Abstract

The adoption of computational processes in architecture has transformed the way we think, design and make, thereby enhancing our understanding, skills and performance in architectural design and research. This Special Issue of the International Journal of Architectural Computing presents original contributions selected from the 20th International Conference of The Association for Computer-Aided Design Research in Asia held at Kyungpook National University (KNU), Daegu, Republic of Korea, 18–23 May 2015.
The nine accepted papers collectively address the theme of the conference: ‘Emerging Experiences in the Past, Present and Future of Digital Architecture’. By reflecting on the past, speculating about the present and exploring the future of digital architecture in Computer-Aided Architecture Design Research in Asia (CAADRIA), the papers collectively share innovative ideas, emphasizing a cross-disciplinary context in technologies in architecture to promote research in CAAD which enhances creativity.
Andrzej Zarzycki discusses the role of narratives in contemporary video games such as Mass Effect and Assassin’s Creed in his paper, Epic video games: narrative spaces and engaged lives. The cinematic and narrative spaces created by architects, and later adapted to performative arts and cinema, are now being rediscovered through immersive and interactive video games. This visceral interconnection between architecture and video games, which are emerging as a new form of media, places the user at the centre of interactions. The paper poses a number of questions in the context of virtual and digital settings and the role of architecture and the possible fusion of architecture and immersive narrative.
Tane Moleta explores the role and capacity of real-time virtual engines (RTVE) to extend the traditional role of visualization in the design studio to experiencing form and space through the deployment of the game mechanics. In his paper, Exploring constructive design behaviours through the use of real time virtual engines in architectural education, Moleta reports that the use of game mechanics enhanced students’ awareness and participation taking a more objective and depersonalized view of their work.
Michio Matsubayashi and Shun Watanabe address the problem of understanding the visual relationships between mechanical, electrical and plumbing (MEP) elements in three-dimensional (3D) building information models (BIM). In Generating 2D schematic diagrams of MEP systems from 3D building information models, they propose a method of generating 2D schematic diagrams from 3D models of MEP systems using CAD software to represent this information in a more traditional, user-friendly, schematic 2D format. The generated schematic diagrams are evaluated by staff members and the resulting schematic diagrams were considered to be an improvement over current methods.
Eonyong Kim and Soohoon Park present an intuitive 3D-based visual information system for integrated space and asset management of large facilities. In their paper, 3D visualized space and asset management system for large scale airports, they present the system design, user interfaces and data management using the case of Incheon International Airport. The system is tested by users and the evaluation of the results supports the development of integrated space and facility management systems through the use of novel 3D user interfaces for data presentation and navigation.
Kyung Hoon Hyun, Aram Min, Sun-Joon Kim and Ji-Hyun Lee investigate the relationship between the capacity of service facilities and the visual analysis of visitor traffic in four large theme parks. In their paper, Investigating cultural uniqueness in theme parks through finding relationships between visual integration of visitor traffics and capacity of service facilities, they use visibility graph analysis (VGA) to determine the correlations between the capacities of theme park facilities and the distribution of visitor traffic. Their results indicate that there is a unique pattern of service facility placements related to the visual integration of traffic flows in each of the four theme parks. They attribute this unique distribution to local cultural differences in space use and perception in each of the countries.
Wu Kuan-Ying and Hou June-Hao present the design and implementation of a responsive multi-modal architectural surface combining tactile sensing with real-time responses and feedback. In SPARK WALL: Control responsive environment by human behaviour, they present the Spark Wall system, a responsive surface of discrete modules can open and close based on multi-modal sensing of user interaction. They test motion sensing and tactile sensing as two types of interaction to activate the responsive surface in real time. Users can control the behaviour of each module through real-time multi-modal interaction.
Yi-Sin Rilla Wu, Teng-Wen Chang and Sambit Datta combine the use of virtual and physical interaction to develop an intergenerational role-playing game for promoting mental health and well-being in the elderly. In their paper, HiGame: improving elderly well-being through horticultural interaction, they present the concept of a horticultural interaction game (HiGame). Through physical actions such as watering, weeding and fertilizing a physical plant, elderly people living alone can interact with their remote family. The physical interaction is translated using senor networks and mobile interfaces to a virtual model. They evaluate the design and implementation of the prototype system through five scenarios with two sets of intergenerational participants.
Ju Hyun Lee, Michael J. Ostwald and Ning Gu develop a new research framework for combining cognitive and linguistic approaches to investigate parametric design methods. In their paper, The language of design: spatial cognition and spatial language in parametric design, they present a dual-coding system for protocol analysis, which can formally capture both cognitive and linguistic characteristics of the design process. The results of a design experiment undertaken by a set of Australian and Swedish architects working in a parametric environment are analysed. Their findings report on the effectiveness of the dual-coding system and facilitate the in-depth exploration of design cognition and new insights into the role of language in spatial design.
Rongrong Yu and John Gero present the results of their research on exploring the impact of parametric design tools on designers’ behaviour. Their paper, An empirical basis for the use of design patterns by Architects in parametric design, reports on an empirical cognitive study in the use of design patterns in the early conceptual stages of designing. Eight architectural designers complete two architectural design tasks with similar complexity in a parametric design environment (PDE) and a geometric modelling environment (GME). Through Markov model analysis of the behaviour of the design protocols, the paper reports that the same subjects use different design patterns in PDE and GME environments.
The nine papers represent the total complement of effective innovation and experiences of digital technologies and design research ranging from evolution of game environments, through facilities management and analysis, implementation of responsive multi-modal interaction to cognitive and spatial studies of designers. By focusing on recent developments in human computer interaction methods, the papers shed new light on their applications in architecture and design research through a cross-disciplinary lens.
