CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 61 to 80 of 612

_id caadria2009_046
id caadria2009_046
authors Haeusler, Matthias Hank
year 2009
title Modulations of Voxel Surfaces Through Emotional Expressions to Generate A Feedback Loop Between Private Mood and Public Image
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 173-182
summary 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.
keywords Voxel façade; simulation; human-environment interaction; dynamic space
series CAADRIA
email info@clastore.com
last changed 2012/05/30 19:29

_id sigradi2006_e145a
id sigradi2006_e145a
authors Heiss, Leah
year 2006
title Empathy over distance: Wearables as tools for augmenting Remote Emotional Connection
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 66-69
summary Mainstream communication modes emphasise network speed, connection access, resolution, portability, and aesthetic design as primary to the success of their products. Within this vision a three by four centimetre screen and high resolution display are deemed adequate to emulate the intensities and complexities of face-to-face connection with loved ones. They allow us to ‘be there with you’ from wherever we might be. Yet interpersonal communication is a massively complex phenomenon. It involves a plethora of micro-activities which occur at a physical, physiological, and psychological level allowing us to recognise at a cellular scale intention, motive and emotional authenticity. Our conscious and non-conscious involvement in spatially collocated communication is substantial due to these myriad channels of real-time bi-directional information transfer. While contemporary communications technologies have the capacity to mediate our relationships, they fall short of encouraging the richness of spatially co-present interaction. The research discussed in this paper investigates the potential expansion of remote connection when electronically enhanced apparel is incorporated into the communications mix. Rather than pursuing the manifold functionalities of traditional communications media the garments discussed focus solely on the goal of enhancing empathy between physically distant individuals. This paper reports on the development and testing of a range of garments that conduct presence information between remotely located people. The garments sense, process, transmit and receive the heartbeat wavelength (ECG). They are enabled with ECG sensors, signal processing equipment, small vibration motors, and radio transceivers which allow users to ‘feel’ the heartbeat of a remote friend/lover/relative as vibration through their garment. The prototypes aim to enrich the remote communications experience through reintroducing an embodied, tactile dimension that is present in face-to-face communication. A range of user testing trials will be discussed which have been undertaken to assess the impact of the garments at a conscious and a non-conscious level. Conscious experiences were gauged through qualitative testing, by way of interviews and unsolicited written reactions, which have provided a range of engaging emotional responses. Non-conscious physiological reactions were assessed by recording ECG throughout user-testing periods. This data has been processed using HRV (heart rate variability) analysis software, running on MatLab. Preliminary results suggest that users have strong conscious and non-conscious reactions to the experience of wearing the prototype garments. The paper will describe the data processing techniques and findings of the user testing trials. The development of biosignal sensing garments has raised a range of issues including: innovative potentials for embedded peripheral awareness media; the expansion of the classical body to incorporate remotely sensed information; the issue of data semantics and the development of intensely personal non-verbal languages; and the issue of corporeal privacy when one’s biological information is exposed for potential download. They also bring into question how our bodily experiences might change when we incorporate remote sensory systems.
keywords Enabled apparel; emotional tools; biosignals
series SIGRADI
email leah.heiss@rmit.edu.au
last changed 2016/03/10 08:53

_id sigradi2006_c067d
id sigradi2006_c067d
authors Hernández Ibáñez, Luis; Juan D. Blanco; José A. Iglesias; Javier Taibo; Antonio Seoane; Alberto Jaspe and Rocío López
year 2006
title El Museo Vacío. Uso de una instalación transitable de Realidad Virtual para la experimentación espacial de una unidad habitacional en un asentamiento prerromano. [“The Empty Museum” - Use of an immersive VR room to experience the space inside a pre-Roman housing unit]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 363-367
summary This paper describes the use of a existing Virtual Reality installation developed by the authors named the Empty Museum that allows the users to walk physically into a virtual space. It is used in this case to explore a bronze age housing unit actually being excavated in the settlement of San Cibran de Las (Spain). The project involved a recreation of the architecture, domestic objects and characters related to the ancient Castro culture following an archaeological and historical point of view. The visitor explores the place by walking inside the kitchen of the house, examining several points of interest while triggering explanatory speeches related to what is displayed. The user can also watch the living in the settlement looking through the openings of the virtual building and interact with the virtual inhabitants of the house as he or she physically walks around them.
series SIGRADI
email lhernandez@udc.es
last changed 2016/03/10 08:53

