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 585

_id cf2003_m_056
id cf2003_m_056
authors De GRASSI, M., GIRETTI, A., BAZZANELLA, L and CANEPARO, L.
year 2003
title The AEC Virtual University - Design Oriented Knowledge Transfer Methods and Technologies
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. 313-323
summary The paper introduces the Web based INtelligent Design Support (WINDS) European Project to support education in design, a.k.a. the AEC Virtual University. The Project is divided into two actions. First, the research technology action will implement a learning environment integrating an intelligent design tutoring system, a computer instruction management system and a set of co-operative supporting tools. Second, the development action will build a large knowledge base supporting Architecture, Civil Engineering and Construction Design Courses and to experiment a comprehensive AEC Virtual University.
keywords design pedagogy, case-based teaching, e-learning, goal-based scenario, knowledge-based
series CAAD Futures
email
last changed 2003/09/22 12:21

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id caadria2003_c5-3
id caadria2003_c5-3
authors Kalay, Yehuda E. and Jeong, Yongwook
year 2003
title Collaborative Design Simulation Game
doi https://doi.org/10.52842/conf.caadria.2003.745
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
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 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_b3-1
id caadria2003_b3-1
authors Stipech, Alfredo and Morahan, Thomas
year 2003
title Digital Media Its Incorporation into the Education of Architects and Graphic Designers
doi https://doi.org/10.52842/conf.caadria.2003.397
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. 397-410
summary Here we introduce a pedagogic experience in the Universidad Nacional del Litoral, Santa Fe, Argentina. It has begun about ten years ago, with the first intents of incorporating the computer into the design and teaching process , until current days with the setting of a Class for Introduction to Digital Media (IMD), as an obligatory subject in the first course of careers such as Architecture and Urbanism (AU) and Graphic Design of Visual Communication (DGCV). The introduction of "Computing Science" in this university resembled the process of other Universities (Pentill‰ Hannu, 2001), Today we can see that this was not adjusted to the necessities of these professions neither in the educational process nor in the professional production. In our case we will address particular experiences that enabled us to evolve in a pedagogic model towards the concept of Digital Media (DM) that we currently practice.
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia03_018
id acadia03_018
authors Kalay, Yehuda E. and Jeong, Yongwook
year 2003
title Collaborative Design Process Simulation Game
doi https://doi.org/10.52842/conf.acadia.2003.133
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
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 sigradi2003_082
id sigradi2003_082
authors Sánchez Cavazos, María Estela
year 2003
title El proceso de Diseño y la representación digital de la arquitectura (The design process and the digital representation of architecture)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The following is a paper about a pseudoexperiment realized by the profesor in architectonic design, Ma. Estela Sánchez Cavazos with the tutory of the doctor in architecture, Adolfo Benito Narváez Tijerina in the Autonomy University of Nuevo León México, applied to students in architecture masters, with the finality of finding elements that permit to describe and interpret the transformations in the architectonic design process with the intoduction of digital representation. All of this is inside the studies that the professor is actually realizing in the Central University of Venezuela with the guidance of Dr. Isaac Abadí Abbo. Pseudoexperiment, action research in this case with a descriptive and interpretative approach (Maritza Barrios Yaselli, 2001, p.6). architectonic design process, Secuential whole of phases and activities of creating work to solve a design problem speeking in cronological form bat interactive in conceptual form.
series SIGRADI
email
last changed 2016/03/10 10:01

_id caadria2006_569
id caadria2006_569
authors WEI-TSANG CHANG, TENG-WEN CHANG
year 2006
title FOLDING SPACE WITH TIME-BASED OPERATIONS
doi https://doi.org/10.52842/conf.caadria.2006.x.j6m
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 569-571
summary Folding is not only a design operation of shaping but also a philosophy theory from Deleuze (Deleuze 1988) which was adopted by architecture. Basically, folding constitutes to forming and topology, which often delivered a mathematical and philosophical expression in generating 3D architectural form. For instance, the work of Eisenman (Eisenman 2003), Libeskind and Lynn (Lynn 1998), they use folding as inspiration to explore the textural folding and bifurcation meaning in the process of form-making. While exploring the meaning of folding, their ideas are expressed by the form using computational tools. Therefore, if a suitable or inspirable tool like our Folding Space (FoS) could be available, such action –fold can be expressed further in the form exploration process.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2003_b5-1
id caadria2003_b5-1
authors Woodbury, Robert F. and Burrow, Andrew L.
year 2003
title Notes on The Structure of Design Space
doi https://doi.org/10.52842/conf.caadria.2003.665
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. 665-680
summary Design space exploration is a long-standing focus in computational design research. Its three main threads are accounts of designer action, development of strategies for amplification of designer action in exploration and discovery of computational structures to support exploration. Chief amongst such structures is the design space - the network structure of related designs that are visited in an exploration process. There is relatively little research on design spaces to date. This paper sketches a partial account of the structure of both design spaces and research to develop them. It focuses largely on the implications of designers acting as explorers.
series CAADRIA
email
last changed 2022/06/07 07:57

