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

PDF papers
References

Hits 1 to 20 of 38

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id ecaaderis2023_41
id ecaaderis2023_41
authors Hadighi, Mahyar and Hadighi, Mehrdad
year 2023
title Between System and Improvisation: Aesthetic performance in Donald Judd’s 100 untitled works in mill aluminum
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 79–88
summary In this paper, we intend to analyze Donald Judd’s “100 untiled works in mill aluminum” to see whether they belong to a system, and, if so, what that system is and what delimits it. Our hypothesis is that there is a system driven by shape data, but the system is tempered by improvisational moments at multiple junctures in the project. We are interested in deciphering the systematic, but also the moments of artistic improvisation. To that end, we will look at the roots of data-driven design in the “serial” artworks of the early 1960’s documented in two Artforum essays by Bochner and Coplans, both citing Donald Judd. This period of artistic production is critical in the context of the development of shape grammars in computation which followed in the early 70’s with Stiny and Gips’s Shape Grammar essay. In 1983, Knight used shape grammar to describe the transformation of design languages. In the same period, Donald Judd, without the aid of computation or knowledge of shape grammar, developed a grammar towards the design of “100 untiled works in mill aluminum.” We intend to explore Judd’s 100 works as an example of the utilization of information and its analysis towards design and innovation, and to highlight the role of artistic improvisation in a systemic design process.
keywords Donald Judd, Design System, Shape Grammar, Serial Art.
series eCAADe
email
last changed 2024/02/05 14:28

_id sigradi2014_172
id sigradi2014_172
authors Santos, Fábio Lopes Souza; Rafael Goffinet de Almeida
year 2014
title Dan Graham e a cidade contemporânea: dispositivos espaciais, comportamentos e relações de poder
source SiGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 505-508
summary Dan Graham became an important reference in contemporary art developing since the 1960´s a series of works that maintain a profound relation with urban cultural phenomena. This article proposes the analysis of his works produced over the 1970´s and 1980´s which presents the use of technical supports like video, exhibition and surveillance systems and which guided his earlier aesthetic research – related to the “institutional critique” – to the investigations about the power relations between objects, public and the space where they are placed.
keywords Dan Graham; Contemporary Art; Contemporary Architecture; Contemporary City; Contemporary Spatiality
series SIGRADI
email
last changed 2016/03/10 09:59

_id sigradi2007_af93
id sigradi2007_af93
authors Sperling, David; Ruy Sardinha
year 2007
title Dislocations of the spatial experience: From earthwork to liquid architecture [Deslocamentos da experiência espacial: De earthwork a arquitetura líquida]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 423-427
summary This article reflects about the contemporary notion of “spatial experience” that can be drawn by means of the emergence of the “expanded field” in arts (Rosalind Krauss, 1979). For a perspective view of this notion and for its problematization in the current time we pretend to stablish a counterpoint between two historic moments related to the expansion of the spatial field and its experience: the 1960´s, with the focus on the immanent space by artistic propositions, and nowadays, with the ocurrence of “fusional fields” of art-architecture-landscape-digital media. We adopt as strategy to construct the question, the approximation of two paradigmatic works for their respective epochs: the “earthwork” Spiral Jetty of Robert Smithson, constructed in 1970 in the Great Salt Lake (Utah, USA) and the ephemeral architecture of Blur Building of Elizabeth Diller and Ricardo Scofidio, constructed in 2002 in the Lake Neuchatel, for the Suiss Expo (Yverdon-les-Bains – Suiss).
keywords Art; architecture; media; expanded field; spatial experience
series SIGRADI
email
last changed 2016/03/10 10:01

