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 39

_id ga0217
id ga0217
authors Bentley, Katie A.
year 2002
title Exploring Aesthetic Pattern Formation
source International Conference on Generative Art
summary This paper is an exploration of an interdisciplinary nature. Through studies in fine art, pattern formation in nature, and artificial life, a mechanism for the artistic process is presented. Asynchronous updating schemes implemented in cellular automata and pheromonal agent swarms were evolved to produce aesthetic patterns and compared favourably to non-evolved synchronous production methods. The curious adaptive properties of the resulting patterns were investigated.
series other
email
more http://www.generativeart.com/
last changed 2003/11/21 15:16

_id acadia17_202
id acadia17_202
authors Cupkova, Dana; Promoppatum, Patcharapit
year 2017
title Modulating Thermal Mass Behavior Through Surface Figuration
doi https://doi.org/10.52842/conf.acadia.2017.202
source ACADIA 2017: DISCIPLINES & DISRUPTION [Proceedings of the 37th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-96506-1] Cambridge, MA 2-4 November, 2017), pp. 202-211
summary This research builds upon a previous body of work focused on the relationship between surface geometry and heat transfer coefficients in thermal mass passive systems. It argues for the design of passive systems with higher fidelity to multivariable space between performance and perception. Rooted in the combination of form and matter, the intention is to instrumentalize design principles for the choreography of thermal gradients between buildings and their environment from experiential, spatial and topological perspectives (Figure 1). Our work is built upon the premise that complex geometries can be used to improve both the aesthetic and thermodynamic performance of passive building systems (Cupkova and Azel 2015) by actuating thermal performance through geometric parameters primarily due to convection. Currently, the engineering-oriented approach to the design of thermal mass relies on averaged thermal calculations (Holman 2002), which do not adequately describe the nuanced differences that can be produced by complex three-dimensional geometries of passive thermal mass systems. Using a combination of computational fluid dynamic simulations with physically measured data, we investigate the relationship of heat transfer coefficients related to parameters of surface geometry. Our measured results suggest that we can deliberately and significantly delay heat absorption re-radiation purely by changing the geometric surface pattern over the same thermal mass. The goal of this work is to offer designers a more robust rule set for understanding approximate thermal lag behaviors of complex geometric systems, with a focus on the design of geometric properties rather than complex thermal calculations.
keywords design methods; information processing; physics; smart materials
series ACADIA
email
last changed 2022/06/07 07:56

_id ecaade03_587_34_asanowicz
id ecaade03_587_34_asanowicz
authors Asanowicz, Alexander
year 2003
title Architectural Composition in Digital Space
doi https://doi.org/10.52842/conf.ecaade.2003.587
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 587-590
summary In this paper the possibilities of using the computers at course of architectural compositions are considered. As the start point of the new teaching method of architectural composition we used the course of tradition architectural composition, elaborated at our Faculty. The course of Digital Architectural Composition was finished in 2002. The main goal of using the new digital media for modelling architectural forms was checking the new possibilities of form creation. Traditionally, searching of forms at the conceptual design stage is performed by using sketches, drawings and physical models. Our new method showed that is possible to do the same thing using the computerbased 3D modelling, experiencing no physical limitations of the 'real' substance. At the same time, at the early design stages, when formal value is sought, computer modelling can be done almost intuitively. In ours work we try to find a creative way of using computer - transforming the tool into medium. The attention was paid on exploring the possibilities characteristic for computers and not available with traditional methods of modelling. Architect’s tradition tools are effectively replaced by a computer, which create a new way of doing things.
keywords Architectural composition, computer modelling, method of teaching
series eCAADe
email
last changed 2022/06/07 07:54

