Keywords Abstract
Sdegno, Alberto. "3D Reconstruction of Classical Architecture Computer Aided Design Techniques for the Digital Representation of Ancient Buildings." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 449-456. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper shows some results of a research carried out at tha Istituto Universitario di Architettura di Venezia, concerning the reconstruction of the main architectures of Classical Rome.
Huang, Chien-Pu. "A Body-Surrounding Study in Physical, Virtual and Mental Spaces." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 343-358. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. With the flourishing of architectural creation via all kinds of media, a comparison among physical, virtual and mental space becomes a fevered issue about spatiality due to the similar sense of space. This study reveals that even if the spaces constructed with distinct essence, a body-surrounding relation is an efficient way to formalize the problems of spatiality and relativity among three typical spaces. The sense of space and relative position reasoning were depicted with the Space-Transforming Test and the SpaceComprehending Test as a new concept about spatiality in general.
Suping, Li, and Joo-Hwa Bay. "A Cognitive Framework of Collaborative Design Between Architects and Manufacturer-Designers." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 855-870. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The widespread application of prefabricated products in building has made prefabrication an indispensable part of building processes. In this context, instead of handling every detail by architects themselves, some parts of architectural design have been transferred to manufacturer-designers. This inevitably brings about problems in the integration of prefabricated products and the specific buildings they serve. As a result, collaboration between architects and manufacturer-designers takes place in building processes in various forms and extents (non-, semi-, and full-collaboration). In this study, we aim to investigate collaborative design process from the cognitive aspect of design generation between architects and manufacturer-designers in terms of project-related products design. By applying the Kernel of Conceptual System theory (Tzonis et al., 1978), we intend to set up two empirical models in terms of design differences'formation in collaborative design process based on a case study with seeking the answers for the following research questions: 1. What kinds of design differences are raised in design processes? 2. Why the design differences are raised in design processes? 3. What implications could be made in developing computational models to facilitate collaborative design between architects and manufacturer-designers?
Kuo, Jen-Hui. "A Diagram-Based Computer-Aided Design Interface in Conceptual Design." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 939-950. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The paper describes a prototype of diagram-based interface (which we call DBI) in conceptual design. We are interested in the interface in visual thinking process. From diagram studies in three areas, we summarize the concepts as the essential utility of DBI. Then we introduce the component of DBI, implementation and mechanism.
Wu, Yen-Liang. "A Digital Modeling Environment Creating Physical Characteristics." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 385-396. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Computer media develop progressively day by day. In the process of designing architecture, the employment of digital model seems to become more significant while the traditional physical model have still been used. However, the physical model had some unique characteristics which digital one has not. And those characteristics were what we intended to discover and put into the digital modelling environment developed by us.
Gero, John S., and Udo Kannengiesser. "A Function - Behaviour - Structure View of Social Situated Design Agents." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 707-718. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper proposes a comprehensive schema to represent an agent's social knowledge using the Function - Behaviour Structure (FBS) schema. Although this schema has originally been developed to represent knowledge about design objects, it is sufficiently abstract to also describe knowledge about agents. This paper shows how such an FBS view can be useful to support the interaction of situated design agents.
Gu, Ning, and Mary Lou Maher. "A Grammar for the Dynamic Design of Virtual Architecture Using Rational Agents." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 71-84. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Virtual Architecture is a virtual place that uses the metaphor of architecture and provides an online environment for various human activities. While Virtual Architecture inherits many of the characteristics of physical architecture, it is possible to reconsider the virtual in terms of flexibility and autonomy. This paper presents a Usercentred Virtual Architecture (UcVA) Agent, a kind of rational agent capable of representing a person in virtual worlds and designing virtual worlds based on current needs. The UcVA agent model has a design component that uses the shape grammar formalism. This model and a sample grammar are demonstrated for a meeting room scenario.
Kepczynska-Walczak, Anetta, and Bartosz Walczak. "A Holistic Approach towards Teaching Architectural Conservation." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 411-420. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper attempts to analyse the results of two projects focused on the holistic approach to education in the field of architectural conservation with an extensive use of computer technology. The adopted didactical method of training students, which has been run two times to date, is explained ad the guidelines of the future are suggested. Concurrently the paper contributes to the discussion on integration of IT within design studio.
Martens, Bob, Z. Turk, and G. Cooper. "A Study on Content Sources and Acquisition Techniques of CAAD-Related Publications." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 237-248. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The scientific publication process has been so far only marginally affected by the possibilities of the Internet. This may be attributed to a lack of sound business models and pilots to demonstrate the ultimate benefits of free scientific publication. A team of universities, Internet publishers and applied research institutes proposes in the framework of the SciX-project (open, self-organizing repository for scientific information exchange) to demonstrate these benefits and reengineer parts of the scientific publication process. This contribution focuses on the findings from investigations into the identification and acquisition of content sources - such as conference papers, theses and journal papers - related to the field of CAAD. Special attention has been paid to the different types of available information, such as bibliographical data, summaries, full texts, etc. In this paper, an overall estimation concerning the expected scientific output in the field of CAAD (within a midterm perspective), and the dissemination of already fully digitally stored publications as well as procedures (with financial figures) for retrospective digitalization of paper-based publications will be presented. The workflow concerning digitalization and conversion was studied, as different levels of output are feasible.
Shih, Sheng-Cheng. "A Web-Based Agent Framework for Collaborative Design-Build Communication." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 55-68. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The Internet connects the globe as a whole and at the same time pushes the competition increasing dramatically. Multidiscipline and distributed collaborative design-build in architecture, engineering and construction (A/E/C) companies can gain foster competitive advantage, improved designs, and more effective management of construction facilities. However collaboration can often fail, since it involves different professions who often hold different goals and also one-off organizations also build obstacles to collaboration. This paper presents a web-based agent framework to support communication, to facilitate shared understanding amongst the participants and to inspire teamwork. This paper proposes a multi-agent social interaction framework as the communication model of design-build projects. The conceptual framework emp hasizes process-centric learning and the creation of group agreements within design-build collaborative activities, which help facilitate conflict migration. In addition, based upon web agent technology, this communication framework providing an intelligence distribution opportunity for the for the A/C/E industry to introduce a new and innovative paradigm of collaborative design.
Lin, Meng-Yian, and Jian Kang. "Adding Instant Acoustic Response to Caad Animation: a Feasibility Study." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 475-486. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Although in recent years presentation using CAAD animation has played an important role in architectural design, it is still weak in terms of acoustic environment simulation. Current acoustic simulation software are mainly for accurately calculating various acoustic indices and the calculation is normally not real-time. This research is therefore to explore the possibilities of adding instant acoustic responses to presentations using CAAD animation.
Santos, Eduardo, and Luis Derani. "An Immersive Virtual Reality System for Interior and Lighting Design." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 593-596. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. We are developing an immersive virtual reality system for interior and lighting design where, inside a CAVE(r), one can change at will the color, texture and finishing of all elements in the simulated environment (walls, floor, furniture and decoration) as well as position, type, color and intensity of all light sources. Although the rendering algorithm used in the system is the ray tracing, preliminary results show we are able to achieve almost real time performance. The system is intended to both help architects to better communicate their design ideas to clients through an advanced visualization tool and also speed up the interior and lighting design processes.
