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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_id ac81
authors Brown, A.G.P.
year 1991
title Review of Building IT 2000
doi https://doi.org/10.52842/conf.ecaade.1991.x.q2c
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
summary Building IT2000 is a Building and Information Technology database which is presented in Hypertextformat. Its production has been co-ordinated by the CICA (the Construction Industry Computer Association), an independent association serving the needs of computer users, specifiers and suppliers in the Construction Industry. The stack is a collection of structured information prepared by a group of experts in computing and the construction industry. As such it represents an interesting advance from two points of view: (1.) It is a valuable source of information in its own right. It could provide a resource for students of architecture which could be used as a self-teaching package. (2.) It points a possible way forward for the development of similar hypertext based teaching packages which could be developed by academics within the European teaching community.
series eCAADe
email
more http://www.mediatecture.at/ecaade/91/brown.pdf
last changed 2022/06/07 07:50

_id 9a1e
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo
year 1999
title Stumbling, Backtracking, and Leapfrogging: Two Decades of Introductory Architectural Computing
doi https://doi.org/10.52842/conf.ecaade.1999.151
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 151-158
summary Our collective concept of computing and its relevance to architecture has undergone dramatic shifts in emphasis. A review of popular texts from the past reveals the biases and emphases that were current. In the seventies, architectural computing was generally seen as an elective for data processing specialists. In the early eighties, personal computers and commercial CAD systems were widely adopted. Architectural computing diverged from the "batch" world into the "interactive" world. As personal computing matured, introductory architectural computing courses turned away from a foundation in programming toward instruction in CAD software. By the late eighties, Graphic User Interfaces and windowing operating systems had appeared, leading to a profusion of architecturally relevant applications that needed to be addressed in introductory computing. The introduction of desktop 3D modeling in the early nineties led to increased emphasis upon rendering and animation. The past few years have added new emphases, particularly in the area of network communications, the World Wide Web and Virtual Design Studios. On the horizon are topics of electronic commerce and knowledge markets. This paper reviews these past and current trends and presents an outline for an introductory computing course that is relevant to the year 2000.
keywords Computer-Aided Architectural Design, Computer-Aided Design, Computing Education, Introductory Courses
series eCAADe
email
last changed 2022/06/07 07:56

_id 3940
authors Hall, Rick
year 1999
title Realtime 3D visual Analysis of Very Large Models at Low Cost
doi https://doi.org/10.52842/conf.ecaade.1999.437
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 437-441
summary Computer based visualisation of 3D models in architecture has been possible for 20 years or more, and the software technology has steadily improved during this time so that now incredibly realistic images can be generated from any viewpoint in a model, and impressive fly through sequences can bring a model to life in ways previously not possible. Virtual reality is with us and multi-media enables us to present a finished design in increasingly seductive ways. However, these forms of output from a 3D model offer much more limited benefits during the design process and particularly on large complex models because they are so computing intensive and it often require many hours to produce just one image. Anything other than a small and relatively simple model cannot be viewed dynamically in real-time on a desktop PC of the type commonly used by architects in a design office. Until now the solution to this problem has meant investing in expensive design review hardware and software with its inherent need for trained, skilled labour. As a result, design review products are often viewed as a luxury or costly necessity.
keywords Visual Analysis, Low Cost, 3D Modelling
series eCAADe
last changed 2022/06/07 07:50

_id sigradi2021_260
id sigradi2021_260
authors Lima Ferreira, Claudio and Vaz Lima, Larissa
year 2021
title Architecture and Neuroscience: Green Areas Contributions to Hospitalized Patients’ Homeostasis
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 927–939
summary Hospitalization is, for the patient, a neuropsychophysiological stressor, thus pertinent theories point to architectural stimuli as a tool for the homeostasis restoration and consequent well-being. Furthermore, they compile advantages to the patients’ treatment and highlight, mainly, the natural environments benefits, which is elucidated by the Biophilia theory. Through literature review and analysis of applied research in national and international hospitals, extracted from indexing databases of scientific production in the 2000-2020 timeframe, it was found that these areas [a] promote stimuli that enhance emotions and positive feelings; [b] act to restore stress and anxiety; [c] reduce pain, analgesic intake and length of stay; and [d] increase patient satisfaction. By sharing the results of this research, the objective is, in addition to stimulating future research on the organism behavior in the environments, to indicate perspectives for hospital ambiences.
keywords Neurociencias, Arquitetura Hospitalar, Áreas Verdes, Biophilia, Equilíbrio Homeostático.
series SIGraDi
email
last changed 2022/05/23 12:11

