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 572

_id ascaad2004_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2004_350
id 2004_350
authors Asanowicz, Alexander
year 2004
title Computer, Creativity and Unpredictability
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 350-357
doi https://doi.org/10.52842/conf.ecaade.2004.350
summary Computers in designing are usually considered as a tool for preparing technical documentation, storage and managing information, coordinating of flow of design process, modelling and all kind of visualisations (renderings, animation, VR models). At the early design stages, when an idea of the form is created, computer is not used very often. The reason for this is that traditional computer drawing is too completed to be used at this stage. In new methods of supporting creativity, computer should be used for creation of less precise, unpredictable but more inspiring images. This method are based on the thesis that emotional elements have a great affect on the decision making process in designing. Intuition, unpredictability and no logic are the essence of creativity in the selection of associations. Confirmation of this statement we may find in many theories of creativity (theory of incubation elaborated by Wallas, genploration (Finke, Ward and Smith), redundant generation (Lem), synectics (Gordon)). All these theories emphasize the role of unpredictable associations and metaphors in creativity. Process of metaphorisation is characteristic for our era and plays important role in creative process. That’s why we need the new methods of graphic computer and non-computer transformation, which allows us a fuller exploration of design metaphors. The final conclusion is built on the thesis that too precise tools promote cause to decrease differences.
keywords Creativity; Design Theory; Metaphors
series eCAADe
email
last changed 2022/06/07 07:54

_id disschoo
id disschoo
authors Choo, Seung Yeon
year 2004
title STUDY ON COMPUTER-AIDED DESIGN SUPPORT OF TRADITIONAL ARCHITECTURAL THEORIES
source Technische Universität München
summary The research presented in this thesis describes a computer-aided design support of traditional architectural theories. Traditional architectural theories in western architecture have been considered as a basis for answering the fundamental questions of architecture: proportion, symmetry, colour, harmony and so on. In particular, the aesthetic aspect of these theories has been one of many important architectural aspects, and which is concerned with the field of architecture in determining the beauty of architectural form. The most significant role of the traditional theories in architecture is to maintain unity, to avoid chaos and then to achieve harmony in a design, using some specific design principles. However, current technology-guided constructions tend to neglect often the importance of these theories due to the standardization of building elements, due to mechanically-prepared construction and the reducing completion costs, etc. Thus, this research proposes a design support system as a design assistant that gives an intelligent advice on architectural design, using analytical design- and ordering- principles of traditional theories for the optimization of the architectural design from the aesthetic perspective. To evaluate the aesthetic quality of an architectural design, this system is implemented in the AutoCAD environment, using the AutoLISP. It is applied so as to explain and develop aesthetic qualities of a design. Designs proposed by this system include optimum designs, which are based on the traditional architectural theories, and new ones which can be in future connected to information models. To do this, the definition of information about building elements is accomplished by using the neutral format EXPRESS and EXPRESS-G for such application systems. The results of the application system are presented, such as the easily generating and quickly conceptualising of an object model, the checking of the aesthetic value of the design during the various design phases, the helping to find direction during rational searching for a solution. The user can easily appreciate the usefulness of the proposed system as a set of tools for searching for rational architectural aesthetics and formal solutions at different design-stages. It is to be hoped that a new "traditional" fundamental of architecture, such as the proposed system, incorporating CAAD systems, will find its place among new technological methods in the AEC industry and so help to bridge the gap between the value of traditional architecture and CAAD systems.
keywords Aesthetics, Design Theory, Order Principle, Product Model, IFC, AutoCAD/AutoLISP
series thesis:PhD
type normal paper
email
more http://tumb1.biblio.tu-muenchen.de/publ/diss/ar/2004/choo.html
last changed 2004/05/23 07:05

_id 2004_530
id 2004_530
authors Breen, Jack
year 2004
title Changing Roles for (Multi)Media Tools in Design - Assessing Developments and Applications of (Multi)Media Techniques in Design Education, Practice and Research
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 530-539
doi https://doi.org/10.52842/conf.ecaade.2004.530
summary This contribution explores the continued evolvement of the instruments of design in relation to practice and education (and potentially: research) and attempts to characterize the effects brought about by recent media ‘shifts’. For this purpose a framework has been established to identify and ‘map’ relevant design media. The relationships between various ‘traditional’ media and computer based applications are scrutinized and characterized and the opportunities which they offer are compared. The underlying conceptual framework was recently put before a group of professionals in the in the course of an experimental workshop concerning the potentials of a virtual design media ‘museum’. In the following step an attempt is made to identify changing media roles, whereby the opportunities of the educational environment – as a ‘laboratory’ for emerging developments – is stressed. Some specific tendencies are identified, notably: the combined application of different sorts of design media; the surfacing of imaginative new working methods inspired by ‘classic’ media techniques and various new ways of escaping the serious limitations of traditional computer interfaces. These developments, making use of various types of computer platforms, may be expected to contribute to more structured – and imaginative – approaches to professional design as well as to architectural education and research.
keywords Computer Support For Learning; The Changing Role of the Design Studio; Educational Methodologies
series eCAADe
email
last changed 2022/06/07 07:54

