Keywords Abstract
Shih, Naai-Jung, Jah-Yu Lee, and Ching-Feng Chang. "3D Scans of As-Built Urban Scenes in a City Scale." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 297-306. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The purpose of this research is to build digital urban landscape, based on as-built environmental information. Scans were made to an expressway and surrounding buildings through the center of a city. A 3D long-range laser scanner was used to record buildings, plants, and open spaces in a static configuration, plus the records of pedestrians, vehicles, objects in a dynamic form. As the scan tolerance can be controlled in less than 4 mm/50 m, the final urban information management system creates a precise description of objects with colors and textures feasible for internet browsing as well as for infrastructure dimensioning and construction monitoring.
Chen, Pei-Lin, and Jen Yen. "A Color Combination Knowledge-Based System for Designer." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 737-745. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The purpose of this paper is to investigate colour combination tools of visual communication designersi need. Participants were twentythree students of Visual Communication Design Graduate School to follow the questionnaire survey and seven students of Design Doctoral Program Graduate School to follow the interview survey. The findings display that visual communication designers seldom use web-based colour combination systems. Based on the findings, we developed a colour combination support system: the adobe illustrator plug-in to proof this hypothesis. The databases of the tool use the book of “colour combination chartsi, and the tool of this paper provides a personal database.
Li, Andrew I. - Kang, Hau Chau, Liang Chen, and Yang Wang. "A Prototype System for developing two-and Three-Dimensional Shape Grammars." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 717-726. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. A number of researchers have developed shape grammar systems, with a variety of aims. These systems all help users (to varying degrees) to run grammars, but not to develop grammars. However, we believe that developing grammars is also work and needs to be supported. A system to do this would make it easier and more convenient for people using grammars to do design work. Following the generate-test model, we design and implement a prototype system that supports the user in editing grammars, testing grammars, and switching easily between the two types of activity. We emphasize the graphic nature of the task: the user is all the time working with graphic objects, namely shapes.
Chen, Chiung-Hui. "A Prototype Using Multi-Agent Based Simulation in Spatial Analysis and Planning ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 513-521. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Pedestrianis movements and spatial cognition in urban environments are main issues for urban designers in urban spatial planning and analysis. This paper aims to study interactions between a behavioural model of pedestrians and urban spaces. The pedestrians can be represented by an agent program, and behavioural reactions of walking agents under different stimulus can be further simulated. Thus, this study suggests that, a correlation study on pedestrian behaviours and spatial environments become the criterion for urban designers in order to help them create better flows.
Kawaguchi, Takayuki, Yoshihiro Nishimura, Atsumi Maruhashi, Tomohiro Fukuda, and Nobuyoshi Yabuki. "A Study of the Virtual Reality Simulation System for LRT Projects Towards Sustainable City." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 23-32. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Recently, many cities in Japan and in other developed nations face problems such as decadence of downtown areas, aged society with a fewer number of children, dependence on automobile transport, etc. And redesign of public transportation services (e.g. tram) is thought to be one of the solutions for these problems. The introduction of LRT is investigated in various places, however, when a public traffic system like LRT is introduced, it is necessary to consider not only the transportation oriented aspects, but also landscapes and plans for a future sustainable city. Therefore, city planners are required to promote workshop-type in the design process to deal with citizens, companies, NPOs, etc. In this research, both components of the VR system for LRT projects and the system that enables the examination from various aspects of traffic, landscapes, city planning, etc., were studied.
Huang, Yu-Chun, Kuan-Ying Wu, and Yu-Tung Liu. "A Timing Home Pub." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 577-586. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper describes how humans can communicate naturally with spaces in our daily lives by using instruments of daily life, such as whiskey glasses, cups, and MP3 players. We provided a smart space, which can not only adjust the environmental atmosphere by human activities, but also solidify connections between human feelings/memories, and record what happens inside it. The challenge of this work lies in how to create an alternative communication channel which can solidify family ties by using a natural and unobtrusive interface. The space is also able to automatically adapt to human feelings by changing the atmosphere, such as by changing the background lighting, music, and appropriate feedback.
Kuo, Mei-Lin. "An AR-Based Navigation Interface." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 441-449. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. In order to improve the learning effect of the navigation interfaces in current museums, the architectural exhibition in museum exhibition hall is taken as an example in this study. An instant interactive navigation interface which is different from those used before is developed to guide the visitors to learn exactly the designing styles of architects. Two results are reached in this experiment: 1) a model of knowledge acquirement which is most possibly related to the learning process based on the exhibition of learning topics, 2) the influences of operating movements on specific topics that emphasize knowledge domains.
Yuan, Yong, and Jixi Ai. "Analysis and Evaluation on the Planning of Urban Open Space for Urban Disaster Prevention." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 307-316. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Urban disaster prevention is an important aspect in evaluating the whole-function of a city. It is the most important and actual method to make full use of urban open space and to construct urban disaster prevention system in the work of preventing urban disasters. This paper presents an approach to solve the problem about the population evacuation during the earthquake, and a new method to spread out population data which can distribute the population in a district and locate to every house finally. At the core of the algorithm, the Wave-front Method is used to calculate service range of each open space. Urban planners can evaluate the layout of urban open space according to the distribution of population and traveling time predicted. Lastly, this paper provides some evaluating indexes for open space to integrate all open space units.
Herr, Christiane. "Appropriating Donald Schön." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 483-492. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Donald Schin embraces a constructivist approach to learning and research., characterising designing as a reflective conversation between designer and the materials of a design situation. Accordingly, Schinis views on digital design support are based on his valuing of indeterminacy, surprise and ambiguity as opportunities to develop new understanding and insight. His criticism of technical rationality is directed towards the privileging of formal and codified knowledge over embodied and tacit forms of knowing. While Schinis work is increasingly acknowledged in recent CAAD research, respective publications typically remain within the technical rationality perspective. Based on several characteristic examples, this paper examines how Schinis ideas are absorbed into a perspective incongruous to his own, concluding with a discussion of potential new research approaches that sustain Schinis values.
Viet, Toan, Choo Yeon, Woo Hak, and Choi Ahrina. "AR: an Application for Interior Design." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 115-124. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper presents an AR application (Augmented Reality) for interior design. Using AR for interior design, virtual furniture can be integrated into the real world for improved designer-client collaboration and visualization. In our experiment, an user can see several virtual furniture are overlaid on and they can communicate with 3D virtual furniture data on user interface dynamically and flexibly, furthermore properties of virtual furniture could be adjusted through Occlusion based interaction methods for Tangible AR, etc.
Dave, Bharat, and Jules Moloney. "Augmenting Time and Space in Design Inquiries." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 523-532. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Our research revolves around developing applications of augmented reality technologies to support changing temporal contexts in architectural design. In order to ground this research in contemporary professional culture, we first undertook a structured data gathering exercise, analysis of which will inform development of new AR technologies and tools to support temporal visualisation of architectural designs. This paper reports on the first phase of this project in which we undertook extended conversations and documentation of 22 design offices that represent practices of varying sizes and competencies. The intention of this data collection exercise was to map out spectrum of design issues and representations that specifically revolve around changing temporal or spatial contexts in design. This paper reports collection and preliminary analysis of data intended for developing specifications of future AR applications.