_id 63c3
authors Burdi, Luciana
year 2002
title Evaluating the Use of a Web-Based Collaborative Interactive Digital Model (CollABITA) in Supporting the Urban Design Approval Process1
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, III.1-III.15
summary This research, after analyzing the Urban Development Approval Process in its functionalities and methodologies, is showing the key points at which the process might be supported by new computer technologies, and it establishes a web-based Collaborative Interactive Digital Model (CollABITA Model) that relates and facilitates the graphical representation of the urban design process with some elements of the methodological approach. The CollABITA Model will dramatically facilitate the idea of broadening public participation, and indirectly by this, also collaboration. This new web-based support tool, is focusing on how new Informative Computer Technologies can be used in order to have a more co-operative design process. By utilizing the enormous potential of Internet for informing the process, and software for visualizing its products, the Model will provide an effective support, which will be able to deliver information in various forms to the Designers, Developers, Decision Makers, Agencies and the final user (the Citizens). The Model is concerned with the big challenge of supporting the urban design approval process itself, by exploring different kind of visualizations and communication tools, rather than producing a guide for carrying out the design. CollABITA Model is based on the existent framework structure of the extranet tool already available. Then, more then those, CollABITA Model will try to solve, by adding technical and collaborative functionalities, those issues that are characteristics in the urban design process and that are not jet solved by using one of the software .
keywords 3D City modeling
series other
email
more www.udms.net
last changed 2003/03/29 10:43

_id aef6
authors Chang, David C. and Szalapaj, Peter
year 2002
title Making Sense of Presenting Design Ideas through Animated Form
doi https://doi.org/10.52842/conf.ecaade.2002.560
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. 560-563
summary This paper describes both conventional and computational ways of expressing and exploring design concepts with the use of models. We explain the role and function of the model in the design process, and investigate the ways in which models become reflections and representations of architects’ design thinking. We compare and contrast the physical properties of conventional models with those of three-dimensional computer models, and the corresponding processes of model creation, model development, and model modification. The paper includes a brief overview of commonly used forms of computer representations often encountered in Computer Aided Design applications. Whatever the visual richness of computer models in virtual environments can be, we believe that, just as in the use of conventional two-dimensional architectural drawings, computational presentations of architectural design concepts have their own conventions of use. This paper addresses the need to more accurately understand these conventions of using computer models for the representation of architectural design concepts. Therefore, we will illustrate the more dynamic qualities of computer models, which have the potential to allow designers to escape from the restrictions and constraints of physical form. In particular, we demonstrate these qualities in the context of architectural presentations in the medium of computer animation. These new forms of expression of design thoughts and ideas go beyond mere model making, and move more towards scenemaking and storytelling. The latter represents new methods of expression within computational environments for architects and designers.
series eCAADe
email
last changed 2022/06/07 07:56

_id c82f
authors Chang, Yu-Li
year 2002
title Exploring syntax and semantics of spatial structure - A study on Traditional Taiwanese City form in Chi’i’ng Dynasty
doi https://doi.org/10.52842/conf.ecaade.2002.412
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. 412-416
summary Abstract. In this paper, we want to figure out the relations of complex semantics and syntax on five traditional Taiwanese cities in Chi’i’ng Dynasty by using a language approach. The issues of traditional Taiwanese central city in Chi’ing Dynasty had been interpreting by historical, social, and cultural research but had lacked the explicit construction of spatial structure on semantics-syntax. Therefore, we use a data modeling on knowledge level to describe the relationship between syntax and semantics. Through the research of Chi’ing Dynasty‘s history, we find out the spatial relations of Taiwanese traditional city to establish the functional categories of spatial structures. Then the language of semantics components and the meaning’s attributes are coded as logical statements to map the elements of syntax on architectural form, political vocabularies, spatial layout, and spatial myth. We argue that using this approach several social and spatial structures of cities can be clearly defined and understood.
series eCAADe
email
last changed 2022/06/07 07:55

_id f6d6
authors El Araby, Mostafa
year 2002
title Possibilities and Constraints of using Virtual Reality in Urban Design
source CORP 2002, Vienna, pp. 457-463
summary This study aims at exploring the rapid growth of the use of Virtual Reality techniques in the field of Urban Design. Currently, VirtualReality —the ultimate representation— and Virtual Environments are the most growing fields of information technology and have agreat media attention. This research discusses the possibilities and limitations of applying Virtual Reality (VR) technology inenvironmental simulations for urban design practice. There is evidence to suggest that the use of such technology will enhanceconceivable image of any proposed project at any urban setting for users, designers and clients. Therefore, city officials andadministrators (clients) and the public (users) can reach better decisions regarding proposed projects within their towns and cities.Specifically, this research structured in several interdependent parts: the first part is concerned with the definition of VR as well as abackground of its history and current achievements. Types and components of VR systems are described and traditional simulationtechniques are reviewd. In addition, a discussion of current attempts in incorporating VR in urban design disciplines are presented.This discussion raises the question of appropriateness of the VR techniques in urban design projects. An assesment of both potentialsand limitations of aplying this technique, i.e. VRML (Virtual Reality Modelling Language), are discussed. This study definespotentialities, constraints and problems of using this technique, and recommends future research efforts in the field of using theVirtual Reality as a medium for delivering real content for those interested in the design of the built environment.
series other
email
more www.corp.at
last changed 2002/12/19 12:19

