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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_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 ascaad2004_paper17
id ascaad2004_paper17
authors Al-Attili, Aghlab A. and Richard D. Coyne
year 2004
title Embodiment and Illusion: The Implications of Scale as a Cue for Immersion in Virtual Environments
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary This paper examines the extent to which the issue of scale impinges on our sense of immersion in virtual environments. We consider perception from the point of view of Merleau-Ponty's phenomenology, and describe a study involving extended interviews of a small number of subjects who were presented with static, moving and interactive images of spaces. We test a series of propositions about scale cues, and speculate on the wider phenomenological issues of expectation, metaphor and play.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2004_302
id sigradi2004_302
authors Artur Matuck
year 2004
title The interpresence project ñ design in progress
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The Interpresence Project exercises the language of communication design and mediatecture to propose planetary coalescence through complex and innovative informational flows through cyberspace allowing for human teleactive encounters.
keywords Mediatecture, interpresence, media design, teleactivity, interactive television
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_043
id sigradi2004_043
authors Celso Pereira Guimarães; Gerson G. Cunha; Luis Landau
year 2004
title Sistema de informação e orientação para ambientes públicos em VR - O caso do hu da ufrj um projeto sinalético [Information and Orientation System for Public Environments in VR - The Case of UFRJ University Hospital, a Communication Design Project]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Considering Levy.s (1996) thought that qualifies the cyberspace as an anbient par excellence and susceptible to be transformed and explored [1], our work intends to introduce through the simulation in VR, the use of that anbient as support of conception projetual and of the analysis and verification of the efficiency of the proposal of the System of Comunication Design implanted at the Hospital Clementino Fraga Filho of the Federal University of Rio de Janeiro (HU). [2]
series SIGRADI
email
last changed 2016/03/10 09:48

_id 2005_037
id 2005_037
authors Côté, Pierre, Léglise, Michel and Estévez, Daniel
year 2005
title Virtual Architecture as Representation for Creative Design Process - Through a Collaborative eDesign Studio
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 37-45
doi https://doi.org/10.52842/conf.ecaade.2005.037
summary Using Virtual Architecture (VA) as a general scheme for representations to sustain the reflection activities involved in the design process can help students to initiate creative design ideas. Because of its implicit abstract nature, VA can be used, to represent original ideas or processes, or well-known architectural theories to articulate design ideas. Furthermore, VA as a mean of expression, turn out to be a source of inspiration for students who perceive it as medium with very few limits with which to develop, explore and express their design intuitions. A recent collaborative edesign studio experience is reported to illustrate the benefit observed. Using three examples out of ten student projects, we show how designs and design process have been characterized by those virtual representations. In fall semester 2004, the edesign studio took place between the Schools of Architecture of Toulouse and Université Laval in Québec. VA was both an academic and a studio topic at Laval while the other school students had a traditional design task to tackle, namely the rehabilitation of Chapou University Residences for students in Toulouse. Students from both schools composed each edesign team. In addition, three common architectural themes were web-documented and introduced to both classes: room, as defined by Louis Kahn: “a space which knows what it wants to be is a room”; color, as an architectural medium in dialectic with structure; and body-space relationships, as articulated by Gilles Deleuze and its projection to cyberspace. From the edesign studio results, we are arguing that virtual architecture should be looked at not only as new domain to be investigated by architects and taught in academic studios but also as a new medium of design to develop and explore design intuitions through virtual representations.
keywords Virtual Architecture; Virtual Representations; Medium; eDesign; Design by Collaboration
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2004_289
id sigradi2004_289
authors Fabiana Amélio Faleiros; José Neto de Faria
year 2004
title Pix-me: hibridizações do humano com a máquina [Pix Me: Hybridization of Human Being with Machine]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This project intends to realize an experimentation and reflexion about the convergence and threshold between the public and private space in cyberspace, in a representative way, traspassing the game of visibility and contemporary surveillance to an interactive interface environmented on internet as a digital portifólio, besides to establish a hybrid condition between the human and computer through metaphors of interface and navegation. Moreover to realize a short analysis of this new paradigms establishes by digital media, Pix-me: hybrid of the human and machine, as an artistic pretension, get the signs of this new senses currented on cyberspace and bring it again to this place in a representive way of this context that we are living in. Playing with the game of visibility in a media, the portifolio, that was created, essencially, to make people visible.
keywords Cyberspace, visibility, surveillance, relation human-computer
series SIGRADI
email
last changed 2016/03/10 09:51

