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 604

_id sigradi2003_039
id sigradi2003_039
authors Balmaceda, María Isabel and Malmod, Alicia Violeta
year 2003
title Multimedia ¡Alerta SISMO!: Prevención Sísmica en la Escuela (Multimedia "EARTHQUAKE Alert!": Sìsmic Prevention in the School)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Alerta SISMO is a multimedia developed as a didactic tool in order to teach Seismic Prevention at the elementary school. It intends to improve the performance of traditional tools not only due to the digital support but also because of the didactic proposal. It has been designed to be used by qualified teachers who could guide pupils in their building knoledgement process. The value of this product lies in using computer resources, animation, video, images and sound, whith a didactic intention.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade03_187_11_brandy
id ecaade03_187_11_brandy
authors Brady, Darlene A.
year 2003
title IDEATION: METAPHORICAL EXPLORATIONS AND DIGITAL MEDIA
doi https://doi.org/10.52842/conf.ecaade.2003.187
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 187-190
summary Metaphor in architecture involves two distinct paradigms of ideation and visualization: architecture as a virtual metaphor of an idea and virtual models of architecture as metaphors of an architectural intention or vision. Digital media is a powerful vehicle for the generation and expression of both paradigms. The dominant applications of digital media in architecture are drafting and computer simulations as virtual constructs of an architectural intention. This paper will focus on the us e of digital media and ideation, a design process which uses metaphor to link idea and form early in the design process.
keywords Design creativity, Design process, Generative design, Innovation, Precedents
series eCAADe
email
more http://www.archi-textures.com
last changed 2022/06/07 07:54

_id acadia03_008
id acadia03_008
authors Cabrinha, Mark
year 2003
title Function Follows Form: 10 Sticks (and a Bench)
doi https://doi.org/10.52842/conf.acadia.2003.057
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. 57-65
summary While the introduction of digital media in the design studio often emphasizes virtual realms, the effect of new fabrication technology on the architect brings the architect back to the realm of master-builder rather than distancing the architect from reality. While purely digital projects have pushed the development of form, they have also placed an emphasis on form over material. However, with the intention to physically build a project, the connections between process, form, and material become intertwined. The inception of this project also served as a clear reminder that the tools we use affect the way we think. This project began as a simple idea: how a column becomes animated to form an arch over time. The digitization of this idea took literally minutes in Maya. It was exported and further modeled in AutoCAD, and then rendered and reanimated in 3D Studio-Viz. This was a very brief, two-week introductory project, in a class on drafting and wood light-frame construction. It served to make a greater connection between digital media, the design process, analog drawing, and the role of craft and material.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia03_003
id acadia03_003
authors Chang, W. and Woodbury, R.
year 2003
title Undo Reinterpreted
doi https://doi.org/10.52842/conf.acadia.2003.019
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. 19-27
summary The class of operations known as “undo” has proven to be a valuable addition to most professional work tools. In practice though, its use is frustrating: undo often undoes too much. Its essential informal semantics are that it returns the user to a prior state by recapitulating all intervening states. Why not give the user greater control over which aspects of a design to undo? An alternative is to seek to reuse prior work in any logically-coherent pattern—user input is a precious commodity. The area of generative systems provides insights in a search for alternatives to undo, in particular that prior user and system actions can be changed and reused in new contexts. We contingently introduce a concept we label as design promotions to describe system designs that demonstrate a tight coupling between interactive authorship and system-led generation, that treat past user actions as valuable intentional statements, and that treat alternative user choices as first-class objects of concern. In practice these three properties emphasize reuse. We briefly survey the current state of undo-like operations and potential candidates for implementing design promotions strategies. Through examples, we demonstrate approaches to realizing undo-like operations over specific representations, especially that of constructive solid geometry.
series ACADIA
email
last changed 2022/06/07 07:55

_id sigradi2022_19
id sigradi2022_19
authors Crossley, Tatjana
year 2022
title Appropriations and Extensions of Cultural Spaces in VR and the Metaverse
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 727–738
summary Digital virtual reality (VR) and the metaverse provide opportunities for the creation of cultural extensions that define our contemporary society. This has been the practice for millennia – using different technologies and media; humans have always attempted to convey experience through representational forms. The paper puts forward an initial theoretical examination of metaverse using theories on perception and subjectivity in psychology and philosophy and the implications of these in architecture and space creation, both physical and digital. It considers historical VR spaces to better understand the influence of culture and applies this to the contemporary social VR spheres. Though they offer novel opportunities, digital virtual realities and immersive spaces of today are no different than the lineage of spaces and representations that strove to do this throughout history (Grau, 2003). Using different mediums, they each provide an extension of culture that reflects society and becomes a record of their times and ideals.
keywords Virtual Reality, Metaverse, Digital Heritage, Mixed Realities, Identity and Subjectivity
series SIGraDi
email
last changed 2023/05/16 16:56