_id avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id d5c8
authors Angelo, C.V., Bueno, A.P., Ludvig, C., Reis, A.F. and Trezub, D.
year 1999
title Image and Shape: Two Distinct Approaches
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 410-415
summary This paper is the result of two researches done at the district of Campeche, Florianópolis, by the Grupo PET/ARQ/UFSC/CAPES. Different aspects and conceptual approaches were used to study the spatial attributes of this district located in the Southern part of Santa Catarina Island. The readings and analysis of two researches were based on graphic pistures builded with the use of Corel 7.0 e AutoCadR14. The first research – "Urban Development in the Island of Santa Catarina: Public Space Study"- examined the urban structures of Campeche based on the Spatial Syntax Theory developed by Hillier and Hanson (1984) that relates form and social appropriation of public spaces. The second research – "Topoceptive Characterisation of Campeche: The Image of a Locality in Expansion in the Island of Santa Catarina" -, based on the methodology developed by Kohlsdorf (1996) and also on the visual analysis proposed by Lynch (1960), identified characteristics of this locality with the specific goal of selecting attributes that contributed to the ideas of the place its population held. The paper consists of an initial exercise of linking these two methods in order to test the complementarity of their analytical tools. Exemplifying the analytical procedures undertaken in the two approaches, the readings done - global (of the locality as a whole) and partial (from parts of the settlement) - are presented and compared.
series SIGRADI
email
last changed 2016/03/10 09:47

_id be17
authors Chen, Yen-Jen and Chen, Ching-Yu
year 2000
title The Representation of Information Structure in the Cyber World. A Space Cognition Approach
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 351-356
doi https://doi.org/10.52842/conf.caadria.2000.351
summary The Internet, the place that people called "cyberspace", is a new place that people can explore in now. But we usually fell "astray" in there because there are no signs like roads, bridges, like it is in the physical world. This paper tries to cite the Lynch's (1960) urban design theory, then to develop a new Internet search mechanism's graphic user interface, and tries to help people explore in Internet more effectively.
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade2023_363
id ecaade2023_363
authors Fleckenstein, Julia, Bertagna, Federico, Piccioni, Valeria, Fechner, Mareen, Düpree, Mia, DAcunto, Pierluigi and Dörfler, Kathrin
year 2023
title Revisiting Breuer through Additive Manufacturing: Passive solar-control design strategies for bespoke concrete building envelope elements
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, pp. 527–538
doi https://doi.org/10.52842/conf.ecaade.2023.1.527
summary With the IBM Research Center in La Gaude, France (1960-1962), the architect Marcel Breuer pioneered a novel industrial approach towards modular construction using precast façade elements for on-site assembly, combining load-bearing and solar control functions in their configuration. This industrial production method involved a high level of standardization, which was a practical response to the need for rapid and cost-effective construction systems. However, this standardization limited the ability to create custom elements to meet specific local requirements, such as variations in solar exposure. To overcome this limitation, new methods of Additive Manufacturing in Construction (AMC) could enhance design flexibility, allowing for bespoke designs while still maintaining industrialisable production processes. This paper draws inspiration from Breuer's building design with the aim to expand the concept of element prefabrication by incorporating performance-based and locally customized design approaches supported by AMC technology. As such, the authors present the method and results of an experimental case study for multi-scale-differentiation of building envelope elements, which design was informed by solar radiation simulations and AMC-related boundary conditions. The research describes an algorithmic based design-to-production workflow combining computational design and simulation methods using geometry-based graphical methods for solar control and solar radiation simulations for form-based changes, leveraging the potential of Selective Cement Activation (SCA) as an AMC technology. The workflow was tested and evaluated on behalf of the design and additive manufacturing of a building envelope element at full building scale.
keywords additive manufacturing in construction, performance-oriented computational design, passive solar control, climate-aware design, functional hybridization
series eCAADe
email
last changed 2023/12/10 10:49

_id sigradi2021_151
id sigradi2021_151
authors Gameiro, Raquel and Paio, Alexandra
year 2021
title IDEAS: Interactive Database for Experimental Architecture and Spatial Practices
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 643–655
summary The interface of science and technology has become a fruitful transdisciplinary research field for spatial practices. To address this hybridization of space-related research, it is fundamental to ask what kind of practices are emerging within this context. To promote easy access and the dissemination of methodologies applied in innovative experimental spatial practices, the present study proposes the creation of a web-based Interactive Database for Experimental Architecture and Spatial Practices, IDEAS. Therefore, we will scope, observe, examine, and classify the digital cultural landscape in the 1960-2020 period. This paper describes the methodology applied to develop IDEAS.
keywords Spatial practices, Data gathering, Taxonomy, Architecture Wiki, Interactive Repository
series SIGraDi
email
last changed 2022/05/23 12:11