Yeo, Wookhyun, C Lou, Atsuko Kaga, Tsuyoshi Sasada, C Byun, and T Ikegami. "An Interactive Digital Archive for Japanese Historical Architecture." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 513-522. CAADRIA. Bangkok, Thailand: Rangsit University, 2003.

Digitization of cultural assets is crucial in preserving, restoring, reproducing and publicizing information on valuable cultural assets through the use of up-to-date technologies. These materials can be used as educational material for future generations. This study proposes and demonstrates a new method of creating a multi-purpose interactive digital archive, which makes use of a 5-story pagoda in the Kyouou-gokoku-ji Temple in Kyoto, Japan.

Bialas, Z., A. Glinkowska, Anetta Kepczynska-Walczak, and R. Szrajber. "Architectural Heritage as a Force in Networked Caad Education." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 801-808. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper aims to present a project being currently in progress. The task is to describe a concept for future access to information resources which cover the Polish (in wider international context) architectural and urban design, architectural heritage, applied arts in form of drawings, images, 3D models and VR along text explanations. In this way the database would enable access to huge resources and didactic packages. The proposed database would be primarily addressed to students of architecture, who in addition would be involved in creation of the collection, e.g. through building 3D models.
Chevrier, C., Didier Bur, and J. Perrin. "Architecture as a Reference for the Development of a Cad Lighting Tool." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 281-294. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. As light is increasingly perceived as a factor of quality of urban life, it is not surprising that cultural heritage buildings and even civil engineering works are being more and more often illuminated at night. The designers of the projects are revealing a nocturnal vision of the buildings which is often a reflection of the architecture: rhythm, pattern, evenness, symmetry, composition, axes, and so on. The idea of developing a “lighting-modelleri is based upon this assertion. Thus, if we express the needs in terms of functionalities, we can conclude that the hierarchical structure of the architectural edifice can fit in with a “lighting-structurei. As a result, concepts like hierarchy, linking, grouping, networking, linearity-polarity, are the basis of the objects and functions that are effective for the great majority of buildings and projects. This “lighting-modelleri can then lead beyond its simulation capabilities to become a design conception tool: hypothesis and variants are quickly realized and tested, and technical data (illumination data, visual comfort) can be obtained as well.
Patummanon, Tipsuda. "Architecture of A49 - Architecture of Khun Nithi Sathapitanonda [Keynote]." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 11-May. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. I approach a bridge, an escape from the hard concrete floor of Bangkok, and happen to eavesdrop on the silent call of an elephant herd marching into my perception. It now appears in a forest behind the window of a large wall. The forest spreads deeper and deeper beyond the limit of a brick and concrete surface. The wall transforms into the mysterious rain forest of Thailand - robust, complex and healthy. A beam of friendly sunlight penetrates the air of an open well and greets the floor of the forest, it enters to enlighten all of its inhabitants'hearts.... As I am immersed in the forest, I hear the chimes of its quietness and come face to face with the herd of elephants, marching into the middle of the place.... All of the elephants in fact are made of wood, however their skin transcends the form of a hard wooden object for it is now transformed into the breathing skin of real elephants - the mothers of the forest. Wherever is felt the breath of the mother of the forest the place flourishes as a healthy world for all life. Here, I can hear the sonority of the quietness upon a visit to the office of A49, the office of Khun Nithi Sathapitanonda.
Chakraborty, Somen. "Automated Generation of Residential Roomlayout within a Constrained Covered Area." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 85-100. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. A significant quantum of all buildings constructed in modern times is designed for residential purpose. A tremendous amount of money is being spent every year for construction of residential buildings. Therefore, optimization of design becomes very important. In a country like India most people in urban area live in houses having constrained area. A significant part of residential units comes under mass housing either as high-rise building blocks or as plotted developments. In any of such schemes there are large number of housing units for a group of families of whom general characteristics are known but characteristics of individual families are not known at the time of designing. This situation is, however, suitable for scientific investigation and analysis based on statistical surveys. Broadly speaking, this paper suggests approach to deal with this situation of finding optimum layout of rooms of a housing unit for any target group of families when the covered area is so constrained that freedom of using different criteria like aesthetics, structural systems, materials and methods of construction in varieties of ways is drastically reduced. In such constrained area for housing units rooms are generally found rectangular within overall rectangular outline of each unit. Method shown here is valid under this restriction. It is also assumed that number of rooms will be restricted to such number that exhaustive search for design is practically possible within a reasonable time with present day capabilities of normally available PCs.
Wittkopf, Stephen, and Foo E-Jin. "Challenges of Using Image-Based Modeling Tool within the Architectural Design Process." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 597-612. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Architects and planners will increasingly have to deal with developments in urban sites where existing context is a critical part of their design considerations. It is therefore important that architects can envision the potential of emerging technologies as means to assist architectural design in the changing face of our build environment. The objective of this paper is to examine the opportunities which image-based modelling (IM) can offer to the architectural design in a context -rich urban built-environment by providing better means of representation of the design context. By drawing relations from the available precedents and the research findings, the paper provides insights into how IM application can create stronger visual awareness of the context, in order to assist design within such condition. This paper shows that the reliability of the IM models in terms of geometric accuracy and rendering quality decreases as the physical scale of the subject increases. The best result is generated from modelling small objects in studio environment as compare to creating larger architectural objects in exterior conditions.
Oxman, Rivka. "Cognitive Strategies for E-Teaching and Elearning in a Virtual University for Design." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 787-800. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Cognitive strategies for e-teaching and e-learning in a Virtual University for Design are introduced and presented. Among these are the following: conceptual navigation, content reconstruction and precedent-based navigation. We discuss and present how these strategies support a unique exploratory mode based on associative learning in the WINDS project. We demonstrate how these strategies are implemented and employed by authors and learners in the ALE system, the authoring-learning-environment component, currently under development as integral part of the WINDS project.
Kalay, Yehuda, and Yongwook Jeong. "Collaborative Design Simulation Game." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 745-758. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Collaboration is an is an important aspect of the architect's education. However, it is not amenable to the traditional project-based learning pedagogy that works so well for developing form-making skills, because it can only be revealed when the number of participants exceed a certain threshold, and when actions made by others affect the individual's design decisions. The advent of on-line, multi-player games provides an opportunity to explore interactive collaborative design pedagogies. Their abstraction helps focus attention on the core issues of the simulated phenomenon, while the playful nature of a game, as opposed to'work,'encourages immersion and role playing that contribute to the learning process. This paper describes an on-line game for simulating design collaboration. It espouses to simulate, exercise, and provide a feel for the social dimension of collaboration, by embedding mutual dependencies that encourage players to engage each other-in adversarial or collaborative manner-to accomplish their goals. Specifically, it is intended to help students understand what is collaboration, why it is necessary, and how it is done. The game is modeled after popular board games like Scrabble and Monopoly: players build'houses'made of colored cubes on a site shared with other players.'A carefully constructed set of rules awards or deducts points for every action taken by a player or by his/her neighbors. The rules were constructed in such a manner that players who collaborate (in a variety of ways) stand to gain more points than those who do not. The player with the most points'wins.'
