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Marc Aurel Schnabel
  • Design School.
    Xi'an Jiaotong-Liverpool University
    DB426, South Campus
    8 Chongwen Road
    Dushu Lake Science and Education Innovation District
    Suzhou Industrial Park
    Suzhou 215123
    Jiangsu
    China
  • +8618896567833
This photobook portrays Kashgar, the westernmost city in China and once considered one of the best preserved examples of a traditional Islamic city in Central Asia. With a renewal project, nearly 80 percent of the old houses have been... more
This photobook portrays Kashgar, the westernmost city in China and once considered one of the best preserved examples of a traditional Islamic city in Central Asia. With a renewal project, nearly 80 percent of the old houses have been replaced with new ones that just look sufficiently old to make a visitor feel in a fictional world of Kashgar’s maze-like urban pattern with narrow alleyways and tunnels. “The fictional is authentic; the authentic is fictional.” Celebrating this dualism between fiction and authenticity, this book is an attempt for a visual integration between them with 13 sections, each with their own stories and themes based on content ranging from historical architecture to people of Kashgar and from black-and white urban scenes to digital reconstructions.
This volume contains the double-blind peer reviewed papers accepted for the 51st International Conference of the Architectural Science Association (ANZAScA) held at Victoria University of Wellington, New Zealand, during 29 November - 2... more
This volume contains the double-blind peer reviewed papers accepted for the 51st International Conference of the Architectural Science Association (ANZAScA) held at Victoria University of Wellington, New Zealand, during 29 November - 2 December 2017. They provide a current snapshot of leading research in the field by researchers from around the world.
The volume contains the double-blind peer reviewed paper accepted for the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA) 2016, held at Melbourne School of Design, University of Melbourne,... more
The volume contains the double-blind peer reviewed paper
accepted for the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA) 2016, held at Melbourne School of Design, University of Melbourne, Australia. They provide a snapshot of leading research in the field by researchers from around the world.
Emerging Experiences in the Past, Present, and Future of Digital Architecture — the 20th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA) 2015—celebrates the twenty-year history of CAADRIA with a... more
Emerging Experiences in the Past, Present, and Future of Digital Architecture
— the 20th International Conference on Computer-Aided Architectural Design
Research in Asia (CAADRIA) 2015—celebrates the twenty-year history of
CAADRIA with a cross-disciplinary concept in technologies of architecture to
promote research and practice of computational design. It aims to overview the
potential of CAAD which enhances creativity and effective innovation over the
twenty years of CAADRIA's existence. The conference provides an international
forum where academics and practitioners share their novel research development
and reflection for defining the future of computation in architectural design.
CAADRIA 2015 presents 86 peer-reviewed full papers from all over the world.
The conference proceedings were produced by extensive collaboration in a
motivated team of volunteers from the CAADRIA community. The contained
papers can be obtained digitally from CUMINCAD (http://cumincad.scix.net) via
individual or institutional subscription to CAADRIA (http://www.caadria.org).
The 86 full papers rigorously blind reviewed by the dedicated International
Review Committee consisting of 84 experts, testify to CAADRIA’s highly
respectable international standing. Call for abstracts started in July 2014
attracted 246 submissions. The Paper Selection Committee initially reviewed all
submissions and 185 abstracts of these were accepted for further development.
Consequently107 full papers were submitted in the full paper review stage. Each
submitted paper was then assessed by at least three members of the International
Review Committee. Following the reviewers’ recommendations, 92 papers were
accepted by the conference, of which 82 are included in this volume and for
presentation in CAADRIA 2015. Collectively, these 82 papers define Emerging
Experiences in the Past, Present, and Future of Digital Architecture.
On the following pages, we acknowledge and thank those who contributed
to the production of this volume. In closing, we sincerely thank the CAADRIA
community for offering us the honor to serve as members of the Paper Selection
Committee for CAADRIA 2015.
