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 20 of 190

_id ascaad2004_paper14
id ascaad2004_paper14
authors Abdel Mohsen, Ashraf M.
year 2004
title Future Space Cities@Universe (Digi-City Vision)
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A template for the future city has been carved into the heavens. Ever since the beginning of humankind, we have looked to the sky for the opportunity to make a new start in our imperfect world. Between the stars and the darkness we have imagined utopias beyond the reach of our travel technologies, colonizing space with our fantasies. Now we are in the first stages of an electronic revolution, but in the future 50 years later we will be in a mega-digital era which we have to predict, work and search for the reality of that future. Our planet is recently over loaded with different problems, such as pollution, population, nature disasters. Our vast speed of technology and the curiosity of discovering the invisible, leads to study and find out the nearest Future Space Architecture. With the vast acceleration of technology and digital life, we should start to predict the future architecture on, into or behind the Earth. This paper is one of many perceptions of life and architecture behind the Earth in the digital era, Digi-City Vision.
series ASCAAD
email ashraf@cubeconsultants.net
last changed 2007/04/08 17:47

_id caadria2017_147
id caadria2017_147
authors Agirachman, Fauzan Alfi, Ozawa, Yo, Indraprastha, Aswin, Shinozaki, Michihiko, Sitompul, Irene Debora Meilisa, Nuraeni, Ruri, Chirstanti, Augustine Nathania, Putra, Andrew Cokro and Zefanya, Teresa
year 2017
title Reimagining Braga - Remodeling Bandung's Historical Colonial Streetscape in Virtual Reality
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 23-32
summary This paper presents the experience of the first phase of remodeling existing historical and colonial district in Bandung, Indonesia, including existing building façade, streetscape and street furniture. Braga Street is chosen as study case because it is a well-known historical street in Bandung with art deco style buildings constructed during Dutch colonial era. By remodeling it, it could help stakeholders to evaluate existing Braga street condition, to test any modification of buildings along the street and to determine specific regulation for the street. In this case, we use Unity3D and Oculus Rift DK2 for remodeling current situation. We gathered feedback from respondents using a questionnaire given after they experienced the model in VR. Many lessons learned from modeling process and respondents' feedback: higher frame rate to make seamless VR experience by having all components on a low poly model and provide smoother movement to prevent visual discomfort. This paper's conclusion gives suggestions for anyone who want to start architecture modeling in virtual reality for the very first time and how to optimize it.
keywords Virtual reality; historical building; digital reconstruction; streetscape
series CAADRIA
email fauzan.alfi@s.itb.ac.id
last changed 2017/05/09 08:05

_id 450c
authors Akin, Ömer
year 1990
title Computational Design Instruction: Toward a Pedagogy
source The Electronic Design Studio: Architectural Knowledge and Media in the Computer Era [CAAD Futures ‘89 Conference Proceedings / ISBN 0-262-13254-0] Cambridge (Massachusetts / USA), 1989, pp. 302-316
summary The computer offers enormous potential both in and out of the classroom that is realized only in limited ways through the applications available to us today. In the early days of the computer it was generally argued that it would replace the architect. When this idea became obsolete, the prevailing opinion of proponents and opponents alike shifted to the notion of the computer as merely adding to present design capabilities. This idea is so ingrained in our thinking that we still speak of "aiding" design with computers. It is clear to those who grasp the real potential of this still new technology - as in the case of many other major technological innovations - that it continues to change the way we design, rather than to merely augment or replace human designers. In the classroom the computer has the potential to radically change three fundamental ingredients: student, instruction, and instructor. It is obvious that changes of this kind spell out a commensurate change in design pedagogy. If the computer is going to be more than a passive instrument in the design studio, then design pedagogy will have to be changed, fundamentally. While the practice of computing in the studio continues to be a significant I aspect of architectural education, articulation of viable pedagogy for use in the design studio is truly rare. In this paper the question of pedagogy in the CAD studio will be considered first. Then one particular design studio taught during Fall 1988 at Carnegie Mellon University will be presented. Finally, we shall return to issues of change in the student, instruction, and instructor, as highlighted by this particular experience.
series CAAD Futures
email oa04@andrew.cmu.edu
last changed 2003/11/21 14:15

