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 605

_id acadia03_034
id acadia03_034
authors Luhan, G.A., Bhavsar, S. and Walcott, B.L.
year 2003
title Deep-Time ProbeInvestigations in Light Architecture
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. 258-266
doi https://doi.org/10.52842/conf.acadia.2003.258
summary This paper presentation presents an interdisciplinary research project conducted by a design team comprised of faculty from the Colleges of Architecture, Engineering, and Astrophysics. The title of the project, Deep-Time Probe, Investigations in Light-Architecture, explores the use of an optically active-SETI experiment that centers on the thematic of time, vision, and movement through space. The realm of architecture was the digital glue that united the varied disciplines. The core of the project is broken down into three intrinsically linked components—data representation—collection, storage, and modulation; the Project Mission Wall; and the resultant Light Architecture or Deep-Time Probe. A small team of architecture students under the direction of one architecture faculty member designed the Mission Wall while the Robotics Department provided CNC machinery to digitally mill and fabricate its components. This same team assembled the 40’x60’x15’ structure in one day. The site of the launch created an adequate interface for the public art structure at the scale of an urban park. The scale of the Mission Wall addressed a variety of places, paces, and scales that mediated between the laser, the context of the surrounding plaza, and pedestrian and vehicular circulation, all while concealing the laser from direct view. The Mission Wall served three functions. It provided a housing for the Deep-Time Probe laser. It created windows and scaffolding for lighting. Moreover, it established a series of “View Corridors” that provided the onlooker with multiple vantage points and thus multiple-readings of information as architecture. Nearly fifty “Time Probe Reporters” gathered information through oral interviews. In addition to messages linked to the interviews, the Deep-Time Probe contained verbal and graphic information, images depicting the design and fabrication processes. At the time of the launch, the design team digitized, specially formatted, converted, and modulated the data into a special high-powered laser that was “launched” into space. An advanced civilization in the universe could theoretically receive and decode this information. The Deep-Time Probe project visualized the strengths of each profession, fostered the creative aspects of each team member, and resulted in a unique and dynamic experience. The deep time probe is right now passing through the Oort Cloud, the debris left over from the formation of our Sun and planets, present as a halo surrounding our solar system . . . a distance of nearly 1.5 trillion miles.
keywords Interdisciplinary Design Research, Information Visualization, and Fabrication
series ACADIA
email
last changed 2022/06/07 07:59

_id sigradi2008_049
id sigradi2008_049
authors Benamy, Turkienicz ; Beck Mateus, Mayer Rosirene
year 2008
title Computing And Manipulation In Design - A Pedagogical Experience Using Symmetry
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The concept of symmetry has been usually restricted to bilateral symmetry, though in an extended sense it refers to any isometric transformation that maintains a certain shape invariant. Groups of operations such as translation, rotation, reflection and combinations of these originate patterns classified by modern mathematics as point groups, friezes and wallpapers (March and Steadman, 1974). This extended notion represents a tool for the recognition and reproduction of patterns, a primal aspect of the perception, comprehension and description of everything that we see. Another aspect of this process is the perception of shapes, primary and emergent. Primary shapes are the ones explicitly represented and emergent shapes are the ones implicit in the others (Gero and Yan, 1994). Some groups of shapes known as Semantic Shapes are especially meaningful in architecture, expressing visual features so as symmetry, rhythm, movement and balance. The extended understanding of the concept of symmetry might improve the development of cognitive abilities concerning the creation, recognition and meaning of forms and shapes, aspects of visual reasoning involved in the design process. This paper discusses the development of a pedagogical experience concerned with the application of the concept of symmetry in the creative generation of forms using computational tools and manipulation. The experience has been carried out since 1995 with 3rd year architectural design students. For the exploration of compositions based on symmetry operations with computational support we followed a method developed by Celani (2003) comprising the automatic generation and update of symmetry patterns using AutoCAD. The exercises with computational support were combined with other different exercises in each semester. The first approach combined the creation of two-dimensional patterns to their application and to their modeling into three-dimensions. The second approach combined the work with computational support with work with physical models and mirrors and the analysis of the created patterns. And the third approach combined the computational tasks with work with two-dimensional physical shapes and mirrors. The student’s work was analyzed under aspects such as Discretion/ Continuity –the creation of isolated groups of shapes or continuous overlapped patterns; Generation of Meta-Shapes –the emergence of new shapes from the geometrical relation between the generative shape and the structure of the symmetrical arrangement; Modes of Representation –the visual aspects of the generative shape such as color and shading; Visual Reasoning –the derivation of 3D compositions from 2D patterns by their progressive analysis and recognition; Conscious Interaction –the simultaneous creation and analysis of symmetry compositions, whether with computational support or with physical shapes and mirrors. The combined work with computational support and with physical models and mirrors enhanced the students understanding on the extended concept of symmetry. The conscious creation and analysis of the patterns also stimulated the student’s understanding over the different semantic possibilities involved in the exploration of forms and shapes in two or three dimensions. The method allowed the development of both syntactic and semantic aspects of visual reasoning, enhancing the students’ visual repertoire. This constitutes an important strategy in the building of the cognitive abilities used in the architectural design process.
keywords Symmetry, Cognition, Computing, Visual reasoning, Design teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade03_561_150_martens
id ecaade03_561_150_martens
authors Martens, Yuri and Koutamanis, Alexander
year 2003
title Realestate online information systems
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 561-567
doi https://doi.org/10.52842/conf.ecaade.2003.561
summary Several commercial real-estate sites provide listings of available commercial property on the Internet. These listings are generated on the basis of selection criteria as floor area, price and location. Despite the obvious utility of the listings and their promise for the transaction process and market transparency, one third of commercial realestate listing sites went bankrupt in 2001 and 2002. To provide an explanation for the failure, 63 commercial real-estate sites were analysed and classified into three basic business models: the Research / Information model, the Marketing model and the Transaction model. A common success factor for all models is the functionality of the site, especially interaction between the user and the available information. The paper proposes that the transfer of existing architectural representations, information-processing instruments and decision-taking tools is an essential component of future development towards integrated services that accompany a building throughout its lifecycle. This transfer amounts to (1) the addition of building and contextual information from standard documentation and online information services, (2) the derivation and coherent description of programmatic requirements database, and (3) advanced user interaction with building information.
keywords e-commerce, human-computer interaction, building information systems,web-based communication
series eCAADe
email
more http://www.re-h.nl
last changed 2022/06/07 07:59

