CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id acadia04_282
id acadia04_282
authors Anders, Peter
year 2004
title Arch-OS: An Implementation of Cybrid Strategies
doi https://doi.org/10.52842/conf.acadia.2004.282
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, 282-293
summary A review of the literature on Intelligent Buildings suggests an ideal of a building as an autonomous system that controls its internal and external environments. The model, whose origin lies with early models of artificial intelligence, effectively treats the building as a slave to human needs, and appears to invest more intelligence in the building than in its occupants. This paper proposes that automated environments be understood as extensions of human sense and awareness. It describes an operating system, Arch-OS, that exemplifies this approach by increasing building occupants’ consciousness of their environment.
keywords Cybrid, Mixed Reality, Responsive Environment, Planetary Collegium
series ACADIA
email
last changed 2022/06/07 07:54

_id avocaad_2003_17
id avocaad_2003_17
authors Anna Maria Chrabin, Jaroslaw Szewczyk and Herman Neuckermans
year 2003
title A Critical Evaluation of Early Stages Software in its Capacity of Coping with Contextual Issues
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary In this paper we analyse critically early design stages software in its capacity of coping with contextual data at large (i.e. representing cultural, aesthetical context, etc.). We identified 5 categories of early stages software: geometry based graphic editors, evaluation architectural software, generative and shape-grammar based systems, evolutionary systems and other systems. Calling the object under creation during of the early stages a CAD conceptual model, we will investigate to what extend this software allows the architect to experience and represent the context in which a design is situated. Especially we will focus on its capacity to allow interaction, playful interaction on our way to the design. Designers, and particularly architects, interact with the local context similarly to interacting in a game: the context influences the users’ decisions, surprises them and causes permanent changes to their ways of thinking. On the other hand, architects permanently shape and reshape the context, and reduce the context to a protean point of reference. Such behaviour characterises creative thinking that is crucial for the early stage of design. The investigation led us to the conclusions that the effective interactivity with the context needs simple rules, a plain interface and data reduced as simple as possible, especially when interaction with the context is performed during the early stages of a design process. The findings can be used in organising computer environments for early-stage design.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

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

_id da71
id da71
authors Horne, Margaret
year 2004
title Visualisation of Martyr’s Square, Beirut
source CONVR2005 5th Conference of Construction Applications of Virtual Reality, ADETTI/ISCTE, Durham, UK, 12-13 September 2005
summary Solidere, a Lebanese joint-stock company, was created by government decree in 1994 to reconstruct Beirut city-centre. The company, a form of public-private partnership, has a majority share holding of former owners and tenants of city-centre property. Several projects are underway, including the redevelopment of Place des Martyrs, once the bustling heart of Beirut but badly damaged during the war. Urban planners in Beirut have recently developed a 3D computer model to visually describe the spatial characteristics of Martyr’s Square and its context, prior to inviting design proposals for an international competition. This paper describes issues pertaining to the development of the model to meet the needs of urban designers and town planners. It also considers potential future uses of the simulation, outlining areas for further research and development.
keywords Beirut, 3D Modelling, Visual Simulation, Town Planning
series other
type normal paper
email
last changed 2006/06/08 22:10

