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 578

_id ecaade2023_000
id ecaade2023_000
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 1
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 1, Graz, 20-22 September 2023, 905 p.
doi https://doi.org/10.52842/conf.ecaade.2023.1.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2023_001
id ecaade2023_001
authors Dokonal, Wolfgang, Hirschberg, Urs and Wurzer, Gabriel
year 2023
title eCAADe 2023 Digital Design Reconsidered - Volume 2
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, 899 p.
doi https://doi.org/10.52842/conf.ecaade.2023.2.001
summary The conference logo is a bird’s eye view of spiral stairs that join and separate – an homage to the famous double spiral staircase in Graz, a tourist attraction of this city and a must-see for any architecturally minded visitor. Carved out of limestone, the medieval construction of the original is a daring feat of masonry as well as a symbolic gesture. The design speaks of separation and reconciliation: The paths of two people that climb the double spiral stairs separate and then meet again at each platform. The relationship between architectural design and the growing digital repertoire of tools and possibilities seems to undergo similar cycles of attraction and rejection: enthusiasm about digital innovations – whether in Virtual Reality, Augmented Reality, Energy Design, Robotic Fabrication, the many Dimensions of BIM or, as right now, in AI and Machine Learning – is typically followed by a certain disillusionment and a realization that the promises were somewhat overblown. But a turn away from these digital innovations can only be temporary. In our call for papers we refer to the first and second ‘digital turns’, a term Mario Carpo coined. Yes, it’s a bit of a pun, but you could indeed see these digital turns in our logo as well. Carpo would probably agree that design and the digital have become inseparably intertwined. While they may be circling in different directions, an innovative rejoinder is always just around the corner. The theme of the conference asked participants to re-consider the relationship between Design and the Digital. The notion of a cycle is already present in the syllable “re”. Indeed, 20 years earlier, in 2003, we held an ECAADE conference in Graz simply under the title “Digital Design” and our re-using – or is it re-cycling? – the theme can be seen as the completion of one of those cycles described above: One level up, we meet again, we’ve come full circle. The question of the relationship between Design and the Digital is still in flux, still worthy of renewed consideration. There is a historical notion implicit in the theme. To reconsider something, one needs to take a step back, to look into the past as well as into the future. Indeed, at this conference we wanted to take a longer view, something not done often enough in the fast-paced world of digital technology. Carefully considering one’s past can be a source of inspiration. In fact, the double spiral stair that inspired our conference logo also inspired many architects through the ages. Konrad Wachsmann, for example, is said to have come up with his famous Grapevine assembly system based on this double spiral stair and its intricate joinery. More recently, Rem Koolhaas deemed the double spiral staircase in Graz important enough to include a detailed model of it in his “elements of architecture” exhibition at the Venice Biennale in 2014. Our interpretation of the stair is a typically digital one, you might say. First of all: it’s a rendering of a virtual model; it only exists inside a computer. Secondly, this virtual model isn’t true to the original. Instead, it does what the digital has made so easy to do: it exaggerates. Where the original has just two spiral stairs that separate and join, our model consists of countless stairs that are joined in this way. We see only a part of the model, but the stairs appear to continue in all directions. The implication is of an endless field of spiral stairs. As the 3D model was generated with a parametric script, it would be very easy to change all parameters of it – including the number of stairs that make it up. Everyone at this conference is familiar with the concept of parametric design: it makes generating models of seemingly endless amounts of connected spiral stairs really easy. Although, of course, if we’re too literal about the term ‘endless’, generating our stair model will eventually crash even the most advanced computers. We know that, too. – That's another truth about the Digital: it makes a promise of infinity, which, in the end, it can’t keep. And even if it could: what’s the point of just adding more of the same: more variations, more options, more possible ways to get lost? Doesn’t the original double spiral staircase contain all those derivatives already? Don’t we know that ‘more’ isn’t necessarily better? In the original double spiral stair the happy end is guaranteed: the lovers’ paths meet at the top as well as when they exit the building. Therefore, the stair is also colloquially known as the Busserlstiege (the kissing stair) or the Versöhnungsstiege (reconciliation stair). In our digitally enhanced version, this outcome is no longer clear: we can choose between multiple directions at each level and we risk losing sight of the one we were with. This is also emblematic of our field of research. eCAADe was founded to promote “good practice and sharing information in relation to the use of computers in research and education in architecture and related professions” (see ecaade.org). That may have seemed a straightforward proposition forty years ago, when the association was founded. A look at the breadth and depth of research topics presented and discussed at this conference (and as a consequence in this book, for which you’re reading the editorial) shows how the field has developed over these forty years. There are sessions on Digital Design Education, on Digital Fabrication, on Virtual Reality, on Virtual Heritage, on Generative Design and Machine Learning, on Digital Cities, on Simulation and Digital Twins, on BIM, on Sustainability, on Circular Design, on Design Theory and on Digital Design Experimentations. We hope you will find what you’re looking for in this book and at the conference – and maybe even more than that: surprising turns and happy encounters between Design and the Digital.
series eCAADe
type normal paper
email
last changed 2024/08/29 08:36

