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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_id ijac20064204
id ijac20064204
authors Camarata, Ken; Do, Ellen Yi-Luen; Gross, Mark D.
year 2006
title Energy Cube and Energy Magnets
source International Journal of Architectural Computing vol. 4 - no. 2, 49-66
summary Combining the easy to use characteristics of tangible interfaces with the peripheral representation of ambient displays, two prototype energy displays - Energy Cube and Energy Magnets - were designed to help people become aware of their home energy consumption patterns. This paper reports on the design and evaluation of those two displays.
series journal
last changed 2007/03/04 06:08

_id 2006_690
id 2006_690
authors Chuen-huei Huang, Joseph and Robert Krawczyk
year 2006
title i_Prefab Home - Customizing Prefabricated Houses by Internet-Aided Design
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 690-698
summary The paper demonstrates a web-based system for use in the area of prefabricated housing to assist the customer and architect in selecting appropriate building components. 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 mass-customized prefabricated housing based on computer-aided design and a web-based product configuration system will be presented. How prefabricated housing design can be evolved from a mass repetitive production level to a mass customization level to meet variability and personality is the primary issue to be explored in this research.
keywords Web-based design; clients input; mass customization; prefabrication
series eCAADe
last changed 2006/08/16 16:54

_id sigradi2006_e171c
id sigradi2006_e171c
authors González Böhme, Luis Felipe and Vargas Cárdenas, Bernardo
year 2006
title Foundations for a Constraint-Based Floor Plan Layout Support in Participatory Planning of Low-Income Housing
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 283-287
summary We introduce the foundations of a novel approach that deals with constraint-based design methods to supporting participatory planning processes of low-income dwellings. We examine the space allocation problem inside the architectural domain on the basis of graph theory and combinatorics, providing a concise mathematical background for an implementation strategy called FLS (Floor plan Layout Support), which is analyzed here for the first time regarding this particular context of application. The philosophy underlying a design method that is mainly driven by the formulation of distinct constraints suggests to avoid the traditional procedure of first to create a yet not necessarily valid instance of the eventual design solution by directly choosing specific parameter values of its shape, and later on to evaluate its validity by confronting the designed model to a set of applicable constraints. Instead, constraint-based design poses a search procedure that operates in a space of planning-relevant constraint sets. The FLS methodology integrates some few principles of constraint-based automated reasoning with high user interactivity, into a design environment where as much dwellers as planners can collaboratively work in solving spatial organization problems of housing projects. The FLS model of application makes use of a combination of dweller-specified constraints, planning and zoning regulations, and a small library of modular space units. Constraint-based design ! methods are particularly capable of supplying efficient support for the collaborative involvement of dwellers into the architectural programming process of her/his own home. Mainly, because dwellers themselves tend to describe their space need and design intentions as a set of constraints on room quantity, space utilization, circulation system, allocation of available furniture, available budget, construction time, and so forth. The goal is to achieve an integrated tool for finding and modelling topologically valid solutions for floor plan layout alternatives, by combining user-driven interactive procedures with automatic search and generative processes. Thus, several design alternatives can be explored in less time and with less effort than using mainstream procedures of architectural practice. A FLS implementation will constitute one system module of a larger integrated system model called Esther. A FLS tool shall interact with other functional modules, like e.g. the BDS (Building Bulk Design Support), which also uses constraint-based design methods. A preliminary procedural model for the FLS was tested on Chile’s official social housing standards (Chilean Building Code – OGUC. Art. 6.4.1) which are very similar to most Latin American housing programs currently in operation.
keywords constraint-based design; floor plan layout; participatory planning; low-income housing; design theory; design proces
series SIGRADI
last changed 2016/03/10 08:52

