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 431

_id sigradi2004_257
id sigradi2004_257
authors Antonio Serrato-Combe
year 2004
title Something 's gotta give' architectural animations
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Architectural animations are like Harry Langer, a fifty-something entertainment mogul played by best actor nominee Jack Nicholson in the film Something.s Gotta Give. They.ve been surrounded by plenty of pathetic spiritless gimmicks. And, like Harry in the film, they have suffered a heart attack. Harry did not die. Architectural animations are still around, barely. Something.s wrong with them. When Harry begins to recover, he.s surprised to find himself growing fond of a woman his own age (played by best actress nominee Dianne Keaton). This is precisely what should happen to architectural animations. They need to come to terms with more mature attitudes and approaches. This paper presents a new and different approach to architectural animations. In ninety nine percent of the cases, architectural animations have been produced at the end of the design process, just when architects or architecture students are ready to present their schemes to an audience or client group. All design decisions have been made. All aspects of the architectural solutions have been set. Tectonic qualities, lighting schemes, construction approaches, everything has been cast in stone. The animation is simply shown as a public relations gesture to broadcast to the audience that the design team is digitally savvy and uses the latest technologies. The proposition contained herein is that animations be used throughout the design process, that is, from beginning to end.
series SIGRADI
last changed 2016/03/10 09:47

_id 2004_358
id 2004_358
authors Serrato-Combe, Antonio
year 2004
title Something’s Gotta Give - Architectural Animations
doi https://doi.org/10.52842/conf.ecaade.2004.358
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 358-365
summary Architectural animations are like Harry Langer, a fifty-something entertainment mogul played by best actor nominee Jack Nicholson in the film Something’s Gotta Give. They’ve been surrounded by plenty of pathetic spiritless gimmicks. And, like Harry in the film, they have suffered a heart attack. Harry did not die. Architectural animations are still around, barely. Something’s wrong with them. When Harry begins to recover, he’s surprised to find himself growing fond of a woman his own age (played by best actress nominee Dianne Keaton). This is precisely what should happen to architectural animations. They need to come to terms with more mature attitudes and approaches. This paper presents a new and different approach to architectural animations. In ninety nine percent of the cases, architectural animations have been produced at the end of the design process, just when architects or architecture students are ready to present their schemes to an audience or client group. All design decisions have been made. All aspects of the architectural solutions have been set. Tectonic qualities, lighting schemes, construction approaches, everything has been cast in stone. The animation is simply shown as a public relations gesture to broadcast to the audience that the design team is digitally savvy and uses the latest technologies. The proposition contained herein is that animations be used throughout the design process, that is, from beginning to end.
series eCAADe
last changed 2022/06/07 07:57

_id 2004_269
id 2004_269
authors Gowans, Scott and Wright, Richard M.
year 2004
title Developing Architectonic Language Through Digital Observation
doi https://doi.org/10.52842/conf.ecaade.2004.269
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 269-277
summary The question for architects is always how to begin. This proposal attempts to illustrate a design methodology that is characterised by its attention to non-traditional generators. The focus of the paper is the definition of an innovative design process characterised by the production of an architectonic language through the observation of the ephemeral and the transitory (the quanta of place), and which pays cognisance to the realization of a three-dimensional narrative, placing value upon the products of investigation as well as the resultant design. As the title suggests the process outlined concerns itself with the examination of the ephemeral, the transitory and the unobserved. The overriding concern is with the recording of fragments of a chosen environment (site) and, the collation and depiction of these findings in an alternative three-dimensional environment (virtual space). This process is only made possible by the advent of computer applications capable of generating the complexity of three-dimensional environments needed to explore the plethora of forms generated by the initial recordings. This process is concerned with the nascence of architectural expression and the formalising of architectural propositions composed from an individual’s interpretation of the ‘space between’, the obvious and the immaterial, and the phenomena that exist there. The generators are the things beyond immediate perception. They are the quanta of place. It is this process of capturing fixed moments in time and space and, translating imperceptible nanomoments and nanoevents, that allows for the development of exploratory diagrams constructed over a backdrop of credible analysis. These make apparent the infinite possibilities for further transition whilst illustrating the conceptual lineage that links each instance to its antecedents. The resultant physical forms embody the essence of something transformed. They possess cultural and emotional syntax. They become mementos in the landscape.
series eCAADe
last changed 2022/06/07 07:51