_id 2004_387
id 2004_387
authors Cheng, Nancy
year 2004
title Stroke Sequence in Digital Sketching
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 387-393
doi https://doi.org/10.52842/conf.ecaade.2004.387
summary This paper explains how to use animated drawings created with a commercial portable pen to understand and teach design process. By recording and replaying pen strokes, the Logitech Io digital pen allows us to examine the drawing process. We have been using the pen to collect expert drawings, analyse the techniques and then teach drawing strategies. The software’s animation timeline engages viewers by giving narrative sequence to a drawing, revealing sub-steps of the design or drawing process for interactive examination and discussion. The timeline allows viewers to pull apart layers of information, revealing initial strokes of complicated drawings, separating overlaid corrections and facilitating stroke counting for protocol analysis. In the classroom, students can see a variety of expert drawing techniques, use the pen in class and then immediately compare animated versions of their own efforts and expert examples. The ease of collecting new examples makes it possible to widen the range of examples to unconventional techniques.
keywords Drawing, Design Process And Media, Digital Design Tools, Teaching
series eCAADe
type normal paper
email
last changed 2022/06/07 07:55

_id 0131
id 0131
authors Chiarella, Mauro
year 2004
title GEOMETRY AND ARCHITECTURE: NURBS, DESIGN AND CONSTRUCTION
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 135-139.
summary Geometry regarded as a tool for understanding is perhaps the part of Mathematics which is the most intuitive, concrete and linked to reality. From its roots as a tool to describe and measure shapes, geometry as ‘the space science’ , has grown towards a theory of ideas and methods by means of which it is possible to build and study idealised models, not only from the physical world but also from the real world. In graphic architecture thought, geometry usually appears as an instrumental support for project speculation. Geometric procedures are presented as representational resources for the graphic testing of reflection and for the exposition of ideas in order to build a logical order as regards representation and formal prefiguration. The fast rise of computing in the last decades has made it possible for architects to work massively and in a graphic and intuitive way with mathematical representations of tridimensional geometry, such as the NURBS . These organic surfaces of free shapes defined by vectorial curves have allowed access to a rapid generation of complex shapes with a minumum amount of data and of specific knowledge.

The great development of modelling achieved by the digital media and the limitations in the technical and building areas and in the existence of materials which are coherent with the resultant shapes reveal a considerable distance between the systems of ideation and simulation characteristic of the computing era and the analogous systems of production inherited from the slow industrial development. This distance has been shortened by CAD/CAM systems, which are, however, not very accessible to the architectural field. If we incorporate to the development of these divergent media the limitations which are distinctive of the material resources and procedures of the existent local technology, the aforementioned distance seems even greater.

Assuming the metaphor of living at the threshold of two ages (industrial-computing, analogical-digital, material-virtual) and the challenge of the new conceptual and operational tools in our field, we work in the mixture, with no exclusions or substitutions, proposing (by means of the development of informational complements) some alternatives of work to approach the issue under discussion from the Architecture Workshop.

keywords Geometry, Design, NURBS, Unfolding, Pedagogy
series other
type normal paper
email
last changed 2005/04/07 12:51

