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 cf2011_p109
id cf2011_p109
authors Abdelmohsen, Sherif; Lee Jinkook, Eastman Chuck
year 2011
title Automated Cost Analysis of Concept Design BIM Models
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. 403-418.
summary AUTOMATED COST ANALYSIS OF CONCEPT DESIGN BIM MODELS Interoperability: BIM models and cost models This paper introduces the automated cost analysis developed for the General Services Administration (GSA) and the analysis results of a case study involving a concept design courthouse BIM model. The purpose of this study is to investigate interoperability issues related to integrating design and analysis tools; specifically BIM models and cost models. Previous efforts to generate cost estimates from BIM models have focused on developing two necessary but disjoint processes: 1) extracting accurate quantity take off data from BIM models, and 2) manipulating cost analysis results to provide informative feedback. Some recent efforts involve developing detailed definitions, enhanced IFC-based formats and in-house standards for assemblies that encompass building models (e.g. US Corps of Engineers). Some commercial applications enhance the level of detail associated to BIM objects with assembly descriptions to produce lightweight BIM models that can be used by different applications for various purposes (e.g. Autodesk for design review, Navisworks for scheduling, Innovaya for visual estimating, etc.). This study suggests the integration of design and analysis tools by means of managing all building data in one shared repository accessible to multiple domains in the AEC industry (Eastman, 1999; Eastman et al., 2008; authors, 2010). Our approach aims at providing an integrated platform that incorporates a quantity take off extraction method from IFC models, a cost analysis model, and a comprehensive cost reporting scheme, using the Solibri Model Checker (SMC) development environment. Approach As part of the effort to improve the performance of federal buildings, GSA evaluates concept design alternatives based on their compliance with specific requirements, including cost analysis. Two basic challenges emerge in the process of automating cost analysis for BIM models: 1) At this early concept design stage, only minimal information is available to produce a reliable analysis, such as space names and areas, and building gross area, 2) design alternatives share a lot of programmatic requirements such as location, functional spaces and other data. It is thus crucial to integrate other factors that contribute to substantial cost differences such as perimeter, and exterior wall and roof areas. These are extracted from BIM models using IFC data and input through XML into the Parametric Cost Engineering System (PACES, 2010) software to generate cost analysis reports. PACES uses this limited dataset at a conceptual stage and RSMeans (2010) data to infer cost assemblies at different levels of detail. Functionalities Cost model import module The cost model import module has three main functionalities: generating the input dataset necessary for the cost model, performing a semantic mapping between building type specific names and name aggregation structures in PACES known as functional space areas (FSAs), and managing cost data external to the BIM model, such as location and construction duration. The module computes building data such as footprint, gross area, perimeter, external wall and roof area and building space areas. This data is generated through SMC in the form of an XML file and imported into PACES. Reporting module The reporting module uses the cost report generated by PACES to develop a comprehensive report in the form of an excel spreadsheet. This report consists of a systems-elemental estimate that shows the main systems of the building in terms of UniFormat categories, escalation, markups, overhead and conditions, a UniFormat Level III report, and a cost breakdown that provides a summary of material, equipment, labor and total costs. Building parameters are integrated in the report to provide insight on the variations among design alternatives.
keywords building information modeling, interoperability, cost analysis, IFC
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaade2011_021
id ecaade2011_021
authors Asanowicz, Aleksander
year 2011
title Digital “serial vision” - new approach in urban composition teaching
doi https://doi.org/10.52842/conf.ecaade.2011.716
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.716-724
summary The paper discusses the following problem: How can digital technology are integrated with urban composition teaching to provide a better understanding of the aesthetical and emotional aspects of the city? It argues for the current need for an integration of computer modelling and the approaches developed form the work of K. Lynch, G. Cullen, R. Krier, F. Ching. The paper is based on the experience in design studio teaching and an experiment completed with students. The exercise shows the students that different spatial organization may cause different emotions according to the treatment of space-defining elements. The paper presents the background and context as well as describes the experimental environment and the student work.