_id ascaad2006_paper9
id ascaad2006_paper9
authors Huang, Joseph, C. H.; Robert J. Krawczyk and George Schipporeit
year 2006
title Integrating Mass Customization with Prefabricated Housing
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary The paper will give an overview of mass customization concepts and how they can be applied to prefabricated modular housing. By collecting and evaluating client’s requirements with web technology, a methodology can be developed that can generate design options based on the client’s needs and available modular components in the market, and simulate the final design before beginning manufacturing. In this proposed model, a process of providing masscustomized prefab housing based on computer-aided design and a web-based product configuration system will be presented.
series ASCAAD
email krawczyk@iit.edu
last changed 2007/04/08 17:47

_id caadria2006_151
id caadria2006_151
authors IH-CHENG LAI
year 2006
title AGENT COMMUNICATION FOR ROLE PLAYING IN THE IDEA ASSOCIATION PROCESS
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 151-160
summary This paper proposes a framework for the specification of communication mechanisms that regulates interactions among agents participating in role playing in the idea association process. Since agents process a sort of human-like behavior, our approach is made taking as reference human communication characteristics through using role playing as metaphor. Therefore, we first analyze the characteristics of human communication, deriving role playing for linking ideas in the human world. By integrating with ACL mechanisms, we propose a framework to express communication mechanisms for exchanging message in a multi-agent framework called DIM-2. Finally, the framework is evaluated through an experiment. Also its computational feasibility of a support system for the distributed interactions is discussed in this paper.
series CAADRIA
email ihcheng@arch.nctu.edu.tw
last changed 2006/04/17 16:48

_id 2006_298
id 2006_298
authors Ireland, Tim
year 2006
title Form follows function: Activity defines function, gesticulates space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 298-301
summary The foremost principle of this work is that the base level of architectonic form is spatial, and that the array of activities relative to the practice of habitation and their associational parameters to each other determine spatial boundaries, which might be uncovered, to define form. The array of activities, which define a particular ‘mode’ of habitation, will vary according to particular functions therefore defining building types. This might also be extended to the individual, in the case of an apartment or house in that the personal activities of an individual might be utilized to define custom form. Therefore defining a place of habitation, which reflects the individual qualities of that individual and responds to their personal mode of living, character and spatial requirements. Computationally I suppose space defined through an array of activities represented in 3D, and that the topology of activities defined geometrically through the application of an array of self-organizing activity maps for the morphology of space, to define form, relative to user/activity associations and context.
keywords Emergence; SOM’s; Activities; Space
series eCAADe
email tim.ireland@uk.aedas.com
last changed 2006/08/16 16:54

_id caadria2006_101
id caadria2006_101
authors IVAN REDI, ANDREA REDI
year 2006
title A.N.D.I. - A NEW DIGITAL INSTRUMENT: For networked creative collaboration in architecture and net.art
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 101-110
summary an open source software project, has objective to develop a run-time environment with the focus on the applications for the networked international and cross-disciplinary production in the creative sphere of architecture, urban planning, design and net.art. It is a digital environment which opens the possibilities to generate advanced projects in a networked society. This new working tools will increase the creativity, productivity and competitiveness of the involved actors by drawing upon and developing technologies for virtual, augmented and mixed realities. A.N.D.I. has two basic aspects. On the one hand it is a database driven collaborative environment and on the other hand it will enable the development of future software and tools for networked creative collaboration.
series CAADRIA
email office@ortlos.com
last changed 2006/04/17 16:48

