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 572

_id 111caadria2004
id 111caadria2004
authors Nimish Biloria
year 2004
title Developing Concept Prototypes for Electronic Media Augmented Spatial Skins - An Investigation Into Biotic Processes, Material Technologies and Embedded Computation for Developing Intelligent Systemic Networks
doi https://doi.org/10.52842/conf.caadria.2004.159
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. 159-172
summary The recurrent issue of materializing a responsive architectural spatiality, emergent, in its conception and the need for collaborative substantiation of the design process, utilizing a multidisciplinary approach towards developing intelligent architectonics are exemplified upon in this research paper through a design research experiment conducted by the author: Developing concept prototypes for electronic media augmented spatial skins. The skin is conceptualized as a synergetic merger of scientific investigations into the fields of Bio-mimetics, control system, material technology and embedded computation techniques.
series CAADRIA
last changed 2022/06/07 07:58

_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 acadia04_088
id acadia04_088
authors Bechthold, Martin
year 2004
title Digital Design and Fabrication of Surface Structures
doi https://doi.org/10.52842/conf.acadia.2004.088
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aidd 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, 88-99
summary This paper presents a study in digital design and manufacturing of shells, which are material-efficient systems that generate their load-bearing capacity through curvature. Their complex shapes are chal­lenging to build, and the few current shell projects employ the same shape repetitively in order to reduce the cost of concrete formwork. Can digital design and manufacturing technology make these systems suitable for the needs of the 21st century? The research developed new digitally-driven fabrication processes for Wood-Foam Sandwich Shells and Ferrocement-Concrete Sandwich Shells. These are partially pre-fabricated in order to allow for the application of Computer-Numerically Controlled (CNC) technology. Sandwich systems offer advantages for the digitally-enabled construction of shells, while at the same time improving their structural and thermal performance. The research defines design and manufacturing processes that reduce the need for repetition in order to save costs. Wood-Foam Sandwich shells are made by laminating wood-strips over a CNC-milled foam mold that eventually becomes the structural sandwich core. For Ferrocement-Concrete sandwich shells, a two-stage process is presented: pre-fabricated ferrocement panels become the permanent formwork for a cast-in-place concrete shell. The design and engineering process is facilitated through the use of parametric solid modeling envi­ronments. Modeling macros and integrated Finite-Element Analysis tools streamline the design process. Accuracy in fabrication is maintained by using CNC techniques for the majority of the shaping processes. The digital design and manufacturing parameters for each process are verified through design and fabrication studies that include prototypes, mockups and physical scale models.
keywords Shell, Pre-Fabrication, Prototype, Custom-Manufacturing, Simulation
series ACADIA
email
last changed 2022/06/07 07:54

_id 2005_037
id 2005_037
authors Côté, Pierre, Léglise, Michel and Estévez, Daniel
year 2005
title Virtual Architecture as Representation for Creative Design Process - Through a Collaborative eDesign Studio
doi https://doi.org/10.52842/conf.ecaade.2005.037
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 37-45
summary Using Virtual Architecture (VA) as a general scheme for representations to sustain the reflection activities involved in the design process can help students to initiate creative design ideas. Because of its implicit abstract nature, VA can be used, to represent original ideas or processes, or well-known architectural theories to articulate design ideas. Furthermore, VA as a mean of expression, turn out to be a source of inspiration for students who perceive it as medium with very few limits with which to develop, explore and express their design intuitions. A recent collaborative edesign studio experience is reported to illustrate the benefit observed. Using three examples out of ten student projects, we show how designs and design process have been characterized by those virtual representations. In fall semester 2004, the edesign studio took place between the Schools of Architecture of Toulouse and Université Laval in Québec. VA was both an academic and a studio topic at Laval while the other school students had a traditional design task to tackle, namely the rehabilitation of Chapou University Residences for students in Toulouse. Students from both schools composed each edesign team. In addition, three common architectural themes were web-documented and introduced to both classes: room, as defined by Louis Kahn: “a space which knows what it wants to be is a room”; color, as an architectural medium in dialectic with structure; and body-space relationships, as articulated by Gilles Deleuze and its projection to cyberspace. From the edesign studio results, we are arguing that virtual architecture should be looked at not only as new domain to be investigated by architects and taught in academic studios but also as a new medium of design to develop and explore design intuitions through virtual representations.
keywords Virtual Architecture; Virtual Representations; Medium; eDesign; Design by Collaboration
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2004_057
id sigradi2004_057
authors Themis Fagundes; Eliane Schlemmer; Clarice Maraschin
year 2004
title Cidades virtuais: projetos de aprendizagem em arquitetura e urbanismo [Virtual Cities: Architecture and Urbanism Learning Projects]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper discuss partial findings concerning academic research on Virtual Cities and Virtual Learning Environments, applied to the learning process in Architecture and Urbanism. We approach the paradigmatic shift on the conception of space and time, related to Informational Technology in the global context (WWW). This implies changes in the notion of city, space and place within the network society, which are raw material for architects. We use case study methodology to build partial digital models of the city of Porto Alegre, Brazil, based on basic 3D modelling and GIS technology. They composed computer places that are our digital base for the future development of virtual cities. They are operated as learning objects by the community of students and teachers, within Virtual Learning Environments (AVA). We argue that this process might enhance the development of autonomy, solidarity and cooperation, which are relevant cognitive abilities to the profile of young architects.
keywords Virtual Cities, Network Society, Informational Technology, Virtual Learning Environments
series SIGRADI
email
last changed 2016/03/10 10:01