wos WOS:000335665500083
keywords Urban composition; serial vision; computer animation
series eCAADe
email
last changed 2022/05/01 23:21

_id cf2011_p165
id cf2011_p165
authors Chasznar, Andre
year 2011
title Navigating Complex Models in Collaborative Work for (Sustainably) Integrated Design
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. 619-636.
summary Increasingly intensive use of computational techniques such as parametric-associative modeling, algorithmic design, performance simulations and generative design in architecture, engineering and construction are leading to increasingly large and complex 3D building models which in turn require increasingly powerful techniques in order to be manipulated and interpreted effectively. Further complexities are of course due also to the multi-disciplinary nature of building projects, in which there can be significant variation and even conflict among the aims of architects, engineers and builders, as well as owners, occupants and other stakeholders in the process. Effective use of model information depends to a large extent on sense-making, which can in some ways be helped but also hindered by schemes for organizing the information contained. Common techniques such as layering, labeling (aka ‘tagging’) and assignment of various other attributes to model objects have significant limitations – especially those arising from general problems of language, ontology and standardization, as well as but distinct from issues of interoperability – both with respect to locating the desired items in a 3D building model and also with respect to displaying the objects in informative ways which effectively assist collaborative design and decision-making. Sustainable design in particular is an area generally requiring a high level of inter-disciplinary collaboration to achieve highly integrated designs which make multiple use of the elements and systems incorporated (though integrated design may also be pursued without explicit aims of sustainability). The proposed paper describes ongoing research concerning alternatives to the currently common techniques for locating and displaying information in 3D building models in support of sense-making to promote collaborative and integrated design. These alternatives comprise on the one hand interactive geometric-content-based methods for search and classification of model objects – as an alternative or complement to common assigned-attribute-based methods – and on the other hand visual analytic techniques – in contrast to existing, relatively static tabular and "physical" views – which can help to increase the informativeness of the geometric data within the model, as well as the non-geometric data that is attached to geometric objects (e.g. as in the cases of BIM and various types of CAE performance simulations). Tests undertaken with architects and engineers in practice and academia to evaluate the proposed methods are also described. Finally conclusions are drawn regarding these methods’ positive present performance and some of their shortcomings, as well as indicating directions for future research concerning the methods’ refinement and extension to help 3D building models become more effective components of the design process than they are at present, both with respect to these models’ present levels of complexity and especially with respect to their anticipated increasing complexity in future.
keywords CAD/CAE/BIM, content-based search, visual analytics
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 acadiaregional2011_031
id acadiaregional2011_031
authors Christenson, Mike
year 2011
title Parametric Variation Revealing Architectural Untranslatability
doi https://doi.org/10.52842/conf.acadia.2011.x.c8q
source Parametricism (SPC) ACADIA Regional 2011 Conference Proceedings
summary This paper describes a recently concluded graduate seminar which tested how form-generative design tactics of algorithmic work could be productively brought to bear on the conceptual analysis of existing buildings. The seminar did not seek to optimize performance or aesthetic value but simply to query the mechanics and consequences of translation as an act. Seminar participants mined existing buildings as sources for parametric rule-sets which were subsequently applied to varying media fields (e. g., physical materials, text, and graphics). This application revealed that specific media resist certain kinds of translation. This peculiar resistance suggested that characteristics of architecture exist which might broadly be called untranslatable.
series ACADIA
last changed 2022/06/07 07:49

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
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. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaadesigradi2019_397
id ecaadesigradi2019_397
authors Cristie, Verina and Joyce, Sam Conrad
year 2019
title 'GHShot': a collaborative and distributed visual version control for Grasshopper parametric programming
doi https://doi.org/10.52842/conf.ecaade.2019.3.035
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 35-44
summary When working with parametric models, architects typically focus on using rather structuring them (Woodbury, 2010). As a result, increasing design complexity typically means a convoluted parametric model, amplifying known problems: 'hard to understand, modify, share and reuse' (Smith 2007; Davis 2011). This practice is in contrast with conventional software-programming where programmers are known to meticulously document and structure their code with versioning tool. In this paper, we argue that versioning tools could help to manage parametric modelling complexity, as it has been showing with software counterparts. Four key features of version control: committing, differentiating, branching, and merging, and how they could be implemented in a parametric design practice are discussed. Initial user test sessions with 5 student designers using GHShot Grasshopper version control plugin (Cristie and Joyce 2018, 2017) revealed that the plugin is useful to record and overview design progression, share model, and provide a fallback mechanism.
