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 568

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

_id 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 a0d4
id a0d4
authors Rosa Enrich, Andrea Carnicero, Gustavo Fornari & Pedro Orazzi
year 2004
title ANALYSIS AND EVALUATION OF MATHEMATICAL LEARNING STRUCTURES
source Proceedings of the Fourth International Conference of Mathematics & Design, Spetial Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 13-21.
summary Abstract: A series of practical tasks have been done under the general name of “Surfaces in invisible cities”. Each task was based on a story taken from the book The Invisible Cities by Italo Calvino. The research carried out allows to design a pedagogical project which makes evident , generates and connects several intentions, motivations and learning structures. It proposes the use of multi- level languages and readings. Therefore, each task takes more time than that of the proposed mathematical class. Its implementation generates a broader view than that seen at the time of design.

From the detailed analysis of the results obtained, the following diverse pedagogical aspects of this work project arise: a. The use of several multiple intelligence: Howard Gardner (1985) found that a man has several distinct intelligence types among which Logical-Mathematical; Spatial; Linguistic -oriented; Musical; Intra-personal; Kinesthetic-Corporal; Interpersonal stand out. Only those types used in the task will be analyzed, making a brief description of each type. b. The architectonic-city planning aspects: architectonic-city planning interpretation of the space imagined after reading the text, with the purpose of identifying figures, shapes, volumes and colors which are expressed via an analogous space. They consist of visual, architectonic and territorial speculations without a rigorous spatial theory and it is pretended that they possess a technical precision at mathematical concept level. c. The mathematical contents: a study of the conical and square shapes present in the designs done and used in a creative manner in students’ compositions following the reading of the story chosen is carried out. An analysis of shapes is performed and mathematical problems are posed within the design context.

Traditional sketching methods have been used in task solving and the possibilities offered by the virtual tools are analyzed.

Emphasis has been put on the vertical and horizontal interchanges in the Chair, generating changes in knowledge transmission perspectives, thus allowing the sharing of contents, abilities and resources. The architectonic work imagined and created by the students will focus on these different working lines creating a harmonious and significant whole. The work is the result of multiple connections and creative proposals.

keywords city, geometry, multiple intelligence
series other
type normal paper
email
last changed 2005/04/07 12:46

_id ascaad2004_paper8
id ascaad2004_paper8
authors Taha, Dina; Samir Hosni, Hisham Sueyllam, Bernd Streich and Michael Richter
year 2004
title A Case Based Architectural Design Application for Residential Units
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Case Based Reasoning (CBR) is an AI approach that is widely used in many fields. When it’s applied in the design field, it is frequently called Case Based Design (CBD). Its main idea resides in drawing analogies between past cases and the new case to be solved so that the user can make use of past experiences when solving a new problem. The work presented here describes a prototype application under development that makes use of CBR in the field of architectural design. The application is to act as a helping tool for architects in the pre-design phase by supplying them with an adequate number of similar past architectural cases to the design problem they have at hand. The different modules of the application will be presented and discussed, as well as the tools used to develop them.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:33

_id ddss2004_d-63
id ddss2004_d-63
authors Wen, K.-C. and W.-L. Chen
year 2004
title Applying Genetic Algorithms to Establish Disaster Decision Support System for Flooding Evacuation Path of Hsichih Area in Taiwan
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. 63-75
summary Because of the special geography features and subtropics weather in Taiwan, we need to provide correct information to help people making decision when they are in disaster. So the disaster decision support system must offer proper information of evacuation path to people. 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. Firstly, we establish the node relationship of GA calculation, the level of the weight is the standard of the date that is exported by Disaster Database. Secondly, we apply GA to calculate different evacuation path in different time series. Finally, we build the model of choosing flooding evacuation path.
keywords Genetic Algorithms, Decision Support System, GIS, Evacuation Path
series DDSS
last changed 2004/07/03 22:13

