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 554

_id cf2005_2_37_117
id cf2005_2_37_117
authors LIN Chieh-Yen and CHIU Mao-Lin
year 2005
title The Concept Space Explorer
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. 139-148
summary Design is often initiated by some ideas or concepts to form the design process, while design cases provide the impetus for design inspiration and conception. This paper is aimed at establishing a knowledge retrieval mechanism based on design concepts and their semantic relations. This research is based on a case library (CBA) implemented on the web as a repository of house cases and a learning environment for case-based design. The implementation and discussion is presented.
keywords design knowledge, semantic web, ontology, concept space, case library
series CAAD Futures
email
last changed 2005/05/05 07:06

_id cf2005_1_63_131
id cf2005_1_63_131
authors YAN Wei and KALAY Yehuda
year 2005
title Simulating Human Behaviour in Built Environments
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. 301-310
summary This paper addresses the problem of predicting and evaluating the impacts of the built environment on its human inhabitants. It presents a simulation system comprising a usability-based building model and an agent-based virtual user model. The building model represents both geometric information and usability properties of design elements, and is generated automatically from a standard CAD model. Virtual users are modelled as autonomous agents that emulate the appearance, perception, social traits and physical behaviour of real users (walking, sitting, meeting other virtual users, etc.). Their behaviour model is based upon theoretical and practical environment-behaviour studies, real world data from a field study, and Artificial Life research. By inserting the virtual users in the usability-enabled building model, and letting them “explore” it on their own volition, the system reveals the interrelationship between the environment and its users. The environment can then be modified, to see how different arrangements affect user behaviours.
keywords behaviour simulation, behaviour study, human modelling, building modelling
series CAAD Futures
email
last changed 2006/11/07 07:27

_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 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 cf2005_1_44_228
id cf2005_1_44_228
authors BURRY Jane, BURROW Andrew, AMOR Robert and BURRY Mark
year 2005
title Shared Design Space
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. 217-226
summary Collaborative design activity that involves remote multilateral, multidisciplinary communication has become more commonplace with the electronic means to communicate across any distance in real time. The communication itself can be both an important repository of project information and an important part of the process of conceptualisation and design development. This research has explored the apparent shortcomings inherent in commonly used means of communication and how these impact on the design process. This paper describes research that has taken as a starting point the analysis and observation of actual design communication from the archive of an internationally published collaborative project involving disciplinarily diverse and globally scattered participants. Through the analysis, we have identified characteristics of communication tools or information environments that would address the particular issues found to impede collaboration while fostering those aspects that support it. The findings have been used to inform the design, specification and implementation of collaborative information spaces based on Wiki software.
keywords collaborative design, communication, design process, digital media, computer mediated communication
series CAAD Futures
email
last changed 2006/11/07 07:27

_id acadia05_156
id acadia05_156
authors Cabrinha, Mark
year 2005
title From Bézier to NURBS: Integrating Material and Digital Techniques through a Plywood Shell
doi https://doi.org/10.52842/conf.acadia.2005.156
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. 156-169
summary The development of digital fabrication has reintroduced material processes with digital processes. There has been much discussion about the tool and the objects of the tool, but little discussion of the implication of the material process on the digital process. A brief historical review on the development of computer numerical control and the origins of the Bézier curve reveals an instrumental fact: computer numerical controlled tools necessitated advancements in computational surfaces which eventually led to NURBS (Non-Uniform Rational B-Splines) surfaces. In other words, the origins of NURBS surfaces resides in its relation to material processes, rather than many current approaches that develop free form surfaces and then force the tool onto the material without regard to the material properties. From this historical and mathematical review, this project develops toward more intelligent construction methods based on the integration of NURBS differential geometry paired with material qualities and processes. Specifically, a digital technique of developing conceptual NURBS geometry into piecewise surface patches are then flattened based on the material thickness and density. From these flattened patches, a material technique is developed to intelligently remove material to allow the rigid flat material to re-develop into physical surface patches. The goal of this research is to develop digital and material techniques toward intelligent construction based on the correspondence between digitally driven surface and digitally driven material processes. The application of this technique as a rational and flexible system is to support the dynamic response of form and material toward such performative aspects as structure, daylight, ventilation, and thermal properties.
series ACADIA
email
last changed 2022/06/07 07:54

