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

PDF papers
References

Hits 1 to 20 of 20

_id acadia15_263
id acadia15_263
authors Ahlquist, Sean
year 2015
title Social Sensory Architectures: Articulating Textile Hybrid Structures for Multi-Sensory Responsiveness and Collaborative Play
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 263-273
summary This paper describes the development of the StretchPLAY prototype as a part of the Social Sensory Surfaces research project, focusing on the design of tactile and responsive environments for children with Autism Spectrum Disorder (ASD). The project is directed specifically at issues with sensory processing, the inability of the nervous system to filter sensory input in order to indicate an appropriate response. This can be referred to as a “traffic jam” of sensory data where the intensity of such unfiltered information leads to an over-intensified sensory experience, and ultimately a dis-regulated state. To create a sensory regulating environments, a tactile structure is developed integrating physical, visual and auditory feedback. The structure is defined as a textile hybrid system integrating a seamless knitted textile to form a continuous topologically complex surface. Advancements in the fabrication of the boundary structure, of glass-fiber reinforced rods, enable the form to be more robustly structured than previous examples of textile hybrid or tent-like structures. The tensioned textile is activated as a tangible interface where sensing of touch and pressure on the surface triggers ranges of visual and auditory response. A specific child, a five-year old girl with ASD, is studied in order to tailor the technologies as a response to her sensory challenges. This project is a collaboration with students, researchers and faculty in the fields of architecture, computer science, information (human-computer interaction), music and civil engineering, along with practitioners in the field of ASD-based therapies.
keywords Textile Hybrid, Knitting, Sensory Environment, Tangible Interface, Responsive systems and environments
series ACADIA
type normal paper
email ahlquist@umich.edu
last changed 2016/08/05 11:37

_id acadia13_281
id acadia13_281
authors Ahlquist, Sean; Menges, Achim
year 2013
title Frameworks for Computational Design of Textile Micro-Architectures and Material Behavior in Forming Complex Force-Active Structures
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 281-292
summary Material behavior can be defined as the confluence of associative rules, contextual pressures and constraints of materialization. In more general terms, it can be parameterized as topologies, forces and materiality. Forming behavior means resolving the intricate matrix of deterministic and indeterministic factors that comprise and interrelate each subset of these material- nherent conditions. This requires a concise design framework which accumulates the confluent behavior through successive and cyclical exchange of multiple design modes, rather than through a single design environment or set of prescribed procedures. This paper unfolds a sequencing of individual methods as part of a larger design framework, described through the development of a series of complex hybrid- structure material morphologies. The “hybrid” nature reflects the integration of multiple force-active structural concepts within a single continuous material system, devising both self-organized yet highly articulated spatial conditions. This leads primarily to the development of what is termed a “textile hybrid” system: an equilibrium state of tensile surfaces and bending-active meshes. The research described in this paper looks to expose the structure of the textile as an indeterministic design parameter, where its architecture can be manipulated as means for exploring and differentiating behavior. This is done through experimentation with weft-knitting technologies, in which the variability of individual knit logics is instrumentalized for simultaneously articulating and structuring form. Such relationships are shown through an installation constructed at the ggggallery in Copenhagen, Denmark.
keywords Material Behavior, Spring-based Simulation, CNC Knitting, Form- and Bending-Active, Textile Hybrid Structures.
series ACADIA
type Normal Paper
email ahlquist@umich.edu
last changed 2014/01/11 08:13

_id acadia12_391
id acadia12_391
authors Ajlouni, Rima
year 2012
title The Forbidden Symmetries
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 391-400
summary The emergence of quasi-periodic tiling theories in mathematics and material science is revealing a new class of symmetry, which had never been accessible before. Because of their astounding visual and structural properties, quasi-periodic symmetries can be ideally suited for many applications in art and architecture; providing a rich source of ideas for articulating form, pattern, surface and structure. However, since their discovery, the unique long-range order of quasi-periodic symmetries, is still posing a perplexing puzzle. As rule-based systems, the ability to algorithmically generate these complicated symmetries can be instrumental in understanding and manipulating their geometry. Recently, the discovery of quasi-periodic patterns in ancient Islamic architecture is providing a unique example of how ancient mathematics can inform our understanding of some basic theories in modern science. The recent investigation into these complex and chaotic formations is providing evidence to show that ancient designers, by using the most primitive tools (a compass and a straightedge) were able to resolve the complicated long-range principles of ten-fold quasi-periodic formations. Derived from these ancient principles, this paper presents a computational model for describing the long-range order of octagon-based quasi-periodic formations. The objective of the study is to design an algorithm for constructing large patches of octagon-based quasi-crystalline formations. The proposed algorithm is proven to be successful in producing an infinite and defect-free covering of the two-dimensional plane.
keywords computational model , quasi-crystalline , symmetries , algorithms , complex geometry
series ACADIA
type normal paper
email rima.ajlouni@ttu.edu
last changed 2013/01/09 10:06