_id 60a7
authors Monedero, Javier
year 2000
title Parametric design: a review and some experiences
source Automation in Construction 9 (4) (2000) pp. 369-377
summary During the last few years there has been an extraordinary development of computer-aided tools intended to present or communicate the results of architectural projects. But there has not been a comparable progress in the development of tools intended to assist design to generate architectural forms in an easy and interactive way. Even worse, architects who use the powerful means provided by computers as a direct tool to create architectural forms are still an exception. Architecture continues to be produced by traditional means using the computer as little more than a drafting tool. The main reasons that may explain this situation can be identified rather easily, although there will be significant differences of opinion. In my opinion, it is a mistake trying to advance too rapidly and, for instance, proposing integrated design methods using expert systems and artificial intelligence while no adequate tools to generate and modify simple 3D-models are available. The modeling tools we have at the present moment are unsatisfactory. Their principal limitation is the lack of appropriate instruments to modify interactively the model once it has been created. This is a fundamental aspect in any design activity, where the designer is constantly going forward and backwards, re-elaborating once and again some particular aspect of the model, or its general layout, or even coming back to a previous solution that had been temporarily abandoned. This paper presents a general summary of the actual situation and recent developments that may be incorporated to architectural design tools in a near future, together with some critical remarks about their relevance to architecture.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id caadria2000_000
id caadria2000_000
authors Tan, Beng-Kiang; Tan, Milton; Wong, Yunn-Chii (eds.)
year 2000
title CAADRIA 2000
doi https://doi.org/10.52842/conf.caadria.2000
source Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, 519 p.
summary Ever since the advent of computer graphics in the sixties, computer-aided architectural design (CAAD) has made a great impact in architectural education and practice. Its central role as a new media for the representation and analysis of designs will ensure that it will continue to do so. The teaching and research in CAAD in Asia have also been growing in scope and in quality. In the 21st century, the challenges of architectural education and practice in the new millennium will open up new fronts in CAAD research. This conference is an important platform to evaluate the challenge and opportunities and will enable researchers to exchange ideas and collaboration in projects with specific relevance to CADD for Asia. This compilation of 48 papers were elected through a blind review by an international panel and presented at the conference in Singapore on 18 - 19 May 2000. The chapters are organised according to the main topics covered by the conference -- Collaborative Design, Simulation, Design Education, Knowledge Representation, Design Process, Information Systems, Design Tools, Virtual Reality and Computer Media. The Collaborative Design section consists of papers which deal with Collaborative Design Process interfaces to databases, Collaborative Design System for Citizen Participation, Team Awareness in Collaboration and Computer Environment for supporting Design Collaboration. The Simulation section deals with lighting studies, colour assessment, simulation of urban growth patterns, dynamic simulations in buildings and way-finding. The Design Education section consists of papers on design pedagogy in design studios using computers, virtual studios and virtual learning. The Knowledge Representation section consists of papers that deal with knowledge-based systems, design representation and shape grammar. The Design Process section consists of papers on design process and cognition, design creativity and the computer media. The Information Systems section consists of papers on information navigation, information management, design information repository and databases. The Design Tools section consists of papers on design tools based on generative systems, a new method for 3D animation and movement-in-architectural-space representation. The Virtual Reality and Computer Media section deals with virtual reality applications and tools in architecture, designing virtual environments and computer media and visualization.
series CAADRIA
last changed 2022/06/07 07:49