_id sigradi2005_225
id sigradi2005_225
authors Bianchi, Alejandra S.
year 2005
title Education and innovation: present and future of teacher’s practice in digital graphic
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 225-229
summary This is a qualitative research about the “educative training process” of Digital Graphic students, in the Architectural Department of Nordeste University- Argentina. The specific aim is “to know in depth the elements that influence in the educative training process in digital graphics”, to guide the propose of new teaching strategies to make better the teaching- learning process. The studied universe includes two architecture -students groups that are coursing first and second year of the career, since 2004. The first analysis categories, allow us to find out the meaning that pupils give to the facts, to build the training process dialectic. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

_id eaea2003_11-bremer-sander
id eaea2003_11-bremer-sander
authors Bremer, S. and Sander, H.
year 2004
title View from the Road: Environmental Simulation for the Fractal City of Rhine Ruhr
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. 43-47
summary Highway seems to be more an issue of traffic planning than of urban design. But the highway can be a very important factor for the modern city pattern. Highways shape the spatial form of the fractal city. The modern highway can define new cores outside and “interior edges” within the city. Seen as a planning tool, highways are the great neglected opportunity in city and regional design. The 1st Architecture Biennial, 1ab, taking place from May 2003 to July 2003 in Rotterdam, explores the creative potentials of modern highways worldwide. An international research team discovered the spatial functions of highways in modern agglomerations. This lecture will give an overview of the results of the worldwide analyses and the design projects that had been undertaken. Both authors are members of the German research team. The German team examined the A 42 running through the Ruhrgebiet, a former coal and steal area in western Germany. The Ruhr Area is converting from an industrially orientated region to an agglomeration of high technology and science. But the regional image remains the same due to the fact that the changes cannot be seen, neither physically, nor from the road. Here, the highway could be used as a catalyst supporting and structuring the spatial changes to make them more legible for the people of Rhine-Ruhr. The nature becomes the most important tool of highway design. Landscape forms a linkage between the different cities of the region. Together with the A 40 and other local highways the region becomes the most important (and largest) public space of the new Rhine-Ruhr. The highway seen as a work of urban art can be designed only from the perspective of the driving car.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 507caadria2004
id 507caadria2004
authors Christiane M. Herr, Thomas Fischer
year 2004
title Using Hardware Cellular Automata to Simulate Use in Adaptive Architecture
doi https://doi.org/10.52842/conf.caadria.2004.815
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. 815-828
summary In this paper we give an account of our development of a hardware machine-readable cellular automata model for simulating dynamic patterns of use and adaptation in vernacular high-density architecture. In a hypothetical architectural setting that draws its formal expression from illegal façade extensions in Hong Kong and its conceptual framework from the Open Building movement, we examine state evolutions in monotonous matrices of adaptable residential units. The primary objective is to gain a better understanding not only of architectural form but also of dynamic processes in the built environment and hence of the factors that cause adaptive architectures to tend towards different types of overall attractor states. The paper gives a discussion of the project’s theoretical background as well as a detailed description of the hardware model and its modes of application.
series CAADRIA
email
last changed 2022/06/07 07:56

