Keywords Abstract
Jovanovic, Tatjana, Mats Nordahl, and Johan Granberg. "(Inter)facing the Wall - Integration of digital and building technology ." In Communicating Space(s): 24th eCAADe Conference Proceedings , 640-643. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The paper examines possible transformation of an existing school info-board massive brick wall in the building entrance area, into a “Smart” one, combining electronics, internet, IT and computer graphics with building technology. The project as a whole aims to improve communication and interaction between users within one building and to provide the reliable visual information which influences usersi activities in real-time
Kobayashi, Yoshihiro. "3D City Model Visualization in Decision Theater - a framework for multi-dimensional journey through time." In Communicating Space(s): 24th eCAADe Conference Proceedings , 746-749. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper introduces an ongoing project that visualizes and simulates 3D city models in a communicating space called Decision Theater (DT). The background of DT and objective of the project are explained. Also, the framework of the project including database development, 3D city modelling, interface development, and applications is introduced.
Hirschberg, Urs, Allen Sayegh, Martin Frühwirth, and Stefan Zedlacher. "3D Motion Tracking in Architecture - Turning Movement into Form - Emerging Uses of a New Technology." In Communicating Space(s): 24th eCAADe Conference Proceedings , 114-121. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Tracking in space is an important bridge between physical and virtual environments. Optical 3D motion capture systems have become standards in the special effects industry and are increasingly common in medical applications, as well as in Virtual Reality (VR) and Augmented Reality (AR) set-ups. Beyond these applications, there are a number of emerging uses for such systems in architectural design. The possibility to track complex movements in space in real time and at high precision can open up new modes of interacting with spaces, and of generating movement as form as part of an architectural design process. What makes these possibilities particularly interesting for architectural investigations is that they donit have to be limited to a single user, but can happen in a collaborative way, involving many users simultaneously. After briefly explaining the technical aspects of the technology, an overview of such emerging uses is discussed. As an illustration of this potential, the results of a recent workshop are presented, in which a group of architecture students explored the hidden beauty of everyday movements and turned them into sculptural objects.
Parraga-Botero, Carlos, and Carlos Calderon. "3D Real-time design environments for interactive morphogenesis of architectural space." In Communicating Space(s): 24th eCAADe Conference Proceedings , 560-564. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. In this investigation we are concerned with rethinking and proposing the concept of space towards an enhanced interactive place where our spatial surroundings are no longer understood as fixed but as living organisms that adapt to our inter-actions inside of them. It is the aim of the research to show a space created by the interaction of the users with the building rather than the one generated by the personal interpretation of the designer. A place co-created by its inhabitant in real-time through a virtual prototype. Hereby, we are interested to investigate human-computer interactions inside of game engines as a morphogenetic process for potential architectural design and space conception. This research not only underlines theoretical concepts of architecture and folding as a spatio-structural diagrams that generate emergent processes in architecture design, but also proposes the creation and further development of a prototype based on these potentials that computer games and multimedia have brought to experiment and determine architectural environments. With the potentials of 3D Real-Time engines as design environments for the co-development of user driven spaces and folding as a design formation attitude we aim to determine space within the experience of a space prototype. 
Sidiropoulos, George. "3D Visualization in Historical Geography - the case of Ancient Agora of Athens." In Communicating Space(s): 24th eCAADe Conference Proceedings , 754-757. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. 3D visualization of historical environments in the recent past had the form of axonometric and sketches. Generalization of the digital technology provided the user with the opportunity of virtual perception through the production of 3D models. The production of a model in historic time has several peculiarities during the collection of information, 3D modelling and visualization. The example that we used to examine this issue is the construction of the virtual model of the Ancient Agora of Athens.
Bridges, Alan. "A Critical Review of Problem Based Learning in Architectural Education." In Communicating Space(s): 24th eCAADe Conference Proceedings , 182-189. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. There is limited research and discussion on pedagogical approaches in architectural education, simply because it is considered as one of the “unimportant” areas that researchers “do not bother studying” (Teymur, 2001). Problem Based Learning has been known to provide competent graduates in other professional disciplines, and, consequently, there have been attempts to utilise the same pedagogical approach in architectural education where PBL is seen as a potential solution to the problems encountered in architectural education. This paper critically reviews PBL implementations at TU Delft Netherlands and Newcastle University, N.S.W. Australia and draws conclusions with particular respect to the teaching of architectural computing
Duarte, José, and João Rocha. "A Grammar for the Patio Houses of the Medina of Marrakech - Towards a Tool for Housing Design in Islamic Contexts ." In Communicating Space(s): 24th eCAADe Conference Proceedings , 860-866. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The goal of the research described in this paper is to develop a computational model of the Medina of Marrakech in Morocco. The ultimate goal is to develop a system that could capture some of the characteristics of traditional Muslim cities fabric and use it in contemporary urban planning. Previous papers have proposed the use of three grammars to encode the spatial complexity of the Medina: the urban grammar, the negotiation grammar, and the housing grammar, and addressed the development of the urban grammar. This paper proposes a grammar to describe the formal structure of the houses, the first step in the developments of the remaining two grammars. It describes the set of rules and then illustrates its application in the generation of an existing house. The basic formal structure consists of three concentric rectangular rings with the patio in the middle. The location of the entrance and the staircase are fundamental for the definition of the basic layout.
Gurer, Ethem, and Gülen Çağdaş. "A Multi-Level Fusion of Evolutionary Design Processes." In Communicating Space(s): 24th eCAADe Conference Proceedings , 904-907. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Evolutionary design methodologies generally aim to present new form-finding processes, where nature-based approaches are used, such as self-organization, genetic algorithms etc.  This paper aims to present a new architectural design approach that focuses on integrating these different evolutionary methods in an emergent process. The main goal is to achieve a high-level of integration where lacking qualities of each evolutionary method are completed by the other one in a synergic and especially emergent behaviour.   
Sokmenoglu, Ahu, and Gülen Ayanoglu. "A Parametrical Shape Grammar Model for Generating Bedestens, a Classical Ottoman Period Commerce Building Type." In Communicating Space(s): 24th eCAADe Conference Proceedings , 308-311. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. A 3D generative parametrical shape grammar model of Bedestens, which are Classical Ottoman Periodis typical commerce buildings will be presented in this paper. The model operates in a bottom-up approach and in three levels: vocabulary analyzing of Bedestens, formation of vocabulary and defining of the shape grammar rules. The future objective of the study is to implement it in a computer and use it in architectural design education.  
Oh, Sooyeon, and Yutaka Kidawara. "A real-space navigation system based on ubiquitous technology." In Communicating Space(s): 24th eCAADe Conference Proceedings , 618-625. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. In next-generation networking environments, ubiquitous networks will be available both indoors and outdoors. Various devices will be ubiquitously embedded in the surrounding environment, such as buildings and urban spaces. We will be able to browse digital contents on ubiquitous networks anywhere and at anytime. In our research, we have proposed several content-processing mechanisms for use in environment-enabled collaborative acquisition of embedded digital content in the real world situations. We have developed a network management device that makes it possible to acquire embedded content using coordinated ubiquitous devices. We have also developed two prototype systems using these devices. In this paper, we describe the implementation of a prototype system that can share 3D objects in a virtual 3D space based on a real-space environment. This system can be used not only as a virtual 3D browser in a private area, but also as an interactive digital poster in a public area. We tested our system in real situation, and explore the feasibility of applying our system in a ubiquitous environment.
Jemtrud, Michael, Philam Nguyen, James Hayes, Grant Oikawa, and Ryan McLennan. "A Theory of Artistry for 3D Data Fusion - the element of craft in digital reconstruction." In Communicating Space(s): 24th eCAADe Conference Proceedings , 710-713. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The following paper will articulate through an urban renewal proposal project for an area in Montréal, Canada that uses a “3D imaging and modelling protocol” and that accounts for the interaction between mediation and making in digitizing and constructing existing conditions digital artifacts.  The protocol incorporates multi-sensor technologies with modelling and rendering techniques through a process of interpolation between a heterogeneous set of existing photographic, physical, and 2D documentation. The mode of operation implemented is a multi-layered and hybrid approach that recognizes the interplay between human scale and perception, visualization and abstraction of data and geometric accuracy, space and time. 
Yan, Wei, and Yehuda Kalay. "A Usability-based Building Model for Environmental Behavior Simulation." In Communicating Space(s): 24th eCAADe Conference Proceedings , 90-97. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper describes a usability-based building model we developed for behaviour simulation in design phase, and a systematic approach to implement it. Our model possesses not only geometric information of design elements but also non-geometric information of these elements, specifically, the relationships between the elements and the intended users. This relationship, which was implicitly understood by the designer, now becomes explicit to the simulated users. It utilizes CAD models and automates the conversion from CAD models to usability models and therefore requires minimal additional effort in preparing building data for behaviour simulation, which has proven to be efficient and effective.
Vergopoulos, Stavros, and Apostolos Kalfopoulos. "Abstractions as a Means of Interacting with the Environment." In Communicating Space(s): 24th eCAADe Conference Proceedings , 122-127. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The employment of digital tools in architecture is based on a new approach to design that acknowledges the value of research and feedback from the environment. Abstractions are a means of minimising the complexity of information that surrounds a designed object. They are seen as focused interest on certain aspects of a field that are exaggerated on the cost of others. The use of abstractions and diagrammatic representations is discussed within the context of a computerised design studio.
Mark, Earl. "Animating the Design Studio." In Communicating Space(s): 24th eCAADe Conference Proceedings , 574-581. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Computer animation is based on software that is optimized to show transformation or change. For the animator, such change may represent the movement of people, objects or light, or a series of events comprising a short story. Studying change is also a designeris interest in objects made to transform or respond to varied environmental or phenomenal conditions. In addition, the study of change can be focused on the process of design itself, a series of steps taken in the making of a geometrical model for a building project. In this last sense of change, animation technology offers a means to retain and rework the distinct history of how one “upstream” or early design decision impacts the evolution of a design as it is refined “downstream”. Moreover, when customized through a macro program, animation technology can more easily allow for early “upstreami design decisions to be revisited and modified with minimal disruption to “downstream” moves that had initially followed. That is, a designer can revise a geometrical modelling decision made at an earlier moment in a design process without having to completely redo other dependent changes to the model that had previously followed that moment. This paper reports on how animation software, rather than more typical CAD software, was harnessed to facilitate a design studio Macro programming an animation system exploited its core technology to provide access to a more process based approach to modelling.
Ng, Kal, Marc Aurel Schnabel, and Thomas Kvan. "Architectural Animation becomes Alive - Creating Spatial Narrative with Spatial Characters for Animations." In Communicating Space(s): 24th eCAADe Conference Proceedings , 598-603. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper sets up a paradigm for creative architectural animations, drawing cinematic, architectural and narrative theories together to form a “Spatial Characteri. Based on this definition, students created architectural animations. These served as working platform of an entry to the FEIDAD-Competition that defined and placed architecture into a cinematic context.
Iordanova, Ivanka, Lorna Heaton, and Manon Guité. "Architectural Design Spaces and Interpersonal Communication-Changes in Design Vocabulary and Language Expression." In Communicating Space(s): 24th eCAADe Conference Proceedings , 14-21. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper addresses communication during the design process and the mutations it may undergo depending on the medium of design. Three experimental observations were held with students in the context of architectural digital design studios. Each of them was performed when the students were working on a design problem, in groups of two or three, with different design mediums: cardboard mock-up or modelling software with one or two mice used for interaction with the computer. The methodology used for analysing the recorded video and graphical data is based on previous research work in the domains of collaborative communication as well as in the domain of design. It combines purely qualitative interpretation with graphical linkographic analysis. A software prototype was developed in order to allow for an interactive category assignment, exploration and interaction. Gesture, verbal language and design space are studied in order to determine their dependence on the medium and the eventual impact this might have either on the design process or on the object being designed. 
Paterson, Inga. "Architectural Interiors and Exteriors in Computer Games." In Communicating Space(s): 24th eCAADe Conference Proceedings , 730-737. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper looks at the design of place in a game environment. Many 3D video games have a strong orientation to streetscape and interior design. This paper questions what can be learned from architectural insights and examines how cultural references can be used in computer games to enhance the game experience by supporting game play through a deepened sense of immersion. Focusing on the cultural ideologies of play, this paper sets out to consider the suitability of real-world building design in the creation of game-world environments, with an emphasis on how level design can be enhanced through a deepened understanding of the virtual locations in which the game challenges are situated.
Schnabel, Marc Aurel. "Architectural Parametric Designing." In Communicating Space(s): 24th eCAADe Conference Proceedings , 216-221. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper describes a unique coupling of an architectural urban design studio with an in-depth digital media course in order to explore new ways of architectural expression, form finding and communication. It reports on the variables, goals and outcomes of this design studio as well as its integration of digital parametric design that allowed the participants to create innovative urban design language, based on parametric descriptions. The paper portrays the educational approach, the way parametric computer design tools have been introduced, as well as the process and outcomes of the studio. It discusses implications on design education as well as understanding and communicating of complex design tasks that are responsive to a variety of parameters.
Laskari, Iro. "Automatic production of paths within audiovisual “narrative space” by making use of genetic algorithms." In Communicating Space(s): 24th eCAADe Conference Proceedings , 458-461. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper documents the theoretical aspect of a research project that deals with the application of an artificial life (AL) approach to engraving coherent paths within the narrative space of video fragments. These paths, which are constituted by the succession of short video segments, represent the best way to juxt apose isolated elements in the overall narrative landscape. In this case the notion of space is being used in a metaphorical way. Once this has been clarified, the concept of “narrative space” is used as a metaphorical representation of a database comprising all the fragmented/autonomous narrations that are being used. Therefore, the creation of an “intelligent” system that will be able to automatically create cinematographic narration is being examined. This project in particular investigates the possibility and the consequences of producing an autonomous cinematographic narration system, in which meaning results from a kind of hypermontage (Hakola, http://www.kromaproductions.net/HYPERMONTAGE.htm: Jan 2003) conditioned by genetic algorithms. A different type of spatial experience emerges when the video fragments used are automatically “put together” by the system. Video as a medium could be considered as representing crystallized shortcuts within physical reality. Since video fragments constitute the database, different elements of constructed space are parts of the same ensemble. From the composition of such fragments, there emerge new paths within the same spatial context and certain spatial experiences are formulated which are different from the ones experienced by actors during the shootings.