_id ijac20031405
id ijac20031405
authors Woodbury, Robert F.; Burrow, Andrew L.
year 2003
title Notes on the Structure of Design space
source International Journal of Architectural Computing vol. 1 - no. 4
summary Design space exploration is a long-standing focus in computational design research. Its three main threads are accounts of designer action, development of strategies for amplification of designer action in exploration and discovery of computational structures to support exploration. Chief amongst such structures is the design space - the network structure of related designs that are visited in an exploration process. There is relatively little research on design spaces to date. This paper sketches a partial account of the structure of both design spaces and research to develop them. It focuses largely on the implications of designers acting as explorers.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_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:
doi https://doi.org/10.52842/conf.ecaade.2003.369
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 369-372
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 caadria2003_c2-4
id caadria2003_c2-4
authors Al-Sallal, Khaled A.
year 2003
title Integrating Energy Design Into Caad Tools: Theoretical Limits and Potentials
doi https://doi.org/10.52842/conf.caadria.2003.323
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. 323-340
summary The study is part of a research aims to establish theoretical grounds essential for the development of user efficient design tools for energy-conscious architectural design, based on theories in human factors of intelligent interfaces, problem solving, and architectural design. It starts by reviewing the shortcomings of the current energy design tools, from both architectural design and human factor points of view. It discusses the issues of energy integration with design from three different points of view: architectural, problem-solving, and human factors. It evaluates theoretically the potentials and limitations of the current approaches and technologies in artificial intelligence toward achieving the notion "integrating energy design knowledge into the design process" in practice and education based on research in the area of problem solving and human factors and usability concerns. The study considers the user interface model that is based on the cognitive approach and can be implemented by the hierarchical structure and the object-oriented model, as a promising direction for future development. That is because this model regards the user as the center of the design tool. However, there are still limitations that require extensive research in both theoretical and implementation directions. At the end, the study concludes by discussing the important points for future research.
series CAADRIA
email
last changed 2022/06/07 07:54

_id diss_anders
id diss_anders
authors Anders, P.
year 2003
title A Procedural Model for Integrating Physical and Cyberspaces in Architecture
source Doctoral dissertation, University of Plymouth, Plymouth, U.K
summary This dissertation articulates opportunities offered by architectural computation, in particular the digital simulation of space known as virtual reality (VR) and its networked, social variant cyberspace. Research suggests that environments that hybridize technologies call for a conception of space as information, i.e. space is both a product of and tool for cognition. The thesis proposes a model whereby architecture can employ this concept of space in creating hybrids that integrate physical and cyberspaces.The dissertation presents important developments in architectural computation that disclose concepts and values that contrast with orthodox practice. Virtual reality and cyberspace, the foci of this inquiry, are seen to embody the more problematic aspects of these developments. They also raise a question of redundancy: If a simulation is good enough, do we still need to build? This question, raised early in the 1990's, is explored through a thought experiment - the Library Paradox - which is assessed and critiqued for its idealistic premises. Still, as technology matures and simulations become more realistic the challenge posed by VR/cyberspace to architecture only becomes more pressing. If the case for virtual idealism seems only to be strengthened by technological and cultural trends, it would seem that a virtual architecture should have been well established in the decade since its introduction.Yet a history of the virtual idealist argument discloses the many difficulties faced by virtual architects. These include differences between idealist and professional practitioners, the failure of technology to achieve its proponents' claims, and confusion over the meaning of virtual architecture among both architects and clients. However, the dissertation also cites the success of virtual architecture in other fields - Human Computer Interface design, digital games, and Computer Supported Collaborative Work - and notes that their adoption of space derives from practice within each discipline. It then proposes that the matter of VR/cyberspace be addressed from within the practice of architecture, a strategy meant to balance the theoretical/academic inclination of previous efforts in this field.The dissertation pursues an assessment that reveals latent, accepted virtualities in design methodologies, instrumentation, and the notations of architectural practices. Of special importance is a spatial database that now pervades the design and construction processes. The unity of this database, effectively a project's cyberspace, and its material counterpart is the subject of the remainder of the dissertation. Such compositions of physical and cyberspaces are herein called cybrids. The dissertation examines current technologies that cybridize architecture and information technology, and proposes their integration within cybrid wholes. The concept of cybrids is articulated in seven principles that are applied in a case study for the design for the Planetary Collegium. The project is presented and critiqued on the basis of these seven principles. The dissertation concludes with a discussion of possible effects of cybrids upon architecture and contemporary culture.
series thesis:PhD
email
last changed 2005/09/09 12:58