_id sigradi2009_1158
id sigradi2009_1158
authors Tiani, André
year 2009
title O Uso do Computador no Ensino de Projeto de Arquitetura: Análise Crítica da Produção dos Seminários SIGraDi e Projetar [The Use of Computer in Teaching Design Architecture: critical analysis of the production of Seminars SIGraDI and PROJETAR ]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This work, tied with the research line Education of Architecture, has as objective to reflect on the use of the computer in the education of architecture design in Brazil from the literature review of articles related to the subject published by Brazilian authors in the annals of the seminars SIGraDI and PROJETAR, in the period from 2000 to 2006. The analysis focuses on two issues: (a) the theoretical foundations and practices related to the processes and ways of rapprochement between the computer and the teaching of design, (b) the use of terminology and concepts related to the theme,
keywords Ensino-aprendizagem; Projeto de Arquitetura; Projeto Auxiliado por Computador; SIGraDI; PROJETAR
series SIGRADI
email
last changed 2016/03/10 10:01

_id avocaad_2001_09
id avocaad_2001_09
authors Yu-Tung Liu, Yung-Ching Yeh, Sheng-Cheng Shih
year 2001
title Digital Architecture in CAD studio and Internet-based competition
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary Architectural design has been changing because of the vast and creative use of computer in different ways. From the viewpoint of designing itself, computer has been used as drawing tools in the latter phase of design (Mitchell 1977; Coyne et al. 1990), presentation and simulation tools in the middle phase (Liu and Bai 2000), and even critical media which triggers creative thinking in the very early phase (Maher et al. 2000; Liu 1999; Won 1999). All the various roles that computer can play have been adopted in a number of professional design corporations and so-called computer-aided design (CAD) studio in schools worldwide (Kvan 1997, 2000; Cheng 1998). The processes and outcomes of design have been continuously developing to capture the movement of the computer age. However, from the viewpoint of social-cultural theories of architecture, the evolvement of design cannot be achieved solely by designers or design processes. Any new idea of design can be accepted socially, culturally and historically only under one condition: The design outcomes could be reviewed and appreciated by critics in the field at the time of its production (Csikszentmihalyi 1986, 1988; Schon and Wiggins 1992; Liu 2000). In other words, aspects of design production (by designers in different design processes) are as critical as those of design appreciation (by critics in different review processes) in the observation of the future trends of architecture.Nevertheless, in the field of architectural design with computer and Internet, that is, so-called computer-aided design computer-mediated design, or internet-based design, most existing studies pay more attentions to producing design in design processes as mentioned above. Relatively few studies focus on how critics act and how they interact with designers in the review processes. Therefore, this study intends to investigate some evolving phenomena of the interaction between design production and appreciation in the environment of computer and Internet.This paper takes a CAD studio and an Internet-based competition as examples. The CAD studio includes 7 master's students and 2 critics, all from the same countries. The Internet-based competition, held in year 2000, includes 206 designers from 43 counties and 26 critics from 11 countries. 3 students and the 2 critics in the CAD studio are the competition participating designers and critics respectively. The methodological steps are as follows: 1. A qualitative analysis: observation and interview of the 3 participants and 2 reviewers who join both the CAD studio and the competition. The 4 analytical criteria are the kinds of presenting media, the kinds of supportive media (such as verbal and gesture/facial data), stages of the review processes, and interaction between the designer and critics. The behavioral data are acquired by recording the design presentation and dialogue within 3 months. 2. A quantitative analysis: statistical analysis of the detailed reviewing data in the CAD studio and the competition. The four 4 analytical factors are the reviewing time, the number of reviewing of the same project, the comparison between different projects, and grades/comments. 3. Both the qualitative and quantitative data are cross analyzed and discussed, based on the theories of design thinking, design production/appreciation, and the appreciative system (Goodman 1978, 1984).The result of this study indicates that the interaction between design production and appreciation during the review processes could differ significantly. The review processes could be either linear or cyclic due to the influences from the kinds of media, the environmental discrepancies between studio and Internet, as well as cognitive thinking/memory capacity. The design production and appreciation seem to be more linear in CAD studio whereas more cyclic in the Internet environment. This distinction coincides with the complementary observations of designing as a linear process (Jones 1970; Simon 1981) or a cyclic movement (Schon and Wiggins 1992). Some phenomena during the two processes are also illustrated in detail in this paper.This study is merely a starting point of the research in design production and appreciation in the computer and network age. The future direction of investigation is to establish a theoretical model for the interaction between design production and appreciation based on current findings. The model is expected to conduct using revised protocol analysis and interviews. The other future research is to explore how design computing creativity emerge from the process of producing and appreciating.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
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 "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 456a
authors Alvarado, R.G., Parra, J.C., Vergara, R.L. and Chateau, H.B.
year 2000
title Architectural References to Virtual Environments Design
doi https://doi.org/10.52842/conf.ecaade.2000.151
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 151-155
summary Based on a comparison between the perception of digital and real construction, the development of virtual systems and the review of additional sources, this paper states some differences between the design of virtual environments and architectural spaces. Virtual-reality technologies provide advanced capabilities to simulate real situations, and also to create digital worlds not referred to physical places, such as imaginary landscapes or environments devoted to electronic activities, like entertainment, learning or commerce. Some on-line services already use 3D-stages, resembling building halls and domestic objects, and several authors have mentioned virtual modeling as a job opportunity to architects. But it will argue in this paper that the design of those environments should consider their own digital characteristics. Besides, the use of virtual installations on networks impells a convergence with global media, like Internet or TV. Virtual environments can be a 3Devolution of communicational technologies, which have an increasing participation in culture, reaching a closer relationship to contemporary architecture.
keywords Virtual Environments, Spatial Perception, Design Methodology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id fbcb
authors Anders, Peter
year 2000
title Places of Mind: Implications of Narrative Space for the Architecture of Information Environments
doi https://doi.org/10.52842/conf.acadia.2000.085
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. 85-89
summary Virtual reality and cyberspace are extended spaces of the mind different from, yet related to, the spaces of fiction and ancient myth. These earlier spaces reveal how electronic media, too, may come to define our selves and our culture. Indeed, a better understanding of how we use space to think can lead to the design of better information environments. This paper will describe a range of traditional narrative spaces, revealing their varied relationships with the physical world. It will demonstrate the purposes of such spaces and how their function changes with their level of abstraction. A concluding review of current technologies will show how electronic environments carry on the traditions of these spaces in serving our cultural and psychological needs.
keywords Cyberspace, Narrative, Space, Anthropic Cyberspace, Cybrids
series ACADIA
email
last changed 2022/06/07 07:54