Becker, Mirco. "Branches and Bifurcations - Building a framework for modeling with isosurfaces in Generative Components." In Communicating Space(s): 24th eCAADe Conference Proceedings , 868-873. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. An isosurface is a three-dimensional representation of a constant value of a field function within a given volume. They are normally used in computer graphics to visualize data in fluid dynamics, medical imaging, geophysics, and meteorology. The advantage of isosurfaces is that they can represent all sorts of topologies. That makes them a perfect tool for modelling, branching, forking, and bifurcating objects with smooth transitions. As they work of a field function, the surface is implicit, the polygonization an approximation. This is a good base for coupling performance with precision. The task was to define a set of handles to change and model an isosurface. It had to happen through the modelling of the field function in a way that is rather intuitive but without giving up the precision one is used to have from standard NURBS/BREP modelling. The paper shows how a modelling framework for isosurfaces is implemented as a plug-in for Bentley Systems Generative Components allowing an intuitive way of exploring design variations. The implementation is illustrated with a proof of concept showing a sketch design.
Salman, Huda, Richard Laing, and Anna Conniff. "CAAD Visualization Techniques Mediate the Conceptual Design Process as a Thinking Tool - Reflection on action study." In Communicating Space(s): 24th eCAADe Conference Proceedings , 700-708. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This research explores the practical findings of CAAD visualization techniques for the analysis and understanding of early phases of the conceptual design. Our aim is to allow subjects to focus on their design tasks rather than worry about the creation of effective concept presentation. The possibility of a complete computer mediated conceptualization process should be acknowledged as a visual thinking tool. This research will have implications for both how the designeris visual thinking process can be interfaced with CAAD and, perhaps more importantly, may  provide new assumptions for the designeris visual cognitive research to explore in order to provide the foundation for more useful tools for designers.
Serrato-Combe, Antonio. "Cadavre Exquis - Exquisite Corpse - 2006." In Communicating Space(s): 24th eCAADe Conference Proceedings , 848-851. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper presents the results of a digital architectural studio based on the surrealist game Le Cadavre Exquis in which one person began a narrative and others transformed it. Participants played with computer modelling looking at the growth of a story (building form, qualities, colors, etc.) examining how stories are built collectively from individual episodes and how stories translate in the telling or final construct. The project ended in a composition (vertical, horizontal, along a string, or any other way of stringing elements) with tellings and retellings, a network of routes from one beginning to many possible endings.
Balakrishnan, Bimal, Loukas Kalisperis, and Shyam Sundar. "Capturing Affect in Architectural Visualization - a Case for integrating 3-dimensional visualization and psychophysiology." In Communicating Space(s): 24th eCAADe Conference Proceedings , 664-669. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Envisioning architectural experience afforded by a building under design has been difficult due to two reasons. One is simulating the space in full scale, eliminating the need to take a mental leap commonly required of abstract smaller scale representations. Second challenge is in fully capturing the affective experience, which is often subtle in nature. This paper suggests that 3-dimensional visualization - particularly immersive virtual reality can overcome the first challenge. In addition, psychophysiological measures such as facial electromyography (EMG) and electrodermal activity (EDA) can be used to capture the affective component of the architectural experience. We suggest that by taking advantage of these technologies together, one can better simulate and empirically understand the nature of architectural experience.
McMeel, Dermott. "Carnival and Construction - Towards a Scaffolding for the Inclusion of ICT in the Construction Process." In Communicating Space(s): 24th eCAADe Conference Proceedings , 358-363. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. In this paper we explore the process of construction, we consider the construction site as a mediated collaborative environment in which many specialist crafts and esoteric skills are present and negotiated. Concrete information when pass onto a construction site becomes part of a fluid morphing object, the validity and meaning of information can change ? or be lost ? depending on where and when it is. We look at current models of construction and actual construction process and we explore the notion of Carnival as a tool to reconcile the concrete and fluid aspects to communication dynamics of mediated group working in general and of construction site practice specifically.
Brown, Andre, Michael Knight, Yu-Horng Chen, and Ghousia Saeed. "City information delivered to Mobile Digital devices - Reflection on contemporary potentials and problems." In Communicating Space(s): 24th eCAADe Conference Proceedings , 146-150. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The work described here builds on work reported previously on wireless access to digital city models. This paper presents a set of elements that contribute to such models. We look in particular at the issues of ground plane modelling, user location, user-device interface and information layering
Fricker, Pia, and Oskar Zieta. "CNC Compliant Methods of Design - Understanding Technology." In Communicating Space(s): 24th eCAADe Conference Proceedings , 352-357. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper investigates new design methods, showing the experimental use of new digital tools, CNC-techniques and technologies so as to expand the definition of contemporary architecture. This investigation of new technologies extends the traditional practice of architectural design to include issues of design, multimedia, programming, control systems and fabrication by using computer controlled machines. The main teaching and research focus of the Master of Advanced Studies in Architecture (MAS), Specialization in Computer Aided Architectural Design (CAAD), Prof. Dr. Ludger Hovestadt, is the computer based architectural design and its automated production. The aim of our research and teaching project is to achieve a close connection between design and production by embedding the “digital chaini in the whole process. The digital chain is a design and production sequence with no analogue steps, the process offers high flexibility in terms of design and production. The use of new digital tools in architecture extends the profession beyond traditional design.
Kapellos, Alexandre, Martina Voser, Philippe Coignet, and If Ebnöther. "CNC Morphological Modelling in Landscape Architecture." In Communicating Space(s): 24th eCAADe Conference Proceedings , 336-340. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The landscape design studio proposes to research synergies between teaching landscape architecture and using computer numerically controlled (CNC) machines as prototyping tools for students. The focus of the course is not to be proficient in CAAD-CAM technologies but to familiarize architecture students with landscape design and the problematic of large-scale topographical interventions and use these tools as verification instruments. Many prototyping tools are available to the students at the school and are easily accessible: a 3-axis mill, laser cutter, flatbed cutter and a 3D printer. Of all the CNC machines, the 3-axis mill allows for the best translation between idea and model in landscape modelling. Of interest to us is the continuous and more fluid exchange between paper/idea and a physical three-dimensional output, the ability to be able to re-shape continuously the model. The result is a series of models or evolutions, documenting the project idea as it has evolved from the initial concept to the final project.
Kotsopoulos, Sotirios. "Communicating Spatial Descriptions." In Communicating Space(s): 24th eCAADe Conference Proceedings , 312-315. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. General design schemes are typically used in envisioning, interpreting, handling, and communicating spatial ideas. The paper examines how we can develop computational models for communicating design schemes effectively and productively.
Bates-Brkljac, Nada. "Communicating urban development schemes through architectural representations - an investigation of perceptual responses." In Communicating Space(s): 24th eCAADe Conference Proceedings , 674-677. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper presents the findings of a research project that investigates peoplesi perceptual responses to different forms of architectural representations as a means of communicating the proposed urban development schemes. By comparing traditional and computer-generated representations, the study aimed to establish whether some methods of architectural representation are perceived as more credible than others. Three concepts were used as the factors operating in credibility assessments, namely: accuracy, realism and abstraction. Analysis revealed significant differences in the assessed perceptions of representationsi accuracy and realism as contrasted with the four different forms of representation.  The results relating to the concept of abstraction were chaotic and show highly polarized reactions to abstract representations that collapses the semantic space about a dominant single dimension. 
Chiu, Mao-Lin, and Binsu Chiang. "Communicating with Space and People - Smart Interface Design for Enhancing User Awareness and Interactions." In Communicating Space(s): 24th eCAADe Conference Proceedings , 138-145. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Smart space design has become an important research paradigm because of the emerging information and communication technology, smart materials, and sensory technology. A space equipped with human-computer interfaces, communicates not only with space but also with its occupants. In previous researches, the focus was on developing smart houses which made decisions for its occupants on controlling the condition of space. However, the human tends to make choices and the subtle psychological changes of occupants may derive exceptional decisions. Therefore, this paper is aimed to propose smart interfaces in house design, i.e., the “Individual Sense” concept is introduced by examining the assumptions and cases. This research probed into how the interface is characterized by individual actions. The “Individual Sense” is implemented on the basis of commonsense for reasoning potential interactions and demonstration and discussion are reported.
Angulo, Antonieta. "Communication in the Implementation of a Metacognitive Strategy for Learning to Design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 818-825. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper describes an instructional communication strategy that makes use of time-based media techniques (story boarding and animation) in order to empower design studios with means to promote their studentsi awareness on the acquisition of metacognitive knowledge and skills. This paper highlights the importance of including the communication of the design processes in the evaluation of learning outcomes. Moreover, the paper proposes that the students should be made constantly aware of their design processes and how effective are the methods they use. It is in this state of awareness that metacognitive knowledge is acquired: knowing how to learn to design.  We can cultivate, exploit and enhance the capabilities of design learners, making them more confident and independent as learners as they understand what they need to know and what kind of strategies might work for different design problems and learning opportunities. In the development of an instructional strategy to accomplish this learning goal, the paper proposes it may be possible and potentially beneficial to transfer current metacognitive support strategies from a course on computer visualization techniques to the design studios. The paper elaborates on how these communication strategies could be transferred and implemented in a design studio setting. The results of a recent controlled experiment and considerations about the cognitive style of design students will be used in the preparation of recommendations for future full scale implementations in early design studios. 
Donath, Dirk, and Christian Tonn. "Complex design strategies using building information models - Evaluation and interpretation of boundary conditions, supported by computer software." In Communicating Space(s): 24th eCAADe Conference Proceedings , 234-243. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The choice of a chord and its execution should be regarded as a must and not left to arbitrary wish or superficial speculation. (Johannes Itten, 1961) The paper describes a modular concept for the IT-support of planning practice using BIM (Building Information Modelling) and a parameterized building model. The platform used is the modularized software concept for architectural planning in existing built contexts (prototype software FREAK). The current progress in the development of a reasoned support of planning tasks is described in this paper in more detail. The system consists of a series of software prototypes which are linked to the BIM, utilize the specific data within and demonstrate the value of a consistent and extendable CAD-model. The “Colored Architecture” software prototype is one such design-support module of the software platform and enables the designer to experiment with the parameters colour, light and materials in architectural space. This module supports experimentation, assessment and realization of colours and materials in the architectural design process on a new quality. For instance, the integration of “live radiosity” light simulation allows a qualified and interactive assessment and evaluation of colours and materials in near-real lighting conditions. The paper also details further software prototypes, modules and concepts including building surveying and the design of self-supporting domed structures.
Lyon, Eduardo. "Component Based Design and Digital Manufacturing - a DfM Model for Curved Surfaces Fabrication using Three Axis CNC Router." In Communicating Space(s): 24th eCAADe Conference Proceedings , 342-350. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Through the use of design for manufacturing (DfM) method and looking at the relations between its potential application in architectural production and its implementation using digital manufacturing technologies, we analyze building construction processes and explore, in more detail curved surface fabrication using two dimensional cutting and three dimensional milling processes. Afterwards a DfM model for curved surfaces fabrication using three-axis computer numerical control (CNC) router is proposed. The proposed DfM model relies fundamentally in two supporting factors, the implementation of design heuristics that integrates production knowledge and the availability of some design related to production evaluation metrics. Subsequently, we test and refine the model using structured design experiences. This was accomplished by capturing new design heuristics and detecting useful evaluation metrics for production. In the final part of the research, a refined DfM model was tested in a component design case study. The case study is based on producing a curved surface module on wood for an existing proprietary component based wall system. As a summary, we conceptualize from this top-down development approach to create a design for manufacturing model that integrates design and construction in architecture, based on three possible applications fields: Design processes improvement, building production process improvement, CAD-CAM tools development. Our purpose is to provide better foundational constructs and approaches for integrating design with manufacturing in architecture.
Wiedmer, Martin, Doris Agotai, Rolf Lenzin, and Fabian Kempter. "Compositing Spaces - the Transferring of Space Relevant Film Elements into Computer-Generated Architecture-Related Animation." In Communicating Space(s): 24th eCAADe Conference Proceedings , 604-607. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The representation of architecture is to an increasing extent expressed by means of computer-generated animation. The medium of architectural animation thus gets closer to the film without taking into consideration its specific design possibilities. Here the research project “Compositing Spaces” starts. It reveals in which fields architectural animation can get an impact from filmic design instruments. On behalf of film analysis precise stage directions to the virtual camera could be developed. In collaboration with visualizers, film professionals and psychologists the project has taken an unexpected turn and led to a form of expression that involves compositing technique. The project takes with the animation of high-resolution visualizations a most promising and low-priced approach.
Dritsas, Stylianos, Renos Charitou, and Lars Hesselgren. "Computational Methods on Tall Buildings - the Bishopsgate Tower." In Communicating Space(s): 24th eCAADe Conference Proceedings , 778-785. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper summarizes the ongoing research done on The Bishopsgate Tower in the City of London using parametric design methodologies. The process is indicative of how computational methods will develop in the future and help designers find solutions for increasingly complex spaces.
Kaimakamis, Nikolaos, and Dimitris Charitos. "Computer mediated political communication: an empirical approach towards representing political action in the spatial context of Collaborative Virtual Environments - the rise of a virtual-space dependent public sphere." In Communicating Space(s): 24th eCAADe Conference Proceedings , 436-443. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This study focuses on the creation of three-dimensional online spaces, known as Collaborative Virtual Environments (CVEs), where mediated social interaction amongst participants takes place in real time. It attempts to examine whether it is possible for political communication to flourish in such environments, as a case study of the design aspects needed to be taken into account in creating communicating spaces. We entered the collaborative virtual environment “There” as an avatar and monitored the agenda setting of its two major media. The fact that the whole world is designed as an island complex and holiday resort has an impact on the unwillingness of the avatars to talk about world politics, or even deal with the worlds political issues in the official media. Our main conclusion is that public sphere as conceived by those who enter a CVE relies heavily on the way that the world itself is designed. This leads to a series of questions concerning the role of architecture in creating virtual spatial contexts for communication.