_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 sigradi2005_463
id sigradi2005_463
authors Costa Cabral, Cláudia Piantá
year 2005
title Computer City, 1994
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 463-467
summary This paper is about an emblematic design of the sixties, Dennis Crompton’s Computer City, published in 1964 by Archigram Magazine. Besides other enterprises of its time, Archigram promoted a critical view over institutionalised post-war modernism for not being able to recognize the emergence of new social realities, identified with the new technologies of automation and information, the restructuring of capitalist fordism and the shift from a predominantly industrial culture to an electronic culture. This paper sustains that more than a direct translation of unquestionable technical necessities; it was a conscious attempt of producing a sort of representation of technology. Crompton’s design clearly demonstrates the actual change in the character of technology, when it is no longer primarily identified with artefacts and objects, as the machine, and seems to be progressively identified with abstract and ubiquitous systems and processes of control, as automation and information systems. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:49

_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 ijac20053403
id ijac20053403
authors Datta, Sambit; Beynon, David
year 2005
title A Computational Approach to the Reconstruction of Surface Geometry from Early Temple Superstructures
source International Journal of Architectural Computing vol. 3 - no. 4, 471-486
summary Recovering the control or implicit geometry underlying temple architecture requires bringing together fragments of evidence from field measurements, relating these to mathematical and geometric descriptions in canonical texts and proposing "best-fit" constructive models. While scholars in the field have traditionally used manual methods, the innovative application of niche computational techniques can help extend the study of artefact geometry. This paper demonstrates the application of a hybrid computational approach to the problem of recovering the surface geometry of early temple superstructures. The approach combines field measurements of temples, close-range architectural photogrammetry, rule-based generation and parametric modelling. The computing of surface geometry comprises a rule-based global model governing the overall form of the superstructure, several local models for individual motifs using photogrammetry and an intermediate geometry model that combines the two. To explain the technique and the different models, the paper examines an illustrative example of surface geometry reconstruction based on studies undertaken on a tenth century stone superstructure from western India. The example demonstrates that a combination of computational methods yields sophisticated models of the constructive geometry underlying temple form and that these digital artefacts can form the basis for in depth comparative analysis of temples, arising out of similar techniques, spread over geography, culture and time.
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id acadia05_058
id acadia05_058
authors Daveiga, José and Ferreira, Paulo
year 2005
title Smart and Nano Materials in Architecture
doi https://doi.org/10.52842/conf.acadia.2005.058
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. 58-67
summary We describe and analyze the fields of Smart and Nano Materials and their potential impact on architectural design and building fabrication. Distinguishing Smart and Nano materials, Smart Materials perform both sensing and actuating operations, whereas many Nano materials are capable of self-assembly. In general, Smart and Nano materials can perform like living systems, simulating human skin, the body’s muscles, a leaf’s chlorophyll and self-regeneration. Recognizing that the traditional partition between Materials Science and Architecture is obsolete, our intent is to show how these two fields are intrinsically connected, while growing evermore symbiotic as we progress into the futureKeeping the designer in mind, our paper begins with the question: “What Nano and Smart materials can be used in future architectural designs?” Outlining what such materials might mean for architectural fabrication and design, we claim that Smart and Nano Materials can imitate living organisms. Effective implementation of these materials will therefore allow designed spaces to operate as active organs within a larger dynamic organism, synthesizing both expressive intent and pragmatic considerations. This paper is a collaboration between an architect and a materials scientist on the future of materials and their influence in architecture. By giving examples of work already underway we intend to illustrate and suggest directions ranging from the functional to the expressive, from tectonics to morphology. We conclude with a reflection on the importance of future research between our two areas of knowledge.
series ACADIA
email
last changed 2022/06/07 07:55