_id sigradi2004_493
id sigradi2004_493
authors Jean-Pierre Chupin
year 2004
title The "tectonic bug" (The fall of the body in cyberspace)
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Architects have been opening up onto cyberspace for more than a decade now. In terms of disciplinary issues, at stake is our ability to inhabit this new space as .designers. and not just as spectators. In the mid 90s, two theories engaged in a major confrontation. The first valued the virtual dimension of architectural space (W. J. Mitchell, City of Bits, 1995), the other valued the tectonic dimension and its constructive poiesis (K. Frampton, Studies in Tectonic Culture, 1995). Although divergent in their view of architecture.s role in the future of our technological societies, both theories revealed aspects of our relationship to the contemporary body that were, and today remain, inseparable. Where Mitchell.s book clearly intends to establish cyberspace as a new playground for architects, giving convincing examples of the programmatic mutations of modern spatiality, Kenneth Frampton.s work, Studies in Tectonic Culture, reexamines the constructive culture underlying the modern conception of space. Neither a simple history text nor a collection of technical poetry, this latter work is a manifesto developing a set of materialist ethics for the discipline of architecture. This "rappel à lordre" to resist the increasing dematerialization of architecture closes tentatively with Le Corbusier.s classic metaphor of the acrobat: The architect, he said, must not look for truth in extremes. Rather, he must struggle constantly to maintain balance. .Nobody asked him to do this. Nobody owes him any thanks. He lives in the extraordinary world of the acrobat.. Following Le Corbusier.s advice, and in consideration of current and recurrent tensions between the virtual and the tectonic, what can we say today of such a delicate equilibrium?
series SIGRADI
email
last changed 2016/03/10 09:53

_id ddss2004_ra-19
id ddss2004_ra-19
authors Akamine, A. and A. Nélson Rodrigues da Silva
year 2004
title An Evaluation of Neural Spatial Interaction Models Based on a Practical Application
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. 19-32
summary One of the serious problems faced by the Brazilian municipalities is the scarcity of resources for building education infrastructure. This asks for an optimal allocation of the available resources that includes, among other things, a rational spatial arrangement of the supply points (i.e., schools) in order to increase the demand coverage (i.e., students). If it is possible to foresee the regions where the demand is going to be concentrated, it is then possible to plan the location of new facilities and to assess the impact on the future level of service of the entire system. Considering that one of the consequences of the location-allocation process is the distribution of trips from demand points to supply points throughout the city, therefore affecting the overall intraurban accessibility conditions to essential services such as education, there is a strong need of models that planners can rely on to predict the future trip distribution patterns. As a result, the objective of this work was to evaluate the performance of Artificial Neural Networks (ANN) when applied to spatial interaction models, the so-called Neural Spatial Interaction Models. This was done in a practical context, in contrast to the more theoretical works commonly found in literature. The practical application showed that the neural spatial interaction model had different performances when compared to the traditional gravity models. In one case the neural models outperformed the gravity models, while on the other case it was just the opposite. The explanation for this may be in the data or in the ANN model formulation, as discussed in the conclusions.
keywords Artificial Neural Networks, Spatial Interaction Models, Education Infrastructure
series DDSS
last changed 2004/07/03 22:13

