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 49

_id cf2003_m_006
id cf2003_m_006
authors ACHTEN, Henri and JESSURUN, Joran
year 2003
title Learning From Mah Jong - Towards a Multi-Agent System that can Recognize Graphic Units
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 115-124
summary Sketching is a major means of exploiting the first conceptual developments in architectural design. If we want to support the architect in the ideas-developing phase of design, then we need to understand the conventions of depiction and encoding in drawings. The theory of graphic units provides an extended list of such conventions that are widely used. We propose that a multi-agent system for recognition of graphic units in drawings is fruitful: agents can specialize in graphic units, a multi-agent system can deal with ambiguity through negotiation and conflict resolution, and multi-agent systems function in dynamically changing environments. We first make a multi-agent system that can do something simpler: playing Mah Jong solitary. The Mah Jong solitary system shares the following important features with a multi-agent system that can recognize graphic units: (1) specialized agents for moves; (2) negotiation between agents to establish the best move; (3) dynamically changing environment; and (4) search activity in more advanced strategies. The paper presents the theoretical basis of graphic units and multi-agents systems. The multi-agent framework and its implementation is presented. Various levels of game play are distinguished, and these are correlated to the multi-agent system. The paper shows how the findings form the basis for graphic unit recognition.
keywords artificial intelligence, games, graphic units, agents
series CAAD Futures
email
last changed 2003/11/22 16:39

_id 2d9f
authors Lalovic, Ksenija and Djukanovic, Zoran
year 2003
title Possibilities of applying the E-government management concept in Serbian cities
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary Recent urban transformations worldwide consequentially lead to the numerous environmental problems that have to be solved bycomplex structure of social interest groups which have to be included in that process. This demands initiated requisitioning andmodification of concepts and methodologies of planning and managing urban development. At this moment there are differentmodels used in world wide practice, but main bases of new methods and techniques are the same. Leaving the idea of possibility ofconstituting the universal urban planning model lead to very productive results in developing the disciplinary methodologies. Processof transformation of traditional comprehensive urban planning model to integrated procedural pluralistic model (based on sustainabledevelopment principles) is something that can be underlined as a main characteristic of disciplinary development. The questions ofdecision making mechanisms and plans implementation are put in axes of conceptual and methodological considerations. Urbanplanning loses the classic form of making the multi level comprehensive urban plans with exact spatial and time horizon. It means, ingeneral that planning and managing of urban development is aiming to be realistic, decentralized, strategic and problem oriented,arbitrary, not instructive, but understood as a efficient and effective process.Operational support to the this kind of approach are Decision Support IT tools, such as GIS - Geographical Information Systems orES -Expert Systems. Usability of IT tools is based on their capability to perform fast and complicated processing of spatial data andon their flexibility towards specific real problems which are to be solved. In order to use maximum of capabilities of these tools inpractice problem solving it is necessary to adjust their structure and usage to the: - actual conditions of socioeconomic of the contextin which urban development planning and management is performed, - practical demands that managing of urban development has tofore fill, - all participants in urban management process, - institutional mechanisms and procedures.
series other
email
last changed 2003/03/11 20:39

