EditorialAl-Qawasmi, Jamal; Hadjri, Karim
2007 Open House International
doi: 10.1108/OHI-02-2007-B0001
The influence of digital media and information technology on architecture is increasingly evident. Architectural design, practice, fabrication and construction are increasingly aided by and dependent on digital technology. The proliferation of computers and telecomputing in design education and practice has resulted in a major paradigm shift and a reorientation in theoretical and conceptual assumptions considered to be central to traditional design education and practice.
Real-Time Visualization in the Design ContextTang, Ming; Yang, Dihua
2007 Open House International
doi: 10.1108/OHI-02-2007-B0002
Having been a promising visualization tool since 1950s, ironically, virtual reality is not widely used in the architectural design and evaluation process due to several constrains, such as the high cost of equipments and advanced programming skills required. This paper described the collaboration between design computing courses and architecture design studios that have been taught at Savannah College of Art and Design (SCAD) in 2004 and 2005. These courses explored several practical methods to integrate Low Cost Virtual Reality Aided Design (LC-VRAD) in the architectural design process. As a summary of the collaboration, this paper refers to three main aspects: (1) How to use game engine to design an affordable VR system in the ordinary studio environment. (2) How to integrate VR, into the design process, not only as a visualization tool, but also as a design instrument. (3) How to evaluate different methods of representing architectural models based on the efficiency of workflow, rendering quality and users' feedback.Support by the Game and Interactive Design Department at SCAD, students in the School of Building Arts implemented two Low Cost VRAD methods in various design phases, starting from site analysis, schematic design, design development to the final presentation. Two popular game engines, Epic Game's Unreal engine and Director MX's Shockwave engine, were introduced to students to visualize their project in real-time. We discussed computer-aided design theories including the application of VR, as well as digital computing and human computer interaction. At the end of each quarter, feedbacks from students and faculties were collected and analyzed. These methods were revised and improved consistently across 2004 and 2005 academic year.
Visualization for Citizen Initiated Public Participation: A Case StudyLindquist, Mark
2007 Open House International
doi: 10.1108/OHI-02-2007-B0003
This paper examines the impact of a citizen initiated public participation process on preparers and presenters of digital visualizations for spatial design decision making. Visualization for public participation enables communication between professionals and laypeople to occur with far greater success than through conventional methods. Further, visualization utilizing real-time immersive technology allows for far more effective communication of the spatial impact of design proposals than conventional media offer, facilitating negotiation and interaction with space by providing the means to virtually walk around a digital model. In addition, the effectiveness of real-time immersive visualization in bridging the public-professional communication gap can empower the public, offering the opportunity to confront professionals and to force engagement in a process of public participation on the public's terms.Through discussion of a case study from the University of Toronto's Centre for Landscape Research (CLR), this paper examines the impact on the visualization process when the public are able to invert the conventional model of public participation by initiating the dialogue with professionals. This paper argues that a citizen initiated public participation process increases the necessity for a sound methodology and code of ethics of visualization for public participation. When the public are able to utilize technology to invert the conventional public-professional role, issues of validity, reliability and ethics are placed at the forefront of the discussion greatly increasing the scrutiny placed on both the technology and those preparing and presenting the visualization.
Design Exploration Using A Shape Grammar With A Genetic AlgorithmChouchoulas, Orestes; Day, Alan
2007 Open House International
doi: 10.1108/OHI-02-2007-B0004
Although the idea of linking a shape grammar to a genetic algorithm is not new, this paper proposes a novel way of combining these two elements in order to provide a tool that can be used for design exploration. Using a shape grammar for design generation provides a way of creating a range of potential solutions to a design problem which fit with the designer's stylistic agenda. A genetic algorithm can then be used to take these designs and develop them into a much richer set of solutions which can still be recognised as part of the same family. By setting quantifiable targets for design performance, the genetic algorithm can evolve new designs which exhibit the best features of previous generations. The designer is then presented with a wide range of high scoring solutions and can choose which of these to take forward and develop in the conventional manner. The novelty of the proposed approach is in the use of a shape code, which describes the steps that the shape grammar has taken to create each design. The genetic algorithm works on this shape code by applying crossover and mutation in order to create a range of designs that can be tested. The fittest are then selected in order to provide the genetic material for the next generation. A prototype version of such a program, called Shape Evolution, has been developed. In order to test Shape Evolution it has been used to design a range of apartment buildings which are required to meet certain performance criteria.