_id ecaade03_601_68_penttila
id ecaade03_601_68_penttila
authors Penttilä, Hannu
year 2003
title Survey of Architectural-ICT in the Educational Curriculumns of Europe
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 601-606
doi https://doi.org/10.52842/conf.ecaade.2003.601
summary The paper documents the findings of the post-graduate study carried out among the 180 European schools of architecture in more than 30 countries during 2002-2003. The objective has been to describe the role of ""modern digital information technology"" and to give an understandable and measurable overview the current architectural education and its relation with ICT and CAAD. The study material has been collected with a web-survey, with questionnaires to eCAADe-conference participants in Helsinki 2001 and Warsaw 2002, and with direct email-contacts to schools’ key-persons. Computer-aided design has developed into architectural information and communication technology (ICT), to become the main tool of the majority. The general image of new media use in the architectural schools seems to be slightly too positive. The invisible or ”normal” ICT-use - writing, surfing, emailing - has a lot more volume than documented. The major hardware platform in european architecture schools is PC/Windows (90-95 %), Linux and Unix are used also commonly (25-35 %). Macintoshes are also used much more widely within architecture (50-55 %) than within the common computing platforms. MS/Office (90-95 %) and PhotoShop (85-90 %) are obviously also used widely in the architecture schools. Graphic tools PageMaker, QuarkXpress, Illustrator, Freehand are common tools for architecture students (30-50 %). AutoCAD is ”the marketing leader"" in architectural platforms (80-90 %) followed by ArchiCAD (60-65 %). MicroStation/Bentley has also a remarkable volume in the schools (35-40 %). 3DStudio is the most common 3D-modelling tool (80-85 %), followed by formZ (35-40 %). Slightly less volume but still remarkable (15-25 %) have Rhino, Maya, Alias, Lightscape and Radiance.
keywords Architectural education; architectural curriculumns; information and communication technology; IT; ICT; questionnaires; statistics
series eCAADe
email
more http://www.arkit.net
last changed 2022/06/07 08:00