_id avocaad_2003_13
id avocaad_2003_13
authors John L. Heintz
year 2003
title Communication and Value in Networked Design Coalitions
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary The advent of the Internet has led us to believe that we live in an era of unprecedented globalization. In the field of building design, we now expect both that the local market for design services will be altered, and that many firms will take up the opportunity to pursue commissions beyond their local market. To some extent this is true, but it is instructive to recall that in the 19th century London based architectural firms and public works designers designed buildings throughout the Empire. Designing for projects beyond the local market is not new, what is new is our expectation that such a task is now fundamentally altered, made easier and more transparent, by the abundance of new communications technologies.It remains the case that working outside one’s local context is difficult and that when doing so, problems are likely to arise out of cultural differences. Distance too imposes its burdens, as the possibility to meet other members of the team face to face is reduced as the travel costs increase. This breaks down the possibilities of building informal networks among the individual designers working for the firms that are members of the design team. A re-instantiation of this informal network can only be done on the basis of a model of formal and informal communication in the design team. Many of the difficulties of collaborative work outside one’s local market are problems that have already been with us a long time. These problems arise out of the fact that buildings are designed by heterogeneous groups of people. The members of such groups must communicate with each other to share information and coordinate decisions and actions. Yet they are in different relations to the project at hand and have differing values arising out of their different backgrounds. This leads inevitably to conflict. Therefore, if we are to discuss communication and value then we must devote our attentions to conflict.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design, Communication, values, informal communication, value resolution, design team, design coalition.
series AVOCAAD
email
last changed 2006/01/16 21:38

_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 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 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_083
id cf2003_m_083
authors SHIH, Naai-Jung
year 2003
title A Construction Site in a Scan-based Digital Representation
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. 423-432
summary This study offers a method for creating a representation of an on-going construction site by using a geometric approach. The representation includes the definition of 3D data between the design and construction stages. A method is proposed for using a 3D longrange laser scanner to retrieve information on site occurrences, in order to describe the building construction process based on what really occurs at a site. 3D scans are made in stages or at various time intervals. Retrieved shapes are collected in a discrete manner or in a configuration as a whole. The data collection can be conducted wholly or selectively for key referencing based on registration points. Investigated issues involved are target positioning, identification, retrieval, tracking of objects, behaviour description, characteristic description, and integration of segmental geometric information.
keywords construction, representation, scan
series CAAD Futures
last changed 2003/09/22 12:21

_id caadria2003_c6-3
id caadria2003_c6-3
authors Tadic, Ron Z.
year 2003
title Participation In Design of Community Centres Designing With Electronic Medium
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. 871-888
doi https://doi.org/10.52842/conf.caadria.2003.871
summary Until recently, most of the architectural projects had only two players - an Architect and a Client Architect was commissioned by a client and did what that client wanted. Now, end users, citizens, communities, voters and ordinary people want to have a say in projects that are provided for them. The days of an Architect being a tool of moneyed clients and politicians are gone. Social and political changes in the second half of 20th century provided a platform for affirmation of individual and collective rights of citizens to take active roles in decision-making. In the field of Architecture, this in particular applies to the process of design. What was once a one-way street for decision-making is now a profoundly different - multidirectional process of initiative, consultation and agreement between all parties that are or will be directly or indirectly involved in a project. In this way completed projects are the result of a variety of contributions of all stakeholders, thus potentially better meeting a broader variety of their needs and expectations. Stakeholders' participation is required not only during the design, but also after the completion of a built project. Once they start using 'their' finished project, they provide feedback about its qualities and shortfalls. This is done through the Post Occupancy Evaluation (P.O.E.). Data collected in this way can then be used to revisit the original design and draw lessons from it, making the next design better suited to the stakeholders of future projects. These laborious, repetitive and complex tasks were difficult to achieve without spending vast amounts of time and resources. This process threatened to be detrimental to the overall success of a project.
series CAADRIA
email
last changed 2022/06/07 07:56

