CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 27

_id a93b
authors Anders, Peter
year 1997
title Cybrids: Integrating Cognitive and Physical Space in Architecture
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 17-34
doi https://doi.org/10.52842/conf.acadia.1997.017
summary People regularly use non-physical, cognitive spaces to navigate and think. These spaces are important to architects in the design and planning of physical buildings. Cognitive spaces inform design - often underlying principles of architectural composition. They include zones of privacy, territory and the space of memory and visual thought. They let us to map our environment, model or plan projects, even imagine places like Heaven or Hell.

Cyberspace is an electronic extension of this cognitive space. Designers of virtual environments already know the power these spaces have on the imagination. Computers are no longer just tools for projecting buildings. They change the very substance of design. Cyberspace is itself a subject for design. With computers architects can design space both for physical and non-physical media. A conscious integration of cognitive and physical space in architecture can affect construction and maintenance costs, and the impact on natural and urban environments.

This paper is about the convergence of physical and electronic space and its potential effects on architecture. The first part of the paper will define cognitive space and its relationship to cyberspace. The second part will relate cyberspace to the production of architecture. Finally, a recent project done at the University of Michigan Graduate School of Architecture will illustrate the integration of physical and cyberspaces.

series ACADIA
email
last changed 2022/06/07 07:54

_id 0c91
authors Asanowicz, Aleksander
year 1997
title Computer - Tool vs. Medium
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.b2e
summary We have arrived an important juncture in the history of computing in our profession: This history is long enough to reveal clear trends in the use of computing, but not long to institutionalize them. As computers peremate every area of architecture - from design and construction documents to project administration and site supervision - can “virtual practice” be far behind? In the old days, there were basically two ways of architects working. Under stress. Or under lots more stress. Over time, someone forwarded the radical motion that the job could be easier, you could actually get more work done. Architects still have been looking for ways to produce more work in less time. They need a more productive work environment. The ideal environment would integrate man and machine (computer) in total harmony. As more and more architects and firms invest more and more time, money, and effort into particular ways of using computers, these practices will become resistant to change. Now is the time to decide if computing is developing the way we think it should. Enabled and vastly accelerated by technology, and driven by imperatives for cost efficiency, flexibility, and responsiveness, work in the design sector is changing in every respect. It is stands to reason that architects must change too - on every level - not only by expanding the scope of their design concerns, but by altering design process. Very often we can read, that the recent new technologies, the availability of computers and software, imply that use of CAAD software in design office is growing enormously and computers really have changed the production of contract documents in architectural offices.
keywords Computers, CAAD, Cyberreal, Design, Interactive, Medium, Sketches, Tools, Virtual Reality
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/asan/asanowic.htm
last changed 2022/06/07 07:50

_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 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 76ba
authors Bermudez, Julio
year 1997
title Cyber(Inter)Sections: Looking into the Real Impact of The Virtual in the Architectural Profession
source Proceedings of the Symposium on Architectural Design Education: Intersecting Perspectives, Identities and Approaches. Minneapolis, MN: College of Architecture & Landscape Architecture, pp. 57-63
summary As both the skepticism and 'hype' surrounding cyberspace vanish under the weight of ever increasing power, demand, and use of information, the architectural discipline must prepare for significant changes. For cyberspace is remorselessly cutting through the dearest structures, rituals, roles, and modes of production in our profession. Yet, this section is not just a detached cut through the existing tissues of the discipline. Rather it is an inter-section, as cyberspace becomes also transformed in the act of piercing. This phenomenon is causing major transformations in at least three areas: 1. Cyberspace is substantially altering the way we produce and communicate architectural information. The arising new working environment suggests highly hybrid and networked conditions that will push the productive and educational landscape of the discipline towards increasing levels of fluidity, exchanges, diversity and change. 2. It has been argued that cyberspace-based human and human-data interactions present us with the opportunity to foster a more free marketplace of ideologies, cultures, preferences, values, and choices. Whether or not the in-progress cyberincisions have the potential to go deep enough to cure the many illnesses afflicting the body of our discipline need to be considered seriously. 3. Cyberspace is a new place or environment wherein new kinds of human activities demand unprecedented types of architectural services. Rather than being a passing fashion, these new architectural requirements are destined to grow exponentially. We need to consider the new modes of practice being created by cyberspace and the education required to prepare for them. This paper looks at these three intersecting territories showing that it is academia and not practice that is leading the profession in the incorporation of virtuality into architecture. Rafael Moneo's words come to mind. [2]
series other
email
last changed 2003/11/21 15:16

