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 691

_id 1af4
authors Kalay, Yehuda E. and Marx, John
year 2001
title Architecture and the Internet: Designing Places in Cyberspace
doi https://doi.org/10.52842/conf.acadia.2001.230
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 230-241
summary Cyberspace, as the information space is called, has become accessible in the past decade through the World Wide Web. And although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to place-like principles. Making places for human inhabitation is, of course, what architects, landscape architects, town planners, and interior designers have been doing in physical space for thousands of years. It is curious, therefore, that Cyberspace designers have not capitalized on the theories, experiences, and practices that have been guiding physical place-making. Rather, they have adopted the woefully inadequate ‘document metaphor’: instead of ‘web-places’ we find ‘web-pages.’ 3D environments that closely mimic physical space are not much better suited for making Cyber-places: they are, by and large, devoid of essential characteristics that make a ‘place’ different from a mere ‘space,’ and only rarely are they sensitive to, and take advantage of, the peculiarities of Cyberspace. We believe that this state of affairs is temporary, characteristic of early adoption stages of new technologies. As the Web matures, and as it assumes more fully its role as a space rather than as means of communication, there will be a growing need to design it according to place-making principles rather than document-making ones. By looking at physical architecture as a case study and metaphor for organizing space into meaningful places, this paper explores the possibility of organizing Cyberspace into spatial settings that not only afford social interaction, but, like physical places, also embody and express cultural values. At the same time, because Cyberspace lacks materiality, is free from physical constraints, and because it can only be ‘inhabited’ by proxy, these ‘places’ may not necessarily resemble their physical counterparts.
keywords Place, Internet, Cyberspace
series ACADIA
email
last changed 2022/06/07 07:52

_id ga0119
id ga0119
authors Edgerton, M.E., Neubauer, J. and Herzel, H.
year 2001
title The Influence of Nonlinear Dynamics and the Scaling of Multidimensional Parameter Spaces in Instrumental, Vocal and Electronic Composition
source International Conference on Generative Art
summary The influence of nonlinear phenomena and the scaling of multidimensional phase space will be presented as generating principles for musical composition. As will be shown, two broad applications seem to have a particularly robust potential for musical expression. The firstinvolves the use of non-linear dynamics to structure large-scale formal development, while the second directly effects local sound production and gesture. A short discussion defining nonlinear phenomena will lead to creative applications found within the following compositions: MAMRE, for solo violin; CANTOR’S DUST, for voice and electronics; DIVERGENCE, for voices and electronics; ANAPHORA, for solo voice, and; STRINGQUARTET #1. In this paper, the influence of nonlinear dynamics and the scaling of multidimensional parameter spaces will be presented as generating principles for musical composition. As will be shown, two broad applications seem to have a particularly robust potential for musicalexpression. The first involves the use of non-linear dynamics to structure large-scale formal development, while the second directly effects local sound production and gesture. These influences will be demonstrated through my compositions: MAMRE, for solo violin; CANTOR’S DUST, for voice and electronics; DIVERGENCE, for voices and electronics;ANAPHORA, for solo voice, and; STRING QUARTET #1.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 ecaade2009_014
id ecaade2009_014
authors Haeusler, Matthias Hank
year 2009
title Media-Augmented Surfaces: Embedding Media Technology into Architectural Surface to Allow a Constant Shift between Static Architectural Surface and Dynamic Digital Display
doi https://doi.org/10.52842/conf.ecaade.2009.483
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 483-490
summary The way screens are attached to architecture at present limits architectural surfaces to carriers of signs. The research presented in this paper offers a possible solution that allows architectural surfaces to be both a space-defining element that has certain architectural material qualities and at the same time allows media technology to be embedded. These surfaces can alter their state from static material to dynamic image in an instance. The paper presents a prototype capable of fulfilling this requirement. It also positions the research within the architectural discussion by comparing it to works of others and confirming its research value by reference to work in a similar direction. Finally, the paper evaluates the research and concludes that it could offer a ‘fabric’ to be used as a sort of media clothing for architecture in the electronic age (Ito, 2001).
wos WOS:000334282200058
keywords Media facade technology, media-augmented spaces, architectural screen design, media architecture, digital displays
series eCAADe
email
last changed 2022/06/07 07:51