keywords Version Control; Parametric Design; Collaborative Design; Design Exploration
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id ecaade2011_026
id ecaade2011_026
authors Górczy_ski, Micha_; Rabiej, Jan
year 2011
title Digital Master Builder: From ‘Virtual’ Conception to ‘Actual’ Production through Information Models
doi https://doi.org/10.52842/conf.ecaade.2011.412
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.412-420
summary This paper investigates relationships between the process of conception and production in digital domain with reference to the very nature of architect’s profession. Authors combine some theories of actual paradigm shift with specific mechanisms of digital fabrication. A scope of control and collaboration strategies will be cited and a few next will be developed as an aftermath of the FABRICATE 2011 conference and publication. These remarks can be seen as an attempt to outline essential design principles for digital master builder architects.
wos WOS:000335665500047
keywords Digital paradigm; information models; CAD-CAM; digital fabrication
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_123
id ecaade2011_123
authors Gül, Leman Figen
year 2011
title What we learnt from design teaching in collaborative virtual environments
doi https://doi.org/10.52842/conf.ecaade.2011.203
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.203-212
summary Collaborative virtual environments clearly have potentials to enable innovative and effective education, involving debate, simulation, role play discussion and brain storming and project based group work etc. Integration of the collaborative virtual environments into the design curricula offers significant potentials for design schools. In this paper, based on our previous teaching in collaborative virtual environments, the student’s perceptions and evaluations of the courses, we discuss the pedagogy of design teaching in collaborative virtual environments, considering what skills the new generation of designers should have in terms of collaboration, communication and design.
wos WOS:000335665500023
keywords Collaborative virtual environments; collaborative design; design studio; communication modes; design representation
series eCAADe
email
last changed 2022/05/01 23:21

_id ecaade2011_130
id ecaade2011_130
authors Güngör, Özge; Ça_da_, Gülen; Balaban, Özgün
year 2011
title A Mass Customization Oriented Housing Design Model Based on Genetic Algorithm
doi https://doi.org/10.52842/conf.ecaade.2011.325
source RESPECTING FRAGILE PLACES [29th eCAADe Conference Proceedings / ISBN 978-9-4912070-1-3], University of Ljubljana, Faculty of Architecture (Slovenia) 21-24 September 2011, pp.325-331
summary Today, right along with the products marketed and manufactured by the mass production techniques, continuously developing computing and technology have an undeniable impact on customized design, in which the users have a say on the products design and manufacturing. Mass customization is slowly settling down in architectural design concepts as well, like housing which is one of the best areas where users can reflect their living habits and preferences. In this study, user centric mass customization based model is developed, which creates housing floor plan combining the user-supplied data with the best possible creations generated by the genetic algorithms.
wos WOS:000335665500037
keywords Architectural Design Computing; Housing Design; Genetic Algorithm; Mass Customization
series eCAADe
email
last changed 2022/05/01 23:21

_id acadia11_44
id acadia11_44
authors Hertz, Garnet
year 2011
title Arduino Microcontrollers and The Queen’s Hamlet: Utilitarian and Hedonized DIY Practices in Contemporary Electronic Culture
doi https://doi.org/10.52842/conf.acadia.2011.044
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 44-47
summary In this paper, I will pull together concepts of utility-driven do-it-yourself (DIY) culture and pleasure-oriented DIY practice to investigate a significant trend in contemporary computing culture, the “maker” movement, typified by an interest in building personalized and handmade electronic devices with sensors, motors and lights, usually controlled by microcontrollers like the Arduino. My argument is that maker culture has been co-opted by consumer hobby culture, but this is not necessarily detrimental because it provides an important outlet for personal exploration, increases an understanding of how electronic media actually works and assists individuals to be actors in a culture that is increasingly complex, technological and digitized.
