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

PDF papers
References

Hits 1 to 5 of 5

_id 9384
authors Burry, M., Datta, S. and Anson, S.
year 2000
title Introductory Computer Programming as a Means for Extending Spatial and Temporal Understanding
doi https://doi.org/10.52842/conf.acadia.2000.129
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 129-135
summary Should computer programming be taught within schools of architecture? Incorporating even low-level computer programming within architectural education curricula is a matter of debate but we have found it useful to do so for two reasons: as an introduction or at least a consolidation of the realm of descriptive geometry and in providing an environment for experimenting in morphological time-based change. Mathematics and descriptive geometry formed a significant proportion of architectural education until the end of the 19th century. This proportion has declined in contemporary curricula, possibly at some cost for despite major advances in automated manufacture, Cartesian measurement is still the principal ‘language’ with which to describe building for construction purposes. When computer programming is used as a platform for instruction in logic and spatial representation, the waning interest in mathematics as a basis for spatial description can be readdressed using a left-field approach. Students gain insights into topology, Cartesian space and morphology through programmatic form finding, as opposed to through direct manipulation. In this context, it matters to the architect-programmer how the program operates more than what it does. This paper describes an assignment where students are given a figurative conceptual space comprising the three Cartesian axes with a cube at its centre. Six Phileban solids mark the Cartesian axial limits to the space. Any point in this space represents a hybrid of one, two or three transformations from the central cube towards the various Phileban solids. Students are asked to predict the topological and morphological outcomes of the operations. Through programming, they become aware of morphogenesis and hybridisation. Here we articulate the hypothesis above and report on the outcome from a student group, whose work reveals wider learning opportunities for architecture students in computer programming than conventionally assumed.
series ACADIA
email
last changed 2022/06/07 07:54

_id 69e3
authors Datta, S.
year 2000
title Unfolding Design Spaces Interactively
source University of Adelaide
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 11e1
authors Woodbury, R., Burrow, A., Drogemuller, R. and Datta, S.
year 2000
title Code Checking by Representation Comparison
doi https://doi.org/10.52842/conf.caadria.2000.235
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 235-244
summary In current computational building design theory and practice, representation schemes depend upon a set of formal operations for creating, changing and querying a representation. With a few notable exceptions, these operations do not provide ways of comparing representations to determine how representations are alike and how they are different. We have developed a theory for and a formal representation scheme that supports representation comparison. This theory opens new approaches to unsolved problems in computational building design, notably the long-standing issue of automated building code checking.
series CAADRIA
email
last changed 2022/06/07 07:57

_id 490b
authors Woodbury, R.F., Burrow, A.L. and Datta, S.
year 2000
title Navigating Subsumption-Based Design Spaces
doi https://doi.org/10.52842/conf.caadria.2000.341
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 341-349
summary Design space explorers are information-rich environments conceived for providing effective support for electronic design processes. A subsumption-based design space structures the partial designs in the environment by a relation of information specificity. It provides formal exploration operators for predictive, goal-directed movement in the underlying space of designs and an interaction model for open-ended exploration. This paper focusses on the forward moving operator based on incremental pi-resolution and discusses the topic of information removal through the erasure operator. It describes the possible usage of these operators and the entry points for mixed-initiative human-computer interaction in the SEED-Config explorer .
series CAADRIA
email
last changed 2022/06/07 07:57

_id 7893
authors Woodbury, R.F., Wyeld, Th.G., Shannon, S.J., Roberts, I.W., Radford, A., Burry, M., Skates, H., Ham, J. and Datta, S.
year 2001
title The Summer Games
doi https://doi.org/10.52842/conf.ecaade.2001.293
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 293-297
summary As part of a nationally funded project, we have developed and used “games” as studentcentred teaching resources to enrich the capacity for design in beginning students in architecture, landscape architecture and urban design. Students are encouraged to learn inter-actively in a milieu characterised by self-directed play in a low-risk computermodelling environment. Recently thirteen upper year design students, six from Adelaide University (Adelaide, South Australia, Australia), five from Deakin University (Geelong, Victoria, Australia), and two from Victoria University, (Wellington, New Zealand) were commissioned over a ten-week period of the 2000-2001 Australian summer to construct a new series of games. This paper discusses the process behind constructing these games. This paper discusses six topical areas: – what is a game; – specific goals of the summer games; – the structure of a game; – the game-making process; – key findings from the production unit; and – future directions.
keywords Reflection-In-Action, Design Making, Game Container, Collections, Meta-Cases, Data Repository
series eCAADe
email
last changed 2022/06/07 07:57

No more hits.

HOMELOGIN (you are user _anon_440034 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002