Paper Selection
The Architectural Science Association (ASA) is an international organization, the objective of which is to promote architectural science, theory and practice primarily in relation to teaching and research in institutions of higher... more
The Architectural Science Association (ASA) is an international organization,
the objective of which is to promote architectural science, theory and practice
primarily in relation to teaching and research in institutions of higher
education. It was formerly known as Australian and New Zealand Architectural
Science Association (ANZAScA) and was formed in 1963. Since 1966,
annual conferences are held and this year for the first time the conference is
being held for the first time in Europe by the Department of Architectural
Science of the Polytechnic School of the University of Genoa, Italy during
10-13 December 2014.
These proceedings contain 56 papers (plus two Keynote-papers) that have
been accepted for presentation at Across: Architectural Research through to
Practice - 48th International Conference of the Architectural Science Association.
All papers can be downloaded from the ASA-Website
(http://anzasca.net).
This publication is the culmination of an intensive selection process, involving
the tireless work of a team of dedicated volunteers. Nearly 200 abstracts
were received in response to the call for paper in early 2014. These
underwent initial review by the International Review Committee, who invited
150 abstracts for further development. Of these, 105 full papers were
submitted to the final review stage. A double-peer review of each paper was
carried out by at least two international reviewers drawn from an international
team. Following their recommendations, 60 papers were accepted for
publication.
In our roles as Academic Chair and Senior Advisor, we would like to
congratulate the authors: their papers presented in this publication are exemplars
of the synergy possible between practice and research in the true spirit
of conference theme “Across; Architectural Research through to Practice”.
We would also like to take this opportunity to express sincere gratitude to
the following parties and people without whose involvement this conference
would not have been possible: first and foremost the Architectural Science
Association for entrusting the responsibility of organizing this 48th Conference.
Prof Veronica Soebarto, Chair of the Architectural Science Association,
for the advice freely given and gratefully received through the course of
the year relating to the organisation of the conference itself; Prof Maria Linda
Falcidieno, Director of the Department of Architectural Science, Università
degli Studi di Genova, for hosting the 48th International Conference of
the Architectural Science Association; Serdar Aydin, the Chinese University
of Hong Kong, for his dedication in the role of webmaster of the conference,
and for his talent in generating the outstanding graphic work, which is such
an integral part of the conference; Chiara Piccardo and Katia Perini, Department
of Architectural Science of the Polytechnic School of Genoa, for
vi
their tireless work in putting into place the logistics of the Conference; Andrea
Vian, main responsible for the IT support at the Department of Architectural
Science of the Polytechnic School of Genoa for his continuous help
in whichever matter of urgency; and last but not least, a very special thanks
to Prof Fausto Novi, Department of Architectural Science of the Polytechnic
School of Genoa, whose unstinting support made possible the hosting of this
event at his Department with its rich historical context in the heart of a medieval
city serving as the perfect backdrop to what appears to be a most exciting
conference. We firmly believe that these proceedings and the presented
research within spark novel ideas and contribute to the advancement of
knowledge in the field of Architectural Science.
Especially in the larger Australasian context, with its philosophical richness and its rising influence on the world stage, Architectural Science develops rapidly and relevant discourses and, possibly, appropriate cures are presented. The... more
Especially in the larger Australasian context, with its philosophical richness and its rising influence on the world stage, Architectural Science develops rapidly and relevant discourses and, possibly, appropriate cures are presented. The on-going progresses of research over the past decades present a successful engagement where holistic appreciations of systemic interdependencies and self-cultivating consciousness have long traditions. These developments demonstrate that re-search in the fields of architectural science have neither reached a point of satu-ration with respect to its topics of interest, nor have they arrived at a set of con-clusively developed standards for valuing the rich and varied work conducted under its umbrella. This indicates that exciting further advances can be expected on the near future.
Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, 773p.