_id 2006_428
id 2006_428
authors Jachna, Timothy; Yasuhiro Santo and Nicole Schadewitz
year 2006
title Deep Space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 428-435
summary An existing café and multi-functional space at the School of Design of the Hong Kong Polytechnic University has been linked to a “twin” in the form of an online-accessible environment. Using arrays of sensors, displays and other interfaces, channels of communication are established between the virtual space and the physical space, enabling on-site visitors to the café and online visitors to the project website to participate in a shared spatial experience. The project explores ways in which digital technologies can serve to enhance and enrich the experience of spatiality and human social interaction in space(s). The paper explains the design of the modes of communication between the two spaces, outlining the theory and genesis of the project and discussing the issues and principles that come into play in the design an realization of such spaces, such as the interplay between the three-dimensionality of the physical space and the two-dimensional picture-plane based monitor interface through which the website is experienced, and strategies for the transmission of spatial experience within the strictures of commonly-available hardware and software interfaces.
keywords Interactive spaces; collaborative virtual environments; twinned spaces; mixed realities; mediated social interaction
series eCAADe
email sdtim@polyu.edu.hk
last changed 2006/08/16 16:54

_id 2006_710
id 2006_710
authors Jemtrud, Michael; Philam Nguyen; James Hayes; Grant Oikawa and Ryan McLennan
year 2006
title A Theory of Artistry for 3D Data Fusion - The element of craft in digital reconstruction
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 710-713
summary The following paper will articulate through an urban renewal proposal project for an area in Montréal, Canada that uses a “3D imaging and modeling protocol” and that accounts for the interaction between mediation and making in digitizing and constructing existing conditions digital artifacts. The protocol incorporates multi-sensor technologies with modeling and rendering techniques through a process of interpolation between a heterogeneous set of existing photographic, physical, and 2D documentation. The mode of operation implemented is a multi-layered and hybrid approach that recognizes the interplay between human scale and perception, visualization and abstraction of data and geometric accuracy, space and time.
keywords 3D modeling; digital reconstruction; craft; urban re-development
series eCAADe
email mjemtrud@ccs.carleton.ca
last changed 2006/08/16 16:54

_id ddss2006-hb-375
id DDSS2006-HB-375
authors John G. Hunt
year 2006
title Forms of Participation in Urban Redevelopment Projects - The differing roles of public and stakeholder contributions to design decision making processes
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 375-390
summary This paper examines how political commitment to participatory design within the context of a major urban redevelopment project was translated into a strategy and a course of action for achieving effective participation within a demanding project timeframe. The project in question involves a new transport interchange for the city of Auckland (New Zealand), the redevelopment of a number of heritage buildings, and the introduction of new buildings to create a mixed use precinct covering three city blocks. The project, currently being implemented, has involved extensive public consultation and stakeholder participation as it has proceeded through the stages of project visioning, an open public design competition, and the development of the competition winning design. The paper draws a distinction between the contributions of stakeholders versus the public at large to the decision-making process, outlines the different kinds of participatory processes adopted by the local authority (Auckland City Council) to effectively engage and involve these two different groups and the stages in the evolution of the project at which these different contributions were introduced. The model of 'open design' proposed by van Gunsteren and van Loon is used as a basis for explaining the success of multi-stakeholder inputs at a crucial stage in project development. The paper concludes by examining the limits of applicability of the 'open design' model in the context of urban redevelopment projects in which there is broad public interest, and by suggesting a number of design decision support guidelines for the management of participatory processes.
keywords Urban redevelopment, Public participation, Stakeholder participation, Design negotiation, Design decision support
series DDSS
last changed 2006/08/29 10:55

_id ddss2006-pb-343
id DDSS2006-PB-343
authors Jumphon Lertlakkhanakul, Sangrae Do, and Jinwon Choi
year 2006
title Developing a Spatial Context-Aware Building Model and System to Construct a Virtual Place
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Progress in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN-10: 90-386-1756-9, ISBN-13: 978-90-386-1756-5, p. 343-358
summary The current notion of space seems to be inappropriate to deal with contemporary and future CAAD applications because it lacks of user and social values. Instead of using a general term called 'space', our approach is to consider the common unit in architectural design process as a place composed of space, user and activity information. Our research focuses on developing a novel intelligent building data model carrying the essence of place. Through our research, the needs of using virtual architectural models among various architectural applications are investigated at first step. Second, key characteristics of spatial information are summarized and systematically classified. The third step is to construct a semantically-rich building data model based on structured floor plan and the semantic location modeling. Then intermediate functions are created providing an interface between the model and future applications. Finally, a prototype system, PlaceMaker, is developed to demonstrate how to apply our building data model to construct virtual architectural models embodying the essences of place.
keywords Spatial context-aware building model, Spatial reasoning, Virtual place, Location modeling, Design constraint
series DDSS
last changed 2006/08/29 10:55

