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 555

_id 807b
authors Kalisperis, Loukas N. and Pehlivanidou-Liakata, Anastasia
year 1998
title Architectural Design Studio: Digital and Traditional
doi https://doi.org/10.52842/conf.ecaade.1998.073
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 73-81
summary The nature of the task of representing architecture alters to reflect the state of architecture at each period of time. In simulating architecture, the necessary conversion from that which is inhabitable, experiential, functional, and at times, indescribable to an abstraction in an entirely different media is often an imperfect procedure that centers on its translation rather than the actual design. The objective in visualizing any architectural design is to achieve a situational awareness that allows for meaningful criticism of the design. Computer-aided three-dimensional (3D) visualization technology has made available new representation techniques. Surpassing the traditional means of graphic illustration and scaled models, this technology has been primarily developed to decrease the amount of abstraction between architecture and its documentation. The general objective of this paper is to present a study carried out over the last six years in which the progress of students in a traditional studio was compared to the progress of similar students in a digital studio. We have assessed the effects of the tools over the six-year period (24 different projects) by evaluating solution-generation in trial-and-error process and learning problem-solving strategies based on the Cognitive Flexibility Theory paradigm. Students using the digital studio were found to generate more and various solutions consistently.
series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:52

_id 6
authors Neiman, Bennett and Bermudez, J.
year 1998
title Entre la Civilizacion Analoga y la Digital: El Workshop de Medios y Manipulacion Espacial (Between the Analogue and Digital Civilization: Workshop of Media and Space Manipulation)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 46-55
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 SIGRADI
email
more http://www. arch.utah.edu/people/faculty/julio/studio.htm
last changed 2016/03/10 09:56

_id a5cd
authors Sasada, T., Yamaguchi, S., Morozumi, M., Kaga, A. and Homma, R. (Eds.)
year 1998
title CAADRIA ‘98 [Conference Proceedings]
doi https://doi.org/10.52842/conf.caadria.1998.
source Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009 / Osaka (Japan) 22-24 April 1998, 482 p.
summary Recent progress in hardware and software technology for CAAD systems offer new challenges and opportunities to architects and design educators in aspects such as modeling systems for sketching and design evaluation; knowledge bases as a source of design thinking; network or CD-ROM image banks of design archives; video-conferencing to support geographically distributed interdisciplinary collaboration; etc. Despite expectations that CAAD system would support creative and productive design processes more effectively than those in a traditional design studio, their contributions to architectural design practice and design education still seem to be limited. The fault is, in part, that there are many designers and educators who have yet to experience designing in the medium (as opposed to simply drafting) and partly because digital design tools and technologies have still to be developed or to be integrated to a process of designers' activities. Clearly there are opportunities for further efforts to explore and develop better CAAD technologies as well as to demonstrate and prove possible impact of their application on design practice and design education.
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:57

_id 634d
authors Seebohm, Thomas and Van Wyk, Skip (Eds.)
year 1998
title Digital Design Studios: Do Computers Make a Difference? [Conference Proceedings]
doi https://doi.org/10.52842/conf.acadia.1998
source ACADIA Conference Proceedings / ISBN 1-880250-07-1 / Québec City (Canada) October 22-25, 1998, 383 p.
summary With an inevitability that is the beyond the control of architecture faculty everywhere, computers are being increasingly used in design studios. As student ownership of computers proliferates and architectural firms begin to use computers for design as well as drafting, the momentum will accelerate. The question is whether the use of computers in design studios makes a difference and what sort. Moreover, if it does make a difference, should it just be allowed to happen or should the momentum be guided by studio teachers skilled in computing. Does the use of computers in studios demand a special pedagogy that goes beyond teaching the use of the software and hardware? Are there design approaches that need to be taught in order to take advantage of the strengths of computers in design rather than attempt to make computers follow the paths trodden by manual design techniques? The question is critical because, as yet, we know very little about how computers can truly enable design, how computers can help us conceive design hypotheses, structure alternatives and simulations, and evaluate alternatives. As yet we have no body of recorded evidence to demonstrate how computer-based design studios produce work that is different from or better than traditional design, except, perhaps, in slickness of the images. Is it only in modeling and rendering final images that computers are useful or are there advantages in the use of computers through all stages design. If so what are they? In recent years many non-ACADIANS have become involved in using computers in design studios. Do we use design computing differently? Do we judge our successes differently? Do we have different expectations than these colleagues. And, even more interesting , what do they perceive as our experience and direction?
series ACADIA
email
more http://www.acadia.org
last changed 2022/06/07 07:49