Yue, Kui, and Ramesh Krishnamurti. "Automatic Extraction of Building Features from Image Data: How Far are We?" In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 727-736. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper examines how far we are towards automatic extraction of building features, by comparing two pipelines from image data to building features: an ideal pipeline, based on the requirements of an on-going project, and a realistic pipeline, based on current computer vision technologies.
Ambrose, Michael. "BIM and Comprehensive Design Studio Education." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 757-760. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Building Information Modelling (BIM) has the potential to fundamentally alter the way composition, scale and abstraction are addressed in todayis comprehensive design studio by displacing the primacy of abstract conventions of representation with a methodology based on systems thinking and virtual simulation. BIM viewed as provocateur of design education provides great potential for the critical analysis of how architectural design is taught. The design studio project reflects new ways of teaching and addressing BIM methods and processes, and critically evaluating their effects and possibilities on architectural production.
Park, Hyoung-June. "Body + Space ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 85-92. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper reports a process of designing a kinetic structure that offers an interactive environment where one can experience the continuum of body and space. The structure emulates ten body movements, derived from the principles of physical Zen training as its transforming mechanism. In this paper, the series of computational methods for establishing the mapping between morphological transformations of the movements and the geometries of the structure are demonstrated.
Ostwald, Michael, and Josephine Vaughan. "Calculating Visual Complexity in Peter Eisenman's Architecture ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 75-84. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper describes the results of the first computational investigation of characteristic visual complexity in the architecture of Peter Eisenman. The research uses a variation of the “box-countingi approach to determining a quantitative value of the formal complexity present in five of Eisenmanis early domestic works (Houses I, II, III, IV and VI all of which were completed between 1968 and 1976). The boxcounting approach produces an approximate fractal dimension calculation for the visual complexity of an architectural elevation. This method has previously been used to analyse a range of historic and modern buildings including the works of Frank Lloyd Wright, Eileen Gray, Le Corbusier and Kazuyo Sejima. Peter Eisenmanis early house designs-important precursors to his later Deconstructivist works-are widely regarded as possessing a high degree of formal consistency and a reasonably high level of visual complexity. Through this analysis it is possible to quantify both the visual complexity and the degree of consistency present in this work for the first time.
Tang, Sheng, and Wen Tang. "Calligraphic Brush." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 433-440. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The development of better User Interface (UI) and Tangible User Interface (TUI) for 3D modelling has lasted for decades. With the popularity of free form style achieved by algorithmic methods, the existing solutions of UI/TUI for CAD are gradually insufficient. Neglecting the steep learning curve of algorithmic design requiring solid background of mathematics and programming, the common drawback is the lack of interactivity. All actions rely heavily on mental translations and experimental trial and error. In this research, we try to realize the idea of interactive algorithmic design by developing a tangible calligraphic brush, with this device designer can intuitively adopt algorithmic methodology to achieve highly creative results.
Kim, Mi, and Jin Choi. "Classifying and Utilizing the Geo-Spatial Information in Smart City." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 327-335. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. It has been difficult to locate necessary information quickly in a complicated geo-spatial information network. Textual and numerical information is disadvantageous in that viewers may not have cognitive power and thus do not understand it properly. Besides, it is thought that a particular means is needed to obtain and to understand the information that we need in a given space. Therefore, this study posits that the geospatial information is complex in the construction of future oriented cities, and a new classification system is required for more effective information visualization. This paper also suggests a classification system of urban geo-spatial information and its possible applications as a way to reflect city “dwellers” opinion in city planning.
Abdelhameed, Wael. "Cognition Model in Conceptual Designing." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 771-780. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Both design researchers and cognitive scientists have developed various process models to study human creative behaviour in design. The models developed are often based on observations of design processes and analysis of design protocols. This research paper reports the-stateof- the-art in the area of cognition models that present design activities in conceptual designing. The research paper investigates the approaches of these cognition models. A new approach of a cognition activity model in conceptual designing is proposed. The new approach used in the introduced model takes into the account factors and activities that are related to the external environment of design (design medium). The external environment has an important role in the cognition activities and the evaluation process in a way that can hardly be ignored or neglected. The presented model of cognition activities in conceptual designing highlights two main factors employed in all the iteration loops of the model, namely: media use and representation. Case studies of architecture studentsi designs have been analyzed. The analysis of these case studies helped in forming the proposed model. Various results have been concluded and reported.
Baerlecken, Daniel Michael, and Judith Reitz. "Combinatorial Productivity." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 761-770. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The paper investigates knotting techniques as a method for generating wall systems. The essential matter of the paper is to demonstrate the potential of knotted, algorithmic architecture through different research studies, which share the knotting of linear elements as a common methodology for design development. Combinatorial Productivity implies that by combining linear elements hidden properties of a system emerge and thereby the system becomes productive.
Burke, Anthony. "Competing "Intelligences"." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 607-611. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. In this paper, the dominant definitions of intelligence are explored in order to establish a set of working principals towards the development of higher order computational design processes in architecture. A review of intelligence as it has been understood over the last 60 years since Alan Turing (1950) first asked the question “can machines think?” shows the question of intelligence is far from clearly understood. Principals of intelligence however can be identified within the neurophysiological and artificial intelligence (AI) communities that differ significantly from the notion of intelligence as it is commonly used in architecture typically relating to the phenomena of emergence and critical point material physics. While distinct, these definitions provide a foundation for understanding intelligence specifically in computational architecture at a moment when it is necessary to develop a foundational taxonomy of systems thinking and processes. Through critiquing the principals of intelligence as it is understood in these different discipline areas, the thesis of this paper is that it is possible to frame a productive general theory of intelligent systems applicable to design processes, while simultaneously distinguishing the goals of design oriented higher order computational systems from those goals of general Artificial Intelligence research.
Lowe, Russell. "Computer Game Modding for Architecture ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 163-172. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper will describe the design and evolution of an open source Ruby plug-in for Google SketchUp that allows geometry with UVW mapping to be exported for integration within a popular first person computer game (UT2004 and UT3 by Epic games). It will illustrate the advantages of this simplified workflow by discussing the range of complex geometries, lighting, atmospherics and interactive opportunities arrived at by students at the University of New South Wales School of Architecture. The paper will use examples of work generated using this new workflow to critically reflect on previous efforts in the use of computer games technology for architectural representation. An argument is made that while the instability that characterized computer game modding in the recent past can be productively embodied by experienced designers in architectural design projects instability itself and the complexities it engenders does not facilitate computer game modding by less experienced designers. The formal complexity and richness of experience presented by less experienced studentis speaks to the advantages of using a simplified workflow while highlighting strengths and weaknesses in previous approaches.
