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 26

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

_id ddss2004_ra-293
id ddss2004_ra-293
authors Chang, T.-W.
year 2004
title Supporting Design Learning with Design Puzzles
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 293-307
summary The design process is a puzzle-solving process. Two groups of researches that share many similarities with Puzzle-solving design process are the process of game-playing and playful learning. The main argument is using the “playing” characteristics to amplify and explore the learning process, furthermore the design process. In addition, puzzles imply playful exploration that utilizes the characteristics of “playing a game” as “solving a puzzle”. Puzzle making and puzzle solving provides an incremental exploration mechanism that is more intuitive for design learning. For understanding and realizing puzzles in design learning, this research is divided into two stages of researches—manual design puzzles and interactive design puzzles. By analysing the outcome from manual design puzzles, this research proposes a framework called (interactive) “design puzzles”. The conceptual and implementation framework of this view of design is elaborated in this paper as well as a particular design puzzle called puzzle collage is described as the realization of design puzzles.
keywords Design Puzzles, Design Collage, Puzzle-Making, Andragogy, Game Play
series DDSS
last changed 2004/07/03 22:13

_id sigradi2016_499
id sigradi2016_499
authors Crivelli, Juliana de Mello; Vizioli, Simone Helena Tanoue
year 2016
title Gamificaç?o na educaç?o patrimonial: Escola Álvaro Gui?o (SP-BR) [Gamification in patrimonial education: Escola Álvaro Gui?o (SP-BR)]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.860-864
summary This article integrates works developed in the Núcleo de Apoio em Pesquisa em Estudos de Linguagem em Arquitetura e Cidade (N.elac) of the Instituto de Arquitetura e Urbanismo da Universidade de S?o Paulo, and aims to evaluate the contribution of the game as an auxiliary instrument to the patrimonial education (Horta, Grunberg & Monteiro, 1999). Games present themselves as one of the constitutive elements of culture, and many are the authors that discuss the theme. Between them, Huizinga, 2000; Callois, 1990 and Broug?re, 2004. The developed game is an interactive narrative inside a building listed as herritage by the Conselho Municipal de Defesa do Patrimônio Histórico, Arquitetônico, Artístico e Turístico (CONDESPHAASC): the Escola Estadual Dr. Álvaro Gui?o.
series SIGRADI
email
last changed 2021/03/28 19:58

_id avocaad_2003_15
id avocaad_2003_15
authors Dietmar Lorenz
year 2003
title Communication Playground01
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary The Communication Playground01-Project represents an experimental game structure, where new communication strategies in the Internet can be tested in a game situation. The realisation basis is provided by the first-person shooter game `Quake III`. The idea is to create personal, demanding virtual realities in which individuals can meet and communicate via the Internet. The implementation of Avatars enables the individual to receive visual feedback from the chat partner in real time. In order to create an appropriate environment to experiment, a game was developed to promote and also provoke these requirements purposefully.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_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 2005_771
id 2005_771
authors Gavrilou, Evelyn, Bourdakis, Vassilis and Charitos, Dimitris
year 2005
title Documenting the Spatial Design of an Interactive Multisensory Urban Installation
doi https://doi.org/10.52842/conf.ecaade.2005.771
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 771-778
summary The paper documents the design and implementation of an interactive multi-sensory environment (DETOUR) created by the interdisciplinary group VE_Design for an international open-air exhibition in Athens, Greece during the summer of 2004. The paper describes the creative process followed throughout the project and registers how computers, sensors and effectors have been utilised to either facilitate the creation of electronically mediated experiences or support the design. The architectural concept of the multi-sensory installation is analyzed in relation to its potential for creating communicative experiences as well as addressing physical form simulations. Notions such as ephemeral structures, parasites, social space, game as art and communication are discussed. The body – space interaction is investigated, enabling the team to elaborate on a modular construction. Finally, the impact of the work is discussed on the basis of recorded observations by visitors.
keywords Interactive Multi-Sensory Environment; Ephemeral Space; Public Art;Embodied Spatial Experience; Simulation of Physical Form.
series eCAADe
email
last changed 2022/06/07 07:51

_id sigradi2007_af13
id sigradi2007_af13
authors Granero, Adriana Edith; Alicia Barrón; María Teresa Urruti
year 2007
title Transformations in the educational system, Influence of the Digital Graph [Transformaciones en el sistema educacional, influencia de la Gráfica Digital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 182-186
summary The educative proposal was based on the summary attained through experiences piled up during the 2 last semester courses, 2/2006-1/2007. This proposal corresponds to a mix of methodology (by personal attendance / by internet). Founding on the Theory of the Game (Eric Berne 1960) and on different theories such as: Multiple intelligences (Haward Gardner 1983), Emotional Intelligence (Peter Salowey and John Mayer 1990, Goleman 1998), Social Intelligence (Goleman 2006), the Triarchy of Intelligence (Stemberg, R.J. 1985, 1997), “the hand of the human power”, it´s established that the power of the voice, that of the imagination, the reward, the commitment and association produce a significant increase of the productivity (Rosabeth Moss Kanter 2000), aside from the constructive processes of the knowledge (new pedagogical concepts constructivista of Ormrod J.E. 2003 and Tim O´Reilly 2004).
series SIGRADI
email
last changed 2016/03/10 09:52

