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 36

_id ascaad2004_paper11
id ascaad2004_paper11
authors Abdelfattah, Hesham Khairy and Ali A. Raouf
year 2004
title No More Fear or Doubt: Electronic Architecture in Architectural Education
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Operating electronic and Internet worked tools for Architectural education is an important, and merely a prerequisite step toward creating powerful tele-collabortion and tele-research in our Architectural studios. The design studio, as physical place and pedagogical method, is the core of architectural education. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. Advances in CAD and visualization, combined with technologies to communicate images, data, and “live” action, now enable virtual dimensions of studio experience. Students no longer need to gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up—if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to support collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The challenge is to predict whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series ASCAAD
email hkhairy@archcairo.org
last changed 2007/04/08 17:47

_id ddss2004_d-269
id ddss2004_d-269
authors Beetz, J., J. van Leeuwen, and B. de Vries
year 2004
title Towards a Multi Agent System for the Support of Collaborative Design
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 269-280
summary In this paper we are drafting the outline of a framework for a Multi Agent System (MAS) for the support of Collaborative Design in the architectural domain. The system we are proposing makes use of Machine Learning (ML) techniques to infer personalized knowledge from observing a users’ action in a generic working environment using standard tools such as CAD packages. We introduce and discuss possible strategies to combine Concept Modelling (CM)-based approaches using existing ontologies with statistical analysis of action sequences within a domain specific application. In a later step, Agent technologies will be used to gather additional related information from external resources such as examples of similar problems on the users hard disk, from corresponding work of team-members within an intranet or from advises of expert from different knowledge domains, themselves represented by agents. As users deny or reward resulting proposals offered by the agent(s) through an interface the system will be enhanced over time using methods like Reinforced Learning.
keywords Multi Agent Systems, Design & Decision Support Systems, Collaborative Design, Human Computer Interfaces, Machine learning, Data Mining
series DDSS
last changed 2004/07/03 20:13

_id acadia08_464
id acadia08_464
authors Belcher, Daniel; Brian Johnson
year 2008
title MxR: A Physical Model-Based Mixed Reality Interface for Design Collaboration, Simulation, Visualization and Form Generation
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 464-471
summary MxR—pronounced “mixer”—is a Mixed/Augmented Reality system intended to support collaboration during early phases of architectural design. MxR allows an interdisciplinary group of practitioners and stakeholders to gather around a table, discuss and test different hypotheses, visualize results, simulate different physical systems, and generate simple forms. MxR is also a test-bed for collaborative interactions and demonstrates different configuration potentials, from exploration of individual alternatives to group discussion around a physical model. As a MR-VR transitional interface, MxR allows for movement along the reality-virtuality continuum, while employing a simple tangible user-interface and a MagicLens interaction technique.
keywords Augmented Reality; Collaboration; Interactive; Interface; Physical Modeling
series ACADIA
last changed 2009/02/26 07:39

_id sigradi2009_1012
id sigradi2009_1012
authors Celani, Gabriela; Laura Cancherini
year 2009
title Digitalização tridimensional de objetos: um estudo de caso [Scanning Three-dimensional Objects: A Case Study]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The present research is an exploratory study about medium-range 3D-scanning technologies for architectural applications. Its purpose was to gather information that will subside the future acquisition of a 3D-scanning equipment for the Laboratory for Automation and Prototyping for Architecture and Construction, LAPAC, at the University of Campinas (UNICAMP). In order to test some of these technologies, some experiments were carried out. Museum sculptures were digitized and the results were 3D-printed. Preliminary results show that accurate technologies are still very expensive, but there are some alternative, more accessible technologies, based on photogrammetry, which can lead to fairly good results.
keywords Digitalização 3D; scanner 3D; photogrametria; maquete arquitetônica.
series SIGRADI
email gabi.celani@gmail.com
last changed 2016/03/10 08:48