_id e031
authors Stannard, Sandy
year 1998
title Computers in Design Exploring Light and Time
doi https://doi.org/10.52842/conf.acadia.1998.026
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 26-35
summary Computers have helped bring architectural education to a digital crossroads. This new tool is effecting architectural education on numerous levels, from the simplest word processing of research papers to more complex interactive modeling. This casestudy paper will focus on the new and changing role of the computer in the design studio. In this case, the approach to integrating the computer into the studio revolves around its application simply as another tool for a designer’s use. Clearly, the use of computers in design studios is not a new development. However, as the computer’s use in design education is not yet widespread, a dialogue about methods of application is valuable for design educators. The intent behind computer use in this case was not to replace traditional design methods but to complement and enhance them. In this spirit, this case study focuses on the use of computers to investigate two aspects of design that are challenging to model: light and time. In the studios to be examined here, students were required to explore their designs with both traditional tools (sketches on trace, physical study models as well as final finish models, etc.) and with newer digital tools (lighting simulation programs, threedimensional modeling programs, and animation). Students worked in teams in most cases. The computer was used both as a design tool as well as a representational tool, with varying degrees of success, depending on the student’s expertise, comfort using the computer as a design tool and access to appropriate hardware and software. In the first studio case study, the “new” medium of the computer was a perfect complement for the focus of the studio, entitled “Space and Light.” In addition to utilizing large scale physical models traditionally used for lighting design, three-dimensional computer models using Lightscape enriched the design results. Both sets of tools were vital for the design processes of the studio assignments. In the second studio case study, a traditional fourth year studio was required to use the computer to explore the dimension of time in their designs, which in this case translated into animation modeling. Integrating the computer into the design studio promises to be a complex task. As these examples will illustrate, the advantages and the disadvantages require continual balancing. Philosophical disagreement, potential discomfort, or a general lack of knowledge of digital tools may inhibit design educators from testing the potential of these ever-changing tools. Despite the challenges, this case study reveals the educational value of continued experimental use of digital tools in the design studio.

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

_id 7
authors Bermudez, Julio
year 1998
title Interaccion de Medios y Proceso De DiseÒo: Teoria y Base de Conocimientos Para una Produccion Arquitectonica Hibrida (Interaction of Design Media and Process: Theory and Knowledge Base for in the Production of Architectural Hybrids)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 56-65
summary Integrating computers in architectural design means to negotiate between centuries-old analog design methods and the new digital systems of production. The difficulty lies in the underdeveloped state of the necessary methods, techniques, and theories to relate traditional and new media. Recent investigations on the use of multiple iterations between manual and electronic systems to advance architectural work show promising results. However, these experiments have not yet either developed a theoretical base that connects their procedures to a larger conceptual framework nor been sufficiently cross-referenced and third party tested to conform a reliable knowledge base. This paper addresses the first shortcoming in the light of the forces transforming our contemporary civilization and architecture.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 029f
authors Bermudez, Julio and King, Kevin
year 1998
title Media Interaction & Design Process: Establishing a Knowledge Base
doi https://doi.org/10.52842/conf.acadia.1998.006
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 6-25
summary Integrating computers in architectural design means to negotiate between centuries-old analog design methods and the new digital systems of production. Analog systems of architectural production use tracing paper, vellum, graphite and ink, clipboard, clay, balsa wood, plastic, metal, etc. Analog systems have also been termed ‘handmade’, ‘manual’, ‘material’ or ‘physical’. Digital systems of architectural production use scanning, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc. Digital systems have also been called ‘electronic’, ‘computer-aided’, ‘virtual’, etc. The difficulty lies in the underdeveloped state of the necessary methods, techniques, and theories to relate traditional and new media. Recent investigations on the use of multiple iterations between manual and electronic systems to advance architectural work show promising results. However, these experiments have not been sufficiently codified, cross-referenced and third party tested to conform a reliable knowledge base. This paper addresses this shortcoming by bringing together reported experiences from diverse researchers over the past decade. This summary is informed by more than three years of continuous investigation in the impacts of analog-digital conversations in the design process. The goal is to establish a state-of-the-art common foundation that permits instructors, researchers and practitioners to refer to, utilize, test, criticize and develop. An appendix is included providing support for the paper’s arguments.