_id ecaade03_427_177_gibson
id ecaade03_427_177_gibson
authors Gibson, Kathleen
year 2003
title Spatial Mapping: Connections between Virtual and Physical Navigation
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 427-432
doi https://doi.org/10.52842/conf.ecaade.2003.427
summary Using Lynch’s (1960) treatise The Image of the City as a model, user navigation of e-retailing web sites was analyzed using defined categories: paths, districts, edges, nodes, and landmarks. Results from this study suggest that elements in the urban landscape and their use by individuals for way finding and legibility may be similar to those necessary for navigating the World Wide Web.
keywords Spatial mapping; way finding; e-retailing; built environment; world wideweb
series eCAADe
email
more http://www.humec.cornell.edu/faculty/facultybio.cfm?netid=kjg4&facs=1
last changed 2022/06/07 07:51

_id 70c4
authors Gross, M.D., Do, E.Y.-L. and Johnson, B.R.
year 2000
title Beyond the low-hanging fruit: Information technology in architectural design past, present and future
source W. Mitchell and J. Fernandez (eds), ACSA Technology Conference, MIT Press, Cambridge MA
summary Today's commercial CAD software is the product of years of research that began in the 1960's and 1970's. These applications have found widespread use in the architectural marketplace; nevertheless they represent only the first fruits of research in computer aided design. New developments based on research in human-computer interaction (HCI), computer-supported collaborative work (CSCW), and virtual reality (VR) will result in a next generation of tools for architectural design. Although preliminary applications to design have been demonstrated in each of these areas, excellent opportunities remain to exploit new technologies and insights in service of better design software. In this paper we briefly examine each of these areas using examples from our own work to discuss the prospects for future research. We envision that future design technologies will develop from current and traditional conventions of practice combined with forward looking application of emerging technologies. In HCI, pen based interaction will allow architects to use the pencil again, without sacrificing the added power of computer aided design tools, and speech recognition will begin to play a role in capturing and retrieving design critique and discussion. In CSCW, a new generation of applications will address the needs of designers more closely than current general purpose meeting tools. In VR, applications are possible that use the technology not simply to provide a sense of three-dimensional presence, but that organize design information spatially, integrating it into the representation of artifacts and places.
series other
email
last changed 2003/04/23 15:50

_id ecaade2018_169
id ecaade2018_169
authors Kasahara, Maki, Matsushita, Kiwa and Mizutani, Akihiro
year 2018
title Learning from Generative Design System in the 60's - Case Study of Agricultural City Project by Kisho Kurokawa
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. 95-102
doi https://doi.org/10.52842/conf.ecaade.2018.2.095
summary The concept of generative design in Architecture and Urbanism can be found in the 60's before the wide availability of computer technology. This paper decodes one of the urban projects by Metabolist in 1960, which was intended to be a generative system applicable to other sites and evolves over time. Through our analysis, we de-code the formulation process, and verified our hypothesis by re-coding into the program using the software, Rhinoceros and Grasshopper. We found that the determinate factors rule more at the macro level of the project, but the parameters are set by taking the local conditions into account. At the micro level, the system leaves more freedom to accommodate various needs, reflecting the philosophy of the Metabolists. The investigation on this historical predecessor can provide useful insights for parameter settings in future generative system design.
keywords Generative Design; Grasshopper; Kisho Kurokawa
series eCAADe
email
last changed 2022/06/07 07:52

_id 4cb3
authors Kwartler, Michael
year 1995
title Beyond the Adversial: Conflict Resolution, Simulation and Community Design
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary Fundamentally, the design of communities in the United States is grounded in the Constitution’s evolving definition of property and the rights and obligations attendant to the ownership and use of real property. The rearticulation of Jefferson’s dictum in the Declaration of Independence; “that individuals have certain inalienable rights, among these are life, liberty, and the pursuit of happiness” to the Constitution’s “life, liberty and property” represents a pragmatic understanding of the relationship between property and the actualization of the individual in society. In terms of community design, this means extensive public involvement and participation in not only the formulation of rules and regulations but of individual projects as well.