_id acadia04_186
id acadia04_186
authors Bell, Bradley
year 2004
title Digital Tectonics: Structural Patterning of Surface Morphology
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, 186-201
doi https://doi.org/10.52842/conf.acadia.2004.186
summary The computer in architectural design has shifted from its role as a merely representational device to that of a tool for instrumentalized simulation and fabrication. The desire to make buildings look like a rendering, or to produce photo-realistic images and walkthroughs has given way to an opening of the potentials of software to assist the designer with managing complex geometries, parametric organizational diagrams, structural analysis, and integrated building systems. Simulation has become the means by which virtual space becomes more than just a mirror of reality. It becomes the space within which different potential realities can be tested and evaluated before they are materially implemented. In architecture, information derived from material constraints to site conditions can be constantly fed into the computer models to provide an accurate update, which in turn introduces feedback into the overall design, and change can then be registered in the detail.
keywords surface, patterns, structure, CAD/CAM, fabrication
series ACADIA
email
last changed 2022/06/07 07:54

_id 2004_248
id 2004_248
authors Chang, Teng-Wen and Woodbury, Robert F.
year 2004
title GEOMETRY IN HIGHLY STRUCTURED DESIGN SPACES
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 248-254
doi https://doi.org/10.52842/conf.ecaade.2004.248
summary The Australian branch of the SEED project created a new formalism for design spaces in which the fundamental structuring operator is information specificity, formally characterised as subsumption. Here design space navigation is composed as combinations of the primitive operators of resolution, unification, anti-unification, search, query and hysterical undo. The structures needed to support such a view are highly constrained in a mathematical sense and it is in these constraints that the problems for representation of geometry arise. The research challenge is to add the formal design space exploration constraints into an existing geometric representation scheme or alternatively to discover a new scheme in which the constraints are realized. Based on Typed Feature Structures (TFS), Geometric Typed Feature Structures (GTFS) are a representation scheme and method for performing the basic design space exploration operations on geometric objects. The crucial insight behind extending TFS to geometry is to discover useful algebraic structures of geometric objects affording the mathematics required of TFS. In this paper we describe Geometric Typed Feature Structures through one example of form: IOPSet. Our method of exposition is both mathematical and graphical: for each structure we will demonstrate both how it meets the necessary formal conditions as well as the sorts of form-sculpting operations it enables. An architectural example: insulated enclosure is used as a demonstration of subsumption operations over IOPSet. One alternative description of insulated enclosure using GTFS is also shown in the paper.
keywords Geometric Typed Feature Structures, SEED, Design Space Explorer, Geometric Design Information
series eCAADe
type normal paper
email
last changed 2022/06/07 07:56

_id sigradi2004_400
id sigradi2004_400
authors Madhu C. Dutta
year 2004
title From cybrids to cyborgs: In search of value in scripted virtuality
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The juxtaposition of the temporal element on traditional architecture has created the possibility of a non-hierarchical, .nomadic. space (-Deleuze) which calls for an intriguing phenomenological experience of the inhabitants, in relationship to their architectural space. The paper explores some current theories which propagate these ideas of virtual reality/realism in an attempt to understand the contradictions and connections they make with the .tangible. world. Drawing from Kant.s position that .Nothing that is predicated on its real existence is considerable. the author searches for a more universal understanding of what these virtualities want to be- in this era of diluted tactility. The reason for such questions is not an attempt at ad hoc compartmentalization of these ideas, but more to find a place and meaning in the inevitable evolutionary pattern. In conclusion, the author postulates that it is only when these scripted virtualities are conditioned through such frames of reference will they cease to be merely .temporal. spaces.
series SIGRADI
email
last changed 2016/03/10 09:55