Zisimopoulou, Katerina, and Alexis Fragkiadakis. "Constructing the String Wall - Mapping the Material Process." In Communicating Space(s): 24th eCAADe Conference Proceedings , 326-335. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The String Wall is the emergent product of a study on technological applications in architecture. Our team attempted to test the limits of the common partition wall construction, challenging the standard notion of the partition screen wall that recedes behind the structures, spaces and objects as a background condition. Such vibrant a partition as the SW becomes the center to the formation of the space it defines. The story of the SW could be described as the organic combination of the bow and the twist. The latent materiality and geometry of the bow and the twist as composite systems that are mined for their structural, tectonic and programmatic potential are tested prior to final construction by 3D printed scaled models. The SW is composed of successive frames that consist of vertical twisted strips of plywood attached to wooden beams. These frames emulate the stud elements of the conventional dry wall partition systems and are manufactured entirely manually. On the other hand, the use of CNC milling machine is employed for the production of the bowed plywood strips that fill in the frame. Three fluctuated curvatures produce strips that are combined rhythmically to produce the striated effect of the SW. The material is manipulated in order to expose its hidden side, the sequence of the multiple layers of the different infilling conditions. The oblique perspective of the SW is achieved through a novel geometric transparency, thus offering constantly changing views to a moving observer. The manipulation of the position of the component bowed and twisted strips explore the application of a see-through condition that escapes the norm and reveals the back to the front in a unique whole. The void of the screen wall becomes ultimately programmatic through the use of light. A sequence of halogen lights situated at the top and bottom of the in-between the wooden strips void create the dumbfounded effect of the SW experience.
Koutamanis, Alexander. "Contextual awareness in mobile information processing." In Communicating Space(s): 24th eCAADe Conference Proceedings , 152-159. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Applications of mobile information technologies in architecture and building require a high degree of contextual awareness not only for localization but also for distinguishing between different types of information (relevant, redundant, stable etc.). This awareness refers to the physical context of a device, as well as to the social dynamics of the situation (including interaction with shared information). Architectural knowledge and in particular design representations support the development of contextual awareness but there are significant differences between these representations and the use of information they convey in mobile applications.
Calabrese, Antonio, Carlo Coppola, Luca Licenziato, Francesco Mele, Antonio Sorgente, and Oliviero Talamo. "Creation and editing of artifacts models by Generative Projects." In Communicating Space(s): 24th eCAADe Conference Proceedings , 890-896. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. In this paper we propose an aiding system for the creation of models of artifacts which is based on a methodology that has its foundations in a concept that we call generative projects. This methodology has been defined separating the design paradigm of the designer from the computational model, defined in order to implement the system that support the designer in the design process, and from the graphical engine of the specific rendering system, chosen for the visualization of the generated artifact. In this work we defined an user interface that assists the designer during the design process, translates the result of the design into the underlying computational model and carries out the access to the rendering system in a transparent way. The experimentation of the system was conducted on various artifacts domains, as jewels, glasses, lamps, cutlery, wireless headphones, aerosols, pots and plans.
Anay, Hakan. "Creative use of Architectural Precedents in Design Education: a Framework for a Computational Model." In Communicating Space(s): 24th eCAADe Conference Proceedings , 526-531. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Present study primarily aims to outline a theoretical framework for developing a computational model towards the creative use of architectural precedents in architectural design education. It departs from a short summary of the critical/formalist approach as the model that we adopt for the studio education, and goes on with a discussion on paradigms or precedents as the containers of knowledge and as the primary focus of the studio model as important elements of architectural design education. Prior to conclusion the study sets three important problem areas concerning the model, from the computational point of view, and investigates them while trying to outline a framework towards a computational model. As a conclusion it proposes two main areas that we can utilize computers for the creative use of architectural precedents in architectural design education, and discusses a possible studio implementation of the proposed framework as the next stage of the study. 
Parthenios, Panagiotis. "Critical points for change - a vital mechanism for enhancing the conceptual design process." In Communicating Space(s): 24th eCAADe Conference Proceedings , 98-105. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The Conceptual design is not a linear process, it consists of sub-processes, levels of refinement, which are individual but interact with each other. Each level of refinement corresponds to the types of media and tools used during conceptual design. Architects take advantage of a broad palette of tools and media for design, because each tool has its own strengths and weaknesses and provides an additional value ? an added level of vision ? to the architect. This closely relates to the notion of Critical Points for Change (CPC) a contribution this study makes towards a better understanding of the uniqueness of the conceptual design process. CPC are crucial moments when the architect suddenly becomes able to “see” something which drives him to go back and either alter his idea and refine it or reject it and pursue a new one. They are crucial parts of the design process because they are a vital mechanism for enhancing design. This characteristic of the nature of the conceptual design process is independent of the tools. Nevertheless, the right tools play an extremely important role. The distinctive capabilities of each tool allow the architect to deal successfully with CPC and overcome the points in the design process where he or she feels “stuck.” 
Breen, Jack, and Martijn Stellingwerff. "De-coding the Vernacular - Dynamic Representation Approaches to Case-based Compositional Study." In Communicating Space(s): 24th eCAADe Conference Proceedings , 656-663. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Representational approaches have always played an important role in the design-driven development of built environments, the analytical study of architectural compositions and their effects. With the introduction - and successive steady development - of computer-based platforms of visualization, the professional and intellectual palette of designers, as well as researchers, have expanded considerably. Nonetheless, in recent years the opportunities for systematic scrutiny and understanding of the expressive qualities of design proposals and artefacts have all too frequently been overshadowed by high-flying conceptual developments and seductive representation modes. It is time that the objective description and unravelling of architectural compositions - so to speak the discipline of Ekphrasis in design practice, education and research - is once again given more prominence in architectural discourse and debate. The central idea behind this contribution is that, by linking instruments of design with the methods of formal composition and decomposition, renewed opportunities for representation-driven study in a scholarly context, focusing upon elusive compositional attributes and their workings, may be given a new impulse. The project that is presented here concerns a case-based explorative study into the domains of aesthetic convention and invention, making use of a variety of virtual and physical representation techniques. These include digital as well as tangible modelling and sketching approaches (separately and in combination), in conjunction with computer-based image manipulation techniques, making use of systematic data identification and denotation. The opportunities, merits and shortcomings of the computer-based and physical visualization approaches, which were applied and tested, are discussed on the basis of results and findings from the ongoing AA Variations project. 
Jachna, Timothy, Yasuhiro Santo, and Nicole Schadewitz. "Deep Space." In Communicating Space(s): 24th eCAADe Conference Proceedings , 428-435. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. An existing café and multi-functional space at the School of Design of the Hong Kong Polytechnic University has been linked to a “twin” in the form of an online-accessible environment. Using arrays of sensors, displays and other interfaces, channels of communication are established between the virtual space and the physical space, enabling on-site visitors to the café and online visitors to the project website to participate in a shared spatial experience. The project explores ways in which digital technologies can serve to enhance and enrich the experience of spatiality and human social interaction in space(s). The paper explains the design of the modes of communication between the two spaces, outlining the theory and genesis of the project and discussing the issues and principles that come into play in the design an realization of such spaces, such as the interplay between the three-dimensionality of the physical space and the two-dimensional picture-plane based monitor interface through which the website is experienced, and strategies for the transmission of spatial experience within the strictures of commonly-available hardware and software interfaces.
Tunçer, Bige, and Sevil Sariyildiz. "Design Analysis Network - an educational environment for architectural analysis." In Communicating Space(s): 24th eCAADe Conference Proceedings , 206-214. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Design Analysis Network (DAN) is a web-based environment for the construction and presentation of a body of architectural analyses in the context of a design studio. We use DAN in order to achieve an extensible and cooperative library of architectural design analyses, searchable by content, and instructional for coming generations of students. DAN also acts as a presentation environment for students, where they can present their analyses to their design instructors. DAN has been used in two iterations of instruction in the second year design studio at the Faculty of Architecture. After its use, we carried out an extensive evaluation of the use of DAN, its usefulness and how it fits into the educational process, in a laboratory environment. The evaluation results provided valuable insights. In this paper, we describe the DAN environment and its tools, and we discuss its use in the design studio. We also describe its evaluation process and results, the analysis of these results and their conclusion. We conclude with recommendations for improvement to the application and its implementation within the design studio.
Fukuda, Tomohiro, Kazuhiro Sakata, Wookhyun Yeo, and Atsuko Kaga. "Development and Evaluation of a Close-range View Representation Method of Natural Elements in a Real-time Simulation for Environmental Design - Shadow, Grass, and Water Surface." In Communicating Space(s): 24th eCAADe Conference Proceedings , 58-65. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. In this research, a close-range view expression method used in real-time simulation based on virtual reality technology is developed for environmental design evaluation. After describing the purpose and accuracy of representation, the problem of natural element representation in a close-range view, which has not been developed yet, is clarified. Next, the close-range view expression method of shadows, grass, and water surface is developed. Furthermore, the developed method is applied to a number of actual environmental design projects, and frame rate measurement and user evaluation are performed.
Voigt, A., and Bob Martens. "Development of 3D Tactile Models for the Partially Sighted to Facilitate Spatial Orientation." In Communicating Space(s): 24th eCAADe Conference Proceedings , 366-370. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Lacking or poor provision of comprehensive information about the spatial environment for the purposes of effective orientation is a problem that primarily affects the blind and partially sighted, but it can also cause difficulties for older people with increasing visual impairment. This research project in progress aims to obtain new scientific findings with regard to the basic suitability and required composition of tactile models to facilitate spatial orientation for the blind and partially sighted. Tactile scale models serve as an orientation aid. Their intention is to  make it easier for visually impaired people to “experience” selected structural characteristics of the real space, even if in scaled-down form. This experience allows them to experiment with space and to better recognize spatial elements and their interrelationships. It also helps them to better recognize subspaces, possible spatial sequences, as well as decision-making situations in these spaces. These tactile processes are supported by the highly sensitive tactile faculties of people with visual impairment, which are far more finely differentiated than those of sighted people who experience objects without this disability. The amount of available digital model data is constantly growing and would allow for the creation of tactile models.
Fukuda, Tomohiro, Masahiro Kawaguchi, Wookhyun Yeo, and Atsuko Kaga. "Development of the Environmental Design Tool "Tablet MR" on-site by Mobile Mixed Reality Technology." In Communicating Space(s): 24th eCAADe Conference Proceedings , 84-87. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. As a tool for carrying out environmental design study on planned construction site (on-site), the “Tablet MRi system adapting MR (Mixed Reality) technology is designed, and a prototype system is developed. Tablet PC, RTK-GPS, 3D motion sensor, and a live camera are unified, and VR image is compounded on live video image. A use scene is assumed after performing system design, mounting, and accuracy verification.
Fricker, Pia, and Alexandre Kapellos. "Digital Interaction in Urban Structure - Reflection: Six years and still scanning." In Communicating Space(s): 24th eCAADe Conference Proceedings , 670-673. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The focus in our elective course for Master Students of Architecture is the following: in parallel to a more traditional way of analysing urban structures, how can the application of multimedia technology, networking and the integration of interactive computer applications lead to a different approach? The objective of our teaching and research project is to find out in what ways urban structure and specific features of a city can be represented by interactive interfaces and the use of CNC technology. Our attitude is based on small-scale approach: the sum of these microanalyses gives us the broader picture, the system or mechanisms of the city. We do not dive into the city but emerge from it. This reflection leads to a new understanding in the organisation of complex urban structures, highlighting and revealing different connections and relationships, thus giving a different final image.
El-Khoury, Nada, De Giovanni, and Tomás Dorta. "Digital Reconstruction as a means of understanding a building s history - Case studies of a multilayer prototype." In Communicating Space(s): 24th eCAADe Conference Proceedings , 832-839. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The experiments presented in this paper are situated at the crossroads of two fields: the understanding and communication of history to students and the field of Information and Communication Technologies (ICT).  More specifically, we aim to propose to students, ways of transferring information about lifestyles and techniques linked to the construction methods used in the past and which are present in ancient sites. It is not merely a question of proposing experiments for managing an inventory of knowledge such as that summarized in historical texts, but rather a means for understanding it: How do we communicate the invisible? How do we make visible what we cannot see but that we can imagine lies beneath the ruins of ancient sites? Lastly, how do we propose new approaches in the transferring of these historic skills and lifestyles? Such are the questions that the studentsi experiments will attempt to answer while using computers as cognitive tools. In this case, these cognitive tools are designated as “multilayer prototypesi which aim to develop a dynamic virtual history space through augmented reality.
Papalexopoulos, Dimitris. "Digital Territories and the Design Construction Continuum." In Communicating Space(s): 24th eCAADe Conference Proceedings , 168-174. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The purpose of the paper is to bring together the two newly elaborated concepts of Digital Territories (DT) and Design Construction Continuum (DCC) in order to approach the design of evolving - intelligent environments.Digital Territories is a concept elaborated 2005 by a Core Expert Group, conceived as an ephemeral  Ambient Intelligence (AmI) space. DTs formed through the interconnection of physical objects embedding digital technologies, postulate the integration of the physical and the digital world, searching for operative definitions of new evolving in time functionalities. In DTis, bridges between the physical and the digital are discrete elements disposing of certain autonomy in their conception and internal structure. Bridges have to be designed and located. The DCC proposes to relate design, fabrication and construction through information networks (it is in fact a DT). Through the DCC approach, design information is becoming construction information and industrial fabrication information. The DCC has to integrate interaction design and respond to questions posed by DTs design.  DTs are integrated to DCC by constituting an intermediate level between building programming and design. Intelligent  Building Components, that is AmI components operating as bridges between the physical and the digital in Digital Territories formations, cooperating to develop swarm intelligence applications to architectural space, are elements managed by the DCC. DTis are about spaces communicating and the DCC is about communicating (design) space.