Since the 1960’s as planning and community design decision making has become increasingly contentious, the American legal system’s adversial approach to conflict resolution has become the dominant model for public decision making. The legal system’s adversial approach to adjudication is essentially a zero-sum game of winners and losers, and as most land-use lawyers will agree, is not a good model for the design of cities. While the adversial approach does not resolve disputes it rarely creates a positive and constructive consensus for change. Because physical planning and community design issues are not only value based, community design through consensus building has emerged as a new paradigm for physical planning and design.

The Environmental Simulation Center employs a broad range of complementary simulation and visualization techniques including 3-D vector based computer models, endoscopy, and verifiable digital photomontages to provide objective and verifiable information for projects and regulations under study.

In this context, a number of recent projects will be discussed which have explored the use of various simulation and visualization techniques in community design. Among them are projects involved with changes in the City’s Zoning Regulations, the community design of a major public open space in one of the region’s mid-size cities, and the design of a new village center for a suburban community, with the last project employing the Center’s userfriendly and interactive 3-D computer kit of parts. The kit - a kind of computer “pattern book” is comprised of site planning, urban and landscape design and architectural conventions - is part of the Center’s continuing effort to support a consensus based, rather than adversial based, public planning and design process.

keywords Architectural Simulation, Real Environments
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id 8d4d
id 8d4d
authors Leymarie F, Derix C, Miranda P, Coates P, Calderon C
year 2008
title Medial Representations for driving the Architectural Creative Process
source International Architecture Symposium, Barcelona, April 2008
summary Medial representations of shape provide a powerful framework for the analysis and genesis of architectural forms,layouts, landscapes, cityscapes. In this paper we explore their potential use in driving the architectural creative process for 2D and 3D applications. We consider both the aspects of (i) the analysis of exisiting architectural layouts, and (ii) the genesis of novel ones. The archetypal medial representation of shape is the “medial axis” of Harry Blum (circa 1960). Boundary elements, the outline samples of the objects of interest, are used as the source of a wavefront propagation, for which the quenching points constitute axial symmetries. In 2D layout applications the resulting medial axis (MA) takes the form of a graph which unites geometry and topology of the objects and the field they occupy in one single framework. In the following we first survey the topic of shape representation via medial structures and consider their specific use in architectural analysis and genesis. We then report of early works in extending such ideas for novel applications relevant to architecture.
keywords medial axis, spatial representation, user perception, occupancy
series book
type normal paper
email
last changed 2012/09/20 22:05