_id ddss2004_d-157
id ddss2004_d-157
authors Krafta, R.
year 2004
title Space is the Machine, with a Ghost Inside
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. 157-173
summary The purpose of this paper is to report efforts towards the construction of a model for urban spatial dynamics simulation, based on multi-agents and space. The underlying idea is to have urban space producers and consumers operating in a two-layer, two-circuit model. The first layer holds urban space and its successive transformations; a second layer contains agents related to space; the first circuit simulates space production, and a second one simulates space consumption. Relationship between layers is represented as objective spatial features that agents are submitted to (the machine) and subjective meanings agents attach to each spatial feature (the ghost). While space works always in the same way, meanings vary according to each agent’s background and context. Relationships between circuits are represented by means of a market game in which producers try to maximize their profits by gambling with their risks, whereas consumers try to foresee the spatial distribution of local externalities that maximizes their utilities and investments. Urban Spatial Features are captured through centrality and land use patterns; every single agent’s action leads to changes in both patterns. Producers’ profit is a function of built form location. Consumers’ local externalities are concerned basically with present and future services. The model iteration is twofold: first it generates and allocates a number of built forms within a previously determined spatial system (a cellular matrix, for example), and second it allocates users to built forms. Population of users have its social profile and growth rate externally determined. Built form allocation is decided on the basis of a combination of profitXrisk perspectives. Users’ locational choice is supported by accessibility to services and present/future neighbourhood profile. Built form allocation works as parameter for users’ locational assessment, whereas users’ choices are used as parameters for developers. The model tends to adjust itself, in terms of quantities and types of built forms to be erected, although through a market lag of some iterations. Allocations are always made through weighted draws, so that mutations (non deterministic allocations) do occur.
keywords Urban Morphology, Urban Growth, Simulation
series DDSS
last changed 2004/07/03 22:13

_id 2004_238
id 2004_238
authors Mohammad Arefeen Ibrahim, M. Saleh Uddin, So-Yeon Yoon
year 2004
title Mass and Wall: The Representation of Ongoing Change in Relationship
doi https://doi.org/10.52842/conf.ecaade.2004.238
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 238-247
summary Architecture in reality is perceived mainly through the display of space enclosures of different degrees, ranging from complete enclosure to openness. These degrees of enclosure are characterized either by subtle or often exuberant display of interplay between solids and voids. Mass and wall are the key features that play an important role in the formation of any specific relationship that develops between solids and voids. The level of relationship between wall and mass therefore is critical in shaping the overall appearance of the work. As we look back in time, walls were simply used as means of enclosing the space that was to hold specific functions. Here the obvious priority is assigned to the space and the walls are simply enslaved in order of hierarchy. But, as the history of the built environment progressed with time, this pattern of relationship was challenged and being experimented by various architects. The experiments ranged from subtle variations in the thickness of wall with regard to the associated mass, or by emphasizing its existence by the use of varying height, color, texture, etc., or even by separating it from the mass that was believed to be the mother form in earlier days. Instead of being secondary to the space it enclosed, walls started taking the primary role in terms of announcing its existence. This of course is not the only path taken by architects. As always, design concept and approaches vary from one person to the other and so does the ultimate result. This change in the pattern of relationship plays a major role in developing the formal language of contemporary architecture which needs to be acknowledged. The aim of this paper is to identify the distinct deviations in the pattern of relationship between mass and wall by depicting some of the significant works of 20th century. The role of 3D computer modeling and various animation techniques to illustrate these analytical ideas is a highlight of the presentation.
keywords Mass And Wall, 3D Computer Modeling, Animation, Representation
series eCAADe
last changed 2022/06/07 07:58

_id 2004_404
id 2004_404
authors Pellitteri, P., Colajanni, B. and Concialdi, S.
year 2004
title The Architectural Envelope: an Assistant for Components Design Choices
doi https://doi.org/10.52842/conf.ecaade.2004.404
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 404-409
summary The global envelope to day focuses on it a lot of attention from architects, progressively replacing the classical concepts of wall and roof. It is a complex component, entrusted with the delicate goal of mediating between exterior and interior space, between a space boundary and a bearing structure. Its main parts are the glass wall, a substructure resisting the loads and transmitting them to the bearing structure, and the connection of the two. The latter, in turn, comprises a fitting and a bracket. The set of relationships between these components and sub-components needs the control of many conditions of consistency. The tool presented is an Assistant performing just this task helping the designer to select in each project situation the best couple of two main envelope components: fitting and bracket. The Assistant structure lends itself to implement an intelligent commercial product catalog. It seems also fit to manage component selections strongly conditioned by consistency constrains between collaborating elements.
keywords Design Assistant, Envelope, Product Selection
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2004_424
id sigradi2004_424
authors Rejane Spitz
year 2004
title Você tem fome de que? [You Have Hunger of What?]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This project . presented in the form of an artistic installation . focuses on the social, economic and political causes of hunger, its challenges, consequences and possible solutions. Those issues are discussed through the views, ideas and perceptions of 100 people we interviewed. People who live in diverse economic contexts, who face different challenges, eat different types of food . or who don.t have anything to eat. They discuss their different needs, desires, requisites and willingness. They talk about their awareness (or their lack of knowledge) of the dramatic figures of hunger, they share their thoughts and ideas on how we can reduce or eliminate hunger, on what are they doing for that to happen, and on what they believe can be done. We believe that a more realistic framework of understanding of hunger enables people to make real choices, choices that can contribute to ending this spreading human suffering.
series SIGRADI
email
last changed 2016/03/10 09:58

