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 516

_id 03d0
authors Neiman, Bennett and Bermudez, Julio
year 1997
title Between Digital & Analog Civilizations: The Spatial Manipulation Media Workshop
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 131-137
doi https://doi.org/10.52842/conf.acadia.1997.131
summary As the power shift from material culture to media culture accelerates, architecture finds itself in the midst of a clash between centuries-old analog design methods (such as tracing paper, vellum, graphite, ink, chipboard, clay, balsa wood, plastic, metal, etc.) and the new digital systems of production (such as scanning, video capture, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc.). Moving forward requires a realization that a material interpretation of architecture proves limiting at a time when information and media environments are the major drivers of culture. It means to pro-actively incorporate the emerging digital world into our traditional analog work. It means to change.

This paper presents the results of an intense design workshop that looks, probes, and builds at the very interface that is provoking the cultural and professional shifts. Media space is presented and used as an interpretive playground for design experimentation in which the poetics of representation (and not its technicalities) are the driving force to generate architectural ideas. The work discussed was originally developed as a starting exercise for a digital design course. The exercise was later conducted as a workshop at two schools of architecture by different faculty working in collaboration with it's inventor.

The workshop is an effective sketch problem that gives students an immediate start into a non-traditional, hands-on, and integrated use of contemporary media in the design process. In doing so, it establishes a procedural foundation for a design studio dealing with digital media.

series ACADIA
email
last changed 2022/06/07 07:58

_id 9
authors Stipech, Alfredo
year 1998
title Un Nuevo Horizonte Arquitectonico, Productivo e Intelectual (A New Architectural, Productive and Intelectual Horizon)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 76-83
summary This work presents the pedagogical experience of a Design Workshop that investigated the impact of the digital and analogic means on the architectonic design process This work was based on the research of Dr. Arch. Julio BermÝdez who also directed this workshop in 1997. This class was part of the Training Program organized by the "Centro de Informatica y Diseho" (CID) at the "Universidad Nacional del Litoral" FADU (Facultad de Arquitectura Diseho y Urbanismo) Santa Fe, Argentina and made possible by the ongoing International Program of Academic Exchange between the FADU and the (University of Utah Graduate School of Architecture (IPAE Project NO 4). The experimental studio utilized an architectural problem to study the procedural, technical, interpretative and theoretical issues associated with the relationship of contemporary media and design process. The pedagogical vehicle was a program that expresses in itself the meeting or collision between two cultures competing for dominance at the end of the millennium: the immemorial material culture (corporeal, tectonic) and the new and everyday more influent virtual culture (information, nets, media, simulation). The premise for the design process, communication and criticism was the constant migration between the digital and analog representation systems. Within this theoretical-practical context semantic aspects containing different representation modalities were used such as physical and electronic models along with systematic and sensitive drawings (manuals, pixels and with CAD). Hybrid interfaces took a leading role in the process since they allowed the communication between analog and digital media through the creative and technical interaction between scanner, video and computer. This architectural and media context generated an intense pedagogic environment fostering the development of creativity and a critical attitude while allowing concrete breakthroughs in the teaching process and format design. Our work reflects on these results showing examples of stud-go works and providing a final evaluation of this unique experience in Argentina.
series SIGRADI
email
last changed 2016/03/10 10:01

_id cb26
authors Koutamanis, Alexander
year 1997
title Digital Architectural Visualization
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.p8n
summary The traditional emphasis of architectural education and practice on spatial visualization has contributed to the development of an overtly visual architectural culture which agrees with our predominantly visual interaction with the built environment. The democratization of computer technologies is changing architectural visualization in two significant ways. The first is that the availability of affordable, powerful digital versions of analogue visual media and of new, complementary techniques is facilitating the application of computer visualization in most aspects of the design and management of the built environment. The second is the opening of a wide and exciting new market for visualization in information systems, for example through interfaces that employ spatial metaphors, which arguably are extensions of the three dimensional structures the architect knows better than other design specialists of today.

