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

PDF papers
References

Hits 1 to 20 of 358

_id sigradi2005_483
id sigradi2005_483
authors Abdelhameed, Wael
year 2005
title Digital-Media Impact on the Representation Capability of Architects
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 483-489
summary Architects draw to define design problems, to construct concepts, or to explore ideas. Representation not only connects various design activities and tasks, but also is utilized inside all these activities and tasks. Within the context of this research, the Design Capabilities of architects are defined as the skills used during the design process, including Conceptualization, Representation, Form Giving, Knowledge Building and Retrieving, and Decision-Making. Using representational techniques introduced by digital media during design development has altered what we can represent, perceive, and therefore conceive and imagine. Depending on primary data (a global questionnaire) and secondary data (synthesis of previous researches), the results of this investigation have substantiated that there has been a positive impact of digital media settings on the output of Representation capability of architects. The analysis reveals some detailed findings, which provide a better understanding of the subject matter.
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2005_a_2b_a
id caadria2005_a_2b_a
authors Affleck, Janice; Kvan Thomas
year 2005
title REINTERPRETING VIRTUAL HERITAGE
doi https://doi.org/10.52842/conf.caadria.2005.169
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 169-178
summary This paper describes the context and proposal for an alternative approach to the common pattern of application of digital tools in the area of cultural heritage, also know as Virtual Heritage (VH). It investigates and addresses arising issues in a digital case study developed to implement a theoretical framework and investigate how and if existing technology can support it.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:54

_id acadia05_012
id acadia05_012
authors Anshuman, Sachin
year 2005
title Responsiveness and Social Expression; Seeking Human Embodiment in Intelligent Façades
doi https://doi.org/10.52842/conf.acadia.2005.012
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 12-23
summary This paper is based on a comparative analysis of some twenty-six intelligent building facades and sixteen large media-facades from a socio-psychological perspective. It is not difficult to observe how deployment of computational technologies have engendered new possibilities for architectural production to which surface-centeredness lies at that heart of spatial production during design, fabrication and envelope automation processes. While surfaces play a critical role in contemporary social production (information display, communication and interaction), it is important to understand how the relationships between augmented building surfaces and its subjects unfold. We target double-skin automated facades as a distinct field within building-services and automation industry, and discuss how the developments within this area are over-occupied with seamless climate control and energy efficiency themes, resulting into socially inert mechanical membranes. Our thesis is that at the core of the development of automated façade lies the industrial automation attitude that renders the eventual product socially less engaging and machinic. We illustrate examples of interactive media-façades to demonstrate how architects and interaction designers have used similar technology to turn building surfaces into socially engaging architectural elements. We seek opportunities to extend performative aspects of otherwise function driven double-skin façades for public expression, informal social engagement and context embodiment. Towards the end of the paper, we propose a conceptual model as a possible method to address the emergent issues. Through this paper we intend to bring forth emergent concerns to designing building membrane where technology and performance are addressed through a broader cultural position, establishing a continual dialogue between the surface, function and its larger human context.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia05_170
id acadia05_170
authors Barker, Daniel and Dong, Andy
year 2005
title A Representation Language for a Prototype CAD Tool for Intelligent Rooms
doi https://doi.org/10.52842/conf.acadia.2005.170
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 170-183
summary Intelligent rooms are a type of intelligent environment which enhance ordinary activities within the confines of a room by responding to human interaction using pervasive and ubiquitous computing. In the design of intelligent rooms, the specification of how the intelligent room enacts intelligent behavior through computational means is as integral as the geometric description. The self-aware and context-aware capabilities of intelligent rooms extend the requirements for computer-aided design tools beyond 3D modeling of objects. This article presents a Hardware as Agents Description Language for Intelligent Rooms (HADLIR) to model hardware in an intelligent room as “hardware agents” having sensor and/or effector modalities with rules and goals. End-users describe intelligent room hardware as agents based on the HADLIR representation and write agent rules and goals in Jess for each hardware component. This HADLIR agent description and the requisite software sensors/effectors constitute “hardware agents” which are instantiated into a multi-agent society software environment. The society is then bridged to either a virtual environment to prototype the intelligent room or to microelectronic controllers to implement a physical intelligent room. The integration illustrates how the HADLIR representation assists in the design, simulation and implementation of an intelligent room and provides a foundation technology for CAD tools for the creation of intelligent rooms.
series ACADIA
email
last changed 2022/06/07 07:54