_id ecaade03_407_19_sterk
id ecaade03_407_19_sterk
authors d’Estrée Sterk, Tristan
year 2003
title Building Upon Negroponte: A Hybridized Model of Control Suitable for Responsive Architecture
doi https://doi.org/10.52842/conf.ecaade.2003.407
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 407-414
summary Responsive architecture is commonly defined as a type of architecture that has the ability to alter its form in response to changing conditions. While this description is successful in capturing the gist of the topic, it does not provide us with the more detailed understandings required to build it. The knowledge required to build a truly responsive form of architecture is substantial, an understanding of architecture, robotics, artificial intelligence and structural engineering are all beneficial. The links that are required between each knowledge base to actuate and control the responses of this type of architecture further complicate matters – suggesting potential reasons for the ambivalence of architects towards deeply exploring to the topic or extending it beyond the aesthetic application of an event-based architecture. This paper will build a model of responsive architecture that explains one possible approach to the topic, emphasizing ways to build it and control it in the process.
keywords Controlling responsive architecture, Controlling networks of response buildings
series eCAADe
type normal paper
email
more admin
last changed 2022/06/07 07:55

_id acadia21_100
id acadia21_100
authors Ghandi, Mona; Ismail, Mohamed; Blaisdell, Marcus
year 2021
title Parasympathy
doi https://doi.org/10.52842/conf.acadia.2021.100
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 100-109.
summary Parasympathy is an interactive spatial experience operating as an extension of visitors’ minds. By integrating Artificial Intelligence (AI), wearable technologies, affective computing (Picard 1995; Picard 2003), and neuroscience, this project blurs the lines between the physical, digital, and biological spheres and empowers users’ brains to solicit positive changes from their spaces based on their real-time biophysical reactions and emotions.

The objective is to deploy these technologies in support of the wellbeing of the community especially when related to social matters such as inclusion and social justice in our built environment. Consequently, this project places the users’ emotions at the very center of its space by performing real-time responses to the emotional state of the individuals within the space.

series ACADIA
type project
email
last changed 2023/10/22 12:06

_id sigradi2003_139
id sigradi2003_139
authors Hamid, Bauni
year 2003
title Action Planning through Digital Workshop
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This paper discusses efforts of disseminating urban development program in a developing country setting by employing digital workshop in action planning workshops. The setting of urban development projects is usually very complicated. Socioeconomic background and people's properties are varied. That's why it is reasonable if problem approach is generated through a study on the potential of utilizing digital methods. Complicated variables also lead to study the possibility of not focusing on certain mode of workshop, since each workshop has its own plus-minus that might only be effective for certain variables in case study.
keywords Action planning, communication, digital model, workshop
series SIGRADI
email
last changed 2016/03/10 09:53

_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 acadia03_010
id acadia03_010
authors Kilian, Axel
year 2003
title Fabrication of Partially Double-Curved Surfaces out of Flat Sheet Material Through a 3D Puzzle Approach
doi https://doi.org/10.52842/conf.acadia.2003.075
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. 75-83
summary The topic of this paper is the connection of digital modeling with generative programming and rapid prototyping, to produce physical sketch surface models. The physical surface models are assembled out of developable strips connected through a puzzle-like detail. The use of programming as a design approach allows the generation of connection details that corresponds to the rules of flat sheet rapid prototyping techniques of laser cutting and water jet cutting. With numerically controlled cutting, there is no need to keep the joint detail related to manually achievable forms or to apply a standardized dimension. This paper demonstrates the possibilities of programming to generate cutting geometries that adapt to the local surface properties. The larger perspective of the research approach is the question of how to formulate and capture design intention through programming. What influence does the use of generative modeling in combination with rapid prototyping have on the design language of physical objects?
series ACADIA
email
last changed 2022/06/07 07:52