_id sigradi2004_209
id sigradi2004_209
authors Alexandre Cantini Rezende
year 2004
title Estudo sobre o cognitivismo e o hipertexto, e a disponibilização de material didático na internet [A Study on Cognitivism and Hypertext, and Pedagogical Material delivery over the Internet]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Internet has made the use of computer based teaching tools more popular then ever. Little attention has been paid to methods for providing schoolbooks in hypertext environment, though. The objective of this research was to develop propositions of methods and tools specifically for presenting textbook in interactive digital environments, paying attention to the characteristics and demands of contemporary youth and the characteristics and potentialities of hypertext systems, specially its associative quality, similar to those of the human mind. The theory on which this article is based is brought by David Ausubel.s cognitive pedagogy and its similarity to web systems, especially those which are hypertext based.
keywords Hypertext; Education; Cognition; Webdesign; Textbook
series SIGRADI
email
last changed 2016/03/10 09:47

_id avocaad_2003_06
id avocaad_2003_06
authors Arturo F. Montagu and Juan Pablo Cieri
year 2003
title Urbamedia - Development of an urban database of fragments of some Argentinian and Latin-American cities using digital technology
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary The proposal of "Urbamedia" is to undertake the development of 3D virtual and interactive models of historical areas of Latin-American cities. The selected zone is the "Mayo Avenue" including the "Mayo Square", an historical place of the city of Buenos Aires, Argentina; this project is financed by the National Agency of Scientific and Technological Development of Argentina and the University of Buenos Aires.We are presenting the first experimental model of the "Mayo Square" that has been developed at ABACUS, Department of Architecture & Building Aids Computer Unit, University of Strathclyde UK. combined with a system analysis of urban activities using the “Atlas.ti” CAQDAS software.This particular use of the “Atlas.ti” software is under experimental applications to this type of urban analysis procedures; allowed us the possibility to analysed a set of activities by means of graph theory as result of a series of interviews to the people working in the area. We are also looking to include historical areas of three cities: Mar del Plata, Rosario and Santa Fe (Argentina) and eventually other cities from Latin América as Rio de Janeiro and Habana.Due that ABACUS has a strong experience in city modelling plus the powerful software and hardware used there, we must develop a VRML customized menu to be adapted to our low cost PC equipment. The 3D model will be used mainly in urban design simulation procedures and the idea is to extend to other type of simulations of the environmental parameters.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id sigradi2006_e131c
id sigradi2006_e131c
authors Ataman, Osman
year 2006
title Toward New Wall Systems: Lighter, Stronger, Versatile
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 248-253
summary Recent developments in digital technologies and smart materials have created new opportunities and are suggesting significant changes in the way we design and build architecture. Traditionally, however, there has always been a gap between the new technologies and their applications into other areas. Even though, most technological innovations hold the promise to transform the building industry and the architecture within, and although, there have been some limited attempts in this area recently; to date architecture has failed to utilize the vast amount of accumulated technological knowledge and innovations to significantly transform the industry. Consequently, the applications of new technologies to architecture remain remote and inadequate. One of the main reasons of this problem is economical. Architecture is still seen and operated as a sub-service to the Construction industry and it does not seem to be feasible to apply recent innovations in Building Technology area. Another reason lies at the heart of architectural education. Architectural education does not follow technological innovations (Watson 1997), and that “design and technology issues are trivialized by their segregation from one another” (Fernandez 2004). The final reason is practicality and this one is partially related to the previous reasons. The history of architecture is full of visions for revolutionizing building technology, ideas that failed to achieve commercial practicality. Although, there have been some adaptations in this area recently, the improvements in architecture reflect only incremental progress, not the significant discoveries needed to transform the industry. However, architectural innovations and movements have often been generated by the advances of building materials, such as the impact of steel in the last and reinforced concrete in this century. There have been some scattered attempts of the creation of new materials and systems but currently they are mainly used for limited remote applications and mostly for aesthetic purposes. We believe a new architectural material class is needed which will merge digital and material technologies, embedded in architectural spaces and play a significant role in the way we use and experience architecture. As a principle element of architecture, technology has allowed for the wall to become an increasingly dynamic component of the built environment. The traditional connotations and objectives related to the wall are being redefined: static becomes fluid, opaque becomes transparent, barrier becomes filter and boundary becomes borderless. Combining smart materials, intelligent systems, engineering, and art can create a component that does not just support and define but significantly enhances the architectural space. This paper presents an ongoing research project about the development of new class of architectural wall system by incorporating distributed sensors and macroelectronics directly into the building environment. This type of composite, which is a representative example of an even broader class of smart architectural material, has the potential to change the design and function of an architectural structure or living environment. As of today, this kind of composite does not exist. Once completed, this will be the first technology on its own. We believe this study will lay the fundamental groundwork for a new paradigm in surface engineering that may be of considerable significance in architecture, building and construction industry, and materials science.
keywords Digital; Material; Wall; Electronics
series SIGRADI
email
last changed 2016/03/10 09:47