_id 4dd3
authors Reymen, Isabelle M.M.J.
year 2001
title Improving design processes through structured reflection : a domain-independent approach
source Eindhoven University of Technology
summary In the world of designing, three fields of attention can be recognised, namely design research, design practice, and design education. Gaps exist between these three fields. In this thesis about designing, the focus is on the gap between design research and design practice. Design practice includes many design disciplines and an increasing number of multidisciplinary teams. Main problems in design practice are the communication between designers with a different background and the integration and co-ordination of important aspects during a design process. By tackling these problems, the effectiveness and efficiency of design processes in practice can be improved. The study of similarities and differences between design processes in several design disciplines and the development of support for reflection on design processes are topics that can improve design practice and that deserve more attention in design research. The goal of my research is to decrease the gap between design research and design practice in order to improve design processes. Reflection on design processes can help designers to improve their design process, its results, and the designer’s proficiency: By reflecting explicitly on the current design situation and on the performed design activities, in a systematic way and on a regular basis, designers can plan next design activities that can be performed effectively and efficiently given the design goal at that moment. In this thesis, the combination of systematic and regular reflection is called structured reflection. To improve design processes in various design disciplines in practice, the study of similarities and differences between design processes in several disciplines can be useful. Similarities between design processes are the basis for domain-independent design knowledge (as distinguished from domain-specific design knowledge). To reach the goal of my research, I have chosen to combine, in a broad explorative study, the development of support for structured reflection on design processes and the development of domain-independent design knowledge. This thesis describes a domain-independent approach to improve design processes through structured reflection. My research process can be summarised as follows. I studied three design disciplines, namely architecture, mechanical engineering, and software engineering. To get input from design practice, I did qualitative empirical research: I performed twelve case studies in the three disciplines to inventory characteristics of design processes and I compared the cases for similarities and differences. The similarities, together with the results of a literature study, have been the basis for the development of domain-independent descriptive design knowledge. The developed descriptive knowledge, in turn, formed the basis for developing domain-independent prescriptive design knowledge. At the end of the project, I confronted all results with design practice to get feedback on the results in another empirical study and I performed a literature study to position the results in the design literature. My design philosophy and design frame are the descriptive results developed to answer the first research question, namely “How to describe design processes in a domain-independent way?”. My design philosophy is a set of domain-independent concepts and terms for describing a design process. The concepts and terms are based on an application of the general theory of state-transition systems to the context of designing; the concepts of state and state transition correspond to the main concepts of design situation and design activity in my design philosophy. The answer to the first research question given by the design philosophy is refined in a design frame: The design frame offers a means to structure the description of a design process in a domain-independent way. Major structuring concepts of the design frame are dimensions and subjects. I define three dimensions, namely level, perspective, and time. These dimensions define a three-dimensional space, called a positioning space, in which important aspects of design processes can be positioned. A positioning space must be defined for each subject, being the three parts of a design situation: the product being designed, the design process, and the design context. My design frame is a domain-independent structure formed by the combination of the three dimensions for each subject. My design method is the prescriptive result developed to answer the second research question, namely “How to support structured reflection on design processes in a domain-independent way?”. My design method is a domain-independent aid that offers designers support for reflecting on design processes in a structured way. Reflection on design processes is defined as an introspective contemplation on the designer’s perception of the design situation and on the remembered design activities. A reflection process is described as a process that consists of three steps that are called preparation, image forming, and conclusion drawing. The design method is based on two main concepts: The first concept is the systematic description and analysis of design situations and design activities by means of forms and checklists; only systematic support for the preparation step of a reflection process is developed. The second concept is the idea of design sessions, introduced to stimulate designers to reflect regularly during a design process. A design session is defined as a period of time during which one or more designers are working on a subtask of a certain design task, for example, one afternoon, a whole day, or a week. Both concepts are combined to support structured reflection on design processes. The complete design method consists of five steps for each design session, namely planning a design session, defining the subtask of the design session, reflecting at the beginning of a design session, designing during the core of a design session, and reflecting at the end of a design session. A prototype software tool, called ECHO, has been developed to explore the benefits of using a software system to facilitate the use of the design method. Together, the design philosophy and the design frame offer concepts, a vocabulary, and a structure to describe design processes in a domain-independent way. The design method is a first proposal of a method that supports structured reflection on design processes. My results are thus possible answers to the mentioned research questions and are starting points to improve the effectiveness and efficiency of design processes. Based on the feedback I collected, I am optimistic about the applicability of my results in design practice. By asking input from design practice and by developing results that are useful for design practice and that contribute to design research, I contribute to decrease the gap between design research and design practice. The most important recommendations for further research are to test all results extensively in design practice and to investigate how to apply the results in design education.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
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 Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 9d10
authors Anders, Peter and Livingstone, Daniel
year 2001
title STARS: Shared Transatlantic Augmented Reality System
doi https://doi.org/10.52842/conf.acadia.2001.350
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 350-355
summary Since October 2000 the authors have operated a laboratory, the Shared Transatlantic Augmented Reality System (STARS), for exploring telepresence in the domestic environment. The authors, an artist and an architect, are conducting a series of experiments to test their hypotheses concerning mixed reality and supportive environments. This paper describes these hypotheses, the purpose and construction of the lab, and preliminary results from the ongoing collaboration.
keywords Mixed Reality, Cybrid, Art, Cyberspace, CAiiA-STAR
series ACADIA
email
last changed 2022/06/07 07:54

