The prototype and findings are reported.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_657
id caadria2007_657
authors Chotsiri, Sirin; Siwarak Suwannasan, Wipaporn Lamool and Monchai Bunyavipakul
year 2007
title The Development of E-Groupware in the Collaborative Work of Architectural Design
doi https://doi.org/10.52842/conf.caadria.2007.x.u1h
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary The emergence of the computer networking, especially the internet has been a very useful tool for the construction industry. The AEC (AEC: Architectural, Engineering and Construction) has adopted the computer technology to the collaboration design work (CSCW: Computer Support Collaborative Work). It used to be that people work together in the real physical space like an office or design studio but now in the virtual design place. This is to accommodate the work that is being done among the designers or construction teams that are far apart. Through Web Application these people can work together from different location.
series CAADRIA
last changed 2022/06/07 07:50

_id caadria2007_689
id caadria2007_689
authors Chung, Daniel Hii Jun
year 2007
title Best Practice for Achieving Real-Time Virtual Reality Architectural Visualization
doi https://doi.org/10.52842/conf.caadria.2007.x.i4m
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Real-time rendering is the most fundamental aspect of the virtual reality technology, which is always, a balance between hardware advancement and efficient software algorithm upgrades on the one hand and the demands of the quality output on the other. As architects who utilize this technology, what we can do as users is to optimize the parameters we can control in the files we input to run the simulation. Thus the identification of the few variables we can control to prevent a lagging performance or ghosting which is no longer realtime. The frame rate above all is the measurement to determine whether a simulation is real-time or not. The research aim is to identify the biggest contributing factors among the few identified. The intention is to save time and effort by optimizing the selected factors in projects so that we do not have to optimize all of them. The workflow will also be a lot faster and projects can be done efficiently. The final part is to run satisfaction tests among users to evaluate those biggest contributing factors and the qualities acceptable by users. This is to eliminate the added processing power needed to run bigger files if they do not contribute much to improved quality.
series CAADRIA
email
last changed 2022/06/07 07:50

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