_id caadria2003_b4-2
id caadria2003_b4-2
authors Choi, Jin Won and Park, Jae Wan
year 2003
title Developing a Building Design Compiler that Frequently evaluates Building Design Performance within the Design Process
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 553-566
doi https://doi.org/10.52842/conf.caadria.2003.553
summary This paper demonstrates an experience in the development of a design performance evaluation system that can frequently evaluate building design performance within the design process in a real-time manner. The evaluation system, that we call "design compiler," is composed of several modules such as a front-end component-based CAD engine, a knowledge base, and a set of design agents. The notion of the design compiler is quite similar to a compiler for computer programming such as a C compiler. While a computer programmer compiles a set of programming codes to check compiling errors during the implementation of a software system, an architectural designer can 'compile' his/her intermediate design product to evaluate design errors during the design process. The compilation can be done immediately at any level or any time during the design process in a real-time manner. We expect that this compiling process will dramatically increase design feedbacks, and thus result in a better design product. Further research issues that have been identified at the end of the research include increasing the modeling capability, extending to multi-story building representation, developing various design agents, exploring better ways to request and manage design knowledge, and supporting design collaboration.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ijac20031203
id ijac20031203
authors Heylighen, Ann; Neuckermans, Herman
year 2003
title (Learning from Experience)? Promises, Problems and Side-effects of Case-Based Reasoning in Architectural Design
source International Journal of Architectural Computing vol. 1 - no. 1
summary Learning from experience is the essence of Case-Based Reasoning (CBR). Because architects are said to learn design by experience, CBR seemed to hold great promises for their field, which inspired, in the 1990s, the development of various Case-Based Design (CBD) tools. Learning from the experience of developing and using these tools is the objective of this paper. On the one hand, the original expectations seem far from being accomplished today. Reasons for this limited success can be found at three different levels: the cognitive model underlying CBR, the implementation of this model into concrete CBD tools, and the context in which these tools are to be used. On the other hand, CBR research seems to have caused some interesting side effects, such as an increased interest in creativity and copyright, and a re-discovery of the key role that cases play in architectural design.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id cf2003_m_036
id cf2003_m_036
authors JENG, Taysheng and LEE, Chia-Hsun
year 2003
title iCube: Ubiquitous Media Spaces for Embodied Interaction
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 225-234
summary This paper outlines new facilities within ubiquitous media spaces supporting embodied interaction between humans and computation. We believe that the current approach to developing electronic based design environments is fundamentally defective with regard to support for multi-person multimodal design interactions. In this paper, we present an alternative ubiquitous computing environment based on an integrated design of real and virtual worlds. We implement a research prototype environment called iCube. The functional capabilities implemented in iCube include spatially-aware 3D navigation, laser pointer interaction, and tangible media. Some of its details, benefits, user experiences, and issues regarding design support are discussed.
keywords interaction, ubiquitous media, virtual environment
series CAAD Futures
last changed 2003/09/22 12:21

_id caadria2003_c5-3
id caadria2003_c5-3
authors Kalay, Yehuda E. and Jeong, Yongwook
year 2003
title Collaborative Design Simulation Game
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 745-758
doi https://doi.org/10.52842/conf.caadria.2003.745
summary Collaboration is an is an important aspect of the architect's education. However, it is not amenable to the traditional project-based learning pedagogy that works so well for developing form-making skills, because it can only be revealed when the number of participants exceed a certain threshold, and when actions made by others affect the individual's design decisions. The advent of on-line, multi-player games provides an opportunity to explore interactive collaborative design pedagogies. Their abstraction helps focus attention on the core issues of the simulated phenomenon, while the playful nature of a game, as opposed to 'work,' encourages immersion and role playing that contribute to the learning process. This paper describes an on-line game for simulating design collaboration. It espouses to simulate, exercise, and provide a feel for the social dimension of collaboration, by embedding mutual dependencies that encourage players to engage each other-in adversarial or collaborative manner-to accomplish their goals. Specifically, it is intended to help students understand what is collaboration, why it is necessary, and how it is done. The game is modeled after popular board games like Scrabble and Monopoly: players build 'houses' made of colored cubes on a site shared with other players.' A carefully constructed set of rules awards or deducts points for every action taken by a player or by his/her neighbors. The rules were constructed in such a manner that players who collaborate (in a variety of ways) stand to gain more points than those who do not. The player with the most points 'wins.'
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia03_018
id acadia03_018
authors Kalay, Yehuda E. and Jeong, Yongwook
year 2003
title Collaborative Design Process Simulation Game
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 133-141
doi https://doi.org/10.52842/conf.acadia.2003.133
summary Collaboration is an important aspect of the architect’s education. However, it is not amenable to the traditional project-based learning pedagogy that works so well for developing form-making skills. Being a process, rather than a product, it cannot be revealed by judging the results alone, which is often how form-making skills are taught and judged. Rather, the process of collaboration is only evident when the number of the participants exceeds a certain threshold, and when actions taken by other participants affect an individual’s on-going design decisions. The advent of on-line, multi-player simulation games provides an analogy and an opportunity to explore interactive collaborative design pedagogies. Their abstract nature helps focus attention on the core issues of the simulated phenomenon, while the playful nature of a game, as opposed to “work,” encourages immersion and role playing that contribute to the learning process. This paper describes an on-line game for simulating the design collaboration process. It espouses to simulate, exercise, and provide a feel for the social dimension of collaboration, by embedding mutual dependencies that encourage players to engage each other—in adversarial or collaborative manners—to accomplish their goals. Specifically, it is intended to help students understand what collaboration is, why it is necessary, and how it is done. The game is modeled after popular board games like Scrabble and Monopoly: players build “houses” made of colored cubes on a site shared with other players. Actions taken by one player immediately affect his/her neighbors. A carefully constructed set of rules awards or deducts points for every action taken by a player and by his/her neighbors. The rules were constructed in such a manner that players who collaborate (in a variety of ways) stand to gain more points than those who do not. The player with the most points “wins.”
series ACADIA
email
last changed 2022/06/07 07:52