_id ascaad2014_033
id ascaad2014_033
authors Al-Mousa , Sukainah Adnan
year 2014
title Temporary Architecture: An urban mirage
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 405-413
summary One of the emerging multidisciplinary contemporary art practices is interactive installation art, which is concerned with constructing a temporary artistic environment that is digital, responsive and engaging. It is usually displayed within existing architectural context whether indoor in a gallery space or outdoor in a public space. Recent examples of such art projects show that interactivity and illusion are effectively present and highly influential in the perception and memory of the place. A digital display on a building façade can remain attached to the history of the site in the spectator’s memory even after the display is removed. An interactive space that involves body response and emotional sensory interaction can determine the narrative perceived from the experience. These trends seemingly bring together the physical context and the digital space to contain the spectator. The two mediums are merged to provide a new genre of space, hence a new mode of perception where the art space mediates people’s movement and overlay the context with new meanings. Multiple backgrounds are involved in the creative process of interactive installation art, all of which involve examining various concepts through artistic engagement with temporary spaces. Here, particularly because of interactivity and immerseveness, the spectator becomes part of the performance (the subject); with his moving and reacting he activates the narrative and probably gives it its shape. This paper aims to explore the potentials of the digital spatial display to enhance or weaken our sense of belonging to the surrounding environments while creating an illusionary space within the real physical one. It also aims to discuss how this influence would affect the memory of the mixed experience; the installation being digital, temporary and illusive and the space being physical, permanent and real. What happens to the “spectator” when contained by the digital-interactive and the physical medium(s)?. In order to unfold the mentioned questions, the study uses theories of perception and performance reflected on live case studies of recent art projects where the researcher becomes a member of the audience and an observer at the same time in order to trace the journey inside this new medium. In an era where time is being more difficult to grasp and identities of visual culture is becoming more difficult to define, temporary responsive environments can provide some openings where space becomes durational, yet, influential, and where people’s movements become more meaningful in the visual terrain.
series ASCAAD
email s.almousa@sheffield.ac.uk
last changed 2016/02/15 12:09

_id ascaad2014_016
id ascaad2014_016
authors Al-Ratrout, Samer A. and Rana Zureikat
year 2014
title Pedagogic Approach in the Age of Parametric Architecture: Experimental method for teaching architectural design studio to 3rd year level students
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 211-226
summary In this era, Architectural Design Practice is faced with a paradigm shift in its conventional approaches towards computational methods. In this regard, it is considered a pedagogic challenge to boost up knowledge and skills of architectural students’ towards an advanced approach of architectural design that emphasizes the potentials and complexity of computational environments and parametric tools for design problem solving. For introducing the concept of Parametric Oriented Design Methods to 3rd year level architectural students, an experimental pedagogic course was designed in the scholastic year of 2012-2013 at German Jordanian University GJU (School of Architecture and Built Environment SABE) to approach this concept. In the preparation phase, the experimental course was designed to incorporate structured instructing and training method to be consecutively performed within experimental lab environment to target predetermined learning outcomes and goals. The involved students were intentionally classified into three levels of previous involvement associated with the related software operating skills and computational design exposure. In the implementation phase, the predetermined instructing and training procedures were performed in the controlled environment according to the planned tasks and time intervals. Preceded tactics were prepared to be executed to resolve various anticipated complication. In this phase also, students’ performance and comprehension capacity were observed and recorded. In data analysis phase, the observed results were verified and correlations were recognized. In the final phase, conclusions were established and recommendations for further related pedagogic experiments were introduced.
series ASCAAD
email Dr.samer.al-ratrout@fulbrightmail.org
last changed 2016/02/15 12:09