Grasl, Thomas, Christoph Falkner, and Christian Kühn. "Easy access classes for three-dimensional generative design - Using a collaborative environment for e-learning." In Communicating Space(s): 24th eCAADe Conference Proceedings , 884-889. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Part of an EU funded project to develop a “VIrtual campus for virtual space design Provided for European Architects (VIPA)” was the implementation of a practical run at the Vienna University of Technology. Therein we attempted to evaluate some of the concepts and technologies which were intended for the e-learning platform. After briefly introducing the didactical background, this paper concentrates on the technological setup accompanying the course. Especially the use of Croquet as an immersive three-dimensional environment to teach generative design is highlighted, its strengths and weaknesses in supporting our envisioned didactical concept are analysed. The practical run and its evaluation by the participating students are described, as well as some of the student work performed during and after the course. Concluding remarks elaborating on problems encountered in the software setup and in our didactical concept, followed by the description of future work to amend the above mentioned pitfalls, will mark the end.
Lee, Ji-Hyun, and Shu-Feng Pan. "eCAADe: an Educational Commendation Mechanism for the Adaptive Semantic Web to Use in the Architectural Design Environment." In Communicating Space(s): 24th eCAADe Conference Proceedings , 244-251. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The “Case Studies in Architecture” phase of a course in architectural design includes in-depth comparisons and analyses of architectural precedents. However, with the large number of cases now readily available, Web searching and navigation is a time-consuming, low precision activity. In the work described in this paper, we built eCAADe, an educational commendation system for the adaptive semantic Web to allow students to query and retrieve semantically for architectural cases during the case study phase of an architectural design process. In our suggested system, we built a Semantic Web for design knowledge representation to make query and retrieval efficient. We also applied a hybrid recommendation mechanism, which is combining both content-based filtering and collaborative filtering to help for students to find relevant cases more efficient and precise with their preferences. We illustrate our concepts with several concrete examples.
Oxman, Rivka. "Educating the Digital Design Thinker - What do We Teach When We Teach Design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 198-205. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Designerly ways of thinking have become a significant topic in design research. If indeed, contemporary phenomena of “digital design thinking” are different from traditional models, than there is emerging pressure to pioneer new teaching paradigms Theories and methods of digital design can no longer be conceptualized as the merging of computational tools with conventional formulations of design thinking. Within the framework of this orientation to a critical formulation of new educational agenda, pedagogical issues are considered. A new orientation to understanding the impact of digital media on “digital design thinking” and pedagogy is presented discussed and demonstrated
Tsangrassoulis, Aris, Vassilis Geros, and Vassilis Bourdakis. "Energy conscious automated design of building façades using genetic algorithms." In Communicating Space(s): 24th eCAADe Conference Proceedings , 898-902. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Various European Directives have been issued concerning the energy efficiency of the buildings.  The target is the achievement of a near optimum energy efficient environment while at the same time satisfying occupant needs throughout the year within an integrated “holistici or “whole buildingi framework. A variety of different antagonistic parameters should be balanced such as window size and glazing transmittance or daylighting and shading and in most cases this requires an examination of various scenarios. Thus the design of building envelopes should address a careful balance between internal requirements and loads, the materials and properties of the façade and the external environment. Nowadays, the available tools for  façade design-in terms of buildingis energy efficiency- are inappropriate for interactive or creative use. In this paper  we examine the development of a genetic algorithm which is capable to  optimise  the opening areas, glazing properties and shading configurations -on the basis of minimum energy consumption-  and then to design automatically simplistic alternative scenarios of  the building façade.
Yamashita, Shotaro, Yoshitaka Miyake, Yuji Matsumoto, Ryusuhe Naka, and Shigeyuki Yamaguchi. "Enhanced and Continuously Connected Environment for Collaborative Design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 478-485. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper describes our current study in the development of a collaborative design environment which considers Information and Communication Technology (ICT) and architectural space. Our study group has been developing a computerized prototype environment for collaboration, which attempts to support a synchronous design collaboration in a face-to-face meeting at a local site and also in a continuously connected project-room at distributing sites. The authors focus on communication in order to evaluate the collaboration environment. The objectives of this study are listed below: a) Objective 1. The evaluation of using the multi-screen and sharing console applications in the face-to-face design meeting at the local site. b) Objective 2.  Finding problems and its factors of the continuously connected project-rooms in the distributing sites. In our conclusion, we have verified the relation between the communication and the applications of the environment in the objective 1. With the objective 2, we have realized and extracted four major issues towards improving the distributing project-rooms environment in our future study.
Al-Attili, Aghlab, and Leonidas Koutsoumpos. "Ethics of Virtuality... Virtuality of Ethics." In Communicating Space(s): 24th eCAADe Conference Proceedings , 32-39. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper addresses issues pertaining to architecture, virtuality and ethics by establishing an interactive, non-linear virtual environment as a tool for investigation into the virtuality of ethics and ethics of virtuality, in the context of architecture. Starting from the assertion that “Virtual Environment (VE) is a metaphor of Real Environment (RE)”, we test the proposition that suggests “Ethics of RE can be tested and simulated in VE”. Challenging the notion that sees people reacting to VE in the same way as they interact with their surroundings in RE, we propose that since ethics are engulfing architecture they are also present and simulated in VE. Virtual architecture has elements of ethics that we refer to as “Ethics of Virtuality”. In this context, VE ethics seem to lose the ubiquity that is present in RE. In order to examine this hypothesis, we created a VE that corresponds to the RE of the PhD students offices, within the Department of Architecture, School of Arts, Culture, and Environment in the University of Edinburgh. The real life users of these offices were subjected to this VE. A qualitative method of research followed to probe their experience, focusing on issues related to ethics. Subjects were asked to give a personal accounts of their experience which gave us an insight into how they think. The compiled list of results and their evaluation showed startling possibilities, further establishing VE as an arena for investigating issues pertaining to both architecture and ethics.
Kalisperis, Loukas, Katsuhiko Muramoto, Bimal Balakrishnan, Dragana Nikolic, and Nevena Zikic. "Evaluating Relative Impact of Virtual Reality System Variables on Architectural Design Comprehension and Presence - a variable-centered approach using fractional factorial experiment." In Communicating Space(s): 24th eCAADe Conference Proceedings , 66-73. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The relative contributions of five variables (Stereoscopy, screen size, field of view, level of realism and level of detail) of virtual reality systems on spatial comprehension and presence are evaluated here. Using a variable-centered approach instead of an object-centric view as its theoretical basis, the contributions of these five variables and their two-way interactions are estimated through a 25-1 fractional factorial experiment (screening design) of resolution V with 84 subjects. The experiment design, procedure, measures used, creation of scales and indices, results of statistical analysis, their meaning and agenda for future research are elaborated.
Ambach, Barbara. "Eve s Four Faces-Interactive surface configurations." In Communicating Space(s): 24th eCAADe Conference Proceedings , 40-44. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Eveis Four Faces consists of a series of digitally animated and interactive surfaces. Their content and structure are derived from a collection of sources outside the conventional boundaries of architectural research, namely psychology and the broader spectrum of arts and culture. The investigation stems from a psychological study documenting the attributes and social relationships of four distinct personality prototypes, the “Individuated”,  the “Traditional”,  the “Conflictedi and the “Assured”. (York and John, 1992) For the purposes of this investigation, all four prototypes are assumed to be inherent, to certain degrees, in each individual, however, the propensity towards one of the prototypes forms the basis for each individualis “personality structure”. The attributes, social implications and prospects for habitation have been translated into animations and surfaces operating within A House for Eveis Four Faces. The presentation illustrates the potential for constructed surfaces to be configured and transformed interactively, responding to the needs and qualities associated with each prototype. The intention is to study the effects of each configuration and how it may be therapeutic in supporting, challenging or altering oneis personality as it oscillates and shifts through the four prototypical conditions.
Tidafi, Temy, and Ivanka Iordanova. "Experimental Approach in an Architectural Design Studio - How Digital Technologies Could Change a Design Process." In Communicating Space(s): 24th eCAADe Conference Proceedings , 852-858. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This article communicates results of an experimental pedagogical strategy aiming at both, introducing and taking advantage of new technologies in an architectural design studio. One of the reasons for the notorious unfriendliness of CAD software to the design process comes from the attempt to imitate traditional pen and paper design on the computer. While the whole process could be completely different when performed in a digital environment offering powerful form generation and knowledge modelling possibilities. the proposed teaching method is based on the following principles: (1) emphasis on new methods of designing made possible by the use of computer, (2) communicating the design process, and not only the final result, (3) exploring parametric design for generation of different formal expressions of a design concept, (4) using visual programming to create inter-object relations, etc. A comparison of this experimental approach to other approaches used in design studios (digital or traditional), proves that the architectural results obtained are largely related to the chosen medium and the tools of work. In our opinion, this teaching approach proves to be promising for introducing considerable qualitative changes in the architectural profession, and this way in our built environment as well.
Colakoglu, Birgul. "Explorations in Teaching Design Students to Think and Produce Computationally." In Communicating Space(s): 24th eCAADe Conference Proceedings , 826-831. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper describes a dynamic teaching model developed to explore  new intellectual and theoretical directions of design generation. It utilizes shape grammars as a pedagogical tool for introducing the concept of design computing to graduate students of architecture without a background in computation theory. The teaching model has developed in two parallel run  courses: 1-Introduction to Computational Logic in Design: a visual generative design tool shape grammar is used as a tool to teach design students computational logic,  2- Designing the Design: The design students are introduced with the new language and method of designing. Examples from the Computational Design graduate curriculum at Yildiz Technical University are given to illustrate explorations in this new teaching of design.
Tourre, Vincent, Jean-Yves Martin, and Gerard Hegron. "Expression of luminous ambience intention in CAAD." In Communicating Space(s): 24th eCAADe Conference Proceedings , 650-655. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper presents a research in progress dedicated to the development of a Computer Aided Architectural Design (CAAD) tool, which integrates design by ambience intention concept. A digital design by ambience intention framework is proposed, allowing intention expression of daylighting ambience through scene lighting properties. Lighting descriptors are introduced to represent theses properties, and combined to produce a lighting constraint set. These constraints are intended to be used in an inverse lighting model to compute geometrical raw solutions.
Horne, Margaret, and Emine Thompson. "Extending the Palette - an analysis of the heterogeneity of techniques for communicating space." In Communicating Space(s): 24th eCAADe Conference Proceedings , 444-453. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This study offers an analysis of the increasing range of communication methods required by the emerging profession of the architectural technologist.  It reviews the process of introducing methods of communication into the academic curriculum of undergraduate architectural technology students who have a need to select appropriate techniques in order to communicate to various stakeholders, design teams and clients. The paper reviews the integration of three-dimensional computer modelling technologies for the analysis and communication of proposed designs and considers the knowledge and skills which will be required to enable effective representation of increasingly complex buildings. 
Achten, Henri. "Feature clusters for online recognition of graphic units in drawings." In Communicating Space(s): 24th eCAADe Conference Proceedings , 106-112. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Automated recognition of sketch drawings can provide the means for a natural interface between the designer and a design support system. Sketch drawing recognition is knowledge-intensive in the sense that the system must know what to look for in a drawing. In earlier work, we identified 24 different types of representations, termed graphic units. For recognition of graphic units we combine a multi-agent approach and online recognition. Each agent is specialised for one graphic unit. It continuously parses the online input stream for stroke features that fall within its scope. When an agent-specific threshold is reached, the agent puts a claim. Each agent has a specific cluster of features that can be viewed as distributed over a decision tree. The activation pattern of feature clusters over the decision tree is an indication which graphic unit is likely to be identified by the system. In this paper, we present the exhaustive set of features for agents and a binary decision tree over which the features are distributed.
Ireland, Tim. "Form follows function: Activity defines function, gesticulates space." In Communicating Space(s): 24th eCAADe Conference Proceedings , 298-301. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The foremost principle of this work is that the base level of architectonic form is spatial, and that the array of activities relative to the practice of habitation and their associational parameters to each other determine spatial boundaries, which might be uncovered, to define form. The array of activities, which define a particular “mode” of habitation, will vary according to particular functions therefore defining building types. This might also be extended to the individual, in the case of an apartment or house in that the personal activities of an individual might be utilized to define custom form.  Therefore defining a place of habitation, which reflects the individual qualities of that individual and responds to their personal mode of living, character and spatial requirements. Computationally I suppose space defined through an array of activities represented in 3D, and that the topology of activities defined geometrically through the application of an array of self-organizing activity maps for the morphology of space, to define form, relative to user/activity associations and context.
Lee, Ming-xian, and Ji-Hyun Lee. "Form, Style and Function - a Constraint-Based Generative System for Apartment Façade Design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 874-883. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper describes the development of a constraint-based generative system (FSF system) to support the design of middle and high-rise apartment façades  from architectural plans. Floor plan and façade  designs are heavily interrelated, and, sometimes, the plan constrains the façade  design during the design process. This relationship lends itself to apply constraint-based systems and we have designed the system to connect intelligently between apartment plan and façade. In our system, we define constraints into three categories: structural form, architectural style and function. We use genetic algorithm to generate plausible alternatives quickly and augmented by a constraint-based system, façades  can be generated and modified much more easily in terms of real-time visual feedback for checking violence of the constraints and of dealing with updates smoothly through intelligent connecting plans to façades.
Lefantzis, Michaelis. "From Survey to Representation of ancient monuments: new methodology and technology - the cases of the Golgotha site in Jerusalem and the Stoa of Eumenes at the South Slope of the Acropolis of Athens." In Communicating Space(s): 24th eCAADe Conference Proceedings , 678-682. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The purpose of this paper is to present the characteristics of laser scanning technology, based on two examples for the modelling at the reconstruction of the Golgotha site in Jerusalem and the ancient Stoa of Eumenes II, located at the South Slope of the Athens Acropolis. Terrestrial 3D laser scanning is a new methodology for three dimensional object modelling. Especially, the reconstruction of the ancient Stoa of Eumenes II comprises one of the most important restoration programs of the Greek Ministry of Culture. This paper will focus on the main steps of the laser scanning processing chain, starting from the acquisition of the data and ending with the evaluation of the 3D models.