_id sigradi2004_240
id sigradi2004_240
authors Dora Castañé; Arturo F. Montagu
year 2004
title Mercedes: De lo sustentable al ecoproyecto en poblados con patrimonio histórico [Mercedes: A Sustainable Ecoproject in Towns with Historical Patrimony]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This proposal addresses the following topic of a doctoral thesis in progress: The Evolution and Development of Digitized Processes for the Research and Maintenance of Small Town Patrimonies, School and Architecture and Urban Design, University of Buenos Aires, co-directed by architects A. Montagu and R. Gutierrez. The research has been based on the town of Mercedes, Province of Buenos Aires, Argentina, symbols of Buenos Aires.s cultural heritage. At this stage, we are looking for alternative methods to support a project of patrimonial preservation that would help define future landscapes of small towns, and, at the same time, would have minimal or positive environmental impact. This analysis proposes reflexive studies of the paradigms affecting the environment and the feasibility of the project, with the intention of utilizing the concept of .ecoproject.. Therefore, the crucial assistance of specific digital systems, from which evolution is analyzed, supports and enhances the efficiency of the proposed goal. New and broad research opportunities are opening up in this field.
keywords Patrimony, research, virtual city, preservation
series SIGRADI
email
last changed 2016/03/10 09:50

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

_id acadia04_270
id acadia04_270
authors Iwamoto, Lisa
year 2004
title Embodied Fabrication: Computer Aided Spacemaking
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 270-281
doi https://doi.org/10.52842/conf.acadia.2004.270
summary This paper discusses work from two digital fabrication seminars taught at the University of California Berkeley: Fabricating Space and Thick Skinned. The full-scale installations explore relationships among the body, digital design, and making. They combine investigations of perceptual and spatial effects with digital modeling processes and full-scale CNC fabrication, focusing in particular on how new media practices forge alternative methods of representing and constructing corporeal and sensorial experience.
keywords CAD/CAM, body, perception
series ACADIA
email
last changed 2022/06/07 07:50

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 5-14
doi https://doi.org/10.52842/conf.caadria.2004.005
summary The introduction of VRML (Virtual Reality Markup Language) in 1994, and other similar web-enabled dynamic modeling software (such as SGI’s Open Inventor and WebSpace), have created a rush to develop on-line 3D virtual environments, with purposes ranging from art, to entertainment, to shopping, to culture and education. Some developers took their cues from the science fiction literature of Gibson (1984), Stephenson (1992), and others. Many were web-extensions to single-player video games. But most were created as a direct extension to our new-found ability to digitally model 3D spaces and to endow them with interactive control and pseudo-inhabitation. Surprisingly, this technologically-driven stampede paid little attention to the core principles of place-making and presence, derived from architecture and cognitive science, respectively: two principles that could and should inform the essence of the virtual place experience and help steer its development. Why are the principles of place-making and presence important for the development of virtual environments? Why not simply be content with our ability to create realistically-looking 3D worlds that we can visit remotely? What could we possibly learn about making these worlds better, had we understood the essence of place and presence? To answer these questions we cannot look at place-making (both physical and virtual) from a 3D space-making point of view alone, because places are not an end unto themselves. Rather, places must be considered a locus of contextualization and embodiment that ground human activities and give them meaning. In doing so, places acquire a meaning of their own, which facilitates, improves, and enriches many aspects of our lives. They provide us with a means to interpret the activities of others and to direct our own actions. Such meaning is comprised of the social and cultural conceptions and behaviors imprinted on the environment by the presence and activities of its inhabitants, who in turn, ‘read’ by them through their own corporeal embodiment of the same environment. This transactional relationship between the physical aspects of an environment, its social/cultural context, and our own embodiment of it, combine to create what is known as a sense of place: the psychological, physical, social, and cultural framework that helps us interpret the world around us, and directs our own behavior in it. In turn, it is our own (as well as others’) presence in that environment that gives it meaning, and shapes its social/cultural character. By understanding the essence of place-ness in general, and in cyberspace in particular, we can create virtual places that can better support Internet-based activities, and make them equal to, in some cases even better than their physical counterparts. One of the activities that stands to benefit most from understanding the concept of cyber-places is learning—an interpersonal activity that requires the co-presence of others (a teacher and/or fellow learners), who can point out the difference between what matters and what does not, and produce an emotional involvement that helps students learn. Thus, while many administrators and educators rush to develop webbased remote learning sites, to leverage the economic advantages of one-tomany learning modalities, these sites deprive learners of the contextualization and embodiment inherent in brick-and-mortar learning institutions, and which are needed to support the activity of learning. Can these qualities be achieved in virtual learning environments? If so, how? These are some of the questions this talk will try to answer by presenting a virtual place-making methodology and its experimental implementation, intended to create a sense of place through contextualization and embodiment in virtual learning environments.
series CAADRIA
type normal paper
last changed 2022/06/07 07:52