_id caadria2006_503
id caadria2006_503
authors KAGA, ATSUKO; ATSUSHI MIYAGAWA, MASAHIRO KAWAGUCHI, WOOKHYUN YEO, TOMOHIRO FUKUDA
year 2006
title LANDSCAPE EVALUATION SYSTEM USING A 3D SPACE MODEL AND A CELLULAR PHONE WITH GPS CAMERA
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 503-512
summary In recent years there has been a demand that local residents take part in the planning of environmental designs from the initial stages. On the issue of understanding the local environment, it is desirable to accumulate and share information and to enable it to be reused. To this end, attention has been focused on the cellular phone which can provide position information and picture information in addition to serving as a tool of general communication. For several years now it has been increasingly common for cellular phones to be equipped with an E-mail function, a web browsing function, a camera function, a GPS function, etc. Using such cellular phones, it will become possible to quickly accumulate local information with detailed picture information and position information. On the other hand, it is desirable to look at and understand an environment interactively from various points of view from the initial stage of a project. For that purpose, examination using 3D space which makes real-time simulation possible is required. In this research, using a cellular phone with a GPS camera, scene image data is collected with the aim of constructing a local scene evaluation system which can perform a picture display using a 3D space model.
series CAADRIA
type normal paper
email kaga@mit.eng.osaka-u.ac.jp
last changed 2008/10/28 06:19

_id 2006_066
id 2006_066
authors Kalisperis, Loukas N.; Katsuhiko Muramoto; Bimal Balakrishnan; Dragana Nikolic and Nevena Zikic
year 2006
title Evaluating Relative Impact of Virtual Reality System Variables on Architectural Design Comprehension and Presence - A variable-centered approach using fractional factorial experiment
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 66-73
summary The relative contributions of five variables (Stereoscopy, screen size, field of view, level of realism and level of detail) of virtual reality systems on spatial comprehension and presence are evaluated here. Using a variable-centered approach instead of an object-centric view as its theoretical basis, the contributions of these five variables and their two-way interactions are estimated through a 25-1 fractional factorial experiment (screening design) of resolution V with 84 subjects. The experiment design, procedure, measures used, creation of scales and indices, results of statistical analysis, their meaning and agenda for future research are elaborated.
keywords Virtual reality system variables - stereoscopy; screen size; field of view; level of realism; level of detail; spatial comprehension; presence; variable-centered approach; fractional factorial experiment design
series eCAADe
email lnk@psu.edu
last changed 2006/08/16 16:54

_id sigradi2006_e149b
id sigradi2006_e149b
authors Kendir, Elif
year 2006
title Prêt-à-Construire – An Educational Inquiry into Computer Aided Fabrication
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 162-165
summary This paper aims to show and discuss the relevance of developing necessary strategies for reintegrating the concept of fabrication into the architectural design process. The discussion will be partly based on the outcome of a graduate architectural design studio conducted in Spring semester 2002-2003. The graduate studio was part of a series of exploratory studies conducted on the nature of architectural design process transformed by information technologies. Preceded by studios investigating cognition and representation, this last studio focused on the concept of fabrication. The overarching aim of the studio series was to put CAD and CAM in context both within the actual architectural design process and within architectural education. The last of this series, which will be discussed within the frame of this paper, has specifically focused on CAM and the concept of fabrication in architecture. In accordance with the nature of a design studio, the research was more methodological than technical. The studio derived its main inspiration from the constructional templates used in dressmaking, which can be considered as an initial model for mass customization. In this context, the recladding of Le Corbusier’s Maison Domino was given as the main design problem, along with several methodological constraints. The main constraint was to develop the design idea through constructional drawings instead of representational ones. The students were asked to develop their volumetric ideas through digital 3D CAD models while working out structural solutions on a physical 1/50 model of Maison Domino. There was also a material constraint for the model, where only specified types of non-structural paper could be used. At this stage, origami provided the working model for adding structural strength to sheet materials. The final outcome included the explanation of different surface generation strategies and preliminary design proposals for their subcomponents. The paper will discuss both the utilized methodology and the final outcome along the lines of the issues raised during the studio sessions, some of which could be decisive in the putting into context of CAD – CAM in architectural design process. One such issue is mass customization, that is, the mass production of different specific elements with the help of CAM technologies. Another issue is “open source” design, indicating the possibility of a do-it-yourself architecture, where architecture is coded as information, and its code can be subject to change by different designers. The final key issue is the direct utilization of constructional drawings in the preliminary design phase as opposed to representational ones, which aimed at reminding the designer the final phase of fabrication right from the beginning. Finally, the paper will also point at the problems faced during the conduct of the studio and discuss those in the context of promoting CAM for architectural design and production in countries where there is no actual utilization of these technologies for these purposes yet.
keywords Education; Fabrication; CAM
series SIGRADI
email s3131573@student.rmit.edu.au
last changed 2016/03/10 08:53