_id cf2011_p110
id cf2011_p110
authors Mcmeel, Dermott
year 2011
title I think Therefore i-Phone: The influence of Pervasive Media on Collaboration and Multi-Disciplinary Group Work
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 69-84.
summary The study of value and its transfer during the multi-disciplinary process of design is stable fodder for research; an entire issue of Design Studies has been devoted to Values in the Design Process. By scrutinising design meetings Dantec (2009) and Ball (2009) separately examine the mechanisms of value transfer between the agents involved in design (clients, designers, engineers). Dantec suggests this is best understood in terms of requirement, values and narrative; Ball proposes it should be viewed as a combination of "analogical reasoning" and "environmental simulation". If we look at Vitruvius and his primary architectural manual (Pollio 1960) we find values‚Äîin the form of firmitas, utilitas and venustas‚Äîembedded in this early codification of architectural practice. However, as much current research is restricted to design practice what occurs when value frameworks move between domains of cultural activity (such as design to construction and vice-versa) is not privileged with a comparably sizable body of research. This paper is concerned with the ongoing usage of pervasive media and cellular phones within communications and value transfer across the disciplinary threshold of design and construction. Through participation in a building project we analyse the subtleties of interaction between analogue communication such as sketches and digitally sponsored communication such as e-mail and mobile phone usage. Analysing the communications between the designer and builder during construction suggests it is also a creative process and the distinctions between design and construction processes are complex and often blurred. This work provides an observational basis for understanding mobile computing as a dynamic ‚Äòtuning‚Äô device‚Äîas hypothesized by Richard Coyne (2010)‚Äîthat ameliorates the brittleness of communication between different disciplines. A follow up study deploys ‚Äòdigital fieldnotes‚Äô (dfn) a bespoke iPhone application designed to test further suppositions regarding the influence exerted upon group working by mobile computing. Within collaboration individual communiqu_©s have different levels of importance depending on the specific topic of discussion and the contributing participant. This project furthers the earlier study; expanding upon what mobile computing is and enabling us to infer how these emergent devices affect collaboration. Findings from these two investigations suggest that the synchronous and asynchronous clamour of analogue and digital tools that surround design and construction are not exclusively inefficiencies or disruptions to be expunged. Observational evidence suggests they may provide contingency and continue to have value attending to the relationship between static components‚Äîand the avoidance of failure‚Äîwithin a complex system such as design and construction.
keywords collaboration, design, mobile computing, digital media
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 2
authors Montagu, Arturo
year 1998
title Desde La Computacion Grafica a los Sistemas CAD Actuales. Una Vision Historica de la Revolucion Producida en los Sistemas de Representacion Grafica (1966-1998) (From Graphical Computation to Present CAD Systems. An Historical Vision of the Revolution Produced in the Systems of Graphical Representation (1966-1998))
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 14-21
summary Throughout these pages are made known the persons, the projects and the books that have influenced my actions and that they will be mentioned in form underlined in this paper. I have to emphasize that since 1965 to 1970, and in the continuous search that I was accomplishing to find data and bibliography adapted to the topic of computer graphics, only two series of publications contained topics related to this matter at that time: one was the IBM Journal and the other series was the communications of the ACM. The purpose of this work is to make known an experience accomplished throughout 30 years of intense activity in finding new methods of drawing and design, based on the use of digital computers, mainly in Argentina, and during certain periods of time in Great Britain and since 1971 during short visits to the United States and also in France. The first idea emerged in the year 1965 when I was assistant teacher at the School of Architecture of the University of Buenos Aires, as a combination of ideas between the concepts of spatial geometry and the current morphological studies that we taught in the Course of professor Gaston Breyer. However the idea of automatic drawing emerged observing the operation of the first scientific digital computer installed in the Computing Institute of the Faculty of Sciences of the University of Buenos Aires in 1963 (Sadosky 1963). At the beginning, the approach to the computer were not accomplished from a strictly scientific point of view, but it was implying a kind of "sincresis" (Koheler 1940) it is more than a synthesis, because I was tried to combine ideas that have had its origin in different worlds of thinking, the analogous world and the digital world, and this situation was very difficult to accept at that time.The designing procedures in the decade 1960's was deeply rooted (and still continues) in the architectural design field as a result of a drawing process based in heuristic techniques.
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2005_575
id sigradi2005_575
authors Murad, Carlos Alberto; Claudia Veloso, Aline Andrade
year 2005
title The poetic of sight: eye-driven landscapes
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 575-579
summary This paper is based on the phenomenological approach of the imagination and poetic image of the philosopher Gaston Bachelard (1957, 1960), through a discussion of the role played by imaginary impulse in the comprehension and representation of urban nature. Our aim is to explore the epistemological potential of a poetic interpretation of eye-driven landscapes by an ontology of sight. We will do so by exploring two topopoetics themes given by Bachelard`s phenomenology, such as a blue sky deepness e o movement of intimate immensity, from which Win Wenders`s cinematic urban spaces will be analyzed. We believe the poetic contemplation of film framing would be a way from where the city and its eye-driven landscapes would meet their full human destiny. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:55