_id sigradi2003_096
id sigradi2003_096
authors Alvarez, Valeria and Albero, Constanza
year 2003
title Una rama en la arquitectura de la era digital (A branch in architecture of the digital age)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Genetic information determines the germ of life, the first idea, that encloses all the power of creation. In every "germ" lays the identity, the strength to seek and fulfill expression in form. History, technical and scientific progress require new answers and provide new tools while encouraging investigation. A "Branch", a simple nature element, is reinterpreted into bits of information, reconstructed after being apprehended. This process reveals new elements that could have never been conceived with traditional methods. Nature and Technology complement each other in an embriological growing system that provides a new concept in the construction of real spaces.
series SIGRADI
email valvarez@farq.unr.edu.ar;
last changed 2016/03/10 08:47

_id sigradi2018_1484
id sigradi2018_1484
authors Alves de Oliveira, Amanda Aline; Sakurai, Tatiana
year 2018
title The transformations of the "Do-It-Yourself" culture and the context provided by digital manufacturing in furniture design
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 1258-1263
summary This article seeks to deal with the evolution of the DIY culture during its most important periods for the history of furniture and confers great importance to the present reality that provides the constitution of these artifacts through digital manufacturing. Thus, issues such as the quality of what has been produced and even the relevance of design professionals of the culture of making in the digital era are treated.
keywords DIY; Digital fabrication; Furniture; Fab Labs Livres SP
series SIGraDi
email amandaaline212@usp.br
last changed 2019/05/20 09:13

_id caadria2005_a_7c_a
id caadria2005_a_7c_a
authors Anandan Karunakaran
year 2005
title Organisation of Pedestrian Movements: an Agent-Based Approach
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 305-313
summary Cities are becoming more complex in this digital era due to technological changes. Thinking of cities without such technological changes is equivalent to an embryonic state in the morphology of city growth, that is, the growth seems less advanced. So it is appropriate to think of the non digital city digitally. Urban design is one state which establishes the perfect relationship between the street, people and building. The relationship of the people with the building and street is becoming one of the key factors in architecture. It has been observed that the design of a city has been influenced by the pedestrian movement. Many cities prior to the industrial era were largely determined by the social interactions based on walking. Thus the pedestrians play a key role in the formation of the city. They are a very important component in any representation of transport movements. They generally terminate or initiate a chain of linked activities, and if observed carefully, a single pedestrian movement is meant to include various sub journeys from one location to another. In order to organize pedestrians, we need to understand the pedestrian movement system. Though there is a lot of development of urban models in this aspect, it is still in a nascent state in comparison with the digital advancement. Thus much research work is carried out which can be applied to any given environmental setting, and as a result urban designers can respond to the changing socio-cultural technologies.
series CAADRIA
last changed 2005/04/30 01:30

_id 3
authors Andia, Alfredo
year 1998
title Computadoras y Arquitectura en la Era Digital (Computers and Architecture in the Digital Era)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 22-31
summary It seems that when architects think, and talk about computers, they only reflect on very narrow images of the phenomenon. Architects think that the impact of computers in their profession is only related to how PCs, CAD/CAM, networks, software, peripherals, can improve the way they work today. Architects, by enlarge, are unable to reflect beyond the screen of their computers and the wall of their offices when it comes to recognize the real consequences resulting from the new technological advances. In this paper we argue that we should think differently. We must recognize that computers are having much more profound impact on the profession. Computers - the technology of the fantastic, par excellence - are changing the city! They are fundamentally transforming the way we use space, and buildings! Computers are beginning to create new kinds of urban cultures and infrastructures. Building types such as offices, banks, retail spaces, and museums are being transformed into virtual workplaces, telecommuting centers, networks of automated teller machines, home banking, smart stores and multimedia experiences. Computers are transforming the concept of working, the concept of banking, the concept of shopping, etc. In the end, something fundamental about the architecture of these activities.
series SIGRADI
email andia@uc.edu
last changed 2016/03/10 08:47

