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 570

_id cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ijac20075402
id ijac20075402
authors Burry, Jane R.
year 2007
title Mindful Spaces: Computational Geometry and the Conceptual Spaces in which Designers Operate
source International Journal of Architectural Computing vol. 5 - no. 4, pp. 611-624
summary Combinatorial computational geometry, while dealing with geometric objects as discrete entities, provides the means both to analyse and to construct relationships between these objects and relate them to other non-geometrical entities. This paper explores some ways in which this may be used in design through a review of six, one-semester-long design explorations by undergraduate and postgraduate students in the Flexible Modeling for Design and Prototyping course between 2004 and 2007. The course focuses on using computational geometry firstly to construct topologically defined design models based on graphs of relationships between objects (parametric design,) and concurrently to output physical prototypes from these "flexible models"(an application of numerical computational geometry). It supports students to make early design explorations. Many have built flexible models to explore design iterations for a static spatial outcome. Some have built models of real time responsive dynamic systems. In this educational context, computational geometry has enabled a range of design iterations that would have been challenging to uncover through physical analogue means alone. It has, perhaps more significantly, extended the students' own concept of the space in which they design.
series journal
email
last changed 2008/02/25 20:30

_id 315caadria2004
id 315caadria2004
authors Kuo-Chung Wen, Wei-Lung Chen
year 2004
title Application of Genetic Algorithms to Establish Flooding Evacuation Path Model in Metropolitan Area
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. 557-570
doi https://doi.org/10.52842/conf.caadria.2004.557
summary This research has shown the difficulties associated with the GIS and the flooding evacuation path search through the huge searching space generated during the network analysis process. This research also presents an approach to these problems by utilizing a search process whose concept is derived from natural genetics. Genetic algorithms (GAs) have been introduced in the optimization problem solving area by Holland (1975) and Goldberg (1989) and have shown their usefulness through numerous applications. We apply GA and GIS to choice flooding evacuation path in metropolitan area in this study. We take the region of Shiji city in Taiwan for case. That could be divided into four parts. First, is to set the population of GA operation. Second, is to choose crossover and mutation. Third, is to calculate the fitness function of each generation and to select the better gene arrangement. Fourth, is to reproduce, after evolution, we can establish Flooding Evacuation Path that more reflect really human action and choice when flood takes place. However we can apply GA to calculate different evacuation path in different time series. Final, we compare and establish real model of evacuation path model to choosing flooding evacuation path.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ascaad2004_paper15
id ascaad2004_paper15
authors Mallasi, Z.
year 2004
title Identification and Visualisation of Construction Activities’ Workspace Conflicts Utilising 4D CAD/VR Tools
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary This work addresses the problem arising on all construction sites: the occurrence of workspace interference between construction activities. From a site space planning context, this problem can lead to an inevitable roadblock to the progress of the scheduled construction operations. In real situations, when the spatial congestions occur, they could reduce productivity of workers sharing the same workspace and may cause health and safety hazard issues. The aim of this paper is on presenting a computer-based method and developed tool to assist site managers in the assignment and identification of workspace conflicts. The author focuses on the concept of ‘visualising space competition’ between the construction activities. The concept is based on a unique representation of the dynamic behaviour of activity workspace in 3D space and time. An innovative computer-based tool dubbed PECASO (Patterns Execution and Critical Analysis of Site-space Organisation) has been developed. The emerging technique of 4D (3D + time) visualisation has been chosen to yield an interesting 4D space planning and visualisation tool. A multi-criteria function for measuring the severity of the workspace congestions is designed, embedding the spatial and schedule related criteria. The paper evaluates the PECASO approach in order to minimise the workspace congestions, using a real case study. The paper concludes that the PECASO approach reduces the number of competing workspaces and the conflicting volumes between occupied workspace, which in turn produces better assessment to the execution strategy for a given project schedule. The system proves to be a promising tool for 4D space planning; in that it introduces a new way of communicating the programme of work.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2004_325
id 2004_325
authors Sarawgi, Tina
year 2004
title Using Computers as a Spatial Visualization and Design Exploration Medium
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 325-332
doi https://doi.org/10.52842/conf.ecaade.2004.325
summary The constant advances in the use of computers to simulate light over the past few decades, has led computer-aided rendering to become increasingly photorealistic. However, the rendering is still processor-intensive and time-consuming, difficult to generate in real time. Design students need to be well versed in the depiction of the effects of light in an environment, crucial to spatial visualization. With increasing computing power, advanced algorithms and increased realism, the central pedagogical issue in their use is not what computers can do for us today, but what and how we can make them do what we do better. We have to be careful in not getting seduced by the advancing technology but use it innovatively to build students into better designers. This paper discusses a project demonstrating the apparent potential of computers for spatial visualization and design exploration of light and space, in their present stage. The project shows a departure from the traditional methods of using computers or of teaching lighting in a design school. Computers are used by students to especially create flashy imagery. On the other hand, lighting is explained in clinical terms without exploration of its experiential qualities. This exercise helped the students to develop a better understanding of the physics of light from the method most familiar and expected of students – visual. The project deems it more important to have a quick means to produce an overview of the implication of the design choices than to provide precise information regarding a hypothetical final solution. Hence, after creating the lighting in the space based on the desired experiential qualities, the illumination can be conveyed to a lighting expert for detailed quantitative computations. The project results are shown and outcomes discussed.
keywords Visualization, Light, Space, Digital Technology, Pedagogy
series eCAADe
last changed 2022/06/07 07:57