_id 2004_500
id 2004_500
authors Hanzl, Malgorzata and Wrona, Stefan
year 2004
title Visual Simulation as a Tool for Planning Education - Computer Aided Participation Support
doi https://doi.org/10.52842/conf.ecaade.2004.500
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 500-507
summary Contemporary computer techniques offer many new opportunities to engage citizens into the planning process. There are new possibilities of interaction, introducing an observer into the “game”. The research project presented in the paper assumes the use of a visual 3D language which consists of a series of schematic types of buildings. They form a language which is easy to understand both by professionals and by laymen. Understanding is the very first step towards getting convinced by the ideas presented. The next step is interaction - the user’s action induces the response of the system. The solution proposed by the user meets an evaluation from the part of the system which evokes the user’s interest - in the case presented here the evaluation introduces the simulation of future state of the site. The problem posed is to find out the best way to convince people that some places are less or more suitable for settlement, depending on the media present there, distance from the urban areas and the environment protection. The attempt to create a tool which could be helpful in an educational process is described in the paper. The idea is to prepare a form of a master plan record which uses the visual 3D language and may be accessed via World Wide Web pages. The paper formulates the assessments for the software described above and examines the possibility to create an application. The trial to prepare a web based service using the flash and shockwave technology is presented.
series eCAADe
email
last changed 2022/06/07 07:49

_id ddss2004_d-157
id ddss2004_d-157
authors Krafta, R.
year 2004
title Space is the Machine, with a Ghost Inside
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. 157-173
summary The purpose of this paper is to report efforts towards the construction of a model for urban spatial dynamics simulation, based on multi-agents and space. The underlying idea is to have urban space producers and consumers operating in a two-layer, two-circuit model. The first layer holds urban space and its successive transformations; a second layer contains agents related to space; the first circuit simulates space production, and a second one simulates space consumption. Relationship between layers is represented as objective spatial features that agents are submitted to (the machine) and subjective meanings agents attach to each spatial feature (the ghost). While space works always in the same way, meanings vary according to each agent’s background and context. Relationships between circuits are represented by means of a market game in which producers try to maximize their profits by gambling with their risks, whereas consumers try to foresee the spatial distribution of local externalities that maximizes their utilities and investments. Urban Spatial Features are captured through centrality and land use patterns; every single agent’s action leads to changes in both patterns. Producers’ profit is a function of built form location. Consumers’ local externalities are concerned basically with present and future services. The model iteration is twofold: first it generates and allocates a number of built forms within a previously determined spatial system (a cellular matrix, for example), and second it allocates users to built forms. Population of users have its social profile and growth rate externally determined. Built form allocation is decided on the basis of a combination of profitXrisk perspectives. Users’ locational choice is supported by accessibility to services and present/future neighbourhood profile. Built form allocation works as parameter for users’ locational assessment, whereas users’ choices are used as parameters for developers. The model tends to adjust itself, in terms of quantities and types of built forms to be erected, although through a market lag of some iterations. Allocations are always made through weighted draws, so that mutations (non deterministic allocations) do occur.
keywords Urban Morphology, Urban Growth, Simulation
series DDSS
last changed 2004/07/03 22:13

_id 107caadria2004
id 107caadria2004
authors Monchai Bunyavipakul, Raktum Sallakachat and Ekasidh Charoensilp
year 2004
title Integrating 3D Game Engine to Online Interactive Presentation for Collaborative Design Work On Pda - Collaborative Works Anytime, Anywhere
doi https://doi.org/10.52842/conf.caadria.2004.107
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. 107-116
summary In this research, Quake Engine on PDA (Pocket Quake) is modified and developed to make an appropriate environment for collaborative design work in the representation phase for the architectural design teams. The system is being designed for working in the centralized environment by using central server, such as when the designing team has changed 3D Model Information and uploaded to the server then the PDA client will change the same 3D Model automatically. Game Engine will be used to develop this presentation’s tool by designing new user interface and functions for working in PDA. The trial project, The Victory Monument’s Area Development Project, will make the Online Interactive Presentation by using 3D Game Engine on PDA to reconstruct around The Victory Monument in Bangkok. Hopefully, this will make the Virtual World Online anywhere, anytime being more available and give the comparison between the site existing and the new architectural form which designed on the site for good understanding about what the design answers.
series CAADRIA
email
last changed 2022/06/07 07:58