_id sigradi2013_243
id sigradi2013_243
authors Andia, Alfredo
year 2013
title Automated Architecture: Why CAD, Parametrics and Fabrication are Really old News
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 83 - 87
summary Automation is transforming a significant number of industries today. This paper discusses how the Design and Construction industry is also entering into a new era of automation. In the paper I observe that designers are automating by using parametric tools (BIM, scripting, etc.) while contractors are moving into pre-fabrication and modularization. Both conceptualizations are incomplete. The paper presents how we are in the first steps of creating learning algorithms that develop specific intelligence in design synthesis and how the design field will became even more sophisticated as a second generation of multi-material 3D printing techniques produce new materials.
keywords Automation; Architectural design; Artificial intelligence; Learning algorithms; Multi-material printers
series SIGRADI
email andia@post.harvard.edu
last changed 2016/03/10 08:47

_id 269b
id 269b
authors Andrea Carnicero, Gustavo Fornari & Carlos Pereyra
year 2004
title ARQUITECTURA, CINE Y LITERATURA: LA SEDUCCIÓN DE LA GEOMETRÍA
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 27-34.
summary ¿Estamos presenciando un nuevo paradigma hacia otra forma de concebir la matemática?. El presente ensayo pretende indagar, a través del análisis y discusiones sobre diferentes obras literarias, cinematográficas y proyectos arquitectónicos, clásicos y contemporáneos, la relación entre la arquitectura y la literatura a partir de las estructuras matemáticas que los sustentan y cómo estas se han modificado o evolucionado a partir de los cambios tecnológicos de las últimas décadas. Relacionaremos la literatura y la arquitectura contemporánea pos revolución digital, con sus propiedades de nolinealidad y de fragmentación. Nuestra línea de investigación se centra en cuáles pueden ser las aportaciones esencialmente nuevas de la cultura digital a la producción de la arquitectura y la literatura, partiendo de su base estructural. La era informática trae con ella implicaciones que desestabilizan los conceptos tradicionales de espacio y tiempo. Nos preguntamos cuáles son los cambios en las estructuras textuales a partir de la era digital, cuáles son las nuevas estructuras geométricas, cómo influyen estas nuevas geometrías en la arquitectura, en el cine y en la literatura, en esta era de la información y qué rol ocupa la matemática en este cambio. El desarrollo de las ciencias contemporánea ha generado teorías que transforman nuestro conocimiento del universo. Caos, Teoría de la complejidad, Fractales son términos que caracterizan estos conceptos. En arquitectura estas teorías han tenido importancia en la producción de arquitectura "no-lineal" por medio de el uso de computadoras, especialmente en trabajos de arquitectos como Frank Gehry, Zevi Hecker, Greg Lynn, ARM y O.C.E.A.N UK, entre otros. En esta época informatizada la relación de la arquitectura con las demás ciencias (como la física y la matemática), con otros códigos como el lenguaje (por ejemplo en la narración) y con los límites del pensamiento filosófico, pueden hallarse hoy, tanto en el repertorio del deconstructivismo, en el repertorio “minimalista”, como en las abstracciones de los jóvenes nacidos con la computadora, que emulan cintas de Moebius, topologías “no euclideanas”, “estructuras líquidas” o ya en el campo de la literatura formas virtuales como en Calvino o dimensiones paralelas, bifurcadas, etc. como en Cortázar o Borges. Sin embargo, podemos preguntarnos si esta proliferación exuberante es el desarrollo de un organismo sólidamente construido, que adquiere cada día más cohesión y unidad en su propio crecimiento o si, por el contrario, no es más que el signo exterior de una tendencia a un fraccionamiento cada vez mayor, debido a la naturaleza misma de las matemáticas y si éstas no se estarán convirtiendo en una torre de Babel de disciplinas autónomas, aisladas unas de otras, tanto en sus principios como en sus métodos e incluso en su lenguaje. En una palabra, hoy, en esta tendencia, ¿estamos presenciando un nuevo paradigma hacia otra forma de concebir la matemática?.
series other
type normal paper
email ag_fornari@hotmail.com
last changed 2005/04/08 15:14