_id 3ba0
authors Gu, N. and Maher, M.L
year 2001
title Designing Virtual Architecture: From Place to User Centred Design
source International Journal of Design Computing, vol 4
summary The internet and the World Wide Web have entered our daily lives and networked environments have become an important extension of our living environment. The effect of this is the definition of the place around us is expanded. Through the use of an architectural metaphor, we are now considering the use of place as a basis for organising our virtual environment and therefore raises the need for principles and models for designing virtual architecture. Virtual Architecture, or as others call it virtual worlds or cyberspace, interprets, represents and designs the World Wide Web as a place, which supports an extended range of online individual and collaborative activities. Different platforms currently in use for designing and implementing virtual architecture aim at providing 3D virtual worlds as the design outcome. This common aim has an emphasis on the visualisation of virtual architecture, resulting in an emphasis on the design of 3D place-like forms. In this article we present a range of development issues that lead us to change the focus from the design of place-centric to user-centric virtual architecture.
series journal paper
last changed 2003/04/23 15:14

_id 1a92
authors Mirabelli, Paolo
year 2001
title Public Cyberspace Planning and Design. Architect’s role in the construction of the virtual city
doi https://doi.org/10.52842/conf.ecaade.2001.042
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 42-46
summary Architects need to consider ICT not as a tool for design but as a space to be designed. The relation between this space and the physical city must be driven from an impact to a positive and needed expansion of the urban space; an occasion to support and foster social integration and development. To achieve this, it is needed to put an effort in evolving both planning and design techniques as well as public policies for this mixed (physical/ digital) urban space. The references for doing it may be found more in the history of technology developments then in the technology itself, but a wide contribution from diverse disciplines is needed. How to do this, it’s mostly to be found out through projects, in which architects can play the fundamental role of planners that coordinate the activities of actors involved, while taking care of the public interest. Many cities are progressively losing the space devoted to foster solid social structures, so a relevant focus for projects may be aimed at the design of public cyberspace to recover the building of local social networks. A starting point could be found in the Community Networking movement, which architects could build upon, using their design skills in order to evolve this kind of spaces beyond the spontaneous and random phase. A wide range of issues are to be addressed: from needed public policies to accessibility that must be provided to anybody in order to avoid sharpening social alienation due to cultural, economical or physical reasons. An experiment is going to be carried out within a local development project promoted in Rome.
keywords Cyberspace Design, Urban Planning, E-Society, Community Networking, Selfsustainable Local Development
series eCAADe
last changed 2022/06/07 07:58