_id eaea2003_0
id eaea2003_0
authors Kardos, P. and Urland, U. (Eds.)
year 2004
title SPATIAL SIMULATION AND EVALUATION - NEW TOOLS IN ARCHITECTURAL AND URBAN DESIGN
source Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7, 144 p.
summary The 5th eaea Conference in Essen yielded four principal findings: • After having been limited to endoscopic picture and film renderings of analog scaled models, the european architectural endoscopy association (eaea) first bridged the gap to digital environmental simulations at this conference. It is not about a better or correct method, but a suitable method of representing the planned reality of a particular project using ways that make sense. The combination of digital and analog simulation media is a source of impetus to the user of both methods. The future belongs to the casespecific application and the numerous integration possibilities of the two different media. • In investigating the perception of pictures produced in both analog and digital form, it was ascertained that it was only after greater effort that the same level of pleasing qualities were achieved in the digital world, compared to pictures of analog scaled models. It seems that for many planning phases model-based pictures are superior to digital photos – with regards to economy, quality of representation and imaginative attributes. This last point seems to be especially important in the draft planning stages: the less sharp a picture is, the more remaining room for viewer interpretation there is. In particular, the high degree of precision characteristic of digital simulations no longer allows room for imagination in the individual viewer. • 3D environmental simulations will increasingly be incorporated with success in architecture and urban design courses at universities and colleges both here in Germany as well as abroad. The further spread of these techniques to other universities and colleges is desirable. Over and above application as a pedagogic tool, the use of these simulations by architects and city planners, private planning agencies and municipal planning administrators will also be in evidence in the future – for checking designs, for informing the involved parties, for establishing the decisions of government bodies, for marketing the project. • Also, the interactive use of endoscopic simulation facilities continually opens new fields of research – whether it be for registering subjective distance perception, whether it be for determining orientation possibilities in open spaces.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id acadia04_034
id acadia04_034
authors Kelmans, Marsha
year 2004
title Bahá’í Temple temple of ligh
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 34-39
doi https://doi.org/10.52842/conf.acadia.2004.034
summary The winning entry by Toronto’s Hariri Pontarini Architects (HPA) for the design of the Bahá’í Temple for South America in Santiago, Chile has not gone unnoticed by the architectural community and media. Sumptuous images of the “Temple of Light” described by Gary Michael Dault as “a soap bubble that has alighted, momentarily, on the ground” reveal a dramatic departure from the firm’s portfolio. HPA is responsible for McKinsey & Co. in Toronto and the Schulich School of Business at York University (with RYWA in joint venture). Their work is characterized by close attention to proportion and composition through the meeting of materials. Using conventional methods of construction, the firm is capable of producing a high level of detail refinement.
series ACADIA
last changed 2022/06/07 07:52

_id caadria2005_b_5c_b
id caadria2005_b_5c_b
authors Martin Tamke
year 2005
title Crossing The Media
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 364-374
doi https://doi.org/10.52842/conf.caadria.2005.364
summary An open-ended, diversified and critical approach of architectural design, using different form of ideas representation might offer best chances to gain new spatial solutions. Today’s most forward architects and designer are aware of this and make full use of physical and digital media during the process of design. During the summer term 2004 the experiment ‘Crossing the Media’ took place at the Technical University of Braunschweig. The main goal of this practical oriented seminar has been the exploration of the interface between analogue and digital Media within the design process. Both techniques, analogue and digital, were used in an experimental way and their interaction and adaptability in the field of architecture was analyzed. The work examines the possibility of a consistent integration of digital and physical representation in a design process and the individual benefits of each. In order to achieve this, we made up a stringent line of digital-analogue and analogue-digital (DA-AD) Technologies for our design experiment. During the examination we focused especially on the creative potential of the techniques used, their interaction and adaptability in the field of architecture. Hence one of the goals of the occupation with the digital analogue interfaces was the examination of the emerging shift within the structure during the process, the imprints of technology. This paper describes the workflow and tools that were used, our practical experiences with analogue digital interface and the emerging questions and impulses to architects future work and theory. The discovered limitations and consequences of interfaces between the analogue and digital realm of design and their creative chances will be revealed. We share results which we think are helpful to others, and we highlight areas where further research is necessary.
series CAADRIA
email
last changed 2022/06/07 07:59