_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 ascaad2004_paper10
id ascaad2004_paper10
authors Khaled, Sherbini and Krawczyk, Robert
year 2004
title Overview of Intelligent Architecture
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The concept of intelligent architecture started as an interest in the latest integrated building systems operating a single building or facility, so that systems can communicate and exchange information. The communication among these systems allows the right responses and decisions to operate buildings in a productive, economical and convenient way. Communication and information sharing prevents decisions from interfering with other systems’ responses or operation. Systems’ decisions and responses form the responsive architecture that is represented by systems outputs. If intelligent buildings need to receive, analyze, and react according to such processes, responsive ones are required only to receive and react to only one input parameter. Technology and communication systems make it possible to combine several parameters by using system integration and computerization. Technology and computerized systems have enhanced and changed the manner of responses and provided a variety of decisions according to different sources of information. Receiving, analyzing, and reacting are the key criteria of intelligent building that this paper will explore. The input (reception) category covers information detection devices such as temperature sensors. The second category will be the category of analysing devices. The third category, decisions and outputs, will cover both output of sensory devices and forms of reaction and response that emanate from these systems. As a result of the third category, this paper will survey the forms of responses to determine whether or not the kinetic response is a viable choice. The paper will discuss if these three criteria are the only criteria creating intelligent building or if there are others. The paper will give an overview on intelligent architecture and explore in the main criteria determining intelligent building. The paper will then discuss when “responsive” and "kinetic" architecture becomes “intelligent”. The paper will also redefine the intelligent architecture in the light of available technology.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 107caadria2004
id 107caadria2004
authors Monchai Bunyavipakul, Raktum Sallakachat and Ekasidh Charoensilp
year 2004
title Integrating 3D Game Engine to Online Interactive Presentation for Collaborative Design Work On Pda - Collaborative Works Anytime, Anywhere
doi https://doi.org/10.52842/conf.caadria.2004.107
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 107-116
summary In this research, Quake Engine on PDA (Pocket Quake) is modified and developed to make an appropriate environment for collaborative design work in the representation phase for the architectural design teams. The system is being designed for working in the centralized environment by using central server, such as when the designing team has changed 3D Model Information and uploaded to the server then the PDA client will change the same 3D Model automatically. Game Engine will be used to develop this presentation’s tool by designing new user interface and functions for working in PDA. The trial project, The Victory Monument’s Area Development Project, will make the Online Interactive Presentation by using 3D Game Engine on PDA to reconstruct around The Victory Monument in Bangkok. Hopefully, this will make the Virtual World Online anywhere, anytime being more available and give the comparison between the site existing and the new architectural form which designed on the site for good understanding about what the design answers.
series CAADRIA
email
last changed 2022/06/07 07:58

_id 2004_366
id 2004_366
authors García Alvarado, Rodrigo and Monedero Isorna, Javier
year 2004
title The Fragmented Eye - Cinematographic Techniques for Architectural Animations
doi https://doi.org/10.52842/conf.ecaade.2004.366
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 366-373
summary In order to contribute to the elaboration of more expressive architectural animations, some famous films, documentaries of buildings and award-winning animations were analyzed. This was carried out examining the cinematographic techniques used at three levels of filming language; image setting, shot movements and montage, according to concepts described in theoretical texts. The analysis revealed an extensive use of techniques, in particular in movies, that give graphic diversity and perceptual stability. Based on that, it proposes some ideas for the planning of an architectural animation and a computer implementation of some filmic concepts, in particular related to movements of the point-of-view. This study suggest a fragmented view of building designs, to get an appealing moving presentation, with visual interest and continuity, as such should be also in architecture.
keywords Animation, Film, Image, Movement, Montage
series eCAADe
last changed 2022/06/07 07:50

