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 fa6e
id fa6e
authors Escayola, Rosa María; Bauleo, Silvina A.; Diez, Leonardo Pablo
year 2004
title DISTANCE TEACHING OF MATHEMATICS FOR STUDENTS OF ARCHITECTURE: IS IT POSSIBLE?
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 105-109.
summary On the basis of our experience as teachers of Mathematics in the School of Architecture of the University of Buenos Aires and with the support of an expert designer of image and sound, we undertook the task of distance teaching the subject Mathematics II for students of Architecture. The academic guidance of Ms Spinadel, PhD, the university’s authorization and the support of a computer platform provided by Nueva Internet S.A. have enabled the completion of this project. We were encouraged to set up the distance teaching of the subject by the many advantages the system offers, namely, the chance for students to work at home with a computer-based platform containing all of the subject’s contents and to integrate and apply all the knowledge acquired in architectural contexts; and the chance for teachers to offer on-line guidance and tutorials. Distance teaching is not to be understood or configured as an accumulation of calculus procedures. Rather, it should be thought of as having the major aim of promoting the full development of the students’ imagination for the solution of architectural design problems. For that purpose, students must become familiar with the interface to be used as the virtual classroom, read the theoretical introduction to every one of the units, solve application problems (the students are provided with all the material, which they can visualize on line or print), and send their tutor all the queries they may have so that the process of teaching and learning is facilitated and enriched. The solution to exercises is presented in a didactic manner and students can resort to additional bibliography, image and formula galleries and a technical help forum provided by the software firm. A virtual classroom has been set up where students and teachers interact all the time. Students must also submit integrative assignments, which are corrected by the tutor and will form part of the subject’s final assessment, together with an in-person exam at the end of the semester. Excellent results have been obtained so far, being that this is the first time a subject of the Architecture course is taught this way. This paper is intended to share this experience and show how, in spite of the modality of the subject, the interaction achieved between students and teachers has proved to be very enriching.
series other
type normal paper
email
last changed 2005/04/07 12:50

_id caadria2004_k-1
id caadria2004_k-1
authors Kalay, Yehuda E.
year 2004
title CONTEXTUALIZATION AND EMBODIMENT IN CYBERSPACE
doi https://doi.org/10.52842/conf.caadria.2004.005
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
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 avocaad_2003_09
id avocaad_2003_09
authors Alexander Asanowicz
year 2003
title Form Follows Media - Experiences of Bialystok School of Architectural Composition
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 This paper considers transition from physical modelling to digital methods of the creation of architectural forms. Every type of creation has constructed the proper means of expression and its own methodology. The main thesis of this paper is that a specific character of the composition activity of an architect is determined by the modelling methods. As the research on architectural modelling, the two methods of creating spatial architectural forms (cardboard model and computer model) have been compared. Research has been done on the basis of the same exercise for both media. The process of creation proceeded in the same way, too. As the start point students have found the inspiration. Each student presented photos of existing architectural objects and a text, which explained the reasons of the choice. Next steps were sketches of the idea and realisation of the model. The achieved results of creative activity fully confirm the thesis of the research.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id 6357
id 6357
authors Bahman Kalantari
year 2004
title POLYNOMIOGRAPHY IN ART AND DESIGN
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 305-311.
summary As polynomiography gains more recognition its potential applications in art and design will become more evident. Polynomiography is the art and science of visualization in the approximation of zeros of polynomials. In this paper we will demonstrate some of its applications in art and design and show that although its basis is mathematical, artists and designers can learn to work with it just as they do with any other artistic tool. Indeed polynomiography has enormous range of applications. Although the main products are two-dimensional images they could also inspire three-dimensional architectural deigns. The paper will demonstrate some particular applications of polynomiography, ranging from artistic designs, to carpet and fabric designs, to animation. Within the realm of art and design, polynomiography also finds many educational applications.
series other
type normal paper
email
last changed 2005/04/07 15:46