Dounas, Theodoros, and Anastasios Kotsiopoulos. "Generation of alternative designs in architectural problems using Shape Grammars defined with animation tools - a computer implementation of shape grammars using modelling and animation software." In Communicating Space(s): 24th eCAADe Conference Proceedings , 302-307. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. We present a model of generation of alternative designs to selected architectural and spatial configurations of small complexity. Specifically we present a production pipeline of architectural / spatial configurations using the context of animation and time based design tools. Our model consists of time and space design constraints of boundaries / objects affecting a given architectural design, thus producing an alternative solution for every timeframe of the animation cycle. The alternative designs vary from the original according to their temporal and/or spatial distance from the original object on the animation time-line.  The constraints placed upon the objects, used as actuators of Shape Grammars, are defined informally by the user/designer while their influence can vary according to time, speed, location, configuration of the object and/or the constraint itself. However the constraints further function as formal rules for the Shape Grammar creation so that our model tries to predict ahead of time the emergence of alternate designs. The employ of animation tools [shape driven curves, speed and time-line functions,parent child relationships] in the shape generation of our model empowers the user/designer to configure whole sets of shapes and designs interactively and without the need to define every solution independently. Simultaneously, a different, time-focused view of our model describes its use on designs that develop different configurations over time. Thus a duality of our model is established: either the animated schema may be a sum or family of various designs or the animated time-line represents a single design which changes over time. Finally the possibility of an automated analysis of every design is discussed, using Space Syntax diagrams so the designer can quickly evaluate the various spatial configurations produced by a single original.
Ahmad, Sumbul, and Scott C. Chase. "Grammar Representations to Facilitate Style Innovation - an Example from Mobile Phone Design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 320-323. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Previous research in generative design has suggested that shape grammar transformations could be used for developing new design styles by the systematic modification of grammars that encode existing styles. Our research explores how such grammar transformations can be facilitated to be responsive to changes in design style requirements. For this it is important to consider the structure and organization of rules, as well as the description of the styles of designs generated by a grammar. Using an example of mobile phone design, we outline the development of a flexible grammar structure that is conducive to transformations. The grammar is augmented with a style description scheme based on the concept of semantic differential to map the style characteristics of grammar components. These measures could be significant for driving purposeful grammar transformations for style adaptation and innovation.
Tellios, Anastasios. "High Code architecture - a diagram of de-materialization and reinstallation of architecture." In Communicating Space(s): 24th eCAADe Conference Proceedings , 552-555. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Architectural representations do not merely realize the transmission of intervened information between the architect and his audience. Through the growing importance of representation and the use of digital means of expression, which is obviously met in contemporary architectural discourse, one can safely suggest that in certain cases the information is created rather than treated or consumed through the procedure of digital representation.  The issue raised is of far greater range than just the replacement of traditional means of representation. One can already trace definite signs of a new communicative entity, profoundly based upon the use of digital means, alongside the classic body of architecture. This new essence is the result of architectural representation, in its autonomous interpretation, when it creates the meaning and the information that initially was assigned only to transmit. All these special conditions are more effectively reflected into a new concept, this of “high code architecture”. “High code architecture” implies and presupposes the existence of an additional inner mechanism that creates it. The procedure of emancipation of the architectural representations is rather incomplete without the validity of an associating mechanism between the representation itself and the represented object. This phenomenon can be studied through a diagram of de-materialization and reinstallation of architecture. This diagram is materialized in three distinctive stages: 1. The architectural object is de-materialized through various representations and procurations via digital, figurative and print media to finally become an image. 2. The images, as representatives and/or substitutes of an architectural object, re-materialize and form a kind of architecture that is of “abstracted perception” and free of theoretic and ideological weights. 3. An array of morphological types, “iconic picturesi is created, that form the base of the so called “high code architecture”.
Abdelhameed, Wael. "How Does the Digital Environment Change What Architects do in the Initial Phases of the Design Process?" In Communicating Space(s): 24th eCAADe Conference Proceedings , 532-539. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. 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.
Veirum, Niels, Mogens Christensen, and Mikkel Mayerhofer. "Hybrid Experience Space for Cultural Heritage Communication." In Communicating Space(s): 24th eCAADe Conference Proceedings , 22-30. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Cultural heritage institutions like the museums are challenged in the global experience society. On the one hand it is more important than ever to offer “authentic” and geographically rooted experiences at sites of historic glory and on the other hand the audienceis expectations are biased by daily use of experience products like computer-games, IMAX cinemas and theme parks featuring virtual reality installations. “It's a question of stone-axe displays versus Disney-power installationsi as one of the involved museum professionals point it, “but we don't want any of these possibilitiesi. The paper presents an actual experience design case in Zea Harbour, Greece dealing with these challenges using hybrid experience space communicating cultural heritage material. Archaeological findings, physical reconstructions and digital models are mixed to effectively stage the interactive experience space. The Zea Case is a design scenario for the Museum of the Future showing how Cultural Heritage institutions can reinvent the relation to the visitor and the neighbourhood. While Hybrid Experience Space can be used for Cultural Heritage Communication in traditional exhibitions we have reached for the full potential of on-site deployment as a hybrid experience layer using Google Earth and mobile technology.
Eshaq, Ahmad Rafi Moham. "ILUDS - an Interactive Land Use Database System for Intelligent Cities." In Communicating Space(s): 24th eCAADe Conference Proceedings , 276-279. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper presents the i-putra business channel, a portal that has been completed with a comprehensive database of information relating to commercial and residential properties, and other on-going development components of Putrajaya, one of Malaysiais intelligent cities. Designers were provided with multimedia-rich information of spaces before making a selection through the Interactive Land Use Database System (ILUDS) which hosted more than 67,000 units of residential and commercial areas in Putrajaya. The database was developed based on category searching features that aimed to be the one-stop brief explanatory system on the Internet. ILUDS depicts an innovative idea for city and urban development to prepare information and virtual interactivities for a better usage in a “soft city” design. The system has the underlying structure that allows for partitioning and ease of handling within which the data can be structured under a graphical interface that facilitates editing, manipulation, attribution and updating. This attribute of city information and associate data offers users a different level of interactivity and provides effective use on architectural and city information.
Halin, Gilles, and Sylvain Kubicki. "Image: a Support for Architectural Cooperative Design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 512-515. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Cooperative design is an activity where actors share and exchange ideas, propositions, requirements, and constraints about the definition of an object. In architectural design, image plays an important role. It is the support of creation activity, object representation or references. Considering this important role of image, we suggest studying how the digital image is used as a support of collective activities in assistance tools dedicated to architectural design.
Karoussos, Katerina. "Imagineering-A phenomenology of image, as an aesthetic mechanism of experimental media landscapes." In Communicating Space(s): 24th eCAADe Conference Proceedings , 46-48. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Living in the world of sprawl, the way we define ourselves and our space, as we are moving continuously, is constituted of hybrid conditions. Sprawl expands itself through universal ready - made images that create homogeneous media landscapes. The proxy of our image fixed us in a region where we can not have the right to celebrate our own landscape views. 
Rizopoulos, Charalampos, and Dimitrios Charitos. "Intelligence Technologies as a Means of Enhancing Spatial Experience." In Communicating Space(s): 24th eCAADe Conference Proceedings , 626-634. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Following the evolution of human-computer interaction to date, intelligent user interfaces (IUIs) seem to be one of the most important paradigms for future research. “Intelligent” or quasi-intelligent behaviour may be applied to both virtual (intelligent virtual environments) and real space (Ambient Intelligence). This paper focuses on the augmentation of physical space as a characteristic of the latter case. More specifically, this paper briefly examines Ambient Intelligence and the concepts on which it is based, documents the importance of Ambient Intelligence (AmI) technologies for the formulation of the useris spatial experience and attempts to outline some important theoretical approaches to human behaviour and communication that need to be considered during the design, implementation, and evaluation of Ambient Intelligence systems. Ultimately, this paper aims to outline the influence of said technologies on the usersi activity within the environment and their environmental experience in general. 
Jemtrud, Michael, Martin Brooks, Bobby Ho, Sandy Lui, Philam Nguyen, John Spence, and Bruce Spencer. "Intelligent Infrastructure Enabled Participatory Design Studio - Eucalyptus: Collaborating at the speed of light." In Communicating Space(s): 24th eCAADe Conference Proceedings , 486-493. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. A new notion of participation is at stake with advances in technologically mediated work environments. Insufficient bandwidth and insufficiently powerful, crudely coordinated tools resulted in distributed task-based modes of collaboration that did not allow full participation by members of the distributed design team. The emergence of Service Oriented Architectures and User-Controlled LightPaths (“intelligent infrastructure”) herald the beginning of a new age where fully participatory multi-site design may become possible. This paper will briefly outline the “mise en scnei or staging of the technical configuration of the Eucalyptus project, observations and results from the creative activity of the PDS in the context of two case studies, and speculate on the implications for design activity, pedagogy, and a more robust mode of participation. 
Potamianos, Iakovos, and Wassim Jabi. "Interactive Parametric Design and the Role of Light in Byzantine Churches." In Communicating Space(s): 24th eCAADe Conference Proceedings , 798-803. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Byzantine church design depended heavily on natural light which was used for evocative purposes. The orientation of the main axis of the church, the form of the apse and the location and size of its windows are affected by the need for sunlight to shine at the altar on a desired time and for a certain duration. Until now the process of accurately taking account of all the above parameters has been rather difficult and tedious. This paper illustrates the use of digital tools both for the analysis of the geometry of existing apse designs and the parametric generation of new ones. A sophisticated computer program was used to calculate sun angles during the Byzantine period incorporating calendar changes. In addition, Bentley Systemis Generative Components software was used to construct a parametric model that allows the user to define the geometric conditions and parameters of the apse. The software would then iterate through multiple solutions to satisfy the desired conditions as well as allow the user to change the conditions at will. The tools were used to discover the geometry of the apse of the Byzantine church of Hagia Sophia in Constantinople and to analyze the apse of the Post-Byzantine church of the Xeropotamou monastery on Mount Athos in Greece. The paper concludes with a discussion of the role of parametric tools for architectural analysis and the generation of possible design solutions.
Kieferle, Joachim, Uwe Wössner, and Martin Becker. "Interactive Simulation of Architecture in Virtual Environments." In Communicating Space(s): 24th eCAADe Conference Proceedings , 52-57. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Architecture always has an environmental impact. By using simulations, planners can minimize the environmental impact. Since simulations normally take a long time and thus only allow a very limited number of iterations, our project describes the setup of a close-to-real-time simulation technique. By dividing the simulation into smaller parts and running the software on clusters or massively parallel computing platforms, first results are available within several seconds, reasonable results below one minute. In order to make this tool easily accessible to specialists and laymen, a tangible user interface provides an intuitive interaction method. The results of the simulation can be visualized and interacted with in different virtual environments. Limitations, mainly automatic grid generation, shape recognition and computation power are discussed.
Huang, Joseph Chuen- Huei, and Robert Krawczyk. "i_Prefab Home - Customizing Prefabricated Houses by Internet-Aided Design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 690-698. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The paper demonstrates a web-based system for use in the area of prefabricated housing to assist the customer and architect in selecting appropriate building components. By collecting and evaluating clientis requirements with web technology, a methodology can be developed that can generate design options based on the clientis needs and available modular components in the market, and simulate the final design before beginning manufacturing. In this proposed model, a process of providing mass-customized prefabricated housing based on computer-aided design and a web-based product configuration system will be presented. How prefabricated housing design can be evolved from a mass repetitive production level to a mass customization level to meet variability and personality is the primary issue to be explored in this research.
Zupancic, Tadeja Strojan, Michael Mullins, and Matevz Juvancic. "Joint Curriculum Developments in the Field of Virtual Space Design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 502-505. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The topic of joint degrees is high on the higher education policy agenda. The eCAADe 2006 theme offers the opportunity to investigate the topic from the aspect of virtual space design, especially within the second conference topic: communicating within mediated spaces (CVE-s). The paper proposed initiates a discussion-forum to raise and discuss open questions of joint curriculum development in the field of virtual space design, especially where CVE-s take the key role within the educational process. The starting points of the discussion can be found in the ongoing endeavours of the e-Learning project entitled VIPA and the current curricular changes in the “new” EU countries following relevant directives and declarations. The main goal of this forum is the development of the specific criteria for quality assurance, to enhance the motivation of joint curricular developments in the field mentioned.
Lang, Silke. "Learning from other Disciplines for Designing Technologically Enhanced Spaces." In Communicating Space(s): 24th eCAADe Conference Proceedings , 540-547. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. In this paper we explore how design methods from different disciplines can be applied to designing technology-embedded, communicative spaces and how interdisciplinary transfer can be improved. We present design understandings from architecture, engineering, natural sciences, management sciences, and philosophy. Methods, principles, practices, and procedures from mechanical engineering, neuroinformatics and knowledge visualization are applied in handling complex tasks and in improving communication among different disciplines. We present first findings for fruitful cooperation and for transferring knowledge across disciplines.
Nagakura, Takehiko, and Panagiotis Chatzitsakyris. "Man with the Movie Camera - an Approach to Synthetic Cinematography for Built Environment." In Communicating Space(s): 24th eCAADe Conference Proceedings , 582-589. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper discusses shortcomings of current animation software, and introduces a new type of digital tool that helps an architect quickly construct a cinematic spatial representation. The novel approach is that this tool looks at architectural space as a condition populated with mobile human inhabitants, takes advantage of cinematic conventions a trained film-maker would deploy and automates the process of camera work and montage. A prototype implementation demonstrates its application to a small house designed by Le Corbusier.
Penttila, Hannu. "Managing the Changes within the Architectural Practice - the Effects of Information and Communication Technology (ICT)." In Communicating Space(s): 24th eCAADe Conference Proceedings , 252-260. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The architectural working environment has changed during the last 30 years more than ever before. Most of the changes have been related with information and communication technologies (ICT). Architectural working methods and tools have changed profoundly, when CAD has replaced more traditional methods and tools. Communicative working environment and document management within design & construction has also been changed to digital, meaning email and project webs. Completing a traditional architectural profile of the 20th centrury, a drawer-designer, contemporary communicating and managing skills plus mastering ICT are needed today to operate modern architectural practise properly. The objective of this study is to create a change-oriented understanding of the contemporary architectural profession concentrating on architectural information management. The first phase, a literature study, will be followed by interviews and case-studies, to examine three hypothetically different periods of time: a) 1980-85 the era before CAD, the last days of hand-drawing, b) 1993-98 the era of digital drawing, the expansion of architectural CAD, c) 2000-05 the rise of integrated and pervasive web-supported digital design. The study will propose new aspects to be included in the modern architectural profile, namingly project coordination, collaborative team-work, design information integration and profound digital content management. 