series ACADIA
type keynote paper
email
last changed 2022/06/07 07:50

_id ecaade2015_ws-robowood
id ecaade2015_ws-robowood
authors Hornung, Philipp; Johannes Braumann, Reinhold Krobath, Sigrid Brell-Cokcan and Georg Glaeser
year 2015
title Robotic Woodcraft: Creating Tools for Digital Design and Fabrication
doi https://doi.org/10.52842/conf.ecaade.2015.2.033
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 33-36
summary Robotic Woodcraft is a transdisciplinary, arts-based investigation into robotic arms at the University for Applied Arts Vienna. Bringing together the craftsmen of the Department for Wood Technology, the geometers of the Department for Arts and Technology, the young industrial design office Lucy.D and the roboticists of the Association for Robots in Architecture, the research project explores new approaches on how to couple high-tech robotic arms with high-end wood fabrication. In the eCAADe workshop, participants are introduced to KUKA|prc (parametric robot control, Braumann and Brell-Cokcan, 2011) and shown approaches on how to create their own digital fabrication tools for customized fabrication processes involving wood.
wos WOS:000372316000004
keywords Robotic woodcraft; Arts-based research; Robotic fabrication; Visual programming; Parametric robot control
series eCAADe
last changed 2022/06/07 07:50

_id cf2011_p075
id cf2011_p075
authors Janssen, Patrick; Chen Kian Wee
year 2011
title Visual Dataflow Modelling: A Comparison of Three Systems
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. 801-816.
summary Visual programming languages enable users to create computer programs by manipulating graphical elements rather than by entering text. The difference between textual languages and visual languages is that most textual languages use a procedural programming model, while most visual languages use a dataflow programming model. When visual programming is applied to design, it results in a new modelling approach that we refer to 'visual dataflow modelling' (VDM). Recently, VDM has becoming increasingly popular within the design community, as it can accelerate the iterative design process, thereby allowing larger numbers of design possibilities to be explored. Furthermore, it is now also becoming an important tool in performance-based design approaches, since it may potentially enable the closing of the loop between design development and design evaluation. A number of CAD systems now provide VDM interfaces, allowing designers to define form generating procedures without having to resort to scripting or programming. However, these environments have certain weaknesses that limit their usability. This paper will analyse these weaknesses by comparing and contrasting three VDM environments: McNeel Grasshopper, Bentley Generative Components, and Sidefx Houdini. The paper will focus on five key areas: * Conditional logic allow rules to be applied to geometric entities that control how they behave. Such rules will typically be defined as if-then-else conditions, where an action will be executed if a particular condition is true. A more advanced version of this is the while loop, where the action within the loop will be repeatedly executed while a certain condition remains true. * Local coordinate systems allow geometric entities to be manipulated relative to some convenient local point of reference. These systems may be either two-dimensional or three-dimensional, using either Cartesian, cylindrical, or spherical systems. Techniques for mapping geometric entities from one coordinate system to another also need to be considered. * Duplication includes three types: simple duplication, endogenous duplication, and exogenous duplication. Simple duplication consists of copying some geometric entity a certain number of times, producing identical copies of the original. Endogenous duplication consist of copying some geometric entity by applying a set of transformations that are defined as part of the duplication process. Lastly, exogenous duplication consists of copying some geometric entity by applying a set of transformations that are defined by some other external geometry. * Part-whole relationships allow geometric entities to be grouped in various ways, based on the fundamental set-theoretic concept that entities can be members of sets, and sets can be members of other sets. Ways of aggregating data into both hierarchical and non-hierarchical structures, and ways of filtering data based on these structures need to be considered. * Spatial queries include relationships between geometric entities such as touching, crossing, overlapping, or containing. More advanced spatial queries include various distance based queries and various sorting queries (e.g. sorting all entities based on position) and filtering queries (e.g. finding all entities with a certain distance from a point). For each of these five areas, a simple benchmarking test case has been developed. For example, for conditional logic, the test case consists of a simple room with a single window with a condition: the window should always be in the longest north-facing wall. If the room is rotated or its dimensions changed, then the window must re-evaluate itself and possibly change position to a different wall. For each benchmarking test-case, visual programs are implemented in each of the three VDM environments. The visual programs are then compared and contrasted, focusing on two areas. First, the type of constructs used in each of these environments are compared and contrasted. Second, the cognitive complexity of the visual programming task in each of these environments are compared and contrasted.