The transition from analogue to digital visualization poses questions that encompass the traditional investigation of relationships between geometric representations and built form, as well as issues such as a unified theory of architectural representation, the relationships between analysis and visualization and the role of abstraction in the structure of a representation. In addition to theoretical investigations, the utilization of new possibilities in architectural visualization requires technology and knowledge transfer from areas other than computer science. The integration of such transfers suggests flexible, modular approach which contradicts the holistic, integral principles of computer-aided architectural design.

keywords Visualization
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/koutam/koutam1.htm
last changed 2022/06/07 07:50

_id 29cf
authors Martens, B., Linzer. H. and Voigt, A. (Ed.)
year 1997
title Challenges of the Future
source 15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0 / Vienna (Austria) 17-20 September 1997, CD-Rom
doi https://doi.org/10.52842/conf.ecaade.1997
summary As most of us have observed in the past few years, we have begun to emerge as intermediaries between education, practice and the new technologies. We have begun to provide new computational research orientations to the generation of knowledge about design and design&planning process. Over and above acting as a medium of access to tools, we have begun to function in new roles in our schools as strengthening the presence of theories and the intellectual content of design and planning education.

The emergence of new media and techniques are further influencing our function as interpreters of the conceptual implications of change and development. This is the challenge of ECAADE Vienna 97. We believe that it will be an exhilarating experience.

keywords Collaborative Teamwork, Digital Design Process, Spatial Modeling
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/
last changed 2022/06/07 07:49

_id 536e
authors Bouman, Ole
year 1997
title RealSpace in QuickTimes: architecture and digitization
source Rotterdam: Nai Publishers
summary Time and space, drastically compressed by the computer, have become interchangeable. Time is compressed in that once everything has been reduced to 'bits' of information, it becomes simultaneously accessible. Space is compressed in that once everything has been reduced to 'bits' of information, it can be conveyed from A to B with the speed of light. As a result of digitization, everything is in the here and now. Before very long, the whole world will be on disk. Salvation is but a modem away. The digitization process is often seen in terms of (information) technology. That is to say, one hears a lot of talk about the digital media, about computer hardware, about the modem, mobile phone, dictaphone, remote control, buzzer, data glove and the cable or satellite links in between. Besides, our heads are spinning from the progress made in the field of software, in which multimedia applications, with their integration of text, image and sound, especially attract our attention. But digitization is not just a question of technology, it also involves a cultural reorganization. The question is not just what the cultural implications of digitization will be, but also why our culture should give rise to digitization in the first place. Culture is not simply a function of technology; the reverse is surely also true. Anyone who thinks about cultural implications, is interested in the effects of the computer. And indeed, those effects are overwhelming, providing enough material for endless speculation. The digital paradigm will entail a new image of humankind and a further dilution of the notion of social perfectibility; it will create new notions of time and space, a new concept of cause and effect and of hierarchy, a different sort of public sphere, a new view of matter, and so on. In the process it will indubitably alter our environment. Offices, shopping centres, dockyards, schools, hospitals, prisons, cultural institutions, even the private domain of the home: all the familiar design types will be up for review. Fascinated, we watch how the new wave accelerates the process of social change. The most popular sport nowadays is 'surfing' - because everyone is keen to display their grasp of dirty realism. But there is another way of looking at it: under what sort of circumstances is the process of digitization actually taking place? What conditions do we provide that enable technology to exert the influence it does? This is a perspective that leaves room for individual and collective responsibility. Technology is not some inevitable process sweeping history along in a dynamics of its own. Rather, it is the result of choices we ourselves make and these choices can be debated in a way that is rarely done at present: digitization thanks to or in spite of human culture, that is the question. In addition to the distinction between culture as the cause or the effect of digitization, there are a number of other distinctions that are accentuated by the computer. The best known and most widely reported is the generation gap. It is certainly stretching things a bit to write off everybody over the age of 35, as sometimes happens, but there is no getting around the fact that for a large group of people digitization simply does not exist. Anyone who has been in the bit business for a few years can't help noticing that mum and dad are living in a different place altogether. (But they, at least, still have a sense of place!) In addition to this, it is gradually becoming clear that the age-old distinction between market and individual interests are still relevant in the digital era. On the one hand, the advance of cybernetics is determined by the laws of the marketplace which this capital-intensive industry must satisfy. Increased efficiency, labour productivity and cost-effectiveness play a leading role. The consumer market is chiefly interested in what is 'marketable': info- and edutainment. On the other hand, an increasing number of people are not prepared to wait for what the market has to offer them. They set to work on their own, appropriate networks and software programs, create their own domains in cyberspace, domains that are free from the principle whereby the computer simply reproduces the old world, only faster and better. Here it is possible to create a different world, one that has never existed before. One, in which the Other finds a place. The computer works out a new paradigm for these creative spirits. In all these distinctions, architecture plays a key role. Owing to its many-sidedness, it excludes nothing and no one in advance. It is faced with the prospect of historic changes yet it has also created the preconditions for a digital culture. It is geared to the future, but has had plenty of experience with eternity. Owing to its status as the most expensive of arts, it is bound hand and foot to the laws of the marketplace. Yet it retains its capacity to provide scope for creativity and innovation, a margin of action that is free from standardization and regulation. The aim of RealSpace in QuickTimes is to show that the discipline of designing buildings, cities and landscapes is not only a exemplary illustration of the digital era but that it also provides scope for both collective and individual activity. It is not just architecture's charter that has been changed by the computer, but also its mandate. RealSpace in QuickTimes consists of an exhibition and an essay.
series other
email
last changed 2003/04/23 15:14

