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 acadia03_033
id acadia03_033
authors Ceccato, Cristiano
year 2003
title From Emergence of Form to the Forming of Logic
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. 254-255
summary Driven by digital design tools and production methods, the interplay of theory and practice in architecture is converging on the notion of process. Process definition and process tools are now an essential part of design, design development, fabrication and construction. The word process itself can be interpreted in different ways, as being deterministic or non-deterministic. Computer programming can be understood as a design process and a structuring mechanism. Rather than making finite designs (products), architects are beginning to understand their roles as toolmakers, developing algorithmic processes that incorporate constraints and intents into software / procedures / programming. New methodologies such as parametric-associative design hierarchies are a clear example of semantic design structuring (a form of grammatical ordering); the creation of hierarchical parametric models can be understood as a form of visual programming. In a deterministic sense, it can be argued that if a process is correct and critical, then by definition so will be the product.
series ACADIA
last changed 2003/10/30 15:20

_id ecaade2010_210
id ecaade2010_210
authors Lassance, Guilherme; Klouche, Djamel; Izaga, Fabiana; Duarte, Gabriel
year 2010
title Contemporary Metropolitan Conditions: New challenges for design education
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.157-166
wos WOS:000340629400017
summary This paper aims to address design education issues, with a focus on the way the contemporary metropolis is conceived. We understand the reality of the contemporary metropolis as an amalgam of specific issues that transcend local and regional contexts, converging into the categories of the so-called ‘global cities’. These new urban realities derive from territories originally controlled by other logics, and are now in new stages of post-industrial development. Thus, we notice the presence of large peripheral areas where existing industrial activities initially took place, which were later transformed and migrated, leaving behind urban fragments that are taken over by informal activities. Such sites are often crossed, when not ‘on-winged’, by transport infrastructure, increasingly essential to the growing intensity of metropolitan flows. Working with this new reality clearly means first and foremost to reexamine the tools and traditional methods of design and representation of the architect and urban planner.
keywords Design process; Design education; Contemporary metropolis
series eCAADe
last changed 2016/05/16 09:08

_id ecaade2010_149
id ecaade2010_149
authors Salim, Flora Dilys; Burry, Jane; Taniar, David; Lee, Vincent Cheong; Burrow, Andrew
year 2010
title The Digital Emerging and Converging Bits of Urbanism: Crowddesigning a live knowledge network for sustainable urban living
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.883-891
wos WOS:000340629400094
summary Data is ubiquitous in our cities. However, designing a knowledge network about our cities is an arduous task, given that data sensed cannot be used directly, human significance must be added. Adding human significance can be achieved via an automated “expert system (ES)” in which domain expert knowledge are stored in a knowledge-based repository. The domain expert knowledge is matched with the corresponding data to derive specific inference which can aid decision making for urban stakeholders.This requires amalgamation of various interdisciplinary techniques. This paper presents a survey of existing technologies in order to investigate the emerging issues surrounding the design of a live knowledge network for sustainable urban living. The maps and models of the existing infrastructure of our cities that include a wealth of information such as topography, layout, zoning, land use, transportation networks, public facilities, and resource network grids need to be integrated with real-time spatiotemporal information about the city. Public data in forms of archives and data streams as well as online data from the social network and the Web can be analyzed using data mining techniques. The domain experts need to interpret the results of data mining into knowledge that will augment the existing knowledge base and models of our cities. In addition to the analysis of archived and streamed data sources from the built environment, the emerging state-of-the-art Web 2.0 and mobile technologies are presented as the potential techniques to crowddesign a live urban knowledge network. Data modeling, data mining, crowdsourcing, and social intervention techniques are reviewed in this paper with examples from the related work and our own experiments.
keywords Crowdsourcing; Knowledge discovery; Mobile and ubiquitous computing; Urban modeling; Spatial interaction; Social networking; Web 2.0
series eCAADe
last changed 2016/05/16 09:08