_id eaea2003_12-matalasov
id eaea2003_12-matalasov
authors Matalasov, M. and Matalasov, E.
year 2004
title Our Views on Actual Researches of 3D-modelling in Architecture
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 48-58
summary This contribution is devoted to the brief description of the basic directions and tendencies of researches of the laboratory of video systems MARCHI. In connection with development of hardware-software computer means and their practically absolute, not alternative application in the practice of architectural designing, nowadays (not always is proved) the sphere of application of the former traditional methods of physical modeling and their connection to the endoscopic methods has been narrowed. We consider some new probable directions of development of scientific and educational work within the framework of activity of our laboratory, allowing a more balanced approach to these problems. As we have discussed, our theoretical researches and practical works must reassume an existing non-standard and controversial situation in Russia, such as established substantial intellectual potentials in scientific- and methodological researches within study processes. In addition to that, what we can use are affordable and limited physical and financial recourses and capability for technical development of works for modeling perception in designing architectural and town planning space. These initiated searches in the field of non-standard thinking, derive from our contacts with EAEA colleagues. Below we will try briefly to explain our basic principles of work development. (To be clear, some time we dismiss references and notes into exact reports from our conferences supposing that interested colleagues may get further and detailed information from already published past events).
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 11cb
id 11cb
authors Oguzhan Özcan
year 2004
title MATHEMATICS AND DESIGN EDUCATION
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 199-203.
summary Many people believe that mathematical thought is an essential element of creativity. The origin of this idea in art dates back to Plato. Asserting that aesthetics is based on logical and mathematical rules, Plato had noticed that geometrical forms were “forms of beauty” in his late years. Unlike his contemporaries, he had stressed that the use of geometrical forms such as lines, circles, planes, cubes in a composition would aid to form an aesthetics. The rational forms of Plato and the rules of geometry have formed the basis of antique Greek art, sculpture and architecture and have influenced art and design throughout history in varying degrees. This emphasis on geometry has continued in modern design, reflected prominently by Kandinsky’s geometric classifications .

Mathematics and especially geometry have found increasing application in the computer-based design environment of our day. The computer has become the central tool in the modern design environment, replacing the brush, the paints, the pens and pencils of the artist. However, if the artist does not master the internal working of this new tool thoroughly, he can neither develop nor express his creativity. If the designer merely learns how to use a computer-based tool, he risks producing designs that appear to be created by a computer. From this perspective, many design schools have included computer courses, which teach not only the use of application programs but also programming to modify and create computer-based tools.

In the current academic educational structure, different techniques are used to show the interrelationship of design and programming to students. One of the best examples in this area is an application program that attempts to teach the programming logic to design students in a simple way. One of the earliest examples of such programs is the Topdown Programming Shell developed by Mitchell, Liggett and Tan in 1988 . The Topdown system is an educational CAD tool for architectural applications, where students program in Pascal to create architectural objects. Different examples of such educational programs have appeared since then. A recent fine example of these is the book and program called “Design by Number” by John Maeda . In that book, students are led to learn programming by coding in a simple programming language to create various graphical primitives.

However, visual programming is based largely on geometry and one cannot master the use of computer-based tools without a through understanding of the mathematical principles involved. Therefore, in a model for design education, computer-based application and creativity classes should be supported by "mathematics for design" courses. The definition of such a course and its application in the multimedia design program is the subject of this article.

series other
type normal paper
email
last changed 2005/04/07 15:36

_id acadia07_074
id acadia07_074
authors Peters, Brady
year 2007
title The Smithsonian Courtyard Enclosure: A Case-Study of Digital Design Processes
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 74-83
doi https://doi.org/10.52842/conf.acadia.2007.074
summary This paper outlines the processes involved in the design of the Smithsonian Institution’s Patent Office Building’s new courtyard enclosure. In 2004, Foster + Partners won an invited international competition to design the new courtyard enclosure in Washington, D.C. Early in the project, the Specialist Modelling Group (SMG), an internal research and design consultancy, was brought in to advise the project team on computer modelling techniques, develop new digital design tools, and help solve the complex geometric issues involved. Throughout the project, computer programming was used as one of the primary tools to explore design options. The design constraints were encoded within a system of associated geometries. This set-out geometry performed as a mechanism to control the parameters of a generative script. The design evolution involved the use of many different media and techniques and there was an intense dialog between a large team and many consultants. The computer script was a synthesis of the design ideas and was constantly modified and adapted during the design process. The close collaboration between architects, consultants, and fabricators was of key importance to the success of the project. This project, now named The Robert and Arlene Kogod Courtyard, will complete in late 2007.
series ACADIA
email
last changed 2022/06/07 08:00