_id sigradi2006_p034e
id sigradi2006_p034e
authors Araujo Pires, Julie and Murad, Carlos
year 2006
title Inscrições hipertextuais: a escrita como imagem na criação visual contemporânea [Hypertext inscription: writing as image in contemporary visual creation]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 411-414
summary This paper discusses the creative imagination by the speech’s presence on the contemporary projects of art/design. Nowadays the digital era has shattered limits of the space and the user’s perception in a mix between images and texts, built by numeric language, witnessing possible new ways of writing as image. Considering on the duality between verbal and visual, some post-modern artists/projectors are redeeming the germinal quality of image from the alphabet. They use video and electronic technology incorporating the word written in their creation process. In this sense, Gaston Bachelard’s ideas on the philosophy of image and imagination could be helpful to understand that process. At first, looking through the representations accomplished by the artists gesture in their constructions. Afterwards, how those visual poetics explore the word on video project and electronic way as experimentation and on the creation project process.
series SIGRADI
email julieap@terra.com.br
last changed 2016/03/10 08:47

_id ecaadesigradi2019_182
id ecaadesigradi2019_182
authors Argin, Gorsev, Pak, Burak and Turkoglu, Handan
year 2019
title Post-flâneur in Public Space - Altering walking behaviour in the era of smartphones
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 649-658
summary Smartphones have become an ordinary accompanier of our walks and created new modes of appropriation of public space. This study aims to research these modes by observing the altering visual attention and walking behavior of people using smartphones in public space, and in this way, to reveal the emergence of different types of post-flâneurs. In order to address these aims, 346 (195 females, 151 males) smartphone users were observed in a central public square in Ghent, Belgium for seven days in 10-minute time intervals. Each person's gender, age, number of accompanies and their dominant mode of smartphone usage(s) were identified. Afterward, each person's walking timeline was organized into seconds and coded according to their focus of visual attention in 24 different modes which grouped under the three gaze types; visual attention on the environment, on the environment through the smartphone screen, and on the smartphone screen. Results of the descriptive statistics, multivariate graph, and rhythm-based in-depth analysis show that different types of smartphone activities affect visual attention and speed differently. Different types of post-flâneurs such as navigators and photo takers were identified based upon their high percentage of visual attention on the environment and slower walking speed. The study also revealed the frequent presence of phone-walkers (who walk while only holding the smartphone) and smartphone zombies (who walk slowly and without attention to their surrounding) in public space. In addition to these, our research revealed rapid smartphone zombies who walk faster than the average walking speed, a finding contrary to the former studies reviewed.
keywords visual attention; public space; smartphone; walking behaviour; post-flâneur
series eCAADeSIGraDi
email gorsevargin@gmail.com
last changed 2019/08/26 20:26