keywords visual, dataflow, programming, parametric, modelling
series CAAD Futures
email
last changed 2012/02/11 19:21

_id eaea2009_lengyel_toulouse
id eaea2009_lengyel_toulouse
authors Lengyel, Dominik; Catherine Toulouse
year 2011
title Visualisation of Uncertainty in Archaeological Reconstructions
source Projecting Spaces [Proceedings of the 9th European Architectural Endoscopy Association Conference / ISBN 978-3-942411-31-8 ], pp. 45-52
summary Archaeological research begins with historical remains and ends with hypotheses that base on analogies and probabilities. Well conserved remains allow a more fundamental reconstruction even in three dimensions whereas sometimes there are only vague contours. Therefore the visualisation of e.g. an ancient city only partly relies on research, other parts can be entirely hypothetic. Static models are incapable of representing both at the same time: the hypothesis and the uncertainty implied. In most cases the uncertainty varies within a hypothesis, parts of a city or building are more likely than others, some hypotheses even contradict each other. Grades of uncertainty require an adequate visual reprentation in order to visually explain hypothesis and uncertainty. In the field of archaeology an adequate method has not been established yet. In this work we explore the application of methods of architectural visualisation in order to express scientific uncertainty gradually between reconstruction and hypothesis. During the last two years we worked on several archaeological sites with emphasis on the ancient Pergamon.
series other
more http://info.tuwien.ac.at/eaea
last changed 2011/03/04 08:45

_id ecaade2017_265
id ecaade2017_265
authors Motalebi, Nasim and Duarte, José Pinto
year 2017
title A Shape Grammar of Emotional Postures - An approach towards encoding the analogue qualities of bodily expressions of emotions
doi https://doi.org/10.52842/conf.ecaade.2017.2.485
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 485-492
summary This paper is concerned with the translation of analogue qualities of human emotions into digital readings. Human body postures are considered as one of the main behavioral conduits for non-verbal communication and emotional expressions (Shan et.al., 2007). This research is the first step towards identifying and detecting emotions through posture analysis of users moving through space; leading towards generating real time responses in the form of spatial configurations to users' emotions. Such spatial configurations would then help inhabitants reach certain emotional states that would enhance their life quality. In order to achieve this goal, we propose a methodology for developing a comprehensive shape grammar algorithm that could evaluate and predict bodily expressions of emotions. The importance of this study lies under the embodied interactions (Streech et.al., 2011) in space. As the circumfixed space impacts the embodied mind, the body impacts its surrounding including the architectural space.
keywords Shape Grammar; Computation; Emotion; Posture; Interactive Architecture
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2022_106
id sigradi2022_106
authors Pereira Espíndola, Fábio; Belluzzo de Campos, Gisela
year 2022
title Ubiquent Narratives for the Design of Natural and Invisible Interfaces
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 629–638
summary The article proposes to explore the concepts of storytelling (Lupton, 2020 and Xavier, 2015) and ubiquity (Santaella, 2013 and Santos, 2021) applied to the design of natural and invisible interfaces (Benyon, 2011). With Natural Interface it is possible to interact with devices directly, without needing the help of a mouse or keyboard. To do so, it presents as a case study the project “Criatura de Luz” (2015), by Estúdio Guto Requena, carried out to compose the new facade of the WZ Hotel (Sao Paulo). The purpose of this research is to understand the role of the designer in the creation of interfaces that are not only interactive, but that begin to propose immersive and ubiquitous narratives in design projects and the method for this analysis will be the case study from the design perspective as storytelling proposed by Lupton (2020). The aim is to do exploratory research to provide greater familiarity with the problem.