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

_id ijac20042304
id ijac20042304
authors Scaletsky, Celso Carnos
year 2004
title The Kaléidoscope System to Organize Architectural Design References
source International Journal of Architectural Computing vol. 2 - no. 3, 351-369
summary The presentation of a new computer-based tool to assist architectural conception demands reflection on the process of creation itself. There is an articulation between typical conceptual procedures and computerized means. We chose one of these procedures: the utilization of external references (not necessarily architectural) to stimulate new design ideas. This is the basis for the experimental computational model "kaléidoscope", which is characterized as an open reference system for architectural design. There are two essential qualities for such a system: 1) The system should permit an individual interpretation and construction of the referential knowledge, considering that 2) references may proceed from fields other than architecture. The computational model begins with a reference, formed by the association of an image to concepts and / or texts. The concepts are graphically represented and organized in thematic thesauri. The "kaléidoscope" system includes several search and navigation modes, allowing access to references as a means to rouse new design ideas.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 2004_489
id 2004_489
authors Bille, Pia
year 2004
title CityScape - Analysing Modern Urbanism
doi https://doi.org/10.52842/conf.ecaade.2004.489
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 489-494
summary Understanding scale is a major concern and a condition of working in the field of architecture and urban design. The project described in this case origins from Blauwe Koffer, a method developed in the 80’s by the Dutch architects Dolf Dobbelaar and Paul de Vroom. The method is devoted to analysis of form and function of important architectural and urban design projects in the last century and is a flexible model for searching architectural solutions at an early stage of a project. In the paper I will describe how a group of faculty transformed the Blauwe Koffer into a digital method serving as an introduction to urban design in the second year curriculum. The project introduced topics of modern urbanism defined as cityscapes. Through a series of mapping analysis the students studied variations of scale, extension, volume, density, borders, overlaps, bricollage, diversity etc. The students were required to do analysis in the form of a matrix of 6 x 7 cells. Categories in the analysis were three scales of figure / ground studies, bricollage and studies of the urban raster. DataTown was a particular category inspired by MVRDV. The project data derived from digital maps, and project presentations in books and magazines. At second year the students are assigned to do digital projects as a part of the curriculum and the students are required to have their own computer. The project was the first digital assignment in studio and previous computer courses and skills were limited to a one-week course in desktop publishing. The CityScape project was a successful experience in integrating computation in studio, in group work and in analysis of modern urbanism. The paper will show some of the projects and discuss the assignment as a part of the implementation of an IT-strategy.
keywords CAAD-Curriculum; Urban Morphology; Mapping; Education and Practise
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2004_317
id sigradi2004_317
authors Christina Araujo Paim Cardoso
year 2004
title Formas arquitetônicas em ambiente computacional [Architectural Forms in a Computational Environment]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This article presents a proposal of analysis of the architectural formal production accomplished in computing environment, putting emphasis on the most recent experimental production found in specialized publications. This analysis shows how the introduction of the computing tools may interfere with the design process, mainly when it is the production of complex forms, non-conventional. Thus, besides the recent architectural production of several offices and / or architecture companies of international renown, architectural experiences which have been developed by architects since the introduction of the CAD systems in there production are also presented Next, it presents the possibilities of the three-dimensional modeling, by making an analysis of the current possibilities, the geometric and the procedural ones, putting enphasis on the modeling of splines, NURBS and metaballs, which proved to be appropriate for the architectural production of complex forms.
keywords CAD technology, design, three-dimensional modeling
series SIGRADI
email
last changed 2016/03/10 09:49

_id 2004_396
id 2004_396
authors Fischer, Thomas
year 2004
title Microcontroller - Enhanced Physical Models for Architectural and Product Design
doi https://doi.org/10.52842/conf.ecaade.2004.396
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 396-403
summary Electronic sensors, controllers, displays and actuators can significantly enhance the value of physical models as processes of use, interaction and transformation take center stage in various fields of design. These technologies allow the development of novel computer interfaces for new kinds of interaction with virtual models, and in the future they will allow new types of active building components and materials for automated construction and dynamic runtime adaptations of inhabitable environments. However, embedding programmed logic into physical objects seems to confront designers and model makers with a steep learning curve outside the domains of their traditional expertise. The variety of alternative technologies and development tools in this area has a particularly disorienting effect on novices. Some early experiences however suggest that mastery of this learning curve is easily within reach, given some basic introduction, guidance and support. It is the purpose of this paper to provide designers with a starting point for explorations into this area, to give orientation and to demonstrate some possible development approaches and results.
keywords Interaction, Process, High-Fidelity Models, Microcontrollers, Electronics
series eCAADe
last changed 2022/06/07 07:51