_id a9b8
authors Stelzer, Alfredo Andía and Gaete, Jaime Fontana
year 2001
title ELEMENTOS DENTRO DE UNA ARQUITECTURA DEL CIBERESPACIO (Elements Within an Architecture of Cyberspace)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 139-141
summary In detail this paper evaluates the technological reality of the potential emergence of a 3D cyberspace. This paper assesses the technology from today’s VRML and Web3D tools to Virtual Reality over gigabits networks. The thesis of this paper is that the technology is very fragmented which will continue for many upcoming years. This evidence suggests that a more compelling vision for the future does not include an ubiquitous cyberspace but a more mixed reality. One that is concurrent: analog and digital. The conclusion of this paper is that this should have implications to how architects and designers should look at the digital phenomena and cyberspace. The digital space should not be viewed as a holistic space but more as part of a more imperfect transition between media and spaces.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 6794
authors Tosello, María Elena
year 2001
title DISEÑANDO LO INVISIBLE (Designing the Invisible)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 254-256
summary The topic of this thesis project is the design, construction and experimentation of digital environments. The project intends to contribute to the evolution of cyberspace by investigating what can be particular expressions of the virtual universe. Cyberspace has a different essence from physical space and therefore it needs a different conceptualization and a new design strategy. The main goal of this project is to exploit the qualities, properties and characteristics that are unique to cyberspace. To reach this experimental study of cyberspace, I use physiological data in numerical format, as the building material to design, build and transform digital spaces.
series SIGRADI
email
last changed 2016/03/10 10:01

_id de98
authors Wong, C.-H. , Liu, Y.-T., Chen, S.-C., Chang, K.-W., Lai, T., Lee, H.L. and Chang, Y.-Y.
year 2001
title Is cyberspace a space? A preliminary exploration of the spatial phenomena in the internat
doi https://doi.org/10.52842/conf.caadria.2001.189
source CAADRIA 2001 [Proceedings of the Sixth Conference on Computer Aided Architectural Design Research in Asia / ISBN 1-86487-096-6] Sydney 19-21 April 2001, pp. 189-194
summary This study attempts to join the current interdisciplinary discussion on the issue of ëëspaceíí, and to obtain new definition as well as insightful understanding of "space". As a preliminary exploration, the main objective of this study is to discover the elements involved in Internet space creation 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. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world and virtual world.
series CAADRIA
email
last changed 2022/06/07 07:57

_id avocaad_2001_18
id avocaad_2001_18
authors Aleksander Asanowicz
year 2001
title The End of Methodology - Towards New Integration
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 The present paper is devoted to the deliberation on the genesis and development of designing from the point of view of the potential use of computers in the process. Moreover, it also presents the great hopes which were connected with the use of the systematic designing methods in the 1960’s, as well as the great disappointment resulting from the lack of concrete results. At this time a great deal of attention was paid to the process of design as a branch of a wider process of problem-solving. Many people believed that the intuitive methods of design traditionally used by architects were incapable of dealing with the complexity of the problems to be solved. Therefore, the basic problem was the definition of a vertical structure of the designing process, which would make it possible to optimise each process of architectural design. The studies of design methodology directed at the codification of the norms of actions have not brought about any solutions which could be commonly accepted, as the efforts to present the designing process as a formally logical one and one that is not internally “uncontrary” from the mathematical point of view, were doomed to fail. Moreover, the difficulties connected with the use of the computer in designing were caused by the lack of a graphic interface, which is so very characteristic of an architect’s workshop. In result, the methodology ceased to be the main area of the architect’s interest and efforts were focused on facilitating the method of the designer’s communication with the computer. New tools were created, which enabled both the automatic generation of diversity and the creation of forms on the basis of genetic algorithms, as well as the presentation of the obtained results in the form of rendering, animation and VRML. This was the end of the general methodology of designing and the beginning of a number of methods solving the partial problems of computer-supported design. The present situation can be described with the words of Ian Stewart as a “chaotic run in all directions”. An immediate need for new integration is felt. Cyber-real space could be a solution to the problem. C-R-S is not a virtual reality understood as an unreal world. Whilst VR could be indeed treated as a sort of an illusion, C-R-S is a much more realistic being, defining the area in which the creative activities are taking place. The architect gains the possibility of having a direct contact with the form he or she is creating. Direct design enables one to creatively use the computer technology in the designing process. The intelligent system of recognising speech, integrated with the system of virtual reality, will allow to create an environment for the designer – computer communication which will be most natural to the person. The elimination of this obstacle will facilitate the integration of the new methods into one designing environment. The theoretical assumptions of such an environment are described in the present paper.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 04f2
authors Cimerman, Benjamin
year 2001
title Clients, architects, houses and computers: Experiment and reflection on new roles and relationships in design
doi https://doi.org/10.52842/conf.acadia.2001.100
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 100-109
summary This paper reports on recent work that focused on the potential impact of standard computer technology on the relationship between client and architect in the context of residential design. A study of software applications a client could use to develop and evaluate ideas exposed the dearth of software available for the design of spatial complexity by individuals without advanced computer skills, and led to the design of a specific piece of software we call “Space Modeler.” It was prototyped using off-the-shelf virtual reality technology, and tested by a group of freshmen students. The paper discusses the specificities of the software and provides analysis and reflection based on the results of the test, both in terms of design artifacts and users’ comments. The paper concludes that the evolution of the interface to electronic environments is a matter of interest for those concerned with rethinking the training, role and activity of the architect. In the near future prospective homeowners may be able to experience and experiment with the space of their home before it is built. How can the profession embrace new information technology developments and appropriate them for the benefits of society at large?
keywords Design Software, Design Participation, Visualization, Simulation
series ACADIA
email
last changed 2022/06/07 07:52

