(2003)
Architecture in the digital age; design and manufacturing
, New York, Spon Press
(2003)
Enhancing Architectural Communication with Gaming Engines
, ACADIA 2003, 349–355
(2003)
Architecture in digital age: design and manufacturing
, Nova Iorque: Spon Press
(2003)
Genomic Architecture
, PHILLIPS, C., GANS, D. & KUZ, Z. (eds.) The organic approach to architecture. Academy Press
(2003)
A Computer Support Tool for the Early Stages of Architectural Design
, PhD Thesis, Eindhoven, The Netherlands, ISBN 90-386-1598-1
(2003)
Architecture and the Sciences: Exchanging Metaphors,
, ed. Picon, A & Ponte, A., Princeton Architectural Press, pp 292-313
(2003)
Special Issue on Gentrification
, Urban Studies, 40(12)
(2003)
Beijing Olympic Swim Center Designers Chosen
, Architectural Record 9(2003): 42
(2003)
Shape Generation Using Pareto Genetic Algorithms: Integrating Conflicting Design Objectives in Low-Energy Architecture
, International Journal of Architectural Computing 1 (4), 503-15
(2003)
Expressive form, a conceptual approach to computational design
, New York: Spon Press
(2003)
The game, the player, the World: looking for a heart of gameness
, Level Up: Digital Games Research Conference Proceedings: Utrecht: Utrecht Universit
(2003)
Design Research: Methods and perspectives
, MIT Press
(2003)
Studio-based teaching: history and advantages in the teaching of design
, World Transactions on Eng. and Tech., 269-272
(2003)
Traditional Domestic Architecture of the Arab Region
, Sharjah, UAE: American University of Sharjah
(2003)
Development of boundary structures for complex-shaped buildings
, Journal of Architectural Engineering, 9 (1), 18-25
(2003)
The phenomenology of synaesthesia
, J. Consciousness Stud. 10, 49–57
(2003)
Architecture in the Digital Age: Design and Manufacturing
, New York: Spoon Press
(2003)
The perfection of informality: Tools, templates, and patterns
, Cutter IT Journal, 16(9), 22-26
(2003)
The Levels of Conceptual Interoperability Model (LCIM)
, Proceedings IEEE Fall Simulation Interoperability Workshop, IEEE CS Press
(2003)
Immersion, Engagement and Presence: a method for analyzing 3-D video games
, M. J. P. Wolf & B. Perron (Eds.), The Video Game Theory Reader (pp. 67–86). Nova York/ Londres: Routledge