Sallkachat, Raktum, and Araya Choutgrajank. "Collaborative Design: Integrating Game Engine to Online Interactive Presentation Tool." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 295-306. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. In this research, we aim at the development of a computeraided collaborative design tool, which supports the online architectural presentation independently from computer platforms and locations. Users are enabled to access the system and collaborate among working team via the Internet. Various online 3D Game engines are explored and evaluated. One 3D Game engine is selected and used as a base engine for the collaborative tool development. The application development will specifically concentrate on real-time presentation, shared representation and understanding among design teams and project owner. Traditional architectural design presentation in collaboration process will be imitated and transformed into digital age online presentation.
Lai, Ih-Cheng, and Teng-Wen Chang. "Companying Physical Space with Virtual Space a Co-Existence Approach." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 359-370. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper presents a kind of co-existence relationship: companying physical space with virtual space with a case study. The fundamental approach is to investigate the interactive relationship between navigators and information in virtual space, including collecting, interpreting, integrating, and communicating. Based on these relationships, we propose an information structure, which elaborates the information of our co-existence representation. The infrastructure composed with two processes of data representation based on an individual spatial structure is tested in representing eleven historical significant civic building in Taiwan.
Chen, Hong-Sheng, and Feng-Tyan Lin. "Computer Aided Performance Analysis of Staircase Fault Tolerance." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 567-578. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This study is to investigate the performance of staircases in a building with some faulty staircases. In this building, any unexpected hazard or repairs may cause vertical escaping routes inaccessible. Therefore, it is crucial that architects should assess this condition, and the users also need to be aware of this problem. Facing those staircase faults, architects need to consider space usage, staircases arrangement, and pedestrian attributes. This paper proposes a method to model the pedestrian's movement in the interior space of abovementioned building. We applied Monte Carlo simulation and AgentBased Modelling method in a CAAD environment. And we will apply two case studies to bring forward some important discoveries and support our arguments.
Parisel, C., J. Revez, T. Tidafi, and G. De Paoli. "Computer Modeling as a Means of Reflexion in Archaeology. a New Epigraphic and Architectural Approach Applied to a Monument Registered on the World Heritage List." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 457-474. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Purpose of this paper is to present the first promising results of an ongoing research program that is part of a larger multi-year project carried out by the Computer Aided Design Research Group (GRCAO) of the Universitè de Montrèal, in order to define new methods of archaeological restitution using computer-aided means. This novel approach involves a redefinition of surveying techniques, data processing and knowledge-based thinking in disciplines such as epigraphy and architecture. As its chosen field of investigation, the GRCAO is using the Egyptian temple of Karnak, a monument on the UNESCO World Heritage list that is of considerable historical importance. This impressive archaeological site serves as an excellent case study and testing ground for the project, since it underwent tremendous and complex architectural transformations in the course of its two thousand year-long history.
Schnabel, Marc Aurel. "Creation and Translation Virtual 3D Architectural Environments." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 371-384. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. In this paper, we describe the research we undertake to investigate the perception and comprehension of spatial volumes within immersive, non-immersive virtual environments and physical models and their translation to a tangible representation. We set up two related design experiments to investigate the outcome of creation, interpretation and communication of architectural design. One, being the analysis of a cubic structure, based on three-dimensional (3D) interlocking volumes and spaces, and the other, being the design of a 3D-maze together with text -based communication. Collaboratively participants create, assess and analyse spatial relationships of volumes and spaces of a 3D maze structure or construct models of these spaces. The objective of our study is to identify how designers perceive space in Virtual Environments (VE) and communicate design ideas by using VE versa conventional methods of two-dimensional depictions such as paper and pen or 3D representations such as physical models. We investigate issues of quality, accuracy, understanding, communicating and rebuilding of designed or experienced architectural compositions.
Bunyavipakul, Monchai, and Ekasidh Charoensilp. "Designing the Virtual Design Studio System for Collaborative Work on Pda Collaborative Works Anytime, Anywhere." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 43-54. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This research presents the collaboration in the VDS system through a microcomputer technology- a PDA (Personal Digital Assistants). Architect can collaborate anytime anyplace via VDS, a substitution to an old system that requires a specific location to work on. This research has studied and analyzed the format and the limitation of collaboration between PDA and Personal Computer, the wireless communication technology, and the Web Service technology, which enable different devices to share information through the Internet Network. The work process and the studied information have been used to develop a Web Application, a collaboration tool for a team of architect and designer. This Web Application has been tested in a renovation project, a clubhouse for a scuba diving place The objective of this research is to become a guideline of collaboration in architectural design work through Smart Object in order to serve the coming Ubiquitous era (Weiser, 1998)
Choi, Jin, and Jae Park. "Developing a Building Design Compiler that Frequently evaluates Building Design Performance within the Design Process." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 553-566. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper demonstrates an experience in the development of a design performance evaluation system that can frequently evaluate building design performance within the design process in a real-time manner. The evaluation system, that we call “design compiler,” is composed of several modules such as a front-end component-based CAD engine, a knowledge base, and a set of design agents. The notion of the design compiler is quite similar to a compiler for computer programming such as a C compiler. While a computer programmer compiles a set of programming codes to check compiling errors during the implementation of a software system, an architectural designer can'compile'his/her intermediate design product to evaluate design errors during the design process. The compilation can be done immediately at any level or any time during the design process in a real-time manner. We expect that this compiling process will dramatically increase design feedbacks, and thus result in a better design product. Further research issues that have been identified at the end of the research include increasing the modelling capability, extending to multi-story building representation, developing various design agents, exploring better ways to request and manage design knowledge, and supporting design collaboration.
Hamid, Bauni. "Developing Caad Teaching Strategy, Enhancing Course of Instruction. an Alternative for Shaping Quality of Architectural Education." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 421-432. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper discusses teaching method and how to manage CAAD courses, where limited resources are existed in an educational institution. Potential of integrating CAAD with other course works are explored in order to have more efficient teaching process for both group of courses. Course coordination and digital design databases for course works become the main focus of this educational research.
Kavakli, M, and John S. Gero. "Difference between expert and novice designers: an experimental studio." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This chapter investigates the differences in performance between an expert and a novice in terms of their respective strategic knowledge. We examined conceptual design protocols of an expert and a novice, and found that the expertis cognitive activity and productivity in the design process were almost three times as high as the novice's. The possible reason for this is the difference in their strategic knowledge. The expertis cognitive processing is structured such that it stays within the limits of human short term memory. This provides empirical evidence for a different strategic knowledge that may be developed with experience. The expert's strategic knowledge allows him to use a smaller number of processes and to form different groupings of processes.
Howe, A.S., P. Kang, and Omid Nasari. "Digiosk Digital Design to Robotic Deployment in Two Months." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 811-826. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. In this paper, we discuss Kit-of-parts Theory and how it applies to the design, manufacture, and operation of a small robotic deployable demonstration structure called the Digiosk (Howe, 2001). “Kit-of-parts Theory” refers to the study and application of objectoriented building techniques, where building components are predesigned / pre-engineered / pre-fabricated for inclusion in joint-based (linear element), panel-based (planar element), module-based (solid element), and deployable (time element) construction systems. The Digiosk is an exposition display kiosk that was designed and manufactured digitally, and brought from concept to robotic functionality in a short period of time. Using kinematic mechanisms the cylinder opens up and deploys into a 2.7m cubical display booth complete with integral power and network connections. The kiosk was designed using a solid modeler, from which data was extracted to drive digital manufacturing processes. Owing to the well-developed understanding of Kit-of-parts Theory and the new “kinematic architecturei principles, the paperless process yielded a working prototype only eight weeks after initial conceptualization. The paper concludes with a discussion of how these concepts can be applied to large-scale projects and design processes.
