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 539

_id 2005_279
id 2005_279
authors Walz, Steffen P., Schoch, Odilo, Ochsendorf, Mathias and Spindler, Torsten
year 2005
title Serious Fun: Pervasive game design as a CAAD teaching and research method
doi https://doi.org/10.52842/conf.ecaade.2005.279
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 279-286
summary Today and in the future, architectural students must be prepared for designing both physical and adaptive, computer-integrated spaces. The question is: How do we easily and effectively convey architecturally relevant theories and practices of pervasive computing in teaching? In this paper, we present a didactic model that has proved to be a possible answer. During a semester long design class, we supervised an interdisciplinary group of architecture and computer science students who teamworked on an early so called serious pervasive game prototype, entitled “ETHGame”. The class culminated in a two week compact phase and a presentation before ETH representatives involved in e-learning projects. The resulting interactive prototype takes advantage of our campus’s extensive wireless local area network infrastructure, allowing for user positioning and location based learning, servicing, and peer-to-peer communication. The game mutates the whole of the ETH Zurich campus into a knowledge space, issuing position dependent and position relevant questions to players. The ETHGame forces participants to engage with a given space in the form of a quiz and rewards them for collaborating both face-to-face and facelessly. The game helps them build a collective academic and space aware identity whilst being immersed in a sentient environment. Thus, in this paper we are introducing serious pervasive game design as a novel design research and teaching paradigm for CAAD, as well as a e-learning design strategy.
keywords Pervasive Computing; Pervasive Game Design; Serious Games; LocationBased Learning; Knowledge Space
series eCAADe
email
last changed 2022/06/07 07:58

_id 2005_763
id 2005_763
authors Beilharz, Kirsty
year 2005
title Architecture as the Computer Interface: 4D Gestural Interaction with Socio-Spatial Sonification
doi https://doi.org/10.52842/conf.ecaade.2005.763
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 763-770
summary Architecture today extends far beyond designing building shells and material, peripheral boundaries. Arguably, it has always been, and shifts increasingly in contemporary environments towards, designing space and interaction with space. Hence, the role of the designer includes integration of computing in architecture through ambient display and non-tactile interaction. This paper explores a framework in which the architecture is the computer interface to information sonification. (Sonification is automatically generated representation of information using sound). The examples in this paper are Emergent Energies, demonstrating a socio-spatially responsive generative design in a sensate environment enabled by pressure mats; Sensor-Cow using wireless gesture controllers to sonify motion; and Sonic Kung Fu which is an interactive sound sculpture facilitated by video colour-tracking. The method in this paper connects current information sonification methodologies with gesture controller capabilities to complete a cycle in which gestural, non-tactile control permutes and interacts with automatically-generated information sonification. Gestural pervasive computing negotiates space and computer interaction without conventional interfaces (keyboard/mouse) thus freeing the user to monitor or display information with full mobility, without fixed or expensive devices. Integral computing, a blurring of human-machine boundaries and embedding communication infrastructure, ambient display and interaction in the fabric of architecture are the objectives of this re-thinking.
keywords Interactive Sonification, Gesture Controllers, Responsive Spaces, SpatialSound
series eCAADe
email
last changed 2022/06/07 07:54

_id 2005_383
id 2005_383
authors Ebert, Oliver, Schoenemann, Patrick and Lenhart, Michael
year 2005
title Cityscape Computing System
doi https://doi.org/10.52842/conf.ecaade.2005.383
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 383-389
summary The central feature of the project is the development of a computer and its interfaces to simulate urban space and, in the context of an intermedia city tour, to allow citizens to creatively influence their urban space by manipulating media structures at chosen points throughout the city. A master plan is set up to re-cultivate public spaces and points of architectural focus. The city reacts interactively to the commands. A dialog is created between user and public space. The tour route is an open structure which can be expanded at any time. Via interfaces the user activates a reaction in the real city by making changes to the virtual model. This results in a dynamic space, a communication based on the results of this transformation. The user interface allows an information transfer between real people and virtual space. Virtual reality then reacts to the input by transferring that information back to reality. The direct influence on the architecture is effected by a media-transformer. It projects an additional perception level on to reality while monitoring the data via various analysis interfaces.
keywords Interactive Urbanism; Media Installation; Human-Computer-Interaction
series eCAADe
email
last changed 2022/06/07 07:55