_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 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
doi https://doi.org/10.52842/conf.acadia.2002.013
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

_id 63bb
authors Kokosalakis, J., Brown, G. and Moorhouse, J.
year 1997
title Incremental Reflective Learning and Innovative Practice in Electronic Design Media
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.u1q
summary This paper discusses the impact of a continuously developing CAAD learning strategy, describing in detail a few of these principles, and considering their dynamic impact through deeper more lasting learning, feeding a substantial intensification in the application of Architectural Designing with Computers, changing design methods with interesting analytical and creative results.Aspects of the CAAD teaching discussed include extended collaboration between CAAD and design tutors in defining learning outcomes and tutoring the students’ application of CAAD to design projects, inclusion of CAAD within traditional interim reviews and feedback for design projects and bringing emphasis on conceptual principles, structuring the model and simple programming into earlier stages of the teaching programme and a simple excursion into programming. Studio project examples indicate the interplay between teaching, learning and achievement. Some evidence is explored in greater detail. from the "Interstitial Layers" project utilising the appropriateness of CAAD to store and switch the visibility of spatial data in endless permutations and extensive combinations for mapping, analysing and strategically projecting patterns of city centre activities, fabric and space. Students’ demonstrate a dynamic command of CAAD: as a vehicle for conceptual design, a device to analytically review, criticise and modify the design, as a means to explain design ideas to tutors and to develop and detail final building designs. Reciprocal valuing of quality CAAD achievement between architecture students and staff is seen to be contributing to involvement and motivation, reinforcing striving for equality of achievement. Reference to a further strand of the new methodology considers the impact of tutoring based in researcher findings from video case study precedents of architects practising creative design through use of computers, on a more open, effective development of the architecture students’ own designing processes, culminating in interesting design work.
keywords Incremental Learning, Understanding, CAAD-Design Approaches, Retention, Feedback, Review, Urban Spatial Forms, Spatial Analysis, "Interstitial Layers", Patterns, Conceptual Electronic Designing, Creative Innovation, Equality and Sharing
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/kokosa/jmup01.htm
last changed 2022/06/07 07:50

_id 05fc
authors Park, Hoon
year 1997
title Cyber Design Studio: Using Manual Media Via Internet Connections for Collaborative Design
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.c9n
summary This article explores how Computer Aided Design (CAD) systems can be applicable and integrated into the early stage of design. CAD systems are still technologies that are not broadly accepted as useful to the designer especially in this stage of design because CAD systems use the monitor and mouse which differ from the sketch paper and pen of manual media. This article discusses how manual media and Computer-Mediated Communication (CMC) technologies - video conferencing, in my examples - that employ multimedia and Internet can empower designers by providing them with new ways of working together. For accommodating this approach, a prototype CAD system has been developed in which the system consists of a conventional drawing and extra capabilities. This system allows the designer to work with computer based and paper based tools in the same conventional environment as well as remote communications between the designers. This environment is used as the setting for a case study of design tutorials in the design studio. The analysis of this work provides interesting insight into the traditional roles of design studio as well as the relationship between digital and manual media.
keywords Cyber Design Studio, Collaborative Design
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/parkh/parkhoon.htm
last changed 2022/06/07 07:50