_id avocaad_2003_17
id avocaad_2003_17
authors Anna Maria Chrabin, Jaroslaw Szewczyk and Herman Neuckermans
year 2003
title A Critical Evaluation of Early Stages Software in its Capacity of Coping with Contextual Issues
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary In this paper we analyse critically early design stages software in its capacity of coping with contextual data at large (i.e. representing cultural, aesthetical context, etc.). We identified 5 categories of early stages software: geometry based graphic editors, evaluation architectural software, generative and shape-grammar based systems, evolutionary systems and other systems. Calling the object under creation during of the early stages a CAD conceptual model, we will investigate to what extend this software allows the architect to experience and represent the context in which a design is situated. Especially we will focus on its capacity to allow interaction, playful interaction on our way to the design. Designers, and particularly architects, interact with the local context similarly to interacting in a game: the context influences the users’ decisions, surprises them and causes permanent changes to their ways of thinking. On the other hand, architects permanently shape and reshape the context, and reduce the context to a protean point of reference. Such behaviour characterises creative thinking that is crucial for the early stage of design. The investigation led us to the conclusions that the effective interactivity with the context needs simple rules, a plain interface and data reduced as simple as possible, especially when interaction with the context is performed during the early stages of a design process. The findings can be used in organising computer environments for early-stage design.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id cf2003_m_040
id cf2003_m_040
authors BAY, Joo-Hwa
year 2003
title Making Rebuttals Available Digitally for Minimising Biases in Mental Judgements
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. 147-156
summary The problem of heuristic biases (illusions) discussed by Tversky and Kahneman (1982) that can lead to errors in judgement by human designers, when they use precedent knowledge presented graphically (Bay 2001). A Cognitive framework of belief, goal, and decision, and a framework of representation of architectural knowledge by Tzonis are used to map out the problem of heuristic biases in the human mind. These are used to discuss what aspects of knowledge can be presented explicitly and digitally to users to make rebuttal more available for human thinking at the cognitive level. The discussion is applicable to both inductive and analytic digital knowledge systems that use precedent knowledge. This discussion is targeted directly at means of addressing bias in the human mind using digital means. The problem of human bias in machine learning and generalisation are discussed in a different paper, and the problems of international or non-intentional machine bias are not part of discussion in this paper.
keywords analogy, bias, design thinking, environmental design, heuristics
series CAAD Futures
last changed 2003/11/22 07:26

_id acadia03_039
id acadia03_039
authors Clayton, Mark J.
year 2003
title Connecting Digital Tools
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. 299
doi https://doi.org/10.52842/conf.acadia.2003.x.p0b
summary A decade ago, Bill Mitchell wrote “Chroniclers of our era may one day write ‘What was computer-aided design?’ To them, it will just be design.” Because of the proliferation of digital tools for design, we are rapidly forgetting that there was ever design before computing. Ask an undergraduate student to describe the design process. There is a good chance that the student will mention using CAD and 3D modeling. Ask a contractor how to practice the profession of building.
series ACADIA
email
last changed 2022/06/07 07:49

_id sigradi2004_110
id sigradi2004_110
authors Eliane Schlemmer; Luciana Backes; Aline Andrioli; Carine Barcellos Duarte
year 2004
title Awsinos: Construção de um mundo virtual [Awsinos: Construction of a Virtual World]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The course Alternatives of Design is part of an integral viewpoint that aims to prepare architects from the Master Studies Department in Computing in Architecture (LUZ), in two ways: first, by expanding their perspective about potentialities of using new digital technologies in architecture, and second, by qualifying them to apply this acquired theoretical knowledge in their professional environment. The objectives of this paper are to describe the program of this course and to show products (2003), from the introductory to the final presentation of Virtual Museums of Interactive Sculptures, orientated and supervised both at site and at a distance through the Internet. As a result of this experience, a sample was obtained of virtual museums. design and modelling that illustrates what could be understood as virtual architecture with high degree of interaction, looking for the evolution, motivation and teamwork to incorporate virtual reality non-inmersive technologies in this new architectonic approach.
keywords VRML, virtual museums, interactive sculptures, alternatives of design
series SIGRADI
email
last changed 2016/03/10 09:51