A Computational Architectural Design Model Based on FractalsEdiz, Özgür; Çağdaş, Gülen
2007 Open House International
doi: 10.1108/OHI-02-2007-B0005
Digital design technologies play a significant role in assisting the designer through conceptual architectural design. Computer supported design systems can generate various images at the early design phase and can contribute to seeking alternative architectural forms. Currently, different design approaches are being employed in the formation of architectural products. Examples of architecture that produce unusual forms are often encountered within unique conceptual approaches. The development of new design examples is supported by the digital production of forms, and three-dimensional models through varying geometric approaches. In this study, a design approach that uses computer aided architectural design to produce architectural forms will be suggested. This approach utilizes principles existing in the unique fractal dimension of elements based on a vocabulary relevant to a specific architectural language. By relying on the fractal dimension and features of an existing architectural pattern, this generative design approach supports creativity in the production of new forms. The proposed approach is evaluated as a creative tool in architectural design. The subject of architecture; buildings, spaces, surroundings, symbols of that particular society are also the elements of a meta-language which creates a fractal geometry based relation. It is possible to analyse this relation through a fractal geometry-based principle. In short, a fractal geometrical generative method is suggested. Also, recently-surfaced discussions about "Chaos Theory" and its effects on the design process via "Chaos and Self - Similarity" are studied. The significance of these different phenomena and disciplines upon architectural design are also studied for developing a possible creative tool.
A Structured Analysis of caad EducationPektaş, Şule Taşlı
2007 Open House International
doi: 10.1108/OHI-02-2007-B0006
After more than four decades of its beginnings, Computer Aided Architectural Design (CAAD) has already reached a level of maturity in both the education and the profession. There is an ever-growing amount of literature on the subject; however, relatively few studies have taken a systematic approach to analyze CAAD education. Moreover, design institutions often view CAAD merely as a technical issue ignoring socio-cultural and theoretical aspects. In order to alleviate these problems, this paper presents a structured analysis of CAAD education based on Prof. Necdet Teymur's theory of architectural education. Prof. Teymur claims that the components of architectural education should be studied in terms of objectives (why), contents (what), methodology (how) and management (who) along with four different knowledge and disciplinary levels (viewpoints); namely, sociological, ideological, epistemological, and pedagogical. In this paper, current issues of CAAD education are addressed within this framework and several proposals are presented.
Virtualization of Architectural Design Education in the Arab Region: Potential and Cultural ImplicationsAl-Qawasmi, Jamal
2007 Open House International
doi: 10.1108/OHI-02-2007-B0007
The influence of digital media and information technology on architectural design education and practice is increasingly evident. There has been an astonishing shift in the way architecture is being taught and produced. Networked virtual design environments such as the virtual design studio (VDS) have been introduced in many architectural schools as new ways of teaching and learning design. Applying virtual design education in developing countries such as the Arab states brings with it various opportunities and challenges. As a new phenomenon, little research has been done to study the cultural implications of the new virtual design environments (VDE). This paper examines the new paradigm of teaching and learning design virtually and the possible cultural implications of its implementation in developing countries such as the Arab world.
Digital Media Instruction in Architecture EducationAngulo, Antonieta
2007 Open House International
doi: 10.1108/OHI-02-2007-B0008
The aim of this paper is to provide a structured collection of case studies organized around the core discussion of how to address the subject of digital media in schools of design in general and architecture in particular. By means of these case studies it will be possible to understand the trajectory that we have followed in the Department of Architecture at Texas A&M University, having as main goal the incorporation of digital media instruction in design curricula and to assess whether our instructional methods and strategies are in tune with our present understanding of the role of digital media in design. The case studies have been organized following three main contextual themes, namely: shaping our understanding of the role of digital media in design, incorporating digital media in the design studio, and adapting to the availability of new technology. The paper includes the identification of critical issues, among them: polarization between traditional and digital media, solutions for continuous learning and update, and pervasive accessibility of digital means. The paper states conclusions and identifies the opportunities and challenges that we foresee in the near future based on the implementation of multidisciplinary integration and the development of multimodal and media-rich design environments.
An Agent-Based Smart Skin for Building Smart HomesChen, Shang-Yuan
2007 Open House International
doi: 10.1108/OHI-02-2007-B0009
The smart open house provides optimal adaptability using sensing, operating, information, and communications technology, in conjunction with open building in-filled components, to perceive user needs and environmental changes, and thereby meet the needs for sustainability and a healthy living environment. These needs are particularly pressing in view of the aged society that will emerge in Taiwan after 2020. Based on the smart open house hypothesis, this study proposes using agent-based smart skins in a smart open house, where an agent-based smart skin is embedded in a lifetime home (or ageless home) with an open system construction. The agent-based smart skin operating mechanism employs fuzzy logic inference and neuro-fuzzy learning to process environmental information from sensing devices and drive skin elements, achieving adaptive action, meeting residents' lifetime use needs, and offering a user experience-oriented smart care capability.