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Back to Reality - Dendritic structures using current construction techniques 回到现实-树突结构使用当前的施工技术
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2019.1.173
José and Leitão António Freitas
Architects throughout time have designed tree-inspired structures, not only to decorate their creations, but also to explore biomimicry to solve mechanical and structural problems. With the predominance of digital simulation tools, these dendritic-shaped structures are now more easily explored. However, these explorations tend to lack the rationalization required to make them applicable to current production means. In this paper, we take a step back and ensure the connection between the creation and the production of the designs generated with these new digital approaches. The present investigation combines design and analysis tools in search for tree-inspired structures that take advantage of the current techniques of building construction.
一直以来,建筑师们都在设计受树木启发的结构,不仅是为了装饰他们的作品,也是为了探索仿生学来解决机械和结构问题。随着数字模拟工具的优势,这些树突状结构现在更容易探索。然而,这些探索往往缺乏使其适用于目前生产手段所需的合理性。在本文中,我们退后一步,确保这些新的数字方法产生的设计的创作和生产之间的联系。目前的调查结合了设计和分析工具,以寻找利用当前建筑施工技术的树状结构。
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引用次数: 2
Design Navigation and Construction Simulation by Virtual Reality 基于虚拟现实的设计导航与施工仿真
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.1999.031
M. Chiu
This paper depicts the approach of constructing a virtual reality environment for simulating architectural design and construction operations. The virtual environment is established to demonstrate the spatial performance of design and constructability of construction operations. Particularly, the functions such as navigation of construction sites, simulation of construction operations, and evaluation of construction details will be critical to construction operations. The system shell is implemented by JAVA on the web and integrated with VRML for supporting the above functions. The study focuses on the needs for the system integration and interface design. Four modes of human computer interfaces are proposed, including the user, agent, monitor, and immersion modes. Finally, this paper provides demonstration of construction simulation in an office building project to highlight the above discussion. The operations of crane towers and curtain wall installation are also studied in the construction process. In conclusion, this paper demonstrates the potential uses and limitation of virtual reality in simulation of the built environment.
本文描述了构建虚拟现实环境模拟建筑设计和施工操作的方法。通过构建虚拟环境来展示施工作业的空间设计性能和可施工性。特别是,施工现场导航、施工作业模拟、施工细节评价等功能对施工作业至关重要。系统外壳采用JAVA在web上实现,并与VRML集成以支持上述功能。重点研究了系统集成和接口设计的需求。提出了四种人机界面模式,包括用户模式、代理模式、监控模式和浸入式模式。最后,本文以某办公楼工程为例,进行了施工仿真论证。在施工过程中,对吊塔和幕墙安装的操作也进行了研究。总之,本文论证了虚拟现实技术在建筑环境模拟中的潜在用途和局限性。
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引用次数: 4
Immersive visualisation of Building Information Models: Usage and future possibilities during design and construction 建筑信息模型的沉浸式可视化:在设计和建造过程中的使用和未来的可能性
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2016.673
Mattias Roupé, Mikael Johansson, M. Viklund Tallgren, Fredrik Jörnebrant, Petru Andrei Tomsa
The design process of a building often involves many different actors and people with different experiences, level of knowledge and ability to interpret information. The most common information media in these processes are 2D-drawings, documents and 3D images of design. These media can be difficult to interpret and understand and could cause communication difficulties and design errors. However, in this context, Building Information Modelling (BIM) and Virtual Reality (VR) have been shown to offer an efficient communication platform. In this paper we present and evaluate a portable immersive visualisation system that uses the BIMs directly from the design tools. The system is validated in a real construction project, where the different disciplines in the design process used the system. The result was collected through interviews and observation during usage of the system. All the participants expressed that this type of visual interface helped them to get another level of understanding and perception of space, which lead to better decision-making process and resolving of design issues.
建筑的设计过程通常涉及许多不同的参与者和具有不同经验、知识水平和解释信息能力的人。在这些过程中最常见的信息媒体是2d图纸、文档和3D设计图像。这些媒体可能难以解释和理解,并可能导致沟通困难和设计错误。然而,在这种背景下,建筑信息模型(BIM)和虚拟现实(VR)已经被证明提供了一个有效的交流平台。在本文中,我们提出并评估了一个便携式沉浸式可视化系统,该系统直接使用来自设计工具的bim。该系统在一个实际的建筑项目中得到了验证,其中不同学科在设计过程中使用了该系统。结果是通过系统使用过程中的访谈和观察收集的。所有参与者都表示,这种视觉界面帮助他们获得对空间的另一层次的理解和感知,从而更好地决策过程和解决设计问题。
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引用次数: 1
Competing "Intelligences" 竞争对手的“智能”
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2009.607
Anthony Burke
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引用次数: 0
A Computer Based Evaluation Tool for the Visual Aspects in Window Design 基于计算机的窗口设计视觉评价工具
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.1997.247
Siu-Pan Li, B. F. Will
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引用次数: 1
Tangidesk: A Tangible Interface Prototype for Urban Design and Planning tangiddesk:城市设计与规划的有形界面原型
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2009.705
Rom Khampanya, Surapong Lertsithichai
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引用次数: 0
Learning Timber Tectonics through Digital Collaboration 通过数字协作学习木材构造学
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2022.2.345
Nancy Cheng, M. Riggio
. A dual university collaboration challenges students in architecture, wood science and engineering to partner on a timber design and detailing project. Five years of student projects reveal how the mix of backgrounds, design media abilities and design development process impact the learning experience. Team design submissions, individual reflections and observed collaboration activities were analysed along with patterns of design ideation, transformation, and conflict resolution. Learning experiences vary according to the mix of student backgrounds and roles within the team. Teams mixing students of different levels and backgrounds on average performed better than more homogenous teams. While beginners do not have the skills to play a central role in the team, they have the most to learn from more advanced students. Keeping all team members engaged may require giving up some efficiency of a streamlined digital workflow.