_id caadria2014_145
id caadria2014_145
authors Aydin, Serdar and Marc Aurel Schnabel
year 2014
title A Survey on the Visual Communication Skills of BIM Tools
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 337–346
summary Building Information Modelling (BIM) applications are supported by various modelling tools, being expansive to deliver visualised geometry and databases simultaneously. But there is still a gap in visual communication amongst its professionals. Articulating the advantages of fully Web-based collaboration, this paper looks into how BIM tools make contribution to visual communication between different parties working collaboratively. A hybrid model of low-level and high-level interactions is tentatively conceptualised. Based on the hybridised model, a survey is conducted to elucidate a few experiential matters such as visual aesthetics, cognition and motivational impacts of visualisation in BIM tools. Following the survey, a discussion is oriented towards a new storytelling methodology with a novel term, namely gamification. Seeking motivating and efficient means of visual communication between human-human, human-tool and human-model interactions, the present study focuses on an enhanced legibility and appreciation of tools by those who are involved in BIM projects.
keywords Narrative visualisation; infinite computing; information aesthetics; gamification; hybrid model of interaction
series CAADRIA
email serdar@cuhk.edu.hk
last changed 2014/04/22 08:23

_id 0b1c
authors Bridges, Alan
year 1991
title Computer Exercises in Architectural Design Theory
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
summary This paper discusses how architectural theory may be taught using computer based exercises to explore the practical application of those theories. The particular view of architecture developed is, necessarily, a restricted one but the objectives behind the exercises are slightly different to those that a pure architectural theorist or historian might have The formal teaching of architectural theory and composition has not been very fashionable in Schools of Architecture for several years now: indeed there is a considerable inbuilt resistance in students to the application of any form of rules or procedures. There is however a general interest in computing and this can be utilised to advantage. In concentrating on computer applications in design eclectic use has been made of a number of architectural examples ranging from Greek temples to the work of modern deconstructionists. Architectural theory since Vitruvius is littered with attempts to define universal theories of design and this paper certainly does not presume to anything so grand: I have merely looked at buildings, compared them and noted what they have in common and how that might relate to computer-aided design. I have ignored completely any sociological, philosophical or phenomenological questions but would readily agree with the criticism that Cartesian rationality is not, on its own, a sufficient base upon which to build a theory of design. However I believe there is merit in articulating design by separating it from other concerns and making it a subject of study in its own right. Work in design research will provide the models and intellectual structures to facilitate discourse about design and might be expected to benefit the development of design skills by providing material that could be formally taught and debated in a way that is removed from the ephemeral "fashionable designer" debate. Of course, some of the ideas discussed here may prove to be equally ephemeral but that does not entirely negate their value.

