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 ijac201614301
id ijac201614301
authors Zarzycki, Andrzej
year 2016
title Epic video games: Narrative spaces and engaged lives
source International Journal of Architectural Computing vol. 14 - no. 3, 201-211
summary Contemporary video games such as Mass Effect or Assassin’s Creed are emerging as a new form of media departing from traditional games purely seen as problem-solving exercises. They represent a new creative direction enjoyed by a broader audience, similar to those of TV and cinema. At the same time, they are significantly different from TV and cinema, since they place the user at the center of interactions, allowing content creation and forming strong emotional bonds. This article discusses the role of narratives in these new epic games as the main driver behind their social appeal and commercial success. It also poses a number of questions in the context of architecture and the possible fusion of both architecture and narrative.
keywords Video games, narratives, storytelling, interactive media
series journal
last changed 2016/10/05 08:21

_id caadria2022_297
id caadria2022_297
authors Zhou, Margaret Z., Chen, Shi Yu and Garcia del Castillo y Lopez, Jose Luis
year 2022
title Elemental Motion in Spatial Interaction (EMSI): A Framework for Understanding Space through Movement and Computer Vision
doi https://doi.org/10.52842/conf.caadria.2022.1.505
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 505-514
summary Spatial analysis and evaluation are becoming increasingly common as new technologies enable users, designers, and researchers to study spatial motion patterns without relying on manual notations for observations. While ideas related to motion and space have been studied in other fields such as industrial engineering, choreography, and computer science, the understanding of efficiency and quality in architectural spaces through motion has not been widely explored. This research applies techniques in computer vision to analyse human body motion in architectural spaces as a measure of experience and engagement. A taxonomy framework is proposed to categorize human motion components relevant to spatial interactions, for analysis through computer vision. A technical case study developed upon a machine-learning-aided model is used to test a selection of the proposed framework within domestic kitchen environments. This contribution adds further perspective to wider research explorations in the quality, inclusivity, engagement, and efficiency of architectural spaces through computer-aided tools.
keywords Pose Estimation, Spatial Evaluation, Architectural Usability, Motion Studies, Computer Vision, SDG 3, SDG 9
series CAADRIA
email
last changed 2022/07/22 07:34

_id eaea2009_zierold
id eaea2009_zierold
authors Zierold, Sabine
year 2011
title History of Visualization in Order to Communicate in Space
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 15-24
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id sigradi2005_664
id sigradi2005_664
authors Zupekan, André
year 2005
title Architectural representation and new media
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 664-666
summary This work has the objective of utilizing as a way of representation of architetonic projects, the interactive multimedia, that inserts in it’s universe ways of static and moviments expressions , images, animations, musics, videos, present elements in the experiencie of space, what facilitates the compreension of the object. More than knowning the multimedia tools, as a project is represented, you must fully study it, recognize its principal characteristics and how to treat them in a way that the spectator experiences it, as a room or as a town. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 10:03

_id ijac202220210
id ijac202220210
authors ªahbaz, Eray
year 2022
title SimYA: A virtual reality–based construction studio simulator
source International Journal of Architectural Computing 2022, Vol. 20 - no. 2, pp. 334–345
summary In architectural education, generally experience is the most permanent way to learn professional skills. However, perhaps as a result of modern education, it is not possible to learn everything about the building by experience. SimYA project aims to help the development of a new generation construction studio based on learning by doing and experiencing in architectural education by using virtual reality (VR) technologies. Within the scope of the project, an interactive VR-based computer simulation (SimYA) developed to demonstrate basic construction elements such as foundations, walls, and roofs. The effectiveness of the SimYA against the traditional method has been tested with a scientific experiment. A total of 32 volunteer architecture students participated in the experiment. The participants were divided into two equal groups within the scope of the experiment. These groups were named as SimYA and control group in a way to be compatible with their related method. First, a pre-test was applied in order to evaluate the current knowledge of the groups. After that, the first group was taught with the VR supported SimYA program and the second group was taught with the traditional method. According to test results, the success rate of the SimYA group increased from 5.63% to 74.86%, and the success rate of the control group increased from 3.12% to 57.95%. These results indicate that the SimYA project has achieved the targeted success. It is thought that placing the building elements and materials in the virtual environment with student’s own hands and receiving visual and audio information from the interactive building elements are an important factor in this success
keywords Virtual reality, virtual reality–based learning, simulation, architecture, education, construction
series journal
last changed 2024/04/17 14:29