_id d7af
authors Jung, Thomas and Do, Ellen Yi-Luen
year 2000
title Immersive Redliner: Collaborative Design in Cyberspace
doi https://doi.org/10.52842/conf.acadia.2000.185
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. 185-194
summary The Immersive Redliner supports annotation of three-dimensional artifacts in collaborative design. It enables team members to drop annotation markers in a VRML world that are linked to comment text stored on a server. Visitors to the world later can review the design annotations in the locations where they were made. We report on two phases of the Redliner project: the first involves a hypothetical design scenario, the second a real application on a rehabilitation in a residence building in Strasbourg.
keywords Annotation, Collaboration, Design, Virtual Worlds, Redlining.
series ACADIA
email
last changed 2022/06/07 07:52

_id 4d8d
authors Kvan, Thomas
year 2000
title Teaching Architecture, Learning Architecture. Technology in Support of Design Learning
doi https://doi.org/10.52842/conf.caadria.2000.181
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. 181-190
summary In the many years of conferences on the teaching of computer skills or application of computers in design studios, we see discussions about the needs, methods and benefits of teaching the use of computer tools. A few of the papers review how students learn but none report how computer tools can be directly beneficial to the student's learning of design. This paper reviews design learning and illustrates how computer tools have been used to support learning.
series CAADRIA
email
last changed 2022/06/07 07:52