Stipech, Alfredo, and Thomas Morahan. "Digital Media Its Incorporation into the Education of Architects and Graphic Designers." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 397-410. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Here we introduce a pedagogic experience in the Universidad Nacional del Litoral, Santa Fe, Argentina. It has begun about ten years ago, with the first intents of incorporating the computer into the design and teaching process, until current days with the setting of a Class for Introduction to Digital Media (IMD), as an obligatory subject in the first course of careers such as Architecture and Urbanism (AU) and Graphic Design of Visual Communication (DGCV). The introduction of "Computing Science" in this university resembled the process of other Universities (Pentill‰ Hannu, 2001), Today we can see that this was not adjusted to the necessities of these professions neither in the educational process nor in the professional production. In our case we will address particular experiences that enabled us to evolve in a pedagogic model towards the concept of Digital Media (DM) that we currently practice.
Jirapong, Kamon, and Robert Krawczyk. "Digital Methods of Abstracting Forms from Nature." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 695-706. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Using mathematics and digital methods as a tool of investigation in both the natural and architectural form gives us a flexibility of exploring mu ltiple forms and allows us to implement new parameters into the mathematical framework to generate rather more complex architectural geometry. The method of generating architectural forms in this research is developed by selecting seashell as natural object and investigating its mathematical description then abstracting each mathematical parameter with others possible mathematical functions. Each selected mathematical function represents a mathematical abstraction of a specific seashell parameter as it occurs in nature. These enable the exploring of new mathematical relationships to generate a variety of architectural forms. In the seashell form these mathematical functions are limited to those that appeared in the actual geometry of shell such as logarithmic spiral, circle and ellipse. However, in the architectural form the limitations are less.
Petric, Jelena, and Malcolm Lindsay. "Digital Prototyping." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 837-852. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper summarises existing technologies for both visual and physical prototyping of buildings. It recounts the R+D carried out in the ABACUS Group at the University of Strathclyde to secure the seamless transition of a digital prototype for a building from a PC model to a Virtual Environment Laboratory, for interactive immersive viewing, and subsequently to a Rapid Prototyping facility, for the creation of a physical scale model. Examples are drawn from architecture practice and from architectural education..
Chang, Yu-Li. "Dual Interface Between Physical and Digital Cities Cyberspatial Cognitive Approach to Thread Digital City in Physical City." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 523-538. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Today, digital cities are being developed all over the world. By using a city metaphor, digital cities integrate urban information and create public spaces. However, human how to entry into the new emerging digital cities, to percept themselves in around cities, and then taking shape the recognition of digital city forms? This paper studied by the viewpoint of cognition in order to explore the structure of the new style spatiality as cyberspace. By exploring the factors of human spatial cognition in physical space to interpret that human how to image and percept the spatial form of digital cities by the spatial experience in physical space, to construct the dual interface of spatial cognition of interaction between digital cities and physical cities.
Shih, Chien-Hung. "Dynamic Environment Design with New Hardware /Software Intelligent Technique Camera-Matching Technique of Movie Industry Apply to Design Domain." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 827-836. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Visual simulation has always played a significant role in the development of environmental relation and design. Designers often compose their design into the image of surrounding environment and create still image to have a peek look at the finished product. This research intends to incorporate Robotics of Lego and camera-matching technology used in filming industry to achieve more vivid motion composition simulation through self-assembled hardware and script, in order to help designers observe the relationship of the design and the environment in a more efficient manner.
Chen, Jia-Yih, and Tay-Sheng Jeng. "Exploring Digital City with Physical Interactions." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 505-512. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The purpose of this work is to develop needed interaction techniques for understanding the context of a digital city. In this paper, we present a framework in terms of three perspectives: information representation, physical interactions and media space design. We implement tangible media for physical interactions, allowing users to explore a digital city with respect to different positions in time-space in an interactive and intuitive manner. The time-space representation is mapped to physical media space. Our work is demonstrated in a digital 3D museum project for Tainan city in Taiwan.
Gero, John S., and Julie Jupp. "Feature Based Qualitative Representation of Architectural Plans Information Contained in 2-Dimensional Design Drawings." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 117-130. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper develops an approach to the qualitative representation of architectural plan drawings. We describe a schema for representing the internal shapes features and their associated spatial relations using syntactic pattern and contour specifications. This schema uses a qualitative symbolic representation to detect features. An example application of this representation is presented.
Schank-Smith, Kendra. "Festina Lente and the Digital World." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 951-962. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. In this paper, I would like to explore a comparison of the issues of quickness and festina lente as metaphoric or analogous for the computer and its use. Computers in the twenty first century are a vital part of architecture whether used for conception or realization. We as architects and educators must cont inually question their use in the design process and their appropriateness for visualization. We can know and understand more about the role of computers in our discipline, by seeing them in relation to ideas of quickness and festina lente. Italo Calvino in Six Memos for the Next Millennium defines quickness as having several qualities, the most important being economy of expression, time as relative, swift reasoning and consciousness. This involves quickness as being both'intelligent and witty,'a matter of physical speed versus speed of the mind. The dichotomy of swiftness and slowness may help us question how these two elements are not necessarily adverse but rather by being understood together, they may help us better appreciate the strengths of the computer in architecture.
Schira, Gretchen. "Frequency Magnitude and Images of Texture Studies on Relationships to Human Preference." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 169-182. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. A relationship between spatial frequency magnitude and aesthetic preference for texture is established in this work. This paper examines the mean output of three frequency settings in terms of preference ratings for a bank of Gabor filters. Three studies were conducted and the correlations between aesthetic ratings and the mean output for the filter set to extract frequency content at the scale of 0.35 cycles/ pixel were robust. The correlations for the mean frequency magnitude of this filter remained significant when image identifiability was incorporated, suggesting that memory and association are not exclusively driving (aesthetic) preference. These results are consistent with findings reported by Albrecht and Geisler (1997), demonstrating that human beings are tuned to specific frequencies and orientations. Overall, the results reported in this paper begin to substantiate a claim that specific frequencies contained in images do play a significant role in human preference.
Zhou, Qi. "From CAD to iAD - a Prototype Simulation of the Internet-based Steel Construction Consulting for Architects." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 919-936. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Information technology has become so powerful and interactive that what is conventionally called CAD might evolve into iAD (Internet Aided Design). For Internet applications in the AEC (Architecture, Engineering and Construction) industry, most of the efforts and applications have been concentrated on project management and collaboration, while in the area of design and engineering consulting, limited progress has been made. Even with some of this success, contemporary development has not changed the nature of the fragmentation of the AEC industry. Based on previous research surveys (Zhou & Krawczyk 2001) of the development of Internet applications in the AEC industry and the proposal of a conceptual model of Internet-based engineering consulting in architecture, this research will apply these theories and concepts into a specified area of steel construction consulting for architects. The first phase of this research will define the content and scope of steel construction consulting and the potential Internet application. Second, a proposed solid working model is developed covering organizational structure, user network, services provided and technology. In the third phase (as this paper presented), a prototype simulation is used to apply the concepts and methodology in a preliminary design application to demonstrate how this Internet-based consulting model would work.