Hu, Hui-Jiun, and Jen Yen. "Conceptual Model for Design Team toward Website Construction ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 503-510. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Since mid 1990s internet has been developing rapidly to become the most booming and emerging media in late history and play an important role in living. Therefore, how to design an interface of easy to use has become an important issue pertaining to Human Computer Interaction. Norman (1986) proposed in the human computer interaction, there is a design model in the mind of designer. In turn, the designer will follow design model and to design a set of system image that is functional, learnable, and usable. Therefore, we want to understand the critical factor of influencing toward website construction, we should find out the mental model that web design team at first. In this paper, we using the Interactive Qualitative Analysis (IQA) approach. The data collection method of the participant of the focus groupis silent brainstorming is adopted. Further analyze web design teamis the conceptual model on website construction through inductive coding and axial coding. The result shows the affinities of 9 web design team is thus produced. And, Business Decision, Team Performance, Self-Fulfillment and Entrepreneur Communication are main influence factor. These factors can lead trend and goal of a website.
Gu, Ning, Anthony Gul, and Walaiporn Nakapan. "Conquering New Worlds ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 153-164. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Two Architecture Schools that are geographically separated provided students with a learning experience in Collaborative Virtual Environments (CVEs). Reported in this paper is the experience of the students as well as a commentary on the quality of the outcomes they achieved whilst confronting this new learning experience. A comprehensive questionnaire was developed and used in the end of the collaboration for students to reflect and evaluate their design and collaborative experiences. Based on the questionnaire results, this paper documents the issues that the students experienced in CVEs from the communication aspect, the design support aspect, and the collaboration and teamwork aspect. The paper concludes with insights on how this initiative can inform the way that we can better support design education in CVEs.
Boeykens, Stefan, and Herman Neuckermans. "Content Management Systems Versus Learning Environments." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 285-294. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Schools and teachers increasingly apply Online Learning Environments for teaching and course management. In many cases, an existing platform is used to support the curriculum. At the K.U. Leuven in Belgium a campus-wide platform is provided, using a commercial Content Management System. At the same time, the Design and Building Methodology research group at the Department of Architecture, Urbanism and Planning developed a custom portal to organize Computer Aided Architectural Design courses and seminars. Integration of this portal into the university system was rather disappointing, since much of the flexibility and customizability was lost, without any chance of filling in the gaps. This article discusses the possibilities and limitations of existing web-based systems to support Computer Aided Architectural Design teaching and reports on our own experiences from the last decade. A comparison of selected systems is juxtaposed with the requirements derived from these experiences.
Henriques, Goncalo. "Crafting New Artefacts." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 205-214. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The craft of complex artefacts, questioning technological changes and reflecting social and cultural transformation used to be a common attitude in traditional artisans of the pre industrialized society. Traditional craftsman developed special knowledge and skills, implementing their own tools and techniques. After the industrial revolution, the main focus shifted to mass production, and the personalization of artefacts became labour intensive and more expensive. Simultaneously, with technical specialization and the fragmentation of knowledge, the designeris, builderis and manufactureris approach became more segregated. Currently, information technologies offer new opportunities to the craft of complex objects. The integration of digital process from conception to fabrication, can transform this situation, and as a result personalization is more affordable. Nevertheless, the introduction of these new techniques or tools is lacking a poetic synthesis for the use of technology, and the social and cultural implications that may result of this use. A competition for a public installation was an opportunity to use digital tools to conceive, manufacture and construct a complex structure with a small budget that would be impossible to attain using only traditional tools. At the same time, this project - genetic landscape- could be seen as a metaphor, alluding to the technological interference on the process of creating a new life, or a second nature.
Tai, Nan-Ching, and Mehlika Inanici. "Depth Perception in Real and Pictorial Spaces: a Computational Framework to Represent and Simulate Built Environments." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 543-552. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Architectural design is often mediated on two-dimensional representation systems and envisioned three-dimensionally in the pictorial space. The developments of advanced digital technologies have enabled us to create the pictorial representations of un-built design projects that can appear as real as photographs. The visually appealing pictures produced by photorealistic rendering tools are useful for visualizing the form and the spatial layout of the proposed architectural design, but they may be inadequate and misleading for simulating the perceptual qualities of space. This paper draws from the recent developments in computer graphics (physically based renderings and perceptually based tone mapping techniques) and proposes a computational framework to faithfully represent and simulate pictorial spaces. Guidelines are provided for generating images with appropriate representation and simulation techniques so that architects can make informed design decisions about the perceptual qualities of their designs and researchers can study depth perception in computer environments.
Cheng, Hung-Ming, Ya-ning Yen, and Wun- Bin Yang. "Digital Archiving in Cultural Heritage Preservation." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 93-102. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This project presents a digitizing process of 3D laser scanner for culture heritage. The experimental records are mainly for systematic 3D model reconstruction and digital archiving of historical scenes. The procedures of digital heritage are 3D data acquisition, 3D modelling and web-based representation which demonstrate the reconstructed results and the application of virtual scene.
Lim, Chor-Kheng. "Digital CAD/CAM Media Realizes Chinese Calligraphy Aesthetics in Architectural Design ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 225-234. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper attempts to explore a design method that incorporates the concept of ancient Chinese Art aesthetics into modern architectural form and space. Through the Case Study, a preliminary framework of freeform design process in using CAD/CAM media is concluded. It reveals the digitalized design process of artistic freeform space and shows Chinese calligraphy aesthetics in contemporary architecture.
Hemsath, Timothy, Ronald Bonnstetter, Leen-Kiat Soh, and Robert Williams. "Digital CADCAM Pedagogy." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 277-284. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Prototype manufacturing as an educational tool has been very successful at the college level in architecture and engineering design. This paper discusses an innovative inquiry-based learning approach rather than the problem-based learning models commonly utilized by other similar programs. For example, several research-funded technology projects (e.g., Cappelleri et al. 2007) look at involving students in problembased learning exercises (e.g., building robots), however, these exercises (while providing valuable experiences) have predetermined outcomes ingrained by the teachers, the project structure, and the components used to construct the devices. Therefore, inquisitive and creative problem solving is limited to the “kit-of-parts” in their approach to solving the problem. The inquiry-based CADCAM pedagogy model is more concerned with the process of solving a problem through the vehicle of prototyping than with the specificity of the design project itself. This approach has great potential. First, the need to solve the problem drives learning on multiple levels, integrating interdisciplinary ideas into the problem and solution. Second, the problem interlocks disciplines through inquiry knowledge building in team exercises. Finally, it encourages diversity and flexibility by allowing students to look at problems from multiples perspectives and points of view.
Balachandar, R., and P. Shivshankar. "Digital Design Engine ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 645-652. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Application of Vedic science for generating digital design engine, for a personalized dwelling unit is explored. The user data are fed into existing “jyotisha” software, which is based on Vedic sciences, yields resultant direction, and “Ayadi” values for further design. Using these values, digitally dwelling unit designs are generated.