series ACADIA
email
last changed 2022/06/07 07:52

_id 0471
authors Bruton, B.
year 1998
title Grammars and Pedagogy - Towards new Media Art and Design Education Strategies
doi https://doi.org/10.52842/conf.caadria.1998.385
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 385-394
summary The impact of computational grammatical design on pedagogy has received little attention in art education due to the dominant modes of traditional approaches to art and design education. This paper explores the pedagogical implications of grammatical strategies using computers for judgements of design within an art educational setting. Grammatical strategies are studied for their effect on the judgements of novice artists in a new media educational context. It is argued that concepts of grammar and views of contingency are used in a variety of senses in the conception and form making of artists; that finding methods for discussing and utilising complex visual information is aided by grammatical formalisation; that these strategies are evidently effective at both early and mature stages of the realisation of a project. The research explores the relation between computer and art on three levels in which grammar is used: as a sense of grammar, as a computational paradigm and as a description of a kind of computer program. Grammatical formalism is apparent in two dimensional linear and non-linear animations using Photoshop, Premiere and Director, and in solid modelling programs such as Extreme 3D, Form Z, Strata Studio Pro, 3D Studio Max and SoftImage. Web site construction also impacts on the judgements of 2D and 3D design. Computational grammatical programs generate forms that reflect alternative understandings of art and design. Art practise is defined in terms of developing consistent and appropriate design language for the contingency at hand. Form making using grammatical tools, both recursive and array types, is discussed in terms of their applicability and educative value. Reference is made to formal qualities for critique and strategic capability of alternative pedagogy for generation of forms. Examples provided show how simple rule sets develop into complex derivational sequences that challenge traditional strategies for computer imaging. The paper demonstrates the value of a sense of grammars for novice art and design practitioners by using first hand examples of experimental work at the South Australian School of Art, University of South Australia. For novice artists and designers, grammars in conjunction with reflective practice is offered as a useful mind set that supports an interest in actively defining a new kind of art. Illustrations provided show the utility of a contingent sense of grammar for pedagogy and highlights the significant role of grammar in pedagogy.
keywords Grammar, Pedagogy, Computer, Art, Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id 10
authors Bund, Elizabeth and Barros, Diana Rodriguez
year 1998
title Imagen Digital: Proceso Proyectual Confluyente (Digital Image: Confluyent Design Process)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 84-93
summary The introduction of new technologies in architectural projects causes, in first place, their adaptation as an operative and instrumental resource, without considering the deep changes that their use generates. The digital image, understood as a reference of this process, is spreading and conquering new fields on ideation, representation and communication. The absence of theoretical support, that would offered another point of view is evident, so consequently we believe that is necessary to consider approaches qualitatively new, from epistemologic, methodologic, perceptive and aesthetic fields, in order to transfer them into professional an teaching practice. Today, the annulment of universal validity rules, and the different and contradictory interpretations, oblige to center our view in the interrelationships and,connections, rather than in the definition of each entity. This work develops synthetically a study which confronts and compares traditional project process - composition and heuristic design supported by linear proceeding and analogic media, with confluent project process, based on digital data and hypermedia links, generated simultaneously. The variants of the topics analyzed are at the same time the project itself, the underlying thinking model, and the project communication strategies.
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2003_a1-2
id caadria2003_a1-2
authors Bunyavipakul, Monchai and Charoensilp, Ekasidh
year 2003
title Designing the Virtual Design Studio System for Collaborative Work on Pda Collaborative Works Anytime, Anywhere
doi https://doi.org/10.52842/conf.caadria.2003.043
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 43-54
summary This research presents the collaboration in the VDS system through a microcomputer technology- a PDA (Personal Digital Assistants). Architect can collaborate anytime anyplace via VDS, a substitution to an old system that requires a specific location to work on. This research has studied and analyzed the format and the limitation of collaboration between PDA and Personal Computer, the wireless communication technology, and the Web Service technology, which enable different devices to share information through the Internet Network. The work process and the studied information have been used to develop a Web Application, a collaboration tool for a team of architect and designer. This Web Application has been tested in a renovation project, a clubhouse for a scuba diving place The objective of this research is to become a guideline of collaboration in architectural design work through Smart Object in order to serve the coming Ubiquitous era (Weiser, 1998)
series CAADRIA
email
last changed 2022/06/07 07:54