Mixed Reality is moving out of the research-labs into our daily lives. It plays an increasing role in architecture, design and construction. The combination of digital content with reality creates an exciting synergy that sets out to... more
Mixed Reality is moving out of the research-labs into our daily lives. It plays an increasing role in architecture, design and construction. The combination of digital content with reality creates an exciting synergy that sets out to enhance engagement within architectural design and construction.

State-of-the-art research projects on theories and applications within Mixed Reality are presented by leading researchers covering topics in architecture, design collaboration, construction and education. They discuss current projects and offer insight into the next wave of Mixed Reality possibilities.
8448cubed is an architectural design exhibition showcasing creative digital design techniques. It explores how the coupling of architectural design with digital modelling and fabrication methods allow for a deeper comprehension and... more
8448cubed is an architectural design exhibition showcasing creative digital design techniques. It explores how the coupling of architectural design with digital modelling and fabrication methods allow for a deeper comprehension and experience of space and form. The core of this collection is held together by the idea of spatial concepts within constraints of a cube 8448 millimetres3 in volume. Materials are creatively cut using computer-aided design tools (Autodesk Maya®), parametric design techniques (Gehry Technologies Digital Project TM) and digital manufacturing processes (Roland MDX650 Milling Machine).

To take place in November 2007, 8448cubed marks a new milestone for interdisciplinary design within the Faculty of Architecture, Design and Planning at The University of Sydney. Students of both the Bachelor of Design in Architecture and Design Computing programmes will present their contemporary works at the Gaffa Gallery, Sydney.

In light of the success brought together by the Disparallel Spaces Exhibition at the Tin Sheds Gallery earlier this year, over fifty students of a 3D Modelling-course will compile and present a collection of artwork as the crowning achievement of their innovative engagement with architecture, design, art, and technology. In this exhibition, the designers propose virtual solutions that challenge and defy gravity, dimension, space and volume in unprecedented ways. Each and every design is created with the freedom of innovation, interpretation, and definition without boundaries.

Facilitated Rob Beson, Damien Butler and Marc Aurel Schnabel, the artworks are driven in their spatial and visual qualities by processes of non-conformity. This allows for 8448cubed to confront problems in architecture from a diversity of eccentric and multi-faceted approaches, setting the trend for novel viewpoints in the art of space and innovation. 8448cubed offers a unique opportunity to experience the digitalized future in the field of architecture and design.
Research Interests:
DISPARALLEL SPACES is an architectural design exhibition showcasing creative digital design techniques. It explores how the coupling of architectural design with digital modelling and fabrication methods allows for a deeper comprehension... more
DISPARALLEL SPACES is an architectural design exhibition showcasing creative digital design techniques. It explores how the coupling of architectural design with digital modelling and fabrication methods allows for a deeper comprehension and experience of space and form. It confronts problems in architectural design from a diversity of multi-faceted and eccentric approaches, setting the trend for novel viewpoints of innovation and spatial design. It offers a unique opportunity to experience the digitalized future in the field of architecture.
This paper presents the trilogy of virtual classifications, the speculative environment, the virtual inhabitant and the virtual built-form. These combine, generating a new realm of design within immersive architectural space, all to be... more
This paper presents the trilogy of virtual classifications, the speculative environment, the virtual inhabitant and the virtual built-form. These combine, generating a new realm of design within immersive architectural space, all to be designed relative to each other, this paper focuses on the speculative environment portion. This challenged computational design and representation through atmospheric filters, visible environment boundaries, materiality and audio experience. The speculative environment was generated manipulating the physical laws of the physical world, applied within the virtual space. The outcome provided a new spatial experience of architectural dynamics enhanced by detailed spatial qualities. Design concepts within this paper suggest at what immersive virtual reality can evolve into. Following an interconnective design methodology framework allowed a high level of complexity and richness to shine through the research case study throughout the process and final dissemination stages.
