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 309

_id ascaad2004_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ga0118
id ga0118
authors Annunziato, Mauro and Pierucci, Piero
year 2001
title Learning and Contamination in Virtual Worlds
source International Conference on Generative Art
summary The most recent advances of artificial life scientific research are opening up a new frontier: the creation of simulated life environments populated by autonomous agents. In these environments artificial beings can interact, reproduce and evolve [4, 6, 15], and can be seen as laboratories whereto explore the emergence of social behaviors like competition, cooperation, relationships and communication [5, 7] . It is still not possible to approach a reasonable simulation of the incredible complexity of human or animal societies, but these environments can be used as a scientific orartistic tool to explore some basic aspects of the evolution [1, 2, 3, 9, 10, 11, 12, 13, 14]. The combination of these concepts with robotics technology or with immersive-interactive 3D environments (virtual reality) are changing quickly well known paradigms like digital life, manmachineinterface, virtual world. The virtual world metaphor becomes interesting when the artificial beings can develop some form of learning, increasing their performances, adaptation, and developing the ability to exchange information with human visitors. In this sense the evolution enhances the creative power and meaningful of these environments, and human visitors experience an emotion of a shift from a simplified simulation of the reality to a real immersion into an imaginary life. We may think that these realization are the first sparks of a new form of life: simulated for the soft-alife thinkers, real for the hard-alife thinkers, or a simple imaginary vision for the artists.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:15

_id caadria2010_043
id caadria2010_043
authors Barker, Tom and M. Hank Haeusler
year 2010
title Urban digital media: facilitating the intersection between science, the arts and culture in the arena of technology and building
doi https://doi.org/10.52842/conf.caadria.2010.457
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 457-466
summary The research presented in this paper investigates ways of providing better design applications for technologies in the field of Urban Digital Media (UDM). The work takes an emergent approach, evolving a design strategy through the early engagement of stakeholders. The paper discusses research in a design-led creative intersection between media technology, culture and the arts in the built environment. The case study discusses opportunities for the enhancement of a university campus experience, learning culture and community, through the provision of an integrated digital presence within campus architecture and urban spaces. It considers types of information architecture (Manovich, 2001) and designs for use in urban settings to create communication-rich, advanced and interactive designed spaces (Haeusler, 2009). The presented research investigates how to create a strategy for display technologies and networked communications to transform and augment the constructed reality of the built environment, allowing new formats of media activity.
keywords Urban design; outdoor digital media; information architecture; multidisciplinary design; augmented reality; media facades
series CAADRIA
email
last changed 2022/06/07 07:54

_id 6ddf
authors Bessone, B., Mantovani, G. and Galuzzi, S.
year 2001
title SEIS AÑOS DE EXPERIENCIA ENTRE LO ANÁLOGO Y LO DIGITAL (Six Years of Experience Between the Analogue and the Digital)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 179-182
summary This paper intends to contribute Architecture I Experimental Workshops for a basis of knowledge, coming up from experimenting and investigating on pedagogical strategies, during the last decades of technological media changes. A temporal cutting sustained by two specific situations is proposed. Students´ processes: Beginners in ´96 are thesists now and learning result are evaluated. Educators´ processes: An interdisciplinary group including different subjects and skills was formed. A “Preliminary Test” checking methodological instruments was considered. After having done appropiate changes, traditional design processes were compared with new ones in order to continue with the Investigating Program.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 3934
authors Cabezas, M., Mariano, C., Oliva, G. and Oliva, S.
year 2001
title EVALUACIÓN DE UNA METODOLOGÍA DE ENSEÑANZA DE LA GEOMETRÍA DESCRIPTIVA (Evaluation of a Methodology for the Teaching of Descriptive Geometry)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 204-206
summary The purpose of this paper is to point out the most relevant aspects of an experience which gathers research processes and teaching practices at a University level, activities in which the authors hereof have been involved for many years. Even though this question has already been widely discussed – being its analysis extremely broad and varied – it is still quite interesting. This issue deals with the incorporation of new technologies in the teaching and learning processes and in the case of this specific experience, it refers to its trial implementation in the classroom.
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
doi https://doi.org/10.52842/conf.caadria.2010.443
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_id b405
authors Chiu, M.-L., Lin, Y.-M., Lee, C.-H. and Tsai, P.-H.
year 2001
title Teaching rapid prototyping in cad studios for creative design
doi https://doi.org/10.52842/conf.caadria.2001.307
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. 307-310
summary This paper is intended to study the characteristics of digital tools and applying the rapid prototyping (RP) technology to the architectural design studio. The examples and experience of using RP are presented.
series CAADRIA
email
last changed 2022/06/07 07:55