_id sigradi2004_370
id sigradi2004_370
authors Saulo Popov Zambiasi; Lizandra G. Lupi Vergara
year 2004
title Ambientes inteligentes computacionais aliados à arquitetura [Intelligent Computational Environments Allied to Architecture]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This work proposes a intelligent environment model to peoples with special needs. So that this intelligent environment . implemented in computer . it is efficient, a multi-level hierarchical model based on Distributed Artificial Intelligence is used, that can be applicable to any it environment or group of environments to be automated. As result, (i) it is joined computer technology to architecture; (ii) competitiveness is added to the companies of civil building construction; and (iii) it offers better life quality for the population.
keywords Distributed Artificial Intelligence, Intelligent Environments, Architecture, People with special needs
series SIGRADI
email
last changed 2016/03/10 09:59

_id acadia04_046
id acadia04_046
authors Timberlake, James
year 2004
title SmartWrap Pavilion
doi https://doi.org/10.52842/conf.acadia.2004.046
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, 46-49
summary The combination of new materials and digital design has a transformative potential, providing building products and architecture tailored specifically to the clients’ needs and site requirements. This is the essence of the architecture of mass costumisation or personalised production. How can one demonstrate this physically when in essence the product is significantly ahead of current production capabilities? This was the dilemma faced by architects James Timberlake and Stephen Kieran of KieranTimberlake Associates, when asked to design a pavilion for the Cooper-Hewitt National Design Museum in the autumn of 2003. Their response is the SmartWrap Pavilion. The SmartWrap concept will deliver shelter, climate control, lighting, information display and power with a printed and layered polymer composite. The aluminium-framed pavilion is clad in a printed skin based on a combination of polyester and its derivative polyethylene terephthalate (PET), which was developed with DuPont. The pavilion was designed using a single project model, and all the aluminium extrusions of the frame were barcoded. This coding defined their structural and construction properties.
series ACADIA
type normal paper
last changed 2022/06/07 07:56

_id 2004_515
id 2004_515
authors Tsou, J-Y., Lam, S., Jie, H. and Yucai, X.
year 2004
title Performance Based Planning for High Density Urban Habitation
doi https://doi.org/10.52842/conf.ecaade.2004.515
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 515-522
summary In Hong Kong, about 22% of the total territory‘s area can be classified as built-up area and potential development area. Only 6% of this area is allocated to district and local open space for the 6.8 million populations, i.e. 2m2 per person. Sensible planning of the limited area to enhance the livability and environmental quality hence become a challenging issue for quality urban living of the mass population. However, considering the dynamic relationship of the different performance criteria in the hyper-dense urban environment, one needs to assess various environmental criteria to carry out a balanced planning. Meanwhile, effective tools to evaluate and manage the inter-relationship of these criteria, or indexes for integrated issues indication are not readily available that a reasonable planning is not always easy to achieve. In this paper, the „openness ratio“ concept is introduced for open space planning to provide an integrated index for early stage of planning and design. The new index is expected to provide a comprehensive rating system in considering the environmental performance of open area. It helps to highlight the potential problems in planning or site layout and support the integrated thinking of the four key components: visual sensitivity, urban wind, urban noise and solar heat gain. The concept has shown to be feasible on simple massing study which is applicable in the preliminary planning stage.
keywords Design Process; Performance Simulation; Design Methodology; Urban Planning
series eCAADe
email
last changed 2022/06/07 07:57