_id acadia04_138
id acadia04_138
authors Surjan, Terry
year 2004
title Appealing to the Masses, or Serious Play with Blocks
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, 138-149
doi https://doi.org/10.52842/conf.acadia.2004.138
summary With a certain budget and limited access to a Computer-Numerically-Controlled mill, fourth year architecture students were charged with the problem of designing a full-scale architectural space that could be assembled and re-assembled in various contexts and configurations. As the constraints for the design studio, an economy of capital ($150 per student) and an economy of means were devel¬oped to create and produce over 600 units of a flexible architectural component, and many variations, into a building system that could be assembled to create multiple formal and spatial configurations push¬ing the concept of Mass-Customization towards MASS-Appeal. After choosing a unit-multiple method as the most practical parti for designing a space which can be disassembled and reassembled in multiple configurations and contexts, the students developed the economy of their block unit based on a maximization of blocks per sheet of 4'x 4' Medium Density Fiberboard. 4' x 4' was the maximum size that could be cut on the CNC mill at the school of architecture. The cut sheet was developed such that less than 3% of the board would go to waste. The exploration of assembly with these components produced multiple block types and multiple connection types that gave flexibility to the designed system.
keywords STL Blocks
series ACADIA
email
last changed 2022/06/07 07:56

_id ijac20032205
id ijac20032205
authors Yi-Luen Do, Ellen; Gross, Mark D.
year 2004
title Let There be Light! Knowledge-Based 3-D Sketching Design Tools
source International Journal of Architectural Computing vol. 2 - no. 2
summary This paper presents a framework for 3D knowledgebasedsketching tools for lighting design and twosoftware prototypes built to illustrate sketch-basedinteraction with intelligent systems in 3-D domains.Spot supports direct sunlight simulation andvisualization in a selected time period and Light Pensupports placement of electric lighting designs to lightan intended area in space. In both examples, a 3-Dsketching front-end is coupled with a back-endknowledge-based system. This enables a designer topose a problem by drawing onto a 3-D model towhich the knowledge-based system offers a solution –in one case by providing quantitative data analysis; inthe other by modifying the 3-D model. Spot and LightPen’s specific domain of architectural lighting designexemplifies a more general class of 3-D interactionwith intelligent systems.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 407caadria2004
id 407caadria2004
authors Larry Sass
year 2004
title Rapid Prototyping Techniques for Building Program Study
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. 655-670
doi https://doi.org/10.52842/conf.caadria.2004.655
summary This paper is original research that demonstrates new design possibilities for evaluation in the schematic phase of design through the use rapid prototyping as a tool of representation verses 2D drawing. These program shapes are created from CAD files using a threedimensional printing and laser cutting CAM tools. This way of working is in response to two dimensional plan representation and evaluation (Mitchell 1976). This research combines the best of the visual aspects of plan representation and the formal representation of solid block modeling. The models in this paper demonstrate the building’s physical scale of spaces, building use and overall form. Resulting models will demonstrate a new way of designing in CAD one that combined physical and visual ways or representation.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ascaad2004_paper3
id ascaad2004_paper3
authors Pratini, Edison
year 2004
title Modeling with Gestures: Sketching 3D Virtual Surfaces and Objects Using Hands Formation and Movements
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The 3D SketchMaker project has developed two prototypes for a gestural 3D sketching system to be used in the earliest phases of the design process. The goal of this ongoing research is to provide architects, and other designers involved in object conception, with a 3D gestural instrument that takes advantage of new virtual reality resources and is more natural than using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections. The system was conceived to assist or replace the first 2D drawing steps in the design process, generating rough 3D sketches that can be refined later using any 3D package. It is, in essence, a 3D modelling system directed to do sketching with hand movements and gestures in a virtual reality environment.
series ASCAAD
email
last changed 2007/04/08 19:47