_id 811d
authors Goulthorpe, M., Burry, M. and Dunlop, G.
year 2001
title Aegis Hyposurface©: The Bordering of University and Practice
doi https://doi.org/10.52842/conf.acadia.2001.344
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 344-349
summary Throughout history, profound technological shifts have been accompanied by significant cultural changes. The current shift from a technical paradigm based on physical, mechanical production to one based on electronic media impacts on forms of architectural practice in unexpected ways. The use of design software not only enhances graphic and modeling capacity but also reveals new possibilities for both form generation and fabrication. At a more subtle level it may influence the patterns of thought and creativity that have underpinned traditional forms of architectural practice. This paper examines the implications of the redefined praxis by considering the new role of ‘town and gown’ in the production of the interactive hypersurface: the AegisHypersurface©, the first working prototype of which was unveiled in March 2001.
keywords Real-Time Animation, Interactive Architecture, Hypersurface
series ACADIA
email
last changed 2022/06/07 07:51

_id fe63
authors Lindsey, B.
year 2001
title Digital Gehry
source Princeton, NJ: Princeton Architectural Press
summary Frank O. Gehry, born in 1929, founded his own architectural firm in Los Angeles in 1962, and since the building of the Guggenheim Museum in Bilbao, he is undoubtedly among the ranks of international architecture superstars. His buildings are complex constructions, with curves and distortions, skilful plastic shapes which never cease to surprise with their breath-taking spatial effects. To create these daring designs, Gehry makes extensive use of the latest electronic tools, physical models are transformed into digital models using software and hardware which has been adapted from the space industry and medical research. This book provides a colourful insight into Gehry's design methods and the creative process behind his fantastic buildings.
series other
last changed 2003/04/23 15:14

_id 86f6
authors Martens, Bob and Turk, Ziga
year 2001
title Digital Proceedings: Making CAAD-Knowledge Widely Available
doi https://doi.org/10.52842/conf.acadia.2001.380
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 380-385
summary This paper deals with the efficiency of publication means within the scientific community. Scientists spend a substantial part of their total time in visiting meetings and conferences, reading publications, writing emails, etc. Thus any improvements in the communication processes, in particular technologies which minimize non-value adding activities such as tedious retrieving of source material from library shelves, could have far-reaching (positive) consequences. In this respect a customized solution for the digitalization of paper-based conference proceedings is presented. The process of creating electronic copies of papers - disseminating knowledge on CAAD - in pdf-format is described as well as the respective decisions which were taken in this context.
keywords CAAD-related Publications, Web-based Bibliographic Database, Searchable Index, Retrospective CAAD Research
series ACADIA
email
last changed 2022/06/07 07:59