_id sigradi2004_357
id sigradi2004_357
authors Carlos Calderon and Nicholas Worley
year 2004
title An automatic real-time camera control engine for the exploration of architectural designs
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper is concerned with the use of real-time camera engines in architectural virtual environments as a method of enhancing the user.s experience and as a way of facilitating the understanding of architectural concepts. This paper reports on an initial prototype of a real-time cinematic control camera engine for dynamic virtual environments in the architectural domain. The paper discusses the potential of the system to convey architectural concepts using well known architectural concepts such as rhythm and proposes a series of future improvements to address those limitations. Keywords: virtual environments, camera control, design process, filmaking.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 512caadria2004
id 512caadria2004
authors Chyi-Gang Kuo, Hsuan-Cheng Lin, Yang-Ting Shen, Tay-Sheng Jeng
year 2004
title Mobile Augmented Reality for Spatial Information Exploration
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. 891-900
doi https://doi.org/10.52842/conf.caadria.2004.891
summary In this paper, we present an augmented reality system that integrates real and virtual worlds for outdoor sustainable education in campus. We develop a mobile spatially-aware computational device as a visualization aid to students learning outdoors. We apply the mobile augmented reality technology to a newly constructed ecological garden in our campus. Users can virtually see the underlying water cycling system outdoors and map the virtual objects to physical reality through embodied interaction with the computational device. The objective is to make invisible information visible to users to extend interactions with our “living” environment. Keywords : Augmented Reality, Mixed Reality, Mobil Computing, Information Exploration.
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaaderis2018_103
id ecaaderis2018_103
authors Davidová, Marie and Prokop, Šimon
year 2018
title TreeHugger - The Eco-Systemic Prototypical Urban Intervention
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 75-84
keywords The paper discusses co-design, development, production, application of TreeHugger (see Figure 1). The co-design among community and trans-disciplinary participants with different expertise required scope of media mix, switching between analogue, digital and back again. This involves different degrees of physical and digital 'GIGA-Mapping' (Sevaldson, 2011, 2015), 'Grasshopper3d' (Davidson, 2017) scripting and mix of digital and analogue fabrication to address the real life world. The critical participation of this 'Time-Based Design' (Sevaldson, 2004, 2005) process is the interaction of the prototype with eco-systemic agency of the adjacent environment - the eco-systemic performance. The TreeHugger is a responsive solid wood insect hotel, generating habitats and edible landscaping (Creasy, 2004) on bio-tope in city centre of Prague. To extend the impact, the code was uploaded for communities to download, local-specifically edit and apply worldwide. Thus, the fusion of discussed processes is multi-scaled and multi-layered, utilised in emerging design field: Systemic Approach to Architectural Performance.
series eCAADe
email
last changed 2018/05/29 14:33