_id sigradi2004_064
id sigradi2004_064
authors Mónica Inés Fernández; Ricardo Gustavo Piegari
year 2004
title Nuevas formas de presentación de contenidos para la enseñanza no presencial de la arquitectura [New Presentation Forms of Contents for Architectural Distance Education]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The proposal of a model to present contents, intends to consolidate the cooperation among the fields of knowledge that will contribute to introduce this presentation in virtual environments. This proposal intends to continue the work developed in the ALFA T-GAME Project (Teaching Computer Graphics and Multimedia), financed by the European community. The results of this ALFA Project, mainly for architecture, acquired a special meaning due to the relevant presence of images in different specialized courses, that require a synthesis for its versatility and interaction in digital means. The majority of the materials produced is in the early stages of the development and structure of contents. In this way, the project will seek results that contribute to the new ways of presenting the contents that collaborate with the Architecture teaching/learning, from the interchange of the acquired experience, both in e-learning technology and the disciplinary area of Architecture.
keywords Distance learning, virtual environments, Architecture
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2004_012
id 2004_012
authors O’ Coill, Carl and Doughty, Mark
year 2004
title Computer Game Technology as a Tool for Participatory Design
doi https://doi.org/10.52842/conf.ecaade.2004.012
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 12-23
summary This paper reviews existing research into real-time visualization in architecture, urban design and landscape architecture and describes a University of Lincoln project exploring the application of this technology to participatory design. Staff at the School of Architecture have used 'Virtools Development', a computer game prototyping package, to help residents in Hull, UK, to visualize and interact with a design proposal for a 'home zone' in their neighbourhood, arrived at as part of a wider participatory process. This paper evaluates computer game technology in relation to more conventional participatory tools. It is difficult to justify using the technology to create simple 'walk-through' simulations of design proposals, it argues. In such cases, the benefits real-time visualization offers over non-interactive video are largely outweighed by the technical difficulties involved in the production and use of real-time environments.
keywords Computer Games; Real-Time Visualization; Landscape Architecture; Public Participation
series eCAADe
last changed 2022/06/07 08:00

_id 402caadria2004
id 402caadria2004
authors So-Yeon Yoon, Mustafa Tutar, M. Saleh Uddin
year 2004
title Issues of Interactivity on Architectural Representation Tools - A Comparison Study Between A Computer Game & A Non-Game Web3d Environment
doi https://doi.org/10.52842/conf.caadria.2004.601
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. 601-612
summary This paper investigates the advantages and disadvantages in representing a building with the Virtual Reality (VR) functions of the QUAKE III game engine and the Web 3D facilities of EON Reality software. For the purpose of comparison, interactivity in architectural representation in these two environments is studied.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2010_054
id ecaade2010_054
authors Wurzer, Gabriel; Fioravanti, Antonio; Loffreda, Gianluigi; Trento, Armando
year 2010
title Function & Action: Verifying a functional program in a game-oriented environment
doi https://doi.org/10.52842/conf.ecaade.2010.389
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.389-394
summary The finding of a functional program for any kind of building involves a great amount of knowledge about the behavior of future building users. This knowledge can be gathered by looking at relevant building literature (Adler, 1999; Neufert and Neufert, 2000) or by investigating the actual processes taking place in similar environments, the latter being demonstrated e.g. by (Schütte-Lihotzky, 2004) or new functionalist approaches of the MVRDV group (Costanzo, 2006)). Both techniques have the disadvantage that the architect might assume a behavior which is seldom experienced in real life (either through lack of information or by failing to meet the building user’s expectations). What is needed is a verification step in which the design is tested on real users. We have devised a game-like environment (Figure 1a) in which it is possible to capture the behavior of future building users in order to verify the relevance of the design even at a very early stage. As result of applying our approach, we can find previously overlooked usage situations, which may be used to further adapt the design to the user’s needs.
wos WOS:000340629400041
keywords Requirements checking; Participative design
series eCAADe
email
last changed 2022/06/07 07:57

_id sigradi2004_254
id sigradi2004_254
authors Airton Cattani
year 2004
title Recursos de animação digital para aprendizagem de leitura de plantas [Digital Animation Resources for Learning the Understanding of Architectural Drawings]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper discusses the evolution of the technical resources employed in a website destined for the professional formation of constructors workers throught the interpretation of plans. Developed as a doctoral thesis in the Ph.D. program of Information Technology in Education, the reconstruction of the website is assimilating new resourses of digital animation, allowing a richer and more significative interaction, acording to the principles of Piaget's theory on constructivism that oriented the project's development.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 516caadria2004
id 516caadria2004
authors Hartmut Seichter
year 2004
title Benchworks - Augmented Reality Urban Design
doi https://doi.org/10.52842/conf.caadria.2004.937
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. 937-946
summary The problems of inspecting urban design proposals are different to that of architecture. The larger context is a crucial aspect in urban design. Generally the issues are not of detailed design but rather understanding space and spatial features. Discussions about proposals use plans and large urban design models. The models are cumbersome and access difficult for collaborative consultation. This paper introduces a prototype for an Augmented Reality system for analyzing and representational design in an urban design scale. The system is designed as a workbench for collaboratively and dynamically exploring in an urban design model.
series CAADRIA
email
last changed 2022/06/07 07:49