_id avocaad_2001_05
id avocaad_2001_05
authors Alexander Koutamanis
year 2001
title Analysis and the descriptive approach
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 The rise of consciousness concerning the quality of working and living conditions has been a permanent though frequently underplayed theme in architecture and building since the reconstruction period. It has led to an explosive growth of programmatic requirements on building behaviour and performance, thus also stimulating the development of design analysis. The first stage of development was characterized by the evolution of prescriptive systems. These reversed the structure of pre-existing proscriptive systems into sequences of known steps that should be taken in order to achieve adequate results. Prescriptive systems complemented rather than replaced proscriptive ones, thereby creating an uncertain mixture of orthodoxy and orthopraxy that failed to provide design guidance for improving design performance and quality.The second stage in the development of design analysis focuses on descriptive methods and techniques for analyzing and supporting evaluation. Technologies such as simulation and scientific visualization are employed so as to produce detailed, accurate and reliable projections of building behaviour and performance. These projections can be correlated into a comprehensive and coherent description of a building using representations of form as information carriers. In these representations feedback and interaction assume a visual character that fits both design attitudes and lay perception of the built environment, but on the basis of a quantitative background that justifies, verifies and refines design actions. Descriptive analysis is currently the most promising direction for confronting and resolving design complexity. It provides the designer with useful insights into the causes and effects of various design problems but frequently comes short of providing clear design guidance for two main reasons: (1) it adds substantial amounts of information to the already unmanageable loads the designer must handle, and (2) it may provide incoherent cues for the further development of a design. Consequently the descriptive approach to analysis is always in danger of been supplanted by abstract decision making.One way of providing the desired design guidance is to complement the connection of descriptive analyses to representations of form (and from there to synthesis) with two interface components. The first is a memory component, implemented as case-bases of precedent designs. These designs encapsulate integrated design information that can be matched to the design in hand in terms of form, function and performance. Comparison between precedents with a known performance and a new design facilitate identification of design aspects that need be improved, as well as of wider formal and functional consequences. The second component is an adaptive generative system capable of guiding exploration of these aspects, both in the precedents and the new design. The aim of this system is to provide feedback from analysis to synthesis. By exploring the scope of the analysis and the applicability of the conclusions to more designs, the designer generates a coherent and consistent collection of partial solutions that explore a relevant solution space. Development of the first component, the design case-bases, is no trivial task. Transformability in the representation of cases and flexible classification in a database are critical to the identification and treatment of a design aspect. Nevertheless, the state of the art in case-based reasoning and the extensive corpus of analysed designs provide the essential building blocks. The second component, the adaptive generative system, poses more questions. Existing generative techniques do not possess the necessary richness or multidimensionality. Moreover, it is imperative that the designer plays a more active role in the control of the process than merely tweaking local variables. At the same time, the system should prevent that redesigning degenerates into a blind trial-and-error enumeration of possibilities. Guided empirical design research arguably provides the means for the evolutionary development of the second component.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
doi https://doi.org/10.52842/conf.acadia.2002.013
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

_id acadia11_372
id acadia11_372
authors James, Anne; Nagasaka, Dai
year 2011
title Integrative Design Strategies for Multimedia in Architecture
doi https://doi.org/10.52842/conf.acadia.2011.372
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 372-379
summary Multidisciplinary efforts that have shaped the current integration of multimedia into architectural spaces have primarily been conducted by collaborative efforts among art, engineering, interaction design, informatics and software programming. These collaborations have focused on the complexities of designing for applications of multimedia in specific real world contexts. Outside a small but growing number of researchers and practitioners, architects have been largely absent from these efforts. This has resulted in projects that deal primarily with developing technologies augmenting existing architectural environments. (Greenfield and Shepard 2007)This paper examines the potential of multimedia and architecture integration to create new possibilities for architectural space. Established practices of constructing architecture suggest creating space by conventional architectural means. On the other hand, multimedia influences and their effect on the tectonics, topos and typos (Frampton 2001) of an architectural space (‘multimedia effects matrix’) suggest new modes of shaping space. It is proposed that correlations exist between those two that could inform unified design strategies. Case study analyses were conducted examining five works of interactive spaces and multimedia installation artworks, selected from an initial larger study of 25 works. Each case study investigated the means of shaping space employed, according to both conventional architectural practices and the principles of multimedia influence (in reference to the ‘multimedia effects matrix’) (James and Nagasaka 2010, 278-285). Findings from the case studies suggest strong correlations between the two approaches to spatial construction. To indicate these correlations, this paper presents five speculative integrative design strategies derived from the case studies, intended to inform future architectural design practice.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

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