© 2015 IEEE. This paper shows the progress of an ongoing digital heritage research focusing on Kashgar, a unique historical city in the westernmost part of China. The project aims to decode intangible heritage with the help of tangible... more
© 2015 IEEE. This paper shows the progress of an ongoing digital heritage research focusing on Kashgar, a unique historical city in the westernmost part of China. The project aims to decode intangible heritage with the help of tangible characteristics representing Kashgar architecture. Narrow alleyways of Kashgar accommodate multifunctional usage formed by the local distinctive culture. The presented study follows a 'research through design methodology'. The interpretation of the heritage information is a game design that feeds research. Through an architectural game alternative agglomerations are generated that employ 'design-grammars' developed on the basis of Kashgar's architecture and vivid street life. The study reveals the first step of photogrammetry documentations and aerial views of a specific part of Kashgar's old town, 'Gaotai' (- Kozichiyar Beshi).
© 2014 IEEE.This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining... more
© 2014 IEEE.This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.
Smart Heritage enables urban designers and planners to reimagine historical narratives within cities through the untethered perspectives of smart technology. Smart Heritage is the convergence between the smart city and heritage... more
Smart Heritage enables urban designers and planners to reimagine historical narratives within cities through the untethered perspectives of smart technology. Smart Heritage is the convergence between the smart city and heritage disciplines that intertwines the autonomous and automatic capabilities and innovation of smart technologies with the contextual and subjective interpretation of the past. It is an emergent and distinct discourse in the academic literature that positions technology as the leadcurator of historical narratives. It is comparable with similar smart discourses, such as Smart Mobility and Smart Infrastructure, and contrasts with the human-led and archival focused Digital Heritage discourse. Through Smart Heritage, urban designers and planners are not physically, intellectually, and locationally limited in retelling and deploying culturally and socially powerful historical narratives. Instead, experts can draw online and personal data to produce powerful and novel experiences in cities. This article introduces Smart Heritage as a tool for urban designers and planners. It discusses how Smart Heritage can reimagine historical narratives within cities.
This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of... more
This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.
© 2015 IEEE. This paper shows the progress of an ongoing digital heritage research focusing on Kashgar, a unique historical city in the westernmost part of China. The project aims to decode intangible heritage with the help of tangible... more
© 2015 IEEE. This paper shows the progress of an ongoing digital heritage research focusing on Kashgar, a unique historical city in the westernmost part of China. The project aims to decode intangible heritage with the help of tangible characteristics representing Kashgar architecture. Narrow alleyways of Kashgar accommodate multifunctional usage formed by the local distinctive culture. The presented study follows a 'research through design methodology'. The interpretation of the heritage information is a game design that feeds research. Through an architectural game alternative agglomerations are generated that employ 'design-grammars' developed on the basis of Kashgar's architecture and vivid street life. The study reveals the first step of photogrammetry documentations and aerial views of a specific part of Kashgar's old town, 'Gaotai' (- Kozichiyar Beshi).
Architectural designs are visualised on computer screens through arrays of pixels and vectors. These representations differ from the reality of buildings, which over time will unavoidably age and decay. How, then, do digital designs age... more
Architectural designs are visualised on computer screens through arrays of pixels and vectors. These representations differ from the reality of buildings, which over time will unavoidably age and decay. How, then, do digital designs age over time? Do we interpret glitching as a sudden malfunction or fault in the computation of the design’s underlying data, or as digital decay resulting not from the wear and tear of tangible materials but from the decomposition of the binary code, or from system changes that cannot appropriately interpret the data? By exploring a series of experimental design practices for deployments and understandings that are the consequence of malfunctions during computational processing, glitches are reinterpreted. Advancing from two-dimensional glitch art techniques into three-dimensional interpretations, the research employs a methodology of systematic iterative processes to explore design emergence based on glitches. The study presents digital architectural form existing solely in the digital realm, as an architectural interpretation of computational glitches through both its design process and aesthetic outcome. Thus, this research intends to bring a level of authenticity to the field through three-dimensional interpretations of glitch in an architectural form.