series eCAADe
email a.h.bridges@strath.ac.uk
last changed 2003/11/21 14:16

_id acadia15_47
id acadia15_47
authors Chaaraoui, Rizkallah; Askarinejad, Ali
year 2015
title Anisoptera; Anisopteran Deformation and the Latent Geometric Patterns of Wood Envelopes
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 47-56
summary Advancements in technologies provide Architects, today, with the means to expose new expressive forms using traditional materials. It is therefore possible to design dynamic actuating systems, where several different expressions, or differentiations inherent in the same material, are able to modify its topology and enhance its properties. Wood, traditionally used in construction, is given static expression during its life cycle, where an alignment, or assembly detail, helps retain its original shape. This research outlines the integration of specific and individual anatomical information of wood during the design process. It aids in utilizing the analyzed biological variability and natural irregularities of wood within a material-based architecture, in view of developing a lightweight, and light-filtering dynamic skin. Additionally, the research helps to explore an understanding of the differentiated material composition of wood as its major capacity, rather than its deficiency. Moreover, it analyzes form, material, and structure, as complex interrelations that are embedded in, and explored through an integral design process that seeks to employ typically disregarded, highly differentiated flat materials, in view of enhancing their latent dimensional deformation potential. The main focus of this research is to explore that latent geometric deformation of emerging patterns based on an array of heterogeneous wood veneers in relation to their Hygroscopic and Anisotropic properties. These properties are expressed through a set of flat skins and Mobius arrangements, articulating complex geometric ranges that reveal additional properties, such as bendability and flexibility.
keywords Shape-shifting, Geometric patterns, Anisotropic, Hygroscopic, Open systems, Building envelope
series ACADIA
type normal paper
email rkh@rkhch.com
last changed 2016/08/05 11:37

_id ecaade03_659_166_hungming
id ecaade03_659_166_hungming
authors Cheng, Hung-Ming
year 2003
title A digital modeling with reasoning system in early phase of design
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 659-664
summary This study describes statue in the early phase of design, the approach taken by its conceptual development and manipulation. And on the developing digital tools provide a computational support for the process of indexing and retrieving. The digital modeling also addresses specifically architectural programming, adjacent relationship between the building element and articulation in designing. The overall in building mass development starting with reasoning of the conceptual model in early phase try to find evocative cases to help designer thinking. And finally discuss some issues and challenges of artificial intelligent. The research for representing designer’s creativity and searching solution provide another way to generate an articulating conceptual model. The integration approach of research starts with the pure case-based and rule-based reasoning system to help designer generate more understandable and creative product in the architectural design application.
keywords Case-based reasoning, conceptual model, computer aided design, buildingmass development, design process
series eCAADe
email hungmc@mail.ckitc.edu.tw
last changed 2003/09/18 07:13

_id 082c
authors Gero, John S. and Park, Soo-Hoon
year 1997
title Computable Feature-Based Qualitative Modeling of Shape
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 821-830
summary This paper introduces and describes a qualitative approach to the modeling of shapes applicable at the early stage of designing. The approach is based on using qualitative codes at landmarks to describe shapes. These strings of codes can be analysed to determine patterns which map onto features. An analogy with language is drawn to assist in articulating the modeling ideas. An example is presented which demonstrates the utility of the approach.
series CAAD Futures
email john@arch.usyd.edu.au
last changed 2003/08/07 12:07

_id e60d
authors Gross, Mark D., Ervin, Stephen M. and Anderson, James (et al)
year 1987
title Designing with Constraints
source John Wiley & Sons, 1987. pp. 53-83. includes bibliography
summary The constraint model of designing provides a means of demonstrating and exploring the computability of design. Designing is understood as a process of incrementally defining an initially ill-defined question, and concurrently proposing and testing possible answers. That is, not finding THE solution to A problem, but finding A solution to THE problem. Articulating (including inventing and modifying) the question, and exploring possible alternative answers (or designs), are two fundamental activities which can be supported by computers and the constraint model. The authors discuss the use of constraints to explicate design questions, circumscribe feasible regions and specify proposed solutions, and examine the processes of search and scrutiny within a region. Naming, solving history-keeping, block-structuring, identifying and resolving conflicts are among tasks identified that can be rendered to a computer. Questions of knowledge representation and inference making with ambiguity and imprecision are discussed. Examples of the application of the constraint model to design problems in architecture and site planning are illustrated by brief scenarios
keywords constraints, design process, search, knowledge
series CADline
last changed 2003/06/02 08:24