_id cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
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. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2005_720
id sigradi2005_720
authors Bermudez, Julio; Jim Agutter
year 2005
title Data Architecture Studio: Premises, Pedagogy, and Results
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 720-724
summary Information Visualization (InfoVis) is the field devoted to the study of methods for displaying data in information-rich domains. Although most of the InfoVis solutions have been developed by scientists and engineers, artists and designers have began to bring in their expertise to advance the state of the art. The role that architects may play in this development could be substantial. Yet, participating in this new design frontier means to master skills and knowledge not necessarily covered by traditional architectural education. This paper presents a four-year effort devoted to develop such InfoVis curricula in an architectural context. The course encodes knowledge harvested over almost 10 year of InfoVis research bridging 5 disciplines and delivering many successful academic, technological, and commercial products. In particular, the class investigates the use of architecture as (1) a fundamental data organizational device and (2) a research method of examination, response, and communication for InfoVis problems.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2020_112
id sigradi2020_112
authors Brandao, Jaqueline; Costa, Frederico Ribeiro; Silva, Geovany
year 2020
title Morphological transformations in Brazilian peripheral areas: a case study of the Vila Cabral neighborhood at Campina Grande-PB
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 112-119
summary This article describes an analysis of the morphological changes between 2005 and 2020 in the Vila Cabral neighborhood, located on the outskirts of the Brazilian city of Campina Grande. The research was developed in two different analytical scenarios, adopting the algorithmic- parametric computational implementation as a methodology, and applying the following procedures: (i) formal decomposition of a sample of the urban fabric; (ii) visibility graph analysis (VGA); (iii) analysis of the diversity of uses and (iv) analysis of urban density (populational and built). The study demonstrated that the association of different urban analysis tools strengthens decision-making in the context of evidence-based urban design.
keywords Algorithmic-parametric urban analysis, Evidence-based design, Urban morphology, Campina Grande, Brazilian peripheral sprawl
series SIGraDi
email
last changed 2021/07/16 11:48

_id sigradi2005_494
id sigradi2005_494
authors Bund, Elizabeth A.; Mónica B. Rábano
year 2005
title Influences of the digital media in architectonic codification
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 494-498
summary This work considers affectation produced in disciplinarian codes by digital image, understood as a sign, and its influence in social codes in context of a hyper communicated macro society. Disciplinarian codes construct the significant structure of environment; affect behaviors in the identity sense, making comprehensive the habitable shapes and the individual and collective mechanisms of attribution of significance. The architect operates above them and in a dialectic action, connecting social and disciplinarian codes. The conformation of formal laws, generated in the context of the virtuality and the image, proposes to architects a renewal of language, working in a synthetic and ambiguous world. This paper adds to the theoretical frame of a current investigation, and its objective is to contribute to comprehension of modes in which, the electronic paradigm has been installed, in the relationship between the different actors that update the codes and ratify its dynamic role. [Full paper in Spanish]
series SIGRADI
last changed 2016/03/10 09:47