_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 sigradi2005_645
id sigradi2005_645
authors Sanza, Paolo; Awilda Rodríguez
year 2005
title Digital windows: enhancing spatial experiences with digital technology
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 645-648
summary Understanding the emotional effects that images have in human behavior, this paper explores the effect of digital visualization in enhancing the comprehension and inhabitation of physical spaces. Similarly to the ephemeral character of an advertisement campaign, it is possible to continuously mutate selected surfaces of contained environments, creating digital windows. What is being digitally projected onto these surfaces can be programmed to respond to specific therapeutic, functional or aesthetic parameters. Digital windows are dynamic in nature and are free of capturing solely limited portion of a surrounding landscape. They do not, however, replace physical windows or the connection with the physical world, but rather are meant to complementing them and augment spatial experiences.
series SIGRADI
email
last changed 2016/03/10 09:59

_id acadia06_546
id acadia06_546
authors Williamson, Shane
year 2006
title Stock Space
doi https://doi.org/10.52842/conf.acadia.2006.546
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 546-547
summary Modest in budget and ephemeral in nature, STOCK SPACE was installed, exhibited, and dismantled over a five-day period at the Toronto National Trade Center as part of an invited exhibition of concept spaces at the 2005 Toronto Interior Design Show. Occupying 450 square feet within an 110,000-square-foot convention center, STOCK SPACE was small, vertical, warm, and quiet, in contrast to the immense horizontality of the mechanically cooled trade floor of nearly 40,000 exhibitors and attendees. STOCK SPACE was an investigation of limits. Material had to fit through doors and on our CNC milling bed. It had to clear staircases, be carried by hand, and be stored compactly within the confines of our fabrication area. STOCK SPACE was an exercise in subtraction. The space was created through the removal of stock material from a conceptually full volume that measured 24’ long x 18’ wide x 12’ tall. High density EPS foam in 4’x 8’ x 16” modules provided a light and machinable medium capable of recording the vestigial marks of fabrication as well as providing adequate dampening and insulation. The resulting assemblage of stacked modules embodied traits of the orthographic grid associated with the length and width of the stock, the topographic contours associated with the depth of the stock and the isoparametric grooves of the resulting surface. The collective composition of these elements was the analytical result of maximum machining curvature.
series ACADIA
email
last changed 2022/06/07 07:57

_id ijac20053308
id ijac20053308
authors Anders, Peter
year 2005
title Cybrid Principles: Guidelines for Merging Physical and Cyber Spaces
source International Journal of Architectural Computing vol. 3 - no. 3, 391-406
summary This article introduces seven principles for the design of mixed reality compositions. Contrasting the novelty of mixed reality technology, we have derived these principles from basic needs served by traditional architecture as well as those that have arisen since the introduction of information technologies. These principles draw also from research in cognitive science, human-computer interface design and the recognition of the multivalent, psychosomatic nature of space.
series journal
more http://www.ingentaconnect.com/search/expand?pub=infobike://mscp/ijac/2005/00000003/00000003/art00009
last changed 2007/03/04 07:08