_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 1b32
authors Da Conceição Garcia, Cláudia and De Souza Tenorio, Gabriela
year 2001
title UMA REFLEXÃO SOBRE PROPOSTA PEDAGÓGICA DO ENSINO DA COMPUTAÇÃO GRÁFICA NO CURSO DE ARQUITETURA E URBANISMO (A Reflection on a Pedagogical Proposal for Teaching Computer Graphics in an Architecture and Urbanism Course)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 224-226
summary In the last few years, the use of computers methods on architecture and urban undergraduate courses have been a matter of criticism. Many professors and lectures argue that computers have not contributed for students creativity development. This paper presents a proposal for a graphic computing course of the Faculdade de Arquitetura e Urbanismo of the Universidade de Brasília that aims to use computer in a creative manner. During the last 5 years, faculties from applied architecture computing from our institute have applied new pedagogical strategies to lecture this course. We intend to use this tool not only to express and represent architecture projects, but also to evaluate the development of architecture and urban projects. Our experience on this topic allowed the development of a methodological procedure that focus on the architecture and urban projects and not on the graphic computing software.
series SIGRADI
email
last changed 2016/03/10 09:50

_id 4533
authors Datta, S., Morison, D. and Roberts, K.
year 2001
title Pedagogical Templates: A Comparative Study of Higher Order Reflective Making, Playful Design Learning Forum
source Adelaide University School of Architecture, Landscape Architecture and Urban Design, Adelaide
summary Schon's notion of reflection-in-action implies a constructivist process of learning, especially valid in the teaching of professional disciplines such as architecture. Action becomes the instrument of conjecture and learning arises in the context of reflection upon the act. Such a process of interleaving action and reflection constitutes a "higher-order" process of reflective making. Research in design studies has shown that strategies for making differ markedly between professional and novitiate designers. Further, such studies have shown that skilled designers employ past experience and precedents to create context for new problem situations. To address the lack of context in novitiate learning situations, we propose the use of "pedagogical templates" for the promotion of "higher-order" strategies in design learning contexts for supporting beginning design students. We focus on the use of digital media, specifically for the design, implementation and delivery of constructive learning situations. This paper presents the use of a pedagogical template in the creation of constructivist contexts for two complementary courses, a traditional design studio and a computermodelling course at Deakin University. The resulting implications for design learning and the integration of physical and digital forms of making through the use of a pedagogical template are discussed.
series other
last changed 2003/04/23 15:50

_id e4a7
authors Espina B., Jane J.
year 2001
title La tecnologia digital en las edificaciones arquitectonicas de la modernidad [The Digital Tecnology In Modern Architectural Constructions]
source 2da Conferencia Venezolana sobre Aplicación de Computadores en Arquitectura, Maracaibo (Venezuela) december 2001, pp. 136-145
summary This paper gives an overview of the experience developed by Computer Graphics II course of department of Communication in School of Architecture and Design of University of Zulia which was initiated since 1999.The work describes the methodology used by two groups of objectives: general of the course and those generated by experiences in two levels: one as analysis instruments and the other one during process of design. Course is looking for trainning in CAD system uses by 3D representation of modern buildings, so at the end of the experience students were succeed : 1) analysis of projects of modern architecture, 2) quick visualization and efficient volumetric representation, 3) make a digital format library of differents buildings of the city and 4) comprehension and historic knowledge of city. CAD systems used for representation of 2d and 3D drawings offer to architects tools as color, textures, shadows, plus generation of different points of view as isometrics, perspectives and realistic representations. The digital format of the selected buildings gives to drafts an additional value.
keywords Modern Architecture; Three-Dimensional; Realistic Representation; CAD Systems; Digital Format
series other
email
last changed 2003/02/14 08:29