_id cf2005_1_31_28
id cf2005_1_31_28
authors PENG Chengzhi
year 2005
title Townscaping: Development of Dynamic Virtual City Augmented 3D Sketch Design Tools
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 105-114
summary The paper presents the development of an experimental Web-based design environment called Townscaping to be used at the conceptual stage of architectural and urban design. Inspired by Gordon Cullen's seminal work on Townscape (1960's-1970's), the idea of Townscaping is to explore how 3D digital sketch design tools could be developed to operate in connection with a dynamic virtual city system under a user's direct control. A prototype of Townscaping has been designed and implemented on the basis of an existing dynamic virtual city system. In Townscaping, a set of tools is provided for users to create and edit 3D graphic elements to be positioned directly onto the user-specified virtual city models. One of the key features of Townscaping is to enable sketching while navigation: designers can perform sketch design and gain immediate visual feedback while navigating the 3D virtual city models to any viewpoint at any moment. The current study suggests that it is feasible for virtual city models to serve as interactive urban contexts for 3D sketch design. Townscaping is considered primarily a research platform with which we are interested in investigating if designers' engaging in 3D space conceptions may be enhanced through interacting and sketching with virtual townscapes.
keywords virtual city, 3D sketch design, interactive urban visualisation, web-based design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id acadia13_327
id acadia13_327
authors Raspall, Felix; Imbern, Matías; Choi, William
year 2013
title Adaptive Tectonic Systems: Parametric Modeling and Digital Fabrication of Precast Roofing Assemblies Toward Site-Specific Design Response
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. 327-336
doi https://doi.org/10.52842/conf.acadia.2013.327
summary In order to design adaptable systems, the requirements include flexible models to generate a range of alternative configurations, analytical engines to evaluate performance, and well-defined selection criteria to identify suitable options. In most cases, design processes driven by performance concentrate on environmental or structural parameters; fabrication often remains disconnected from the generative process. Nonetheless, as design-to-fabrication methods become more robust, it is possible to extend the digital process to introduce fabrication variables to the definition of the project. The main focus of the research presented in this paper is the development of a digital and material workflow that connects design, structural and climate-specific topics (such as sun lighting and water drainage) toward producing a range of efficient structural and spatial assemblies.A case study serves as the main support for this investigation. Miguel Fisac’s “bones” is a light-weight roof system developed during the 1960’s, which had a very well-calibrated structural, natural-lighting, drainage and construction performance, as well as a highly refined spatial output. The system, despite its intelligence, lacked the flexibility possible today: using digital technologies, it can adapt to a significantly wider range of applications. Using “bones” as a starting point, this research develops a design-to-fabrication workflow that attempts to move forward tools, material systems and processes to enable an adaptable tectonic system.This paper describes the background research, concept, form-finding, construction process, methodology, results and conclusions of the investigation.
keywords complex systems, parametric design, integrated design and fabrication, mass customization, Miguel Fisac bones, adaptive material system
series ACADIA
type Normal Paper
email
last changed 2022/06/07 08:00

_id cf2017_682
id cf2017_682
authors Rocha, Joao
year 2017
title Design and Architecture for the Dawn of the Personal Computer: The Pioneer Vision of Adriano Olivetti
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 682-701.
summary In 1952 the Italian Olivetti Company opened a study laboratory on electronic calculators in New Canaan, USA; in 1955 it created an electronic research laboratory in Pisa and two years later, co-founded a company to produce electronic conductors. In 1959 it presented ELEA 9003 and in 1965 the P101, respectively the first full transistorized computer and the first desktop computer. This paper aims to investigate how the Olivetti Company accomplished in such a brief period of time a pioneer vision in the field of computing. By one hand it seeks to highlight the forerunner idea of Adriano Olivetti (1901-1960) for an integrated awareness of what computing could become and on the other hand, how that wakefulness fostered an innovative agenda among architects, designers, filmmakers and scientists for the invention of the computer as an artifact expression of an epoch. This successful endeavor anticipated what would become the concept of personal computing. Moreover the paper underlines how the early commercial development of Olivetti and IBM computing flourished in the context of the Universal Exhibitions of Brussels and New York.
keywords Olivetti, Computing, Architecture, Mario Tchou, Ettore Sottsass, IBM
series CAAD Futures
email
last changed 2017/12/01 14:38

For more results click below:

this is page 0show page 1HOMELOGIN (you are user _anon_843683 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002