Wang, Wan-Ling, and Sheng-Fen Chien. "Game as a Design Instructional Tool." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 739-744. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. We propose to use games as instructional supports in architectural design studios. Games used in this context, or design games, exhibit six structural factors: rules, goals, outcomes/feedback, conflict/competition/challenge/opposition, interaction, and representation. With these factors in mind, we develop a “Design Concept Trading Game.” Our aim is to improve students'ability in three aspects: to articulate design concepts, to assess design alternatives, and to integrate partial designs (developed from various design concepts) into a coherent whole. The pilot study of this “Design Concept Trading Gamei generated encouraging results. Continuing efforts are underway to establish a framework of using games as design instructional tools.
Lee, Ji-Hyun. "Housing types and classification systems in case-based design." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 383-395. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Expert designers typically refer to and re-use past solutions for recurring design problems. Case-based design (CBD) attempts to transfer this natural design reasoning process to computer-aided design using artificial intelligence (AI) methods and databases. The housing design domain is particularly suited for applying the CBD approach because the traditional method of home design already makes extensive use of precedents and solutions are highly standardized in that industry, at least in the U.S. This paper introduces classificatory types of housing precedents that provide a basis for a structured knowledge representation that supports case retrieval. The classificatory types gives to a research prototype an efficient classification and indexing mechanism that combines form- and component-based features and remains flexible (i.e. can be modified and customized by users), and a retrieval mechanism that uses the indexing mechanism.
Eshaq, Ahmad Rafi Moham. "i-putra.com: a Digital Soft City of Putrajaya." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 225-236. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper presents our experiment and development of i.Putra.com - a digital soft city of Malaysia's new administrative Capital Putrajaya. This project is funded by Putrajaya Holdings Sdn. Bhd. Malaysia and was originally developed by the Multimedia University before finally executed by I-Design Sdn. Bhd. It is designed to be an interactive channel for the civic and urban activities that parallel, enhance, compliment, and sometimes'compete'with physical Putrajaya. Putrajaya's goal is to be the administrative capital for the governance of cyber communities where digital bits rather than physical assets are the primary scarce resource (Putrajaya Holdings, 2002). The guiding principle for i.Putra.com is content, context, community and commerce in which they will be integrated with the city information such as residential, commercial, service and public areas. As the city is being built, i.Putra.com will expand to provide an interactive channel for those who live in, work in, or visit Putrajaya.
Hoon, M., Wassim Jabi, and G. Goldman. "Immersion, Interaction, and Collaboration in Architectural Design Using Gaming Engines." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 721-738. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper investigates the role of gaming engines in the architectural design process through the introduction of features such as immersion, interaction and collaboration. While traditional 3D modelling and visualization systems such as 3D Studio MAX and form?” offer increasingly convincing visual simulations, gaming engines are approaching the visual realism of such systems and are offering additional interactive features that are usually available only in more expensive immersive virtual reality systems. Additionally, the capability to have multiple individuals inhabit and navigate the space offers unique opportunities for collaboration as well as the investigation of human behaviour. Participants with internet access can be invited to access a shared virtual environment. Collaboration among users can be further enhanced by combining immersive navigation with peer-to-peer instant messaging and/or adding a voice channel. This paper analyzes these issues through research summary and the creation and user testing of a prototype based on a publicly available gaming engine. Through a series of assignments within an academic course, students in the school of architecture were asked to iteratively use and test this prototype for the collaborative exploration of designed environments. Students made their environments available for others to navigate in real-time and offer comments. A final design review was conducted in which critics were asked to enter the designed environment, explore it at will and interact with the student as well as others present in the same virtual space. This paper will illustrate some of the student projects and describe the immersive,'
Belblidia, S., and E. Alby. "Implicit Handling of Geometric Relations in an Existing Modeler." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 613-622. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper presents a constraint-based modelling system, integrated into a widely used CAD modeler. Using a notification mechanism, the system records the precision functions called by the user in order to maintain geometric relations between points locations and source objects. These relations are stored in a directed graph which allows an automatic update of the model.
Ma, Y.-P., C.-H. Lee, and Tay-Sheng Jeng. "Inavigator: a Spatially-Aware Tangible Interface for Interactive 3D Visualization." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 963-974. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The purpose of this work is to design a spatially-aware tangible interface for interactive 3D visualization. We explore an integrated platform whereby digital representations are integrated with physical artifacts. Our work provides a means to display separated perspective views of a design on multiple-projection physical planes. Users can directly interact with the physical planes to view digital information. By coupling physical artifacts with digital representations, the view of 3D information is mapped to physical space. Our work reduces the cognitive load on novice designers, and enhances the user's capability of understanding the relationships between multiple design representations.
Lin, Chieh-Jen , and Mao-Lin Chiu. "Information Mining within a Case Library Visual Links of Correlation among Cases." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 249-262. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper is aimed to establish the visual links of correlations among design cases in a case library for architecture, CBA. The study found that the keywords extracted from cases usually present certain information related to design concept, knowledge, problems or situations, and therefore, the links of those keywords can represent the correlations of those concepts or knowledge. Then the links of keywords can help users to understand the correlation between those concept or knowledge and further to prompt the correlation of cases where contain the design concepts or knowledge. Based on the previous works, the collected cases are clustered by the semantic relationships of keywords extracted from cases and the links of cases are presented with the links of keywords. Furthermore, the links of those keywords and the ranking of those linkages can be visualized to represent the correlation among cases for helping users to retrieve appropriate cases and facilitate associative reasoning based on the information embedded in those cases. The interface implementation and feedbacks are discussed.
Chantawit, D., and B.H.W. Hadikusumo. "Integrated 4d Cad and Construction Safety Planning Information for a Better Safety Management." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 891-904. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Safety is an important element of project successes. In the conventional project management, safety planning, as a function, is separated from other functions, such as planning/scheduling function. This separation creates difficulties for engineers to analyze what, when, why and where a safety measure is needed to prevent accidents in a construction activity. Another problem occurs due to the conventional practice of representing project designs using two-dimensional (2D) drawings. In this practice, a user (e.g. an engineer) has to convert the 2D drawings into three-dimensional (3D) mental pictures, and this is a tedious task. If only converting this 2D drawing is a tedious task, combining these 2D drawings with safety planning creates more difficult tasks. In order to address the problems, this paper discusses our research in integrating construction scheduling and safety planning in a 4D environment.
Al-Sallal, Khaled. "Integrating Energy Design into Caad Tools: Theoretical Limits and Potentials." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 323-340. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The study is part of a research aims to establish theoretical grounds essential for the development of user efficient design tools for energy-conscious architectural design, based on theories in human factors of intelligent interfaces, problem solving, and architectural design. It starts by reviewing the shortcomings of the current energy design tools, from both architectural design and human factor points of view. It discusses the issues of energy integration with design from three different points of view: architectural, problem-solving, and human factors. It evaluates theoretically the potentials and limitations of the current approaches and technologies in artificial intelligence toward achieving the notion “integrating energy design knowledge into the design process” in practice and education based on research in the area of problem solving and human factors and usability concerns. The study considers the user interface model that is based on the cognitive approach and can be implemented by the hierarchical structure and the object-oriented model, as a promising direction for future development. That is because this model regards the user as the center of the design tool. However, there are still limitations that require extensive research in both theoretical and implementation directions. At the end, the study concludes by discussing the important points for future research.