_id acadia13_207
id acadia13_207
authors Sanchez, Jose
year 2013
title Gamescapes
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. 207-216
summary While parametrics and form-finding techniques focus on design as an idea of “search,” it is inevitable to wonder if the field is becoming stagnated, converging on similar “solutions” in an ever-shrinking design search space.Initiatives like Minecraft, coming from video game design, reopen the creative desires of players by providing a rigorous algorithmic set of rules and a fully open world coupling algorithmic design and intuition. This is what J.C.R. Licklider would call “man-computer symbiosis”(Licklider 1960).This paper presents how game mechanics suggest a radically different ethos for computational design thinking. It presents the Bloom project, commissioned for the London Olympics in 2012, which combines the use of industrially produced identical components with game mechanics. This project breaks the idea of serialized outcomes and suggests that within the search space of possible formations, there are unforeseeable assemblies and creative outcomes.The Bloom project has become a new research unit at UCL Bartlett, coupling notions of digital modular materials and crowd-farming for assembly, which positions gaming as a design heuristics to open the field of architectural design.
keywords crowd search, game mechanics, combinatorics, open-ended, sandbox, intelligence augmentation.
series ACADIA
type Normal Paper
last changed 2014/01/11 08:13

_id ecaade2018_107
id ecaade2018_107
authors Sopher, Hadas, Fisher-Gewirtzman, Dafna and Kalay, Yehuda E.
year 2018
title Use of Immersive Virtual Environment in the Design Studio - An Assessment Model
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 843-852
summary The Architectural Studio is dedicated to teaching students the design process. Students learn by developing an architectural artefact in increasing complexity. They do so through three phases: structuring the problem, developing design proposals and converging decisions into a detailed solution state. This process has been taking place mostly in traditional physical settings. The advent of new technologies, most notably Immersive Virtual Environments (IVEs), introduces a new kind of setting that holds promise to influence the architectural learning process. This paper describes a model we have developed to assess the impact of IVE on this learning process. To do so, we have developed a method for coding learners' design decisions and the way they are developed, accounting for their educational settings - whether a traditional studio classroom or an IVE. The method consists of units we term Knowledge Construction Activities (KCAs) and reveals the relationship between the learning process and the educational setting in which it takes place, through time. The results revealed that the IVE supported extensive design development, especially during the second and third learning phases, calling for an informed integration of IVEs in future Studio syllabi.
keywords Design Studio; Knowledge Construction Activities; Immersion; Design process; Design analysis
series eCAADe
last changed 2018/08/22 13:38

_id acadia05_246
id acadia05_246
authors Wierzbicki-Neagu, Madalina
year 2005
title Unfolding Architecture – Study, Development and Application of New Kinetic Structure Topologies
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 246-253
summary Advances in design tools and material engineering open new possibilities for architectural structures that may respond better to the demands of the increasing density of development, better space management and lesser environmental impact. Folding structures that provide adjustable on demand configurations can be effectively conceptualized if appropriate interdisciplinary expertise is brought together. Kinematic chain geometries borrowed from traditional mechanics can be developed into a variety of topologies suitable for architectural structures. Rectilinear deformable grids can provide the functionality of expanding and collapsing as well as the ability to be infinitely arrayed. Converging grids allow for circular arrays and fan like folding. The challenge is to translate a two-dimensional chain concept into a three-dimensional array of interleaved frames that form a stable structure and can bear the necessary loads. In order to complement the folding structure with the corresponding foldable shell, the algebra of rigid folds can be adapted to develop viable geometrical concepts. The demands of the design process needed to develop kinetic structures will expand the traditional architectural workflow to include parametric modeling tools that are common in mechanical engineering. Folding architectural structures require, besides traditional architectural layout development, parametric assembly capabilities and motion analysis typical for mechanical design. Potential application development, marketing, building code changes and effective multidisciplinary collaboration must take place for kinetic structures to enter the architectural mainstream.
series ACADIA
last changed 2005/10/25 16:52

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