_id c6e1
authors Smulevich, Gerard
year 1997
title Berlin-Crane City: Cardboard, Bits, and the Post-industrial Design Process
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 139-153
doi https://doi.org/10.52842/conf.acadia.1997.139
summary This paper explores the impact of information technology on the architectural design process as seen through different design studios from three schools of architecture in Southern California over a two year period.

All three studios tested notions of representation, simulation and the design process in relation to a post-industrial world and its impact on how we design for it. The sites for two of these studios were in the city of Berlin, where the spearhead of the information age and a leftover of the industrial revolution overlap in an urban condition that is representative of our world after the cold war. The three studios describe a progressive shift in the use of information technology in the design process, from nearly pure image-driven simulation to a more low-tech, highly creative uses of everyday computing tools. Combined, all three cases describe an array of scenarios for content-supportive uses of digital media in a design studio. The first studio described here, from USC, utilized computer modeling and visualization to design a building for a site located within the former no-mans' land of the Berlin Wall. The second studio, from SCI-Arc, produced an urban design proposal for an area along the former Berlin Wall and included a pan-geographic design collaboration via Internet between SCI-Arc/Los Angeles and SCI-Arc/Switzerland. The third and last studio from Woodbury University participated in the 1997 ACSA/Dupont Laminated Glass Competition designing a consulate general for Germany and one for Hong Kong. They employed a hybrid digital/non-digital process extracting experiential representations from simple chipboard study models and then using that information to explore an "enhanced model" through digital imaging processes.

The end of the cold war was coincidental with the explosive popularization of information technology as a consumer product and is poised to have huge impact on how and what we design for our cities. Few places in world express this potential as does the city of Berlin. These three undergraduate design studios employed consumer-grade technology in an attempt to make a difference in how we design, incorporating discussions of historical change, ideological premise and what it means to be an architect in a world where image and content can become easily disconnected from one another.

series ACADIA
email
last changed 2022/06/07 07:56

_id caadria2006_633
id caadria2006_633
authors WAN-YU LIU
year 2006
title THE EMERGING DIGITAL STYLE: Attention shift in architectural style recognition
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 633-635
doi https://doi.org/10.52842/conf.caadria.2006.x.g4f
summary “Style” has long been an important index to observe the design thinking of designers in architecture. Gombrich (1968) defined style as a particular selection from the alternatives when doing things; Ackerman (1963) considered that a distiguishable ensemble of certain characteristics we call a style; Schapiro (1961) pointed out that style is constant forms, and sometimes the constant elements, qualities and expression; Kirsch (1998), Cha and Gero (1999) thought of style as a form element and shape pattern. As Simon and others referred to, style emerged from the process of problem solving, Chan (1994, 2001) ever devised a serious of experiments to set up the operational definitions of style, further five factors that relate to generating styles. Owing to that the greater part of sketches and drawings in the design process couldn’t be replaced by computer-aided design systems (Eisentraut, 1997), designers must shift between different problem-solving methods while facing different design problems. The purpose in this research is to discuss the influences of computer usage on style generation and style recognition: The employment of certain procedural factors that occurred in the design processes that using conventional media is different from the ones that using computer media? Do personal styles emerge while designers shifting between different media in the design processes? Does any unusual phenomenon emerge while accustomed CAD-systems designers recognizing a style?
series CAADRIA
email
last changed 2022/06/07 07:49