_id sigradi2006_e081d
id sigradi2006_e081d
authors Hecker, Douglas
year 2006
title Dry-In House: A Mass Customized Affordable House for New Orleans
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 359-362
summary Dry-in house is a mass customized affordable housing system proposed for the reconstruction of New Orleans. The dry-in House gets the owner back to their home site quickly while providing the infrastructure an occupant needs (shelter, water, electricity). The owner is supplied with an inhabitable shell that is customizable before it is fabricated as well as onsite as the project is “fitted out” over time. The key concept is to allow families to participate in the design of their customized homes and to get people back to their home sites as quickly as possible and to give them the opportunity to finish and further customize their home over time. The project addresses inefficiencies and redundancies in emergency housing currently provided by FEMA. Primarily the dry-in House as its name implies provides a timely dried-in space which doubles as a customized infrastructure for the reconstruction of homes and neighborhoods. The project is designed to meet the $59,000 life cycle cost of the presently provided temporary housing, the notorious “FEMA Trailer”. However, the Dry-in House provides a solution that: a) Is permanent rather than temporary. The house will be finished and further customized over time rather than disposed of. b) Reoccupies the owner’s home site rather than a “FEMA ghetto” keeping the community together and functioning. c) Is mass customized rather than mass-standardized allowing the owner to have input on the design of their home. The design is a “starter home” rather than an inflexible and over-determined solution. This also has the benefit of giving variation to the reconstruction of New Orleans as opposed to the monotony of mass-production. d) Allows the owners to further customize their home over time with additional exterior finishes and the subdivision and fit out of the interior. By utilizing plate truss technology and associated parametric modeling software, highly customized trusses can be engineered and fabricated at no additional cost as compared to off-the-shelf trusses. This mass customization technology is employed to create the building section of each individual’s house. The truss is not used in its typical manner, spanning over the house; rather, it is extruded in section to form the house itself (roof, wall, and floor). Dry-in House exploits this building technology to quickly rebuild communities in a sensible manner. It allows for an increased speed of design and construction and most importantly it involves the owner in this process. The process has other benefits like reducing waste not only because it replaces the FEMA trailer which is expensive and disposable but also since the components are prefabricated there is more precision and also quality. The Dry-in House allows the owner-designer to “draw” the section of their new home providing them with a unique design and a sense of belonging and security. The design of the section of the house also provides them with spatial configurations customized relative to site conditions, program etc... Because of the narrow lot configuration of New Orleans, the design maximizes the roof as a source for natural ventilation and light for the interior of the house. In addition, the house is one room deep providing cross ventilation in all rooms minimizing reliance on artificial mechanical systems. The timely and efficient off site fabrication of building sections facilitate larger concentrations of volunteers on site at one time, thereby promoting a greater collective spirit among the community and volunteer workforce, a therapeutic event for the community as they participate in the rebuilding of their homes and city. With individualized building sections arriving on site, the construction process is imagined to be more akin to a barn raising, making possible the drying in of multiple houses in less than one day.
keywords mass customization; digital manufacturing; affordable housing
series SIGRADI
last changed 2016/03/10 08:53

_id caadria2006_521
id caadria2006_521
year 2006
title VIRTUAL ENVIRONMENTS FOR THE EVALUATION OF HUMAN PERFORMANCE: Towards Virtual Occupancy Evaluation in Designed Environments (VOE)
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 521-528
summary Analyzing and evaluating designs for modifications to suit the requirements of human performance is typically performed only after the architectural spaces and structures have been built and used, a process that is known as retrofit or post-occupancy evaluation. For people with disabilities, there is a special need to overcome this problem by evaluating the suitability of their home environments before the construction phase. Our work introduces a new methodology in which virtual reality (VR) is used for virtual pre-occupancy environmental evaluation (VOE). Our study demonstrates the potential of the VOE concept by developing an interactive living environments model to evaluate human performance before the construction phase. This paper presents an interactive virtual environment, ‘HabiTest’, as well as the initial results of a usability evaluation of this interactive environment.
series CAADRIA
last changed 2006/04/17 16:48

_id ddss2006-hb-121
id DDSS2006-HB-121
authors Wei Zhu and Harry Timmermans
year 2006
title Exploring Heuristics Underlying Pedestrian Shopping Decision Processes - An application of gene expression programming
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. 121-136
summary Most analytical pedestrian behavior researches use utility-maximizing models and have paid less attention to models based on alternative behavioral theories such as bounded rationality. Consequently, there is a lack of deeper explorations into the decision processes of pedestrians. This lack of such alternative models may also be the result of inappropriate methods to estimate such models. For this reason, the paper first introduces a modeling platform GEPAT which has the ability to estimate parallel functions using a multi-gene-sectional chromosome structure and to facilitate building models using processors emulating simple decision mechanisms. The going-home decision of pedestrians in Wang Fujing Street is taken as an example to illustrate the use of GEPAT. The most important conclusion from a comparison of the MNL, hard cut-off, soft cut-off and hybrid model is that the satisficing heuristic fits better to the problem structure, at least in this case, than the utility-maximizing rule does. This example also shows the flexibility of GEPAT as a modeling toolbox and the power of estimating complex models.
keywords GEPAT, Decision process, Bounded rationality, Satisficing heuristic, Utility maximization, Model comparison
series DDSS
last changed 2006/08/29 10:55