_id ijac202321408
id ijac202321408
authors Çiçek, Selen; Gozde Damla Turhan and Aybüke Taºer
year 2023
title Deterioration of pre-war and rehabilitation of post-war urbanscapes using generative adversarial networks
source International Journal of Architectural Computing 2023, Vol. 21 - no. 4, 695-711
summary The urban built environment of contemporary cities confronts a constant risk of deterioration due to natural or artificial reasons. Especially political aggression and war conflicts have significant destructive effects on architectural and cultural heritage buildings. The post-war urbanscapes demonstrate the striking effects of the armed conflicts during the hot war encounters. However, the residues of the urbanscapes become the actual indicators of damage and loss. Since today we can make future predictions using a variety of machine learning algorithms, it is possible to represent hybrid projections of urban heterotopias. In this context, this research proposes to explore dystopian post-war projections for modern cities based on their architectural styles and demonstrate the utopian scenarios of rehabilitation possibilities for the damaged urban built environment of post-war cities by using generative adversarial network (GAN) algorithms. Two primary datasets containing the post-war and pre-war building facades have been given as the input data for the CycleGAN and pix2pix GAN models. Thus, two different image-to-image GAN models have been compared regarding their ability to produce legible building facade projections in architectural features. Besides, the machine learning process results have been discussed in terms of cities’ utopian and dystopian future predictions, demonstrating the war conflicts’ immense effects on the built environment. Moreover, the immediate consequence of the destructive aggression on tangible and intangible architectural heritage would become visible to inhabitants and policymakers when the AI-generated rehabilitation potentials have been exposed.
keywords Post-war, urban rehabilitation, generative adversarial network, CycleGAN, pix2pix GAN, machine learning, artificial intelligence
series journal
last changed 2024/04/17 14:30

_id acadia19_000
id acadia19_000
year 2019
title ACADIA 19:UBIQUITY AND AUTONOMY
doi https://doi.org/10.52842/conf.acadia.2019
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) 702 p.
series ACADIA
last changed 2022/06/07 07:49

_id ddss2006-hb-467
id DDSS2006-HB-467
authors A. Fatah gen. Schieck, A. Penn, V. Kostakos, E. O'Neill, T. Kindberg, D. Stanton Fraser, and T. Jones
year 2006
title Design Tools for Pervasive Computing in Urban Environments
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 467-486
summary In this paper we report on ongoing research in which the implications of urban scale pervasive computing (always and everywhere present) are investigated for urban life and urban design in the heritage environment of the city of Bath. We explore a theoretical framework for understanding and designing pervasive systems as an integral part of the urban landscape. We develop a framework based on Hillier's Space Syntax theories and Kostakos' PSP framework which encompasses the analysis of space and spatial patterns, alongside the consideration of personal, social and public interaction spaces to capture the complex relationship between pervasive systems, urban space in general and the impact of the deployment of pervasive systems on people's relationships to heritage and to each other. We describe these methodological issues in detail before giving examples from early studies of the types of result we are beginning to find.
keywords Urban space, Pervasive systems, Urban computing, Space Syntax, Interaction space
series DDSS
last changed 2006/08/29 12:55

_id acadia23_v3_49
id acadia23_v3_49
authors A. Noel, Vernelle; Dortdivanlioglu, Hayri
year 2023
title Text-to-image generators: Semiotics, Semantics, Syntax, and Society
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary Text-to-image generators, such as Midjourney, DALL-E, and Stable Diffusion, are becoming increasingly popular. These generators, whose models are trained on large datasets of text-image pairs, often scraped from the web, take text prompts as input, and use them to generate images—text-to-image prompting. In this visual essay, we raise questions about the entanglement of semiotics, semantics, syntax, and society in these text-to-image generator tools. We are intrigued by how these technologies are “intrawoven” with social and cultural contexts. How are their constructions and presentations reconfigurations? How do, or might they, inform pedagogy, theory, methods, and our publics? To explore these questions, we entered six prompts related to the built environment in six different languages, eight months apart in Midjourney (“Midjourney” n.d.). The generated images (Figure 1), require that we ask deep questions of each image, in comparison with each other, across each group of four, and across time (eight months apart). We argue that text-to-image generators call for a rigorous exploration of semiotics, semantics, syntax, and the society, with implications for pedagogy, theory-building, methodologies, and public enlightenment. Furthermore, we assert that these tools can facilitate pertinent questions about the relationships between technology and society. This is just the beginning. For now, we have questions.
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id ecaade2014_021
id ecaade2014_021
authors Aant van der Zee, Bauke de Vries and Theo Salet
year 2014
title From rapid prototyping to automated manufacturing
doi https://doi.org/10.52842/conf.ecaade.2014.1.455
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 455-461
summary In this paper we present an outline of a newly started project to develop a tool which connects BIM to a manufacturing technique like 3D printing. First we will look some promising manufacturing techniques. We will design a small dwelling and export it into a BIM, from which we will extract our data to generate the path the nozzle has to follow. The chosen path is constrained by the material properties, the design and speed of the nozzle. To validate the system we develop a small VR tool in which we mimic a manufacturing tool.
wos WOS:000361384700045
keywords Rapid prototyping; rapid manufacturing; robotics; automation; building information model (bim)
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2003_020
id sigradi2003_020
authors Abarca, R., Díaz, S. and Moreno, S.
year 2003
title Desarrollo de material informatico-educativo para la enseñanza de la geometría a estudiantes de diseño (Development of IT-based educational material for the teaching of geometry to students of design)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This paper is born as an answer to the meaningful learning difficulties and academic performance in Spatial and Flat Geometry course on second year Design School at Universidad de las Americas University, Santiago de Chile. The problem is faced from the potentiality that digital environment gives us in representation, display options, shape and projection testing, analysis and non visual accounts to teach flat and spatial geometry within the receptors' codes and coherent with designer's own language.
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia13_391
id acadia13_391
authors Abbasy-Asbagh, Ghazal
year 2013
title [re]folding Muqarnas: A case study
doi https://doi.org/10.52842/conf.acadia.2013.391
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 391-392
summary This project uses folded surface as a mechanism to make a historically non-structural system, Muqarnas, into one that combines surface and structure.
keywords structural optimization, folded surface, cultural landscapes, muqarnas, complex geometry
series ACADIA
type Design Poster
email
last changed 2022/06/07 07:54