Tsou, Jin-Yeu, B. Chow, and S. Lam. "Integrating Scientific Visualization into the Architectural Curriculum for Teaching Environmental Technology and Building Performance." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 133-144. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The research team completed a three-year project funded by the Teaching Development Grant (TDG), which aims to explore, develop, and support a long-term strategy to apply scientific visualization to teach the core architectural curriculum in environmental technology and building performance design. An interinstitutional collaboration was formed to draw on the knowledge and experience of colleagues in related disciplines to develop innovative teaching pedagogy and resources. The project has made a great impact in improving the teaching and learning environment in our department. In the concerned area, and in this paper, we would like to discuss the methodology and computational environment developed and highlight the findings in the following areas: Contribute to the development of curriculum of Technics studio, New curriculum on performance-based design and planning, Collaboration with other design schools and professional institutions, and Evaluation method for the project development.
Cheng, Min. "Intelligent Island, Intelligent Practice? the Effects of National IT Policies on the Architectural Profession in Singapore." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 263-278. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Historically, the discipline of Architecture experiences time lags in its incorporation of novel philosophical ideas, technology, social ideas and so on, thanks to the inertia brought about by the building process of any built space. So, how has this concrete entrenched discipline taken on the business of Information Technology in this Information Age? In a 99% wired up'Intelligent Island'with the national IT master plans created every 5-10 years, how has architectural practices adapted to these changes? What are the factors surrounding IT in architectural firms and how does this affect their adoption of IT. What role should architecture play in a'Knowledge Economy'?
Embi, M., M. Hamid, and Ahmad Rafi Moham Eshaq. "Learning Basic Principles of Fire Regulations an Experimental Teaching and Learning Tool." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 771-786. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The study on integrating fire regulations into the design process is described through several study and analysis. However not all of them address the real issue of which fire regulation are difficult to be considered at the early stage of the design process. There are few factors on which fire regulation was not being considered at the early stage of the design. Two strong factors are the complexity of the regulations and the lack of knowledge among architects about fire regulations. Therefore fire requirements are always considered towards the end of the design process. This paper intends to address about the issue of difficulties in fire regulations and how we think these can be solve. We also design a system that can be used either by students or architects to understand the principles of the regulations and its applications in the design process. Finally a prototype system is demonstrated on how we envisage the system that can be used to help architects integrate fire regulations at the early stage of design process.
Kuffer, Monika. "Monitoring the Dynamics of Informal Settlements in Dar Es Salaam by Remote Sensing: Exploring the Use of Spot, Ers and Small Format Aerial Photography." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Dar es Salaam is exemplary for cities in the developing world facing an enormous population growth. In the last decades, unplanned settlements have tremendously expanded, causing that around 70 percent of the urban dwellers are living now-a-days in these areas. Tools for monitoring such tremendous growth are relatively weak in developing countries, thus an effective satellite based monitoring system can provide a useful instrument for monitoring the dynamics of urban development. An investigation to asses the ability of extracting reliable information on the expansion and consolidation levels (density) of urban development of the city of Dar es Salaam from SPOT-HRV and ERS-SAR images is described. The use of SPOT and ERS should provide data that is complementary to data derived from the most recent aerial photography and from digital topographic maps. In a series of experiments various classification and fusion techniques are applied to the SPOT-HRV and ERS-SAR data to extract information on building density that is comparable to that obtained from the 1992 data. Ultimately, building density is estimated by linear and non-linear regression models on the basis of an one ha kernel and further aggregation is made to the level of informal settlements for a final analysis. In order to assess the reliability, use is made of several sample areas that are relatively stable over the study period, as well as, of data derived from small format aerial photography. The experiments show a high correlation between the density data derived from the satellite images and the test areas.
Chang, Teng-Wen, and Ih-Cheng Lai. "Navigation in 3D Information Landscape-A 3D Museum for Civic Buildings." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 641-650. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Navigation is about information that requires visual feedback and spatial orientation in both information representation and user interaction. Among those, spatial orientation is the primary research question for navigating in 3D information landscape. By inspired by Ware's three control loops,'spatial metaphors'and'visual components’ are proposed as the fundamental concepts of a navigation framework called'i-Room'. i-Room is comprised of four constituents-handles, i-Bag, i-Map and Focus/scale. An information landscape based on a repository of diverse digital media of 11 significant civic buildings in Taiwan is designed for testing this navigation framework. An implementation of i-Room based on Muse of navigation realization and their interaction behaviours with spatial metaphors/visual components is also reported in this paper.
Knight, Michael, and Andre Brown. "NAVRgate X, a Naturalistic Navigation Metaphor for Large Scale Virtual Environments." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 625-630. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper describes the latest in a series of real-world, low-cost interfaces for virtual reality. nAVRgate (the AVR being Architectural Virtual Reality) has looked at real-world analogies for interfacing with'real'virtual environments in an attempt to improve the sense of presence, the phenomenon of sense of presence in virtual environments (VEs) often being seen as the real essence of Virtual Reality (Laurel, 1993)
Hsu, Ying-Chun, and Robert Krawczyk. "New Generation of Computer Aided Design in Space Planning Methods - a Survey and a Proposal." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 101-116. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. During the past thirty years, the progress of ComputerAided Design (CAD) has played an important role both in the professional and the academic fields of architectural design. The evolution of this powerful tool has also changed its direction with time as well. When we look back in the evolution history of CAD, spaceplanning allocation methods, which have been discussed and developed vigorously during the 1970s, became less so after that. Space planning is a critical issue during the architectural design process on which architects spend a large amount of time on early development. This paper will review the space-planning methods during that period and discuss the possibilities of improving these methods, and extending their potential in current computer-aided design methods.
Woodbury, Robert F., and Andrew Burrow. "Notes on the Structure of Design Space." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 665-680. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Design space exploration is a long-standing focus in computational design research. Its three main threads are accounts of designer action, development of strategies for amplification of designer action in exploration and discovery of computational structures to support exploration. Chief amongst such structures is the design space - the network structure of related designs that are visited in an exploration process. There is relatively little research on design spaces to date. This paper sketches a partial account of the structure of both design spaces and research to develop them. It focuses largely on the implications of designers acting as explorers.
Gero, John S., and V Kazakov. "On measuring the visual complexity of 3D solid objects." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 147-156. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. A computational model of the visual complexity of solids is presented. It is based on using a qualitative representation for 3-dimensional objects as semantic graphs. Then information-theoretic measures are constructed for these graphs. This measure of visual complexity allows for the comparison of different architectural forms. An example of the application of this model is presented.
Malé-Alemany, Marta, and José Sousa. "Parametric Design as a Technique of Convergence." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 157-166. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Following the introduction of parametric design into the contemporary digital architectural scene, this paper exposes its principals as well as some of its major potentialities that emerge from its use in the discipline. It is argued that parametric design is a technique that embraces the concept of “convergence” in multiple dimensions. Through this explanation this paper intends also to highlight the relevance of the integration of this technique in architectural education. Student's projects are described to illustrate some of the concepts.