_id ga0124
id ga0124
authors Feuerstein, Penny L.
year 2001
title Art In The Digital Age: Using Computer As An Expressive Tool
source International Conference on Generative Art
summary I use digital technology to visualize the theory that we experience any one moment in a "constant state of collage". I literally "scan" the moment, scanning objects such as rocks or paper, energy, and ideas into the computer to convert them to a new common language of binary numbers. After scanning, I work with digital tools to create generation, replication, and integration. These three attributes of the computer are used throughout my work. In this way the computer is used as an expressive tool to visualize the subconscious layering and relayering that occurs as the mind processes "experience" -that moment when the physical, intellectual, emotional and spiritual come together as one. I call this my "assemblage of the mind" with all that surrounds it. To illustrate this concept, I use software such as High Rez QFX or Photoshop to manipulate images of photographs drawings and paintings. I am exploring what happens to the gestural quality of the line or brushtroke when it has been maniplatedwith these digital tools. The manipulation of photography, drawings, paintings and found objects expresses a new reality that reflects this digital age.Digital imaging intensifies this reality because youhave the potential for infinite replications of the same image within one artwork. By making many reproductions it substitutes a plurality of copies for a unique existance. Using the generative tools, this plurality is taken a step further because it actually mimics our existance. Looking at Kasimir Malevich's painting, "basic Suprematist Element" inspired me to paint a brushstroke and transcend a photo of a landscape into it. By using transparency tools to integrate objects and photos with paintings, I want toconvey that the objective consciousness of an object is just as important as the subjective inner state of consciousness in experiencing reality. The irony is that my theory directly opposes Malevich's theories on Suprematism, yet it was Malevich who inspired me.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 7d5e
authors González, Daniela and Burguez, Raúl
year 2001
title FICCIONES.EXE: NUEVAS NARRATIVAS INTERACTIVAS: EXPERIENCIA PRÁCTICA CON ALUMNOS DE LA LICENCIATURA EN DISEÑO GRÁFICO, UNIVERSIDAD ORT URUGUAY (FICCIONES.EXE: New Interactive Narratives: Practical Experience with Students of the Degree in Graphical Design, University of Uruguay)
source SIGraDi biobio2001 - [Proceedings of the 5th Iberoamerican Congress of Digital Graphics / ISBN 956-7813-12-4] Concepcion (Chile) 21-23 november 2001, pp. 156-158
summary Traditional narrative systems, such as literature, the cinema and the television, keep a linear design when developing a story, due to their own characteristics. Multimedia offers the possibility of developing a new narrative language. Multimedia fiction is based on the idea of working on a new medium, taking the previous ones as a starting point. In this new medium, the decisions taken by the user, will enable him to create his own version of the story. Work done in this field, have attempted to investigate and go deeper into these concepts.
series SIGRADI
email
last changed 2016/03/10 09:52

_id 37b4
authors Gu, N. and Maher, M.L.
year 2001
title Architectural design of a virtual campus
source Y-T. Liu (ed.), Defining Digital Architecture, Dialogue, pp. 158-161
summary The design of a virtual campus, while considering the role of technology in education, also can be influenced by the of place that more traditional architectural design provides. This approach need not result in a virtual campus that looks like a physical building, the main concept is to intricately link learning with an experience in a place with other people.
series other
last changed 2003/04/23 15:50

_id 2004_444
id 2004_444
authors Ham, Jeremy J. and Dawson, Anthony
year 2004
title Managing Digital Resources for Design Education
doi https://doi.org/10.52842/conf.ecaade.2004.444
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 444-450
summary This paper outlines the evolution of digital management systems used in the School of Architecture and building at Deakin University from 2001 to the present. These systems have been implemented to support a curriculum development programme in the design, construction and computing units. Two school-based information management systems are discussed in depth: low-tech network submission system and Bentley Systems Inc’s ProjectWise. Early experiences in using a universitybased system are also reported on. Lessons learnt from three years experience in managing digital resources for design education have informed the development of a growing digital culture in the architectural and construction management curricula. Whilst digital curriculum design and management systems supporting this curriculum have been developed effectively in this school, full optimization of IT to enhance design education is reliant on fundamental changes within traditional academic culture.
keywords Digital Management, Digital Curriculum, Design Education
series eCAADe
last changed 2022/06/07 07:50