Fagerström, Gustav. "Dynamic Relaxation of Tensegrity Structures." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 553-562. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The structural hierarchy inherent to tensegrities enables a building skin that performs on multiple levels simultaneously. While having one function in the global building mechanics, its individual components can work as self-contained systems balancing tensile and compressive forces locally within them. The behaviour of elements under load is linear and thus describable analytically. When these are aggregated in a tensegrity however, the performance of the assembly as a whole is non-linear. In order to investigate further these relationships a method of dynamic relaxation will be developed. This tool allows for simulation and load analysis of a complex tensegrous network, based on the relationships between force, stiffness and dimension formulated by Young and the computational means provided by a parametric/associative modelling environment. This research investigates the possible formfinding through computational means of a double-layer tensegrity grid.
Lertlakkhanakul, Jumphon, Seongki Lee, Dooyoung Kwon, and Jinwon Choi. "Dynamic Spatial Information Model for Large Urban Computing Environment ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 685-694. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. A new urban space information model for urban computing environment is proposed to achieve dynamic state of context-awareness in urban computing environment. For this, an abstract space model served as an integrating layer for disparate indoor and outdoor spatial information models based on potential design scenarios. At the end of the project, a prototype and a test-bed are implemented.
Chang, Teng-Wen, Ching-Jung Lin, and Yi-Yen Wang. "Exploring Intended Implicate Solution ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 567-576. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Design is an iterative exploration process that will invoke many fragmented information with continuous iteration. While fragmented, implicit information lay among these fragmented pieces has shown more potential to achieve some goals that we might skip during the decision making. These potential design goals named implicit intended solution are the problem spaces we want to explore in this research. Therefore, the continuous thinking/operation process cross these fragmented design decision might show some insights for discovering implicit intended solutions. This is a two-fold problem, without exploration and its continuous iteration characteristics, these solutions might not even be found or possible found. Therefore, in this paper we have conducted a research based on visualizing these implicit intended solutions as well the exploration process for finding them.
Biswas, Tajin, Ramesh Krishnamurti, and Tsung-Hsien Wang. "Framework for Sustainable Building Design." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 43-52. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. For sustainable building design, computational tools, mostly in the form of simulations, are employed to determine loads and to predict systems performance typically in terms of energy use. Currently, sustainability, in the building domain, is judged by a rating system. Design choices are validated, by measuring against one. The objective of the framework is to provide a general approach to processing the informational needs of any rating system, by identifying, categorizing and organizing relevant data requirements. Aspects of sustainability that designers deal with intuitively will have a structured guideline and gauge as one selects a rating system of choice.
Sharman, Michael, and Sambit Datta. "Gaussian Vault Geometry: Digital Design and Fabrication of Scaled Prototypes." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 267-276. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper reports on three approaches to the translation of Gaussian surface models into scaled physical prototype models. Using the geometry of Eladio Diesteis Gaussian Vaults, the paper reports on the aspects encountered in the process of digital to physical prototype fabrication. The primary focus of the paper is on exploring the design geometry, investigating methods for preparing the geometry for fabrication and constructing physical prototypes. Three different approaches in the translation from digital to physical models are investigated: rapid prototyping, two dimensional surface models in paper and structural component models using Computer Numerical Controlled (CNC) fabrication. The three approaches identify a body of knowledge in the design and prototyping of Gaussian vaults. Finally the paper discusses the digital to fabrication translation processes with regards to the characteristics, benefits and limitations of the three approaches of prototyping the ruled surface geometry of Gaussian Vaults.
Shivshankar, P., and R. Balachandar. "Green City." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 125-134. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This project is about constructing a pedagogical tool for sustainable urban simulation and analysis based on simple network algorithm, where a user (acts as urban designer) can construct an urban scenario, simulate, and analyze the development. This can be done by encoding sustainable urban design parameters with the sequence of simulation.
Ambrose, Michael, Benjamin Callam, Joseph Kunkel, and Luc Wilson. "How to Make a Digi-Brick." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 12-May. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This project examines a non-traditional method of construction generated through a digital design process that leverages digital fabrication techniques related to masonry construction. Where as architectsi use of computers first affected shape and structure, it is now additionally affecting material, construction, and craft. This design proposal explores these concepts through the production of a wall using simple configuration and reconfiguration of a repeated module adaptable to differing and unique contexts and site conditions. The masonry module is designed and built through the exploration of a CAD-CAM process. The prototypes produced investigate the repetition of a single module unit, manipulated and interlocked resulting in a continuous surface that is more than just the sum of its individual parts. The material, construction and craft of each unit informs and challenges the entire project to question the making of the masonry module into a wall.
Lopkerd, Prittiporn, and Pinto Jinuntuya. "Interactive 3D Simulation System in Game Engine Based Collaborative Virtual Environment for Architectural Design Communication." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 533-542. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper will present an innovative prototype for architectural design based on the Cryengine2 technology, which can generate virtual environments. The objective is for exploratory study and analysis method of using computer game engine that have several features for architecture design process, relate to real-time collaborative virtual environment could derive from multi-player aspects for designer team, and easily level of representation and basis for perception of owner or general user. In addition, the Cryengine2 have easily using and development for designer who is non programmer, and present realistic virtual worlds featuring user friendly interaction. Finally, this paper attempts to explore and suggests novel tools developed within to implement architectural design communication.
Kim, Seung, and Hsin-Hsien Chiu. "Interactive Chair ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 423-432. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. InteractiveChair is proposed as a natural and affordable medium that enables direct control of locomotion in 3D virtual space by using dynamic sitting postures. InteractiveChair detects subtle movements of a chair occupant in real time by measuring relative position and orientation between the useris body and the chair. While standard user interfaces require users to consciously relate the device manipulation by hand to the action in the virtual space, InteractiveChair directly leverages the correlation between our body and spatial conception to control the avataris locomotion. This study determines typical user behaviours on the chair and measures them through sensors that are exquisitely integrated with a typical swivel chair. The study then presents results from a user study to measure the qualitative factors of user experience in controlling virtual locomotion with InteractiveChair.
Rahaman, Hafizur, and Beng-Kiang Tan. "Interactive Space: Searching for a Dual Physical-Virtual World ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 675-684. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper discusses embodied interaction followed by a survey of examples in installation art and research projects that attempt to fuse physical space and digital technology. From studying the examples, we propose a categorization of types for a better understanding of interactive spaces. Design attributes are also identified from the examples. We hope this will be useful to designers in designing engaging interactive spaces.
Chen, Yen-Ling, and Pei-Chien Hung. "Intuitive Augmented Reality Navigation System Design- Implementation by Next-Gene20 Project." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 351-360. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The objective of this paper is to implement Augmented Reality framework in the navigation system of NEXT GENE 20 project. As a result, users can navigate and explore 3D virtual reality environment or scene in a more intuitive and interactive manner.