_id ecaade2010_017
id ecaade2010_017
authors Hemsath, Timothy L.
year 2010
title Searching for Innovation Through Teaching Digital Fabrication
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.21-30
doi https://doi.org/10.52842/conf.ecaade.2010.021
wos WOS:000340629400001
summary The use of digital fabrication in the discourse and education of architectural students has become a common skill in many schools of architecture. There is a growing demand for computer-aided design (CAD) skills, computer-aided manufacturing (CAM) logic, programming and fabrication knowledge in student education. The relevance of fabrication tools for architecture and design education goes beyond mere competence and can pursue innovation in what Branko Koleravic (2003) observed, “The digital age has radically reconfigured the relationship between conception and production, creating a direct digital link between what can be conceived and what can be built through “file-to-factory” processes of computer numerically controlled (CNC) fabrication”. However, there has been very little written about what students are actually learning through digital fabrication courses and the relevance of the skills required for innovation in the field of digital fabrication.
keywords CAD; CAM; Pedagogy; Curriculum
series eCAADe
email
last changed 2022/06/07 07:49

_id heylighenieee2003
id HeylighenIEEE2003
authors Heylighen, A., Neuckermans, H. and Morisse, P.
year 2003
title What You See is What You Get
source IEEE Multimedia, July-Sept 2003, Vol. 10, No. 3, pp. 48-56
summary As the amount of visual information stored on electronic media grows, the need for appropriate access mechanisms becomes more critical. Information system developers in fields as varied as agriculture, medicine, and security must not only create systems to represent, store, and process visual content, but also re-examine the indexing procedure and conceive interfaces that make visual information easily accessible. Architectural design, a field overrun by myriad case libraries, manifests this challenge. Cases – specific designs from the past – are a significant source of knowledge in the architectural design field. Using current information technologies, researchers in this field have created a variety of multimedia case collections, storing them on CD-ROM, local networks, and the Internet. Several tools for accessing case collections exist; however most rely on verbal descriptions to index cases. For the collections to support architects during design, cases should not only be represented visually, but should also be accessible through a visual medium. We’ve developed a working prototype of a visual indexing and access mechanism that uses visual keys – small pictogram-like icons expressing an architectural feature. Users can consult an online case base using these keys or create new keys to label and link cases. A pilot study, in which student and professional architects used and evaluated the prototype, supports the need for such a mechanism.
series journal paper
email
last changed 2004/03/25 17:55

_id heyligheneaae2003
id HeylighenEAAE2003
authors Heylighen, Ann
year 2003
title A maintenance contract for the architect's degree - Concept, materialisation and post-occupancy
source Ebbe Harder (ed.), Writings in Architectural Education, Transactions on architectural education No 15, EAAE/AEEA, pp.134-147
summary Today, architecture is confronted with changing concepts of time, space and place. These changes are largely induced by the advent of the information society and in turn induce the need for entirely new ways of conceiving architectural education. It is obvious, however, that architectural education does not hold absolute sway over the need for renewal, as other domains and disciplines too are confronted with the inevitable learning society: a society in which individuals, groups and companies are learning on a permanent basis. What architectural education does hold absolute sway over – or at least should be granted a patent for – is the unique way in which it used to prepare (and still prepares) its students for practice in the design studio. Therefore, instead of throwing out the design studio with the bathwater, we consider it as an outstanding lead for pursuing the learning society within the context of architecture. Furthermore, we see ICT not only as a cause of, but at the same time as an ally in this pursuit, as it allows reinforcing the studio as “espace transitoire”. To this end, we propose to literally connect the studio with the world of practice through an on-line platform constructed of concrete cases.
keywords Architectural education, ICT
series journal paper
email
last changed 2004/03/25 17:54