_id 40db
authors Chambers, Tom and Wood, John B.
year 1998
title Information Technology in the Building Design Engineering Studio
doi https://doi.org/10.52842/conf.ecaade.1998.026
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 26-30
summary This paper reports on the activities of CADET in the design studio environment and in a variety of community contexts with the objective of developing a strategy for teaching design within the context of design, art, architecture and engineering. It begins with an outline of earlier design projects, in a variety of traditional media and in CAAD at several levels within the Undergraduate programme at the University of Strathclyde together with community organisations. It then outlines a model with a number of strands that explore the principles of visual communication which are fundamental to both the development and communication of design ideas. The report will place these activities in the context of developments in education and the wider sphere of cultural heritage, which ultimately inform understanding and knowledge of our architectural and design heritage. It will highlight and explore some important ideas that inform our judgment of aesthetic forms and refer students to relevant texts and precedents in art, design, engineering and architecture.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/29chambers/index.htm
last changed 2022/06/07 07:56

_id 6a78
authors Chastain, Thomas and Elliott, Ame
year 1998
title Cultivating Design Competence: Online Support for the Beginning Design Studio
doi https://doi.org/10.52842/conf.acadia.1998.290
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 290-299
summary A primary lesson of a beginning design studio is the development of a fundamental design competence. This entails acquiring skills of integration, projection, exploration, as well as critical thinking–forming the basis of thinking “like a designer.” Plaguing the beginning architectural design student as she develops this competence are three typical problems: a lagging visual intelligence, a linking of originality with creativity, and the belief that design is an act of an individual author instead of a collaborative activity. We believe that computation support for design learning has particular attributes for helping students overcome these problems. These attributes include its inherent qualities for visualization, for explicitness, and for sharing. This paper describes five interactive multi-media exercises exploiting these attributes which were developed to support a beginning design studio. The paper also reports how they have been integrated into the course curriculum.
series ACADIA
email
last changed 2022/06/07 07:55

_id d44c
authors Cheng, N.
year 1998
title Digital Identity in the Virtual Design Studio
source Constructing Identity: the Associated Collegiate Schools of Architecture (ACSA) 56th Annual Meeting Proceedings, Cleveland, Ohio
summary Internet tools most effectively connect diverse groups when individuals involved experience vital human connections. Online strangers are pulled into a community in which they can see a friendly face in the crowded stream of information. Strong self expression engages an audience and can result in personal interactions which reward getting beyond the technology. A group of individual profiles can coalesce to give colorful definition to team biases, strengths and weaknesses. This paper examines how the expression of identity has been a critical factor in the success of Internet design collaborations. First, it provides context on how these projects can improve architectural education by increasing relevance. Second, it identifies opportunities for individual and team expression gathered from a series of annual international design exercises known as the Virtual Design Studio. Third, it explains strategies for fostering student expression and interaction. Finally, it cites areas for future investigation.
series other
last changed 2003/04/23 15:50

_id c88d
authors Dave, Bharat and Danahy, John
year 1998
title Virtual Study Abroad and Exchange Studio
doi https://doi.org/10.52842/conf.acadia.1998.100
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 100-115
summary The digital design studio has an area of application where conventional media are incapable of being used; collaboration in learning, design and dialogue with people in places other than where one lives. This distinctive opportunity has lead the authors to explore a form of design brief and virtual design studio (VDS) format not well addressed in the literature. Instead of sharing the same design brief, students in this alternative format design a project in the other students’ city and do not collaborate on the same design. Collaboration with other students takes the form of teaching each other about the city and culture served by the design. The authors discovered these studios produce a focus on site context that serves our pedagogical objectives–a blend of architectural, landscape architectural and urban design knowledge. Their students use a range of commercial CAD and computer supported collaborative work (CSCW) software common to that used in many VDS experiments reported on in the literature. However, this conventional use of technology is contrasted with a second distinctive characteristic of these studios, the use of custom software tools specifically designed to support synchronous and asynchronous three-dimensional model exchange and linked attribute knowledge. The paper analyzes some of the virtual design studio (VDS) work between the Swiss Federal Institute of Technology, the University of Toronto, and the University of Melbourne. The authors articulate a framework of VDS dimensions that structures their teaching and research.