_id ijac20064106
id ijac20064106
authors Kilian, Axel
year 2006
title Design innovation through constraint modeling
source International Journal of Architectural Computing vol. 4 - no. 1, 87-105
summary In this paper we describe how constraint modeling can support design innovation. Furthermore, we lay out how constraints are employed in the construction and exploration of a model's design space. We place the approach within the context of design exploration using computational and conceptual representations of design. A review of the literature reveals that geometric, topologic, functional, and quantitative constraints are those most commonly used. For each constraint type, an example is presented drawing from several workshops and research conducted by the author. The examples range from product design, to structural design, to fabrication issues in freeform geometry. Based on the case studies, we describe how the different types of constraints can be used as design drivers and help in the exploration of solution spaces. In conclusion, we identify the need for bidirectional exercising of constraints as the next challenge in design exploration and discuss how it is relevant in particular for cross domain design.
keywords Design Exploration; Constraint Modeling; Parametric Modeling
series journal
email akilian@media.mit.edu
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00007
last changed 2007/03/04 06:08

_id 4559
id 4559
authors Kilian, Axel
year 2006
title Design Exploration through Bidirectional Modeling of Constraints
source Massachusetts Institute of Technology
summary Today digital models for design exploration are not used to their full potential. The research efforts in the past decades have placed geometric design representations firmly at the center of digital design environments. In this thesis it is argued that models for design exploration that bridge different representation aid in the discovery of novel designs. Replacing commonly used analytical, uni-directional models for linking representations, with bidirectional ones, further supports design exploration. The key benefit of bidirectional models is the ability to swap the role of driver and driven in the exploration. The thesis developed around a set of design experiments that tested the integration of bidirectional computational models in domain specific designs. From the experiments three main exploration types emerged. They are: branching explorations for establishing constraints for an undefined design problem; illustrated in the design of a concept car. Circular explorations for the refinement of constraint relationships; illustrated in the design of a chair. Parallel explorations for exercising well-understood constraints; illustrated in a form finding model in architecture. A key contribution of the thesis is the novel use of constraint diagrams developed to construct design explorers for the experiments. The diagrams show the importance of translations between design representations in establishing design drivers from the set of constraints. The incomplete mapping of design features across different representations requires the redescription of the design for each translation. This redescription is a key aspect of exploration and supports design innovation. Finally, this thesis argues that the development of design specific design explorers favors a shift in software design away from monolithic, integrated software environments and towards open software platforms that support user development.
keywords Design, exploration, generative, bidirectional, constraints
series thesis:PhD
type normal paper
email akilian@alum.mit.edu
more http://designexplorer.net/newscreens/phd2006/index.html
last changed 2006/12/07 18:52

_id 2006_746
id 2006_746
authors Kobayashi, Yoshihiro
year 2006
title 3D City Model Visualization in Decision Theater - A framework for multi-dimensional journey through time
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 746-749
summary This paper introduces an ongoing project that visualizes and simulates 3D city models in a communicating space called Decision Theater (DT). The background of DT and objective of the project are explained. Also, the framework of the project including database development, 3D city modeling, interface development, and applications is introduced.
keywords Virtual Reality; 3D city modeling; GIS; computer graphics
series eCAADe
email ykobaya@asu.edu
last changed 2006/08/16 16:54