Traditionally, professionals’ urban design methods and tools do not allow users to be active in the design process. On the contrary, participatory design processes build the citizen’s capacity of traditionally omitted city building... more
Traditionally, professionals’ urban design methods and tools do not allow users to be active in the design process. On the contrary, participatory design processes build the citizen’s capacity of traditionally omitted city building procedures. The participants act as individual actors in the participatory design process, and a social hierarchy exists among them. The visual information adheres to the design artefacts used in the process stay in assumptions and leads to an unsolved conclusion with an expense of time. The article argues that immersive virtual reality equipped with producing instantaneous design artefacts and design engagement set-up brings conclusion at the early stage of an urban design process. The design task, the perceptual understanding of the virtual environment and the feeling of affiliation are the catalysts to keep the flow of the conversation. The design experts set design tasks understanding the capacity of the virtual tools and the need for the design probl...
Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to... more
Technology inevitably evolves and develops rapidly in the modern era, industries and professions continue to strive in integrating, adapting and utilising these advancements to improve, optimise and improve the process of design to manufacture to the user experience. One such system that fits into this category is the advent of Virtual Reality and Augmented Reality. The numerous possibilities to which these visually and spatially immersive systems opportunities for immense innovation often lacks direction or an ultimate goal thus rendering this piece of software to often be little more than a visualisation tool.This paper recognises the unique position that VR allows and seeks to interrogate and deconstruct current, traditional design processes to better utilise VR in aiding and reinforcing the idea of partial testing of ideas and concepts throughout the design cycle. Different sciences such as psychology, processes and automation from computational design and considerations within ...
Abstract High-efficient evaluations of building performance are often required for comparisons of different design alternatives in architectural sustainable design processes. General Computational Fluid Dynamics (CFD) simulations are... more
Abstract High-efficient evaluations of building performance are often required for comparisons of different design alternatives in architectural sustainable design processes. General Computational Fluid Dynamics (CFD) simulations are usually complicated and time-consuming for wind environment investigation and evaluation. A hybrid framework for rapid evaluation of pedestrian-level wind environment will be proposed in the present work. This framework will then be formulated by integrating parametric design, CFD simulation, image processing, and machine learning, and it could immediately predict the Low-Velocity Areas (LVAs) around rectangular-form buildings. A large amount of data of 300 building cases generated by parametric design, CFD simulation, and image processing to train a Machine Learning Model (MLM) could be applied for the prediction of LVAs. In the case investigations, MLM was tested in the prediction of the other new 24 building cases with random geometric parameters. The comparison of MLM and CFD results showed that their solutions were close to each other. Efficiency and accuracy of the hybrid framework were further demonstrated through quantitative analysis of statistical discrepancies of MLM and CFD results. Hybrid framework was an original attempt to integrate multiple emerging computational tools, and it could provide high-efficient quantitative analysis of wind environment and give practical design optimization information in the early stage.
The research investigates digital landscape heritage. It focuses on the application of Virtual Reality (VR) in a game engine. The aim is to aid the understanding and interpretation of ancient principles relating to sensitive and... more
The research investigates digital landscape heritage. It focuses on the application of Virtual Reality (VR) in a game engine. The aim is to aid the understanding and interpretation of ancient principles relating to sensitive and appropriate interaction of the built form and its associated landscape.