_id ecaade2020_267
id ecaade2020_267
authors Argin, Gorsev, Pak, Burak and Turkoglu, Handan
year 2020
title Through the Eyes of (Post-)Flâneurs - Altering rhythm and visual attention in public space in the era of smartphones
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 1, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 239-248
summary In the last decade, rapid penetration of smartphones into our everyday life introduced a new kind of urban wanderer named as the 'post-flâneur'. By navigating through the virtual and physical space with a smartphone, and taking and sharing photographs, post-flâneur walks and experiences the city in novel ways. This paper aims to investigate the effects of smartphone use on the human-environment relationship by comparing post-flânerie with flânerie in public space with a focus on two key indicators: alteration of 1) the visual attention and 2) the walking rhythm. In this regard, ten postgraduate Architecture students are asked to perform flânerie and post-flânerie consecutively in the historical city center of Ghent with an eye-tracker and a smartphone. During the flânerie condition, they walked and experienced the city without using a smartphone. In the post-flânerie condition, they used a smartphone, took pictures and uploaded them to an application. By analyzing the eye-tracker (number and duration of fixations) and the smartphone (location data and geolocated photographs) data, altering rhythm and visual attention during the flânerie and post-flânerie were compared. Preliminary results indicate that flânerie and post-flânerie differ in terms of rhythm and visual attention. The average duration of fixations on the environment were significantly lower in the post-flânerie condition while the average walking rhythm was faster but impeded from time to time. In addition, post-flâneurs' visual attention was on the smartphone during a significant part of the stationary activities which point out to an altered state of public space appropriation. The findings are significant because they reveal the novel spatial appropriations and experiences of the (post)public space -particularly "the honeypot effect" which was more significant in the post-flânerie condition. These observations evoke questions on how designers can rethink public space as a hybrid construct integrating the virtual and the physical.
keywords post-flâneur; rhythm; visual attention; smartphone; eye-tracking
series eCAADe
email gorsevargin@gmail.com
last changed 2020/09/09 09:50

_id sigradi2003_002
id sigradi2003_002
authors Argumedo, Cristina and Paganini, Ana
year 2003
title Diseño Digital. Estudio Exploratorio de caso (Digital Design. Exploratory study of a case)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary After the passage of the mechanical era to the digital era, the design must respond with increasing complexity of the technique, together with the plurality of expectations. Design education is sustained in conceptual instrumentation; it implies to recognize problematics that surpass the possibilities of an isolated or self-sufficient discipline; transdiscipline becomes essential for the understanding of the subjects.The porpuse is to generate new instruments for perception of space, combined with new visualization technologies. Anyway we must speak of all the design areas. The use of computer science has a specificity applications that are proper to each area. New technologies and the role of the new graphs in the design process, generate a new aesthetic.
series SIGRADI
last changed 2016/03/10 08:47

_id 0c0d
authors Asanowicz, Aleksander
year 2000
title Computer as an Metaphorisation Machine
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 283-286
summary Digital media is transforming the practice and teaching of design. Information technologies offer not only better production and rendering tools but also the ability to model, manipulate, and understand design in new ways. A new era in CAAD has started. One of the aspects of this situation is the increase in the number of computers in design offices and architectural schools (many of our students have their own computers, which a re often better than the computers we have at our school). We can submit a proposition that the critical point in the creative use of computers is over, and we should think how computers and new media may extend the designer’s perception and imagination.
keywords Creation of a Form, Imagination, Metaphors, Computer Support of Form Searching
series eCAADe
email asan@cksr.ac.bialystok.pl
more http://www.uni-weimar.de/ecaade/
last changed 2003/11/21 14:16

_id 2004_350
id 2004_350
authors Asanowicz, Alexander
year 2004
title Computer, Creativity and Unpredictability
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 350-357
summary Computers in designing are usually considered as a tool for preparing technical documentation, storage and managing information, coordinating of flow of design process, modelling and all kind of visualisations (renderings, animation, VR models). At the early design stages, when an idea of the form is created, computer is not used very often. The reason for this is that traditional computer drawing is too completed to be used at this stage. In new methods of supporting creativity, computer should be used for creation of less precise, unpredictable but more inspiring images. This method are based on the thesis that emotional elements have a great affect on the decision making process in designing. Intuition, unpredictability and no logic are the essence of creativity in the selection of associations. Confirmation of this statement we may find in many theories of creativity (theory of incubation elaborated by Wallas, genploration (Finke, Ward and Smith), redundant generation (Lem), synectics (Gordon)). All these theories emphasize the role of unpredictable associations and metaphors in creativity. Process of metaphorisation is characteristic for our era and plays important role in creative process. That’s why we need the new methods of graphic computer and non-computer transformation, which allows us a fuller exploration of design metaphors. The final conclusion is built on the thesis that too precise tools promote cause to decrease differences.
keywords Creativity; Design Theory; Metaphors
series eCAADe
email asan@pb.bialystok.pl
last changed 2004/09/18 06:45