_id 2005_501
id 2005_501
authors Celani, Gabriela, Pupo, Regiane, Mendes, Gelly and Pinheiro, Érica
year 2005
title Generative Design Systems for Housing
doi https://doi.org/10.52842/conf.ecaade.2005.501
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 501-506
summary The present paper describes an undergoing research that aims at developing a generative design computer implementation with an outside-in approach, OIDS. The system will allow developing and visualizing context-based housing development designs. This approach will include both natural characteristics of the site and the existing neighboring buildings. It is argued that certain common urban design practices are the result of a simplification due to difficulties in dealing with the irregularities of the natural environment, which often requires the use of time-consuming methods. The computer-based application will provide tools for dealing with such difficulties, allowing designers to describe their own design rules. In an initial phase of the project, a tool that can subdivide irregular land parcels into equally sized areas has been developed. In further stages, other environmental variables will be addressed, such as solar aspect and prevalent wind directions. Eventually, even the designs of interior layouts should result from exterior forces. The resulting generative system is expected to facilitate and encourage the use of a more organic approach to building siting and design, bringing about the important discussion about which should be the main forces in the generation of the built environment.
keywords Generative Design; Context-Based Design; Housing Design; Building Siting; Urban Space Simulation
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia05_094
id acadia05_094
authors Clayton, Mark J.
year 2005
title How I Stopped Worrying and Learned to Love AutoCAD
doi https://doi.org/10.52842/conf.acadia.2005.094
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 94-103
summary The history of computing is expressed through AutoCAD as an accretion of ideas and inventions, each of which was a breakthrough in its time. Learning to use AutoCAD, or any CAD system, is augmented by an understanding of the historical context of its development. In contrast to a “deconstructivist” criticism of AutoCAD that avoids all historical context, this paper discusses the user interface of AutoCAD placed in its historical context by combining facts of history with personal reminiscences. The paper answers mysteries about AutoCAD such as “Why a black screen?”, “Why LISP?”, “Why a command line?”, “Why layers, pens and line types?”, and “Why 2D?” An understanding of context and history is a starting point for understanding, mastering, and improving software.
series ACADIA
email
last changed 2022/06/07 07:56

_id sigradi2005_103
id sigradi2005_103
authors Clayton, Mark J.
year 2005
title Computational design and AutoCAD: reading software as oral history
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 103-107
summary Although the user interface and operation of AutoCAD may seem counter to architectural predilections, the software can be better understood in a historical context of themes of computational design, automated production drawings, and design graphics. Current interest in Building Information Modeling draws upon themes in architectural computing established 40 years ago and expressed in AutoCAD throughout its 25 year history.
series SIGRADI
email
last changed 2016/03/10 09:49

_id sigradi2005_535
id sigradi2005_535
authors Costa, Lucia Maria S.A .; Yuri Queiroz Abreu Torres, Erivelton Muniz da Silva, Leonardo Ventapane, Ana Lucia Cordeiro Luz
year 2005
title Carioca urban waters: digital representations
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 535-539
summary The main objective of this paper is to discuss the value of digital graphic representation as a tool to display research findings in Landscape Architecture and Urban Design. This is discussed through the presentation of a web site named Águas Urbanas Cariocas. The paper, after briefly presenting the research context, explains the process of the making of the site, highlighting its main aspects. It concludes arguing the value of graphic representation as one of the ways of interacting different knowledges. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:49