_id ijac20031407
id ijac20031407
authors Kalay, Yehuda E.; Jeong, Yongwook
year 2003
title A Collaborative Design Simulation Game
source International Journal of Architectural Computing vol. 1 - no. 4
summary Collaboration is an is an important aspect of the architect's education. However, it is not amenable to the traditional project-based learning pedagogy that works so well for developing form-making skills, because it can only be revealed when the number of participants exceed a certain threshold, and when actions made by others affect the individual's design decisions. The advent of on-line, multi-player games provides an opportunity to explore interactive collaborative design pedagogies. Their abstraction helps focus attention on the core issues of the simulated phenomenon, while the playful nature of a game, as opposed to 'work,' encourages immersion and role playing that contribute to the learning process. This paper describes an on-line game for simulating design collaboration. It espouses to simulate, exercise, and provide a feel for the social dimension of collaboration, by embedding mutual dependencies that encourage players to engage each other - in adversarial or collaborative manner - to accomplish their goals. Specifically, it is intended to help students understand what is collaboration, why it is necessary, and how it is done. The game is modeled after popular board games like Scrabble and Monopoly: players build 'houses' made of colored cubes on a site shared with other players.' A carefully constructed set of rules awards or deducts points for every action taken by a player or by his/her neighbors. The rules were constructed in such a manner that players who collaborate (in a variety of ways) stand to gain more points than those who do not. The player with the most points 'wins.'
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id cf2003_m_017
id cf2003_m_017
authors PENG, Chengzhi
year 2003
title Serial Vision Revisited: Prospects of Virtual City Supported Urban Analysis and Design
source Digital Design - Research and Practice [Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1] Tainan (Taiwan) 13–15 October 2003, pp. 259-270
summary Following our previous research on developing a dynamic virtual city system (Sheffield Urban Contextual Databank, SUCoD), the paper reports on a study of applying the virtual city resources to an undergraduate urban design course. The study focuses on how the multi-dimensional and multiple types of urban contextual data can be used by student designers directly for urban visual analysis and design development. A link is made with the Serial Vision in Townscape first proposed by Gordon Cullen, which sets out an experiential approach to how a living city environment should be read and understood. Drawing on the project works produced by the students, some patterns of generating urban narratives and 3D spatial designs were observed. Although the current experiment with SUCoD is limited in terms of data scope and modelling capabilities, it reveals a future direction to follow that can turn conventional virtual cities into Web-based online services capable of supporting urban design analyses and syntheses directly.
keywords city, e-learning, serial vision, townscape, urban design, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id fd5c
id fd5c
authors Derix C and Simon C
year 2003
title Morphogenetic CA: 69’ 40’ 33 north
source Proceedings of the Generative Arts conference, Milan, 2003
summary We would like to present some recent work using cellular automata and agent modelling for the generative design of building configurations. The cellular automata is based on a 3d terrain model of a site (taken from the recent Europan competition) which is encoded with both topological and economic data, and agents that are light sensitive and which reconfigure the developing architecture by checking overshadowing and spatial occupation. The emergent pattern of development therefore results from an understanding of the programmatic and the spatial parameters of the task, and is intimately related to the site and its peculiarities.
keywords urban planning, cellular automata, agent modelling, solar performance, hierarchical massing
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 21:37