_id acadia17_18
id acadia17_18
authors Abdel-Rahman, Amira; Michalatos, Panagiotis
year 2017
title Magnetic Morphing
doi https://doi.org/10.52842/conf.acadia.2017.018
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 18-27
summary In an attempt to design shape-morphing multifunctional objects, this thesis uses programmable matter to design self-organizing multi-agent systems capable of morphing from one shape into another. The research looks at various precedents of self-assembly and modular robotics to design and prototype passive agents that could be cheaply mass-produced. Intelligence will be embedded into these agents on a material level, designing different local interactions to perform different global goals. The initial exploratory study looks at various examples from nature like plankton and molecules. Magnetic actuation is chosen as the external actuation force between agents. The research uses simultaneous digital and physical investigations to understand and design the interactions between agents. The project offers a systemic investigation of the effect of shape, interparticle forces, and surface friction on the packing and reconfiguration of granular systems. The ability to change the system state from a gaseous, liquid, then solid state offers new possibilities in the field of material computation, where one can design a "material" and change its properties on demand.
keywords material and construction; construction/robotics; smart materials; smart assembly/construction; simulation & optimization
series ACADIA
email
last changed 2022/06/07 07:52

_id sigradi2005_483
id sigradi2005_483
authors Abdelhameed, Wael
year 2005
title Digital-Media Impact on the Representation Capability of Architects
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 483-489
summary Architects draw to define design problems, to construct concepts, or to explore ideas. Representation not only connects various design activities and tasks, but also is utilized inside all these activities and tasks. Within the context of this research, the Design Capabilities of architects are defined as the skills used during the design process, including Conceptualization, Representation, Form Giving, Knowledge Building and Retrieving, and Decision-Making. Using representational techniques introduced by digital media during design development has altered what we can represent, perceive, and therefore conceive and imagine. Depending on primary data (a global questionnaire) and secondary data (synthesis of previous researches), the results of this investigation have substantiated that there has been a positive impact of digital media settings on the output of Representation capability of architects. The analysis reveals some detailed findings, which provide a better understanding of the subject matter.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2006_532
id 2006_532
authors Abdelhameed, Wael
year 2006
title How Does the Digital Environment Change What Architects Do in the Initial Phases of the Design Process?
doi https://doi.org/10.52842/conf.ecaade.2006.532
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 532-539
summary Some researchers have tried to answer the question: do we need to think differently while designing in terms of the digital environment? This methodological question leads to another question: what is the range of this difference, if there is one? This research investigates the range of changes in how architects conduct and develop the initial design within the digital environment. The role offered by the digital environment in visual design thinking during conceptual designing through shaping: concepts, forms, and design methods, is identified and explored.
keywords Conceptual designing; architects; digital environment; design process; visual design thinking
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2009_1086
id sigradi2009_1086
authors Abdelhameed, Wael; Yoshiro Kobayashi
year 2009
title Urban Wiki: An online urban design system
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This research involves the framework and design of Urban Wiki, an online urban design system employing Wiki concept. The term Urban Wiki is created by the researchers; its concepts and methodology will be introduced and presented. Urban Wiki aims to creating a networking system of urban designs, enabling the collaborative work between users around the world. The presented system framework is created and tested by the researchers from two different locations in the world. The purpose of the research is to study how the users can share effectively designing/modeling large scale urban projects. An urban project of a village scale is used to demonstrate the potentials of Urban Wiki, presenting its functions and highlighting the possible uses in the urban area. Moreover, using the created models opens up various urban paths of designing, decision-making, and sharing. Techniques employed in the design of Urban Wiki can potentially be used to build up scalable, easily navigable and extensible models of large-scale entities.
keywords Urban design; urban planning; networking; urban wiki; modeling systems
series SIGRADI
email
last changed 2016/03/10 09:47