_id sigradi2016_546
id sigradi2016_546
authors Hernández, Silvia Patricia; Boccolini, Sara Maria; Chaves, Cristina; Genero, María Angeles; Mari, Belén; Ron, Lucia
year 2016
title Trabajo conjunto inter/transdisciplinario para una propuesta concreta que dialoga con la sociedad y su medio. Citycrowdcreating [Cross-disciplinary work for a concrete proposal that interacts with society and the environment. Citycrowdcreating]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.926-930
summary Working in pairs is collective collaboration. The collective intelligence, crowdthinking and its variations are part of today's language. Based on this concept, we propose to fill empty spaces from the current communication of culture from Goverment of Córdoba. There is an information movement and events in conection to crowd. We propose a device, that broadcasts the contents of the hashtag: #quetenemoshoy, making it more popular, and in everyone's range. We set out a collaboration situation, with a concrete proposal, that includes dialogue with its surroundings. Articulating knowledge from different disciplines, between the goverment and the residents. Following neologism from Gutiérrez-Rubí y Freire (2013),we propose will be CITY-CROWD-CREATING.
keywords CrowdCreating; Microarchitecture; Inclusive; Communication
series SIGraDi
email arqpatriciahernandez@gmail.com
last changed 2017/06/21 12:19

_id acadia15_137
id acadia15_137
authors Ireland, Tim
year 2015
title A Cell-Inspired Model of Configuration
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 137-148
summary This paper presents a bottom-up approach to organising architectural-space, which offers a fresh outlook on the automatic generation of architectural layouts. Artificial creatures, modelled on Eukaryotic cells, are used as components with which to generate configurations articulating patterns of habitation. These components represent discrete activities. Activity is perceived to be the basic building block of spatial configuration in architecture. Attributes, pertaining to input and outputs, establish activities as occurring in chains of action; affected by that which has preceded and affecting that which is to transpire. Being artificial creatures these activity-components have the capacity to interact with their environment and each other, and self-organise to form aggregations. The model demonstrates an ecological approach to designing in a manner that unites computational design with biological and semiotic theory. The theoretical basis of the model is first outlined, and then the computer model is presented and described.
keywords Agents, Artificial Life, Configuration, Spatial Organisation, Behaviour of Organisms, Activity Diagrams
series ACADIA
type normal paper
email t.ireland@ucl.ac.uk
last changed 2016/08/05 11:37

_id ascaad2010_135
id ascaad2010_135
authors Lostritto, Carl
year 2010
title Computation Without Computers
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 135-144
summary This work documents the implications of using physical media to teach digital design concepts, techniques, values and approaches. With the pedagogy and work of a seminar and studio across two Universities as test cases, this research seeks to prove that a parametric and algorithmic approach to architecture is most fruitfully understood as the connection between logic, mathematics and aesthetics. Students trace the indirect relationships between process and product so as to enable the application of these connections in a non-linear, exploratory and goal-flexible design process. The first phase of student work involves the creation of an image, constructed with ink or graphite on paper, that embodies a parametric aesthetic. Students are tasked articulating and performing operations, such as dividing a curve, packing shapes, and conditional transformations. Subsequently, students fabricate a surface-conscious model with modules that have the capacity to vary based on their grid parameter, using historically rooted techniques such as weaving, perforating, layering and tessellation. Digital fabrication and parametric modeling is then introduced, not as a means to a predefined end, but as another medium, capable of participating with manual techniques. As an example, a fabricated paper-based installation is generated with parametrically generating a cut-sheet, partially blind to its assembled manifestation. The hypothesis of this research is tested in more comprehensive projects that follow as environmental forces are resolved through dynamic and ambiguous visual and spatial conditions.
series ASCAAD
email carl.lostritto@gmail.com
last changed 2011/03/01 06:36

_id acadia03_035
id acadia03_035
authors Mahalingam, Ganapathy
year 2003
title Representing Architectural Design Using a Connections-Based Paradigm
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 269-277
summary Any making, including a work of architecture, is synthetic in nature and is made by making connections. To base the core of a computational representation of architectural design on connections is to base it on the very core of making. The articulation of the core of architecture, its architectonics, should be based on articulating its connections. This paper probes how connections can serve to represent architectural design. A paradigm consists of a core cluster of concepts that, for a time period, provides a framework to articulate the issues and problems facing a field and to generate solutions. This paper offers a connections-based paradigm to represent architectural design computationally. A number of connections-based strategies for the representation of architectural design have emerged. Modeling frameworks that have been identified include dendograms, bipartite graphs, adjacency graphs, plan graphs, planar graphs, Hasse diagrams, Boolean lattices, and Bayesian networks. These modeling frameworks have enabled the representation of many aspects of architectural design. Is it possible to extract a uniform modeling framework from all these frameworks that enables the computation of architectural design in all its aspects? Using biological analogies, will an integration of these modeling frameworks provide the ‘molecular’ structure of a ‘DNA’ that makes up the architectural ‘genome’? This paper will attempt to answer these questions.
series ACADIA
email ganapathy.mahalingam@ndsu.nodak.edu
last changed 2003/10/30 15:20