_id cf_2003_000
id cf_2003_000
authors Chiu, M.-L., Tsou, J.-Y., Kvan, Th., Morozumi, M. and Jeng, T.-S. (Eds.)
year 2003
title Digital Design - Research and Practice
source Proceedings of the 10th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-1210-1 / Tainan (Taiwan) 13–15 October 2003, 464 p.
summary The use of computers in the design of the built environment has reached a watershed. From peripheral devices in the design process, they have in recent years come to take centre stage. An illustration is immediately at hand. Just as the entries to the competition for the Chicago Tribune Tower in 1922 defined the state-of-the-art at the beginning of the twentieth century, we have a similar marker at the end of the century, the competition in 2002 to replace the World Trade Centre towers in Lower Manhattan offered us a range of architectural solutions that exemplified the state-of-the-art eighty years later, setting forth not only architectural statements but also illustrating clearly the importance of computers in the design of the built environment. In these entries of 2002, we can see that computers have not only become essential to the communication of design but in the investigation and generation of structure, form and composition. The papers in this book are the current state-of-the-art in computer-aided design as it stands in 2003. It is the tenth in a series sponsored by the CAAD Futures Foundation, compiled from papers presented at the biennial CAAD Futures Conferences. As a series, the publications have charted the steady progress in developing the theoretical and practical foundations for applications in design practice. This volume continues in that tradition; thus, this book is entitled Digital Design: Research and Practice. The papers are grouped into three major categories, reflecting thrusts of research and practice, namely: Data and information: its organisation, handling and access, including agents; Virtual worlds: their creation, application and interfaces; and Analysis and creation of form and fabric. The editors received 121 abstracts after the initial call for contributions. From these, 61 abstracts were selected for development into complete papers for further review. From these submissions, 39 papers were chosen for inclusion in this publication. These papers show that the field has evolved from theoretical and development concerns to questions of practice in the decade during which this conference has showcased leading work. Questions of theoretical nature remain as the boundaries of our field expand. As design projects have grasped the potentials of computer-aided design, so have they challenged the capabilities of the tools. Papers here address questions in geometric representation and manipulation (Chiu and Chiu; Kocaturk, Veltkamp and Tuncer), topics that may have been considered to be solved. As design practice becomes increasingly knowledge based, better ways of managing, manipulating and accessing the complex wealth of design information becomes more pressing, demanding continuing research in issues such as modelling (Yang; Wang; Zreik et al), data retrieval and querying (Hwang and Choi; Stouffs and Cumming; Zreik, Stouffs, Tuncer, Ozsariyildiz and Beheshti), new modes of perceiving data (Segers; Tan). Tools are needed to manage, mine and create information for creative work, such as agents (Liew and Gero; Smith; Caneparo and Robiglio; Ding et al) or to support design processes (Smith; Chase). Systems for the support and development of designs continue (Gero; Achten and Jessurun). As progress is made on some fronts, such as user interfaces, attention is again turned to previously research areas such as lighting (Jung, Gross and Do; Ng et al; Wittkopf; Chevier; Glaser, Do and Tai) or services (Garcia; Chen and Lin). In recent years the growth of connectivity has led to a rapid growth in collaborative experience and understanding of the opportunities and issues continues to mature (Jabi; Dave; Zamenopoulos and Alexiou). Increasing interest is given to implications in practice and education (Dave; Oxman; Caneparo, Grassi and Giretti). Topics new to this conference are in the area of design to production or manufacture (Fischer, Burry and Frazer; Shih). Three additional invited papers (Rekimoto; Liu; Kalay) provide clear indication that there is still room to develop new spatial concepts and computer augmented environments for design. In conclusion, we note that these papers represent a good record of the current state of the evolving research in the field of digital design.
series CAAD Futures
email
more http://www.caadfutures.arch.tue.nl/
last changed 2003/09/22 12:21