_id acadia06_342
id acadia06_342
authors Kobayashi, Yosihiro
year 2006
title Self-Organizing Map and Axial Spatial Arrangement: Topological Mapping of Alternative Designs
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 342-355
summary This research attempts to formulate a computational framework for exploring spatial arrangements in the early phases of design. In the physical world, this could be compared to exploring spatial arrangements using cardboard cut-outs or simply a grid of spaces on paper. This research demonstrates the framework by means of a generative design system that introduces axial order in a plan parti made up of discrete 3D objects. The tool is designed to organize the 3D objects along an Axis specified by the user and also rearrange them following user-defined mathematical expressions. The numerical parameters (the dimensions and physical properties of the individual objects) are linked through the mathematical expressions to vary the spatial arrangement of objects. Implementation of the tool involves the Self Organizing Maps (SOMs) as the Graphical User Interface (GUI) in generative systems. This allows the user to select and dynamically view spatial arrangements that have been organized on a map based on their similarity. The application is implemented, tested, and its results are demonstrated using buildings designed by Louis I. Kahn, Frank Lloyd Wright and Mies van der Rohe.
series ACADIA
email ykobaya@asu.edu
last changed 2006/09/22 06:22

_id 2006_714
id 2006_714
authors Kona, Silika Rahman and Saleh Uddin
year 2006
title Movement in Architecture - An Analytical Approach Towards Organic Characteristics
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 714-719
summary Nature is the fundamental and recurring inspiration of organic architecture. Living organisms, both in their outward forms and in their inner structures, offer endless ideas and concepts for design. Organic architecture works with metamorphosis (the process of growth and change), the notion of “design from within”. Why should architecture be lifeless and static? Here, Movement, a unique quality of living organism is used to contribute to architecture. We cannot make a new life but we can take the characteristics to make changes in our environment, seeking not to imitate nature’s appearance, but instead to imaginatively apply its profound principles. The focus of this paper is to examine and categorize the different kinds of movement that exist in nature, understanding how their purpose can be effectively used in architecture. The topic explores techniques of living organisms used for function and defense and discusses possible implementation in architecture. Movement has the potentiality to introduce flexibility, ecological efficiency and building defense through deformable, transportable, shape shifting and morphing forms.
keywords Organic Characteristics; Movement
series eCAADe
email UddinM@missouri.edu
last changed 2006/08/16 16:54

_id ascaad2006_paper4
id ascaad2006_paper4
authors Kouider, Tahar
year 2006
title Evolution or Revolution: is digital conceptual design the way forward for Architects?
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This research investigates architectural conceptual design and discusses its recent historical, philosophical and theoretical development within the overall architectural design process and attempts to establish an objective definition more tuned to current thinking and advancement in technology. It also evaluates the various traditional and information technology (IT) tools available to the designer and establishes their relationship to the conceptual design process in order to identify if any of these tools, in particular the IT tools, have a role to play in the practice and the enhancement of the conceptual design process. A survey of Scottish practicing architects (small to medium size practices) was undertaken to validate the results of the investigation. The results seem to suggest that IT tools are not essential to the conceptual design process but that they are very well capable of enhancing the creativity and speed of some aspects of it. They also suggest the existence of an inherent resistance amongst Architects / designers to utilising these tools in conceptual design. It is, furthermore, identified that if practitioners were to encompass new working practices and acquire new skills, IT tools could also provide powerful new modes of communication with the client. A correlation between the size of the practice and the degree of exposure and experience of IT tools was also established. To test some of the above findings, a design studio experiment was undertaken where half of the students adopted digital tools, utilising SketchUp software and digital sketchpads, whilst the others adopted traditional tools for the conceptual design part of their projects. No attempt was made to gauge the quality of the actual designs produced. The results indicate that the SketchUp group rated their conceptual design experience higher in terms of efficiency, flexibility and communication. The control group, who had dominantly adopted traditional freehand sketching, were impressed by the outcome from the SketchUp group. All student who answered the questionnaire, both SketchUp and control groups, said they would consider adopting some form of 3D sketching in the future.
series ASCAAD
email t.kouider@rgu.ac.uk
last changed 2007/04/08 17:47

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