_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 041222_ebnoether-i
id 041222_ebnoether-i
authors Ebnöther, If
year 2004
title SkinChair
source ETH postgraduate studies final thesis, Zurich
summary The skin chair project is an exploration of some of the possibilities that CNC technologies offer for designers and makers. At the center of attention is the fascination with the possibility of small-scale, on-demand production without the need for large investments in tooling. A lot of work has already been done in this field. The skin chair project aims to examine a few aspects using specific tools available at ETH Hönggerberg. The idea for the skin chair emerged from a commercial project where I learnt how difficult it can be to manufacture a threedimensional seating surface for a chair in steel. The constructional concept of the skin chair is simple: two ribs at either side of the chair define the shape, a skin (a thin material) is wrapped around these thus a hollow volume is created. The simple principle lends itself to parameterisation and thus the creation of many variants of the intial design. In an attempt to approximate a real-life product scenario, a number of components of the workflow were prototyped.
series thesis:MSc
last changed 2005/09/09 12:58

_id sigradi2004_067
id sigradi2004_067
authors Gabriela Celani
year 2004
title The symmetry exercise: Using an old tool in a new way
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The present paper describes an exercise for architecture students that has two objectives: (1) to present the different types of symmetry and introduce the importance of symmetric design in graphic and architectural composition; and (2) to describe an example of how common CAD tools can be customized and turned into specific symmetric design tools. The final aim is to show how computer drafting can be more efficient than hand drafting in certain cases, especially when the computer.s real-time shape computation abilities can be used to the designer.s help.
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2004_101
id sigradi2004_101
authors Guillermo Vásquez de Velasco de la Puente
year 2004
title En la aplicación de pantallas interactivas de plasma en el taller de diseño [The Application of Interactive Plasma Screens in the Design Studio]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper elaborates on the use of electronic pin-ups in real-time local reviews making use of larger format interactive plasma screens. The paper briefly explains the technical aspects of an actual implementation in the College of Architecture at Texas A&M University. The main focus of the paper is placed on the use of a 61. interactive plasma screen in a graduate design studio during the second semester of 2003 and the benefits that such an implementation has reported. The narrative explains how the use of an interactive plasma screen for informal as well as formal reviews is not only saving printing resources but it is also having a very positive impact on how we conduct design reviews.
series SIGRADI
email
last changed 2016/03/10 09:53

_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 eaea2003_14-kardos
id eaea2003_14-kardos
authors Kardos, P.
year 2004
title Interactive “Sketching” of the Urban-Architectural Spatial Draft
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 65-70
summary The recent innovative information technologies and the new possibilities of multimedia exploitation in the realm of architectural design and education support the development of image communication methods on the basis of interactivity. The presented method of perceptual iconic simulation is based on the principle of an analogue-digital model cinemascope simulation of the urban space in laboratory conditions in real time and real model environment in a natural horizon. In architectural teaching and in urban spatial structures design it enables a continual semantic evaluation of the graphic output and its further multimedia processing.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id acadia04_110
id acadia04_110
authors Kilian, Axel
year 2004
title Linking Digital Hanging Chain Models to Fabrication
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, 110-125
doi https://doi.org/10.52842/conf.acadia.2004.110
summary The paper traces the development of a digital hanging chain modeler in Java inspired by Antonio Gaudi’s physical hanging chain models. More importantly, it demonstrates how fabrication schemas for physical mockups of the digitally simulated hanging chain can be linked to the real time form finding simulation. Fabrication output is an integral part of the iterative process and not a post-design process. The current implementation is still limited and currently requires programming for reconfiguration. The paper proposes the link of form-finding and fabrication finding and lays out several examples and first steps of how to do so.
keywords form finding, simulation, fabrication
series ACADIA
email
last changed 2022/06/07 07:52