_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 ae2a
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 24-27
summary This paper will discuss an unconventional methodology for using physical and digital media strategies interchangeably in a tightly structured framework for the integration of environmental control systems (ECS) principles into a third year design studio. An eight-step methodology enabled architectural explorations of rich tactile and luminous engagement. The principles that provide the foundation for these integrative strategies between a design studio and building technology course, spring from a systematic approach that follows the tradition of the Bauhaus principles (e.g., Albers, Moholy-Nagy, Kandinsky and Kepes) of craftsmanship and visual perception.A series of intense short workshops focused on day lighting, electric lighting, and skin vocabulary to lead students to consider these components as part of their form-making inspiration. Examples of student work and their feedback on this methodology process will show how the exercises were linked to allow for a clear design progression.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id ddssar0216
id ddssar0216
authors Jones, Dennis B.
year 2002
title The Quantum Matrix:A Three Dimensional Data Integration and Collaboration ToolFor Virtual Environments
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary If a picture is worth a thousand words, what if they could walk and talk? How would you like to bring a whole new dimension to your ideas; to use visualization to convey a sense of time and motion, to use imagery to give your ideas vividness; to use sound to give them voice and view them threedimensionally. The Matrix allows you to do all of this and much more. The Matrix resembles Rubik’s cube, but its purpose is to store, manage and access data of all types and to view them in three dimensions in virtual environments such as the CAVE and on your desktop. The current version can store, access and view almost anything that is in digital form, including:Text files Pictures Video Clips Sound Files Spreadsheets URL’s HTML pages Databases CAD drawings Gantt Charts Business Graphics VRML modelsExecutable Programs OLE (Object Link & Embedded) The Matrix is a three-dimensional multimedia and document management tool. The Matrix anticipates the convergence of electronic media into one consistent environment for analysis and representation. the Matrix uses VMRL and OpenGL technologies to allow the user to be immersed in their data as withCinerama, IMAX and Virtual Reality Environments. The Matrix allows the user to exercise their creativity by interactively placing and organizing their data three dimensionally and navigating through and viewingdata and documents in 3D (monocular and binocular – stereo). The Matrix user interface is simple to use. Employing the now familiar “drag and drop” method to manage data and documents. Items can be placed into the matrix grid at a user selected matrix cube location. Upon dropping a document on a cube it appears as a mapped image onto the surface. Navigating through the 3D Matrix-space is fun. All navigation uses real-time animation giving you instant feed back as to where you are. Data drilling is as simple as mouse click on a Matrix cube. Double clicking the on an object in the matrix activates that object. Data dreams was an image that preexisted the program by several years. The dream was to create a new way oforganizing and exploring data. The Qube image was created using Microstation by Bentley Systems, Inc. The figure was modeled using Poser by MetaCreations and composited using Adobe Photoshop.
series DDSS
last changed 2003/08/07 16:36

_id 3ffc
authors Kalisperis, L., Otto, G., Muramoto, K., Gundrum, J., Masters, R. and Orland, B.
year 2002
title An Affordable Immersive Environment in Beginning Design Studio Education
doi https://doi.org/10.52842/conf.acadia.2002.047
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. 47-54
summary This paper presents work exploring the potential of virtual reality (VR) within an affordable environmentin the early years of architectural education has been limited. Through an immersive environmentsystem in the studio, students create space by manipulating solids and voids while evaluating theanthropometric relations of the proposed solution. The students are able to study and test conceptualdetails in a virtual environment from the very beginning of their architectural design project.We carried out a usability study in order to assess student perception of the usefulness of varioussystem attributes for diverse tasks. Thirty-five surveys were collected from the students who had usedthe system. Observations indicate that within the architectural context, virtual reality techniquesinvolving depth perception can convey relevant information to students more efficiently and with lessmisrepresentation than traditional techniques.
series ACADIA
email
last changed 2022/06/07 07:52