Tang, Hsien-Hui, Yu-Ying Lee, and Wen-Ko Chiou. "Is an On-Virtu Digital Sketching Encironment Cognitively Identical to In-Situ Free-Hand Sketching? ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 473-482. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This study demonstrates that an on-virtu digital sketching environment is cognitively almost identical to in-situ free-hand sketching. The former can support the designersi drawing activities with good resolution, and can provide remote communication in a face-to-face atmosphere. The studyis empirical examination of the environment rested on protocol analysis and coding schemes of the design-prototype and the reflection-in-action. The results indicate that the two environments are similar in terms of design-process speed, design process, and design content. The results provide implications for CAD and design practice.
Saeed, Ghousia, Andre Brown, and Michael Knight. "Location Awareness in a Mobile Architectural Guide." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 587-596. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. One of the core issues relating to the delivery of architectural information to mobile digital devices is the real-time location awareness. This paper describes the research on different computing and wireless techniques and technological systems for real-time navigation support and location based information delivery on a digital handheld device for a pedestrian user on the move. This work investigates the applications of GPS, WiFi, 2D barcode and NFC systems in a mobile city Architectural guide.
Wang, Hsutung, Yu-Pin Ma, Hsuan-Cheng Lin, Tay-Sheng Jeng, and Shyhnan Liou. "Methodology for Ideation of Interaction Design." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 371-380. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper explores new methodology, tools, and techniques for ideation of interaction design. On one hand, our work takes a mixed approach to developing design methodology by integrating usability tests and ethnographic studies in the ideation process. On the other hand, parallel design with user participation is attempted to reduce interactive design life cycle. An interaction design example is drawn from i-Awn project, an activity-coordination and reminding system in smart homes. This example demonstrates our mixed approach and shows how a new methodology is developed for validating the quality of user experience in a critical process of designing. The objective is to get the right interaction and the interaction right, provoking new ways of thinking about usability evaluation in the ideation process. The social, cultural and emotional uses of interactive systems in smart homes are discussed.
Haeusler, Matthias. "Modulations of Voxel Surfaces Through Emotional Expressions to Generate a Feedback Loop Between Private Mood and Public Image." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 173-182. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. My proposal is an investigation into the perceptual boundaries between human and architectural expression. It asks how architecture can creatively adopt human expression by using the emotions “displayed” on the “surface face” as a generator for displaying a surface on a voxel façade to achieve a cross-connecting perceptual change with modulations through emotion (Massumi, 2006). Through voxel facades the public with their expressed emotions will be included in the decision process of defining space, by expressing our innermost feelings through an architectural medium. Thus emotions of the individual have a platform and can be conveyed indirectly to the public, and in turn open up discussions about the state of the community through the state of the façade. An alliance of media and place in an urban context can be achieved and created, with the participation of its inhabitants, along with a new perception of how media and architecture can together shape and inform spatial relations for a feedback loop between private mood and public image.
Chiang, Shuo-Tao, and Sheng-Fen Chien. "Notes on Designing Multi-Display spaces ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 461-470. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This research attempts to integrate a new technology-Multi- Display Environment (MDE)-into the design and creation of new architectural spaces-multi-display spaces. The research objective is to formulate a set of design guidelines that advise designers on the effective use of the MDE technology, so that the technology may become a new design element and enables designers to show amplification effects of spaces. Two empirical studies are conducted. Based on the results of empirical studies, a set of multi-display space design guidelines is formulated with three key aspects: scene selection, display allocation and display arrangement. The design guidelines require further validations through practical applications. Nevertheless, the research introduces a new design element for designers to think about the future of architectural spaces with more opportunities and possibilities.
Rosenberg, Daniel. "Novel Transformations of Foldable Structures." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 195-204. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Most foldable structures have been designed to optimize collapsibility and structural performance. Likewise, they have been solely applied to a limited number of architectural shapes such as arches, domes or geodesics. While the constant folding process between retracted and deployed states, has been the main concern of designers, non-constant transformations and the in-between states remains unexplored. This research will study non-constant transformations in the in-between states, with the aim to find novel shapes and extend the repertoire of current applications. Initially, existing structures will be modified in order to find what type of shape transformations can be produced. Finally, a novel solution, through a digital model and a kinetic physical prototype, will be proposed.
Nakapan, Walaiporn, Ning Gu, Leman F. Gül, and Anthony Williams. "NU Genesis ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 257-265. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper presents a journal of unique design ideas emerged from a virtual collaborative design studio between Rangsit University, Thailand and University of Newcastle, Australia. “NU Genesis”,  a virtual island in “Second Life” is used as an experimental platform, allowing the two universities to collaborate in design and learning across the continent. The presented designs are analyzed and evaluated to highlight the new design potentials in 3D virtual worlds, such as new design context and design support, and examples of the unique design usage of these potentials in future design practices. The design experiences and outcomes of the individual and collaborative projects are also discussed.
Bruton, Dean. "On Distributed Network Rendering Systems." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 65-74. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper reports an investigation of the establishment and performance of a distributed computer rendering system for advanced computer graphics production within a centralized university information technology environment. It explores the proposal that the use of distributed computer rendering systems in industry and universities offers synergies for university-industry collaborative agreements. Claims that cluster computing and rendering systems are of benefit for computer graphics productions are to be tested within a standard higher education environment. A small scale distributed computer rendering system was set up to investigate the development of the optimum use of intranet and internet systems for computer generated feature film production and architectural visualisation. The work entailed using monitoring, comparative performance analysis and interviews with relevant stakeholders. The research provides important information for practitioners and the general public and heralds the initiation of a Centre for Visualization and Animation research within the School of Architecture, Landscape Architecture and Urban Design, University of Adelaide.
Lee, Ya-Chieh, and Ming-Chyuan Ho. "On the Design Communication of Cultural Image." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 401-410. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. In this era, people are no longer satisfied with standardized products. Designers need to implement unique product semantics to attract customers to buy the products. According to this reason, designers are developing a new design approach that puts cultural elements into their products so that they can make people reappreciate their own culture and history. The Olympics is a global event which involves various sport competitions. Before the Beijing Olympic Games, many host nations used to promote their culture through selling a variety of merchandise. It is the first time for the Olympic Games to take place in China which means that it is obviously the right timing to see cultural symbols of China in the merchandises created by the Chinese design team. These designs had introduced Chinese imageries to the whole world. As generally known, traditional culture of Taiwan actually took root from China. Taiwan owns the same ancient history and materials like China. This study explores the cultural identity and analyses the cultural design elements of China. The 2008 Beijing Olympic Games is taken as case study in this research, because it helps people think how to create new value from their own culture. Furthermore, this paper proposes some suggestions on how to create design which represents the image of Taiwan.
Lai, Ih-Cheng, and Teng-Wen Chang. "One Map Many Ideas: How Novice Designers Generate Conceptual Designs from an Idea Map." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 341-350. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Brainstorming is a method for creative problem solving in the design studio learning. In brainstorming, linking ideas is regarded as searching design in design space which is constructed by a graph-like knowledge structure between participantsi knowledge. Idea Map provides the potential knowledge representation for representing such design space. This research conducts an experiment to understand how novice designers generate conceptual designs through an idea map. Finally, a preliminary computational mechanism for controlling an effective map size to develop conceptual designs is proposed.