_id cf2003_m_096
id cf2003_m_096
authors KOCATURK, T., VELTKAMP, M. and TUNCER, B.
year 2003
title Exploration of Interrelationships between Digital Design and Production Processes of Free-form Complex Surfaces in a Web-Based Database
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. 445-454
summary The intention of this paper is to examine the mutual influences of initial architectural, structural and digital manufacturing related decisions on the evolution of free-form structures. A survey on current applications will be presented to lay the foundation for the examination of new production techniques and structural concerns for the computer generated expressive forms. Finally, the paper will describe an interactive web-based database project which aims to establish a grammar on the mutual influences of architectural, structural and production related features of free-forms. Based on the built examples of blob structures, the database serves as a catalogue of possibilities related to form, and facilitate assessment of the impact of the early choices on the free-form building design and development.
keywords conceptual, free-form, web-based database
series CAAD Futures
email
last changed 2004/01/15 11:41

_id sigradi2003_115
id sigradi2003_115
authors Kohan, Florencia
year 2003
title PIXELIDADES (Pixelings)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Inside the current esthetics arisen from the digital art, I recognize PXEL ART as a vanguard. Not only because of its craft and methodology (the form to work it, beyond its content) but also because of its sense, which is to claim the most minimum unit from a digital perception. Even though the term 'vanguard' seems to have disappeared in our times, my intention is to differentiate ~Pixelism~ from a simple esthetic position or modern wave.
series SIGRADI
email
last changed 2016/03/10 09:54

_id 2206
id 2206
authors Kvan, Thomas
year 2004
title REASONS TO STOP TEACHING CAAD
source Mao-Lin Chiu (ed), Digital design education, Garden City Publishing, Taipei 2003, ISBN 9867705203
summary Computers are a problem. They are expensive, even if the prices have dropped dramatically and promise to continue dropping. They do not look after themselves but demand considerable attention – we have to hire computer specialists to ensure they talk to each other, staff are required to make sure software is installed and to fix things when it no longer works. Learning to use them is tedious; skills have to be developed to master several idiosyncratic software systems. The hardware and software regularly malfunction. It is faster to draw a line by hand than with software. Students already have enough trouble learning how to stop a window leaking or ensure a fire escape route will protect people in time of trouble, why make them learn all these other things. We should stop teaching CAAD. Although technological and economic issues are very real and not to be dismissed lightly, the real problems of teaching CAAD are not these. The real issues we need to address is how we teach and, behind that, why we teach. This paper explores the what and why.
keywords pedagogy
series other
type normal paper
email
last changed 2004/09/27 07:10

_id ecaade03_533_103_pahle
id ecaade03_533_103_pahle
authors Pahle, R., Juyal, M. and Ozel, F.
year 2003
title DATA MODELING OF BUILDINGS WITH BMXML
doi https://doi.org/10.52842/conf.ecaade.2003.533
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 533-540
summary XML (extensible markup language) is emerging as a significant tool not only to model data but also to facilitate the seamless sharing of data between multiple domains. Therefore it can be quite powerful in modeling building data that must often be shared between large numbers of professionals. The focus of this study is how to use this paradigm in structuring spatial and component based building data with the intention to use it in the analysis and simulation of the performance of buildings. The framework developed by the authors consists of three components. An XML structure (bmXML) for storing building data, a VBA-AutoCAD-Application for generating the XML files (bmGenerator) and a JAVA-Application which reads the bmXML data and prepares the information for simulation purposes. This paper primarily focuses on theVBA-AutoCADApplication.
keywords Data modeling; XML; simulation
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2003_038
id sigradi2003_038
authors Pizzi, M., Donoso, M., Caviares, A., Alessandri, J. and Villalón, T.
year 2003
title Incorporación de Tecnologías de Modelado Espacial en un Curso Inicial de Formación de Arquitectos (Introduction of Space Modeling Technologies in an Initial Course of the Education of Architects)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The incorporation of virtual technologies to the learning process in architectural design is still incipient, using graphic software mainly as a rendering tool late in the curriculum. This paper presents an experience carried out with first year studio students, at the School of Architecture of the University of Chile, in which the intention is to incorporate virtual learning as part of the process spatial modification thinking. Through the use of Form Z, friendly software to learn for beginners, applied for simple extrusions, geometric transformations as translation, rotation or scaling, and the transformation of geometries and proportions through the handling of topological levels of polygonal objects. Through increasingly complex exercises we developed an effective complement of a traditional design methodology.
series SIGRADI
email
last changed 2016/03/10 09:57