_id 2006_320
id 2006_320
authors Ahmad, Sumbul and Scott Chase
year 2006
title Grammar Representations to Facilitate Style Innovation - An Example From Mobile Phone Design
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 320-323
summary Previous research in generative design has suggested that shape grammar transformations could be used for developing new design styles by the systematic modification of grammars that encode existing styles. Our research explores how such grammar transformations can be facilitated to be responsive to changes in design style requirements. For this it is important to consider the structure and organization of rules, as well as the description of the styles of designs generated by a grammar. Using an example of mobile phone design, we outline the development of a flexible grammar structure that is conducive to transformations. The grammar is augmented with a style description scheme based on the concept of semantic differential to map the style characteristics of grammar components. These measures could be significant for driving purposeful grammar transformations for style adaptation and innovation.
keywords Design grammars; style; product design; generative design
series eCAADe
last changed 2006/08/16 16:54

_id sigradi2012_30
id sigradi2012_30
authors Angeluzzi, Gustavo; Hanns, Daniela Kutschat
year 2012
title Um levantamento de requisitos gerais para o desenvolvimento e posicionamento de DOOTERS – um aplicativo lúdico de listas de tarefas para iPhone [A survey of general requirements for developing and positioning DOOTERS - a to-do list application for iPhone]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 191-195
summary DOOTERS is a to-do list application for iPhone which entertains and motivates the user to get things done. It was developed based on requirements obtained trough: 1. the study of several personal information organizing methods (Covey, 1989; Allen, 2005; Foster, 2006); 2. answers to a task lists user focused questionnaire; 3. observation of to-do list users while creating lists and organizing tasks; 4. comparison of digital and non-digital task list media (paper, computer and mobile device); 5. analysis of profiles, behaviors and to-do list applications for iPhone. In this paper, the authors present the process of obtaining requirements for developing and positioning DOOTERS.
keywords information and interface design, requirements, to-do list application, iPhone, DOOTERS
series SIGRADI
last changed 2016/03/10 08:47

_id 2006_146
id 2006_146
authors Brown, André; Michael Knight; Yu-Horng Chen and Ghousia Saeed
year 2006
title City information delivered to Mobile Digital devices - Reflection on contemporary potentials and problems
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 146-150
summary The work described here builds on work reported previously on wireless access to digital city models. This paper presents a set of elements that contribute to such models. We look in particular at the issues of ground plane modeling, user location, user-device interface and information layering
keywords city modeling; wireless; interface
series eCAADe
last changed 2006/08/16 16:54

_id 2006_160
id 2006_160
authors Charitos, Dimitris
year 2006
title Spatializing the Internet: new types of hybrid mobile communication environments and their impact on spatial design within the urban context
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 160-167
summary This paper aims at investigating the emergence of new forms of communication environments, supported by the integration of new mobile and locative media technologies and the impact that the implementation of these systems may have on mediated communication within the urban context. The paper discusses the technologies supporting such multi-user systems (interactive graphical interfaces for mobile devices and locative media) and investigates the experience of interacting with such systems from a user’s perspective. It focuses on such systems accessed via interfaces, which have a spatial character and which are supported by different output devices, ultimately affording a hybrid (synthetic & physical) spatial experience. Communication is tied to places and places to communication. Consequently, these emerging types of communication may lead revolutionary new ways of social interaction and inhabiting urban space. With the emergence of these ICT systems, the city may again become a social arena and this development certainly calls for reconsidering the way in which we conceptualize and design urban environments.
keywords Locative media: social computing; spatial interfaces; mobile technologies; context-aware systems
series eCAADe
last changed 2006/08/16 16:54

_id caadria2006_341
id caadria2006_341
year 2006
title SPACE TAGS: A Digital Guide to the Cultural District of Anping
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 341-348
summary Cities are filled with rich resources of fantasy and memories about the urban activities. Urban narrative is not only a way of storytelling but also a way to depict the contents of a story about the city. This paper depicts how a digital guide can be implemented in regarding with urban narratives by applying web-based and mobile technologies to navigate a cultural district and recall the experience. In this paper, we are concerned how to provide a digital platform for tourists to get related information in a cultural district during their visiting. A space tag approach is proposed to and system prototype is implemented for demonstration and discussion.
series CAADRIA
last changed 2006/04/17 16:48