_id avocaad_2003_03
id avocaad_2003_03
authors Dag Boutsen
year 2003
title AN INCLUSIVE ‘WORK-METHOD’ AND A SPECIFIC SEARCH FOR FULLY SUPPORTED SOLUTIONS THROUGH SUBJECTORIENTED DESIGN (INSTEAD OF OBJECT-ORIENTED)!
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 talks about the hardness of CAAD.And it talks about the necessity to develop ‘soft’ CAAD.A lot of architectural adventures are stopped in the beginning or the middle of the road. Because of decisions far away from the designers or the clients. These decisions break in against some aspects of the design. Small details often kill a whole design-process.Does architectural design only belong to architects and planners ?To a “Me, myself and I”-world ? For the last 10 years, we have gained a lot of experience of designing architectural landscapes in a specific way. We design in such a way that developing projects can change or evolve strongly within themselves without losing their typical spirit. Change because of external and non-predictable events, change because of unexpected or changing circumstances, change because of the participation of new intervening people….New housing projects in Apeldoorn and Dordrecht,Rehabilitation projects in Gennevilliers (Paris) and Hellersdorf (Berlin), …Schools and hospitals in Amsterdam, …Each time very local aspects are incorporated in the different design-spirits.The networks are similar because of specific design-methods.This paper wants to explain something about this process-spirit.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
type normal paper
email
last changed 2006/01/16 21:38

_id 205caadria2004
id 205caadria2004
authors Guan-Ye Mivo Chen
year 2004
title What Is Intention Structure? - Represent Invisible Information of Spatial Depicts
doi https://doi.org/10.52842/conf.caadria.2004.275
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. 275-286
summary The significant problem of this paper is how we convey spatial information to represent concrete meaning of mental imagery. For replying the above problem, we are developing a spatial information structure called "Intention Structure". Intention structure is used to represent some spatial experience of a particular person and awareness of the aura into some spatial depicts at that physical place. The meaning of “intention” is implied into a sequential relation when a navigator moves and gazes something in a place. This sequential relation can be described into two ways of spatial representation: one is the action of human body including “moving the body” and “moving the head”; another is converting the visual information into spatial memories through the behavior of gaze, including “the sight focus” and “the snapshot glance”. Otherwise, we also consider the limitation of topology at that physical place. Based on the above ideas, we use XML technologies in Java language to represent spatial data of intention structure for the describable usages of invisible information. we implemented this idea on a project of spatial analysis with Taiwanese traditional garden, the Lin family garden in Banciao, Taipei County, Taiwan.
series CAADRIA
email
last changed 2022/06/07 07:51

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

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

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

_id ascaad2004_paper4
id ascaad2004_paper4
authors Ahmad, Sumbul and Scott C. Chase
year 2004
title Design Generation of the Central Asian Caravanserai
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary Challenges for the study of Islamic architecture include its abundance and diversity in expression and its classification based on distinct functional or stylistic types. We address these issues by presenting shape grammars as a methodology for the analysis and design generation of Islamic architecture, with a specific example in the form of a parametric shape grammar for central Asian caravanserais. The grammar is developed by identifying distinct design types. Shape rules are created based on a study of the spatial elements and their organisation in the designs. We illustrate the utility of the grammar by deriving an extant design and as well as, previously unknown designs. We conclude by discussing possible extensions to the current grammar and future work involving the development of a grammar based framework for the comparative analysis of medieval Islamic courtyard buildings.
series ASCAAD
email
last changed 2007/04/08 19:47

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

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

_id 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 caadria2017_182
id caadria2017_182
authors Austin, Matthew
year 2017
title The Other Digital - What is the Glitch in Architecture?
doi https://doi.org/10.52842/conf.caadria.2017.551
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 551-559
summary This paper will discuss and investigate the issues with the concept of 'glitch' in architecture. There are currently two definitions that sit in a symbiotic relationship with each other; Moradi's (2004) and Menkman's (2011). This paper will explore the implications of these two approaches, while investigating the possibility of a third, unique definition (the encoded transform), and what effect they have on the possibility for a 'glitch architecture'. The paper will then focus on the glitches' capacity to be disruptive within the design process. In the context of architecture, it has been previously argued that the inclusion of glitches within a design process can easily create a process that does not 'converge' to a desired design outcome, but instead shifts haphazardly within a set of family resemblances (Austin & Perin 2015). Further to this, it will be revealed that this 'divergent' quality of glitches is due to the encoded nature of architectural production.
keywords Glitch aesthetics; Theory; Algorithmic Design; Process.
series CAADRIA
email
last changed 2022/06/07 07:54

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