_id 3e51
authors Cerulli, C., Peng, C. and Lawson, B.
year 2001
title Capturing Histories of Design Processes for Collaborative Building Design Development. Field Trial of the ADS Prototype
source Proceedings of the Ninth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-7023-6] Eindhoven, 8-11 July 2001, pp. 427-437
summary The ADS Project - Advanced Design Support for the Construction Design Process - builds on the technological results of the previous COMMIT Project to exploit and demonstrate the benefits of a CAD based Design Decision Support System. COMMIT provides a system for storing knowledge about knowledge within the design process. It records design decisions, the actors who take them and the roles they play when doing so. ADS links COMMIT to an existing object-oriented CAD system, MicroStation/J from Bentley Systems. The project focuses on tackling the problem of managing design information without intruding too much on the design process itself. It provides the possibility to effectively link design decisions back to requirements, to gather rationale information for later stages of the building lifecycle, and to gather knowledge of rationale for later projects. The system enables members of the project team, including clients and constructors, to browse and search the recorded project history of decision making both during and after design development. ADS aims to facilitate change towards a more collaborative process in construction design, to improve the effectiveness of decision-making throughout the construction project and to provide clients with the facility to relate design outcomes to design briefs across the whole building life cycle. In this paper we will describe the field trials of the ADS prototype carried out over a three-month period at the Building Design Partnership (BDP) Manchester office. The objective of these trials is to assess the extent, to which the approach underlying ADS enhances the design process, and to gather and document the views and experiences of practitioners. The ADS prototype was previously tested with historical data of real project (Peng, Cerulli et al. 2000). To gather more valuable knowledge about how a Decision Support System like ADS can be used in practice, the testing and evaluation will be extended to a real project, while it is still ongoing. The live case study will look at some phases of the design of a mixed residential and retail development in Leeds, UK, recording project information while it is created. The users’ feedback on the system usability will inform the continuous redevelopment process that will run in parallel to the live case study. The ADS and COMMIT Projects were both funded by EPSRC.
keywords Design Rationale, Design Support Systems, Usability Evaluation
series CAAD Futures
email c.cerulli@sheffield.ac.uk
last changed 2006/11/07 06:22

_id ecaade2008_103
id ecaade2008_103
authors Chase, Scott; Schultz, Ryan; Brouchoud, Jon
year 2008
title Gather ’round the Wiki-Tree
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 809-816
summary The growth of internet based communication has facilitated the development of open source, collaborative projects. Here we describe the results of three ‘Wikitecture’ experiments in collaborative, open source architectural design within the virtual world Second Life. We describe the in-world platform developed and its use for a design competition entry. Issues such as contribution assessment and the role of open source collaborative design in architecture and construction are discussed, concluding with a wish list for future enhancements.
keywords Virtual worlds, wikis, open source architecture, collaborative design
series eCAADe
email s.c.chase@strath.ac.uk, ryan.schultz@studiowikitecture.com, jbrouchoud@gmail.com
last changed 2008/09/09 13:55

_id caadria2003_c1-3
id caadria2003_c1-3
authors Cheng, N. Y. and Lane-Cummings, S.
year 2003
title Using Mobile Digital Tools for Learning about Places
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 145-156
summary To explore how mobile digital tools can bring students out from isolated classrooms, we tested several for use in design studio site visits. We focused on small, off-the-shelf tools that are inexpensive and easy to upgrade. In this paper we identify the logistical, efficiency, and learning considerations for the selection and introduction of mobile digital tools , with observations about device usability and administration that are applicable to other kinds of technology introduction. We found that adoption of a tool depends on several factors, including ease of use and inconspicuous nature. Compared to traditional tools, most of these tools require a great deal of set-up time before students can use them efficiently. In addition, they require docking with a computer to analyze the information collected in the field. As a result, most of the learning takes place in the studio, rather than in the field. Our eventual goal is to clarify the potentials of place-recording tools, making it easier to gather and use a toolkit for specific situations.
series CAADRIA
email nywc@uoregon.edu, clc@uoregon.edu
last changed 2003/12/02 06:47