_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 2005_163
id 2005_163
authors Balakrishnan, Bimal, Kalisperis, Loukas N. and Muramoto, Katsuhiko
year 2005
title Evaluating Workflow and Modeling Strategies of Pen Computing in the Beginning Architectural Design Studio
doi https://doi.org/10.52842/conf.ecaade.2005.163
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 163-170
summary This paper investigates the impact of Tablet PCs on the workflow in an undergraduate design studio. We examined how well the students adapted the Tablet PC into their day-to-day design work and evaluated the appropriateness of the Tablet PC as a common digital tool used in an architectural design studio. This research involved observation of student behavior during the semester and the conducting of a survey measuring various aspects of the students’ use of the computers. A more specific goal was to compare the effectiveness of the pen versus the mouse as input devices for a three-dimensional modeling task in terms of both task time and strategies. Our assumption was that a change in input mode would affect the strategies and the performance. The results of a within-subjects, repeated-measures experiment carried out to elicit differences in input devices are discussed.
keywords Digital Design Education; Human-Computer Interaction; 3D Modeling; Pen Computing; Task Analysis
series eCAADe
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 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 caadria2005_b_5b_b
id caadria2005_b_5b_b
authors Dean Bruton, Arus Kunkhet
year 2005
title Grammatical Design and Crowd Behaviour: A study of factors that influence human movement in urban spaces
doi https://doi.org/10.52842/conf.caadria.2005.328x.g4r
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. 2, pp. 328-336
summary Crowd behaviour in traffic and emergency situations has been recorded and documented since the early 1990s, often using digital representations of balls as an indicator of mass and movement. This paper reports the investigation of the factors that influence human movement in urban spaces and visualises the impact on human movements of changes to an urban design space. Using an agent-oriented approach is the common method for investigating the simulation of crowd behaviour. The relation of grammatical design to crowd behaviour is proposed as an important research area. This area developed since the technology for the advanced design visualisation of avatars or animated characters became available. The authors of the software used in Lord of the Rings and other well-known crowd movies have contributed to knowledge of the key issues in crowd behaviour in particular contexts and general situations. This paper relates experiments in teaching grammatical approaches to architectural design with digital media as a tool with three different implementations: a café, restaurant and gallery. Using a variety of design visualisation techniques gives different understandings of the use of a design space. By representing human movement in a design space in more complex visualisations we see more alternatives for better design more readily. Using notions of grammar, contingency and play to explore simple changes in design, the resulting crowd animations present an insightful early research stage experiment with the theories and models of crowd behaviour.
series CAADRIA
email
last changed 2022/06/07 07:49

_id 2005_107
id 2005_107
authors Fricker, Pia, Ochsendorf, Mathias and Strehlke, Kai
year 2005
title GENERATIVE INTERFACES AND SCENARIOS - INTERACTION IN INTELLIGENT ARCHITECTURE
doi https://doi.org/10.52842/conf.ecaade.2005.107
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 107-113
summary New media and modern building automation have a strong impact on contemporary architecture. So far one could regard built architecture as static. These new technologies introduce a dynamic impulse to architecture. The objective of our research and teaching work is to demonstrate the impact of innovative systems on architecture in daily usage while providing building automation, multimedia integration and facility management services in intelligent networked buildings. These technologies, as described in this paper are integrated in our second year course for students of Architecture. By designing an interactive graphical interface for the lab they were asked to create a spatial scenario as a self running Flash animation. Thus real space is merged with virtual reality.
keywords CAAD Curriculum, Human-Computer Interaction, Web-Based Design, Building Automation, Generative Graphical Interfaces
series eCAADe
type normal paper
email
last changed 2022/06/07 07:50

_id cf2005_1_33_194
id cf2005_1_33_194
authors HE Jie, TSOU Jin Yeu, XUE Yucai and CHOW Benny
year 2005
title A Visual Landscape Assessment Approach for High-density Urban Development
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. 125-134
summary The rapid developments of economy and urbanization bring great pressure to natural environment and resources, which contribute big challenge to sustainable urban development in high-density urban areas like Hong Kong, China and many other Eastern Asia cities. In these areas, protecting natural landscape resources and enhancing visibility to urban spaces and residential zones has become significant in improving the livability of human settlement. This paper presents a new approach in assessing the visual quality in high-density urban environment. The principal methodology is to quantitatively integrate human visual perception parameters with the visible landscape resources' characteristics. GIS is employed as the database and technical platform. A residential development in Hong Kong was used as a case study. The approach provides decision making support to urban planning, site layout design, and estate management during the early stage of the schematic design/planning process.
keywords visual perception, visual quality assessment, urban planning, GIS
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_779
id 2005_779
authors Hsiang, Shin-Hsien
year 2005
title Using Hand Movement System to Operate 3D Objects in Virtual Environment
doi https://doi.org/10.52842/conf.ecaade.2005.779
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 779-786
summary This study integrates infrared distance measuring sensors and applies wrist rotations and hand movements to replace the space operations of conventional mouse and Data Glove. Through an array of infrared distance measuring devices, the position and direction of the hand in the space can be precisely detected, allowing designers to control 3D design objects intuitively in virtual spaces. The infrared distance measuring device adopted in this study has the effective test distance about 40 cm, with the precision range between 4 ~ 30cm, which is compatible with general hand movements. This device is expected to provide designers a more economical way to achieve intuitive operations in virtual spaces, as well as an intuitive way to explore virtual environments.
keywords Input Device, Hand Movement, Human-Computer Interaction, InfraredDistance Measuring, Virtual Environment
series eCAADe
email
last changed 2022/06/07 07:51