_id ecaade03_631_135_rauhala
id ecaade03_631_135_rauhala
authors Rauhala, Kari
year 2003
title Playing Games: the Role of Computers in Sketching
doi https://doi.org/10.52842/conf.ecaade.2003.631
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 631-635
summary Why computers are not yet used in the early phases of architectural design? This question requires a closer examination of the sketching process itself. Looking it from the hermeneutical point of view, it becomes quite obvious that sketching really is and probably should remain the last fortress resisting the computerization of design. Sketching is an intimate dialogue between drawings and language. It is a dynamic and circular process of understanding. Also its intrinsic methods to search solutions cause wicked problems for computer programming. Nevertheless, computers could be used more for assisting sketching. Their proper role would be in validating tentative solutions.
keywords Sketching, hermeneutics, language, metaphor, computers
series eCAADe
email
more http://www.vtt.fi/rte/
last changed 2022/06/07 08:00

_id sigradi2003_064
id sigradi2003_064
authors Ribeiro, Clarissa and Pratschke, Anja
year 2003
title Arquitetura e Pensamento Complexo (Architecture and complex thinking)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This research aims to verify the possibility to apply principles of Complexity Thinking as appointed by Edgar Morin, in the conception of Virtual Architectures. His researches are directed by the preoccupation with a nonmutilated knowledge, connecting fraction and totality, subject and object. To support the intention to built an immersive virtual environment applying this principles, the basic object of this research is to understand how the Complex Theory affects the Virtual Environment Architecture, analyzing its history and the possibilities of application; illustrating virtual or hybrid architectural examples which where influenced by the Complex Theory and its capability to support interaction.
series SIGRADI
email
last changed 2016/03/10 09:58

_id caadria2003_a2-4
id caadria2003_a2-4
authors Seichter, Hartmut
year 2003
title Sketchand+ a Collaborative Augmented Reality Sketching Application
doi https://doi.org/10.52842/conf.caadria.2003.209
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. 209-222
summary The sketch is the embodiment of the architectural discussion. It incorporates rapidness and fuzziness and as this it is an object of interpretation. The interesting thing there is the question, if the usage of VR/AR already in the early phases of a design can have an impact for the quality of a design-process. Examples like VRAM (Regenbrecht et al., 2000) or TAP (Seichter et al., 2000) showed that there is a huge potential for research. The sketch as one of the parts of an early design is tightly coupled with cognitive aspects and communication. Pictured by a sketch is just a snapshot of what have to be discussed in the ensuing design procedure. The intention behind this work is an exploration about a medium which is not yet adapted to the digital world (Myers et al., 2000) and it can be easily be described with the words of Harald Innis: Mankind constantly being caught in his own traps: language and systems, developed and most difficult to break down. (Innis, 1951)
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade03_173_08_serrato
id ecaade03_173_08_serrato
authors Serrato-Combe, Antonio
year 2003
title Going Upstream - Finding New Ways to Enhance the Use of Computers as Design Tools
doi https://doi.org/10.52842/conf.ecaade.2003.173
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 173-176
summary The power of the computer as a design tool and as a design stimulator has still to be fully exploited (…) The previous statement from the conference theme, couldn’t be more correct. However, the question then becomes why?Why computers aren’t used more often as design tools? In trying to find answers and solutions to these questions, the author has applied an approach similar to that taken by river explorers. These individuals, when exploring the course of a river, begin the journey at the mouth of the river, not at the source. They go up river, against the current, searching into the larger tributaries first and then proceeding to look at the smaller rivulets. In other words, rather than proposing some theoretical construct that one could put to the digital design test and find out why we’re having problems with computers in terms of design creativity, here the course was reversed and began with a product that was analyzed in order to find its sources. The paper (a) presents the rationales behind the procedural approach to digital modeling, (b) the process that was used to investigate the approach, (c) its outcome.
series eCAADe
email
last changed 2022/06/07 07:57

_id sigradi2003_059
id sigradi2003_059
authors Tramontano, Marcelo and Trevisan, Nilton
year 2003
title Informatização e Habitação: Leitura Preliminar de Algumas Experiências (Informatics and social housing: preliminary reading of some experiences)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary This paper intends to present an initial evaluation of some experiences, in differents parts of the world, including Brazil, with information and communication technologies [ICTs] for private and collective spheres of social housing complexes. Those programs target low-income populations (up to 5 minimums salaries, in Brazil), in order to promote, the understanding of these technologies and the access to telematic services, thus contributing to diminish the so-called digital divide.
keywords Social housing; internet; new medias; virtual communities; digital divide
series SIGRADI
email
last changed 2016/03/10 10:01

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