_id eaea2003_13-bartik
id eaea2003_13-bartik
authors Bartik, R.
year 2004
title Materials and Technologies Utilized in Creation of Architectural Models
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. 59-64
summary The preliminary consideration of criteria directly influencing the choice of technology and material is always essential for the expression of the architect’s or investor’s images.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id acadia04_186
id acadia04_186
authors Bell, Bradley
year 2004
title Digital Tectonics: Structural Patterning of Surface Morphology
doi https://doi.org/10.52842/conf.acadia.2004.186
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
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_601
id 2004_601
authors Bourdakis, Vassilis
year 2004
title Developing VR Tools for an Urban Planning Public Participation ICT Curriculum; The PICT Approach
doi https://doi.org/10.52842/conf.ecaade.2004.601
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 601-607
summary This paper is a work in progress report on the Planning Inclusion of Clients through e-Training (PICT) Leonardo funded project. The aim of the paper is to present the issues related to the development of appropriate Information Communication Technologies (ICT) material enabling Virtual Reality (VR) technologies in this particular context. The tools developed are organised in three distinct parts: the common core part, the public oriented and the planner oriented. The curriculum structure is analysed, the methods employed in developing the VR tools are presented and the initial experiments are discussed.
keywords Public Participation, ICT Curriculum, Urban Planning, VR
series eCAADe
email
last changed 2022/06/07 07:54

_id eaea2003_25-ws-breen
id eaea2003_25-ws-breen
authors Breen, J.
year 2004
title Towards a Virtual Design Media Museum. Identifying, Structuring and Presenting Design and (Re) Presentation Media Artifacts
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. 122-132
summary Designing is largely a process of (inter)active imaging. The evolvement of a design concept from preliminary design proposal towards spatial and material environment generally follows an uncertain path through uncharted landscape; a journey of exploration which requires both rational and creative consideration, frequently involving the interchange of information within a design team and collaboration with representatives from different contributing disciplines. Designs are conceived, worked out and specified step by step (roughly speaking from ‘rough to fine’) in iterative design ‘loops’. All the time the designer tries to determine which ‘course’ should be taken, by considering reference material, by reflecting on conceptions developed previously and by generating specific options aimed at furthering the ‘concretisation’ of the end product. In the course of such a trajectory, visual information is continually being developed, selected, tested, and subsequently either discarded or perfected. From early times architects have been considered not only as knowledgeable ‘experts’ in the field of building as a craft, but also as ‘creative directors’ of such development processes. The architect should be capable of not only conjuring up visions of the future spatial and material form of the building, but also of conveying these to the other ‘actors’ involved in the initiation and building process. Such ‘sharing’ of information is necessary in order to generate sufficient understanding, consensus, enthusiasm, as well as means. To become more than ‘figments of the imagination’, the designer’s ideas need to be ‘pinned down’ (even if they are not yet entirely finished) and communicated by using some form of reliable – and preferably readable – ‘language’ for design development and communication.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_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 acadia11_138
id acadia11_138
authors Buell, Samantha; Shaban, Ryan; Corte, Daniel; Beorkrem, Christopher
year 2011
title Zero-waste, Flat Pack Truss Work: An Investigation of Responsive Structuralism
doi https://doi.org/10.52842/conf.acadia.2011.138
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 138-143
summary The direct and rapid connections between scripting, modeling and prototyping allow for investigations of computation in fabrication. The manipulation of planar materials with two-dimensional CNC cuts can easily create complex and varied forms, volumes, and surfaces. However, the bulk of research on folding using CNC fabrication tools is focused upon surfaces, self-supporting walls and shell structures, which do not integrate well into more conventional building construction models.This paper attempts to explain the potential for using folding methodologies to develop structural members through a design-build process. Conventional building practice consists of the assembly of off-the-shelf parts. Many times, the plinth, skeleton, and skin are independently designed and fabricated, integrating multiple industries. Using this method of construction as an operative status quo, this investigation focused on a single structural component: the truss. A truss is defined as: “A triangulated arrangement of structural members that reduces nonaxial external forces to a set of axial forces in its members.” (Allen and Iano 2004)Using folding methodologies and sheet steel to create a truss, this design investigation employed a recyclable and prolific building material to redefine the fabrication of a conventional structural member. The potential for using digital design and two-dimensional CNC fabrication tools in the design of a foldable truss from sheet steel is viable in the creation of a flat-packed, minimal waste structural member that can adapt to a variety of aesthetic and structural conditions. Applying new methods to a component of the conventional ‘kit of parts’ allowed for a novel investigation that recombines zero waste goals, flat-packing potential, structural expression and computational processes.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id sigradi2004_415
id sigradi2004_415
authors Carmen Aroztegui
year 2004
title The solitary confinement cell of punta de rieles: A place with stories to tell
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Different people remember the same place differently. The question posed by my research is about how to create a visualization of a place that presents different personal recollections. My research addresses this issue through a case study: the visualization of a women.s political prison, located in Punta de Rieles, Uruguay, during the Uruguayan dictatorship (1973-85). The visualization will be based on the memories recounted by these women. My research will result in a written report and an audiovisual installation. The installation will provide an immersive experience centered on the solitary confinement cell. The implementation suggests changes in lighting in the solitary confinement cell as the main formal expression of the variations in the women.s testimonies.
keywords Visualization, subjectivity, memories, immersion, prison
series SIGRADI
email
last changed 2016/03/10 09:48