. 两所大学的合作挑战了建筑、木材科学和工程专业的学生在木材设计和细节项目上的合作。五年的学生项目揭示了背景,设计媒体能力和设计开发过程的混合如何影响学习体验。团队设计提交、个人反思和观察到的合作活动,以及设计构思、转换和冲突解决的模式都被分析。学习经历因学生背景和团队角色的不同而不同。平均而言,由不同水平和背景的学生组成的团队比同质化的团队表现得更好。虽然初学者不具备在团队中发挥核心作用的技能,但他们有很多东西可以向更高级的学生学习。保持所有团队成员的参与可能需要放弃流线型数字工作流程的一些效率。
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引用次数: 0
DiNa Framework and Prototype to Support Collaboration in the Wild 支持野外协作的DiNa框架和原型
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2014.471
H. Erhan, Andy Huang, R. Woodbury
Much of the available collaboration support tools focus on sharing of documents and managing projects that require planned activities. These tools fall short in meeting principle of least effort or taking into account of the reality of complex work patterns. We propose DiNa framework and system architecture for a topic centric as opposed to document-centric collaboration system using readily available devices. DiNa aims to complement existing approaches. Our primary goal is to seek answers for how these devices can better support collaboration without overloading the workflow. After a literature review and role-playing exercises, the prototypes we developed demonstrate new interaction techniques for defining topics and address them in collaborators’ own terms. It uses different visualizations of the artefacts and their association with the topics, among which is a scalable timeline interface accessible from different platforms, to make the artefacts collected more meaningful in a given context. In this paper we present our recent prototype as a proof-of-concept and its initial evaluations followed by the lessons learnt from our studies on supporting collaboration in the wild. The evaluation outcome is suggestions for improving DiNa-based systems for effective collaboration.
许多可用的协作支持工具关注于文档共享和管理需要计划活动的项目。这些工具在满足最少努力的原则或考虑到复杂工作模式的现实方面存在不足。我们提出了以主题为中心的DiNa框架和系统架构,而不是使用现成设备的以文档为中心的协作系统。DiNa旨在补充现有的方法。我们的主要目标是寻找这些设备如何在不使工作流程过载的情况下更好地支持协作的答案。在文献回顾和角色扮演练习之后,我们开发的原型展示了新的交互技术,用于定义主题,并用合作者自己的术语来处理它们。它使用工件的不同可视化及其与主题的关联,其中包括一个可从不同平台访问的可伸缩时间轴接口,以使收集的工件在给定的上下文中更有意义。在这篇论文中,我们展示了我们最近的原型作为概念验证,以及它的初步评估,然后是我们从支持野外合作的研究中吸取的教训。评价结果提出了改进基于dna的系统以促进有效协作的建议。
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引用次数: 0
Thinking through digital simulation tasks in architectural education 建筑教育中数字模拟任务的思考
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2011.599
Matthew Fraser, M. Donn
This study reports the activities of 80 second year architecture students at Victoria University, Wellington, New Zealand for the duration of a single trimester. A central theme in this studio is the framing of day-lighting problems into a quantifiable investigation and then addressing these through the use of digital modelling and simulation tools. This study offers an insight to undergraduate architecture students’ negotiation of digital design spaces and asks the question of how the knowledge of skill-based specialist tasks are extensible to core design studio.The mass education within a University environment of such specialist skill based techniques allows for an insight to the negotiation of quantitative and qualitative design criteria. The issue of learning skill based tasks at university level is a pertinent topic of study as the critique of such techniques is implicit to the holistic education of Architects but the level of this critique can vary greatly. This question also highlights the challenges faced to improving the design education approaches to computational thinking and applications. keywords. Design analysis; daylight simulation; education.
本研究报告了新西兰惠灵顿维多利亚大学80名二年级建筑系学生的活动,为期三个月。该工作室的中心主题是将采光问题框架化为可量化的调查,然后通过使用数字建模和仿真工具来解决这些问题。本研究为本科建筑学生对数字设计空间的谈判提供了一个见解,并提出了如何将基于技能的专业任务的知识扩展到核心设计工作室的问题。这种基于专业技能的技术的大学环境中的大众教育允许深入了解定量和定性设计标准的谈判。基于大学水平的学习技能任务的问题是一个相关的研究主题,因为对此类技术的批评隐含在建筑师的整体教育中,但这种批评的水平可能会有很大差异。这个问题也突出了改进设计教育方法以提高计算思维和应用所面临的挑战。关键词。设计分析;日光仿真;教育。
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引用次数: 3
Architectural Layout Design through Simulated Annealing Algorithm 基于模拟退火算法的建筑布局设计
Pub Date : 1900-01-01 DOI: 10.52842/conf.caadria.2020.1.275
Hao Zheng, Yue Ren
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引用次数: 4
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