_id cf2011_p051
id cf2011_p051
authors Cote, Pierre; Mohamed-Ahmed Ashraf, Tremblay Sebastien
year 2011
title A Quantitative Method to Compare the Impact of Design Mediums on the Architectural Ideation Process.
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. 539-556.
summary If we compare the architectural design process to a black box system, we can assume that we now know quite well both inputs and outputs of the system. Indeed, everything about the early project either feasibility studies, programming, context integration, site analysis (urban, rural or natural), as well as the integration of participants in a collaborative process can all be considered to initiate and sustain the architectural design and ideation process. Similarly, outputs from that process are also, and to some extent, well known and identifiable. We are referring here, among others, to the project representations or even to the concrete building construction and its post-evaluation. But what about the black box itself that produces the ideation. This is the question that attempts to answer the research. Currently, very few research works linger to identify how the human brain accomplishes those tasks; how to identify the cognitive functions that are playing this role; to what extent they operate and complement each other, and among other things, whether there possibly a chain of causality between these functions. Therefore, this study proposes to define a model that reflects the activity of the black box based on the cognitive activity of the human brain. From an extensive literature review, two cognitive functions have been identified and are investigated to account for some of the complex cognitive activity that occurs during a design process, namely the mental workload and mental imagery. These two variables are measured quantitatively in the context of real design task. Essentially, the mental load is measured using a Bakan's test and the mental imagery with eyes tracking. The statistical software G-Power was used to identify the necessary subject number to obtain for significant variance and correlation result analysis. Thus, in the context of an exploratory research, to ensure effective sample of 0.25 and a statistical power of 0.80, 32 participants are needed. All these participants are students from 3rd, 4th or 5th grade in architecture. They are also very familiar with the architectural design process and the design mediums used, i.e., analog model, freehand drawing and CAD software, SketchUp. In three experimental sessions, participants were asked to design three different projects, namely, a bus shelter, a recycling station and a public toilet. These projects were selected and defined for their complexity similarity, taking into account the available time of 22 minutes, using all three mediums of design, and this in a randomly manner to avoid the order effect. To analyze the two cognitive functions (mental load and mental imagery), two instruments are used. Mental imagery is measured using eye movement tracking with monitoring and quantitative analysis of scan paths and the resulting number and duration of participant eye fixations (Johansson et al, 2005). The mental workload is measured using the performance of a modality hearing secondary task inspired by Bakan'sworks (Bakan et al.; 1963). Each of these three experimental sessions, lasting 90 minutes, was composed of two phases: 1. After calibrating the glasses for eye movement, the subject had to exercise freely for 3 minutes while wearing the glasses and headphones (Bakan task) to get use to the wearing hardware. Then, after reading the guidelines and criteria for the design project (± 5 minutes), he had 22 minutes to execute the design task on a drawing table allowing an upright posture. Once the task is completed, the subject had to take the NASA TLX Test, on the assessment of mental load (± 5 minutes) and a written post-experimental questionnaire on his impressions of the experiment (± 10 minutes). 2. After a break of 5-10 minutes, the participant answered a psychometric test, which is different for each session. These tests (± 20 minutes) are administered in the same order to each participant. Thus, in the first experimental session, the subject had to take the psychometric test from Ekstrom et al. (1978), on spatial performance (Factor-Referenced Cognitive Tests Kit). During the second session, the cognitive style is evaluated using Oltman's test (1971). Finally, in the third and final session, participant creativity is evaluated using Delis-Kaplan test (D-KEFS), Delis et al. (2001). Thus, this study will present the first results of quantitative measures to establish and validate the proposed model. Furthermore, the paper will also discuss the relevance of the proposed approach, considering that currently teaching of ideation in ours schools of architecture in North America is essentially done in a holistic manner through the architectural project.
keywords design, ideation process, mental workload, mental imagery, quantitative mesure
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 2005_599
id 2005_599
authors Couceiro, Mauro
year 2005
title Architecture and Biological Analogies
doi https://doi.org/10.52842/conf.ecaade.2005.599
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 599-606
summary The study described in this paper evolves within the larger context of a research aimed at inquiring into analogies between architecture and nature, and more specifically between architecture and biology. Biology is a recursive source of architectural inspiration due to the tight relationship between form and function, the natural balance of forces and the corresponding geometric solutions found in living beings. Roughly, one can classify historical analogies between architecture and biology into two main categories. The first tries to mimic biological forms and the second biological processes. The specific goal of the described study is to find how new technologies can redefine and support the process of constructing such analogies. It uses as a case study a tower project designed by the architect Manuel Gausa (ACTAR, Barcelona) called Tornado Tower because of its complex shape inspired in the frozen form of a tornado. Due to the geometric irregularities of the tower, Gausa’s team had difficulties in designing it, especially because solving the structural problems required constant redrawing. This paper describes the first part of the study which primary goal was to conceive a parametric program that encoded the overall shape of the Tornado Tower. The idea was to use the program to simplify the drawing process. This required a mathematical study of spirals and helices which are at the conceptual basis of the external structure and shape of the tower. However, the program encodes not only the shape of Gausa’s tower, but also the shapes of other buildings with conceptual similarities. Such class of shapes is very recurrent in nature with different scales and with different utilities. Therefore, one can argue that the program makes a mathematical connection between a given natural class of shapes and architecture. The second part of the study will be devoted to extending the program with a genetic algorithm with the goal of guiding the generation of solutions taking into account their structural fitness. This way, the analogy with genetic procedures will be emphasized by the study of the evolution of forms and its limits of feasibility. In summary, the bionic shape analogy is made by the generation of mimetic natural forms and a genetic process analogy starts with the parametric treatment of shape based on code manipulations. At the end the program will establish an analogy between architecture and biology both terms of form and process.
keywords Genetics; Evolutionary Systems; Parametric Design
series eCAADe
email
last changed 2022/06/07 07:56