_id sigradi2004_089
id sigradi2004_089
authors Charles C Vincent
year 2004
title Projeto arquitetônico e computação gráfica: processos, métodos e ensino [Architectural Design and Computer Graphics: Processes, Methods and Education]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The architectural design processes lectured at an architectural school are brought into a new level when computer graphics tools are thought as "aids to architectural design". The experience described in this paper is one where computer graphics tools are used as such "design aids", and put to work as soon as .conceptual design. takes place.
keywords BIM, Methodology
series SIGRADI
email
last changed 2016/03/10 09:48

_id 0131
id 0131
authors Chiarella, Mauro
year 2004
title GEOMETRY AND ARCHITECTURE: NURBS, DESIGN AND CONSTRUCTION
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 135-139.
summary Geometry regarded as a tool for understanding is perhaps the part of Mathematics which is the most intuitive, concrete and linked to reality. From its roots as a tool to describe and measure shapes, geometry as ‘the space science’ , has grown towards a theory of ideas and methods by means of which it is possible to build and study idealised models, not only from the physical world but also from the real world. In graphic architecture thought, geometry usually appears as an instrumental support for project speculation. Geometric procedures are presented as representational resources for the graphic testing of reflection and for the exposition of ideas in order to build a logical order as regards representation and formal prefiguration. The fast rise of computing in the last decades has made it possible for architects to work massively and in a graphic and intuitive way with mathematical representations of tridimensional geometry, such as the NURBS . These organic surfaces of free shapes defined by vectorial curves have allowed access to a rapid generation of complex shapes with a minumum amount of data and of specific knowledge.

The great development of modelling achieved by the digital media and the limitations in the technical and building areas and in the existence of materials which are coherent with the resultant shapes reveal a considerable distance between the systems of ideation and simulation characteristic of the computing era and the analogous systems of production inherited from the slow industrial development. This distance has been shortened by CAD/CAM systems, which are, however, not very accessible to the architectural field. If we incorporate to the development of these divergent media the limitations which are distinctive of the material resources and procedures of the existent local technology, the aforementioned distance seems even greater.

Assuming the metaphor of living at the threshold of two ages (industrial-computing, analogical-digital, material-virtual) and the challenge of the new conceptual and operational tools in our field, we work in the mixture, with no exclusions or substitutions, proposing (by means of the development of informational complements) some alternatives of work to approach the issue under discussion from the Architecture Workshop.

keywords Geometry, Design, NURBS, Unfolding, Pedagogy
series other
type normal paper
email
last changed 2005/04/07 12:51

_id 2004_050
id 2004_050
authors Chiu, Mao-Lin
year 2004
title Curious Agents in Virtual Exhibitive Environments Simulative Human-Computer Interaction
doi https://doi.org/10.52842/conf.ecaade.2004.050
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 50-57
summary The creation of virtual environments is becoming the alternative for spatial design, while what can be expanded from the real environment is often questioned. This paper proposes the agent interface based on curiosity to create human computer interaction in virtual exhibitive environments. From a social and behavioral point of view, this research explores the use of places as metaphors and simulative human-computer interactions in virtual environments by reactive agents and proactive curious agents based on situation detection. The process is demonstrated by a museum exhibition project. Both the physical and the virtual environment are built, and studied the human behaviors and experiences from their presence at both environments. Agent interfaces are adopted in the virtual environment to enhance people-to-people and people-to-place interactions. The development process, the observation, the interface agent, and discussion based on the findings are presented.
keywords Virtual Environment; Digital Design; Agent; Curiosity; Interfaces
series eCAADe
email
last changed 2022/06/07 07:56

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