_id caadria2003_a6-1
id caadria2003_a6-1
authors Hu, Catherine and Fox, Michael A.
year 2003
title Starting From The Micro A Pedagogical Approach to Designing Responsive Architecture
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 761-770
doi https://doi.org/10.52842/conf.caadria.2003.761
summary The paper outlines a pedagogical approach whereby a number of technology-intensive skills can be quickly learned to a level of useful practicality through a series of discrete, yet cumulative explorations with the design goal of creating intelligently responsive architectural systems. The emerging area of responsive architecture serves as a practical means for inventing entirely new ways of developing spaces, and the designing and building environments that address dynamic, flexible and constantly changing needs. Responsive architecture is defined here as spaces and objects that can physically re-configure themselves to meet changing needs. The central issues explored are human and environmental interaction and behaviors, embedded computational infrastructures, kinetic and mechanical systems and physical control mechanisms. Being both multidisciplinary and technology-intensive in nature, architects need to be equipped with at least a base foundational knowledge in a number of domains in order to be able to develop the skills necessary to explore, conceive, and design such systems. The teaching methods were carried out with a group of undergraduate design students who had no previous experience in mechanical engineering, electronics, programming, or kinetic design with the goal of creating a responsive kinetic system that can demonstrate physical interactive behaviors on an applicable architectural scale. We found the approach to be extremely successful in terms of psychologically demystifying
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2006_557
id caadria2006_557
authors PREECHA MANESSATID, PETER J SZALAPAJ
year 2006
title THE DEVELOPMENT OF AN INTEGRATED ENVIRONMENTAL BUILDING DESIGN TOOL
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 557-559
doi https://doi.org/10.52842/conf.caadria.2006.x.n7f
summary Environmental design implementations are generally applied within limited and specialised areas of environmental design making them difficult to use intuitively by designers (Maneesatid and Szalapaj, 2003). Building simulations have mostly focused on accurate parameters and physical properties of building elements. Such tools typically require numerous numerical data which is often only accurately known in the detail design stages. Conventional environmental building design systems (EBS) have typically required highly experienced users who are familiar with extensive qualitative input and output requirements. A successful architectural design solution that is both energy efficient and environmentally friendly, cannot be obtained simply by additively combining a set of discrete specialist analyses. A move towards better architectural design with environmental considerations can be achieved by allowing designers themselves to express relationships between salient environmental parameters that can subsequently be analysed in integrated ways. This presentation is concerned with the issues involved in developing a quick and intuitive interface for expression of relationships between environmental parameters.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 43f0
id 43f0
authors Flynn, D., van Schaik, P., Blackman, T., Fencott, P.C., Hobbs, B., & Calderon, C.
year 2003
title DEVELOPING A VIRTUAL REALITY-BASED METHODOLOGY FOR PEOPLE WITH DEMENTIA: A FEASIBILITY STUDY.
source Journal of CyberPsychology and Behavior, Vol6, Number6, 2003.
summary The aim of this study was to examine the feasibility of virtual reality (VR) technology for use by persons with dementia (PWD). Data were obtained directly from six PWD regarding their experiences with a virtual environment (VE) of a large outdoor park. A user-centered method was developed to assess: (a) presence; (b) user inputs; (c) display quality; (d) simulation fidelity; and (e) overall system usability. The extent to which PWD could perform four functional activities in the VE was also investigated (e.g., mailing a letter). In addition, physical and psychological well-being of PWD while interacting with the VE was assessed objectively by recording heart rate during the VR sessions and subjectively with discrete questionnaire items and real-time prompts. Symptom profiles associated with simulator sickness were assessed with an adapted version of the Simulator Sickness Questionnaire. The study found that PWD to some extent experienced presence; perceived that objects were realistic and moved naturally; generally felt in control of the interaction; and demonstrated little difficulty using a joystick for navigation. The study also demonstrated that VR is an appropriate medium for assessing functional behavior within the context of an ecologically valid VE. PWD did not experience any significant increase in symptoms associated with simulator sickness, or detriments to their psychological and physical well-being. These findings demonstrated that it is feasible to work in VEs with PWD.
keywords Dementia, VR
series journal paper
type normal paper
email
last changed 2005/12/02 11:36