_id 2524
authors Corrao, R. and Fulantelli, G.
year 1999
title The Web to Support Creative Design in Architecture
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 275-283
summary The use of the web in a didactic context appears to be extremely meaningful and effective. In Architecture, the web has huge potential: among others, it has the ability to gather an enormous amount of information, and the ability to create an active learning environment, one which affords the learner opportunities to engage and think. The paper reports on a Web Based Instruction (WBI) system developed at the Italian National Research Council -Institute for Educational and Training Technologies- to support design activities for students of the Italian Faculty of Architecture and Civil Engineering. Original features of the system allow students to study and design in an effective way. Specifically, a particular set of "virtual stationery items" has been implemented and integrated in the system to help students, enrolled on on-line courses, to mimic important traditional study activities, still gaining all the advantages of using the Web. These tools are integrated with communication tools in the same learning environment. A very important feature of the WBI system is that authorised users can enrich the information network in the system, by adding new pages and new links. In the paper we report on the structure of the system, with particular focus on the information domain. Some of the "working tools" which allow users to simulate traditional study activities and the hypertext extension mechanism are also described.
series AVOCAAD
last changed 2005/09/09 08:48

_id ecaade2018_176
id ecaade2018_176
authors Fisher-Gewirtzman, Dafna and Polak, Nir
year 2018
title Integrating Crowdsourcing & Gamification in an Automatic Architectural Synthesis Process
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 439-444
summary This work covers the methodological approach that is used to gather information from the wisdom of crowd, to be utilized in a machine learning process for the automatic generation of minimal apartment units. The flexibility in the synthesis process enables the generation of apartment units that seem to be random and some are unsuitable for dwelling. Thus, the synthesis process is required to classify units based on their suitability. The classification is deduced from opinions of human participants on previously generated units. As the definition of "suitability" may be subjective, this work offers a crowdsourcing method in order to reach a large number of participants, that as a whole would allow to produce an objective classification. Gaming elements have been adopted to make the crowdsourcing process more intuitive and inviting for external participants.
keywords crowdsourcing and gamification; urban density; optimization; automated architecture synthesis; minimum apartments; visual openness
series eCAADe
email ardafna@ar.technion.ac.il
last changed 2018/07/24 10:23

_id ijac201412405
id ijac201412405
authors Gómez Zamora, Paula and Matthew Swarts
year 2014
title Campus Information-and-knowledge Modeling: Embedding Multidisciplinary Knowledge into a Design Environment for University Campus Planning
source International Journal of Architectural Computing vol. 12 - no. 4, 439-458
summary This article gives an overview of our research approach in collecting specific information and multidisciplinary knowledge with the aim of integrating them into a model for the planning of a university, supported by a design environment. Our goal is to develop a strategy for modeling raw information and expert knowledge for the Georgia Tech Campus. This research was divided into three stages: First, we identified a variety of written sources of information for campus planning, extracting and distinguishing raw information from disciplinary knowledge. Second, we selected the elicitation methods to gather knowledge directly from experts, with the objective of performing qualitative assessments –effectiveness,efficiency,andsatisfaction–ofcertainfeaturesof the Georgia Tech Campus. Third, we interpreted the information and knowledge obtained and structured them into Bloom’s taxonomy of factual, conceptual, procedural and meta-cognitive, to define the specific modeling implementation strategies. Currently, we are implementing a Campus Landscape Information Modeling Tabletop in two phases. First, constructing an information-model based on raster and vector models that represent land types and landscape elements respectively, to perform quantitative assessments of campus possible scenarios. Second, embedding knowledge and qualitative aspects into a knowledge-model. The long-term goal is to include quantitative as well as qualitative aspects into a computational model, to support informed and balanced design decisions for university campus planning.This paper specifically focuses on the construction of the knowledge-model for Georgia Tech Landscape planning, its structure, its content, as well as the elicitation methods used to collect it.
series journal
last changed 2015/02/20 13:40