_id sigradi2004_410
id sigradi2004_410
authors Fabíola Macêdo Ribeiro; Rejane Spitz
year 2004
title DESIGN E ESPAçO NA ERA DA INFORMAçãO OU O CIBERESPAçO ABSORVIDO PELA ARQUITETURA [DESIGN AND SPACE IN THE INFORMATION AGE OR CYBERSPACE EMBODIED BY ARCHITECTURE]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The media revolution which in many ways characterizes the 20th century has had a deep impact on architectural thinking. There are several possibilities to the translation of the current Age of Information into built matter, and those which we believe to be the most important ones are the object of this study. The pop attitude of expendable architecture is the first manifestation of such media-oriented architecture, followed by the .deconstructivism. of sight and space. In a more dramatic transformation, we see the assimilation of the digital adding interactivity and mobility to the built environment, as matter dematerializes in ever-changing pixels, turning solid into speed and light.
keywords Architecture; Information Age; Interactivity; Dematerialization; Blob forms
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:51

_id sigradi2004_269
id sigradi2004_269
authors Felipe E. Heidrich; Alice T. C. Pereira
year 2004
title O uso do ciberespaço na visualização da forma arquitetônica de espaços internos em fase de projeto [The Use of Cyberspace in Architectural Form Visualization in Interior Spaces during the Design Process]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The architecture graphics presentation, showing three-dimensional space designed by the architect from bidimensional elements, besides being insufficient. But, just the three-dimensional presentation of this space does no guarantee its total visualization. It is necessary a way in which the observer can visualize and interact with it. For that reason it is needed to use the digital space. But, it can not be limited to the presentation of three-dimensional objects, because it brings the possibility of communication and information transmission through cyberspace. So, an investigation was done through bibliographical references and questions to architects to study how and what the graphics elements should be demonstrate for the correct visualization. Next, with those information, it was developed a prototype site to the visualization of the internal spaces of a design used as an example and after that this prototype was verified in a group of architects and a group of non-expert people.
keywords Cyberspace, Architectural Form, Internal Space
series SIGRADI
email
last changed 2016/03/10 09:51

_id 509caadria2004
id 509caadria2004
authors Jaewook Lee, Yongwook Jeong, Seung Wook Kim, Yehuda E. Kalay
year 2004
title Intelligent Behavior Control of 3D Objects in Virtual Environments
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. 845-856
doi https://doi.org/10.52842/conf.caadria.2004.845
summary Cyberspace is more malleable than a physical environment, so it can afford much wider range of responsiveness. By applying the concept of place-making, we are experimenting virtual environments which are responsive to their users’ context-specific needs. Since objects are essential components that anchor the users’ various activities, having interactive objects in a 3D virtual environment is a major design concern for developing a dynamic and experience-rich virtual environment. We propose a layered agent model for intelligent behavior control of 3D objects, based on constraint solving process.
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2004_251
id sigradi2004_251
authors Javier Monedero
year 2004
title El concepto de escala en un universo digital [The Concept of Scale in a Digital Universe]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The notion of .scale., in architecture, has a variety of meanings. In general, it refers to a graduate serie of symbolic elements that hold the place for real elements. It stands in close relationship with the notions of .model. and .representation.. A thorough discussion of the concept of scale should start with an analysis of the way in which we perceive natural objects, specially architectural objects. This perception appears as continuous but is not: there are some stages that can be identified as belonging to some .natural visual scale.. Traditional graphic scales do not relate clearly with this natural scale due to old technical problems. So the discussion proceeds towards the notion of multiresolution and how the concept of scale should be developped to cover properly the characteristics of virtual models, attempting to provide a conceptual framework for this discussion.
series SIGRADI
email
last changed 2016/03/10 09:53

_id sigradi2004_493
id sigradi2004_493
authors Jean-Pierre Chupin
year 2004
title The "tectonic bug" (The fall of the body in cyberspace)
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Architects have been opening up onto cyberspace for more than a decade now. In terms of disciplinary issues, at stake is our ability to inhabit this new space as .designers. and not just as spectators. In the mid 90s, two theories engaged in a major confrontation. The first valued the virtual dimension of architectural space (W. J. Mitchell, City of Bits, 1995), the other valued the tectonic dimension and its constructive poiesis (K. Frampton, Studies in Tectonic Culture, 1995). Although divergent in their view of architecture.s role in the future of our technological societies, both theories revealed aspects of our relationship to the contemporary body that were, and today remain, inseparable. Where Mitchell.s book clearly intends to establish cyberspace as a new playground for architects, giving convincing examples of the programmatic mutations of modern spatiality, Kenneth Frampton.s work, Studies in Tectonic Culture, reexamines the constructive culture underlying the modern conception of space. Neither a simple history text nor a collection of technical poetry, this latter work is a manifesto developing a set of materialist ethics for the discipline of architecture. This "rappel à lordre" to resist the increasing dematerialization of architecture closes tentatively with Le Corbusier.s classic metaphor of the acrobat: The architect, he said, must not look for truth in extremes. Rather, he must struggle constantly to maintain balance. .Nobody asked him to do this. Nobody owes him any thanks. He lives in the extraordinary world of the acrobat.. Following Le Corbusier.s advice, and in consideration of current and recurrent tensions between the virtual and the tectonic, what can we say today of such a delicate equilibrium?
series SIGRADI
email
last changed 2016/03/10 09:53