_id 513caadria2004
id 513caadria2004
authors Jaeho Ryu, Naoki Hashimoto, Shoichi Hasegawa, Makoto Sato
year 2004
title Multi-Projection Display System D-Vision for Architectural Design Evaluation
doi https://doi.org/10.52842/conf.caadria.2004.901
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. 901-910
summary This is a paper about the introduction of architectural design evaluation application and pre-experience system of walkthrough situation in urban and street design. For this purpose, we developed a new multi-projection display system, D-vision, which has hybrid screens. D-vision is a kind of new virtual environment system that has high immersion and high resolution display performance with multi-modal interfaces. In our system, the user can experience the high sense of presence through the self-walking behavior to move and force feedback manipulation of objects with the high-resolution image created from the tiled-projection system that is composed of twentyfour projectors.
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2004_151
id sigradi2004_151
authors María Estela Sánchez Cavazos
year 2004
title La gráfica digital dentro del proceso de diseño caso: Talleres de arquitectura de la u.a.a. [Digital Graphics in the Design Process. Case: the U.A.A. Architectural Studio]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This work is developing at the moment, tries to find elements that allow arm to a frame of reference for a doctoral thesis that studies the processes of architectonic design and the transformations that this one within the factories of education with the introduction of the digital representation undergoes. It is a study that it initiates in the 2003 with an applied cuasi-experiment to students of the masters in architecture of the Independent University of Nuevo León (Monterrey, México), (work presented/displayed in the forum SIGraDi 2003). Taking into account the results obtained in that one first work it was decided not to take part and to force the student to work with a specific type of tool (digital or traditional), but to leave them chose the work tool freely, observing his photographic process by means of video-recordings, registries and personal interviews with the purpose of explaining because of his processes. The registries were taken in the Factory from semestral Architectonic Design 5°, of the Independent University of Aguascalientes (Mexico).
series SIGRADI
email
last changed 2016/03/10 09:55

_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

_id 314caadria2004
id 314caadria2004
authors Ying-Shiu Huang, Jainyou Lee
year 2004
title The New Combination of Digital Sketching and Modeling Process in Idea-Developing Stage
doi https://doi.org/10.52842/conf.caadria.2004.545
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. 545-556
summary With the introduction of the computer into different forms of digital applications in the design process, Mitchell strongly recommended a wider application of the new technology in the design process -- implying the mutual influence between physical architecture and the sketches, and between physical and digital models. Most important is the possibility of using computer aided design (CAD) to develop ideas in early design stage. During the developing idea stage, the traditional design process from sketching drawings to forming ideas has been transformed to a process where the idea directly proceeds to computer modeling. The aim of this approach is to tackle the above issues created by the introduction of computer technology, trying to produce the same possibilities during the computer modeling process as that in the cognitive behavior of sketching. Also, the designer usually realizes the abstract concepts with the aid of the 2D sketches and the 3D physical models; but between the traditional sketches and the models, a large degree of disagreement always exists. Therefore, this work aims to develop a new formula for employing digital media, which will enable the designer to envisage 2D sketches and computer models simultaneously. In this scenario, the designer can remain aware of cognitive behavior in sketching while constructing computer models.
series CAADRIA
email
last changed 2022/06/07 07:57

_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
doi https://doi.org/10.52842/conf.ecaade.2004.090
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 90-94
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

_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 avocaad_2003_05
id avocaad_2003_05
authors Alexander Koutamanis
year 2003
title Autonomous mechanisms in architectural design systems
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 development of architectural design systems that describe fully the form, structure and behaviour of a design relies heavily on the incorporation of intelligence in the representations, analyses, transformations and transactions used by the computer. Traditionally such intelligence takes either of two forms. The first is a methodical framework that guides actions supported by the design system (usually in a top-down fashion). The second is local, intelligence mechanisms that resolve discrete, relatively well-defined subproblems (often with limited if any user intervention). Local intelligent mechanisms offer the means for adaptability and transformability in architectural design systems, including the localization of global tendencies. This refers both to the digital design technologies and to the historical, cultural and contextual modifications of design styles and approaches.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_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 avocaad_2003_06
id avocaad_2003_06
authors Arturo F. Montagu and Juan Pablo Cieri
year 2003
title Urbamedia - Development of an urban database of fragments of some Argentinian and Latin-American cities using digital technology
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 proposal of "Urbamedia" is to undertake the development of 3D virtual and interactive models of historical areas of Latin-American cities. The selected zone is the "Mayo Avenue" including the "Mayo Square", an historical place of the city of Buenos Aires, Argentina; this project is financed by the National Agency of Scientific and Technological Development of Argentina and the University of Buenos Aires.We are presenting the first experimental model of the "Mayo Square" that has been developed at ABACUS, Department of Architecture & Building Aids Computer Unit, University of Strathclyde UK. combined with a system analysis of urban activities using the “Atlas.ti” CAQDAS software.This particular use of the “Atlas.ti” software is under experimental applications to this type of urban analysis procedures; allowed us the possibility to analysed a set of activities by means of graph theory as result of a series of interviews to the people working in the area. We are also looking to include historical areas of three cities: Mar del Plata, Rosario and Santa Fe (Argentina) and eventually other cities from Latin América as Rio de Janeiro and Habana.Due that ABACUS has a strong experience in city modelling plus the powerful software and hardware used there, we must develop a VRML customized menu to be adapted to our low cost PC equipment. The 3D model will be used mainly in urban design simulation procedures and the idea is to extend to other type of simulations of the environmental parameters.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

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