_id 6b1d
authors Porada, Mikhael
year 1994
title Architectural Briefing Data Representation and Sketch Simulation Computer Environment
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 55-59
summary Reflection about the architectural programme starts with the analysis of its writing, its "style" which bears not only the "griffe" of the programmer but as well the structure, methodology, codes of reading, etc. particular to a programming approach. The programme structure corresponds in most cases to the different levels in the text's format and the composition modes of representing data and their relations. The choice made can either facilitate or impede the reading as interpretation of the programme. The programmer’s aim should be to open the text to reading towards a "synthetic schematic" summary, a sort of cognitive threshold which allows the reader to understand both the client's objectives and the designer's intentions enhanced by his experience. Articulating a designer's experience means focusing on his knowhow and memory. The designer's recollected knowledge and heuristic approaches to the solution of a basic design problem - types, his readings and spatial evaluations permanently feed the knowhow. It is important for the architect to have access to past examples, to the collective memory of his workplace, and a repertoire of readings, notes, sketches, influences and citations. It is therfore equally important that a computer environment also have a multimodal "architect's memory" or "project memory" module in which different forms of representation are classified, and made accessible as memory components. It is also necessary to have the possibility to access at any moment in an interactive manner to the recomposition, addition and adaptation of these mnemonic components. The information coming from the programme, classified as descriptive, prescriptive and quantitative types of data, must be able to be interrogated in different modes of representation : text, matrices, nets, diagrams, and so on, so that the pertinent information can be extraded at any given design process stage. Analysis of competition programmes show that often the description of an activity, for example, the Great Stadium competition in Paris, is described by several pages of text, a circulation diagram with arrows and legend, a topological proximity diagram with legend and as table activity - areas . These different representations, which are supposed to be complementary and give the most pertinent view of the client needs, show in fact after analysis, many description problems, incoherance, and which result in a reading difficulty.

series eCAADe
last changed 1998/09/14 07:20

_id cdc2008_367
id cdc2008_367
authors Senagala, Mahesh
year 2008
title Deconstructing Materiality: Harderials, Softerials, Minderials, and the Transformation of Architecture
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 367-376
summary This paper presents a deconstructionist close reading of the conventional discourses about materiality by forwarding a triadic framework of harderials, softerials and minderials. The discourse draws from the Derridan notion of différance in articulating the fundamental difficulty in understanding materiality. Taking the discourse about materiality into the digital realm, a critical discussion of softerials (BREP Solids, Polynomial Surfaces and Isomorphic Polysurfaces) and their implication to architecture are presented. Questions about a possible material-envy and materiality-complex in architectural profession are also raised. Different binary strategies by which softerials are relegated by architects to a secondary status of “media” are exposed.
last changed 2009/01/07 07:05

_id sigradi2010_142
id sigradi2010_142
authors Senagala, Mahesh
year 2010
title Deconstructing Materiality. Harderials, Softerials, Minderials, and the Transformation of Architecture
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 142-145
summary This paper presents a deconstructionist close reading of the conventional discourses about materiality by forwarding a triadic framework of harderials, softerials and minderials. The discourse draws from the Derridan notion of différance in articulating the fundamental difficulty in understanding materiality. Taking the discourse about materiality into the digital realm, a critical discussion of softerials and their implication to architecture are presented. Questions about a possible material - envy and materiality - complex in architectural profession are also raised. Different binary strategies by which softerials are relegated by architects to a secondary status of “media” are exposed.
keywords materiality, philosophy, deconstruction, critique, Second Life
series SIGRADI
last changed 2016/03/10 09:00