_id d5a7
authors Mark, E., Martens, B. and Oxman, R.
year 2002
title Round Table Session on “Theoretical and Experimental Issues in the Preliminary Stages of Learning/Teaching CAAD”
doi https://doi.org/10.52842/conf.ecaade.2002.205
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 205-212
summary According to eCAADe’s mission, the exchange and collaboration within the area of computer aided architectural design education and research, while respecting the pedagogical and administrative approaches in the different schools and countries, can be regarded as a core activity. The current education session follows up on a round table discussion held at eCAADe 2000 in Weimar, Germany, which was continued in the form of a plenary session at eCAADe 2001, focusing on sharing ideas on a more progressive curriculum under the topic “The Ideal Computer Curriculum”. The primary objective for the 2002 education session is to engage participants in an active discussion, not the longer format presentation of prepared positions. The round-table itself is limited to short opening statements so as to ensure time is allowed for viewpoints to be exchanged and for the conference attendees to weigh in on the issues discussed. The panel will critique current patterns teaching of computer aided design in schools of architecture, a review of past practices with the potential for guiding future direction.
series eCAADe
email
last changed 2022/06/07 07:59

_id ae61
authors Af Klercker, Jonas
year 1999
title CAAD - Integrated with the First Steps into Architecture
doi https://doi.org/10.52842/conf.ecaade.1999.266
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 266-272
summary How and when should CAAD be introduced in the curriculum of the School of Architecture? This paper begins with some arguments for starting CAAD education at the very beginning. At the School of Architecture in Lund teachers in the first year courses have tried to integrate CAAD with the introduction to architectural concepts and techniques. Traditionally the first year is divided by several subjects running courses separatly without any contact for coordination. From the academic year 96/97 the teachers of Aplied aestetics, Building Science, Architectural design and CAAD have decided to colaborate as much as possible to make the role of our different fields as clear as possible to the students. Therefore integrating CAAD was a natural step in the academic year 98/99. The computer techniques were taught one step in advance so that the students can practise their understanding of the programs in their tasks in the other subjects. The results were surprisingly good! The students have quickly learned to mix the manual and computer techniques to make expressive and interesting visual presentations of their ideas. Some students with antipaty to computers have overcome this handicap. Some interesting observations are discussed.
keywords Curriculum, First Year Studies, Integration, CAAD, Modelling
series eCAADe
email
last changed 2022/06/07 07:54

_id b0e7
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Re-Convergence of Art and Science: A Vehicle for Creativity
doi https://doi.org/10.52842/conf.caadria.2000.491
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. 491-500
summary Ever-increasing complexity in product design and the need to deliver a cost-effective solution that benefits from a dynamic approach requires the employment and adoption of innovative design methods which ensure that products are of the highest quality and meet or exceed customers' expectations. According to Bronowski (1976) science and art were originally two faces of the same human creativity. However, as civilisation advances and works became specialised, the dichotomy of science and art gradually became apparent. Hence scientists and artists were born, and began to develop work that was polar opposite. The sense of beauty itself became separated from science and was confined within the field of art. This dichotomy existed through mankind's efforts in advancing civilisation to its present state. This paper briefly examines the relationship between art and science through the ages and discusses their relatively recent re-convergence. Based on this hypothesis, this paper studies the current state of the convergence between arts and sciences and examines the current relationship between the two by considering real world applications and products. The study of such products and their successes and impact they had in the marketplace due to their designs and aesthetics rather than their advanced technology that had partially failed them appears to support this argument. This text further argues that a re-convergence between art and science is currently occurring and highlights the need for accelerating this process. It is suggested that re-convergence is a result of new technologies which are adopted by practitioners that include effective visualisation and communication of ideas and concepts. Such elements are widely found today in multimedia and Virtual Environments (VEs) where such tools offer increased power and new abilities to both scientists and designers as both venture in each other's domains. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through real-time prototyping and visualisation, better decision-making, higher quality communication and collaboration, lessor error and reduced design cycles. Effective employment and adoption of innovative design methods that ensure products are delivered on time, and within budget, are of the highest quality and meet customer expectations are becoming of ever increasing importance. Such tools and concepts are outlined and their roles in the industries they currently serve are identified. Case studies from differing fields are also studied. It is also suggested that Virtual Reality interfaces should be used and given access to Computer Aided Design (CAD) model information and data so that users may interrogate virtual models for additional information and functionality. Adoption and appliance of such integrated technologies over the Internet and their relevance to electronic commerce is also discussed. Finally, emerging software and hardware technologies are outlined and case studies from the architecture, electronic games, and retail industries among others are discussed, the benefits are subsequently put forward to support the argument. The requirements for adopting such technologies in financial, skills required and process management terms are also considered and outlined.
series CAADRIA
email
last changed 2022/06/07 07:54

