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 sigradi2012_84
id sigradi2012_84
authors Feijoó, Edmundo Daniel Quezada; Valdivieso, Xavier Eduardo Burneo
year 2012
title Arquitectura modular basada en la Teoría de los Policubos [Modular architecture based on the Theory of Polycubes]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 477-481
summary This paper analyzes the theory of polycubes from the basic unit the cube, until the formation of more complex shapes, understanding the assembly and operation of polycube parts, is part of the use of theory in architectural projects, determining the cubic module (dimensions) and its combination aspect. Relates modulation with numerical series for the distribution and creation of environments. In the end establishes two design methodologies based on the theory, that it will work in a ludic way and culminate in housing prototypes.
keywords Policubos; metodologías de diseño; leguaje espacial; gramática de las formas
series SIGRADI
last changed 2016/03/10 08:51

_id sigradi2005_240
id sigradi2005_240
authors Hernández, Silvia Patricia
year 2005
title Educational hypermedia: designing with confusion, discovery and video games
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 240-244
summary The aim of this work is to present some reflexions raised when designing teaching materials in hypermedia formats for architecture. We plan to work with the essential notions for design, creation and use of hypermedia technology in either traditional and/or distance learning. While doing this, we will go deep in the use of some tools of hypermedia design. We will go from formal models such as abstraction, taking as an example the use of video games, to interface elements. We will present different concepts that should be applied in the design of hypermedia; they help in assisting the user to discover and to increase his knowledge. We intend to promote an effective user. We aim to assess design emphasizing the ludic experience, according to what exists in the market and to the two works on hypermedia design from the author." [Full paper in Spanish]
series SIGRADI
last changed 2016/03/10 08:53

_id c9ed
authors Saito, Elena Keiko
year 1999
title Formal Alternatives Through Ludic Process Applied to Tessellation
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 101-108
summary The digital graphic systems development is evident during the alternative generation process, especially when the component objects are linked to a geometric base by modulation. In this sense, the tiling modular characteristics are used as geometric support which modulation or internal divisions contain material forms (objects in 3D) immaterial forms (spaces in 3D). That is to say that each tiling module can be projected or not in 3D. The way to do this consists of applying it not only as two-dimensional support but also as operational structure by means of operations of pure translation, in 3D. It is applied to architectural themes which systemic parts or components sectors admit repetitions of units (dwelling buildings, schools, offices, hotels, etc.) in plan floor levels and in elevation as well. When programmatic and morphological requirements are solved groups are organized conforming systems in two or three dimensions. In the alternative generation stage it is tried to avoid conditioning and restrictions developing a ludic process of "piling up tiles" simple concepts stimulating creativity for the production of innovating architectonic forms. Creative ideas can arise from the game playing with 3D forms. This paper attempts to show a manner to generate unusual architectural forms that, otherwise, within a traditional design process might not be found. Some architectural examples developed with this ludic procedure are presented.
series SIGRADI
last changed 2016/03/10 08:59

_id sigradi2013_164
id sigradi2013_164
authors Tosello, Maria Elena; María Georgina Bredanini Colombo; Matías Dalla Costa
year 2013
title Imaginando Mundos: Didáctica Proyectual para Aprendizajes Significativos y Colaborativos [Imagining Worlds: Project Didactics for Significant and Collaborative Learning]
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. 537 - 541
summary One of the challenges faced by design disciplines is how to activate the imagination, motivate and engage students and professors in significant and heuristic learning processes, integrating educative and design technologies in relation to a new epistemological, aesthetic and technical paradigm. A didactic proposal, that encourage a ludic and creative experience of collaborative construction of knowledge, is created starting from the task to imagine, design and build worlds. This article describes the basis, objectives, characteristics and results of the experience carried out in the 2013 Digital Graphics Studio, issued for Architecture and Visual Design students in a public Argentinian University.
keywords Significant learning; Collaborative learning; Blended learning; Project didactics; Educative technologies
series SIGRADI
last changed 2016/03/10 09:01

_id ecaade2009_046
id ecaade2009_046
authors Varano, Sandro; Truchot, Tristan; Bignon, Jean-Claude
year 2009
title Ludic and Didactic Paths in a Cultural Heritage Building: Prototype of a Learning System
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 631-638
summary This article proposes a conception method of ludic and didactic paths improving the acquisition of knowledge of archaeological and architectural heritage. In order to have an idea of a monument, the learner is guided and motivated following strategic paths during the 3D exploration and developing a memory map during the creation of knowledge. A prototype is realized and presented in order to see how this learning system guides the reasoning of the learner and can improve the acquisition of knowledge. We chose the Cheops Pyramid to Gizeh to illustrate our work.
wos WOS:000334282200076
keywords Learning system, archaeology and architecture, 3D navigation, strategic path, memory map
series eCAADe
last changed 2016/05/16 09:08

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