Lin, Chieh-Jen , and Mao-Lin Chiu. "Open Case Study." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 393-399. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The aim of the paper is to establish an ontology-based case encoding tool with sufficient formalization and expansibility to assist users for organizing the case information and increasing the feasibility of the design knowledge in a case library. The tool is named Open Case Study (OCS). OCS is a formalized and expandable tool for authoring metadata of a case library and organizing them by their semantic ontology. By using the templates constructed by design experts, such as design teachers or experienced architects, OCS provides the user with explicit but adaptable guidelines for case analysis and encoding. OCS then performs the searching and mapping function provided by Open Ontology. Thus, when the user is encoding the information segments of cases, relevant knowledge chunks in the case library can then be immediately provided, such as relevant senses in similar cases, all atoms of a relevant sense, and known value ranges of a relevant property. This assists users to avoid data mistake and duplication in encoding design cases.
Riether, Gernot, and Daniel Michael Baerlecken. "Open Pattern." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 615-624. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The paper explores MEL scripting as a design methodology and reports on the findings of its implementation as an introduction course in design computing for undergraduate and graduate students at the Architecture School at Georgia Institute of Technology. The course is structured into two parts: In the first part different variations of scripts are developed to generate three-dimensional patterns. In the second part these patterns are classified, interpreted and tested towards architecture.
Li, Biao, and Rong Li. "Optimal Organization of Architectural Spaces Based on Genetic Algorithm." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 653-661. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Genetic algorithms categorized as global search heuristics are search technique of seeking approximate or exact solutions for optimizing problems. Our generative tool named notchSpace starts from a population of randomly generated individuals which rationally subdivide architectural spaces with a low “fitness”. During generationsi evolution, the population is recombined, modified and mutated at a low rate to form new modes of building spatial subdivision, a new population is used in the next iteration. NotchSpace works up a research platform to evolve architectural spaces, and it explores the thinking of translation from computer algorithms to the field of architecture.
Pitts, Greg, and Sambit Datta. "Parametric Modelling of Architectural Surfaces." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 635-644. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Parametric modelling is gaining in popularity as both a fabrication and design tool, but its application in the architectural design industry has not been widely explored. Parametric modelling has the ability to generate complex forms with intuitively reactive components, allowing designers to express and fabricate structures previously too laborious and geometrically complex to realise. This allows designers to address a project at both the macro and micro levels of resolution in the governing control surface and the individual repetitive component. This two level modelling control, of component and overall surface, can allow designers to explore new types of form generation subject to parametric constraints. Shading screens have been selected as the focus for this paper and are used as a medium to explore form generation within a given set of functional parameters. Screens can have many applications in a building but for the purpose of the following case studies, lighting quality and passive sun control are the main functional requirement. A set of screen components have been designed within certain shading parameters to create a generic component that can automatically adapt to any given climatic conditions. These will then be applied to surfaces of varying degrees of geometric complexity to be analysed in their ability to correctly tessellate and create a unified screening array true to the lighting requirements placed on the generic component.
Schimek, Heimo, Milena Stavric, Albert Wiltsche, and Otto Roeschel. "Parametrics of Movable Polyhedral Models in Performative Architecture." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 185-194. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. We present a parametrical approach to movable polyhedral models. Based on polyhedral geometry the whole structure consisting of an interconnected series of prisms (with dual spherical joints) can move 3-dimensionally. The principles of polyhedral geometry allow constraint movements of the prisms with a certain degree of freedom. We use these geometrical principles to open and close façades for ventilation or structures for shading control superimposed on building envelopes. The different groups of regular polyhedra in the Euclidean 3-space and their specific topological types will be discussed in order to choose the appropriate model and showe geometrical theory of movable polyhedral models can be successfully applied to performative architecture.
Oesterle, Silvan. "Performance as a Design Driver in Robotic Timber Construction." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 663-671. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. In the research project presented in this paper we investigate the architectonic and constructive potential of additive digital fabrication in timber construction through robotic processes as well as the relation of functional requirements of an exterior wooden wall to design. Form finding through performance analysis is of great interest for architects. With advanced digital fabrication technologies at hand it is possible to produce articulate building elements. This can be exploited to analyze and transform performance criteria into architectural expression. We argue that functional requirements and formal characteristics are interdependent. To allow performance criteria drive the generative parameters of design, custom software tools need to be developed which impart physical aspects of building elements to digital design models.
Wang, Tsung-Hsien. "Procedural Reconstruction of NURBS Surfaces." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 597-606. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. A potential way to bridge the gap between complex form generation and models for physical manifestations is to panelize NURBS surfaces with polygonal faces. This paper investigates the transition from NURBS surface to a mesh solid through a procedural modelling approach, in the process, illustrating how a discretized planar surface can be reconstructed for form generation and further exploration. The paper promotes this approach as an efficient way to modelling complex forms using an example drawn from real life architecture to demonstrate a generative process with customized restructuring.
Fischer, Thomas. "Reassessing rigour, Re-cycling Research ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 791-795. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Circular causality, circular logic and subjectivity are rejected by many scientists while some designers regard them as keys to understanding the design process. With this paper I hope to stimulate a discussion about a largely unquestioned foundation of our field: the form of enquiry. Taking (as others before) this form to be circular, I examine the implications of and for research and education. Ideally, this discussion should inspire a new branch in our field: A philosophy of computeraided design research.
Fox, Michael. "Redesigning the Brick ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 381-390. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This research examines the value of “redesigning the brick,i in creating a new vocabulary of basic architectural building blocks with autonomous reconfigurable robotics. The paper highlights several built examples by the author of robotic architectural environments and the work of architecture students whereby individual modules were created within the context of a design studio and applied to scenarios of space making at various scales. Several strategies for decentralized control were explored dictating how individual parts of a system should behave and how local interactions between individual modules can lead to the emergence of global behaviour. The students schematically designed selfreplicating models which would allow for each object to be able to attach, detach, and reconfigure according to predetermined computational logic. The projects successfully demonstrate various strategies for mechanical design, locomotion and control.
Chiu, Hao-Hsiu. "Research on Hybrid Tectonic Methodologies for Responsive Architecture ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 493-502. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This research intends to provide a comprehensive understanding and tectonic patterns of responsive architecture. By qualitatively analyzing a series of critical responsive buildings from Itois early Wind Tower through Diller and Scofidiois Blur Building to Cloud 9is recent Habitat Hotel, tectonic themes of “lightness”, “morphing”, “improvisation”, and “networking” are set to the elucidate methodological relationships between their tectonic expressions and design concepts. Based on these designated themes, manipulation of materiality, techniques of construction, and mechanism of responsiveness in the studied cases are comparatively discussed and demonstrated with visualization of their tectonic design patterns. The objective of this research is to stress on the importance of tectonic consistency and offer evidences in combining physical components with digital configurations in order to achieve poetic expressions of structure, function, as well as aesthetics so that genuine spatial quality for digital era can be truly revealed.