Tadic, Ron. "Participation in Design of Community Centres Designing with Electronic Medium ." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 871-888. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Until recently, most of the architectural projects had only two players - an Architect and a Client Architect was commissioned by a client and did what that client wanted. Now, end users, citizens, communities, voters and ordinary people want to have a say in projects that are provided for them. The days of an Architect being a tool of moneyed clients and politicians are gone. Social and political changes in the second half of 20th century provided a platform for affirmation of individual and collective rights of citizens to take active roles in decision-making. In the field of Architecture, this in particular applies to the process of design. What was once a one-way street for decision-making is now a profoundly different - multidirectional process of initiative, consultation and agreement between all parties that are or will be directly or indirectly involved in a project. In this way completed projects are the result of a variety of contributions of all stakeholders, thus potentially better meeting a broader variety of their needs and expectations. Stakeholders'participation is required not only during the design, but also after the completion of a built project. Once they start using'their'finished project, they provide feedback about its qualities and shortfalls. This is done through the Post Occupancy Evaluation (P.O.E.). Data collected in this way can then be used to revisit the original design and draw lessons from it, making the next design better suited to the stakeholders of future projects. These laborious, repetitive and complex tasks were difficult to achieve without spending vast amounts of time and resources. This process threatened to be detrimental to the overall success of a project.                                          
Lin, Chien-Cheng. "Seeing Moving Seeing Model for Computer Media." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 199-208. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper discusses several kinds of the cognitive seeing and moving actions for designers in traditional and computer media. Experiments are conducted for the protocol analysis, and a coding scheme of seeing and moving actions are applied in this research. The results of this study reveal the relationships between seeing, moving, and concept-getting actions in these two medias. Base on this study, we can figure out the characteristic of seeing and moving actions and make an improvement for design education and computer-aided-design systems.
Caldas, Luisa. "Shape Generation Using Pareto Genetic Algorithms Integrating Conflicting Design Objectives in Low-Energy Architecture." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 681-694. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The Generative Design System [GDS] presented in this paper was developed to assist designers in researching low-energy architecture solutions. The GDS has the capability to evolve architectural forms that are energy-efficient, while complying to design intentions expressed by the architect, and responding to conflicting objectives. To achieve this evolutionary development, the system integrates a search and optimization method [Genetic Algorithm], a building energy simulation software [DOE2.1E], and Pareto multicriteria optimization techniques. The GDS adaptively generates populations of alternative solutions, from an initial schematic layout and a set of rules and constraints designed by the architect to encode design intentions. The two conflicting objective functions considered in this paper are maximizing daylighting use, and minimizing energy consumption for conditioning the building. The GDS generated an uniformly sampled, continuous Pareto front, from which six points were visualized in terms of the proposed architectural solutions.
Gero, John S.. "Situated Computing a New Paradigm for Design Computing." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 579-590. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper introduces the concepts of situatedness and constructive memory as the foundations of situated computing. The difference is between encoding all knowledge prior to its use and allowing the knowledge to be developed and grounded in the interaction between the external world and the designer/tool. The paper elaborates these concepts and concludes with a discussion of the implication of situated computing on computational models of designing and on the development of adaptive design tools.
Seichter, Hartmut. "Sketchand+ a Collaborative Augmented Reality Sketching Application." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 209-222. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The sketch is the embodiment of the architectural discussion. It incorporates rapidness and fuzziness and as this it is an object of interpretation. The interesting thing there is the question, if the usage of VR/AR already in the early phases of a design can have an impact for the quality of a design-process. Examples like VRAM (Regenbrecht et al., 2000) or TAP (Seichter et al., 2000) showed that there is a huge potential for research. The sketch as one of the parts of an early design is tightly coupled with cognitive aspects and communication. Pictured by a sketch is just a snapshot of what have to be discussed in the ensuing design procedure. The intention behind this work is an exploration about a medium which is not yet adapted to the digital world (Myers et al., 2000) and it can be easily be described with the words of Harald Innis: Mankind constantly being caught in his own traps: language and systems, developed and most difficult to break down. (Innis, 1951)
Kuo, Chung-Jen. "Spatial Analysis of Chinese Garden Designs with Machine Learning." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 541-552. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This research intends to propose a scheme for analyzing Chinese Garden Design by incorporating spatial theory, data mining, concept of object, and network-like data structure. Design elements of Chinese garden are placed in a network according to the existing gardens according to spatial theory. Collected networks are then divided into pair of elements connected by their relationship and stored in a database. Later, data mining is applied to attain patterns from the node-and-relationship pairs. Meanwhile, the elements of the same level can be classified and data grouping can be done by the implementation itself. Thru this research, we can gain insight upon the spatial information and relationship between elements of Chinese garden designs. The result is a set of more concise and structural descriptions, which reveals the rhythm behind the Chinese garden design and can be a great pedagogical aid.
Hu, Catherine, and Michael Fox. "Starting from the Micro a Pedagogical Approach to Designing Responsive Architecture." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 761-770. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The paper outlines a pedagogical approach whereby a number of technology-intensive skills can be quickly learned to a level of useful practicality through a series of discrete, yet cumulative explorations with the design goal of creating intelligently responsive architectural systems. The emerging area of responsive architecture serves as a practical means for inventing entirely new ways of developing spaces, and the designing and building environments that address dynamic, flexible and constantly changing needs. Responsive architecture is defined here as spaces and objects that can physically re-configure themselves to meet changing needs. The central issues explored are human and environmental interaction and behaviours, embedded computational infrastructures, kinetic and mechanical systems and physical control mechanisms. Being both multidisciplinary and technology-intensive in nature, architects need to be equipped with at least a base foundational knowledge in a number of domains in order to be able to develop the skills necessary to explore, conceive, and design such systems. The teaching methods were carried out with a group of undergraduate design students who had no previous experience in mechanical engineering, electronics, programming, or kinetic design with the goal of creating a responsive kinetic system that can demonstrate physical interactive behaviours on an applicable architectural scale. We found the approach to be extremely successful in terms of psychologically demystifying
Suwansawat, Suchatvee. "The Challenging Subway Project in Bangkok - New Hope of Thais in Solving Traffic Problem [Keynote]." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 13-24. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper describes the overall delivery of the Chaloem Ratchamongkhon Line, the first subway project in Bangkok as a challenging tunneling project in an urban environment. Eight pressure balance shields were employed under two major civil works contracts (North and South sections) to drive approximately 20 kilometers of twin-tunnel underneath congested area. As a international well known project, multinational workforces exca vated tunnels for the large subway system intended to carry a half million people daily over several lines through the central city in order to minimize traffic jam. Tunnel problem includes many existing structures along the tunnel route as well as flooding, ground subsidence, and fire problems.
Bruton, Dean, and Anthony Radford. "The Grammatical Studio Disrupting Regularities in Digital Media Design Education." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 433-446. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Grammar governs the ordered way in which words are modified and combined in human languages to convey complex concepts beyond the simplicities of individual words. By extension (but less susceptible to analysis) grammar governs the way in which visual elements are modified and combined in art and design compositions. In this paper we focus on the outcomes and effects of placing grammar and contingency in the forefront of studio teaching with digital media in architecture and art, and how experience in these two domains can inform each other.