_id ecaade2016_104
id ecaade2016_104
authors Spaeth, A. Benjamin, Dounas, Theodoros and Kieferle, Joachim
year 2016
title Complexity and Simplicity - Tensions in teaching computation to large numbers of architecture students
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 1, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 229-236
wos WOS:000402063700026
summary This paper describes the challenges and approaches to introduce computational thinking to a large and diverse group of architecture students during an international workshop with 300 students from different cultural backgrounds and educational levels, also integrating a diverse group of tutors whose computational expertise varied extremely. The approach suggested articulating a design task which enforced computational thinking but enabled different levels of engagement with the computer as a tool. Hypothetically this would allow all participants to engage with the computational thinking agenda regardless their computational affinity even whilst applying analogue methods. Besides the intercultural experience the workshop was successful in exposing a large group of students and tutors to the concepts of computational design whilst accommodating different learning preferences and engagement with the computer as a device.
keywords Computation Education; CAAD; Large Cohorts; Computational Strategies
series eCAADe
email theodoros.dounas@xjtlu.edu.cn
last changed 2017/06/28 08:46

_id caadria2006_197
id caadria2006_197
authors SWATHIKA, ANANDAN; SO-YEON YOON, M. SALEH UDDIN
year 2006
title ARCHITECTURAL ANIMATION AND CINEMATIC INTERPRETATION
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 197-202
summary Cinemas have always communicated beyond space and time. However, the illusion of being in a synthetic environment in cinema seldom exists in an architectural animation. The same digital animation technology may have been used, but the method of engaging the viewers and capturing their interest in cinemas, distinguish them from architectural animations. The focus of this paper is to examine the essential elements in cinematography such as mies-en-scene, collage, and entourage which can effectively transform one animation style to another. Depending on the storytelling and use of cinematographic elements, the built environment can bring the sense of immersion that is, the thread of emotional connection between the audience and the animation. The topic explores ways to permit the viewer’s immersion in the presented environment for architectural animation. Transforming the style of the animation allows us to experiment with different ways of capturing audience attention, translating design concepts and articulating information rather than being another form of transcription only in motion. In this paper, the attempt is to bring the reflex of an architectural project in animation by introducing the cinematic depth rather than being a narrative knowledge transfer.
series CAADRIA
type normal paper
email san6f@mizzou.edu, yoons@missouri.edu, UddinM@missouri.edu
last changed 2007/07/23 05:08

_id 5876
authors Tapia, Mark Andrew
year 1996
title From shape to style. Shape grammars: Issues in representation and computation, presentation and selection
source University of Toronto
summary Shape grammars provide a graphical mechanism for generating a variety of shapes. A shape grammar is a production system for specifying recursive graphical computations for shapes (finite arrangements of finite lines of non-zero length). The dissertation considers design as a plan in art and confines itself to abstract designs composed of lines of uniform color and thickness. The dissertation develops an implementation of shape grammars in which the drawing is the computation. Restricting itself to non-parametric shape grammars, the dissertation approaches the area as two related topics: computation and representation delineate the internal aspects of the problem; presentation and selection are crucial to the user interface. The dissertation applies shape grammars to design, promoting three claims: First, that this dissertation advances the field of shape grammars, by combining approaches in the humanities with those in science, articulating the issues and providing a solid foundation for future work. Second, supporting quality design depends on enumerating the alternatives and pruning the design space using the visual aspects of design. Third, the generative aspect of design is not as important as its presentation and selection.
series thesis:PhD
email matapia@mit.edu
last changed 2003/02/12 21:37

_id sigradi2016_703
id sigradi2016_703
authors Tosello, María Elena
year 2016
title El espacio-interfaz: un lugar habitable [Interface-Space: a habitable place]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.142-148
summary This paper, derived from the PHD thesis “The interface-space of the dynamic hypermedia device”, reflects on the impact of virtuality on the character, experience and production of actual space, analyzing how it has been re-signified in an augmented context, and it proposes new strategies for ordering and retrieving digital objects; patterns of spatial organization for virtual world; and conditions of habitability of interface-spaces for articulating the links, encourage dialogue and potentiate the experiences of subjects who attempt to build and inhabit an inclusive physical-virtual environment.
keywords Interface-space; Augmented context; Collaboration; Spatial patterns; Conditions of habitability
series SIGraDi
email maritosello@gmail.com
last changed 2017/06/21 12:20

No more hits.

HOMELOGIN (you are user _anon_759722 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002