_id 1838
authors Akleman, E., Chen, J. and Meric, B.
year 2000
title Intuitive and Effective Design of Periodic Symmetric Tiles
doi https://doi.org/10.52842/conf.acadia.2000.123
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. 123-127
summary This paper presents a new approach for intuitive and effective design of periodic symmetric tiles. We observe that planar graphs can effectively represent symmetric tiles and graph drawing provides an intuitive paradigm for designing symmetric tiles. Moreover, based on our theoretical work to represent hexagonal symmetry by rectangular symmetry, we are able to present all symmetric tiles as graphs embedded on a torus and based on simple modulo operations. This approach enables us to develop a simple and efficient algorithm, which has been implemented in Java. By using this software, designers, architects and artists can create interesting symmetric tiles directly on the web. We also have designed a few examples of symmetric tiles to show the effectiveness of the approach.
series ACADIA
last changed 2022/06/07 07:54

_id sigradi2004_027
id sigradi2004_027
authors Alfredo Stipech
year 2004
title Enseñanza de la representación manual y digital, para arquitectos y diseñadores [Teaching Hand and Digital Representation to Architects and Designers]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The supremacy of the digital means of representation and communication and the resulting shift of the manual means in the field of design and architecture, have engendered multiple opinions and literature. They focus and analyze the virtues and risks, the losses and substitutions, and the different expressive, productive and conceptual results of their leading role in the creative process. Furthermore, if we consider both as two extremes, apparently opposed, a broad panorama of combinations and additions are produced by the emerging group of hybrid practices. This motivated the development of a research project in the Universidad Nacional del Litoral de Santa Fe, Argentina, under the Program CAI+D 2000 dealing with Design and the Analog – Digital Means. From this project emerged a collection of conceptual speculations and experimentations in the extended field of representation, extended by the incorporation of new means and hybridations, searching for new parameters and methods for professional training and practice. Key words: analog, digital, graphics, means, representation.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 28f3
authors Alvarado, R.G., Vildósola, G.V., Parra, J.C. and Jara, M.R.
year 2000
title Creacion/Creatividad: Evaluando Diseños Arquitectónicos con Realidad Virtual (Creation/Creativity: Evaluating Architectural Designs by means of Virtual Reality)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 243-246
summary ¿Can the computer improves the architectural creativity? This question is explored through a Virtual-Reality system developed for the modeling of timber structures, based on parametric elements, constructive programming and immersive visualization on real-time. Making experiences of evaluation with advanced students of architecture, whose use the system in the beginning of projects, compared with other group use not the system. This research faces the possibilities to rationalizate part of the creative process in architecture, broading the role of computer and its contribution to quality of design, and extending the possibilities to teach and share the creation of project. It is argue that major potential in this field is the swiftness, formal variety and spatial living of design, challenging the differences between objective and subjective.
series SIGRADI
email
last changed 2016/03/10 09:47

_id b004
authors Anders, Peter
year 2000
title Defining Architecture: Defining Information
doi https://doi.org/10.52842/conf.acadia.2000.003.3
source ACADIA Quarterly, vol. 19, no. 1, pp. 3-7
summary The rapid onset of information technologies has changed ways we do things and how we view the world. Computation already pervades many aspects of daily life through subtle augmentations and by changing our tools and our professions. Moreover, information technology accelerates the pace of our activities, its speed outstripping our capacity to digest its product. The changes brought on by this deluge force its chroniclers to create new terms. Neologisms spring up daily, often only adding to the confusion. Conversely, old terms take on new meanings. Their familiarity fading under the rush of new technologies, new disciplines. We are bombarded with a hasty terminology all delivered with the urgency – perhaps intent – reserved to advertising and propaganda.
series ACADIA
email
last changed 2022/06/07 07:54

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