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
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 Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id eb53
authors Asanowicz, K. and Bartnicka, M.
year 1997
title Computer analysis of visual perception - endoscopy without endoscope
source Architectural and Urban Simulation Techniques in Research and Education [Proceedings of the 3rd European Architectural Endoscopy Association Conference / ISBN 90-407-1669-2]
summary This paper presents a method of using computer animation techniques in order to solve problems of visual pollution of city environment. It is our observation that human-inducted degradation of city environmental results from well - intentioned but inappropriate preservation actions by uninformed designers and local administration. Very often, a local municipality administration permits to build bad-fitting surroundings houses. It is usually connected with lack of visual information's about housing areas of a city, its features and characteristics. The CAMUS system (Computer Aided Management of Urban Structure) is being created at the Faculty of Architecture of Bialystok Technical University. One of its integral parts is VIA - Visual Impact of Architecture. The basic element of this system is a geometrical model of the housing areas of Bialystok. This model can be enhanced using rendering packages as they create the basis to check our perception of a given area. An inspiration of this approach was the digital endoscopy presented by J. Breen and M. Stellingwerff at the 2nd EAEA Conferences in Vienna. We are presenting the possibilities of using simple computer programs for analysis of spatial model. This contribution presents those factors of computer presentation which can demonstrate that computers achieve such effects as endoscope and often their use be much more efficient and effective.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id 0bc0
authors Kellett, R., Brown, G.Z., Dietrich, K., Girling, C., Duncan, J., Larsen, K. and Hendrickson, E.
year 1997
title THE ELEMENTS OF DESIGN INFORMATION FOR PARTICIPATION IN NEIGHBORHOOD-SCALE PLANNING
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 295-304
doi https://doi.org/10.52842/conf.acadia.1997.295
summary Neighborhood scale planning and design in many communities has been evolving from a rule-based process of prescriptive codes and regulation toward a principle- and performance-based process of negotiated priorities and agreements. Much of this negotiation takes place in highly focused and interactive workshop or 'charrette' settings, the best of which are characterized by a fluid and lively exchange of ideas, images and agendas among a diverse mix of citizens, land owners, developers, consultants and public officials. Crucial to the quality and effectiveness of the exchange are techniques and tools that facilitate a greater degree of understanding, communication and collaboration among these participants.

Digital media have a significant and strategic role to play toward this end. Of particular value are representational strategies that help disentangle issues, clarify alternatives and evaluate consequences of very complex and often emotional issues of land use, planning and design. This paper reports on the ELEMENTS OF NEIGHBORHOOD, a prototype 'electronic notebook' (relational database) tool developed to bring design information and example 'to the table' of a public workshop. Elements are examples of the building blocks of neighborhood (open spaces, housing, commercial, industrial, civic and network land uses) derived from built examples, and illustrated with graphic, narrative and numeric representations relevant to planning, design, energy, environmental and economic performance. Quantitative data associated with the elements can be linked to Geographic Information based maps and spreadsheet based-evaluation models.

series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id e541
authors Radford Antony
year 1997
title Games and Learning about Form in Architecture
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
doi https://doi.org/10.52842/conf.ecaade.1997.x.p8d
summary The paper outlines metaphors of play and games in the use of digital media in architectural education as a means of developing student confidence and abilities in spatial modelling, design composition, and form creation.
keywords Architecture, Games, Play, CAD, Modelling, Education, DesignDesign
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/radford/radford.htm
last changed 2022/06/07 07:50