_id d5ac
authors Kalisperis, L.N., Otto, G., Muramoto, K., Gundrum, J.S., Masters, R. and Orland, B.
year 2002
title Virtual Reality/Space Visualization in Design Education: The VR-Desktop Initiative
doi https://doi.org/10.52842/conf.ecaade.2002.064
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. 64-71
summary Although virtual reality (VR) is a fast-growing field, utilization of its potential within an affordable environment in the early years of architectural education has been limited. Currently, we are in the process of exploring the educational potential of virtual reality in the creation and understanding of space as a set of dynamic volumes that can be experienced. The VR-Desktop initiative is an effort to bring the salient features of projection-based VR to second-year architecture students in a way that is more generally accessible than the many canonical, first-generation, projection-based VR systems. The VR-Desktop has been implemented in the teaching of the architectural design studio in the second year of a fiveyear curriculum, as part of the physical architectural studio. Through the VR-Desktop system in the studio, students immediately start working in an immersive environment. They create space by manipulating solids and voids while evaluating the anthropometric relations of the proposed solution. The students are able to study and test conceptual details in a virtual environment from the very beginning of their architectural design project. In order to assess student perception of the usefulness of various system attributes for diverse tasks, we have begun a usability study. Thirty-five surveys were collected from the students who had used the lab during the two semesters for which the two-screen system was available. Preliminary observations indicate that within the architectural context, virtual reality techniques involving depth perception can convey relevant information to students more efficiently and with less misrepresentation than traditional techniques. This paper suggests that full field of view, motion, stereoscopic vision, and interactivity are possible components of the 3D visualization techniques that are necessary to enhance architectural education
series eCAADe
email
last changed 2022/06/07 07:52

_id fc4f
authors Lin, C.Y.
year 2002
title A Place Where People Are Free to Move: Exploring Dynamic Texture Mapping in Computer Graphic Systems
doi https://doi.org/10.52842/conf.caadria.2002.117
source CAADRIA 2002 [Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X] Cyberjaya (Malaysia) 18–20 April 2002, pp. 117-122
summary Recent studies, both collaborative design system and scenario scripting, attempt to explore further CG media. Corbusier pointed out that good architecture is a place where people can walk unrestrainedly and feel free in spirit. However, it is apparent that the human figures are still in animation, whereas they are free to move in the real world. The human figure always plays an important role in the development of design media. The objective of this paper is to develop a new design method using CG media and to study the process of dynamic human texture mapping within the CG. This research conducted a design experiment using computer as the sole design medium. The results show that the new design method not only altered the behavior of the designer, but also impacted design thinking cognition.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 24ff
authors Mark, Earl and Aish, Robert
year 2002
title Exploring New Pathways Between Physical and Virtual Models - The Vaults at Fountains Abbey
doi https://doi.org/10.52842/conf.ecaade.2002.464
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. 464-470
summary The first generations of computer aided design systems were largely characterized by geometrical modeling software that could, in some applications, generate physical output in the form of computer aided manufacturing. More recently the technology has expanded to include a variety of ways to reverse direction, such that physical objects are captured and translated into computer graphics geometrical models. Laser surveying methods that produce point clouds are among the newer technologies that make this possible. The interpretation of the point clouds and translation of them into a computer graphics three-dimensional model can be subject to various mediation processes. This paper reports on a translation environment that interprets the point clouds so as to not just replicate the physical world, but rather encapsulates it towards the refinement and realization of geometry design objectives. A case study of Fountains Abbey, a Cistercian Abbey in the United Kingdom, serves as the basis for experimentation and control of surface geometry.
series eCAADe
email
last changed 2022/06/07 07:59

_id ca2e
authors Samareh, Behnam and Terzidis, Kostas
year 2002
title Extreme Spatial Experience: Altering the Perception of Space
doi https://doi.org/10.52842/conf.acadia.2002.137
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. 137-144
summary This paper focuses on the development of a method for promoting alternative perceptions ofarchitectural space by exploring different ways of introducing computers in the space/occupant dynamic.
series ACADIA
email
last changed 2022/06/07 07:56