series ACADIA
email
last changed 2022/06/07 07:55

_id 2de0
authors Dobson, Adrian
year 1998
title Exploring Conceptual Design using CAD Visualisation and Virtual Reality Modelling
doi https://doi.org/10.52842/conf.ecaade.1998.068
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 68-71
summary This paper evaluates the possibilities for the use of computer aided design and desktop virtual reality technologies as tools for architectural composition. An experimental teaching programme involving undergraduate architectural students at the University of Luton, in which aspects of compositional theory are explored through the direct creation of architectural form and space in digital formats is described. In the programme principles of architectural composition, based upon the ordering and organisation of typological architectural elements according to established rules of composition are introduced to the students through the study of recognised works of design theory. CAD and desktop virtual reality are then used to define and manipulate architectural elements, and to make formal and spatial evaluations of the environments created. The paper describes the theoretical context of the work, assesses the suitability of the software used for performing compositional manipulations, and evaluates the qualities of immersion and intuitive feedback which virtual reality based modelling can offer in the design visualisation process. The teaching programme utilises standard software packages, including AutoCAD, and 3D Studio, as well as Superscape VRT, a PC based desktop VR package.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/13dobson/index.htm
last changed 2022/06/07 07:55

_id e72f
authors Dorta, Tomás and LaLande, Philippe
year 1998
title The Impact of Virtual Reality on the Design Process
doi https://doi.org/10.52842/conf.acadia.1998.138
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 138-163
summary Sketching, either hand or computer generated, along with other traditional visualization tools such as perspective drawing have difficulty in correctly representing three dimensional objects. Even physical models, in architecture, suffer in this regard because of inevitable scaling. The designer finds himself cut off from the reality of the object and is prone to misinterpretations of the object and its surrounding space and to resulting design errors. These are sometimes not perceived until too late, once the object has been constructed. Traditional tools use 2D media to represent 3D objects and only manage to introduce the third dimension in a limited manner (perspectives, not only tedious to construct, are static). This scenario affects the design process, particularly the cycle of proposal, verification and correction of design hypotheses as well as the cognitive aspects that condition the designer’s visualization of the designed object. In most cases, computer graphics mimic, through its interface, the traditional way of doing things. The architectural model is parametricized with little regard for visualization. No allowance is made for the change in the medium of graphic representation. Moreover, effort is not made to capitalize on the advantages of numerical calculation to propose new interfaces and new dimensions in object visualization. Virtual Reality (VR), seen not only as technology but as experience, brings the 3D object, abstractly viewed by traditional means, into clearer focus and provides us with these new dimensions. Errors due to abstracted representation are reduced since the interface is always three dimensional and the interactions intuitively made in real time thus allowing the designer to experience the presence of the designed object very quickly. At the École de design industriel of the Faculté d’aménagement, we have run tests using non-immersive VR–one passive (comprehension) and another active (design). This project, involving a group of 72 students during a period of six weeks (6h/week), aimed at analyzing the impact of VR as a visualization tool on the design process versus traditional tools. The results, described in this presentation, shed light on the effect of VR on the creative process as such, as well as on the quality of the results produced by that process.