_id 75a8
authors Achten, Henri H.
year 1997
title Generic representations : an approach for modelling procedural and declarative knowledge of building types in architectural design
source Eindhoven University of Technology
summary The building type is a knowledge structure that is recognised as an important element in the architectural design process. For an architect, the type provides information about norms, layout, appearance, etc. of the kind of building that is being designed. Questions that seem unresolved about (computational) approaches to building types are the relationship between the many kinds of instances that are generally recognised as belonging to a particular building type, the way a type can deal with varying briefs (or with mixed use), and how a type can accommodate different sites. Approaches that aim to model building types as data structures of interrelated variables (so-called ‘prototypes’) face problems clarifying these questions. The research work at hand proposes to investigate the role of knowledge associated with building types in the design process. Knowledge of the building type must be represented during the design process. Therefore, it is necessary to find a representation which supports design decisions, supports the changes and transformations of the design during the design process, encompasses knowledge of the design task, and which relates to the way architects design. It is proposed in the research work that graphic representations can be used as a medium to encode knowledge of the building type. This is possible if they consistently encode the things they represent; if their knowledge content can be derived, and if they are versatile enough to support a design process of a building belonging to a type. A graphic representation consists of graphic entities such as vertices, lines, planes, shapes, symbols, etc. Establishing a graphic representation implies making design decisions with respect to these entities. Therefore it is necessary to identify the elements of the graphic representation that play a role in decision making. An approach based on the concept of ‘graphic units’ is developed. A graphic unit is a particular set of graphic entities that has some constant meaning. Examples are: zone, circulation scheme, axial system, and contour. Each graphic unit implies a particular kind of design decision (e.g. functional areas, system of circulation, spatial organisation, and layout of the building). By differentiating between appearance and meaning, it is possible to define the graphic unit relatively shape-independent. If a number of graphic representations have the same graphic units, they deal with the same kind of design decisions. Graphic representations that have such a specifically defined knowledge content are called ‘generic representations.’ An analysis of over 220 graphic representations in the literature on architecture results in 24 graphic units and 50 generic representations. For each generic representation the design decisions are identified. These decisions are informed by the nature of the design task at hand. If the design task is a building belonging to a building type, then knowledge of the building type is required. In a single generic representation knowledge of norms, rules, and principles associated with the building type are used. Therefore, a single generic representation encodes declarative knowledge of the building type. A sequence of generic representations encodes a series of design decisions which are informed by the design task. If the design task is a building type, then procedural knowledge of the building type is used. By means of the graphic unit and generic representation, it is possible to identify a number of relations that determine sequences of generic representations. These relations are: additional graphic units, themes of generic representations, and successive graphic units. Additional graphic units defines subsequent generic representations by adding a new graphic unit. Themes of generic representations defines groups of generic representations that deal with the same kind of design decisions. Successive graphic units defines preconditions for subsequent or previous generic representations. On the basis of themes it is possible to define six general sequences of generic representations. On the basis of additional and successive graphic units it is possible to define sequences of generic representations in themes. On the basis of these sequences, one particular sequence of 23 generic representations is defined. The particular sequence of generic representations structures the decision process of a building type. In order to test this assertion, the particular sequence is applied to the office building type. For each generic representation, it is possible to establish a graphic representation that follows the definition of the graphic units and to apply the required statements from the office building knowledge base. The application results in a sequence of graphic representations that particularises an office building design. Implementation of seven generic representations in a computer aided design system demonstrates the use of generic representations for design support. The set is large enough to provide additional weight to the conclusion that generic representations map declarative and procedural knowledge of the building type.
series thesis:PhD
email
more http://alexandria.tue.nl/extra2/9703788.pdf
last changed 2003/11/21 15:15

_id 411c
authors Ataman, Osman and Bermúdez (Ed.)
year 1999
title Media and Design Process [Conference Proceedings]
source ACADIA ‘99 Proceedings / ISBN 1-880250-08-X / Salt Lake City 29-31 October 1999, 353 p.
doi https://doi.org/10.52842/conf.acadia.1999
summary Throughout known architectural history, representation, media and design have been recognized to have a close relationship. This relationship is inseparable; representation being a means for engaging in design thinking and making and this activity requiring media. Interpretations as to what exactly this relationship is or means have been subject to debate, disagreement and change along the ages. Whereas much has been said about the interactions between representation and design, little has been elaborated on the relationship between media and design. Perhaps, it is not until now, surrounded by all kinds of media at the turn of the millennium, as Johnson argues (1997), that we have enough context to be able to see and address the relationship between media and human activities with some degree of perspective.
series ACADIA
email
more http://www.acadia.org
last changed 2022/06/07 07:49