_id sigradi2014_032
id sigradi2014_032
authors Gómez Zamora, Paula; Matthew Swarts, Jennifer Grimes
year 2014
title Campus Information Model: A Participatory Design Tool to Support Qualitative Decision Making
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay- Montevideo 12,13,14 November 2014, pp. 39-43
summary This paper presents our Campus Information Model from a participatory perspective. The primary goal of our Campus Information Model (CIM) is to gather several disciplinary goals into a single model as the platform for collaboration. This intermediate-scale model integrates information and expert knowledge about a university campus design, including landscape planning and building design, allowing users to obtain quantitative feedback in real time to support design facilitating their specific goals. This paper describes first, the concept of collaboration; second, the collaborative system CIM; and third, the strategies to bring quantitative and qualitative goals to the same design environment.
keywords Campus Information Model; Participatory Design; Design Decision-making; Campus Design
series SIGRADI
email paulagomez@gatech.edu
last changed 2016/03/10 08:53

_id ascaad2010_109
id ascaad2010_109
authors Hamadah, Qutaibah
year 2010
title A Computational Medium for the Conceptual Design of Mix-Use Projects
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. 109-116
summary Mix use development is receiving wide attention for its unique sustainable benefits. Nevertheless, the planning and designing of successful mixed use projects in today's environment is a complex matrix of skill sets and necessary collaborations between various stakeholders and design professionals. From a design point of view, architects are required to manage and coordinate large information sets, which are many time at odds with one another. The expansive space of knowledge and information is at its best vague and substantially ill-structured. A situation that continues to overburden architects mental and intellectual ability to understand, address and communicate the design issue. In the face of this complex condition, designers are gravitating towards information modeling to manage and organize the expansive data. However, is becoming increasingly evident that current building information modeling applications are less suited for early design activity due to their interrupted and rigid workflows. Against this background, this paper presents a theoretical framework for a computational medium to support the designer during early phases of exploring and investigating design alternatives for mix-use projects. The focus is on the conjecture between programming and conceptual design phase; when uncertainty and ambiguity as at its maximum, and the absence of computational support continues to be the norm. It must be noted however, the aim of the medium is not to formulate or automate design answers. Rather, to support designers by augmenting and enhancing their ability to interpret, understand, and communicate the diverse and multi-faceted design issue. In literature on interpretation, Hans-Georg Gadamer explains that understanding is contingent on an act of construction. To understand something is to construct it. In light of this explanation. To help designers understand the design issue, is to help them construct it. To this end, the computational medium discussed in this paper is conceived to model (construct) the mix-use architectural program. In effect, turning it into a dynamic and interactive information model in the form of a graph (network). This is an important development because it will enable an entirely new level of interaction between the designer and the design-problem. It will allow the designer to gather, view, query and repurpose the information in novel ways. It will offer the designer a new context to foster knowledge and understanding about the ill-structured and vague design issue. Additionally, the medium would serve well to communicate and share knowledge between the various stakeholders and design professionals. Central to the discussion are two questions: First, how can architects model the design program using a graph? Second, what is the nature of the proposed computational medium; namely, its components and defining properties?
series ASCAAD
email qutaibah@mac.com
last changed 2011/03/01 06:36

_id caadria2015_086
id caadria2015_086
authors Huang, Weixin and Weiguo Xu
year 2015
title Generative Design Begins with Physical Experiment
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 117-126
summary It is understand the physical world is composed of various complex systems which behave and evolve in their own way. Through observing the motion of matters in physical world, we can start to understand various swarm behaviours, and these behaviours becomes a very rich library of references when exploring the potential of generative design. In the last 2 years, a new design procedure has been introduced in the digital architectural design studio of ** University. It does not start from site investigation or document research, but starts from any kind of physical experiment which the students are interested in. The students are asked to simulate the experiments in computer with software or scripts wrote by themselves. In the final stage, the students gather information through on-site investigation, and then use the digital tools they have developed to generate architectural design. Since the physical world is composed of huge amount of individual objects, all experiments explored in this design studio demonstrate certain swarm behaviours. These behaviours could be similar to that of the complex systems in architecture, or could imply new possibilities of organization in architecture.
keywords Generative design, complex system, experiment, simulation, parametric design
series CAADRIA
email huangwx@tsinghua.edu.cn
last changed 2015/06/05 05:14