_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 d60a
authors Casti, J.C.
year 1997
title Would be Worlds: How simulation is changing the frontiers of science
source John Wiley & Sons, Inc., New York.
summary Five Golden Rules is caviar for the inquiring reader. Anyone who enjoyed solving math problems in high school will be able to follow the author's explanations, even if high school was a long time ago. There is joy here in watching the unfolding of these intricate and beautiful techniques. Casti's gift is to be able to let the nonmathematical reader share in his understanding of the beauty of a good theory.-Christian Science Monitor "[Five Golden Rules] ranges into exotic fields such as game theory (which played a role in the Cuban Missile Crisis) and topology (which explains how to turn a doughnut into a coffee cup, or vice versa). If you'd like to have fun while giving your brain a first-class workout, then check this book out."-San Francisco Examiner "Unlike many popularizations, [this book] is more than a tour d'horizon: it has the power to change the way you think. Merely knowing about the existence of some of these golden rules may spark new, interesting-maybe even revolutionary-ideas in your mind. And what more could you ask from a book?"-New Scientist "This book has meat! It is solid fare, food for thought . . . makes math less forbidding, and much more interesting."-Ben Bova, The Hartford Courant "This book turns math into beauty."-Colorado Daily "John Casti is one of the great science writers of the 1990s."-San Francisco Examiner In the ever-changing world of science, new instruments often lead to momentous discoveries that dramatically transform our understanding. Today, with the aid of a bold new instrument, scientists are embarking on a scientific revolution as profound as that inspired by Galileo's telescope. Out of the bits and bytes of computer memory, researchers are fashioning silicon surrogates of the real world-elaborate "artificial worlds"-that allow them to perform experiments that are too impractical, too costly, or, in some cases, too dangerous to do "in the flesh." From simulated tests of new drugs to models of the birth of planetary systems and galaxies to computerized petri dishes growing digital life forms, these laboratories of the future are the essential tools of a controversial new scientific method. This new method is founded not on direct observation and experiment but on the mapping of the universe from real space into cyberspace. There is a whole new science happening here-the science of simulation. The most exciting territory being mapped by artificial worlds is the exotic new frontier of "complex, adaptive systems." These systems involve living "agents" that continuously change their behavior in ways that make prediction and measurement by the old rules of science impossible-from environmental ecosystems to the system of a marketplace economy. Their exploration represents the horizon for discovery in the twenty-first century, and simulated worlds are charting the course. In Would-Be Worlds, acclaimed author John Casti takes readers on a fascinating excursion through a number of remarkable silicon microworlds and shows us how they are being used to formulate important new theories and to solve a host of practical problems. We visit Tierra, a "computerized terrarium" in which artificial life forms known as biomorphs grow and mutate, revealing new insights into natural selection and evolution. We play a game of Balance of Power, a simulation of the complex forces shaping geopolitics. And we take a drive through TRANSIMS, a model of the city of Albuquerque, New Mexico, to discover the root causes of events like traffic jams and accidents. Along the way, Casti probes the answers to a host of profound questions these "would-be worlds" raise about the new science of simulation. If we can create worlds inside our computers at will, how real can we say they are? Will they unlock the most intractable secrets of our universe? Or will they reveal instead only the laws of an alternate reality? How "real" do these models need to be? And how real can they be? The answers to these questions are likely to change the face of scientific research forever.
series other
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 a05b
authors Clements-Croome, T.D.J.
year 1997
title What do we mean by intelligent buildings?
source Automation in Construction 6 (5-6) (1997) pp. 395-400
summary Various common definitions of intelligent buildings are discussed. A systems view of building design is a starting point for considering business, space and building management. An intelligent building helps an organisation to fulfil its objectives by facilitating the management of these resources and thereby increasing the effectiveness and efficiency of the organisation. At an even more fundamental level intelligent buildings can cope with social and technological change and also are adaptable to human needs.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 47fc
authors Costanzo, E., De Vecchi, A., Di Miceli, C. and Giacchino, V.
year 1997
title A Software for Automatically Verifying Compatibility in Complicated Building Assemblies
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.q4q
summary The research we are carrying on is intended to develop a tool aiding to design building mechanical assembly systems, which are often characterised by high complexity levels. In fact, when designing complicated building assemblies by making use of common graphical representations, it might be impossible for the operator to choose the proper shape and installation sequence of components so that they do not interfere during the assembly, and to check, in the meantime, the most favorable setting up modalities according to execution problems. Our software, running within CAD, by starting from the definition of the node features, will allow the operator to automatically get three types of representation that can simulate the assembly according to the assigned installation sequence: - instant images of the phases for setting up each component into the node; - 3D views showing the position of each component disassembled from the node and indicating the movements required for connection; - the components moving while the node is being constructed. All the representations can be updated step by step each time modifications to the node are made. Through this digital iterative design process - that takes advantage of various simultaneous and realistic prefigurations - the shape and function compatibility between the elements during the assembling can be verified. Furthermore, the software can quickly check whether any change and integration to the node is efficacious, rising the approximation levels in the design phase. At the moment we have developed the part of the tool that simulates the assembly by moving the components into the nodes according to the installation sequence.
series eCAADe
more http://info.tuwien.ac.at/ecaade/proc/costanzo/costanzo.htm
last changed 2022/06/07 07:50