_id caadria2020_233
id caadria2020_233
authors Bar-Sinai, Karen Lee, Shaked, Tom and Sprecher, Aaron
year 2020
title Sensibility at Large - A Post-Anthropocene Vision for Architectural Landscape Editing
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 223-232
summary The irreversible imprint of humankind on Earth calls for revisiting current construction practices. This paper forwards a vision for post-Anthropocene, large-scale, architectural, and landscape construction. This vision relates to transforming natural terrains into architecture using on-site robotic tools and enabling greater sustainability through increased sensibility. Despite advancements in large-scale digital fabrication in architecture, the field still mainly focuses on the production of objects. The proposed vision aims to advance theory and practice towards territorial scale digital fabrication of environments. Three notions are proposed: material-aware construction, large-scale customization, and integrated fabrication. These aspects are demonstrated through research and teaching projects. Using scale models, they explore the deployment of robotic tools toward reforming, stabilizing, and reconstituting soil in an architectural context. Together, they propose a theoretical ground for in situ digital fabrication for a new era, relinking architecture to the terrains upon which it is formed.
keywords Digital Fabrication; territorial scale; on-site robotics; geomaterials; computational design
series CAADRIA
email tomshaked@gmail.com
last changed 2020/08/14 18:40

_id sigradi2013_259
id sigradi2013_259
authors Barbosa Curi, Camila; Neander Furtado Silva
year 2013
title Habitação na Sociedade de Informação: Configurador de Design para o Mercado Imobiliário Brasileiro [Housing in the Information Society: Design Configurator for the Brazilian Real Estate Market]
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 76 - 80
summary In this paper, we present preliminary specifications for a computer design tool for the application of mass customization in middle class apartment design in Brazil. Believing that in the digital era, network communication and digital design tools combined may create a design environment that considers consumer needs and preferences, we present a simple drafting of a computer tool that makes use of those concepts. And therefore we believe to contribute for the future construction of a design system that redefines problem scenarios, rather than providing individual solutions, repositioning architects and clients in the design process.
series SIGRADI
email camilabcuri@gmail.com
last changed 2016/03/10 08:47

_id acadia19_458
id acadia19_458
authors Bartosh, Amber; Anzalone, Phillip
year 2019
title Experimental Applications of Virtual Reality in Design Education
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 458-467
summary By introducing rapid reproduction, algorithms, and complex formal configurations, the digital era of architecture began a revolution. Architects incorporated the computational capacity of the computer into the design process both as a tool and as a critical component of the theories and practice of architecture as a whole. As we move into what has been coined “the second digital turn,” a period in which digital integration is considered ubiquitous, how can we consider, prepare, and propel towards the next technological innovation to significantly inform design thinking, representation, and manifestation? What tools are available to investigate this speculative design future and how can they be implemented? If the integration of technology in architecture is now a given, perhaps the next digital design era is not just digital but virtual. As new technologies emerge the potential for integrating the virtual design world with our physical senses affords novel possibilities for interactive design, simulation, analysis and construction. Hybrid reality technologies including virtual reality (VR) and augmented reality (AR), embody the potential to supersede conventional representation methodologies such as drawing, rendering, physical modeling, and animation. As they become increasingly pervasive, they will transform how we communicate ideas and data as spatial concepts. Further, they will reform the construct of the built environment when applied to both materiality and fabrication. This paper will describe the incorporation of VR as a tool in various classroom and laboratory settings, recognize the educational outcomes of this incorporation, and identify the potential relationship of these technologies to future academic exploration and application to practice.
series ACADIA
type normal paper
email abartosh@syr.edu
last changed 2019/12/18 08:03

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