Chen, Irene, and Marc Aurel Schnabel. "Retrieving Lost Space with Tangible Augmented Reality." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 135-142. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Tangible Augmented Reality can be an innovative way for designers to understand the spatial conception. Due to the high integration of tactile and vision, this realm allows users to gain a better understanding how to retrieve “lost spacei in an urban context. By using a variety of visualisation methods, such as wireframe and transparencies, hidden or other ways unperceivable (lost) space is made available. With the aid of Tangible Augmented Reality designers are subsequently able to evaluate the design context and its solution more holistically. This paper argues that the retrieval of lost space enhances the design communication.
Lostritto, Carl. "Scripting Animation." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 747-754. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Relationships are amplified and collapsed together as animate surfaces in the formal and spatial manifestation of design parameters. Animation is demonstrated as a medium to express topologies, as each frame is the resultant of a programmed serious of computations, the result of which varies with a parameter: effectively, time. Related conditions are parameterized through the design of algorithms as a means of direct translation into animation. Interrelated forces and limits can conversely congeal into statics with animate qualities. Process and product merge to create a language of phenomenological effects and patterns. While animation is exploited to represent parametric relationships there is a maintained awareness of time and space. The systemization and codification of design “problems” simultaneously facilitates functional, solution-driven architecture. The output is characterized by complex, performative, and specific solutions uniquely relevant to emerging models for fabrication and construction. Usage requirements and site conditions carry the weight of information-based contexts and experience-based symbols as fuel for the inherently cyclical process.
Chen, Zi-Ru. "Simplicity." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 361-370. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The goal to reach Simplicity has been the key point of Human-Computer Interface since 1980s. In this research, we would like to know what Simplicity is and how to reach it. We used case studies to get two factors of Simplicity, which are the information modelling and the experience of perception through senses. Based on the factors, we implemented a prototype to refine the concepts of simplicity. The prototype was a new attempt to consider only the simplicity of HCI. Further research efforts on emotion, creativity, and aesthetics related to simplicity are important.
Chien, Sheng-Fen. "Smart Building Products." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 695-703. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The research effort presented here is based on the view of emergent behaviours. The aim is to develop smart building products each of which is independent, self-sufficient and with very limited intelligence. Using “Basic Building Blocki as a platform, three building products, interactive louvers, see-through wall panel, and sensible floor tile are developed to illustrate the emergent smart behaviour. These smart building products contain intelligent technologies that can be implemented into existing buildings incrementally without having to perform major renovations.
Lin, Chieh-Jen . "Smart Topology ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 451-460. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper describes a prototype of an intuitive tool named Smart Topology for the architectural space allocation in the early design phase. Smart Topology focuses on the manipulations of virtual spaces and can build and operate the topological relation among them by instantly modifying the geometric properties of spatial allocation so as to comply with the topological relation defined by the user. Based on a prototype of an interactive tool for the spatial allocation named Spatial Layout Game (SLG), Smart Topology adds more topological operations into SLG, such as the connective, combining, orientating, and opening. It also tracks the manipulating process and results by applying the database technology.
Wu, Yen-Liang. "Some Phenomena in the Spatial Representation of Virtual Reality ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 143-152. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Virtual reality is widely used to present architectural design space. It has also provided a solution that general public without architectural design background can easier understand complex space which has not been constructed yet. However, how much information could general public understand, while browsing design space presented by virtual reality? In this study, we have compared the experimental results from one with architectural design background and the other without architectural design background in different space factors such as form, scale, organization, circulation of space. Finally, we conclude some preliminary phenomena from the data. The phenomena could be the guidelines to the design of spatial navigation in the system of virtual reality. Keywords. Architectural
Liao, Yuan-Yu. "Some Phenomena of Analogical Thinking in Design." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 781-790. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Analogy has been ascribed a key role in architectural design. Until now, there has been no complete theory describing how the analogical thinking process works in the design domain. Analogical thinking usually relates to freehand sketches and rarely connects to computer media. This research attempts to investigate analogical thinking from the perspective of the conventional media and computer media. Four analogical thinking in design phenomena have been established.
Wang, Chung-yang. "Statics and Dynamics in the Process of CAD/CAM Fabrication ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 245-254. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Through the progress of digital media, dynamic concepts contribute to vivid forms. Nevertheless, these forms still present static space, which cannot reflect the designeris dynamic concept, a shape that changes over time. This is a setback for design and fabrication. Hence many researchers turn to designing dynamic architecture. However, the current development restricted by technical threshold is prone to solve the variation of functions instead of aesthetic-oriented changeable form. It is obvious that the difference between “statics” and “dynamics” becomes a watershed of aesthetics and functions. This research attempts to eliminate the above-mentioned barrier and to suggest a new CAD/CAM fabrication procedure based on aesthetics and reveal key tectonic factors that affect dynamic architecture.
Zhi, Liu, Jixi Ai, and Zheng Wang. "Study on Zoning of Urban Morphology based on GIS." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 317-326. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The traditional studies of urban morphology mainly focus on material aspects such as urban construction, urban environment. The writers of the paper, however, point out that the nature behind material aspects should be load capacity of urban land-use, which can be reflected through some economic and technological indexes, such as floor area ratio(FAR), building density and building height, and generally they are relative. The paper forms a new morphology zoning method after having studied the relation of the above indexes based on the digital methods of GIS. This rout of thought may have some reference value for controlling the expanse of urban land-use, optimizing the allocation of resources and urban morphology and supervising the implementation of urban planning. In the paper, the author proposed the concept of “zhubei” to describe and evaluate urban morphology. We can further analyze “zhubei” regards urban planning analysis and management, for example, the slope analysis, aspect analysis, view analysis, area and volume analysis etc. Therefore, we can describe current urban morphology and evaluate its rationality by relevant conclusions just like describing vegetation.
Khampanya, Rom, and Surapong Lertsithichai. "Tangidesk: a Tangible Interface Prototype for Urban Design and Planning." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 705-714. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper describes the design and implementation of TangiDESK, a tangible interface prototype to assist in the design and planning of urban design projects. The prototype derives from the need for an intuitive user interface similar to a designeris or architectis CAD system but also simple enough for non-designers like city planners and developers who are not accustomed to CAD interfaces to use and understand easily. Users can manipulate the objects or modify its relationship with other elements in the site while making preliminary design decisions together in a single environment. With TangiDESK, designers and planners can collaborate and make informative decisions more effectively and accurately in early stages of an urban design project.