_id ef89
authors Fujii, Haruyuki and Nakai, Shoichi
year 1997
title A Mobile Agent Oriented Method of Simulating the Interaction Between a Built Environment and the Occupants' Action
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 357-372
summary The thermal comfort of a built environment in question and the energy efficiency of the building providing the built environment is one of the aspects that plays an important role in the decision making in architectural design. However, it is not easy to deal with the interaction between a built environment and actions of occupants that change the environment in a conventional way of architectural environment simulation. Focusing on the interaction, the authors propose a method of mediating programs, which evaluate the quality of a building or simulate the performance from different aspects, in a Mobile Agent Oriented Community, so as to compose a module of the design support system.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id b3f6
authors Goodwin, G.
year 1997
title Software and hardware summary
source Automation in Construction 6 (1) (1997) pp. 29-31
summary With the rate of change accelerating in both technological development and in the spread of global markets, very few cost cutting businesses will survive in a value added marketplace. Information sharing over networks has a lot to offer the Industry by way of eliminating delays from the construction process and inventory from the Supply Chain. The most significant change by 2005 will be in networking and communications. Discovering design flaws at the design stage rather than when the building is in use must be very attractive to clients of the Construction Industry. Construction firms must have some sort of IT Strategy or clear view of how to exploit IT to support their businesses. Large companies need to act as coaches and mentors to smaller ones. The Industry cannot maximise its IT benefits unless all the players participate.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 742e
authors Hsieh, T.
year 1997
title The economic implications of subcontracting practice on building prefabrication
source Automation in Construction 6 (3) (1997) pp. 163-174
summary Pressured by labor shortage, quality requirements and tight construction schedules, building constructors are seeking innovative technology to tackle these unfriendly conditions while achieving the targeted profit. For the past decades, technologies related to building prefabrication are being incorporated into conventional construction methods for producing more favorable results. When building prefabrication method is adopted, the organization of the construction team, particularly related to the subcontracting practice, is also subject to change. This paper examines the impact of such changes due to the adoption of building prefabrication technology. This paper first reviews the subcontracting practices in the construction industry. Then, a conceptual economic model of the contractor-subcontractor relationship is developed and is used to explore the economic implications of prefabrication to the subcontracting practice. In the section that follows, a summary discussion on the cost structure and risk sharing nature of building prefabrication is provided. The major conclusion in this research is that the general contractor can not maximize its benefit by conventional subcontracting practice, since the basic elements of the contractor-subcontractor relationship are changed. Based on the analysis and the case study in this paper, it is inferred that in order to achieve maximum benefits through prefabrication, vertically integrating or internalizing the prefabrication subcontractor into the general contractor's organization is preferable.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id acadia07_040
id acadia07_040
authors Hyde, Rory
year 2007
title Punching Above Your Weight: Digital Design Methods and Organisational Change in Small Practice
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 40-47
doi https://doi.org/10.52842/conf.acadia.2007.040
summary Expanding bodies of knowledge imply expanding teams to manage this knowledge. Paradoxically, it can be shown that in situations of complexity—which increasingly characterise the production of architecture generally—the small practice or small team could be at an advantage. This is due to the increasingly digital nature of the work undertaken and artefacts produced by practices, enabling production processes to be augmented with digital toolsets and for tight project delivery networks to be forged with other collaborators and consultants (Frazer 2006). Furthermore, as Christensen argues, being small may also be desirable, as innovations are less likely to be developed by large, established companies (Christensen 1997). By working smarter, and managing the complexity of design and construction, not only can the small practice “punch above its weight” and compete with larger practices, this research suggests it is a more appropriate model for practice in the digital age. This paper demonstrates this through the implementation of emerging technologies and strategies including generative and parametric design, digital fabrication, and digital construction. These strategies have been employed on a number of built and un-built case-study projects in a unique collaboration between RMIT University’s SIAL lab and the award-winning design practice BKK Architects.
series ACADIA
email
last changed 2022/06/07 07:50

_id acde
authors Jakimowicz, Adam
year 1997
title CAAD and Architecture - Fields of Transformation
source AVOCAAD First International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-01-09] Brussels (Belgium) 10-12 April 1997, pp. 227- 234
summary Thinking of using computers in architecture, we have probably already learnt that there is much more than just one general way of doing so. At the same time, the general description of the field - i.e. the 'title' Computer Aided Architectural Design' has become a rhetorical figure - actually it covers much more activities than those just aiding design. To some extent computers change architecture introducing new values into it. This does not mean that they change architecture at all, but these new values begin to exist pararelly to the already present and accepted ones. In such sense architecture is changed - one of the possible branches of development is the one related to computers (no matter how complex this branch itself is).
series AVOCAAD
last changed 2005/09/09 10:48

_id diss_marsh
id diss_marsh
authors Marsh, A.J.
year 1997
title Performance Analysis and Conceptual Design
source School of Architecture and Fine Arts, University of Western Australia
summary A significant amount of the research referred to by Manning has been directed into the development of computer software for building simulation and performance analysis. A wide range of computational tools are now available and see relatively widespread use in both research and commercial applications. The focus of development in this area has long been on the accurate simulation of fundamental physical processes, such as the mechanisms of heat flow though materials, turbulent air movement and the inter-reflection of light. The adequate description of boundary conditions for such calculations usually requires a very detailed mathematical model. This has tended to produce tools with a very engineering-oriented and solution-based approach. Whilst becoming increasingly popular amongst building services engineers, there has been a relatively slow response to this technology amongst architects. There are some areas of the world, particularly the UK and Germany, where the use of such tools on larger projects is routine. However, this is almost exclusively during the latter stages of a project and usually for purposes of plant sizing or final design validation. The original conceptual work, building form and the selection of materials being the result of an aesthetic and intuitive process, sometimes based solely on precedent. There is no argument that an experienced designer is capable of producing an excellent design in this way. However, not all building designers are experienced, and even fewer have a complete understanding of the fundamental physical processes involved in building performance. These processes can be complex and often highly inter-related, often even counter-intuitive. It is the central argument of this thesis that the needs of the building designer are quite different from the needs of the building services engineer, and that existing building design and performance analysis tools poorly serve these needs. It will be argued that the extensive quantitative input requirement in such tools acts to produce a psychological separation between the act of design and the act of analysis. At the conceptual stage, building geometry is fluid and subject to constant change, with solid quantitative information relatively scarce. Having to measure off surface areas or search out the emissivity of a particular material forces the designer to think mathematically at a time when they are thinking intuitively. It is, however, at this intuitive stage that the greatest potential exists for performance efficiencies and environmental economies. The right orientation and fenestration choice can halve the airconditioning requirement. Incorporating passive solar elements and natural ventilation pathways can eliminate it altogether. The building form can even be designed to provide shading using its own fabric, without any need for additional structure or applied shading. It is significantly more difficult and costly to retrofit these features at a later stage in a project’s development. If the role of the design tool is to serve the design process, then a new approach is required to accommodate the conceptual phase. This thesis presents a number of ideas on what that approach may be, accompanied by some example software that demonstrates their implementation.
series thesis:PhD
more http://www.squ1.com/site.html
last changed 2003/11/28 07:33

_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 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 ascaad2014_003
id ascaad2014_003
authors Parlac, Vera
year 2014
title Surface Dynamics: From dynamic surface to agile spaces
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 39-48
summary Behavior, adaptation and responsiveness are characteristics of live organisms; architecture on the other hand is structurally, materially and functionally constructed. With the shift from ‘mechanical’ towards ‘organic’ paradigm (Mae-Wan Ho, 1997) attitude towards architectural adaptation, behavior and performance is shifting as well. This change is altering a system of reference and conceptual basis for architecture by suggesting the integration of dynamics – dynamics that don’t address kinetic movement only but include flows of energies, material and information. This paper presents an ongoing research into kinetic material system with the focus on non-mechanical actuation (shape memory alloy) and the structural and material behavior. It proposes an adaptive surface capable of altering its shape and forming small occupiable spaces that respond to external and internal influences and flows of information. The adaptive structure is developed as a physical and digital prototype. Its behavior is examined at a physical level and the findings are used to digitally simulate the behavior of the larger system. The design approach is driven by an interest in adaptive systems in nature and material variability (structural and functional) of naturally constructed materials. The broader goal of the research is to test the scale at which shape memory alloy can be employed as an actuator of dynamic architectural surfaces and to speculate on and explore the capacity of active and responsive systems to produce adaptable surfaces that can form occupiable spaces and with that, added functionalities in architectural and urban environments.
series ASCAAD
email
last changed 2016/02/15 13:09

_id 4925
authors Poon, J. and Maher, M.L.
year 1997
title Co-evolution in Design
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 439-448
doi https://doi.org/10.52842/conf.caadria.1997.439
summary A design process is traditionally viewed as a sequential process model from the formulation of the problem to the synthesis of solutions. Simon (1981) regards design as a state-space search where a problem leads to the solution. To be more practical, there are many versions of solution generated during design, where each current one is an improvement over the previous one. This kind of synthesis of solutions can be viewed as an evolutionary system over time. We propose to apply the metaphor of "exploration” to design, and further argue that evolution occurs in the problem space as well as in the solution space. Co-evolutionary design is introduced to remove the assumption of having a fixed goal (problem). The problem is allowed to change over time. Two algorithms for co-evolution are presented. Their characteristics and differences are highlighted. The paper moves on to review the design history of the Sydney Opera House and to show how observations from this real life example confirm our co-evolutionary model.
series CAADRIA
email
last changed 2022/06/07 08:00

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