_id eaea2005_39
id eaea2005_39
authors Kardos, Peter
year 2006
title The visual context of architectural and urban design processes
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 39-47
summary When designing, an architect in his imagination generates images, topics and drafts in various combinations. He is supported by his imagination, experience, know - how and ideological creative intentions. He is driven by the need to externally transmit, illustrate or explain his visualizations. The basis of the external communication is on one side the figurative interpretation of spatial manifestation of the conceptual suggestion and on the other hand the vision, perception or experience of the given solution projection by eyes of participants to the visual presentation. The above-mentioned process of verification or consensual examination is a principal requirement for creative progressing in finding solutions to an architectural problem. In the process of architectural education this phenomenon in studio conditions becomes a platform for students to gather professional experience in practical application of theoretical knowledge and in iterative verification of predication value quality of architectural or urbanistic proposal itself.
series EAEA
email kardos@fa.stuba.sk
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 18:46

_id 15
authors Kensek, Karen
year 1998
title Reconstruccion Digital de Arquitectura: Un Metodo de EnseÒanza en Modelaje, Rendering, y Animacion (Digital Reconstruction of Architecture: A Method of Training in Modelling, Rendering and Animation)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 132-139
summary Throughout time, scholars have been resurrecting the architecture of past ages, Sir Arthur Evans with the Palace of Knossos in Crete, Heinrich Schliemann with the ruins of Troy, and Thor Hyerdahl with the Kontiki and Ra ship reconstructions. Digital reconstruction provides a powerful means to portray architecture and environments that no longer exist; structures that exist in a decayed form can be restored to an appearance of their former condition; and artist's visions that never existed can be reinterpreted in three-dimensions. These types of projects are highly suitable for teaching students, especially in advanced classes, how to use computer graphics for modeling, rendering, and animation. It is often difficult to gather accurate geometric and texture data and the information that is available is often ambiguous or even contradictory. The ambiguity of the information forces the students to truly study and attempt to comprehend what they are trying to model. Indeed, working with incomplete and contradictory graphical information is a normal part of architectural practice that one often has to deal with in the early stages of design
series SIGRADI
email kensek@usc.edu
last changed 2016/03/10 08:53

_id acadia17_330
id acadia17_330
authors Krietemeyer, Bess; Bartosh, Amber; Covington, Lorne
year 2017
title Shared Realities: A Method for Adaptive Design Incorporating Real-Time User Feedback using Virtual Reality and 3D Depth-Sensing Systems
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 330- 339
summary When designing interactive architectural systems and environments, the ability to gather user feedback in real time provides valuable insight into how the system is received and ultimately performs. However, physically testing or simulating user behavior with an interactive system outside of the actual context of use can be challenging due to time constraints and assumptions that do not reflect accurate social, behavioral, or environmental conditions. Employing evidence based, user-centered design practices from the field of human–computer interaction (HCI) coupled with emerging architectural design methodologies creates new opportunities for achieving optimal system performance and design usability for interactive architectural systems. This paper presents a methodology for developing a mixed reality computational workflow combining 3D depth sensing and virtual reality (VR) to enable iterative user-centered design. Using an interactive museum installation as a case study, user pointcloud data is observed via VR at full scale and in real time for a new design feedback experience. Through this method, the designer is able to virtually position him/herself among the museum installation visitors in order to observe their actual behaviors in context and iteratively make modifications instantaneously. In essence, the designer and user effectively share the same prototypical design space in different realities. Experimental deployment and preliminary results of the shared reality workflow are presented to demonstrate the viability of the method for the museum installation case study and for future interactive architectural design applications. Contributions to computational design, technical challenges, and ethical considerations are discussed for future work.
keywords design methods; information processing; hci; VR; AR; mixed reality; computer vision
series ACADIA
email eakriete@syr.edu
last changed 2017/10/17 09:12

