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 1 to 9 of 9

_id 0f09
authors Ando, H., Kubota, A. and Kiriyama, T.
year 1998
title Study on the collaborative design process over the internet: A case study on VRML 2.0 specification design
source Design Studies 19, pp. 289-308
summary In this paper, we analyze the process of VRML 2.0 (Virtual Reality Modeling Language, Version 2.0) specification design for the deeper understanding of Internet-based collaboration. The VRML design process has the characteristics of being open to the public, geographically distributed, long-term, large-scale, and diverse. First, we examine the overall features of the design process by analyzing the VRML mailing list archive statistically. Secondly, we extract prototyping vocabulary (operational patterns) from the document change log. Thirdly, we analyze the process of proposing and agreeing with the PROTO node in detail. The results of analysis provide us with a guidance for facilitating innovation in the Internet-based collaboration.
series journal paper
last changed 2003/11/21 14:15

_id sigradi2009_2000
id sigradi2009_2000
authors Celani, Gabriela
year 2009
title Enseñando diseño generativo: una experiencia didáctica [Teaching Generative Design: a Learning Experience]"
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Este trabajo describe el seminario de Diseño Generativo ofrecido en el programa de posgrado en el área de Arquitectura y Construcción en la Universidad de Campinas en el primer semestre de 2008. El curso tuvo como objetivo introducir el tema de los métodos sistemáticos de generación de alternativas de diseño, como base para el desarrollo de sistemas de CAAD. El método pedagógico del curso estuvo compuesto por presentaciones teóricas, lecturas, discusiones, y ejercicios prácticos. Los sistemas generativos más conocidos fueron categorizados en dos grandes grupos: el de combinaciones de elementos (como la enumeración sistemática de combinaciones y los algoritmos genéticos) y el de los sistemas basados en reglas (como los fractales y la gramática de formas). Además de constituirse en una oportunidad para proponer una categorización de los principales sistemas generativos, el curso también permitió que se hiciera una reflexión sobre la importancia de la introducción de los sistemas generativos y de las técnicas de programación en los cursos de pre-grado y pos-grado.
keywords Generative design systems; Theoretical basis of CAAD
series SIGRADI
type normal paper
last changed 2016/03/10 08:48

_id sigradi2006_c185c
id sigradi2006_c185c
authors Hernández, Silvia Patricia; Barbaresi, Paulo; Gabarro, Maximiliano and Lanzone, Luciana
year 2006
title Diseñando con Robótica / Domótica el Espacio Interior [Design with robotic/domotic in interior spaces]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 288-292
summary The aim of the present study is to present the experience of the teaching of interior design together with domotics in a workshop of 5th year of the Architecture School at the National University of Cordoba, Argentina. A practice of Inner Space Design is carried out in a place of the City of Cordoba; this space is refunctionalized into a commercial space. The students design spaces and develop equipment to optimize this space so as to give an answer to commercial and image needs, design tendencies and the high technology required by the domotics. We discuss the advantages of representation in 3D and the performance of animation for both adjusting the design and checking domotics application. We intend to propose objectives and useful and necessary tools in the teaching of design with front-kine technology for both the concretion of spaces and objects and their representation.
series SIGRADI
last changed 2016/03/10 08:53

_id 2ca1
authors Montagu, A. and Bermudez, J.
year 1998
title Datarq: The Development of a Website of Modern Contemporary Architecture
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998
summary The pedagogic approach in the architectural field is suffering a deep change taking in consideration the impact that has been produced mainly by the CAD and multimedia procedures. An additional view to be taken in consideration is the challenge produced by the influence of advanced IT which since 1990-92, has affected positively the exchange of information among people of the academic environment. Several studies confirm this hypothesis, from the wide cultural spectrum when the digitalization process was emerging as an alternative way to data processing (Bateson 1976) to the pedagogical-computational side analyzed by (Papert 1996). One of the main characteristics indicated by S. Papert (op.cit) is the idea of "self teaching" which students are used everywhere due to the constant augment of "friendly" software and the decreasing costs of hardware. Another consequences to point out by S. Paper (op.cit) is that will be more probably that students at home will have more actualized equipment that most of the computer lab. of schools in general. Therefore, the main hypothesis of this paper is, "if we are able to combine usual tutorials design methods with the concept of "self-teaching" regarding the paradigmatic architectural models that are used in practically all the schools of architecture (Le Corbusier, F.L.Wright, M.v. der Rohe, M.Botta, T.Ando, etc.) using a Web site available to everybody, what we are doing is expanding the existing knowledge in the libraries and fulfill the future requirements of the newly generations of students".
series eCAADe
last changed 1998/09/25 17:23