_id 2004_435
id 2004_435
authors Jemtrud, Michael
year 2004
title Between Mediation and Making CIMSp: A Technoètic Modus Operandi
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 435-442
doi https://doi.org/10.52842/conf.ecaade.2004.435
summary The following paper describes an ongoing research project whose goal is to define a scalable, hybrid production and deployment protocol (CIMSp) for the creation of virtual environments (VE). Ultimately, the aim is to establish a creative workflow and infrastructure that embodies architectural and urban design activity as practiced by the research unit. The objective of the present paper is to schematically outline the current state of the research and its practical and theoretical context for further development. A theoretical position will be stated which assumes that the content, tool, epistemological, and speculative realms are consubstantial (technoèsis). The practical endeavour is to create the informational and embodied temporal--spatial condition of possibility for the imaginative production of cultural artifacts. It must accommodate varying individual and collaborative forms and styles of making and no presumption of a self-enclosed and referential system is made. A critical position is particularly compelling when this production is immersed in technological modalities of making where information and embodiment are inextricably intertwined. CIMSp is based on the workflow from acquisition and creation to output and storage. The work environment is comprised of a select set of software applications and visualization technologies. Secondly, an XML-based content and information management system is under construction to ensure project quality control, rigorous documentation practices, and bi-directional knowledge feedback procedures to enable an effective and resource-full workflow. Lastly, scalability of output modalities for use in the design process and for final presentation from WWW deployment to a high-resolution collaborative work environment (CWE) is being developed. The protocol is a multiuser mode of creation and production that aims to transform the technologies and their interrelation, thus dramatically impacting the creative process and intended content. It is a digital production workflow that embodies intensive visualization criteria demanded by the end users. The theoretical and practical intention of CIMSp is to provisionally structure the collaborative creative process and enable a choreographed movement between the realms of the technologically mediated and made in the pursuit of significant digital content creation.
series eCAADe
last changed 2022/06/07 07:52

_id ijac20032209
id ijac20032209
authors Matthews, David
year 2004
title Asymptote: Flux
source International Journal of Architectural Computing vol. 2 - no. 2
summary Flux’s value is the combination of rich visual imagery organized around thechronological projects of Asymptote with insightful interviews that revealthe process of design that blurs the distinction of physical architecture andcyberspace. Asymptote actively experiments with the contemporarymeaning of space while embracing physical and virtual notions of experienceand meaning within a hybrid model. The descriptions of the projects revealan evocative insight to process and meaning but lack critical, or alternative,points of view. However, this does not diminish the overall use of Flux inrevealing the importance of a critically based understanding of digitaltechnology, cyberspace, and new directions in architecture.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_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 sigradi2009_794
id sigradi2009_794
authors Tosello, Maria Elena; María Georgina Bredanini Colombo; Patricia Beatriz Mines
year 2009
title Diseño de una Interfaz Heurística para la Biblioteca Virtual FADU [Design of an Heuristic Interface for FADU’s Virtual Library ]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Facing the challenge of considering that, in XXI century cyberspace will be a place for knowledge (Lévy, 2004), this research group assumes the project Design and Develop of a Virtual Library for FADU as a contribution for cyberspace’s consolidation, starting from the design of an innovative interface that contains and spreads out the existent information through a web site. It’s also an objective the gathering and digitalization of the academic production of FADU’s educational community, as a valuable repository for the generation of new knowledge.
keywords biblioteca; virtual; diseño; interfaz; información
series SIGRADI
email
last changed 2016/03/10 10:01