series ACADIA
email
last changed 2022/06/07 07:55

_id 7ad1
authors Giordano, Rubén F. and Tosello, María Elena
year 1999
title Laberinto: Una Biblioteca para la Virtualidad. Reflexiones y Acontecimientos en el Cyberespacio (Labyrinth: A Library for Virtuality. Reflections and Events in Cyberspace)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 83-86
summary This project investigates in the limits of the word like only means of structuring of the thought, before the appearance of new paradigms: the multimedias and the ciber-space that have transformed so much the language written as the architectural one causing unpublished situations: 1.) The transformation of a concrete container to other virtual. 2.) The transformation of the design object, of one static material to another that is a process. 3.) The transformation in the traditional ways of thinking (reversible as the formal logic of the mathematics) to new imaginarys epistemologicals. // These non alone events have caused changes in the forms of to know and to communicate the reality but rather the same one suffers a dilation process. We present for their exploration, a road synthesized in some hypotheses that were elaborated with reason of the International Competition of ACADIA 1998: 1.) The new communication systems (cibercomunication) they generate a new territory that should be colonized. This territory this conformed by objects related by infinite bonds (hipertext). 2.) The topographical form is not lineal and sequential, this it is multidirectional and multiradial. The phenomenon of the blow-up and the dilation are the mechanisms with those that the new objects are generated. 3.) These related fields generate interstitial empty spaces where it appears the desire. The interstice like existential space.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ddss9827
id ddss9827
authors Heylighen, A., Segers, R. and Neuckermans, H.
year 1998
title Prototype of an Interactive Case Library for Architectural Design
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary Architects acquire an important part of their design knowledge from existing designs. Specific design projects from the past form an indispensable source of information and inspiration. Hence the idea todevelop a digital library of design cases that can be easily accessed during design. The paper describes a recently developed prototype of such a case library, intended to assist architecture students in the studio,yet with the potential of expansion into the office setting. When students enrol into a design project, they usually receive a reader with some relevant examples. At first sight, the digital case library only seems torepresent these examples into another medium, yet there are some important differences between both. Unlike the reader, the library has at its core an indexing-system which allows the easy retrieval of relevantinformation. By labelling projects with several features and making links between similar designs, the tool supports both directed search and browsing. A second difference is that the library is interactive. Studentsare not only able to consult interesting examples, but also to add other projects they consider relevant, to make links between them, to create extra indices etc. Finally, the tool allows to combine several media andto create links to external information sources.
series DDSS
last changed 2003/08/07 16:36

_id ee96
authors Johnson, Scott
year 1998
title Making Models Architectural: Protean Representations to Fit Architects’ Minds
doi https://doi.org/10.52842/conf.acadia.1998.354
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 354-365
summary A rich vocabulary has evolved for describing architecture. It serves not only as a means of communication, but also as an embodiment of concepts relating to form, space, structure, function, mood, and symbolism. We architects not only speak in terms of walls, rooms, roofs, arches, etc., we see in terms of them and think in terms of them, as well. Such concepts are integral to our ability to design. Typical CAD representations, however, are based on geometric/mathematical elements like points, lines, planes, and symbols. Even more experimental approaches like parametric shapes or procedural assemblies correspond poorly to architectural elements, and seldom lend themselves well to making conceptual changes that would allow exploration of design alternatives. Small wonder some architecture schools experience a division between computer and studio courses, or even between computer and studio faculty. Different ways of talking and thinking are involved. The concepts involved are often mutually exclusive. This paper discusses an attempt to address this conceptual mismatch, using what are termed “protean” (meaning “very changeable”) elements. These are high-level elements corresponding to architectural concepts like “wall,” or “dome.” They each have parameters appropriate for the particular type of element they represent, and produce the polyhedra necessary for graphics based on these parameters. A system is being implemented to allow models to be constructed using these elements. The protean elements form a loosely structured model, in which some elements hierarchically contain others, and some elements are essentially freestanding, being created and manipulated independently of other elements. Characteristics of protean element are discussed, including the underlying object-oriented structure, the relationship between elements and graphics, and functions associated with the objects. A scheme is explained whereby all parts of a design can be represented even when the design includes extremely unusual forms not conforming to predictable classes of elements. The necessary support framework is also discussed; general flow of the system and mechanisms for viewing the model and editing subcomponents are explained. The current status of the project, and intentions for future work are discussed. The project has been partially implemented, and the necessary framework to support the system is mostly complete.

series ACADIA
email
last changed 2022/06/07 07:52

_id 161c
authors Juroszek, Steven P.
year 1999
title Access, Instruction, Application: Towards a Universal Lab
doi https://doi.org/10.52842/conf.ecaade.1999.141
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 141-150
summary In January 1998, the Montana State University School of Architecture embarked upon an initiative to successfully integrate computer technology into its design curriculum. At that time only a handful of student computers could be found in the design studio. By January 1999 over 95 students have and use computers in their courses. The increase in computer access and use is occurring through a five-phase initiative called the Universal Lab-a school-wide commitment to the full integration of computer technology into all design studios, support courses and architectural electives. The Universal Lab uses the areas of Access, Instruction and Application as the vehicles for appropriate placement and usage of digital concepts within the curriculum. The three-pronged approach allows each instructor to integrate technology using one, two or all three areas with varying degrees of intensity. This paper presents the current status of the Universal Lab-Phase I and Phase II-and describes the effect of this program on student work, course design and faculty instruction.
keywords Design, Access, Instruction, Application, Integration
series eCAADe
email
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