_id avocaad_2003_01
id avocaad_2003_01
authors Jack Breen
year 2003
title VISTA VERSA – Critical Considerations on the Evolvement of Designerly Attitudes, Instruments and Networks in Design Driven Studies
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary Keynote Paper - We are all involved in design.Besides being the (sub)conscious recipients of all sorts of design driven activities, we are professionally concerned with products of design and acts of designing, either as practitioners or as academics, in some cases as both… As someone who was trained as a designer, drifted into design teaching and presently attempts to combine composition research with design practice, I feel there is a need to bridge the cultural gap between design and design research. I intend to put forward the case for more designerly approaches in the study of design. In this context I would like to discuss perspectives for design driven studies by considering the following ensemble of aspects:- the matter of shifting attitudes to design in a scientific context; - the necessity of expanding the scope of instruments of design in relation to methods and insights. - the furthering of opportunities for networks aimed at bringing out and communicating findings concerning different aspects of design.It is on the topic of interaction, between the targeted creativity of designing on the one hand and the open minded search for relevant knowledge, insights and applications on the other, that I would like to dwell. Furthermore, I hope to provoke some thoughts – and hopefully responses – concerning the roles of computer based applications in such studies. What kinds of impulses have computer technologies offered, should they perhaps have offered and indeed might they still be able to offer in this field? I would like to by take a critical look back and try to turn things around, towards a possible view forward…
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id ecaade03_493_81_walczak
id ecaade03_493_81_walczak
authors Kepczynska-Walczak, Anetta and Walczak, Bartosz M.
year 2003
title The Integration of IT within the Early Stage of Architectural Conservation Design A pedagogical experience
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 493-500
doi https://doi.org/10.52842/conf.ecaade.2003.493
summary This paper attempts to analyse the results of the multidisciplinary project focused on the holistic approach to education in the field of architectural history and conservation with an extensive use of computer technology. The skills trained usually separately within autonomous courses were brought together to form a “task force” project addressed to the students from two universities in different countries. The increased role of architectural design within a historical context and the need for the corresponding changes in the undergraduate course curricula is also stressed. What is more, the experiment revealed to be an interesting method of exploitation of the power of the computer as a design tool and, what is more, as a design stimulator in the early stage of the architectural design process. In this way the paper contributes also to the discussion on integration of IT within design studio.
keywords Pedagogical strategy; CAAD curriculum; digital design education; integrationof IT within design process
series eCAADe
email
more http://www.arch.p.lodz.pl
last changed 2022/06/07 07:52

_id a3ac
id a3ac
authors Kolravic, Branko (ed.)
year 2003
title ARCHITECTURE IN THE DIGITAL AGE: DESIGN AND MANUFACTURING
source Spon Press
summary Architecture in the Digital Age addresses contemporary architectural practice in which digital technologies are radically changing how the buildings are conceived, designed and produced. It discusses the digitally-driven changes, their origins, and their effects by grounding them in actual practices already taking place, while simultaneously speculating about their wider implications for the future. The book offers a diverse set of ideas as to what is relevant today and what will be relevant tomorrow for emerging architectural practices of the digital age.

The contents of the book brings together some of the leading international practitioners with the aim of providing informed views of what is seen as a critical juncture in architecture's evolving relationship to its wider cultural and technological context.

keywords Digital fabrication
series book
type normal paper
email
last changed 2005/03/06 07:28

_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_615_54_kheng
id ecaade03_615_54_kheng
authors Lim, Chor-Kheng
year 2003
title Is a pen-based system just another pen or more than a pen?
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 615-622
doi https://doi.org/10.52842/conf.ecaade.2003.615
summary Freehand sketch is the most critical stage in the design process. The importance of the freehand sketch is in its ability to freely represent various projections of ambiguous drawing using a convenience tool, pen-and-paper. Recently, pen-based system which developed attempted to use pen as an input device, allowing sketches to be freely drawn on computers. However, as far as the various drawing projections, such as diagram, symbol, plan, elevation, section, perspective, etc., how are they interrelated to a designer’s cognitive behavior? Different media have different abilities to represent projections. What’s the difference of design cognitive behavior between conventional pen-and paper and pen-based system in view of both using a pen as a design medium? This research proceeds a think-aloud protocol analysis to present an analysis and discussion. Research results show that there is a relationship of gradual embodiment, mutually complementary, going from a whole to being dissected into sections between the different projections. Moreover, pen-based system is more than a pen, it allows designer to inspect a 3-D view during the sketching stage. This gives the designer more opportunities during the sketching stage to conduct the design thinking process based on the ambiguous 2-D projections and the more concrete 3-D images, as well as more opportunities for visual feedback
series eCAADe
email
last changed 2022/06/07 07:59

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