_id 2006_001
id 2006_001
authors Coyne, Richard; Ramond Lucas; Jia Li; Martin Parker and John Lee
year 2006
title The Augmented Marketplace - Voices, robots and tricksters
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. i-ix
summary To advance the theme of communicating spaces we report on a case study of a market precinct known as the Barras, about one mile from the centre of the city of Glasgow and relate this to our investigation into intelligent environments. In the latter case we deploy Lego MindstormsTM RCX robot processing to explore interactions between a mobile sensing robot and simple environmental controls: movements of sliding screens in response to an autonomous mobile sensor. We speculate on the application of these techniques to augment physical marketplaces. We extend the lessons from these studies to a consideration of multiple modalities in sensory experience, multi-agent systems, and the use of sound, the human voice and repetition for defining and augmenting spaces.
keywords Market; sound; voice; robotics; intelligent environments
series eCAADe
type normal paper
last changed 2006/08/29 11:20

_id 2006_084
id 2006_084
authors Fukuda, Tomohiro; Masahiro Kawaguchi; Wookhyun Yeo and Atsuko Kaga
year 2006
title Development of the Environmental Design Tool "Tablet MR" on-site by Mobile Mixed Reality Technology
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 84-87
summary As a tool for carrying out environmental design study on planned construction site (on-site), the "Tablet MR" system adapting MR (Mixed Reality) technology is designed, and a prototype system is developed. Tablet PC, RTK-GPS, 3D motion sensor, and a live camera are unified, and VR image is compounded on live video image. A use scene is assumed after performing system design, mounting, and accuracy verification.
keywords Mixed Reality; Mobile Computing; Environmental Design; On-site Design Tool; GPS
series eCAADe
last changed 2006/08/16 16:54

_id caadria2006_581
id caadria2006_581
year 2006
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 581-583
summary In Taiwan, the National Science Council (NSC) has launched the “National Digital Archives Program” (NDAP) since 2002. We participated in two projects: “The 3D digital museum of Taiwan city and architecture” and “Digital model database and professional service for Taiwan city and architecture”. The first one attempted to build a virtual museum for Taiwan city and architecture through the past four hundred years. The second one was a value-added project which intended to further apply the digital contents of the previous one. This project was consisted of 3D refined data, digital knowledge database, and architecture professional service. We were responsible for the 3D refined data. As a result, the digital model database included three cities: Hsinchu, Chiayi, and Tainan, as well as sixty-four architecture models. The interactive entertainment platform is an important leisure in our daily life. In general, the interactive entertainment includes five types: arcade game, PC game, on-line game, TV game, and mobile entertainment. This research pays attentions to the arcade game which presents dynamic interactions between machine and users. Following the improvements of design techniques, we have opportunities to experience many arcade games with different purposes, such as drum game, dance game, and fishing simulator. However, we further apply the digital model database to create an interactive entertainment platform for a racing arcade game.
series CAADRIA
last changed 2006/04/17 16:48

_id sigradi2006_p005e
id sigradi2006_p005e
authors Paraguai, Luisa and Tramontano, Marcelo
year 2006
title Pervasive computing: sistemas híbridos interativos [Pervasive computing: Interactive hybrid systems]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 442-446
summary This paper concerns the context of Mobile communication, specifically the interfaces named pervasive computing, and its interferences on the contemporaneous sociability. Not understanding the hybrid systems as a functional-technological question strictly, this paper presents some categories of analysis and artistic projects that reflect in some way the technology used. It proposes also experimentations on the relations human/human and human/machine. After a brief technical approach, the interaction design concept is presented as the theoretical fundament considered on the process of elaboration of those devices.
series SIGRADI
last changed 2016/03/10 08:57

_id 2006_022
id 2006_022
authors Veirum, Niels Einar; Mogens Fiil Christensen and Mikkel Mayerhofer
year 2006
title Hybrid Experience Space for Cultural Heritage Communication
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 22-30
summary Cultural heritage institutions like the museums are challenged in the global experience society. On the one hand it is more important than ever to offer “authentic” and geographically rooted experiences at sites of historic glory and on the other hand the audience’s expectations are biased by daily use of experience products like computer-games, IMAX cinemas and theme parks featuring virtual reality installations. “It’s a question of stone-axe displays versus Disney-power installations” as one of the involved museum professionals point it, “but we don’t want any of these possibilities”. The paper presents an actual experience design case in Zea Harbour, Greece dealing with these challenges using hybrid experience space communicating cultural heritage material. Archaeological findings, physical reconstructions and digital models are mixed to effectively stage the interactive experience space. The Zea Case is a design scenario for the Museum of the Future showing how Cultural Heritage institutions can reinvent the relation to the visitor and the neighbourhood. While Hybrid Experience Space can be used for Cultural Heritage Communication in traditional exhibitions we have reached for the full potential of on-site deployment as a hybrid experience layer using Google Earth and mobile technology.
keywords Hybrid Experience Space; Cultural Heritage Communication
series eCAADe
last changed 2006/08/16 16:54