Wierzbicki-Neagu, Madalina, and Ram Wierzbicki. "Mediated Space and Kinetic Architecture - the Synergy of Co-development." In Communicating Space(s): 24th eCAADe Conference Proceedings , 636-639. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper intends to explore structured approaches towards the research and development of performative architectural solutions that can fulfill the criteria of “mediated spacei. Mediated space is intended to engage occupants of its boundaries in a proactive and interactive way. Altering the local microclimate and its physical parameters as well as the dynamic, responsive audiovisual ambience are examples of many imaginable methods of providing the perceptible output layer for mediated space.
Papavasiliou, Mattheos. "Mediating the Design of a “Digital Park” in Vrilissia Athens." In Communicating Space(s): 24th eCAADe Conference Proceedings , 720-722. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Architects trying to promote design decisions to clients are faced with the dilemma of not having definite arguments that would convince clients of taking the right decision. Especially on urban design projects architects are faced with various contradicting wishes of citizens that most of the times is very difficult to justify. The paper exemplifies such a case where the architects had to invent a technique based on the theories of space syntax to help the municipality authorities to evaluate the design of a proposed urban park.
Kona, Silika, and Mohammed Saleh Uddin. "Movement in Architecture - an Analytical Approach Towards Organic Characteristics." In Communicating Space(s): 24th eCAADe Conference Proceedings , 714-719. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Nature is the fundamental and recurring inspiration of organic architecture. Living organisms, both in their outward forms and in their inner structures, offer endless ideas and concepts for design. Organic architecture works with metamorphosis (the process of growth and change), the notion of “design from within”. Why should architecture be lifeless and static? Here, Movement, a unique quality of living organism is used to contribute to architecture. We cannot make a new life but we can take the characteristics to make changes in our environment, seeking not to imitate natureis appearance, but instead to imaginatively apply its profound principles. The focus of this paper is to examine and categorize the different kinds of movement that exist in nature, understanding how their purpose can be effectively used in architecture. The topic explores techniques of living organisms used for function and defense and discusses possible implementation in architecture. Movement has the potentiality to introduce flexibility, ecological efficiency and building defense through deformable, transportable, shape shifting and morphing forms. 
Yessios, Ioannis, and Olga Pantelidou. "Moving beyond Hybridity." In Communicating Space(s): 24th eCAADe Conference Proceedings , 412-419. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The goal of this paper is to analyze the notion of a hybrid space, to explore the necessity of adopting this term as a characteristic of space, and to question whether it is time to move beyond its use. The term, hybrid, originating in biology, describes the offspring of two different species. For the past two decades, Hybridity has found a wide application within social sciences, including architecture. In general, Hybridity occurs when two separate entities come together to form a third. In the context of architecture, a hybrid space is one in which the advent of technology allows us to experience multiple spaces simultaneously. We understand Hybridity to be a conceptual construct that is useful in explaining new phenomenon. This begs the question, what is the new phenomenon. In the case of space, it is the aforementioned advent of technology. This is not, however, the first time space has been expanded by technology. Throughout history, our ability to understand stand space has been extended by the advent of new technology. Perhaps, a hybrid space is not defined by technology after all. The ultimate goal of this paper is to define the moment at which Hybridity ceases to be useful, assuming that such a moment even exists. Though it has been helpful in understand space in new ways, allowing new insights into space, for many spaces this term can reach the end of its usefulness. The moment at which this occurs is dependant on a few factors. The first is one of adoption. Once a hybrid space is commonplace, is it strictly necessary to consider it a hybrid any longer? The second factor is the polymorphism of hybrid spaces. The phrase hybrid space does not describe a single form of space. Instead, a hybrid space can be one of a plethora of spaces. Finally, the issues of category and identity may help define this moment. If Hybridity relies on categories and instances between categories, then this suggests that a change in perspective may destroy the category of the hybrid. Perspective is directly tied to the specific identity of the viewer and that vieweris experiences.
Schoch, Odilo. "My Building is my Display - omnipresent graphical output as hybrid communicators." In Communicating Space(s): 24th eCAADe Conference Proceedings , 610-616. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper presents an innovative approach towards the possibilities and challenges of the built environment as a multidimensional graphical output device. The near future will witness every single part of a building being digitally connected. Consequently, buildings themselves can be novel media for communication especially of graphical content. Buildings and cities will therefore become gigantic  “displays” without frames or the classical fixed proportions 4:3 or 16:9. Architects should be able to deal with this novel “materiali, as the appearance of their architecture significantly changes.
Lömker, Thorsten. "Non-Destructive Floor Space Relocation with the Aid of a Constraint Programming Language." In Communicating Space(s): 24th eCAADe Conference Proceedings , 804-807. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This research focuses on an approach to describe principles in non-destructive floor space relocation within the domain of revitalization. With the aid of mathematical rules, which are executed by the use of a computer, solutions to floor space relocation problems are generated. Provided that “design” is in principle a combinatorial problem, i.e., a constraint-based search for an overall optimal solution, an exemplary method is described to solve such problems.
Nir, Eyal, and Guedi Capeluto. "On Design Continuity with Smart Cloud of Points." In Communicating Space(s): 24th eCAADe Conference Proceedings , 794-797. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The continuity of the design process is not well supported by the widespread available CAD systems that mainly focus on specific design stages overlooking the transition between them, where some of the design information is lost or duplicated. The growing use of complex geometries in architectural design projects led to the adoption of constraint-based parametric modelling techniques in the construction industry. Applying these techniques and tools requires rationalizing the design solution and fixing its geometry at an early design stage. When done prematurely, it can result in design fixation and restrain the design creativity, putting it within constraints. In this paper we explore the use of Smart Cloud of Points (SmCP) as an adaptive design media supporting the continuity of the design process.
Dokonal, Wolfgang, and Michael Knight. "Pen or PC? - is Sketching essential to architectural design?" In Communicating Space(s): 24th eCAADe Conference Proceedings , 810-817. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper reports on an ongoing student architectural design project that is investigating the differing effects of the use of PC's or Pens in the design process. We are interested to see whether designing wholly on the computer with a volume modelling software would produce differing results to a traditional design process with a strong basis in 2D sketching. To minimize the influence of the participants previous experience in either the use of PCis or the pen, we have been working with very young students that have not yet gone through a traditional training on architectural design and CAAD software. This is one of the key aspects of our experimental procedure. We have found that recent software developments in the field of CAAD clearly have and will influence the way architects design and brings the computer as a design tool to the “normal architect”. Until very recently the computer was seen as a design tool almost solely for “computer geeks” in the profession, the majority of architects still using it mainly as a drafting machine or to produce visualizations of their projects after a more “conventional” design process had finished. It is now very clear to us that the ongoing change in technology will have a profound effect on the way all of us will work in future undertaking architectural design. It is an important question for every school of architecture what effect these developments will have on our teaching methods and the curricula.  We use the above mentioned ongoing educational project to find out about the benefits and risks of using the computer as a design tool for first year students.
Pechlivanidou-Liakata, Anastasia, Stelios Zerefos, Stamatina Mikrou, and Mladen Stamenic. "Perception and Cognition in Real and Virtual Computer Generated Architectural Space - an Experimental Approach." In Communicating Space(s): 24th eCAADe Conference Proceedings , 724-729. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper investigates the difference of spatial perception and cognition between virtual and real architectural environments. Specifically, three different aspects have been studied, concerning the live perception and cognition of a complex actual building, the perception and cognition of a high quality rendered virtual space, as well as the perception and cognition of a non-photorealistic virtual environment. To study the differences between these three types a series of experiments were prepared, in which students of architecture participated and statistical results were drawn. Earlier studies have investigated the desirability of key simulation attributes for architectural design visualization, but extensive research on what contributes to a better spatial comprehension is still missing. This experiment is part of a series of experiments mainly focused on the perception and cognition in virtual spaces. The results of these experiments were correlated with each other, each one leading to new ideas of experimentation. Preliminary results confirm earlier findings from previous similar experiments. It was found that there was a statistically significant tendency of the students towards larger scatter in more luminous virtual space as well as a tendency to visit the lit part of virtual space. Visitors of the photorealistic spaces also seem to have better knowledge of the depth of space in comparison to those navigating in the non photorealistic space.
Johansson, Troels. "Pictorial Genre and Discourse of Future in Digital Visualization of Architecture and Planning." In Communicating Space(s): 24th eCAADe Conference Proceedings , 556-559. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper seeks to outline a theory of pictorial genre in discourses of future at play in digital visualisation of architecture and planning for communicative purposes. It claims that pictorial genre is crucial to the way we understand depictions of future in architectural and planning communication. Accordingly, professionals dealing with communication matters in architecture and planning should yield for a sufficient awareness of the function of pictorial genre “ not least as concerns the adoption of digital technologies for the modelling and presentation of spatial matters. This is urgent since these technologies (primarily Geographic Information Systems, GIS) and software systems for spatial modelling and presentation do not include any aspect of pictorial genre in their current state of development. 
Kouzeleas, Stelios, and Kimon Papadimitriou. "Real-time remote 3D digitizing and modelling." In Communicating Space(s): 24th eCAADe Conference Proceedings , 128-131. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper describes a procedure that feeds remotely a modelling system with geographical coordinates and the relative measurements taken in place in order to model dynamically new entities in real-time. The operation of this system is based on methodologies that are commonly used in telegeoprocessing - telegeomonitoring systems and its purpose is to simulate in real-time an existing environment using the captured measurements. The direct input of geographic data to the proposed system, which is adapted to a modelling environment (CAD or GIS), triggers the creation of new 3D entities in real-time (points, linear or area features), as it could be done with a traditional tablet digitizer. Simultaneously, the proposed system represents thematically the properties of the modelling entities (according to the measured values) over a 3D mesh. The aim of the suggested system is the remote registration of additional spatial information, their adequate treatment and adjustment via special developed interfaces, including their representation via developed software which is applied in the AutoCAD environment because of its programming development support and its use by a variety of engineers.
Koutamanis, Alexander. "Recognizing architectural representations." In Communicating Space(s): 24th eCAADe Conference Proceedings , 384-391. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The paper presents an overview of mechanisms underlying architectural perception and recognition. These include both general perceptual principles and specific domain constraints. The former determine the objective identification of elements and relationships in any visual scene, while the latter make architectural styles recognizable even to perceivers without extensive acquaintance with architecture. This is because many of the architectural constraints underlying a style have a firm foundation in general principles.
Steijns, Yolanda, and Alexander Koutamanis. "Representation and type." In Communicating Space(s): 24th eCAADe Conference Proceedings , 400-405. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The paper discusses the relationship between typology and representation in the development of a database of building stock (Dutch secondary education school buildings). The purpose of the database is to support analysis of the stock with respect to flexibility and adaptability to changes in social and educational conditions. 
Ciblac, Thierry, Louis-Paul Untersteller, and Pierre Macé. "Restitution and Interpretation of Spatial Representations: a New Approach for Teaching Representation." In Communicating Space(s): 24th eCAADe Conference Proceedings , 840-847. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The use of computers has changed the practice of spatial representations. The users are no longer drawers but modelers who need to be able to check the coherence of models. The teaching of representations has to adapt with this evolution, especially in Schools of Architecture. A pedagogical way is to give interpretation tools of spatial representations through projective properties (incidence or affine properties) and consequence of intrinsic constraints (parallelism, orthogonality, and symmetry). The application of this knowledge is essential for the rebuilding of existing 3D objects or for a design process, with the restitution of 3D models from sketches. These approaches are illustrated in a pedagogical way, using dynamic geometry, in the restitution of the polyhedron of the engraving “Melencolia Ii of A. Dürer, and in a dynamic sketch of a skylight inspired of the Vitra museum of F. Ghery.
Flanagan, Robert. "Restructuring Cubist Narratives in Non-Linear Time." In Communicating Space(s): 24th eCAADe Conference Proceedings , 590-596. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The design of architectural environments through non-linear, abstract design techniques presents a significant opportunity for current architectural design theory. This paper explores time-functions in design, whether implied or actual, that are potentially interchangeable, and that are at least partially translatable between painting (implied) and film (actual). The founding theory is rooted in the convergence of two turn-of-the-century inventions: Cinématographe  (1895), and Cubism (Picasso and Braque, 1906). A century later, the development of inexpensive digital tools facilitates essential capabilities in the application of time-functions in architectural design: the virtual simulation of dimensional space, and a practical approach to non-linear video editing.
Papaconstantinou, Georgios. "Screen Space: Navigation and Interactivity." In Communicating Space(s): 24th eCAADe Conference Proceedings , 392-398. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper considers the introduction of both human-computer inteface and interactive multimedia design in the architectural education and practice. The development of information and communication technologies offers to architects new tools of design as well as new areas of architectural practice. What is more decisive is the change of mentality in the way of conceiving space and of the design procedure itself. The question posed is if drawing conventions are changing and in what way? The paper attempts to establish analogies between the recent introduction into architectural thought of notions such as the human body movement, events and scenarios with the development of navigation and interaction principles and conventions in the computer world. The study of human-computer interface contributes in the understanding of the major role of the computer screen as a point of convergence of different representational forms and the emergence of new ones proper to the digital culture.