_id sigradi2016_636
id sigradi2016_636
authors Lacroix, Igor; Paranhos, Paulo Henrique; Aviani, Francisco Leite; Silva, Neander Furtado
year 2016
title Estudo de detalhamento estrutural da Catedral de Palmas – TO, Brasil [Structural study of Palmas Cathedral, Brazil]
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.528-533
summary This article presents a study for the structure of Palmas Cathedral, designed by architect Paulo Henrique Paranhos. The goal is to gather a set of parametric modeling and rapid prototyping techniques, aiming the efficiency and automation of parts of the design and fabrication process for the steel truss that constitutes the coverage of the project in question. It discusses the expansion of the architect’s work field. Once the professional holds the application of advanced technologies focusing on construction and manufacturing, will be able to take responsibility for parts of the engineering design.
keywords Collaboration; Parametric design; Rapid prototyping; Structural design; Steel structure
series SIGraDi
email igorlacroix@gmail.com
last changed 2017/06/21 12:20

_id 3a28
authors Laiserin, Jerry
year 2002
title From atelier to e-telier: virtual design studios
source Architectural Record
summary The design studio, as physical place and pedagogical method, is the core of architectural education. Ateliers clustered around rue Napoleon in Paris defined the École des Beaux Arts. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. From programs, schemes, and parti to desk crits, pin-ups, and charrettes-language and behavior learned in the studio establish the profession's cultural framework. Advances in CAD and visualization, combined with technologies to communicate images, data, and "live" action, now enable virtual dimensions of studio experience. Students no longer need gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up-if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to favor collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The catch is predicting whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series journal paper
last changed 2003/04/23 13:50

_id ascaad2014_030
id ascaad2014_030
authors Langenhan, Christoph; Sahm Alexander; Petzold Frank; Seifert Arne and Teichert Astrid
year 2014
title Mobile Application to Collect Information About Architecture to Obtain a Collective Knowledge Base: 'ar:searchbox.app'
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. 375-382
summary During the early stages of the architectural design process, students and architects seek information for inspiration, and to evaluate design ideas or similar solutions. An essential part of design education therefore involves building up a knowledge base of already built or designed buildings. Most students gather such information by visiting or researching building designs, for example through photos taken on design studio field trips. These photos are used for studio work or archived for later use. The “ar:searchbox.app” aims to support this in two ways. Firstly, by supporting easy mobile information acquisition and sharing, as well as the semi-automatic derivation of high quality metadata; and secondly, by employing urban environment sensitive search and similarity-based browsing strategies to support mobile education as well as a web-based access to the information. To provide long-term access and to establish an information base that is not restricted to a single design studio, the “ar:searchbox.app” builds on our previous “ar:searchbox” project which uses a central media server called “mediaTUM” that provides a handling concept for flexible metadata schemas and scalable infrastructures.
series ASCAAD
email langenhan@tum.de
last changed 2016/02/15 12:09

_id f109
authors Luis Fernando Borrero
year 2001
title Deliver E room : a new physical space for the residential units to come
source University of Washington, Design Machine Group
summary The need to allocate vendors of the 13th century castles gave origin to a large hall where all could gather,work and sleep.The need of ice boxes to be constantly replenished in the early 20th century gave origin to the ice/service entrance in many houses.In the 1950 ’s the milkman model brought also the milk- box,a unit to be installed or built into customer’s homes. Once again,deliveries will influence the architecture of the households,fueled this time by the e-commerce economy. Soon, a new appliance that will enable the unattended delivery of physical goods is going to be part of future households,and architects will have to plan ahead in order to accommodate this necessity of the Internet world. The space for this appliance, the deliver Eroom,will have to be accessible from the interior and exterior of the house, allow enough capacity for the appliance that must accommodate most if not all deliveries,and access to it will most probably be controlled through the Net.
series thesis:MSc
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 17:12

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