_id cf2003_m_079
id cf2003_m_079
authors PETRIC, J., CONTI, G. and UCELLI, G.
year 2003
title Designing within Virtual Worlds
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. 213-224
summary This paper celebrates the successful outcome of a trial of an innovative multi-platform distributed design decision support system in which the shared design environment exists within the virtual world. The outcome is the result of a sustained three-year research and development effort, within an internationally recognised research group. The project set itself a number of ambitious targets within the broad spectrum of distributed design decision support, viz: • A multi-platform environment: the trial demonstrates inter-operability of different machine platforms - from a home PC to an international standard Virtual Reality Centre. • A distributed environment: the trial demonstrates the high level of understanding amongst the design team separated by time and space. • An ability to propose, discuss and agree upon, design decision from within the virtual world. Hitherto, virtual environments were viewing galleries; designers had to leave them to effect design changes in a conventional CAD package. The trial described in the paper amply demonstrates the potential to design, collaboratively and, in distributed mode, from within the virtual world. The two ideas upon which the system (known as JCAD-VR) is built are: • That all the users present in the virtual world have to be able to share the same virtual environment in a "transparent fashion"; • The user interface, instead of the traditional menu/windows based layout, is part of the virtual world itself. Any element of the interface becomes an object belonging to the 3D world and therefore it is treated as any other object. Each element of the interface can then be moved or scaled according to the user’s needs. The entire project is based on client-server architecture where every user logs into a virtual world and starts sharing design tasks with other users. The authors propose to present a video which demonstrates the positive outcome of the trials to date. More importantly, perhaps, the authors will put the achievements of the R+D into the context of past aspirations and developments in the subject area and, most importantly of all, suggest how these modest achievements will impact on the next decade of increasingly rapid R+D.
keywords collaboration, distributed design, interface, virtual environment
series CAAD Futures
email
last changed 2003/09/22 12:21

_id sigradi2003_119
id sigradi2003_119
authors Bermudez, J., Foresti, S., Agutter, J., Westenskow, D., Syroid, N. Drews, F. Tashjian, E. and Adams, V.
year 2003
title Metodología Interdisciplinaria para Diseñar Nuevas Arquitecturas de Representación de Datos (Interdisciplinaria Methodologies for the Design of a New Architectures of Data Representation)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Data representation architecture can be defined as the organizational, functional, experiential, formal, and media-technological order defining the interaction between data, representation, and user. This paper presents an interdisciplinary methodology to develop such architectures in order to significantly improve real time decision making in complex data environments. We have reported in some aspects of this work elsewhere. In this occasion, we will describe our working methodology based on complete interdisciplinarity, the design process and evaluation protocols. We will show work done for Finance and Network Monitoring. Our long-term goal is to design a new generation of data representation architectures that is applicable to diverse fields.
keywords Data representation; visualization; design, architecture, interdisciplinary
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2003_094
id sigradi2003_094
authors Bessone, M., Mantovani, G. and Schanz, J.
year 2003
title Multimedia y diseño arquitectónico diferente (Multimedia and different architectural design)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Hearing and touch may be incorporated into visual representation systems that historically covered creative process, now helped by multimedia. During 2002-2003 we developed an experimental design studio that challenged participants to design architecture from words (using their spelling, pronunciation, location, etc.) and through an inquiry based on the "concept of inwardness". Evoking a word from the association of images and texts as well as seizing its potential tactile and hearing dimensions completed what was a very interactive design process. Such process was utilized to generate images and ideas geared to design/make an "installation" to be displayed at art events.
keywords Architecture, Design, Word, Image, Sound
series SIGRADI
email
last changed 2016/03/10 09:47

_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
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
doi https://doi.org/10.52842/conf.caadria.2003.433
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 ecaade03_117_101_bund
id ecaade03_117_101_bund
authors Bund, Sébastien and Do, Ellen Yi-Luen
year 2003
title SPOT! Fetch Light - Interactive navigable 3D visualization of direct sunlight
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 117-124
doi https://doi.org/10.52842/conf.ecaade.2003.117
summary SPOT is a 3D environment for direct sunlight visualization. Implemented in Java 3D, SPOT features two distinct and complementary components: Time Projection and Navigable Animation for virtual interaction. SPOT supports multi-dimensional data visualization including sun angle variations with diurnal and annual cycles in threedimensional space. In SPOT users can sketch on any surface in the 3D environment to indicate the area for simulation. SPOT then generates a spatial distribution representation of the illuminance level on a selected surface over time, rendered with colors of varied gradients. SPOT also enables designers to visualize the temporal information of light distribution over time for a given point. For each point clicked on the 3D model, SPOT generates a calendar diagram where the X and Y axis represent the months of the year and the time of the day. The color of each cell of the calendar is the result of the calculation of the light amount reaching the selected point.
keywords Daylighting, virtual worlds, virtual environments, sketching in 3D, gestureinterface, multi-dimension information visualization
series eCAADe
email
more http://depts.washington.edu/archbook
last changed 2022/06/07 07:54