Cenani, Sehnaz, and Gülen Çağdaş. "Shape Grammar of Geometric Islamic Ornaments." In Communicating Space(s): 24th eCAADe Conference Proceedings , 290-297. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Shape grammars are the algorithmic systems used to analyze existing designs or create new ones. In spite of using text or symbols to express abstract representations, shape grammars aid to create novel designs through computational effort with shapes and rules. Many probabilities of rule selections and applications of these rules may generate emergent design solutions or create new design objectives. This paper aims to present the characteristics, shape grammar rules and historical background of geometrical ornaments in Islamic culture and to point out the possibilities of mathematics of symmetry. The knowledge presented in this paper can be used to generate new depictions and to gain new application areas like typography, wallpaper, landscape, façade design, tiling, jewelry, and textile designs. Even, these types of shape grammar studies can be used to open a novel approach as in Jean Nouvelis “Arab World Institute” in Paris. The role of shape grammar analysis of geometrical Islamic ornaments explained in this paper is to increase the efficiency of architectural design education by facilitating the formal understanding of historical patterns. Novel use of shape grammars in education can enrich the designeris ability to generate original designs. In this paper variants of Islamic ornaments are created with a CAAD program. A selected geometrical bezeme (ornament) from Islamic ornamental design is generated by encoding with a computer programming language. According to the generated bezeme, interaction scenario is as follows: Computer has the main control over grammar application. Only, some of the rules can be selected by the user. Varieties of this ornament are generated randomly through their line weight, line colors, filling types and filling colors. The shape grammar rules outlined in this paper are simple, but the resulting figures can be very inspiring. Furthermore, the endless potential for future design innovations is unlimited.
Burry, Jane, and Mark Burry. "Sharing hidden power - Communicating latency in digital models." In Communicating Space(s): 24th eCAADe Conference Proceedings , 786-793. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. As digital spatial models take on the complex relationships inherent in a lattice of dependencies and variables, how easy is it to fully comprehend and communicate the underlying structure and logical subtext of the architectural model: the metadesign?  The design of a building, the relationships between a host of different attributes and performances was ever a complex system. Now the models, the representations, are in the early stages of taking on more of that complexity and reflexivity. How do we share and communicate these modelling environments or work on them together? This paper explores the issue through examples from one particular associative geometry model constructed as research to underpin the collaborative design development of the narthex of the Passion Façade  on the west transept of Gaudiis Sagrada Familia  church, part of the building which is now in the early stages of construction.
Eshaq, Ahmad Rafi Moham, Mohamad Abidin, Avijit Paul, and Aishah Razak. "Simulation of architectural lighting in a virtual environment - a case study on real and fake High Dynamic Range Images (HDRI)." In Communicating Space(s): 24th eCAADe Conference Proceedings , 566-572. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The early findings of this research were presented in eCAADe 2005 International Conference, Lisbon primarily to highlight the concept of High Dynamic Range Images (HDRI) when representing architectural spaces in the form of still images. An experiment had been carried out to compare the results between HDRI rendering and “conventional” lighting simulation algorithms namely ray tracing and radiosity. The results were based on static and using the same exposure factors, when capturing HDRI. This project, funded by Intensification Research Priority Area (IRPA) grant continues to present and report HDRI results in a simulation environment. In this paper, we first briefly explain on the concept of real and fake HDRI. Then a comparison experiment is conducted to compare these two methods and discuss the impact and effectiveness of the illumination computation in architectural simulation environment. In order to carry out the experiment, a few models of the architectural scenes were developed. These models were then textured with real photos and manipulated with “shaders”, and further rendered using fake and real HDRI techniques. As for the fake HDRI, two methods were developed. The first was using an image as the ambient map and different exposures were created by increasing the value of Hue, V of HSV and saturation. The second involved a series of digital photos with the selection of the brightest and darkest area using Adobe Photoshop to establish the scale of luminosity. A few camera movements were triggered and position for “real-time” rendering simulation. The result of the experiment has shown a significant improvement on the rendering time and quality of the rendering. Finally this paper suggests the selection criteria for choosing real and fake HDRI, and how each technique can be best utilized for architectural representations in a simulation environment.
De Bodt, Kathleen. "SoundScapes and Architectural Spaces - Spatial sound research in digital architectural design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 684-689. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The paper presents ongoing research focusing on the development of digital tools and methodologies for spatial design based on non-Euclidean geometries. It addresses the way sound can be used both conceptually and acoustically in the early stages of the design process, examining digital architectural design and modelling based on three-dimensional sound visualization and the acoustical analysis and evaluation of complex curved surface geometry. The paper describes SoundMatrix, the first part of a digital design tool created by using Max/Msp/Jitter, to assist in the preliminary design of building façades in small-scale urban environments, specifically studying the possibilities of curvature to decrease sound reflection between opposing street façades. Examples from a workshop with the SoundMatrix application illustrate the real-time 3D authoring and sound spatialisation processing currently implemented in the tool.
Chen, Chiung-Hui, and Mao-Lin Chiu. "Space Tags and User Behavior Modeling - Applying agents to detect navigational patterns in urban streets." In Communicating Space(s): 24th eCAADe Conference Proceedings , 738-745. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Urban pedestrian studies on navigation have been conducted for developing applications to ease the task of exploring in a virtual environment. As navigation in virtual environments is evidently difficult and as many virtual worlds have been designed to be used by untrained visitors that explore the environment, navigational supports are critically needed. This study is aimed to collect information about the user needs in order to build a model of user preference and produce simulative scenarios that can reveal the navigational patterns related to street design. The study is based on the attention theory for studying people who are socially interacting with street activities and furniture within designated areas. Furthermore, the study attempts to apply agent interface develop a prototype system with space tags. Finally, the system and its applications, and major findings of these applications are reported
Bampanelos, Athanasios. "Space time pixels." In Communicating Space(s): 24th eCAADe Conference Proceedings , 454-457. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper reports the design and installation of a networked application that records body activity and generates a wall-projected, intermediate, shared, electronic space, which can support original interaction between multiple participants in two distant, physical spaces.
Liapi, Marianthi, and Konstantinos Oungrinis. "Spatial Diagnosis as a Means to Design Mediated Spaces." In Communicating Space(s): 24th eCAADe Conference Proceedings , 420-427. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper addresses the concept of spatial diagnosis as a methodology for architects to analyze and evaluate the quality of existing spaces periodically and improve them with the use of digital media. Initially the methodology researches the physical characteristics of the examined space, which are investigated both historically and empirically, as well as peopleis mental imagery of it, which is examined through cognitive mapping techniques. The research findings are used as a mapping device for the application of the digital media “treatment.” Selected intelligent systems form a digital, immaterial layer upon the existing spatial elements increasing the quality of space and consequently improving peopleis experience in it. The goal of this project, which focuses solely on public spaces for the extent of this research, is twofold. On a design level, it proposes a way to increase the quality of space as well as its potential to communicate with people through a synergic, adaptive approach. On a research level, it seeks to bring together three diverse but not distant disciplines, those of architecture, cognitive psychology and information technology. 
Charitos, Dimitris. "Spatializing the Internet: new types of hybrid mobile communication environments and their impact on spatial design within the urban context." In Communicating Space(s): 24th eCAADe Conference Proceedings , 160-167. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper aims at investigating the emergence of new forms of communication environments, supported by the integration of new mobile and locative media technologies and the impact that the implementation of these systems may have on mediated communication within the urban context. The paper discusses the technologies supporting such multi-user systems (interactive graphical interfaces for mobile devices and locative media) and investigates the experience of interacting with such systems from a user’s perspective. It focuses on such systems accessed via interfaces, which have a spatial character and which are supported by different output devices, ultimately affording a hybrid (synthetic & physical) spatial experience. Communication is tied to places and places to communication. Consequently, these emerging types of communication may lead revolutionary new ways of social interaction and inhabiting urban space. With the emergence of these ICT systems, the city may again become a social arena and this development certainly calls for reconsidering the way in which we conceptualize and design urban environments.
Matsunaga, Naomi, Tomohiro Fukuda, and Atsuko Kaga. "Systemization of Architectural Design through Advancement of Information and Communication Technology: Possibilities of a Life-theory Approach." In Communicating Space(s): 24th eCAADe Conference Proceedings , 548-551. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The design and implementation processes of architecture changed radically in the late 20th century. Architects began to apply computer programs to design and conceptualise processes. This study classifies and analyzes some of these techniques, and demonstrates processes by which architecture came to establish an organic relationship with the environment while being influenced by the theories of life. 
Chen, Yu-Shu, and Hong-Sheng Chen. "Tangible User Interface Design for Lower Limb Disabled Children - a composite function of toy accompanying children at home ." In Communicating Space(s): 24th eCAADe Conference Proceedings , 644-648. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This study describes the requirement of lower limb disabled children. Lower limb disabled children that limit their movement in nowadays environment. Ubiquitous computing concept is more popular now. This research uses tangible user interface to be a toy accompanying children at home, combine ubiquitous computing concept to help them control the electronic equipment so that disable children can earn their lives. 
Schoch, Odilo. "Teaching Pervasive Computing for Architects - a simple but powerful building simulator explaining the potential and power of pervasive computing through hands-on exercises." In Communicating Space(s): 24th eCAADe Conference Proceedings , 176-179. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Pervasive Computing will soon be integrated part of the architectural education. The design of digital services and media enriched architecture is expected to become an important element for the architectural design within near future. This technology has an enormous spatial and creative impact. Pervasive computing is seen as the key technology  for communication within mediated spaces. This paper introduces a successful approach of teaching the creative principles of pervasive computing. This reflects the ubiquitous quality of digital technologies and services in both todayis life and building industry. It described the aim, technical solution, scope and result of  exercises carried out at ETH Zurich (bachelor program).
Chiu, Mao-Lin, and Chien-Rung Lou. "Teaching Tectonic Design Studio with a Digital Design Approach." In Communicating Space(s): 24th eCAADe Conference Proceedings , 190-197. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Digital design education is shifting from software and hardware application to issue-based, methodology-driven and technology-driven exploration. The attempts in design education have to address the future needs for architects, for instance the tectonic design. Our design studio tries to structure the design process to help students understand the principles and use the digital technology to operate tectonic design issue in the process. The dialogue with the materials (virtual and physical ones) is integrated with the exercises. The attempts in the design studio undertaken in National Cheng Kung University provide the foundation for observation and discussion. The pedagogy and approaches are examined, and the potential directions are reported.
Rajala, Marko, and Hannu Penttila. "Testing 3D Building Modelling Framework in Building Renovation." In Communicating Space(s): 24th eCAADe Conference Proceedings , 268-275. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The paper describes a process where digital measuring survey data is transferred into 3D building model to be used as a foundation for renovation design. The process and method is tested in a case study of an office building of 8 floors. Measuring survey data is more often documented to 2D plan drawings, whereas 3D-modelling was more preferable in the case project. The final aim of the case project is to further test building product model or building information model (BIM) based design methods in building renovation. Product modelling is one emerging framework to manage building related information in contemporary design & construction. Model based methods are more commonly used in new buildings, whereas renovation is usually done with more traditional techniques. Case project results underline the importance of measuring and modelling definition phase. Measuring and documenting objectives for 3D-model based design work are different than for traditional design work. Measuring survey has to be done under the coordination of the designer participants. Selecting and informing the proper and capable surveying partners is also important. 
Coyne, Richard, Ramond Lucas, Jia Li, Martin Parker, and John Lee. "The Augmented Marketplace - Voices, robots and tricksters." In Communicating Space(s): 24th eCAADe Conference Proceedings , i-ix. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. To advance the theme of communicating spaces we report on a case study of a market precinct known as the Barras, about one mile from the centre of the city of Glasgow and relate this to our investigation into intelligent environments. In the latter case we deploy Lego MindstormsTM RCX robot processing to explore interactions between a mobile sensing robot and simple environmental controls: movements of sliding screens in response to an autonomous mobile sensor. We speculate on the application of these techniques to augment physical marketplaces. We extend the lessons from these studies to a consideration of multiple modalities in sensory experience, multi-agent systems, and the use of sound, the human voice and repetition for defining and augmenting spaces.  
Stouffs, Rudi, and Mark Wieringa. "The generation of Chinese ice-ray lattice designs on 3D surfaces." In Communicating Space(s): 24th eCAADe Conference Proceedings , 316-319. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. We revisit Stiny's ice-ray grammar and adapt its shape rules, including additional rules for augmenting a polygon by inscribing a triangular shape, to apply to twisted surfaces. We describe the constructive process of rule application for twisted polygons, shortly describe the implementation of the grammar, and illustrate its use in the design of a façade, the shape of which is defined as a twisted polygon.
Gül, Leman F., and Mary Lou Maher. "The Impact of Virtual Environments on Design Collaboration." In Communicating Space(s): 24th eCAADe Conference Proceedings , 74-83. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. With recent developments in communication and information technology there has been increasing research into the role and the impact of computer media in collaborative design. This paper presents a case study that compares two designers collaborating in three different types of virtual environments with face to face (FTF) collaboration. The aim of the study is to identify similarities and differences between remote locations in order to have a better understanding of the impact of different virtual environments on design collaboration. Our results show that the architects had different designing behaviour depending on the type of external representation: they developed more design concepts, and had more design iterations through analysis-synthesis-evaluation while designing FTF and in a remote sketching environment, while the same architects focused on one design concept and making the design when designing in 3D virtual worlds.
Mizban, Nawara, and Andrew Roberts. "The Place of E-learning in Architectural Education - a Critical Review." In Communicating Space(s): 24th eCAADe Conference Proceedings , 494-501. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. E-learning is rapidly becoming a key element of institutional teaching and learning strategies with many academic departments seizing the opportunity to use technology to enhance their educational provision. This review aims to investigate the effects of E-learning on design teaching in schools of architecture. In order to achieve those aims, the outcome of a number of academic experiences conducted to explore E-learning in architectural design teaching, were analysed. The role of E-learning was critically analysed in design teaching, and consideration was given to the way in which E-learning might promote new learning environments, and learning methods. The review attempt to identify the barriers that might face schools of architecture when integrating E-learning in the design teaching, and resulting in short-lived project. The review formulated important findings that explain the reasons, which underpin the schoolsi attempts to use E-learning in design teaching and how schools integrated different technologies in their learning.  
