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

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_id d5e1
authors Bugajska, Malgorzata Maria
year 2002
title Spatial Visualization of abstract Information: A Classification Model for Visual Spatial Design Guidelines in the Digital Domain
source Swiss Federal Institute of Technology, ETH Zurich
summary Visualization of abstract information refers to the design of graphical representations of information that has no simple relation to known concrete or physical forms. Designing visualizations of abstract information requires proposing visual representation for often a large body of data pants. determining a meaningful structure for the complex relations among them and suggesting a method for Interacting with this body of data. Spatial perception plays an Important role for cognitive processing when interacting with abstract information, slice spatially-organized Information can be accessed and operated on rapidly and effortlessly, especially when a spatial arrangement reveals the conceptual organization of Information.

This thesis focuses on aspects of the spatial visual design of abstract information presented as computer-generated. dynamic and interactive images accessible through flat displays. The process of spatial visualization design is shaped by various factors including interactive, perceptual, navigational as well as organizational and metaphorical aspects and as such requires an interdisciplinary approach. Therefore, in researching spatial visual design. it is crucial to use methods facilitating the process of sharing competencies among different disciplines.

In this thesis, we introduce a new classification model accommodating features important in designing effective spatial visualizations of abstract information. To enhance the effectiveness of spatial visualization, this model offers a holistic approach in classifiying spatial Visualization features. As part of the model, we analyze properties already used in architectural representation and other visual design disciplines for spatial presentations as well as investigate their potential usage in digital domains of abstract information. The process of spatial visualization In the digital environment is mostly based on the practical experience of a designer. and therefore the majority of spatial design know-how is heuristic in nature. Based on this assumption, we present a set of guidelines addressing the general problem of spatial design.

The Spalial Design Classificahon Model, Visual Spatial Properties and Spatial Design Guidelines build an extendable infrastructure which becomes a first step towards augmenting the quality of spatial information design- We propose to use this infrastructure as a general blueprint for structuring the exchange of expertise in Interdisciplinary problem-solving processes.

series thesis:PhD
last changed 2003/05/15 12:22

_id 2044
authors Barros, Diana Rodríguez and Mandagaran, María
year 2002
title Sistemas Hipermediales y descentramiento temático [Hyper medial Systems and thematic decentralized]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 190-192
summary Hipermedia lead to a non- linear organization of information, where the user decides the path to follow and the relations among the different information blocks. They constitute starting points for establishing both social and sin gu lar “sense genealogies”. Sense production by means of mutimedia access and the resignifying of information correspond, within the Theory of Science Didactics, to the concept of thematic decentering. This concept refers to fl exibility and transference modes, opposed toseg men ta tion and which enable to explore, approach and relate different topics and complexities. It is supposed to generate more cultivated individuals by broadly linking science, technology and art. Within this theoretic frame work, the work presents the de vel op ment of a hipermedium on the Villa Victoria Cultural Center, which aims at a didactic treat ment of cultural spaces as object of knowl edge.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2010_73
id sigradi2010_73
authors Hunold, Lara Arthur; Gorge Canella Eduardo; Giacaglia Marcelo Eduardo; Corrêa Norberto; Moura da Silva
year 2010
title Brinquedos, modelos: uma atividade lúdica se transforma em curricular com apoio das novas tecnologias de fabricação digital [Toys, models: a fun activity becomes curriculum, supported by new digital fabrication technologies]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 73-76
summary This research seeks to assess the use of digital fabrication of toys reusing wood from earlier models produced in undergraduate courses in architecture and design. Froebel (2002) discusses the pedagogical application of blocks of wood that he created, inspired by the information that the architect Frank Lloyd Wright was influenced in his childhood by playing with toy blocks. Among other authors, we found a catalog from the Aladdin factory that is owned by Uruguayan modern artist Torres Garcia. The research aimed to recreate similar educational toys within a context of global crisis and interest in sustainability.
keywords design education; design methodology; digital fabrication
series SIGRADI
email
last changed 2016/03/10 09:53

_id 9e16
authors Neuckermans, H., Heylighen, A. and Morisse, P.
year 2002
title Visual Keys to Architectural Design
doi https://doi.org/10.52842/conf.caadria.2002.175
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. 175-182
summary This paper presents a new mechanism to access and interact with DYNAMO, a collective case base for architectural design developed as a Web-based tool. The system is fully operational since a few years in the context of architectural design education as well as for seminars on architectural theory. We have now developed a set of visual keys structured at the one hand according to the Vitruvian tripartition of architecture: Firmitas (structure, materials,…), Utilitas (building programme,…), Venustas (formal qualities/articulation, spatial configuration,…) to which we added Context (topography, site, budget, climate,...) as a supplementary dimension, and at the other hand including three levels of detail: single spaces, building blocks or master plan entities. Visual keys match the architect’s designerly way of thinking. The visual keys are in fact nothing else than a graphical codification of architecture within the realm of architectural composition. The software, that has been developed so far, does not only allow users to access cases via the keys we have implemented, but it also provides a tool to sketch and submit their own keys.
series CAADRIA
email
last changed 2022/06/07 07:58

_id d03a
authors Noble, Douglas and Kensek, Karen M.
year 2002
title CAD/CAM Methods in Support of Historic Preservation: A Case Study of the Freeman House by Frank Lloyd Wright
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 52-54
summary Preservationists have an impressive array of digital tools to aid them in documentation and analysis of historic structures. The tools range from near photo-realistic renderings to demonstrate what a “restored” building might have looked like at one specifi c time in history to complex chemical analysis of paint chips and pigments to geographic information systems used as management tools for historic prop er ties. Computer-aided design / computer-aided manufacturing (CAD/CAM) is set of important digital aids in historic preservation efforts. This paper presents a case study of the use of CAD/CAM in support of an effort to restore a textile block house designed by Frank Lloyd Wright. CAD/CAM methods are being employed to help produce a new mold so that new textile blocks can be manufactured that match the existing blocks. An existing textile block mold was digitally scanned, digitally mirrored and edited, and will be fabricated from an aluminum billet to replace a mold that no longer exists. Although seemingly a simple process and well within current technological abilities, the work proved substantially more challenging that initially imagined.
keywords CAD/CAM, historic preservation, textile block, Frank Lloyd Wright
series SIGRADI
email
last changed 2016/03/10 09:56

_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

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