_id caadria2003_a1-1
id caadria2003_a1-1
authors Burrow, A., Burry, J., More, G., Tengono, Y. and Burry, M.
year 2003
title Visual and Sonic Communication Representations to Support Design Interaction
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. 29-42
doi https://doi.org/10.52842/conf.caadria.2003.029
summary Interaction between collaborating parties exerts strong and surprising forces on the design process and thus its outcomes. Hence, there is much to be gained by investigating the nature of these communications. By definition, an organisation establishes clear protocols to realise effective communication, and does so in response to business needs. In contrast, creative endeavours must often harness loose teams of specialised individuals, working in different contexts, disciplines, and language bases, and relying on nonformalised yet highly selective exchanges of information. It is therefore a considerable challenge to comprehend and improve these processes. One approach is to exploit the discrete information contained within digital communications to produce models of these complex conditions. This paper reports preliminary work to identify the components of an email visualisation system. The goal is to apprehend developing structures, providing the collective with the capacity for reflection.
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia03_058
id acadia03_058
authors Cerone, J. and Johnston, S.
year 2003
title Elementary School: The Design Process
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. 430
doi https://doi.org/10.52842/conf.acadia.2003.x.f3n
summary Although the fi nal presentation documents were all either generated orprocessed by computer, the steps leading to a fi nal product were theresult of constant interaction between computer and paper. The processbegan on paper with quick sketches of the main grid elements—the mostfundamental pieces of the “kit of parts”.
series ACADIA
last changed 2022/06/07 07:49

_id cf2003_m_098
id cf2003_m_098
authors CHAMPION, E., DAVE, B. and BISHOP, I.
year 2003
title Interaction, Agency and Artefacts
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. 249-258
summary This paper argues (i) that understanding of a place (especially in heritage environments) requires a level of cultural engagement and (ii) that virtual environments, in their typical current form, fail to provide such engagement. A proposed solution to the issue of cultural presence is to apply the interactive mechanisms commonly used in computer games (social agents, levels of interaction constraint, and task-based manipulation of artefacts) to virtual heritage environments. The hypothesis is that the resulting environment will allow for greater engagement and a more culturally immersive learning environment. Virtual environments also often lack techniques for evaluating the extent to which their design goals are achieved. A proposed secondary outcome is that designers and researchers of virtual environment can also use the above interactive mechanisms for the evaluation of user engagement without simultaneously interrupting the user’s feeling of engagement.
keywords engagement, evaluation, games, HCI, virtual heritage, virtual world
series CAAD Futures
email
last changed 2003/09/22 12:21

_id caadria2003_a5-3
id caadria2003_a5-3
authors Chang, Teng-Wen and Lai, Ih-Cheng
year 2003
title Navigation In 3D Information Landscape-A 3D Museum for Civic Buildings
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. 641-650
doi https://doi.org/10.52842/conf.caadria.2003.641
summary Navigation is about information that requires visual feedback and spatial orientation in both information representation and userinteraction. Among those, spatial orientation is the primary research question for navigating in 3D information landscape. By inspired by Ware's three control loops, 'spatial metaphors' and 'visual components" are proposed as the fundamental concepts of a navigation framework called 'i-Room'. i-Room is comprised of four constituents-handles, i-Bag, i-Map and Focus/scale. An information landscape based on a repository of diverse digital media of 11 significant civic buildings in Taiwan is designed for testing this navigation framework. An implementation of i-Room based on Muse of navigation realization and their interaction behaviors with spatial metaphors/visual components is also reported in this paper.
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2003_a4-3
id caadria2003_a4-3
authors Chang, Yu-Li
year 2003
title Dual Interface Between Physical and Digital Cities Cyberspatial Cognitive Approach to Thread Digital City In Physical City
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. 523-538
doi https://doi.org/10.52842/conf.caadria.2003.523
summary Today, digital cities are being developed all over the world. By using a city metaphor, digital cities integrate urban information and create public spaces. However, human how to entry into the new emerging digital cities, to percept themselves in around cities, and then taking shape the recognition of digital city forms? This paper studied by the viewpoint of cognition in order to explore the structure of the new style spatiality as cyberspace. By exploring the factors of human spatial cognition in physical space to interpret that human how to image and percept the spatial form of digital cities by the spatial experience in physical space, to construct the dual interface of spatial cognition of interaction between digital cities and physical cities.
series CAADRIA
email
last changed 2022/06/07 07:55

_id caadria2003_a4-1
id caadria2003_a4-1
authors Chen, Jia-Yih Joy and Jeng, Taysheng
year 2003
title Exploring Digital City With Physical Interactions
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. 505-512
doi https://doi.org/10.52842/conf.caadria.2003.505
summary The purpose of this work is to develop needed interaction techniques for understanding the context of a digital city. In this paper, we present a framework in terms of three perspectives: information representation, physical interactions and media space design. We implement tangible media for physical interactions, allowing users to explore a digital city with respect to different positions in time-space in an interactive and intuitive manner. The time-space representation is mapped to physical media space. Our work is demonstrated in a digital 3D museum project for Tainan city in Taiwan.
series CAADRIA
email
last changed 2022/06/07 07:55