_id cf2005_1_82_21
id cf2005_1_82_21
authors DE VRIES Bauke and HARINK Jeroen
year 2005
title Construction Analysis during the Design Process
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. 413-422
summary 4D CAD systems are used by contractors for visually checking the construction process. To enable simulation of the construction process, the construction planner links building components from a CAD model with the activities from a project planning. In this paper we describe a method to generate a project planning directly from a CAD model using basic construction knowledge. A case study is discussed briefly to show the current results and the shortcomings. Finally an outlook is presented on a more advanced implementation that is (also) useful for designers.
keywords 4D CAD, design process, construction analysis, automatic planning
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_547
id 2005_547
authors Elger, Dietrich and Russell, Peter
year 2005
title Crisis? What Crisis?
doi https://doi.org/10.52842/conf.ecaade.2005.547
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 547-556
summary The paper describes the current situation concerning career opportunities in the field of architecture in developed western countries. Several aspects that are almost universal mark this situation. Firstly, there are too many architects chasing traditional work in competition with structural (civil) engineers. This is not surprising in consideration of the fact, that the architectural education industry produces far too many new architects for the economy to absorb. In Germany, the number is almost three times too many. Secondly, the needs of the building industry have changed over the past twenty years so that the skills that architects want to offer are not necessarily those that are sought. Lastly, the constant specialisation of work has continued unabated. Architects, as generalists, have idly watched their areas of expertise be usurped from neighbouring fields like civil and structural engineering The reasons for this crisis are manifold. In the schools of architecture, the discussions often deal with form or formal arguments, which, in fact, have little or no relevance to the building industry. This position was tenable so long as the clients were willing to accept formal arguments in order to receive buildings of high quality or current social relevance (i.e. current architectural fashion). With the dual aspects of globalisation and a shift to maintaining building stocks rather than producing new buildings, the tolerance for “architectural” discussions has been reduced even further. Indeed, the monetary pressures overwhelm almost all other aspects, including so-called green issues. What is more, most of the monetary issues are time based. Time represents, perhaps, the largest pressure in any current planning project. The clients expect expedient, accurate and inexpensive solutions. If architects are not able to produce these, the clients will (and do) go elsewhere. The authors argue that there remain serious problems to be solved for architects and the metier in general. Ever cheaper, ever faster and ever encompassing information technologies offer the architectural community a chance to turn recent trends on their head. By using information technologies to their full potential, architects can reassert themselves as the coordinators of building information and processes. Simply put, this means less photorealistic rendering and more databases, which may be unappealing for those architects who have positioned themselves as “designers” and are able to talk long on form, but short on cost or logistics. Nonetheless, the situation is not lost, so long as architects are able to recognise what is desired from the point of view of the client and what is desired from the point of view of the architect. It is not a question of one or the other. Architects must be able to offer innovative design solutions that not only address the fiscal, legal and programmatic constraints, but also push the boundaries at to the position of architecture in the community at large. For educators, it must be made clear that the real potential architects possess is their encompassing knowledge of the building process including their expertise concerning questions of architectural form, function, history and art. Precisely while they are generalists are architects invaluable in a sea of specialists. The biggest hurdle to asserting this in the past has been the control of the vast amounts of information. This is no longer a problem and also no longer an excuse. In the education of architects, it must be made clear that their role dictates sovereignty over architectural information. Architectural Information Management is a necessary skill alongside the more traditional architectural skills. A brief outlook as to how this might come about is detailed in the paper. The authors propose didactic steps to achieve this. Primarily, the education of computer supported planning should not simply end with a series of lectures or seminars, but culminate in integrated Design Studios (which including Design-Build scenarios).
keywords Architectural Information Mangement, Computer Supported Design Studios, CSCW
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia05_184
id acadia05_184
authors Fineout, Matthew G.
year 2005
title The Tower of Babel: Bridging Diverse Languages with Information Technologies
doi https://doi.org/10.52842/conf.acadia.2005.184
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. 184-191
summary New digital tools or information technologies are providing the means for architects to realize unprecedented architectural creations. Unfortunately, the promise these technologies hold is far from their potential expression in the built physical environment. A contributing cause to this disjunctive state is the multiplicity of languages and knowledge sets employed by the various team members or actors engaged in a building project. From the cost models of the owners to the shop drawings of the fabricators, each actor views the project in terms specific to their individual discipline. In order to successfully engage the building process, these new technologies must account for this condition and develop means in which to span across traditional boundaries. This paper will examine the disjointed and fractured nature of the building project and identify opportunities for the deployment of information technologies to bridge boundaries, ultimately providing for and delivering architectural projects of unparalleled precedence. Specific aspects inherent to these technologies will be examined to understand where their application may benefit the building process. The key attributes this paper will focus on include: visualization tools, centralized database, cross discipline platform tools and novel forms of information representation. A case study of an architectural project will serve as the means in which to study the successful implementation of these attributes and their resulting impact on the design process and building project. This study will demonstrate how information technologies can be implemented within the multifaceted framework of conventional building projects to yield a project of unprecedented form.
series ACADIA
email
last changed 2022/06/07 07:50