_id 4cd1
authors Abdelmawla, S., Elnimeiri, M. and Krawczyk, R.
year 2000
title Structural Gizmos
doi https://doi.org/10.52842/conf.acadia.2000.115
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 115-121
summary Architects are visual learners. The Internet has enabled interactive learning tools that can be used to assist in visual thinking of structural concepts, especially at the introductory levels. Here, we propose a visual approach for understanding structures through a series of interactive learning modules, or ’gizmos’. These gizmos, are the tools that the student may use to examine one structural concept at a time. Being interactive, they offer many more possibilities beyond what one static problem can show. The approach aims to enhance students’ visual intuition, and hence understanding of structural concepts and the parameters affecting design. This paper will present selected structural gizmos, how they work, and how they can enhance structural education for architects.
series ACADIA
email
last changed 2022/06/07 07:54

_id cf2019_052
id cf2019_052
authors Abdelmohsen, Sherif ;Passaint Massoud, Rana El-Dabaa, Aly Ibrahim and Tasbeh Mokbel
year 2019
title The Effect of Hygroscopic Design Parameters on the Programmability of Laminated Wood Composites for Adaptive Façades
source Ji-Hyun Lee (Eds.) "Hello, Culture!"  [18th International Conference, CAAD Futures 2019, Proceedings / ISBN 978-89-89453-05-5] Daejeon, Korea, p. 435
summary Typical adaptive façades respond to external conditions to enhance indoor spaces based on complex mechanical actuators and programmable functions. Hygroscopic embedded properties of wood, as low-cost low-tech programmable material, have been utilized to induce passive motion mechanisms. Wood as anisotropic material allows for different passive programmable motion configurations that relies on several hygroscopic design parameters. This paper explores the effect of these parameters on programmability of laminated wood composites through physical experiments in controlled humidity environment. The paper studies variety of laminated configurations involving different grain orientations, and their effect on maximum angle of deflection and its durability. Angle of deflection is measured using image analysis software that is used for continuous tracking of deflection in relation to time. Durability is studied as the number of complete programmable cycles that wood could withstand before reaching point of failure. Results revealed that samples with highest deflection angle have least programmability durability.
keywords Wood, hygroscopic design, lamination, deflection, durability, adaptive façades
series CAAD Futures
email
last changed 2019/07/29 14:18

_id caadria2020_281
id caadria2020_281
authors Abdelmohsen, Sherif and Hassab, Ahmed
year 2020
title A Computational Approach for the Mass Customization of Materially Informed Double Curved A Computational Approach for the Mass Customization of Materially Informed Double Curved Façade Panels
doi https://doi.org/10.52842/conf.caadria.2020.1.163
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 163-172
summary Despite recent approaches to enable the mass customization of double curved façade panels, there still exist challenges including waste reduction, accuracy, surface continuity, economic feasibility, and workflow disintegration. This paper proposes a computational approach for the design and fabrication of materially informed double curved façade panels with complex geometry. This approach proposes an optimized workflow to generate customizable double curved panels with complex geometry and different material properties, and optimize fabrication workflow for waste reduction. This workflow is applied to four different fabrication techniques: (1) vacuum forming, (2) clay extrusion, (3) sectioning, and (4) tessellation. Four experiments are introduced to apply surface rationalization and optimization using Rhino and Grasshopper scripting. Upon simulating each of the four design-to-fabrication techniques through different iterations, the experiment results demonstrated how the proposed workflows produced optimized surfaces with higher levels of accuracy and reduced waste material, customized per type of material and surface complexity.
keywords Digital fabrication; Double curved facades; Mass customization; Design-to-fabrication
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:54

_id cf2009_273
id cf2009_273
authors Abdelmohsen, Sherif M. and Do, Ellen Yi-Luen
year 2009
title Analysing the significance of problem solving expertise and computational tool proficiency in design ideation
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 273-287
summary This paper presents a pilot study to analyze the role of problem solving expertise (PSE) and computational tool proficiency (CTP) of expert and novice architects in the ideation process within a distributed cognition environment. To analyze PSE, we studied the frequency of occurrence of unique problem solving tasks per limited commitment mode (LCM) revisit. We also devised a quantitative measure for analyzing CTP based on the frequency of unique and normally distributed modeling activities per design process flows for a parametric modeling tool. In our study that involved freehand sketching and parametric modeling as two external representations used in the ideation process, we concluded that expert architects have higher levels of both PSE and CTP than novices.
keywords Problem solving, distributed cognition, design ideation, parametric modeling, freehand sketching
series CAAD Futures
email
last changed 2009/06/08 20:53

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