_id 6285
authors Pratini, Edison
year 1999
title Esboçando com Gestos: O Projeto 3D SketchMaker (Sketching with Gestures: The 3D SketchMaker Project)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 141-144
summary The 3D SketchMaker Project has developed two prototypes for a gestural 3D sketching interface in a computer system to be used in the earliest phases of the design process. The goal of this ongoing research is to provide architects, and other designers involved in object conception, with a 3D gestural instrument that takes advantage of new virtual reality resources and is more natural than using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections. The focus of this project is on the input interface, taking into consideration two factors: First, for many architects and designers, one of the main reasons for not using 3D modeling from the very beginning of the design process is that both current computer hardware and software are hardly appropriate to do the spontaneous and quick drawings that are used to assist in conceptualizing their objects. Second, three-dimensional modeling packages use two-and-three dimensional elements, in a 3D environment, but usually employ 2D input devices that are not appropriate to work in 3D environments, such as mice or pen-and-tablets. The 3D SketchMaker was conceived to take advantage of a natural tendency most people have in using gesture as an aid to language when trying to describe the shape, form or volume of objects. The system is intended to assist or replace the first 2D drawing steps in the design process, generating rough 3D sketches that can be refined later. It is, in essence, a 3D modeling system (a prototype, at this time) directed to do sketching with hand movements and gestures in a virtual reality environment.
series SIGRADI
last changed 2016/03/10 08:58

_id sigradi2007_af67
id sigradi2007_af67
authors Ribeiro, Clarissa
year 2007
title Designing the Flow - Between, Across, and Beyond [Diseñando el flujo - Entre, a travéz y más allá]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 89-92
summary The present approach regards the discussion of matters related to the design of space as a complex system. The main question is how to design space as emergence from subject’s trans-actions in mixed realities environments. The central goal is to produce a methodology based on systemic measures of complexity and self-organization to help architects designing for mixed realities environments. The present work is part of the Clarissa Ribeiro’s PhD research at ECA.USP – School of Arts and Communications, University of Sao Paulo, Brazil. Clarissa Ribeiro is a researcher of the Digital Poetics group, headed by her tutor, Professor Gilberto Prado.
keywords Complexity; design methodology; systemic measures; emergence; trans-actions in mixed realities environments
series SIGRADI
last changed 2016/03/10 08:58

_id 7012
authors Sheng-Fen, Chien
year 2002
title Design Gaming, Designing Games - Learning Design through Game Playing and Game Making
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 28-33
summary This is an ongoing effort to make design learning fun and constructive. The process of designing, in many respects, is very similar to playing games: exploring possibilities under certain constraints. Since 1999, the “designing as game playing” concept has been used in architectural design studios and related courses in my institution. In the early years, preexisting games or games created by instructors were used. These games were played in a junior-year course that emphasized design decision-making and design collaborations. In recent two years, design game making has been used as a vehicle for senior-year student to strengthen their analytical skills. So far, students have developed games of Mario Botta, Le Corbusier (Villa Savoy), Aldolf Loos, Mies van der Rohe, and Richard Meier. Two more games are underdevelopment: the games of Isosaki and Tadao Ando. Some of these games have been used in freshman-year courses to introduce certain principles of form composition. Playing design games enables students to gain design knowledge as well as to be able to view design constraints constructively as special characteristics on the game board that may turn to their advantages rather than as useless stumbling blocks. Designing games requires students to analyze existing designs in great details as well as to be able to organize certain relationships of these details into operable rules that could produce new designs. The experience of teaching “games and design” to-date has been a very fruitful one. Future work will focus on design gaming for freshman students and game designing for senior students, as well as the interaction between the freshmen (game players) and the seniors (game designers).
series eCAADe
last changed 2002/09/09 17:19

_id sigradi2011_238
id sigradi2011_238
authors Spencer, Herbert; Spitz, Rejane
year 2011
title MediaFranca: Rediseñando el Modelo Democrático [MediaFranca: Redesigning the Democratic Model]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 363-367
summary Citizen engagement in public affairs is at the core of a healthy democracy. Nonetheless we must recognize that this is not often the case, and when it occurs it may not always be inclusive, coherent or constructive. While various digital services and social networks have created a new mode of public conversation, they have proved to be insufficient. The problem of democracy is way beyond the reach of an individual service or platform if we don't agree in a general framework for a digital open-mesh for democracy. As we identify the necessity for a new mode of participation, we examine socialinteraction patterns for public deliberation and collaboration for presenting a general design framework for e-government structured around user-experience and social co-experience.
keywords e-democracy; e-government; social software; interaction design; metadesign
series SIGRADI
last changed 2016/03/10 09:01

_id 6794
authors Tosello, María Elena
year 2001
title DISEÑANDO LO INVISIBLE (Designing the Invisible)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 254-256
summary The topic of this thesis project is the design, construction and experimentation of digital environments. The project intends to contribute to the evolution of cyberspace by investigating what can be particular expressions of the virtual universe. Cyberspace has a different essence from physical space and therefore it needs a different conceptualization and a new design strategy. The main goal of this project is to exploit the qualities, properties and characteristics that are unique to cyberspace. To reach this experimental study of cyberspace, I use physiological data in numerical format, as the building material to design, build and transform digital spaces.
series SIGRADI
last changed 2016/03/10 09:01

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