keywords Storytelling. ubiquitous computing. Interface design. Natural and invisible interfaces
series SIGraDi
email
last changed 2023/05/16 16:56

_id cf2011_p018
id cf2011_p018
authors Sokmenoglu, Ahu; Cagdas Gulen, Sariyildiz Sevil
year 2011
title A Multi-dimensional Exploration of Urban Attributes by Data Mining
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. 333-350.
summary The paper which is proposed here will introduce an ongoing research project aiming to research data mining as a methodology of knowledge discovery in urban feature analysis. To address the increasing multi-dimensional and relational complexity of urban environments requires a multidisciplinary approach to urban analysis. This research is an attempt to establish a link between knowledge discovery methodologies and automated urban feature analysis. Therefore, in the scope of this research we apply data mining methodologies for urban analysis. Data mining is defined as to extract important patterns and trends from raw data (Witten and Frank, 2005). When applied to discover relationships between urban attributes, data mining can constitute a methodology for the analysis of multi-dimensional relational complexity of urban environments (Gil, Montenegro, Beirao and Duarte, 2009) The theoretical motivation of the research is derived by the lack of explanatory urban knowledge which is an issue since 1970’s in the area of urban research. This situation is mostly associated with deductive methods of analysis. The analysis of urban system from the perspective of few interrelated factors, without considering the multi-dimensionality of the system in a deductive fashion was not been explanatory enough. (Jacobs, 1961, Lefebvre, 1970 Harvey, 1973) To address the multi-dimensional and relational complexity of urban environments requires the consideration of diverse spatial, social, economic, cultural, morphological, environmental, political etc. features of urban entities. The main claim is that, in urban analysis, there is a need to advance from traditional one dimensional (Marshall, 2004) description and classification of urban forms (e.g. Land-use maps, Density maps) to the consideration of the simultaneous multi-dimensionality of urban systems. For this purpose, this research proposes a methodology consisting of the application of data mining as a knowledge discovery method into a GIS based conceptual urban database built out of official real data of Beyoglu. Generally, the proposed methodology is a framework for representing and analyzing urban entities represented as objects with properties (attributes). It concerns the formulation of an urban entity’s database based on both available and non-available (constructed from available data) data, and then data mining of spatial and non-spatial attributes of the urban entities. Location or position is the primary reference basis for the data that is describing urban entities. Urban entities are; building floors, buildings, building blocks, streets, geographically defined districts and neighborhoods etc. Urban attributes are district properties of locations (such as land-use, land value, slope, view and so forth) that change from one location to another. Every basic urban entity is unique in terms of its attributes. All the available qualitative and quantitative attributes that is relavant (in the mind of the analyst) and appropriate for encoding, can be coded inside the computer representation of the basic urban entity. Our methodology is applied by using the real and official, the most complex, complete and up-to-dataset of Beyoglu (a historical neighborhood of Istanbul) that is provided by the Istanbul Metropolitan Municipality (IBB). Basically, in our research, data mining in the context of urban data is introduced as a computer based, data-driven, context-specific approach for supporting analysis of urban systems without relying on any existing theories. Data mining in the context of urban data; • Can help in the design process by providing site-specific insight through deeper understanding of urban data. • Can produce results that can assist architects and urban planners at design, policy and strategy levels. • Can constitute a robust scientific base for rule definition in urban simulation applications such as urban growth prediction systems, land-use simulation models etc. In the paper, firstly we will present the framework of our research with an emphasis on its theoretical background. Afterwards we will introduce our methodology in detail and finally we will present some of important results of data mining analysis processed in Rapid Miner open-source software. Specifically, our research define a general framework for knowledge discovery in urban feature analysis and enable the usage of GIS and data mining as complementary applications in urban feature analysis. Acknowledgments I would like to thank to Nuffic, the Netherlands Organization for International Cooperation in Higher Education, for funding of this research. I would like to thank Ceyhun Burak Akgul for his support in Data Mining and to H. Serdar Kaya for his support in GIS.