Liu, Chun-Hung, and Chang-Franw Lee. "The Design of a Mobile Navigation System Based on QR Codes for Historic Buildings." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 103-112. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Due to the rapid development of mobile and compact electronic devices such as PDAs and smart phones, designers and developers now have to consider user mobility and the dynamic context of use in the design of interactive systems. In this study, literatures associated with mobile navigation systems in museums and historic buildings are first reviewed in order to understand the features, advantages, and drawbacks of current mobile navigation technology. The feasibility of applying QR codes in the navigation of historic buildings is then discussed, and the mobile navigation principles mentioned in previous literatures are applied in our proposed system. A number of common problems are encountered in the navigation of local historic buildings or museums. Visitors (1) cannot understand what makes an exhibited item a work of art, (2) do not know where to start or how to get started, (3) feel rushed by guides during the guided tour, and (4) find that the audio guide is not clear enough. Managers of historic buildings or museums are generally concerned about (1) the high cost of constructing a mobile navigation environment, (2) possible damage to devices, and (3) the cost of device maintenance. This study attempts to solve the above issues by constructing an affordable digital navigation environment that enables users to clearly understand each exhibited item and its location.
Kan, Jeff, and John S. Gero. "The Effect of Computer Mediation on Collaborative Designing." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 411-419. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. There has been considerable research in studying collaborative designing using protocol analysis. However, it is not possible to compare these studies because they use different models and have their own coding schemes. A coding scheme based on the Function-Behaviour-Structure (FBS) ontology has been proposed as the basis of a universal coding scheme that transcends the domain of application, the task being studied, and the number of designers being studied. This paper presents results from using the FBS coding scheme and sequential analysis to study the differences between face-to-face design collaboration and synchronized design collaboration using NetMeeting via the Internet. In this case the formulation and re-formulation processes are richer in the NetMeeting design collaboration. In the face-to-face session they are quicker in arriving at the structure of the design.
Nilkaew, Piyaboon. "The Study of Building Management by using 3D Digital Modeling and Database: ABFM ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 235-243. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. The principal objective of building management is to control facilities planning and facilities operations and maintenance, that effective criteria in strategic planning about preventive maintenance and predictive maintenance. The key of success in managing the building and facilities is all about collecting and interpreting data on diverse facets of property use. Computer databases are the ideal vehicles in which to log, store and manipulate data, almost unlimited information can be measured and entered en masse. The strength of such information storage is its capacity for expansion and the diversity of subject, it becomes large and requires greater and greater operator familiarity with its structure in order to interrogate successfully. The ultimate solution is to computer-base the entire operation, by using the three-dimensional building modelling to control the operation. This solution will simulate building in virtual environment and the building system data (Architectural part and Engineering part) will collect in digital data type. The digital data will classification and made three-dimensional database relations. This research focus in three sections of the operation as three-dimensional database relationship, topological simulation and smart system, that applied to generate the prototype building management application “Architecture Building Facilities Management: ABFMi.
Fasoulaki, Eleftheria. "Towards Integrated Design." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 13-22. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper examines a different design approach called integrated. The term “integrated” has a dual utilization in this study. The first use refers to the integration of form and building performance. The second use refers to the integration of interrelated and diverse building performances involving multiple disciplines. The integrated design approach analyzes and evaluates several interrelated design systems involving different disciplines in the early design phase. The goal of the approach is the generation of design alternatives guided simultaneously by two basic objectives: the aspiration for form exploration and the satisfaction of the performances of interrelated systems.
Schoch, Odilo. "Ubicomp-Kaizen." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 215-224. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. This paper describes the successful development of a design supporting method called “Ubicomp-Kaizeni for the design of computerintegrated “smart” buildings. The tool uses known methods of qualitymanagement of the car-manufacturing industry and integrates them into the architectural design process. By this, the CAAD-topics “design methodology”, “ubicomp/smart buildings”, “interactive architecture” and “Building Information Model (BIM)” are involved. In result it proves the successful integration and application of tools known from the product development industry such as “Quality-Function-Deployment (QFD)” and “Failure Mode and Effects Analyze (FMEA)” within the iterative building design. The outlook formulates a side-result which is the setup of a digital decision supporting tool and the extension of the IFC-definitions in order to integrate aspects of user-interaction and ubicomp.
Yoshikawa, Yasuyo, Kyoko Miyashita, Tomohiro Fukuda, and Kenichi Sakai. "Verification of Possibility of Traditional House Use and the Strategy for the Revival of a Historical City ." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 55-64. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Recently, the number of vacant traditional townhouses has been increasing, as citiesi central districts decay. In this paper, aiming at the activation of a region by effective use of vacant traditional townhouses, a rented house use strategy is proposed. First of all, the current number and potential vacant traditional townhouses and the intentions of local residents and population of surrounding area concerning to their use are accurately surveyed. As a result, it becomes clear that the rented house use of vacant traditional townhouses is necessary and possible. Next, the investigation with current tenants in their negotiation processes with vacant house owners is executed. Furthermore, some approach cases online are searched, and as a result, the following 3 points can be said: (1) it is important to collect and organize information of the vacant traditional townhouses in order to facilitate the rented house use, (2) a trustful real estate broker is necessary, (3) to consider local population expectances and understanding is necessary. Finally, the result of these is received, it is proposed that the database of the vacant traditional townhouses with VR be constructed and it be opened for public access on the Internet. In addition, the establishment of the resident organization for the rented house use as a nucleus of the use promotion strategy is also proposed.
Hua, Hao, Biao Li, Yong Shan, Hong Zhang, and Hong-mei Zhai. "Virtual Organism: Generative Tool Based on Multi-Agent System." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 625-634. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. A multi-agent system (MAS) is efficient as it can emulate a variety of organisms in natural science due to the interactions between agents, which make artificial systems responsive and adaptive. In “Bamboo Workshop” involved flexible structures, MAS was employed to create virtual organism in computational environment towards an innovative process in installation design. A generative tool with friendly user interface was developed for both observation and intervention besides debugging. At the same time investigations were carried on the complex behaviours of the system through graphic statistics. Integrated with the generative tool, a construction system made up of bamboo materials was set up to build a series of mobile and flexible installations. This experiment suggests that the virtual organism has the potential for being a part of the design intelligence, beyond a mere digital tool.
Liang, Rung-Huei, and Ying-Ming Huang. "Visualizing Bits as Urban Semiotics." In Between Man and Machine: Proceedings of the 14th International Conference on Computer-Aided Architectural Design Research in Asia, 33-42. CAADRIA. Yunlin, Taiwan: The Association for Computer-Aided Architectural Design Research in Asia, 2009. Geosemiotics, defined as the study of meaning of placing signs in the material world, concerns the interaction of spatial, individual, social, and cultural contexts. Mobile technology, enabling spatial awareness successfully, has turned our living space into coordinates to broaden geosemiotics study. With interdisciplinary perspectives, there is an emerging potential to integrate the study of mobile spatial interaction and geosemiotics and we address several open issues of geospatial applications in this paper. Since indexicality is the focus of geosemiotics study, we focus on digital indexicalities referring to physical space. Physical indexical signs are usually set by government or organizations rather than individuals, and therefore we propose a new concept to place personal indexical signs in the physical space with mobile devices and augmented reality technology. Overlapped onto the physical world via visual, iconic, and metaphorical methods, what these unique personal semiotics bring is a living space with novel urban landscape and geosemiotics.