_id cf2005_1_51_122
id cf2005_1_51_122
authors FISCHER Thomas
year 2005
title Generation of Apparently Irregular Truss Structures
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. 229-238
summary While cheaper mass-customisation technologies are becoming available, architectural design strives for ever more complex and less regular forms. The increasing costs associated with this tendency are difficult to control. Key factors contributing to this cost increase are non-uniform building components. Focusing on space frame construction, this paper examines the possibility of creating apparently irregular structures from relatively small sets of identical parts. Starting with an examination of the cost implications of irregular truss construction, a case study of the Beijing National Swim Center's space frame system and the conflicting natures of bottom-up and top-down generative logic in this context is presented. The paper concludes with the description of the development of a truss system that incorporates various design variables that increase visual irregularity. Learning from the past, this new system draws its basic logic from classic space frame principles but applies present-day computational logic to achieve new aesthetic effects and structural possibilities.
keywords apparent irregularity, truss structures, prefabrication, generative design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id acadia05_078
id acadia05_078
authors Fox, Michael and Hu, Catherine
year 2005
title Starting From The Micro: A Pedagogical Approach to Designing Interactive Architecture
doi https://doi.org/10.52842/conf.acadia.2005.078
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. 78-93
summary The paper outlines a pedagogical approach whereby a number of technology-intensive skills can be quickly learned to a level of useful practicality through a series of discrete, yet cumulative explorations with the design goal of creating intelligently responsive architectural systems. The culmination of such explorations in creating full-scale interactive architectural environments leads to a relatively unexplored area of negotiation whereby individual systems must necessarily manage environmental input to mediate a behavioural output. The emerging area of interactive architecture serves as a practical means for inventing entirely new ways of developing spaces, and the designing and building environments that address dynamic, flexible and constantly changing needs. Interactive architecture is defined here as spaces and objects that can physically re-configure themselves to meet changing needs. The central issues explored are human and environmental interaction and behaviours, embedded computational infrastructures, kinetic and mechanical systems and physical control mechanisms. Being both multidisciplinary and technology-intensive in nature, architects need to be equipped with at least a base foundational knowledge in a number of domains in order to be able to develop the skills necessary to explore, conceive, and design such systems. The teaching methods were carried out with a group of undergraduate design students who had no previous experience in mechanical engineering, electronics, programming, or kinetic design with the goal of creating a responsive kinetic system that can demonstrate physical interactive behaviours on an applicable architectural scale. We found the approach to be extremely successful in terms of psychologically demystifying unfamiliar and often daunting technologies, while simultaneously clarifying the larger architectural implications of the novel systems that had been created. The authors summarize the processes and tools that architects and designers can utilize in creating and demonstrating of such systems and the implications of adopting a more active role in directing the development of this new area of design.
series ACADIA
email
last changed 2022/06/07 07:50

_id 2005_197
id 2005_197
authors Hsieh, Chih-Wen
year 2005
title A Networked Sketching Environment for Supporting Collective Creativity
doi https://doi.org/10.52842/conf.ecaade.2005.197
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 197-204
summary In the early conceptual design, individual designers often make extensive use of sketches to explore design problems. Moreover, within the collaborative design sessions, designers communicate and discuss with each other by sharing their temporary sketches. These private design artifacts are used to externalize ideas and share them with other designers in order to facilitate the performance of design sessions. During such social interaction performance, some abstraction behaviors behind social activities like collective creativity are synchronized. However, the existent tele-communication tools proposed for separated design groups, slightly hold back the activities of collective creativity. It makes designers dedicated just in the table discussion, and negatively influenced on collective creativity sharing. Thus, some private design artifacts became isolated in tele-communicative environments. In order to respect this, we propose an approach that uses the notion of Digital Backchannel to realize the sub-channel communications. In this paper, we also present the implementation of a working prototype of groupware application. Finally, we discussed some points from our studies.
keywords CSCD: CSCW; Natural User Interface; Digital-Backchannel; Collective Creativity
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia05_048
id acadia05_048
authors Katodrytis, George
year 2005
title Poiesis and Autopoiesis in Architecture
doi https://doi.org/10.52842/conf.acadia.2005.048
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. 48-57
summary The use of digital technology in architecture has proven to be more assertive than originally thought: it has reconditioned the nature of the design process, and established new processes and techniques of fabrication. Recent applications in digital technology show inquisitiveness in the contentious subject Genetic Algorithms. This new architectural process is characterized by two main shifts: from poiesis (or poetry) to autopoiesis, and from authenticity to mimesis. Since evolutionary simulations give rise to new forms rather than design them, architects should now be both artists and operators of both Inventive and Systematic design. Inventive design: The digital media should bring about poiesis (poetry). Digital spaces reveal and visualize the unconscious desires of urban spaces, bringing forth new dreamscapes, mysterious and surreal. This implies a Freudian spatial unconscious, which can be subjected to analysis and interpretation. The tools of digital dreaming, meanwhile, have opened a window to the ‘urban unconscious’. Systematic Design: Digital media should bring about an autopoiesis. This approach calls into question traditional methods of architectural design that replace the hierarchical processes of production known as “cause and effect,” and propose a design process where the architect becomes a constructor of formal systems. Will the evolutionary simulation replace design? Is metric space dead? The new algorithmic evolutionary conditions give architecture an autopoiesis, similar to biological dynamics. Paradoxically, the new emerging process is more insightful. The emphasis of the exploration is on morphological complexity. Architecture, through “machine” fabrication, may become more responsive, rigorous and poetic.
series ACADIA
email
last changed 2022/06/07 07:52