_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 sigradi2004_081
id sigradi2004_081
authors Adriane Borda Almeida da Silva; Paula Roberta Silveira; Cristina Wildt Torrezan
year 2004
title Materiais didáticos paraoensino presencial e não presencial de perspectiva [Pedagogic Materials for Distance and Face-to-face Teaching of Perspective]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The didactic activity related to the teaching of Perspective has been revised considering the possibility offered by the computing tools. This review must evaluate the potentialities of concepts and procedures related to the traditional techniques as sources for architectural graphics expression, before suggesting its suppression. It is possible to improve the accuracy and quickness controlling the visualization parameters of three-dimensional models. On the other hand, it is necessary to explore the development of the ability to construct quick hand made perspectives (sketches). This work searches for the development of a structure to the teaching process, which emphasizes the potentiality of both ways, traditional and computerized. It explores the flexibility of teaching, from face to face to distance learning, and introduces an enlarged structure of knowledge able to support the traditional and also a computerized process of representation.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2004_192
id sigradi2004_192
authors Adrián J. Levy
year 2004
title Espacios 4-d animados - Arquitectura de la música [4-D Animated Spaces - The Architecture of Music]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This project involves the creation of an architecture of music which may be defined as a series of interdisciplinary steps which seek to generate four-dimensional virtual spaces for the materialization of music. This materialization uses music as its .genetic information ., the virtual space as its medium, and the execution time of the musical piece as the fourth dimension to a three-dimensional virtual space. Within this space, each instrument.s execution is represented by a shape whose properties undergo changes resulting from the musical information. Through the use of new Virtual Reality techniques, we will soon have the possibility to be inside the music, as a habitable place. The achievement of this project is to provide the opportunity to experience this representation through virtual animation.
keywords Architecture of music, navigable music, cyberspace, four-dimensional, animation
series SIGRADI
email
last changed 2016/03/10 09:47

_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 avocaad_2003_09
id avocaad_2003_09
authors Alexander Asanowicz
year 2003
title Form Follows Media - Experiences of Bialystok School of Architectural Composition
source LOCAL VALUES in a NETWORKED DESIGN WORLD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Stellingwerff, Martijn and Verbeke, Johan (Eds.), (2004) DUP Science - Delft University Press, ISBN 90-407-2507-1.
summary This paper considers transition from physical modelling to digital methods of the creation of architectural forms. Every type of creation has constructed the proper means of expression and its own methodology. The main thesis of this paper is that a specific character of the composition activity of an architect is determined by the modelling methods. As the research on architectural modelling, the two methods of creating spatial architectural forms (cardboard model and computer model) have been compared. Research has been done on the basis of the same exercise for both media. The process of creation proceeded in the same way, too. As the start point students have found the inspiration. Each student presented photos of existing architectural objects and a text, which explained the reasons of the choice. Next steps were sketches of the idea and realisation of the model. The achieved results of creative activity fully confirm the thesis of the research.
keywords Architecture, Local values, Globalisation, Computer Aided Architectural Design
series AVOCAAD
email
last changed 2006/01/16 21:38

_id 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 sigradi2004_292
id sigradi2004_292
authors Aline Couri Fabião
year 2004
title Vilosidades espaciais - Ambientes imersivos e interativos em rede [Space Villosities - Immersive and Interactive Environments in Network]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary With the aim to explore the potential of creating spaces through the Internet, the research is based on Novak.s concepts . .Soundscapes. and .Navigable Music. . for a project that includes the production of a file sharing software (peer to peer) and chat that allows the sonorous and visual representation of the connected users, defining a virtual space, a fluid sonorous landscape, where it.s main constituent substance is the sound. An environment network with participative and collective sound and image being able to be visualized in full screen. This software is the experimental part of the MSc project (still in its initial phase) developed in the School of Communication of UFRJ, in the line of research Communication Technologies and Aesthetics.
keywords Soundscape; communication; net art; peer to peer; environment
series SIGRADI
email
last changed 2016/03/10 09:47

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

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