_id dfaf
authors Ataman, Osman
year 2000
title Some Experimental Results in the Assessment of Architectural Media
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 163-171
doi https://doi.org/10.52842/conf.acadia.2000.163
summary The relationship between the media and architectural design can be an important factor and can influence the design outcome. However, the nature, direction and magnitude of this relationship are unknown. Consequently, there have been many speculative claims about this relationship and almost none of them are supported with empirical research studies. In order to investigate these claims and to provide a testable framework for their potential contributions to architectural education, this study aims to explore the effects of media on architectural design. During 1995-1997, a total of 90 students enrolling in First Year Design Studio and Introduction to Computing classes at Georgia Tech participated in the study. A set of quantitative measures was developed to assess the differences between the two media and the effects on the architectural design. The results suggested that media influenced certain aspects of students’ designs. It is concluded that there is a strong relationship between the media and architectural design. The type of media not only changes some quantifiable design parameters but also affects the quality of design.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2006_e131c
id sigradi2006_e131c
authors Ataman, Osman
year 2006
title Toward New Wall Systems: Lighter, Stronger, Versatile
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 248-253
summary Recent developments in digital technologies and smart materials have created new opportunities and are suggesting significant changes in the way we design and build architecture. Traditionally, however, there has always been a gap between the new technologies and their applications into other areas. Even though, most technological innovations hold the promise to transform the building industry and the architecture within, and although, there have been some limited attempts in this area recently; to date architecture has failed to utilize the vast amount of accumulated technological knowledge and innovations to significantly transform the industry. Consequently, the applications of new technologies to architecture remain remote and inadequate. One of the main reasons of this problem is economical. Architecture is still seen and operated as a sub-service to the Construction industry and it does not seem to be feasible to apply recent innovations in Building Technology area. Another reason lies at the heart of architectural education. Architectural education does not follow technological innovations (Watson 1997), and that “design and technology issues are trivialized by their segregation from one another” (Fernandez 2004). The final reason is practicality and this one is partially related to the previous reasons. The history of architecture is full of visions for revolutionizing building technology, ideas that failed to achieve commercial practicality. Although, there have been some adaptations in this area recently, the improvements in architecture reflect only incremental progress, not the significant discoveries needed to transform the industry. However, architectural innovations and movements have often been generated by the advances of building materials, such as the impact of steel in the last and reinforced concrete in this century. There have been some scattered attempts of the creation of new materials and systems but currently they are mainly used for limited remote applications and mostly for aesthetic purposes. We believe a new architectural material class is needed which will merge digital and material technologies, embedded in architectural spaces and play a significant role in the way we use and experience architecture. As a principle element of architecture, technology has allowed for the wall to become an increasingly dynamic component of the built environment. The traditional connotations and objectives related to the wall are being redefined: static becomes fluid, opaque becomes transparent, barrier becomes filter and boundary becomes borderless. Combining smart materials, intelligent systems, engineering, and art can create a component that does not just support and define but significantly enhances the architectural space. This paper presents an ongoing research project about the development of new class of architectural wall system by incorporating distributed sensors and macroelectronics directly into the building environment. This type of composite, which is a representative example of an even broader class of smart architectural material, has the potential to change the design and function of an architectural structure or living environment. As of today, this kind of composite does not exist. Once completed, this will be the first technology on its own. We believe this study will lay the fundamental groundwork for a new paradigm in surface engineering that may be of considerable significance in architecture, building and construction industry, and materials science.
keywords Digital; Material; Wall; Electronics
series SIGRADI
email
last changed 2016/03/10 09:47

_id e292
authors Charitos, D. and Bridges, A.H.
year 1997
title On Architectural Design of Virtual Environments
source Design Studies, Vol.18, No. 2, 143-154
summary This paper considers the domains of architectural design and film theory for the purpose of informing the design of virtual environments (VEs). It is suggested that these domains may form a background for the consideration of possible metaphors for the design of VEs. Firstly, the paper investigates the relation between architecture and virtual reality technology, through the nature of drawings and virtual environments as means of representing three-dimensional spaces. Then, differences between VEs and physical environments (PEs) are identified for the purpose of understanding the intrinsic nature of VEs, by comparing them to our familiar everyday spatial experience. This step is considered essential in helping us understand how we might be able to develop an architectural conception of designing spaces, in the context of VEs. The paper then presents two directions towards informing VE design by means of theoretical and practical architectural design knowledge. Finally, the use of film-related studies is considered as a means of enhancing our conception of time and movement in VEs.
series journal paper
email
last changed 2003/04/23 15:50

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 25HOMELOGIN (you are user _anon_247663 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002