_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 509caadria2004
id 509caadria2004
authors Jaewook Lee, Yongwook Jeong, Seung Wook Kim, Yehuda E. Kalay
year 2004
title Intelligent Behavior Control of 3D Objects in Virtual Environments
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 845-856
doi https://doi.org/10.52842/conf.caadria.2004.845
summary Cyberspace is more malleable than a physical environment, so it can afford much wider range of responsiveness. By applying the concept of place-making, we are experimenting virtual environments which are responsive to their users’ context-specific needs. Since objects are essential components that anchor the users’ various activities, having interactive objects in a 3D virtual environment is a major design concern for developing a dynamic and experience-rich virtual environment. We propose a layered agent model for intelligent behavior control of 3D objects, based on constraint solving process.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ijac20042402
id ijac20042402
authors Kvan, Thomas; Gao, Song
year 2004
title Problem Framing in Multiple Settings
source International Journal of Architectural Computing vol. 2 - no. 4, 444-460
summary This study offers an insight to architectural students' problem framing activities using digital and paper media. The role of problem framing in design processes and its contribution to design learning has been studied by others. Here, we investigate the effects of media on framing activities. Laboratory experiments were conducted to investigate problem framing under three settings, namely online co-located, online remote and paper-based co-located. Student pairs were asked to spend forty minutes in solving collaboratively a wicked design problem. The results show that problem framing activities are significantly different in the online remote setting compared to those in the two co-located settings. We find more density of framing activities happened in the online remote setting than in the other two settings while there is no significant difference between online co-located and paper-based colocated settings.
series journal
email
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 302caadria2004
id 302caadria2004
authors Pei-Ling Wu
year 2004
title Playful and Creative Learning - A Preliminary Model for Digital Design Studio
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. 405-418
doi https://doi.org/10.52842/conf.caadria.2004.405
summary Hutt (1966) demonstrated that familiarity, clarity, simplicity, and congruity are four stimulus characteristics eliciting play. When the participant reaches this status of an activity, in which is at this point that the playfulness element enters into play, and play is an important ingredient of the creative process. Correspondently, the characteristics in digital design studios which are rapid and broad exploration, systematic design process, the use of suitable digital media, and problem solving system reveal the analogical qualities with play. Since creativity is crucial in design processes, it is worthwhile to study relationships between play and digital design studio to discover possible means to benefit and facilitate digital design learning.
series CAADRIA
email
last changed 2022/06/07 07:59

_id 306caadria2004
id 306caadria2004
authors Thomas Kvan and Song Gao
year 2004
title Problem Framing in Multiple Settings
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. 453-466
doi https://doi.org/10.52842/conf.caadria.2004.453
summary In order to improve pedagogical effectiveness, this study aims at gaining an insight on architectural students’ problem framing activities using digital versus paper media. The role of problem framing in design process and its contribution to design learning has been variously studied. Laboratory experiments were conducted to investigate the role of problem framing under three settings namely online co-located, online remote and paper-based co-located. Students were asked to spend 40 minutes in solving a wicked design problem collaboratively. The results show that in the online remote setting the activities of problem framing are significantly different compared to those in the other two co-located settings. We find more density of framing activities happened in the online remote setting than in the other two settings. We also find there is no significant difference of problem framing between online co-located and paper-based colocated settings. Through this study we suggest that multiple design tools need to be considered to support design learning and teaching.
series CAADRIA
email
last changed 2022/06/07 07:58

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

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

_id sigradi2004_349
id sigradi2004_349
authors Adriana Simeone; Roberto Segre; José Ripper Kós
year 2004
title O processo de desenvolvimento da ferramenta cidade interativa [The Developmental Process of an Interactive City Tool]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper exposes site .Cidade Interativa. development process, based on: a reflection about importance of users. points of view.s incorporation for space remodelling; a study about theoretical and practical experiences which, in different ways, approached potencialities of participation of a community.s members in a project; and, finally, a investigation of propagation alternatives of individual readings as information source for urban project, trying to enhance points of view that generally remain occult in the form of invisible practices of anonymous users. This site must be understood as concretion of an idea: creating a vehicle from which is possible to become individual readings public, so that these are shared and, also, make them available to people responsible for urban projects as information source.
series SIGRADI
email
last changed 2016/03/10 09:47

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