Chang, Yu-Li. "The Prototype of Digital Cities on Line a Cognition-Oriented Approach for Spatially Metaphorical Model." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 651-662. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The cyberspace upon physical space forms a new spatial structure to increase the influence on the urban fabric and the concept of space in architecture. Today, digital cities are being developed all over the world. By using a city metaphor, digital cities integrate urban information and create public spaces. However, human how to entry into the new emerging digital cities, to percept themselves in around cities, and then taking shape the recognition of digital city forms? How do digital cities directly connect to physical cities and become an imaginable city? Therefore, we argue that a new spatial analysis theory must be established for digital city, comparing with theories of spatial cognition, to find the explicitly spatial structures and relations in digital city upon physical city. This paper studied by the viewpoint of cognition in order to propose a prototype of metaphor of digital city.
Maneesatid, Preecha, and Peter Szalapaj. "The Role of CAD in Environmental Building Science." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 487-502. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The fundamental requirement of all building design is the provision of shelter from the external climate and, if possible, the modification of environmental factors generated by this climate to create an internal environment suitable for human comfort. The environmental design strategies of modifying climate derive from the requirements of creating human comfort in buildings, using the elements of the natural climate which vary throughout the year depending upon the prevailing climatic conditions. Environmental Building Science (EBS) research and practice has investigated various techniques to increase architects'performance in environmental building design. These technical design options are also available to architects to take advantage of the external environment. Most environmental design techniques rely on convectional forms of passive environmental design, and building material and system. But it hardly begins to address the more complex demands of environmental building design issues in the buildings. Particularly, testing environmental design techniques against physical models requires much input data which is not available in the early design stages, and is time consuming to use. This forces architects to work with many design parameters that are not compatible with their activities. It is consequently difficult to observe the interrelation of design techniques with design development. The most important role of Computer Aided Design (CAD) is to integrate wider varieties of input data requirements, modelling with EBS properties, output representations with EBS knowledge and assistance tools for optimisation tasks in environmental design issues.
Papamichael, Konstantinos. "The Role of Computers in the Building Life Cycle - What Computers Can and Cannot Do." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 905-918. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The objective of this paper is to provide a conceptual framework that facilitates the development of integrated software environments that address the data and process needs of all building-related disciplines through the whole buil ding life cycle. The conceptual framework is based on a comprehensive analysis of the data and processes involved in decision-making, which is the common abstraction of all disciplines throughout the building life cycle. The role of computers is examined in every step of the decision-making process and through the building life cycle, focusing on what computers can and cannot do. The capabilities of computers are the used to present a vision for what the future of building design, construction and operation may be. While the vision is based on technologies that are already available, its realization requires significant research and development efforts. Conceptual, technical and strategic challenges to realizing the vision are presented and discussed.
Halin, Gilles, Jean-Claude Bignon, C. Scaletsky, Walaiporn Nakapan, and S. Kacher. "Three Approaches of the Use of Image to Assist Architectural Design." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 183-198. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The image is the support of ideas search in the whole design phase. The definition of assistance tools, by using the image, seems to be applicable whatever the stage of the process of architectural design is. This article presents three approaches, which intend to study the contribution of the image inside of the architectural design process. The first approach rests on the idea that architects use external references as generating elements of new project ideas and that it is possible to organize this referential knowledge by taking the image as structuring entity of this knowledge. The two other approaches intend to use image to support the formulation of information designer's needs in more advanced phases of the design process. The identified needs are those of the architect who searches a particular information in order to justify or to perform some choices, during the act of conception.
Jupp, Julie, and John S. Gero. "Towards computational analysisi of style in architectural design." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 10-Jan. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper proposes a computational model of design that attempts to capture within a social context two important aspects of style: “content” and “manner”. We present a characterisation of style for the artefact based on a framework that consists of information theoretic measures. We discuss the benefits the study of social networks offers a computational analysis of both aspects of style. It is our aim to bring style as “contenti and style as “manneri together using this approach.
Cheng, N., and S. Lane-Cummings. "Using Mobile Digital Tools for Learning about Places." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 145-156. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. To explore how mobile digital tools can bring students out from isolated classrooms, we tested several for use in design studio site visits. We focused on small, off-the-shelf tools that are inexpensive and easy to upgrade. In this paper we identify the logistical, efficiency, and learning considerations for the selection and introduction of mobile digital tools, with observations about device usability and administration that are applicable to other kinds of technology introduction. We found that adoption of a tool depends on several factors, including ease of use and inconspicuous nature. Compared to traditional tools, most of these tools require a great deal of set-up time before students can use them efficiently. In addition, they require docking with a computer to analyze the information collected in the field. As a result, most of the learning takes place in the studio, rather than in the field. Our eventual goal is to clarify the potentials of place-recording tools, making it easier to gather and use a toolkit for specific situations.
Burrow, Andrew, Jane Burry, G. More, Y. Tengono, and Mark Burry. "Visual and Sonic Communication Representations to Support Design Interaction." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 29-42. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. Interaction between collaborating parties exerts strong and surprising forces on the design process and thus its outcomes. Hence, there is much to be gained by investigating the nature of these communications. By definition, an organisation establishes clear protocols to realise effective communication, and does so in response to business needs. In contrast, creative endeavours must often harness loose teams of specialised individuals, working in different contexts, disciplines, and language bases, and relying on nonformalised yet highly selective exchanges of information. It is therefore a considerable challenge to comprehend and improve these processes. One approach is to exploit the discrete information contained within digital communications to produce models of these complex conditions. This paper reports preliminary work to identify the components of an email visualisation system. The goal is to apprehend developing structures, providing the collective with the capacity for reflection.
Wittkopf, Stephen, and Yi Huang. "Web-Based Computational Design Support Tools Use of Lighting and Energy Performance Simulation and Web-Based Visualization for Energy Integrated Architectural Design." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 307-322. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. The paper proposes a new methodology how computational lighting and energy performance simulations and web based visualization tools can be employed to support energy integrated architectural design. By studying the current limitations of integrating simulation tools in the design process, the hypotheses of a web-based design guide attempts to establish computational simulation and visualization tools as a value adding part of the design process as well as contribute to the architect's understanding and concerns of energy relationships in buildings. The developed design guide attempts to address the identified limitations by making the actual simulations transparent to the designer physically and figuratively, the latter involving the studying of how to present data as useful information to the designer in post-processing techniques with special focus webbased visualizations.
Kang, J.H., J. Park, and B.-Ch. Lho. "XML-Based Interactive 3D Campus Map." In Proceedings of the 8th International Conference on Computer-Aided Architectural Design Research in Asia, 631-640. CAADRIA. Bangkok, Thailand: Rangsit University, 2003. This paper presents the development of a prototype XMLbased 3D campus map using the 3D VML library. Many universities in the U.S. use two-dimensional (2D) raster image to provide the campus map along with additional building information on their Web site. Research shows that three-dimensional (3D) expression of the 3D objects helps human beings understand the spatial relationship between the objects. Some universities use 3D campus maps to help visitors more intuitively access the building information. However, these 3D campus maps are usually created using raster images. The users cannot change the view point in the 3D campus map for better understanding of the arrangement of the campus. If the users can navigate around in the 3D campus map, they may be able to locate the building of their interest more intuitively. This paper introduces emerging Web technologies that deliver 3D vector graphics on the Web browser over the internet, and the algorithm of the prototype XML-based 3D campus map. Some advantages of using VML in delivering the interactive 3D campus map are also discussed.