_id acadia03_042
id acadia03_042
authors Anzalone, Phillip and Clarke, Cory
year 2003
title Architectural Applications of Complex Adaptive Systems
doi https://doi.org/10.52842/conf.acadia.2003.325
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. 325-335
summary This paper presents methods and case studies of approaching architectural design and fabrication utilizing Complex Adaptive Systems (CASs). The case studies and observations described here are findings from a continuing body of research investigating applications of computational systems to architectural practice. CASs are computational mechanisms from the computer science field of Artificial Life that provide frameworks for managing large numbers of elements and their inter-relationships. The ability of the CASs to handle complexity at a scale unavailable through non-digital means provides new ways of approaching architectural design, fabrication, and practice.
series ACADIA
email
last changed 2022/06/07 07:55

_id acadia03_044
id acadia03_044
authors Bermúdez, Julio and Foresti, Stefano
year 2003
title Information Visualization
doi https://doi.org/10.52842/conf.acadia.2003.x.p5s
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, p. 346
summary Digital visualization addresses representational challenges from within and without architecture. ‘Disciplinary’ digital visualization is used to explore, understand and communicate architectural information associated with the production of buildings. 3D modeling, rendering, animation and VR as well as the power of digital media to permit the seamless integration of various data types are unleashing completely new ways to display architecture. As digital power continues to increase and get cheaper, portability and wi-fi networks take root, and visualization work becomes even more main stream, we can expect growing changes in the way the design process is conducted, buildings are presented and documented, and the public and 3rd party’s demands from professional services. This demands a more conscious research/pedagogies aimed at developing new representation conventions.
series ACADIA
email
last changed 2022/06/07 07:49

_id ecaade03_397_180_bialas
id ecaade03_397_180_bialas
authors Bialas, Z., Glinkowska, A., Kepczynska-Walczak, A., Szrajber, R. and Urbaniak, M.
year 2003
title The ICT as a Driving Force in The Field of Archaeological Research
doi https://doi.org/10.52842/conf.ecaade.2003.397
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 397-402
summary The paper is a contribution to the domain of computer tools for archaeological excavations and research. The present project described in this paper has been undertaken in close co-operation of specialists from two universities including archaeologists and architects from the CAAD unit. The project objective is to assess the suitability of new media offering an alternative to the traditional methods in archaeological practice.
keywords Innovation; Research, Education & Practice; Integration of ICT withinarchaeological research
series eCAADe
email
more http://www.arch.p.lodz.pl
last changed 2022/06/07 07:52

_id caadria2003_a6-4
id caadria2003_a6-4
authors Bialas, Z.,Glinkowska, A., Kepczynska-Walczak, A. and Szrajber, R.
year 2003
title Architectural Heritage As A Force In Networked Caad Education
doi https://doi.org/10.52842/conf.caadria.2003.801
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. 801-808
summary This paper aims to present a project being currently in progress. The task is to describe a concept for future access to information resources which cover the Polish (in wider international context) architectural and urban design, architectural heritage, applied arts in form of drawings, images, 3D models and VR along text explanations. In this way the database would enable access to huge resources and didactic packages. The proposed database would be primarily addressed to students of architecture, who in addition would be involved in creation of the collection, e.g. through building 3D models.
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2003_b3-4
id caadria2003_b3-4
authors Bruton, Dean and Radford, Antony
year 2003
title The Grammatical Studio Disrupting Regularities in Digital Media Design Education
doi https://doi.org/10.52842/conf.caadria.2003.433
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. 433-446
summary Grammar governs the ordered way in which words are modified and combined in human languages to convey complex concepts beyond the simplicities of individual words. By extension (but less susceptible to analysis) grammar governs the way in which visual elements are modified and combined in art and design compositions. In this paper we focus on the outcomes and effects of placing grammar and contingency in the forefront of studio teaching with digital media in architecture and art, and how experience in these two domains can inform each other.
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2003_000
id sigradi2003_000
authors Carmena, Sonia and Utgés, Raúl (eds.)
year 2003
title SiGradi2003
source Proceedings of the 7th Iberoamerican Congress of Digital Graphics Graphics / ISBN 987-9459-51-2] Rosario (Argentina) 5-7 november 2003, 411 p.
summary The conference topic "Digital Culture & Difference" encourages creative and critical inquiries about the idea of measuring differences within and between culture manifestations of digital age towards new information for knowledge completion. Submitted work may address this topic or other significant aspect of Digital Media. Type of Work Categories: 1- Completed work; 2- Work in-progress; 3- Graphic or visual works (posters). Areas of Inquiry: Design; Architecture, Cinematography; Arts; etc. Focus:  Professional applications; Academic experiences; Scientific research; Theory, epistemology, philosophy; Project, design, communication; Environment, preservation, sustainability; Technology, tools, media; etc.
series SIGRADI
email
last changed 2016/03/10 09:48

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