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment Interaction
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. 741-758
doi https://doi.org/10.52842/conf.caadria.2004.741
summary This paper examines three key areas of responsive sound interaction in 3D Digital Environments: designing generative sound that derives its composition and relevance from social and physical human interaction within a digital environment; the relation of sonic structure to the digital visual and spatial experience; and responsive, reactive real time sound generation activated by environmental conditions and human behaviours. The primary purposes for responsive sound design are: (1) to provide navigational cues supporting way-finding and spatial orientation; and (2) to provide realtime generative environmental sound that reflects social behaviour in a way that is meaningful and recognisable. The applied contexts for navigational cues and environmental generative sound include online (multi-user), synchronous Virtual Environments and Digital Installation Spaces (e.g. intelligent rooms, virtual reality and immersive environments). Outcomes of responsive sound design include: a trigger system of aural alerts, warnings and guidance; a computational system for generating sound in real time activated by spatial location and social interaction; and an audio (non-visual) tool aiding spatial orientation and way-finding interaction in 3D immersive Digital Environments.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 2206
id 2206
authors Kvan, Thomas
year 2004
title REASONS TO STOP TEACHING CAAD
source Mao-Lin Chiu (ed), Digital design education, Garden City Publishing, Taipei 2003, ISBN 9867705203
summary Computers are a problem. They are expensive, even if the prices have dropped dramatically and promise to continue dropping. They do not look after themselves but demand considerable attention – we have to hire computer specialists to ensure they talk to each other, staff are required to make sure software is installed and to fix things when it no longer works. Learning to use them is tedious; skills have to be developed to master several idiosyncratic software systems. The hardware and software regularly malfunction. It is faster to draw a line by hand than with software. Students already have enough trouble learning how to stop a window leaking or ensure a fire escape route will protect people in time of trouble, why make them learn all these other things. We should stop teaching CAAD. Although technological and economic issues are very real and not to be dismissed lightly, the real problems of teaching CAAD are not these. The real issues we need to address is how we teach and, behind that, why we teach. This paper explores the what and why.
keywords pedagogy
series other
type normal paper
email
last changed 2004/09/27 07:10

_id ijac20032109
id ijac20032109
authors Lang, Silke
year 2004
title Interactive Spaces for Advanced Communication using 3D Video
source International Journal of Architectural Computing vol. 2 - no. 1
summary Architects integrate more and more modern information technologies in their projects. Based on this background the use of 3D video in an architectural context is discussed. The combination of real-time 3D video and blue-c technology for a distributed shopping experience in shared virtual shops is described. IN: SHOP illustrates an approach to enhance physical environments in shopping areas and connects geographically distant persons. These technologies offer new architectural design possibilities. The traditional understanding of location, space, and time may be redefined. Interactive spaces are being designed, modified and experienced. We believe that information technologies have an impact on buildings and architecture.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id caadria2004_0
id caadria2004_0
authors Lee, Hyun Soo and Choi, Jin Won (Eds.)
year 2004
title CAADRIA 2004
source 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, 983 p.
doi https://doi.org/10.52842/conf.caadria.2004
summary Having as topic for the conference the tile with keywords such as culture, technology, and architecture, we were expecting to find out the relationships among those three domains, and how they are interrelated in this fast growing information society. This triangular relationship has been established based on the increasingly noticeable paradigm shift from traditional computer-aided design research in architecture to research in diverse areas such as virtual environments and communities and interactive smart spaces, including the consideration of sociocultural aspects along with the technological issues. Making virtual environments focuses on creating a new, yet virtual world where people can inhabit or visit for diverse purposes. The virtual architecture becomes a medium for diverse communications as well as digital contents for the new media industry. For example, virtual heritage projects introduce a new way of preserving historic buildings and sites. At the same time, interactive smart spaces often combine two different worlds: real and virtual worlds. Growing digital technologies enables us to create intelligent physical spaces where computers are ubiquitous and invisible in space, and thus human beings can interact with architectural spaces, not necessarily with computers directly. At this point, issues on virtual reality (VR) and human computer interactions (HCI) become architects' and designers' concerns in socio-cultural aspects. The proceedings of the Nineth International Conference on Computer-Aided Architectural Design Research in Asia, presents 74 papers which were selected from the 131 submissions through a blind review of 58 international reviewers. Each submission was reviewed by three reviewers and the final acceptance was based on their recommendations.
series CAADRIA
more www.caadria.org
last changed 2022/06/07 07:49

_id sigradi2004_061
id sigradi2004_061
authors Leonardo Combes
year 2004
title Arquitectura otra [Architecture "Another"]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper describes experimental work carried out in a special architectural design studio. It runs methods that are different of the traditional teaching in the .normal. studios. The entire working time is separated in two characteristic periods: .Creative tasks. and .Design tasks.. The purpose is to clarify the design process assuming that generating ideas has quite different characteristics than leading them to the real world. Creative work means imagination whose limits are difficult to establish. In fact imagination hates imposed limits. Conversely the final task of design is to determine limits. These two opposed forces are conciliated in the design process. Ideas as well as physical objects need special means of representation. These are discussed in order to illustrate the trends underlying this particular design studio. (Architecture, design, teaching, digital representation)
series SIGRADI
email
last changed 2016/03/10 09:54

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