Touvra, Zoopigi. "The potential of Virtual Environments as contexts for Communication." In Communicating Space(s): 24th eCAADe Conference Proceedings , 750-753. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper documents a study done considering Virtual Reality (VR) as a spatial representational context which supports communication. It aims to identify whether VR could be considered as a communication medium, a tool that could be used for the successful transmission of information and messages, as well as the future form, content and use of it. That is, how does communication occur in a Virtual Environment (VE), by taking into account its visual properties and spatial parameters and under which conditions communication messages are conducted via VR systems, deriving from the one part (sender) and concluding to the other (receiver). The methods selected for this study involve observation and use of questionnaires at the end of each session. An already existing Internet-based online multi-user virtual environment has been chosen as the context where this survey will be carried out, that is the site Active Worlds, http://www.activeworlds.com, which can be accessed very easy to any computer user, in a desktop form. Firstly, we investigated the time needed, depending on the complexity per case, for a user of the VR application to get acquainted with the system. We were interested to know if the meaning that we would like to communicate had either remained the same through all the time of the experience or had been “modified” in a certain way and if so, for what reason. Another issue that was examined was the way in which the spatial context in a specific VE affects the way communication occurs. The framework of the application may influence the way the person receives a message, for example by making assumptions and references that he would not have made in a different environment- outside VR. After the end of the experience, the user was invited to describe his/ her impressions, with the communication factor being stressed, that is to mean if and at what extent VR can be characterized as a communication medium, as it is mentioned above, even for limited information and messages in general.
Germen, Murat, Selcuk Artut, Elif Ayiter, Selim Balcisoy, and Yacov Sharir. "The Representation and Navigation of Complex Data." In Communicating Space(s): 24th eCAADe Conference Proceedings , 406-410. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. In this paper we are attempting to address issues related to perception and consciousness deriving from the management of overwhelming data, utilizing artistic/design and sound production practices in virtual reality/environments. In the ordinary flow of day to day activities the self descriptive, self-reflexive, and recursive processes of data collection reveal themselves. These pairs are not encountered as binary oppositions in conflict, but in a continual management of data transformation. We converge with our own solutions “ and the development of technological tools “ and give birth to new scientific tools as well as intuitively artistically generated tools, literally and figuratively. A system prototype - “Vineta” - has been developed at the IPP allowing navigation through scientific and technical data without typing and revising keyword-based queries. The chosen approach to visualizing documents and terms in navigational retrieval includes the representation of documents and terms as graphical objects, and dynamic positioning of these objects in a 3-dimensional virtual navigation space. Users can navigate through this virtual space examining individual documents and clusters of documents at various levels of detail.
Yessios, Chris. "The Singularity of Design Creativity." In Communicating Space(s): 24th eCAADe Conference Proceedings , x-xvi. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Singularity is the moment when an arithmetic progression converts into a geometric and acceleration takes off. Artificially creative design, as is manifested through the use of contemporary digital tools, is at such a moment in time and its impact on our cultural evolution is undeniable. A few decades ago, in the earlier days of computer aided design, we were asking whether CAD really had any effect on the quality of design and on our physical environment. We now know it does and the examples of a new architecture are plentiful. We shall look at some examples as more appear daily.  
Terzidis, Kostas. "The Strive to Capture the Elusive." In Communicating Space(s): 24th eCAADe Conference Proceedings , 518-525. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper traces back to the origin of design as a conceptual activity and its relationship to time and technology. It is based on an alternative definition of design, that of schedio, (the Greek word for design) that instead of pointing towards the future to where design is supposed to be materialized, it strangely points backwards in time where primitive archetypes are forgotten and await to be discovered. This reversion follows a pre-Socratic philosophical position that claims that nothing comes out of nothing and nothing disappears into nothing” indirectly negating the existence of novelty, innovation, or invention, concepts upon which modernism and technology are based. In this paper a critical standpoint is developed that seeks to assess the value of origin, archetype, and memory as it relates to technology in design.
Nardelli, Eduardo. "The use of ICT - Information and Communication Technologies to support decisions in the area of heritage and landscape preservation." In Communicating Space(s): 24th eCAADe Conference Proceedings , 284-287. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This work presents an experience of Information and Communication Technologies - ICTS used in heritage and landscape preservation activities. The focus is a special enterprise in the city of Sio Paulo. The proposal is to build a new building on the backyard of an historical mansion as a way of getting financial resources to the revival and maintenance of this building. We describe, step by step, the entire path, using computing tools, to get the necessary documentation to demonstrate the interferences range of the new building on the existing one.
Coates, Paul, Robert Thum, and Christian Derix. "The VIPA project - some notes on the pedagogical approach to design education using active 3d worlds." In Communicating Space(s): 24th eCAADe Conference Proceedings , 470-477. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper should be seen as complementary to the other papers by Mullins et al where the EU VIPA project is described. It is the intention of this paper to deal solely with the educational aspects of using computers in architectural education, which of course is the raison dietre of both ECAADE and the VIPA project, but on this occasion to look at the earliest models of this, to revisit the pioneers in case we have forgotten something and to see in what way their original aims were achieved and how their self proclaimed task can be transferred into the current situation. It is the intention of this paper to argue that Papert and Kayis use of the computer in education still has many useful things to say in the context of vipa. The general approach is fundamental to the VIPA project and will inform the ongoing design of the scripting and modelling platform, based on Smalltalk / Open Croquet, and Blender / Python.
Barelkowski, Robert, and Jerzy Chodor. "The Visualization - Visual Comparative Analysis of Early Romanesque Churches." In Communicating Space(s): 24th eCAADe Conference Proceedings , 228-231. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The paper presents educative aspects of visualization techniques performed in order to achieve the visual comparison of early romanesque or pre-romanesque churches of rotunda type. It explains and renders how computer techniques are used in order to achieve reliable basis for comparison of dimensions, volumetrics, material, proportions and other features.
Martens, Bob, Earl Mark, and Nancy Cheng. "Thresholds between Analog and Digital Representations." In Communicating Space(s): 24th eCAADe Conference Proceedings , 372-383. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The emergence of digital alongside analog design media has created an interest in how the two intersect and differ. A traditional paper drawing can possess qualities of originality, authorship, and continuity of expression that may be lacking in a digitally produced drawing. Audio aficionados hold onto their collection of vinyl records based upon qualities of sound that they perceive. A manually created drawing by a grand master will be valued typically over a digital drawing in which a copy is of equal quality to the original. This paper explores distinctions between analog and digital media, explaining the creative opportunities and critical issues that emerge with the hybrid combinations that have become commonplace within the design studio. Three instructors from separate schools of design survey in-practice uses, and offer a common perspective on a topic that has created uncertainty over the place and use of design media.
Ibrahim, Magdy. "To BIM or not to BIM, this is NOT the Question - How to Implement BIM Solutions in Large Design Firm Environments." In Communicating Space(s): 24th eCAADe Conference Proceedings , 262-267. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. Building information modelling is the technology that is converting the workplace in design firms. The initial resistance to applying the concept has faded due to many reasons. Professional architects now see the feasibility and benefits of using the new technology. CAD managers in design firms are working toward the implementation of BIM packages in order to eventually, replace the conventional CAD platforms that are still widely used. However, there are still internal obstacles that slow down the process of the implementation. The change in the project management and the required proper training for the conversion are the two major internal obstacles. The current well organized work flow tailored around the conventional CAD platforms has to be changed in a way suitable for the new technology. The training firms provide for their employees should also be re-structured in a more vertical organization in order to guarantee that everyone understands the new concept and the new work flow. Architectural education usually reflects the needs of the work market. It is very important to understand the needs and identify the directions where the architectural education should go. What do we expect from newly graduated architects? How should we shift the focus toward BIM based CAD in design schools? And, what does it mean to teach modelling versus teaching drafting? 
Richter, Katharina, and Dirk Donath. "Towards a Better Understanding of the Case-Based Reasoning Paradigm in Architectural Education and Design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 222-227. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper presents the results of a detailed analysis of systems and concepts which make use of case-based reasoning, a paradigm from artificial intelligence (AI). The analysis focuses on the use of this paradigm in the support of design and education processes, so-called “case-based design aidsi. The research aims to discover problem areas in current approaches and identify potential areas for further research with a view to improving the practical suitability of existing systems, which offer promising potential yet are rarely implemented in practice.
Guéna, François, and Louis-Paul Untersteller. "Towards a Sketching Tool for Architects: 3D Reconstruction of Polyhedron." In Communicating Space(s): 24th eCAADe Conference Proceedings , 132-135. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper presents a tool for assisting 3D modelling from perspective projections. The proposed system uses a projective geometry engine capable of rebuilding a 3D model from a set of lines and geometric constraints. A dialogue interface assists the user in expressing geometric constraints. The system finds out the relevant geometrical components in the sketch and automatically posts the constraints. The system is limited to rebuilding polyhedrons. If we can deduce, from a perspective sketch of a polyhedron, the planar constraints of the faces and the parallelism constraints of the edges that meet in the same vanishing points, the geometric engine will be able to build a 3D model of the polyhedron. 
Charbonneau, Nathalie, Dominic Boulerice, David Booth, and Temy Tidafi. "Understanding Gothic Rose Windows with Computer-Aided Technologies." In Communicating Space(s): 24th eCAADe Conference Proceedings , 770-777. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper explains the parameters and methodology at the heart of an ongoing research project that seeks to verify whether one can trace back the genesis of any given artefact or work of art by means of computer-aided modelling. In its endeavour our research team Computer Assisted Design Research Group (GRCAO) aims to initiate and propose novel methods of modelling design processes. This approach is exemplified by a case study dealing with rose tracery designs adorning Gothic cathedrals of 12th and 13th Century “Žle-de-France”. A computerized model reenacting their design process was developed along with an interface enabling the translation of the designer’s intentions into a virtual design space. The stated goal of this research project is to evaluate empirically to what extent our modelling strategies can grasp a given artefact as a logical and articulate ensemble. Furthermore, we seek eventually to determine whether this kind of software programme would prove an adequate tool in the development of the architectural designer’s cognitive abilities.
Nir, Eyal. "Using Histogram Matrices as an Interface for Designing with Parametric Point-Clouds." In Communicating Space(s): 24th eCAADe Conference Proceedings , 763-769. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper presents an innovative approach towards parametric design. The use of histograms is suggested as a design interface representing the spatial parametric relationships in an unfolded tabular form. The unfolded tabular and bar histogram provides a schematic representation of the design model and allows creating parametric relationships between the design components.
Mullins, Michael, Tadeja Strojan Zupancic, Christian Kühn, Paul Coates, and Orhan Kipcak. "V I PA: a virtual campus for virtual space design." In Communicating Space(s): 24th eCAADe Conference Proceedings , 464-469. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The conceptual design of virtual spaces is creating new places in which to live and work. In consequence, new opportunities for work and employment are opening up for architects as well as for architectural educators. In response to this challenge, VIPA, a transnational virtual campus is currently being developed, it contains an e-learning and research platform for European architectural schools with a focus on virtual space design. The virtual campus integrates administrative, curricular, and communicative infrastructures, interactive, multimedia 3-D contents, and pedagogical considerations in respect of the aims, content and technologies employed. Virtual campuses are already established at most universities in the European Community, yet surprisingly e-learning is not yet widespread in architectural schools in Europe. E-learning is arguably still in an initial research phase, although there are best practice examples where e-learning is already replacing traditional study forms in other teaching disciplines. However, it has been found that although all the universities involved in the VIPA project have been involved in e-learning projects for many years, there is a considerable resistance to e-learning as being equally effective as traditional face-to-face studio teaching. Given the new virtual conditions of space design however, new contexts for learning are increasingly relevant. University curricula have developed out of local competencies, networks of teachers and researchers. These local factors need to be woven into the fabric of a transnational VIPA curriculum and supported with organizational layout, platform, user interfaces and their features. Participants will offer existing courses in virtual space design, as well as developing new ones. This offers the option for both present and future participants to adjust the VIPA courseware to suit local curricula demands, while offering a large range of courses and knowledge.  An additional feature of VIPA is thus as a platform for curricula development in virtual space design. The paper reports on the VIPA projectis aims, pedagogical problems, solutions, course content and methods, it will describe prototype results from participating universities and include perspectives on its future application. 
Ucelli, Giuliana, Giuseppe Conti, Stefano Piffer, Gabrio Girardi, and Raffaele De Amicis. "Virtual Walk in a Lost Built Environment using Immersive Virtual Reality." In Communicating Space(s): 24th eCAADe Conference Proceedings , 758-762. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. This paper illustrates the methodology, technological solutions and interaction metaphors chosen for the development of a 3D immersive Virtual exhibition that aims at enriching the visit of an important part of the historical cultural heritage of the city of Trento, in Italy. The goal of this work, supported by the local authority for Cultural Heritage, was to implement a user friendly virtual environment, which could show to the visitors the significance of the archeological findings of the ancient Roman town of Tridentum, despite the peculiarity of the siteis premises, located below a square among a theatre foundations. Outcomes of the research work are a high-quality and scientifically correct reconstruction of the Roman town in various historical eras, thanks to fruitful interaction with archeologists, and the development of an ad-hoc user-friendly immersive virtual environment implementing a customized interaction metaphor for the fruition of the virtual reconstruction. The developed interface allows users speaking different languages to share simultaneously the experience of virtual tours across time using a joystick. The whole environment has been developed to become a permanent virtual exhibition in the premises of the archeological site.
Barelkowski, Robert, and Marcin Sajdak. "Web-based virtual models in knowledge exchange forum - the reconstruction and restitution support techniques in WW." In Communicating Space(s): 24th eCAADe Conference Proceedings , 280-282. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The article presents the web-based project which implements the idea of multidisciplinary information exchange related to historical objects and supports both research and studying activities. The proposed platform combines the concept of forum, information on resources, monitoring tools, as well as review and comment scientific oriented validation mechanisms.
Fioravanti, Antonio, and Rinaldo Rustico. "x-House game - a Space for simulating a Collaborative Working Environment in Architecture." In Communicating Space(s): 24th eCAADe Conference Proceedings , 506-511. eCAADe: Conferences. Volos, Greece: University of Thessaly, 2006. The research consists of the set up of a game simulating a e Collaborative Working Environment - CWE - in Architectural Design. The use of a game is particularly useful as it makes it possible to simplify the complex terms of the problem and, through the game itself, makes it easier to study knowledge engineering tools, communication protocols and the areas of an ICT implementation of a general model of collaborative design. In the following several characteristics of the game are given (also with reference to other games) such as, participating actors (Wix 1997), the “pieces” (construction components) used, the modular space employed, the PDWs/SDW dialectics, the screenshot of the interface prototype, the score.