_id sigradi2006_e149b
id sigradi2006_e149b
authors Kendir, Elif
year 2006
title Prêt-à-Construire – An Educational Inquiry into Computer Aided Fabrication
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 162-165
summary This paper aims to show and discuss the relevance of developing necessary strategies for reintegrating the concept of fabrication into the architectural design process. The discussion will be partly based on the outcome of a graduate architectural design studio conducted in Spring semester 2002-2003. The graduate studio was part of a series of exploratory studies conducted on the nature of architectural design process transformed by information technologies. Preceded by studios investigating cognition and representation, this last studio focused on the concept of fabrication. The overarching aim of the studio series was to put CAD and CAM in context both within the actual architectural design process and within architectural education. The last of this series, which will be discussed within the frame of this paper, has specifically focused on CAM and the concept of fabrication in architecture. In accordance with the nature of a design studio, the research was more methodological than technical. The studio derived its main inspiration from the constructional templates used in dressmaking, which can be considered as an initial model for mass customization. In this context, the recladding of Le Corbusier’s Maison Domino was given as the main design problem, along with several methodological constraints. The main constraint was to develop the design idea through constructional drawings instead of representational ones. The students were asked to develop their volumetric ideas through digital 3D CAD models while working out structural solutions on a physical 1/50 model of Maison Domino. There was also a material constraint for the model, where only specified types of non-structural paper could be used. At this stage, origami provided the working model for adding structural strength to sheet materials. The final outcome included the explanation of different surface generation strategies and preliminary design proposals for their subcomponents. The paper will discuss both the utilized methodology and the final outcome along the lines of the issues raised during the studio sessions, some of which could be decisive in the putting into context of CAD – CAM in architectural design process. One such issue is mass customization, that is, the mass production of different specific elements with the help of CAM technologies. Another issue is “open source” design, indicating the possibility of a do-it-yourself architecture, where architecture is coded as information, and its code can be subject to change by different designers. The final key issue is the direct utilization of constructional drawings in the preliminary design phase as opposed to representational ones, which aimed at reminding the designer the final phase of fabrication right from the beginning. Finally, the paper will also point at the problems faced during the conduct of the studio and discuss those in the context of promoting CAM for architectural design and production in countries where there is no actual utilization of these technologies for these purposes yet.
keywords Education; Fabrication; CAM
series SIGRADI
email
last changed 2016/03/10 09:53

_id sigradi2003_065
id sigradi2003_065
authors Rocha, Isabel Medero
year 2003
title Da abstração à realidade: O modelo real e virtual como objeto de conhecimento durante o ateliê de projeto de arquitetura (From abstract to reality: the real and the virtual models as object of knowledge in the architectural design studio)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The work refers to educational-didactic proceed applied to the architectural project learning and introduces the chosen methodology and the obtained results with the experience of introducing practical and theorical contents, during the architectural design, that interferes straight to the architectural and context variations. The basic presuppose is that the use of digital environment as a tool requests the reflection and a deeper study of architectural knowledge as a discipline. This reflection appears in the insertion of an edification in a consolidated urban net, developing the typology and urban morphology concepts during the simulation of digital architectural and urban existent and proposed models.
keywords Digital Architecture, three dimensional simulation, project process on the digital environment
series SIGRADI
email
last changed 2016/03/10 09:59