_id cdc2008_243
id cdc2008_243
authors Loukissas, Yanni
year 2008
title Keepers of the Geometry: Architects in a Culture of Simulation
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 243-244
summary “Why do we have to change? We’ve been building buildings for years without CATIA?” Roger Norfleet, a practicing architect in his thirties poses this question to Tim Quix, a generation older and an expert in CATIA, a computer-aided design tool developed by Dassault Systemes in the early 1980’s for use by aerospace engineers. It is 2005 and CATIA has just come into use at Paul Morris Associates, the thirty-person architecture firm where Norfleet works; he is struggling with what it will mean for him, for his firm, for his profession. Computer-aided design is about creativity, but also about jurisdiction, about who controls the design process. In Architecture: The Story of Practice, Architectural theorist Dana Cuff writes that each generation of architects is educated to understand what constitutes a creative act and who in the system of their profession is empowered to use it and at what time. Creativity is socially constructed and Norfleet is coming of age as an architect in a time of technological but also social transition. He must come to terms with the increasingly complex computeraided design tools that have changed both creativity and the rules by which it can operate. In today’s practices, architects use computer-aided design software to produce threedimensional geometric models. Sometimes they use off-the-shelf commercial software like CATIA, sometimes they customize this software through plug-ins and macros, sometimes they work with software that they have themselves programmed. And yet, conforming to Larson’s ideas that they claim the higher ground by identifying with art and not with science, contemporary architects do not often use the term “simulation.” Rather, they have held onto traditional terms such as “modeling” to describe the buzz of new activity with digital technology. But whether or not they use the term, simulation is creating new architectural identities and transforming relationships among a range of design collaborators: masters and apprentices, students and teachers, technical experts and virtuoso programmers. These days, constructing an identity as an architect requires that one define oneself in relation to simulation. Case studies, primarily from two architectural firms, illustrate the transformation of traditional relationships, in particular that of master and apprentice, and the emergence of new roles, including a new professional identity, “keeper of the geometry,” defined by the fusion of person and machine. Like any profession, architecture may be seen as a system in flux. However, with their new roles and relationships, architects are learning that the fight for professional jurisdiction is increasingly for jurisdiction over simulation. Computer-aided design is changing professional patterns of production in architecture, the very way in which professionals compete with each other by making new claims to knowledge. Even today, employees at Paul Morris squabble about the role that simulation software should play in the office. Among other things, they fight about the role it should play in promotion and firm hierarchy. They bicker about the selection of new simulation software, knowing that choosing software implies greater power for those who are expert in it. Architects and their collaborators are in a continual struggle to define the creative roles that can bring them professional acceptance and greater control over design. New technologies for computer-aided design do not change this reality, they become players in it.
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_id sigradi2005_338
id sigradi2005_338
authors Rodrigues Félix, Neusa; Adriane Borda Almeida da Silva , Felipe Heidrich, Carlos Campani, Ana Lúcia Pinho Lucas, Gabriel Abad
year 2005
title Group GRAFICA LIVRE: a collaborative work of analysis and enhancement of Open Source Software to distance learning on Digital Graphics
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 338-343
summary This work deals with the process of exploiting the potentialities of Open Source software to promote distance learning of Digital Graphics. It is considered that this modality of study should offer flexibility in terms of software choices. The GRAFICA LIVRE group emerges with an interdisciplinary character to establish collaborative space of work between students and lecturers from Computer Science Course and Digital Graphics Post-Graduation Course. The hypothesis of this study refers to the possibility of identification and development of procedures to create virtual environments using open source software. The activities defined lead to the implementation of three-dimensional multi-user environment based on open source software in both senses, used to the construction of the environment and to the development of activities to distance learning on Digital Graphics. This paper describes the methodology to structure didactic material to be accessed remotely focusing on identification and enhancement of tools to develop specific activities. [Full paper in Portuguese]
series SIGRADI
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last changed 2016/03/10 09:59

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