_id 2ed6
authors Serrentino, Roberto H. and Molina, Hernán
year 2002
title Arquitectura modular basada en la teoría de policubos [Modular Architecture Based on the Theory of Policubos]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 264-267
summary Modular Architecture refers to the design of any system composed of separated components that can be connected together preserving proportional and dimensional relationships. The beauty of modular architecture is that it is possible to replace or add any component (a module) without affecting the rest of the system. A polycube is a set of unit cubes joined in such a way that each face of the cube is either completely joined to another or completely free of any join. A polycube is a 3D generalization of polyominoes, which consist in a set of squared unit modules joined by their sides. This paper shows how, from the volumetric and modular character of polycubes, it is possible to set correspondences with 3D forms of architectural use, being a very powerful sustain in assisted design processes. The main purposes are:- to be used as creative triggers in the realization of architectural designs- to enlarge the possibilities of CAAD systems exploring modular complex groupings- to develop a simplified procedure of teaching-learning architectural forms.
series SIGRADI
email
last changed 2016/03/10 10:00

_id drs_thesis_0902
id drs_thesis_0902
authors Shelden, D.
year 2002
title Digital Surface Representation and the Constructability of Gehry’s Architecture
source PhD Thesis MIT, Cambridge, MA
summary This thesis presents work in the development of computational descriptions of Gehry’s architectural forms. In Gehry’s process for realizing buildings, computation serves as an intermediary agent for the integration of design intent with the geometric logics of fabrication and construction. This agenda for digital representation of both formal and operational intentions, in the context of an ongoing exploration of challenging geometries, has provided new roles for computation in architectural practice. The work described in this thesis focuses on the digital representation of surface geometry and its capacity for describing the constructibility of building enclosure systems. A particular class of paper surface forms – curved surfaces with minimal in plane deformation of the surface material – provide the specific object of inquiry for exploring the relationships between form, geometry and constructibility. An analysis and framework for the description of Gehry’s geometry is developed through existing theory of differential geometry and topology. Geometric rules of constructibility associated with several enclosure system strategies are presented in this framework. With this theoretical framework in place, the discussion turns to efforts to develop generative strategies for the rationalization of surface forms into constructible configurations.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id 7012
authors Sheng-Fen, Chien
year 2002
title Design Gaming, Designing Games - Learning Design through Game Playing and Game Making
doi https://doi.org/10.52842/conf.ecaade.2002.028
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. 28-33
summary This is an ongoing effort to make design learning fun and constructive. The process of designing, in many respects, is very similar to playing games: exploring possibilities under certain constraints. Since 1999, the “designing as game playing” concept has been used in architectural design studios and related courses in my institution. In the early years, preexisting games or games created by instructors were used. These games were played in a junior-year course that emphasized design decision-making and design collaborations. In recent two years, design game making has been used as a vehicle for senior-year student to strengthen their analytical skills. So far, students have developed games of Mario Botta, Le Corbusier (Villa Savoy), Aldolf Loos, Mies van der Rohe, and Richard Meier. Two more games are underdevelopment: the games of Isosaki and Tadao Ando. Some of these games have been used in freshman-year courses to introduce certain principles of form composition. Playing design games enables students to gain design knowledge as well as to be able to view design constraints constructively as special characteristics on the game board that may turn to their advantages rather than as useless stumbling blocks. Designing games requires students to analyze existing designs in great details as well as to be able to organize certain relationships of these details into operable rules that could produce new designs. The experience of teaching “games and design” to-date has been a very fruitful one. Future work will focus on design gaming for freshman students and game designing for senior students, as well as the interaction between the freshmen (game players) and the seniors (game designers).
series eCAADe
email
last changed 2022/06/07 07:56

_id 64ce
authors Swartz Dodd, Lynn and Kensek, Karen M.
year 2002
title Potentials and Pitfalls: Case Studies on Including 3D Modeling in a Traditional Arts and Letters Course
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 222-224
summary Reconstructions of ancient and modern places, whether concrete or virtual, embody dynamic and varied relationships to the physical remains they represent. Further, they are situated in a complex, fluid dialectic between the modern moment in which the reconstruction is attempted and the previous time when the buildings or spaces were actually, originally created.In this paper, we are exploring the theoretical, pedagogical and practical issues raised by implanting these sorts of reconstructions in the context of an undergraduate, arts and letters university course. In particular, we will examine one aspect of this practice relevant to all facets of the use of reconstructions in teaching: communicating the nature of the evidence onwhich reconstructions are based.
series SIGRADI
email
last changed 2016/03/10 10:01

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