_id ascaad2004_paper7
id ascaad2004_paper7
authors Satti, Hassan M. and Robert J. Krawczyk
year 2004
title Issues of Integrating Building Codes in CAD
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary In this age of information revolution, design professionals are looking forward to exploring new methods and tools that could help them in delivering better designs and particularly understanding and incorporating of code-compliant design provisions in their projects. Automation of building code analysis is a vital factor in leveraging building codes from what is as a textual legal document to more graphical interactive source of building criteria. The argument of the paper will be based on the International Building Code (IBC) which is issued by the International Code Council (ICC) and considered as the most comprehensive and coordinated national model code in the US and is currently commonly used and enforced in 44 states. The paper will also examine and report on the purpose, types, interpretation, understanding and use of building codes applied in the United States; evaluation of recent research activities on automation of building code analysis; evaluation of current building code analysis tools; and a conceptual framework of a Computer-Aided Analysis of Design (CAAnD) program for building codes that could assist design professionals during project design development.
series ASCAAD
email
last changed 2007/04/08 19:47

_id acadia04_052
id acadia04_052
authors Sliwka, Ryszard
year 2004
title Untimely Fabrications
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 52-65
doi https://doi.org/10.52842/conf.acadia.2004.052
summary The value of material in architectural practice is determined not by its character but by functional performance and economy. In early modernist thought, part of this motivation was to liberate construction from the ‘burden’ of aesthetic speculations and return it simply to the concerns of building. Any artistic agenda became embedded in the economic and productive processes of the project. Authenticity emerged out of the need to focus on the essentials and reject the superfluous. However, this demand for truth in materials has long since been compromised by the climatic requirements of building enclosure. Most contemporary practice in architecture is derived from principles of cladding where the ‘essential nature’ of a complex building requires concealment. The communication of the building is expressed in the refinement of the layers that make up the surface. This shift from the emphasis on making and the idea of ‘material’ in architecture, to one of perception and ‘materiality,’ has an important corporeal dimension that parallels the material aesthetic practices developed in art and sculpture in the 1960s. In this sense, Fabrication carries an ‘untimely’ dimension. This paper proposes to look at the work of a broad range of architects, both well-known and not so well-known, in light of these artistic-based approaches to materiality. Digital fabrication opens a new chapter on this debate and it remains to be seen how this economically useful approach to construction changes, once architects investigate the visual characteristics of materials and methods of fabrication.
keywords material, materiality, embodiment, fabrication
series ACADIA
email
last changed 2022/06/07 07:56

_id ddss2004_d-141
id ddss2004_d-141
authors Tabak, V., B. de Vries, and J. Dijkstra
year 2004
title User Behaviour Modelling
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 141-156
summary The aim of the proposed project is to develop methods for the simulation of space utilisation. Up to now no methods for building performance evaluation are available which involve the occupants of the building. Instead, assumptions are made about people’s movement through space and their responses to the environment. These assumptions are input for important design decisions (e.g. capacity of elevators, width of corridors, escape routing) sophisticated calculations (e.g. cooling and lighting calculations) and simulations (e.g. airflow simulation, evacuation simulation). Reliable data on human movement are very scarce and can be valuable input to research in other research areas. New computer technologies allow for dynamic simulations that will provide insight into the building to be built. The research project builds upon existing methods that need to be tailored and/or extended to apply them to the building domain and to support real-time simulation.
keywords Building Simulation, Decision Support Systems, User Behaviour, Petri-nets, Activity Based Modelling
series DDSS
last changed 2004/07/03 22:13

_id sigradi2004_117
id sigradi2004_117
authors Thiago Leitão de Souza; Natália Duffles de Brito; José Ripper Kós
year 2004
title O panorama digital interativo no estudo da arquitetura [Digital Interactive Panorama in Architecture Study]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Digital tools in current use are designed to help in the production of project drawings in architectural offices. However, the same types of software have invaded students. practice in the design studio. The effect of their use in early stages of the design process show a deceitful professionalization of drawings. At the same time this alters deeply the design process and therefore how students learn to design. This work shows through examples of our Studios that unless the designer has an in-depth knowledge of the design process, the introduction of CAD works against creativeness. The reason is that students lack an extensive training both as CAD operators and as designers. Their creativeness is molded by the conventions of a half-learned software. The introduction of open software systems can improve their training, but this will demand a new approach to Studio teaching.
keywords Studio teaching, methodology, process & media, theoretical criticism
series SIGRADI
email
last changed 2016/03/10 10:01

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