_id cf2005_2_51_24
id cf2005_2_51_24
authors DONATH Dirk and THUROW Torsten
year 2005
title Integrated Computer-Assisted Building Surveying for Architectural Planning
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 183-192
summary The paper describes a concept for the step-by-step computer-aided capture and representation of geometric building data in the context of planning-oriented building surveying. Selected aspects of the concept have been implemented and tested as prototypes. The process of step-by-step capture and representation is determined by the order in which the user experiences the building. Only the information that the user knows (can see) or can reasonably deduce is represented. In addition approaches to the flexible combination of different measuring techniques and geometric abstractions are described which are based upon geodetic computational adjustment. The paper also examines the flexible combination of different surveying techniques and geometric abstractions achieved with the help of geodesic computational adjustment methods. Selected aspects have been implemented and investigated as prototypes. All prototypes will be shown and discussed.
keywords surveying techniques, geometric data capture, geometric representation, building information systems
series CAAD Futures
email
last changed 2005/05/05 07:06

_id ascaad2012_003
id ascaad2012_003
authors Elseragy, Ahmed
year 2012
title Creative Design Between Representation and Simulation
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 11-12
summary Milestone figures of architecture all have their different views on what comes first, form or function. They also vary in their definitions of creativity. Apparently, creativity is very strongly related to ideas and how they can be generated. It is also correlated with the process of thinking and developing. Creative products, whether architectural or otherwise, and whether tangible or intangible, are originated from ‘good ideas’ (Elnokaly, Elseragy and Alsaadani, 2008). On one hand, not any idea, or any good idea, can be considered creative but, on the other hand, any creative result can be traced back to a good idea that initiated it in the beginning (Goldschmit and Tatsa, 2005). Creativity in literature, music and other forms of art is immeasurable and unbounded by constraints of physical reality. Musicians, painters and sculptors do not create within tight restrictions. They create what becomes their own mind’s intellectual property, and viewers or listeners are free to interpret these creations from whichever angle they choose. However, this is not the case with architects, whose creations and creative products are always bound with different physical constraints that may be related to the building location, social and cultural values related to the context, environmental performance and energy efficiency, and many more (Elnokaly, Elseragy and Alsaadani, 2008). Remarkably, over the last three decades computers have dominated in almost all areas of design, taking over the burden of repetitive tasks so that the designers and students can focus on the act of creation. Computer aided design has been used for a long time as a tool of drafting, however in this last decade this tool of representation is being replaced by simulation in different areas such as simulation of form, function and environment. Thus, the crafting of objects is moving towards the generation of forms and integrated systems through designer-authored computational processes. The emergence and adoption of computational technologies has significantly changed design and design education beyond the replacement of drawing boards with computers or pens and paper with computer-aided design (CAD) computer-aided engineering (CAE) applications. This paper highlights the influence of the evolving transformation from Computer Aided Design (CAD) to Computational Design (CD) and how this presents a profound shift in creative design thinking and education. Computational-based design and simulation represent new tools that encourage designers and artists to continue progression of novel modes of design thinking and creativity for the 21st century designers. Today computational design calls for new ideas that will transcend conventional boundaries and support creative insights through design and into design. However, it is still believed that in architecture education one should not replace the design process and creative thinking at early stages by software tools that shape both process and final product which may become a limitation for creative designs to adapt to the decisions and metaphors chosen by the simulation tool. This paper explores the development of Computer Aided Design (CAD) to Computational Design (CD) Tools and their impact on contemporary design education and creative design.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_003.pdf
last changed 2012/05/15 20:46