Abstract We now live in a world where architecture is produced through arrays of pixels and this remains as the representation rather than the reality of buildings inevitably ageing their physical forms. So if architecture is kept in this... more
Abstract We now live in a world where architecture is produced through arrays of pixels and this remains as the representation rather than the reality of buildings inevitably ageing their physical forms. So if architecture is kept in this digitally frozen state, then how does architectural form age over time? It glitches. A glitch is defined as a sudden malfunction or fault. Digital decay is not the wear of a tangible material but decomposition of this binary code. We are constantly updating our digital systems with little understanding of the effects on how the data can continue to be read. Files are not resilient to our constant digital updates. We can look to digital forensics and digital cultural preservation or we can embrace glitches as the opportunity for appreciating digital aesthetics. While we find beauty in age within the physical world where it is seen as poetic and nostalgic, our reactions to digital decay are that of anxiety. This paper presents a methodology that interprets the inevitable decay of digital processes involved in architectural design. Employing a data driven process of experimental computational design, we are advancing a type of digital decay, i.e. glitch, from its non-graphical and 2D image representations into meaningful 3D architectural interpretation. We are particularly interested in how the effects of glitch can be instrumental to generating 3D spaces that rectify digital authenticity responsive to adaptation to digital workflows. Position marker data define inputs in the GH definition dictated by the decayed data retrieved from JPEGsnoop. Separate MCU squares from the original glitched image and position marker numerical data within each MCU square dictate the form of each cube. The cubes are a representation of real digital decay.
Analogue to the demographic changes and the accompanying increased incidence of tumorous diseases, the number of patients with metastatic bone tumors of the spine is also increasing. Metastatic bone tumors are the most significant cause... more
Analogue to the demographic changes and the accompanying increased incidence of tumorous diseases, the number of patients with metastatic bone tumors of the spine is also increasing. Metastatic bone tumors are the most significant cause of pain in cancer patients. Pain and instability are the main indications for surgery. Minimally invasive procedures are recommended in patients with a poor medical condition and with a poor prognosis.Transoral vertebroplasty can be successfully used to reduce pain and provide stability in the palliative treatment of metastases of the vertebral axis. This procedure has the advantage of providing rapid pain relief and spinal stabilization.The operative technique is described and discussed with reference to the current literature. As an example the case of a 67-year-old patient is described, who was suffering from prostate cancer and a painful metastasis of the dens axis. After interdisciplinary consensus, transoral vertebroplasty was performed. The procedure was effective in achieving pain relief and providing stability and 7 months after the operation no further spinal metastases had occurred.
© 2014 IEEE. This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining... more
© 2014 IEEE. This paper demonstrates a framework for a digital heritage research, Augmenting Kashgar, that facilitates the revitalizing of a historical architecture by using gamification, shape grammars and virtual reality. Examining current use of new media technologies, our methodology initially merges shape grammars, a generative modelling method, with gamification. It then extends the use of game elements into virtual reality in which the synthesizing of the old culture with a new one is the main accomplishment being sought. Firstly, gamification maps a community engagement plan while shape grammars serve for spatial analysis of the narrow alleys of Kashgar. Secondly, the gamified platform transitions from screen-based experience to immersive virtual reality interpretations.
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Architectural designs are visualised on computer screens through arrays of pixels and vectors. These representations differ from the reality of buildings, which over time will unavoidably age and decay. How, then, do digital designs age... more
Architectural designs are visualised on computer screens through arrays of pixels and vectors. These representations differ from the reality of buildings, which over time will unavoidably age and decay. How, then, do digital designs age over time? Do we interpret glitching as a sudden malfunction or fault in the computation of the design’s underlying data, or as digital decay resulting not from the wear and tear of tangible materials but from the decomposition of the binary code, or from system changes that cannot appropriately interpret the data? By exploring a series of experimental design practices for deployments and understandings that are the consequence of malfunctions during computational processing, glitches are reinterpreted. Advancing from two-dimensional glitch art techniques into three-dimensional interpretations, the research employs a methodology of systematic iterative processes to explore design emergence based on glitches. The study presents digital architectural form existing solely in the digital realm, as an architectural interpretation of computational glitches through both its design process and aesthetic outcome. Thus, this research intends to bring a level of authenticity to the field through three-dimensional interpretations of glitch in an architectural form.