_id ascaad2004_paper16
id ascaad2004_paper16
authors Hassan, R.; K. Jorgensen
year 2004
title Computer Visualizations in Planning
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary A wide range of visualizations have been developed and implemented as tools for urban simulations and visual impact assessment. These include: plans, diagrams, elevations, perspective sketches, renderings, modified photographs (photo renderings and photomontages), slide projections, scale models, movies, videotapes and computer graphics. In the last decade, graphical computer applications have proven to be an increasingly supportive tool in visualization and manipulation of graphical material. This study presents the state of the art of computer visualization in planning. More specifically, the use of web-based computerized visualizations for landscape visual simulation, with the aim to develop a system of visualization techniques as an aid to communicating planning and design scenarios for historically important landscapes and urban places, with particular attention to the city of Nablus in Palestine. This has led to the evaluation of possibilities and potentials of computer use in this field, and to the definition of the visual problems and challenges of the city of Nablus. This study will argue what extra one can draw from computerized visualizations, what is likely to be its impact on future planning and design research, and what this visualization experience really means for historical important locations as in Nablus. The study demonstrates that computerized visualizations can be a powerful tool in representing a cityscape in three-dimensions from different angels. Visualizations will allow better understanding of the components of the city, its landscapes, city features and the process of change. In this way it may provide new and better platforms for public participation in planning.
series ASCAAD
email
last changed 2007/04/08 19:47

_id cf2009_poster_09
id cf2009_poster_09
authors Hsu, Yin-Cheng
year 2009
title Lego Free-Form? Towards a Modularized Free-Form Construction
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary Design Media is the tool designers use for concept realization (Schon and Wiggins, 1992; Liu, 1996). Design thinking of designers is deeply effected by the media they tend to use (Zevi, 1981; Liu, 1996; Lim, 2003). Historically, architecture is influenced by the design media that were available within that era (Liu, 1996; Porter and Neale, 2000; Smith, 2004). From the 2D plans first used in ancient egypt, to the 3D physical models that came about during the Renaissance period, architecture reflects the media used for design. When breakthroughs in CAD/CAM technologies were brought to the world in the twentieth century, new possibilities opened up for architects.
keywords CAD/CAM free-form construction, modularization
series CAAD Futures
type poster
last changed 2009/07/08 22:12

_id 207caadria2004
id 207caadria2004
authors Julie R. Jupp and John S. Gero
year 2004
title Computational Differentiation and Categorisation of Design Drawings
doi https://doi.org/10.52842/conf.caadria.2004.303
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. 303-318
summary In this paper we present an approach to the differentiation and classification of two-dimensional design drawings. Our model is based on a qualitative encoding scheme and information theoretic measures. The model utilises information-theoretic tools to measure the similarity and complexity of a hierarchy of drawing descriptions. The descriptive and analytic power of the model is demonstrated by evaluating the different measures for a series of simple sketches and studying the time evolution of architectural plans produced by Frank Lloyd Wright.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2004_292
id 2004_292
authors Modeen, Thomas
year 2004
title Using Solid Freeform Fabrication for the Conceptualization and Corporeal Actualization of Architecture
doi https://doi.org/10.52842/conf.ecaade.2004.292
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 292-301
summary This paper forms an update to the paper presented ar eCAADe 2003, in Graz. It is a summary of a project which aim is to suggest an alternate methodology for utilizing additive Solid Freeform Fabrication (more commonly known as Rapid Prototyping), for the conceptualization and fabrication of design and architecture. It plans to do so by establishing a methodology that is innate and a direct reflection of the additive SFF production process. The project also aims to address the seemingly divisive discrepancy between the process of digitally conceiving a design and the intrinsically somatic way we perceive it. Whereas the paper in Graz introduced the conceptual foundations and the taxonomy of the project, the aim in this years paper is to present some of the realized designs and discuss, in brief, how what has been learnt could be furthered as the project proceeds. The three designs described in more detail in the paper, all catalyzed by a specific sensory notion, would have been very difficult, if not impossible, to fabricate by any other means than additive Solid Freeform Fabrication.
keywords Architecture, Design, Solid Freefrom Fabrication, Senses
series eCAADe
email
last changed 2022/06/07 07:58

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