_id sigradi2005_394
id sigradi2005_394
authors Flores Reyes, Maria Loreto
year 2005
title Diagram as media of design speculation. The productive ambiguity of Voronoi diagram.
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 394-399
summary In contrast to the traditional models of design processes based on the abstract manipulation of objects, the new digital media arena provides to architecture an interesting territory of experimentation characterized by non-linear design processes capable to articulate spatial requirements and social organizations on time. In this sense, the speculation through a diagrammatic system proposes a change focused on design as a network of processes. According to this, this paper purpose is to investigate the validity of these arguments through the use of Voronoi Diagram as design tool into the context of Create_Space research agenda of the AAD[R]L 2004-2005.
series SIGRADI
email
last changed 2016/03/10 09:52

_id cf2005_2_43_190
id cf2005_2_43_190
authors GEMEINBOECK Petra and BLACH Roland
year 2005
title Interfacing the Real and the Virtual: User Embodiment in Immersive Dynamic Virtual Spaces
source Learning from the Past a Foundation for the Future [Special publication of papers presented at the CAAD futures 2005 conference held at the Vienna University of Technology / ISBN 3-85437-276-0], Vienna (Austria) 20-22 June 2005, pp. 171-180
summary This paper discusses the performative boundary between the real and the virtual as it constitutes itself based on the potentials, conditions and abilities of Virtual Reality (VR), considered as both a technology and a medium. Starting from the prospects and the areas of application of 'new' technologies within the context of architecture, the paper seeks the point of intersection between an architectural perspective, a posthuman view and a technological potential. The focus thereby lies in the greatest challenge of VR, that is, the integration of the users as they interface the virtual and the real. The conditions and implications of such dynamic processes, perceived as space generating, rather than representing, are explored based on the authors' virtual environment: Uzume.
keywords embodiment, interface, negotiation, nonlinear systems, virtual reality
series CAAD Futures
email
last changed 2005/05/05 07:06

_id cf2005_1_53_133
id cf2005_1_53_133
authors HERR Christiane M. and KVAN Thomas
year 2005
title Using Cellular Automata to Generate High-Density Building Form
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 249-258
summary This paper presents an investigation into the use of cellular automata systems for the design of high-density architecture for Asian cities. In this architectural context, urban form is shaped by architectural solutions that are developed in a copy-and-paste manner. To this background, cellular automata are introduced and discussed with respect to the specific potential of cellular systems to support architectural design addressing large projects as well as cost and speed constraints. Previous applications of cellular automata to architectural design have been conceptual and are typically limited by the rigidity of classical automata systems as adopted from other fields. This paper examines the generative design potential of cellular automata by applying them to the re-modelling of an existing architectural project. From this application it is concluded that cellular automata systems for architectural design can benefit from challenging and adapting classic cellular automata features, such as uniform volumetric high-resolution models and globally consistent rule execution. A demonstration example is used to illustrate that dynamic, state-dependent geometries can support an architectural design process.
keywords cellular automata, high density architecture, urban morphology, generative design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 17HOMELOGIN (you are user _anon_587999 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002