And 318 more

The politics embodied within modern architecture is defined by the general public's unawareness of the period’s architectural and historical origins. Following such criticisms of modern architecture within the contemporary urban... more
The politics embodied within modern architecture is defined by the general public's unawareness of the period’s architectural and historical origins. Following such criticisms of modern architecture within the contemporary urban landscape; in order to make decisions about the fate of buildings from this era, it is important to present a range of informational forms about the building to engage interested members of the public. This paper investigates the case of the ‘Gordon Wilson Flats’, a modernist apartment block in Wellington, New Zealand - the preservation status of which is under public discussion. The present work offers contextual insight into the building’s background by developing novel digital platforms that present the heritage value of the Gordon Wilson Flats. To engage public interpretation of the architectural form, a multi-dimensional Virtual Environment experience has been developed. The research explored methods to virtually reconstruct the spatial qualities of the building and document the flats in both their current and original states, completed using a combination of 3D modelling, laser scanning, and photogrammetry. This digital heritage project aimed to document both the tangible and intangible characteristics of the building to, in turn, inform public discussion focused upon the flats. The investigations captured the effect of time on the tangible elements of the flats, and with the addition of intangible aspects, developed a narrative - that facilitated architectural understanding and heightened engagement within an immersive virtual environment. The relationship between the tangible and intangible was explicitly connected, which resulted in the creation of a Virtual Living Museum. The paper presents the spaces of the flats to show the embodied social and cultural values within each physical space, to be experienced in virtual reality. The findings disclose the building’s evolution toward a state of decay. The outcome of the project presents a methodology for curating different forms of architectural information to encourage individual interpretations of each user, for members of the public to make informed judgments about the heritage significance of architecture, and the role it plays in their city. This paper concludes with a discussion about what role ‘virtuality’ plays in digital heritage, how creative content-making in digital heritage leads to novel avenues in architectural representation, and how this can contribute to architectural understanding within the domain of the moving image.
This paper begins to look at how human data can be collected via Virtual, Augmented and Mixed Reality alongside Eye Tracking data for design Verification. This paper presents preliminary testing and results from participants to... more
This paper begins to look at how human data can be collected via Virtual, Augmented and Mixed Reality alongside Eye Tracking data for design Verification. This paper presents preliminary testing and results from participants to demonstrate a data pipeline methodology and data processing to begin to understand and verify the impact of certain design elements have on ones cognitive experience.All testing and aims have been focused on basic design elements and how they may effect the experience of pathfinding and navigating through a conceptual design within an architectural practice situation.
According to eCAADe’s mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical and administrative approaches in the different schools and... more
According to eCAADe’s mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical and administrative approaches in the different schools and countries, can be regarded as a core activity. The current education session follows up on a round table discussion held at eCAADe 2000 in Weimar, Germany, which was continued in the form of a plenary session at eCAADe 2001, focusing on sharing ideas on a more progressive curriculum under the topic “The Ideal Computer Curriculum”. The primary objective for the 2002 education session is to engage participants in an active discussion, not the longer format presentation of prepared positions. The round-table itself is limited to short opening statements so as to ensure time is allowed for viewpoints to be exchanged and for the conference attendees to weigh in on the issues discussed. The panel will critique current patterns teaching of computer aided design in schools of architecture, a review of past practices with the potential for guiding future direction.
Research Interests:
In celebrating the 51st International Conference of Architectural Science Association (ANZAScA), we look forward into the future and seek the presentation of visionary research and practice that will influence our built environment over... more
In celebrating the 51st International Conference of Architectural Science Association (ANZAScA), we look forward into the future and seek the presentation of visionary research and practice that will influence our built environment over the next 50 years. Standing on the shoulders of our work of the past 50 years, the conference explores avenues that will have the great impact on in the development of Architectural Science. The theme calls for relevant ideas from a variety of domains reflecting and speculating on future trajectories of architectural science to reveal possible phenomena, factors and forces that will influence these trajectories with an exploratory perspective.