_id sigradi2009_903
id sigradi2009_903
authors Harris, Ana Lúcia Nogueira de Camargo
year 2009
title O Uso da Técnica dos "Planos em Série" com o Desenvolvimento da Computação Gráfica - Uma Experência Didática [The Use of the 'Serial Plan' Technique with the Development of the Computer Graphic - A Teaching Experience]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper is about comparative didactic experiences where the “Serial plan Technique” defined by Wong (1998), was applied in 2001 and 2008 which computer resources from that time. In 2001 this technique was applied with the help of AutoCAD for generation of the planifications, but in 2008 the appliances of AutoCAd and Sketch Up were used for the virtual construction of objects. The quality of the results showed a didactic potential and an increasement in the possible creative rhythm, mainly because the facility of the three-dimensional virtual visualization and because the speed in the physical execution of the created project.
keywords didactic experiences; serial plan technique; CAD; AutoCAD; Skecht Up
series SIGRADI
email
last changed 2016/03/10 09:53

_id e9b1
authors Heylighen, Ann and Neuckermans, Herman
year 2001
title Destination: Practice – Towards a maintenance contract for the architect’s degree
doi https://doi.org/10.52842/conf.acadia.2001.090
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. 090-099
summary Addressing the subject of Case-Based Reasoning (CBR) in architectural design, we present a Web-based design assistant for student- and professional architects called DYNAMO. Its main objective is to initiate and nurture the life-long process of learning from (design) experience as suggested by CBR’s cognitive model. Rather than adopting this model as such, DYNAMO extrapolates it beyond the individual by stimulating and intensifying several modes of interaction. One mode – the focus of this paper – concerns the interaction between the realm of design education and the world of practice. DYNAMO offers a platform for exchanging design efforts and insights, in the form of cases, between both parties, which perfectly chimes with the current tendency towards life-long learning and continuing education. Just like our university advises graduates to ‘Take a maintenance contract with your degree’, architecture schools may encourage recently qualified architects to subscribe to DYNAMO. To what extent the tool can fulfill this role of maintenance contract is discussed at the end of the paper, which reports on how DYNAMO was used and appreciated by professional architects at different levels of expertise.
keywords Case-Based Reasoning, Web-Based Learning, Digital Repositories
series ACADIA
email
last changed 2022/06/07 07:50

_id f1c4
authors Holmgren, S., Rüdiger, B. and Tournay, B.
year 2001
title The 3D-City Model – A New Space
doi https://doi.org/10.52842/conf.ecaade.2001.430
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 430-435
summary We have worked with the construction and use of 3D city models for about ten years. This work has given us valuable experience concerning model methodology. In addition to this collection of knowledge, our perception of the concept of city models has changed radically. In order to explain this shift in paradigms we begin by describing some of the concrete models we have made, showing the relationship between model structure (methodology and content) and model use. We also describe the projects we are working on at present in order to illustrate new ideas concerning the potential development of 3D city models.
keywords Digital 3D City Model, Urban Regeneration, Participatory Design, On Line Community
series eCAADe
email
last changed 2022/06/07 07:50

_id c176
authors Jain, R.
year 2001
title Digital Experience
source Communications of the ACM, 44(3), pp. 38-40
summary We experience our physical environment through our natural senses of sight, sound, touch, taste, and smell. Combined with the models of the world each of us develops through learning, they allow us to experience and function in the physical and social worlds. The history of civilization follows the development of our understanding of experience" and how to share it with our fellow humans immediately, as well as with those who will follow in future generations (see the Symbolic Timeline). Experience is fundamental to human existence. The desire to share it will continue to be the motivating factor in the development of exciting multimedia technology in the foreseeable future. Data is observed facts or measurements; information is derived from data in a specific context. Experience is the direct observation or participation in an event. A look at history reveals how human society has evolved into an information society and is on its way to being an experience society. "
series journal paper
last changed 2003/04/23 15:50

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