_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 sigradi2003_058
id sigradi2003_058
authors Christakou, Evangelos Dimitrios
year 2003
title Simulação computacional da iluminação natural aplicada ao projeto do edifício (Computer simulation of natural ilumination applied to the building design)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The object of that study is the state of the art in computer simulation, when applied to the natural illumination in buildings, in Brasília (15°52 ' south), tropical climate of altitude, hot and dry, with great available iluminance during the year. The used methodology bases on the quantitative evaluation of the readiness of natural light in the rooms of the Hospital Sarah Kubistchek, using the software Lightscape and soon after comparing the results to the Brazilian norms. The objective seeks to make possible your use by architects in the day by day of projecting the space of the building.
series SIGRADI
email
last changed 2016/03/10 09:49

_id sigradi2018_1383
id sigradi2018_1383
authors Correia Fernandes, Gabriela; Bertola Duarte, Rovenir; Ferreira de Oliveira, Beatriz; Medri Striquer Souza, Giovana
year 2018
title Towards a democratic approach on public lighting: remote systems based on Metadesign
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 60-67
summary This research explores Metadesign(Giaccardi, 2003)as an innovative framework on the design of urban lighting systems. We hypothesize that a system based on this mode of design can bring breakthroughs that could cope with ill-defined problems in urban lighting design. Therefore, the aim is to propose alighting system in support of participation through interaction at use time. In this sense, by comprehending lighting infrastructures as sociotechnical environments, we believe Metadesign could cope with emergent needs arising in the context of personally meaningful activities andcould empower users to engage actively in their systems development and evolution.
keywords Metadesign; Participation at use time; Sociotechnical systems; Urban lighting design
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade03_083_03_dobson
id ecaade03_083_03_dobson
authors Dobson, Adrian and Lancaric, Peter
year 2003
title From Virtuality to Reality - Collaborative Digital Design in the Urban Environment
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 83-87
doi https://doi.org/10.52842/conf.ecaade.2003.083
summary This paper describes work in progress on a collaborative project being undertaken by the Department of Art and Design at the University of Luton with the architecture and planning departments at Luton Borough Council and community participation. Focussing on the Plaiters Lea urban zone in Luton, the project uses a three-dimensional digital urban model of the townscape, as a collaborative design and communication tool for urban regeneration. The proposals being developed include elements of architectural and urban design, landscape design and public art. The philosophical motivation for the project is that of the community architecture and arts movements, in which a wide constituency of stakeholders is involved in the evolution of design proposals. The digital model is the key feature of a world-wide-web site that facilitates the exchange of design data between the participants. Digital modelling work has been used for undergraduate CAD skills development, and students are contributing design proposals as part of their studio work. Hence the project also has a pedagogic component.
series eCAADe
email
more http://www.luton.ac.uk
last changed 2022/06/07 07:55

_id ecaade2022_398
id ecaade2022_398
authors Dzurilla, Dalibor and Achten, Henri
year 2022
title What’s Happening to Architectural Sketching? - Interviewing architects about transformation from traditional to digital architectural sketching as a communicational tool with clients
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 389–398
doi https://doi.org/10.52842/conf.ecaade.2022.1.389
summary The paper discusses 23 interviewed architects in practice about the role of traditional and digital sketching (human-computer interaction) in communication with the client. They were selected from 1995 to 2018 (the interval of graduation) from three different countries: the Czech Republic (CR), Slovakia (SR), Netherland (NR). To realize three blending areas that impact the approach to sketching: (I) Traditional hand and physical model studies (1995-2003). (II)Transition form - designing by hand and PC (2004–2017). (III) Mainly digital and remote forms of designing (2018–now). Interviews helped transform 31 “parameters of tools use” from the previous theoretical framework narrowed down into six main areas: (1) Implementation; (2)Affordability; (3)Timesaving; (4) Drawing support; (5) Representativeness; (6) Transportability. Paper discusses findings from interviewees: (A) Implementation issues are above time and price. (B) Strongly different understanding of what digital sketching is. From drawing in Google Slides by mouse to sketching in Metaverse. (C) Substantial reduction of traditional sketching (down to a total of 3% of the time) at the expense of growing responsibilities. (D) 80% of respondents do not recommend sketching in front of the client. Also, other interesting findings are further described in the discussion.
keywords Architectural Sketch, Digital Sketch, Effective Visual Communication
series eCAADe
email
last changed 2024/04/22 07:10

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