keywords urban feature analysis, data mining, urban database, urban complexity, GIS
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2022_112
id sigradi2022_112
authors Toledo, Jimena
year 2022
title The Role of Visual Platforms -visual Social Media- in the Creative Design Process
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 639–650
summary In the current design practice, new digital tools have emerged -visual- also called Infrastructures (Perkel, 2011) such as; Behance 2003, Pinterest 2009, Archdaily 2008, Instagram (2010) -to cite the most recognized in the creative field in Argentina-, which promote different opportunities and support the creative process and problem solving, making it easier for designers to find inspiring material through the Internet. However, very little is known about how these new practices affect professional work, how they themselves see it and the tensions they generate.This article will present the results of a general survey applied to expert designers as part of the first stage of the Doctoral Research project. Which investigates the behavior referred specifically to the use of visual platforms -visual social media- in order to understand, characterize, describe the use and involvement of them within the design process.
keywords Project processes - Creativity - Design process - Visual Social Media -Curatorial Practice
series SIGraDi
email
last changed 2023/05/16 16:56

_id acadia11_40
id acadia11_40
authors Weinstock, Michael
year 2011
title The Architecture of Flows: Integrated Infrastructures and the ‘Metasystem’ of Urban Metabolism
doi https://doi.org/10.52842/conf.acadia.2011.040
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 40-43
summary The traditional approach to urban design studies has been based on what can be described as a generalised anatomical model, e.g., functional zoning coupled to metaphors such as green areas serving as the ‘lungs’ of cities. Despite the frequent use of biological metaphors, urban design has generally proceeded from an understanding of cities as static arrays of buildings and infrastructures that exist in, but are distinct from, stable environments. But this approach does not reflect the dynamic systems of cities throughout history, nor their close coupling to the dynamics of their local environment, climate and ecology, and now the global dynamics of culture and economy. The limitations of this approach, in which cities are treated as discrete artefacts, rather than nodes interconnected by multiple networks, are compounded by the legal and regulatory boundary of the city usually being defined as an older core, so that cities are regarded as something quite separate from their surrounding territory. All cities have administrative boundaries, but cities are very rarely either physically or energetically contained within those administrative boundaries. In the past, cities gathered most of the energy and materials they needed from their immediate local territory, and trade linked systems of cities across whole regions. The growth and vitality of many cities are no longer dependent on the spatial relationship with their immediate environs but on the regional and global flows of resources. The flow of materials, information and energy through cities comes from far outside their physical and regulatory (municipal) boundaries. Cities now extend their metabolic systems over very great distances, so that the extended territory of the urban metabolism of a city and its geographical ‘place’ are often completely decoupled.
series ACADIA
type keynote paper
email
last changed 2022/06/07 07:58

_id ecaade2013_185
id ecaade2013_185
authors Zají_ková, Veronika and Achten, Henri
year 2013
title Landscape Information Modeling
doi https://doi.org/10.52842/conf.ecaade.2013.2.515
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 515-523
summary In this paper we report on a recently started PhD project in which we investigate the extension of the concept of “Building Information Model” (BIM) to the domain of landscape design. The potential benefits of BIM in the field of architecture have been reported many times (e.g., Ibrahim et al., 2004; Eastman et al., 2008; Abdelmohsen et al., 2011). However, in landscape design an information model in the way of BIM seems to be missing. Benefits of a Landscape Information Model would be (a) formalisation of knowledge in landscape design; (b) information model to support multiple participants in landscape design; (c) improved information exchange between landscape design, architecture, and urban design. In this paper we set out the basic outline of the research.
wos WOS:000340643600052
keywords BIM; landscape design; LIM.
series eCAADe
email
last changed 2022/06/07 07:57

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