The 51st International Conference of the Architectural Science Association (ANZAScA) is hosted by the School of Architecture, Victoria University of Wellington, New Zealand. We cordially invite architectural science and design researchers, educators, design professionals, stakeholders, and students to present their critical thoughts, discuss new ideas, and engage in our debate:

“Back to the Future: The next 50 years.”

The paper must address and relate to the conference theme. Suggested lenses through which to explore the conference themes are (brackets indicate possible topics but are not exclusive):
o Vision (trajectories, speculations & phenomena)
o Theory (philosophy, methodology, culture & society, history)
o Context (landscape, urban design, heritage)
o Design (buildings, details, (digital) design)
o Simulation (calibration & validation, virtual, augmented & mixed environments, climate change)
o Architectural Science (environmental quality, well-being, health)
o Modes of production (construction technology, productivity, BIM, CIM, robotics, innovative technology, automation)
o Practice, Education & Profession (building code, professionalism, development, safety, pedagogy)

Researchers & practitioners from the domains of architecture, engineering, building science, design, urban- & landscape design, computer science, philosophy, psychology, mathematics, humanities, and other relevant disciplines who can contribute to the discussion are invited, with special encouragement to doctoral students, to submit research papers and critical essays, and to attend the conference in order to widen our discussion about the future trajectories of architectural science.
Today, human activities constitute the primary environmental impact on the planet. In this context, commitments to sustainability, or minimization of damage, prove insufficient. To develop regenerative, futuring (Fry, 2008) capabilities,... more
Today, human activities constitute the primary environmental impact on the planet. In this context, commitments to sustainability, or minimization of damage, prove insufficient. To develop regenerative, futuring (Fry, 2008) capabilities, architectural design needs to extend beyond the form and function of things in contained projects and engage with the management of complex systems. Such systems involve multiple types of dynamic phenomena – biotic and abiotic, technical and cultural – and can be understood as living. Engagement with such living systems implies manipulation of pervasive and unceasing change, irrespective of whether it is accepted by design stakeholders or actively managed towards homeostatic or homeorhetic conditions. Manipulation of continuity requires holistic and persistent design involvements.

Responding to this challenge, CAADRIA 2016 seeks to interrogate the notion of continuity and the applicable architectural toolsets in order to map and discover opportunities for innovation.
Research Interests:
Critical Theory, Engineering, Environmental Engineering, Mechanical Engineering, Architectural Engineering, and 68 more
We now live in a world where architecture is produced through arrays of pixels and this remains as the representation rather than the reality of buildings inevitably ageing their physical forms. So if architecture is kept in this... more
We now live in a world where architecture is produced through arrays of pixels and this remains as the representation rather than the reality of buildings inevitably ageing their physical forms. So if architecture is
kept in this digitally frozen state, then how does architectural form age over time? It glitches. A glitch is defined as a sudden malfunction or fault caused by the harsh reality of digital decay. Currently glitches as a result of digital decay are solely explored as forms of 2d art therefore this thesis looks to reconnect the underlying data to its digital architectural spatial form and interpret digital decay in 3d. Our methodology follows a systematic iterative process of transformational change to explore design emergence on the base of computational glitches. A numerical data driven process is explored using decayed files which are turned into 3d formal expressions. In this context, stereoscopic techniques are experimented, helping understand further how glitch can be performed within a 3d virtual environment. Ultimately we explore digital architectural form existing solely in the digital realm that confidently expresses glitch in both its design process and aesthetic outcome. This thesis does not aim to answer the research question through a resolved building, we instead define architecture as three dimensional digital form and space. This thesis uses glitch as a methodology to design three dimensional spaces within the digital realm. The architecture exists in the digital therefore the spatial perception of architecture created through this research is in the eye of the beholder and their previous spatial experiences. Employing a methodology of transformational change to explore design emergence on the base of glitches or decayed files, the aim is to generate a contemporary architectural interpretation of decayed data. (Haslop et al., 2016)
Research Interests: