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 9 of 9

_id acadia07_174
id acadia07_174
authors Bontemps, Arnaud; Potvin, André; Demers, Claude
year 2007
title The Dynamics of Physical Ambiences
doi https://doi.org/10.52842/conf.acadia.2007.174
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, 174-181
summary This research proposes to support the reading of physical ambiences by the development of a representational technique which compiles, in a numerical interface, two types of data: sensory and filmic. These data are recorded through the use of a portable array equipped with sensors (Potvin 1997, 2002, 2004) as well as the acquisition of Video information of the moving environment. The compilation of information is carried out through a multi-media approach, by means of a program converting the environmental data into dynamic diagrams, as well as the creation of an interactive interface allowing a possible diffusion on the Web. This technique, named APMAP/Video, makes it possible to read out simultaneously spatial and environmental diversity. It is demonstrated through surveys taken at various seasons and time of the day at the new Caisse de dépôt et de placement headquarters in Montreal which is also the corpus for a SSHRC (Social Sciences and Humanities Research Council) research grant on Environmental Adaptability in Architecture (Potvin et al. 2003-2007). This case study shows that the technique can prove of great relevance for POEs (Post Occupancy Evaluation) as well as for assistance in a new design project.
series ACADIA
email
last changed 2022/06/07 07:54

_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 2e36
authors Bourdakis, Vassilis
year 1997
title Making Sense of the City
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 663-678
summary Large-scale, three dimensional, interactive computer models of cities are becoming feasible making it possible to test their suitability as a visualisation tool for the design and planning process, for data visualisation where socio-economic and physical data can be mapped on to the 3D form of the city and as an urban information repository. The CASA developed models of the City of Bath and London's West End in VRML format, are used as examples to illustrate the problems arising. The aim of this paper is to reflect on key issues related to interaction within urban models, data mapping techniques and appropriate metaphors for presenting information.
keywords 3D City modeling, Urban Modelling, Virtual Environments, Navigation, Data Mapping, VRML
series CAAD Futures
email
last changed 2003/11/21 15:16

_id 4278
authors Frazer, John
year 1997
title The Groningen Experiment
doi https://doi.org/10.52842/conf.caadria.1997.345
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. 345-353
summary This paper first describes an experimental evolutionary and generative model for the city of Groningen in northern Holland and goes on to speculate on how such techniques could be broadened and applied to the possible global co-operative evolution of cities.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 44a7
authors Gross, M.D., Parker, L. and Elliott, A.M.
year 1997
title MUD: Exploring Tradeoffs In Urban Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 373-387
summary The design of cities and neighborhoods involves multiple stakeholders with various agendas, each comprising multiple criteria. Any design proposal will rank differently against each stakeholder's agenda, and effective participatory design requires that stakeholder interests are mutually understood and negotiated. We describe a program to promote this understanding and negotiation among stakeholders, called MUD, that enables each stakeholder to articulate their criteria for judging designs, to make design proposals, and to score designs against the criteria. By enabling stakeholders with different values and different areas of expertise to exchange design proposals and agendas we hope to foster understanding and stimulate negotiation.
series CAAD Futures
email
last changed 1999/04/06 09:19

_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
doi https://doi.org/10.52842/conf.acadia.2007.040
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
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 765e
authors Mumma, S.A. and Bolin, R.J.
year 1997
title Energy optimized-ventilation constrained variable air volume system control
source Automation in Construction 6 (5-6) (1997) pp. 463-470
summary The analytical energy performance of an advanced energy optimized-ventilation constrained control approach to variable air volume systems was compared to four other controls. The other controls are either currently used or have been proposed in the literature. The advanced control demonstrated its potential to meet the ventilation requirements of ASHRAE Standard 62-1989 for every zone of the building with minimal energy consumption. The analytical work was carried out in a single story prototypical commercial building. The building was analyzed in five US cities to provide insight into the impact of climate on the performance of the advanced control. The advanced control consumed less total energy, considerably less in some cities, than the other four controls. The advanced control provides an excellent opportunity to apply to buildings new automation equipment and software never attempted before.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

_id a977
authors Rivera , Antonieta and Wojtowicz, Jerzy
year 1997
title Aspects of Tenochtitlan: Nature of CD-ROM Production in the Construction of Content
doi https://doi.org/10.52842/conf.acadia.1997.319
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 319-327
summary At the beginning of the sixteenth century, the Aztec capital, Tenochtitlan, was one of the world's largest cities. By 1521, the Spaniards under Hernan Cortes had destroyed both the Empire and the city. Tenochtitlan was razed to its foundations and Mexico City was built on top of it (Matos, 1993).

This paper discusses the process for developing digital interpretations of the Teocalli or Ceremonial Precinct of Tenochtitlan based on historical, iconographical, and archaeological materials. To this end, digital models were constructed by taking into consideration Aztec archaeoastronomical principles and measuring systems. The result is an interactive view of the Ceremonial Precinct, perhaps the most comprehensive since Tenochtitlan was destroyed more than 500 years ago. This project has been recently published on CD-ROM.

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

_id c6e1
authors Smulevich, Gerard
year 1997
title Berlin-Crane City: Cardboard, Bits, and the Post-industrial Design Process
doi https://doi.org/10.52842/conf.acadia.1997.139
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 139-153
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

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