_id sigradi2006_e048c
id sigradi2006_e048c
authors Beck, Mateus Paulo; Brener, Rafael; Giustina, Marcelo and Turkienicz, Benamy
year 2006
title Light and Form in Design – A Computational Approach
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 254-257
summary Shape perception is strongly influenced by the reciprocal relation between light and form. Computational applications can increase the number of design alternatives taking into account possible variations in the relation between light and form. The aim of this study is to discuss a pedagogical experience carried out with 5th semester architectural students, based on a series of exercises prior to the term project. The exercises were concerned with the relation between light and form from an aesthetical point of view and should be understood as examples for the use of computers as tools to creatively accelerate the process of design and learning. The paper is divided in five parts. The first one describes the conceptual background for the exercises, a descriptive method for the identification of light effects in architectural objects based on ideas of shape emergence. The exercises’ methodology is explained in the second part, referring to the use of computational applications in 3-dimensional modeling, material and light simulation. The methodology includes different phases: –creation of bi-dimensional compositions according to symmetry operations; –creation of a minimal living space assigning functions to spaces originated from the former composition; –analysis of the impact of light on the form and spaces created; –alteration of form and materials creating new light effects considering the functions related to the spaces. The exercises alternate work in computational environment in two and three dimensions with the use of mockups, lamps and photography. In the third part the results –student’s design steps– are described. In the fourth part the results are analyzed and some conclusions are outlined in the fifth and last part. The use of emergent forms combined with computational tools has proved to be an effective way to achieve an accelerated understanding of the impact of light on forms as demonstrated by the evolution of the students work during the term and by their final results concerning the term project.
keywords Architectural Design; Lighting; Design Simulation; Virtual Environment
series SIGRADI
last changed 2016/03/10 08:47

_id 2006_786
id 2006_786
authors Burry, Jane and Mark Burry
year 2006
title Sharing hidden power - Communicating latency in digital models
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 786-793
summary As digital spatial models take on the complex relationships inherent in a lattice of dependencies and variables, how easy is it to fully comprehend and communicate the underlying structure and logical subtext of the architectural model: the metadesign? The design of a building, the relationships between a host of different attributes and performances was ever a complex system. Now the models, the representations, are in the early stages of taking on more of that complexity and reflexivity. How do we share and communicate these modelling environments or work on them together? This paper explores the issue through examples from one particular associative geometry model constructed as research to underpin the collaborative design development of the narthex of the Passion Façade on the west transept of Gaudi’s Sagrada Família church, part of the building which is now in the early stages of construction.
keywords Design communication; CAD CAM; mathematical models
series eCAADe
last changed 2006/08/16 16:54

_id sigradi2006_e070c
id sigradi2006_e070c
authors Cardoso, Daniel
year 2006
title Controlled Unpredictability: Constraining Stochastic Search as a Form-Finding Method for Architectural Design
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 263-267
summary Provided with a strict set of rules a computer program can perform the role of a simple designer. Taking advantage of a computer’s processing power, it can also provide an unlimited number of variations in the form while following a given set of constraints. This paper delineates a model for interrelating a rule-based system based on purely architectural considerations with non-deterministic computational procedures in order to provide controlled variations and constrained unpredictability. The experimental model consists of a verisimilar architectural problem, the design of a residential tower with a strict program of 200 units of different types in a given site. Following the interpretation of the program, a set of rules is defined by considering architectural concerns such as lighting, dimensions, circulations, etc. These rules are then encoded in a program that generates form in an unsupervised manner by means of a stochastic search algorithm. Once the program generates a design it’s evaluated, and the parameters on the constraints are adjusted in order to produce a new design. This paper presents a description of the architectural problem and of the rule building process, images and descriptions of three different towers produced, and the code for the stochastic-search algorithm used for generating the form. The succesful evolution of the experiments show how in a computation-oriented design process the interpretation of the problem and the rule setting process play a major role in the production of meaningful form, outlining the shifting role of human designers from form-makers to rule-builders in a computation-oriented design endeavour.
keywords Architectural Design; Stochastic; Random; Rule-based systems; Form-generation
series SIGRADI
last changed 2016/03/10 08:48

_id caadria2006_053
id caadria2006_053
year 2006
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 53-61
summary Education is taking a new shape for the emerging needs of society. A considerable number of schools and disciplines are adapting active and cooperative learning to foster critical thinking and cognitive skill gaining. Design computation discipline also has to search for new models in education and experiment with these to evolve. This paper presents the current status in other disciplines. The lessons learned are used to develop the Academic Apprenticeship Model for teaching design computation courses.
series CAADRIA
last changed 2006/04/17 16:48

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