_id 511caadria2004
id 511caadria2004
authors Yehuda E. Kalay, Yongwook Jeong, Seungwook Kim, Jaewook Lee
year 2004
title Virtual Learning Environments
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. 871-890
doi https://doi.org/10.52842/conf.caadria.2004.871
summary Cyberspace, an information space created through ubiquitously networked computers, has been transformed from fiction to fact in the past decade thanks to the advent of the World Wide Web. Although it can only be experienced through the mediation of computers, it is quickly becoming an alternative stage for everyday economic, cultural, and other human activities. As such, there is a potential and a need to design it according to architectural principles, rather than the prevailing document (page) metaphor. This need is most evident in learning environments, which rely on social and contextual attributes as much as they rely on content. This paper describes the underlying theory and our efforts to develop such virtual learning environments, and the software that allows users to access and inhabit them.
series CAADRIA
email
last changed 2022/06/07 07:57

_id ascaad2004_paper14
id ascaad2004_paper14
authors Abdel Mohsen, Ashraf M.
year 2004
title Future Space Cities@Universe (Digi-City Vision)
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A template for the future city has been carved into the heavens. Ever since the beginning of humankind, we have looked to the sky for the opportunity to make a new start in our imperfect world. Between the stars and the darkness we have imagined utopias beyond the reach of our travel technologies, colonizing space with our fantasies. Now we are in the first stages of an electronic revolution, but in the future 50 years later we will be in a mega-digital era which we have to predict, work and search for the reality of that future. Our planet is recently over loaded with different problems, such as pollution, population, nature disasters. Our vast speed of technology and the curiosity of discovering the invisible, leads to study and find out the nearest Future Space Architecture. With the vast acceleration of technology and digital life, we should start to predict the future architecture on, into or behind the Earth. This paper is one of many perceptions of life and architecture behind the Earth in the digital era, Digi-City Vision.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2004_paper11
id ascaad2004_paper11
authors Abdelfattah, Hesham Khairy and Ali A. Raouf
year 2004
title No More Fear or Doubt: Electronic Architecture in Architectural Education
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Operating electronic and Internet worked tools for Architectural education is an important, and merely a prerequisite step toward creating powerful tele-collabortion and tele-research in our Architectural studios. The design studio, as physical place and pedagogical method, is the core of architectural education. The Carnegie Endowment report on architectural education, published in 1996, identified a comparably central role for studios in schools today. Advances in CAD and visualization, combined with technologies to communicate images, data, and “live” action, now enable virtual dimensions of studio experience. Students no longer need to gather at the same time and place to tackle the same design problem. Critics can comment over the network or by e-mail, and distinguished jurors can make virtual visits without being in the same room as the pin-up—if there is a pin-up (or a room). Virtual design studios (VDS) have the potential to support collaboration over competition, diversify student experiences, and redistribute the intellectual resources of architectural education across geographic and socioeconomic divisions. The challenge is to predict whether VDS will isolate students from a sense of place and materiality, or if it will provide future architects the tools to reconcile communication environments and physical space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2004_paper5
id ascaad2004_paper5
authors Abdelhameed, Wael A.
year 2004
title A Java Program Model for Design-Idea Exploration in Three Dimensions
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Visual Perception of depictions is the basis of the act of imagining employed in visual design thinking of design process, and consequently in design-idea exploration. Digital-media use plays a significantly important role in these exploration processes. The underlying assumption of the research is that Visual Perception affects Design-Idea Exploration processes. The research investigates and sheds more light on the processes of Visual Perception, which architects use in mass exploration of design ideas. The research is a part of a series that presents a Java program based on creating 3d shapes, in order for architects to explore initial shapes related to design ideas. The initial version of the program, which is a part of another research, creates 3d shapes through controlling their dimensions and insertion point. Functions of painting, controlling the light position, and shading are added to the program that is presented in this research. The research discusses Design-Idea Exploration and Visual Perception and their correlation. The added features of the program that is used as a design medium are also presented and linked to the investigated areas.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2004_090
id 2004_090
authors Abdelhameed, Wael
year 2004
title Visual Design Thinking in the Design Process as Impacted by Digital Media
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 90-94
doi https://doi.org/10.52842/conf.ecaade.2004.090
summary Exploring design ideas, through two dimensional and three dimensional forms, is the basis of design exploration and visual design thinking during the design process. Imagining how drawings and models (be it manual or digital) will be presented in reality is the essence of visual design thinking. By the beginning of the 20th Century, architecture has become more three dimensional in design exploration and in representation. This transition to three dimensions makes the processes of visual design thinking more related to digital media. The nature of media, utilized by architects, affects design-exploration processes. The research investigates both the processes of visual design thinking and the interrelation between visual design thinking and digital media, in order to shed more light on how digital media should be introduced to students of architecture.
keywords Visual Design Thinking: Digital Media; Architectural Education; Design Process
series eCAADe
last changed 2022/06/07 07:54

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