_id sigradi2003_084
id sigradi2003_084
authors Saito, Keiko and Barrionuevo, Luis F.
year 2003
title Imágenes para la Imaginación arquitectónica (Images for the architectural Imagination)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The great impulse in the development of visual means (multimedia) achieved in the last years, demands from us a review of our basic visual capabilities and the necessity to continue developing a methodology for teaching and learning. The advances in technology have radically changed the forms and the functions of the visual component of expression and communication: the image. The aim of this work is to explore the expressive potential of images manipulating their formal components through digital techniques to interpret and/or to re-interpret into architectural object. For this purpose it is suggested a possible procedure to practice and develop the architectural imagination based on the diversity and structural differentiation of shape, starting from the image.
keywords Image, representation, architectural imagination, sensors of design
series SIGRADI
email
last changed 2016/03/10 09:59

_id sigradi2003_040
id sigradi2003_040
authors Scaletsky, Celso
year 2003
title Um método experimental para testar ferramentas de auxílio a criação (An experimental method to test aid tools for conception)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This article describes an experiment which is part of a research project aimed at developing a tool for use as an assistant in initial conception in architecture. The experimental prototype "kaleidoscope" is based on the notion that external references stimulate the appearance of new design ideas. The experiment aims to note and obtain conclusions regarding the nature of the association between images (reference sources) and architectural concepts, as well as that of the navigation through the created references when the users are in a situation of conception. The methodology consists of placing two subjects in contact with the system while making video recordings of all their gestures and sketches for later qualitative analysis.
keywords Design, reference, experimental prototype, image
series SIGRADI
email
last changed 2016/03/10 09:59

_id ecaade03_369_112_akgun
id ecaade03_369_112_akgun
authors Akgun, Yenal
year 2003
title An Interactive Database (HizmO) for Reconstructing Lost Modernist Izmir:
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 369-372
doi https://doi.org/10.52842/conf.ecaade.2003.369
summary The research project in progress in the School of Architecture at the Izmir Institute of Technology includes documentation and reconstruction (by 3D modeling in electronic media) of damaged and lost early modern buildings in the Izmir region. The research aims to analyze the differences between Izmir modern buildings and Universal Modern Style, and preserve information on architectural heritage for future generations. The project is at the phase of developing an interactive web-based historical database (HizmO) that includes data (information, images, technical drawings, VRML models) and visualization of the findings. This database aims to be a pioneer in Mediterranean Region for exhibition of relations between traditional architecture (especially Mediterranean locality) and modernism, and organization of a network and off-campus learning activity for Mediterranean architecture that serve as a guide for students, researchers and architects. This paper aims at introducing this research and discussing the application of the database “HizmO,” its aims and potential effects on education in architectural history.
keywords E-learning, educational database, architectural history, VRML
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2005_731
id sigradi2005_731
authors Albornoz Delgado, Humberto Ángel; Laura Talía Escalante Rodríguez, Leticia Gallegos Cazares
year 2005
title Didactic Design: light and optics for preschool level
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 731-737
summary Since 2003, we have been developing a pedagogic proposal and didactic material for teaching Light and Optics to kindergarden children that enhances the construction of the first scientific thinking schemes. The design (industrial and graphic) applied to this project has generated an educational product composed of 44 objects. These materials allow teaching concepts such as: combination of colors, light indispensable to see, formation of shadows and images are not objects. These have been developed as inciters of curiosity, capable to awake the innate restlessness of children, achieving to stimulate their creativity. The purpose is to explore knowledge and construct their own ideas; enrich their experiences and inquire a reality that was drawn grey and tedious, generating a process of manipulation-action and then representation-conceptualization. This product has been successfully used as a pilot test in a kindergarden, reflecting significant gains in students’ science learning. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

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