_id cf2005_1_67_72
id cf2005_1_67_72
authors JENG Taysheng
year 2005
title Advanced Ubiquitous Media for Interactive 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. 341-350
summary Developing ubiquitous media for interactive space requires interdisciplinary collaboration in studying ubiquitous computing. This work generalizes the criteria in the many disciplines of ubiquitous computing into a conceptual framework, including interaction interfaces, sensing technologies, application control, and human adaptation. This work presents a novel system architecture based on such a framework, and a research prototype recently developed called IP++. Additionally, the design principles and the potential of IP++ are discussed.
keywords ubiquitous media, interactive space, human-computer interaction
series CAAD Futures
email
last changed 2006/11/07 07:27

_id caadria2005_a_7c_d
id caadria2005_a_7c_d
authors Jin Yeu Tsou, Jie He, Yucai Xue
year 2005
title An Open Space with Scenery: ‘Greenscape Index’ for Performance Based Planning of High Density Urban Habitation
doi https://doi.org/10.52842/conf.caadria.2005.328
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. 328-334
summary This paper presents an improvement of the original openness ratio concept, which has been formulated as an integrated index for early-stage urban open space planning and design support. The ‘greenscape index’ is a rating system which quantitatively integrates human visual perception with the visible landscape resources to evaluate the visual quality of open space vision within high-density urban environment. This new index is expected to provide more comprehensive environmental performance consideration criteria for urban planning and design. The research team also discusses the potential of the introducing this index to assess both psychological preference and physical form of urban open spaces. The new concept also has shown its feasibility on integrating key environmental considerations in visual sensitivity, urban wind, urban noise and solar heat gain into simple massing study which is applicable in the preliminary planning stage.
series CAADRIA
email
last changed 2022/06/07 07:52

_id sigradi2005_793
id sigradi2005_793
authors Kapp, Silke; Ana Paula Baltazar dos Santos
year 2005
title Digital interface for autonomous production of dwellings
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 793-798
summary This paper describes the theoretical and technological parameters for a digital interface, in development by MOM/LOW (Morar de Outras Maneiras/ Living in Other Ways), intended at the autonomous production of dwelling. It introduces the current formal and informal processes of production of dwelling arguing for the need of an instrument to enable both the distribution of alternative building components and user participation. It discusses the main questions on agency and machine intelligence as to show the need to take human-machine asymmetry into account in interface design. It also points out the main problems regarding the current technology for creating 3D digital interactive interfaces, and indicates one possible way to use the available technology and locate agency in the event. It concludes by showing that interface design can take advantage of human dialogical ability and of the machine’s capacity to offer material for that dialogue, without humanising the machine or preconditioning human responses. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:53

_id sigradi2005_575
id sigradi2005_575
authors Murad, Carlos Alberto; Claudia Veloso, Aline Andrade
year 2005
title The poetic of sight: eye-driven landscapes
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 575-579
summary This paper is based on the phenomenological approach of the imagination and poetic image of the philosopher Gaston Bachelard (1957, 1960), through a discussion of the role played by imaginary impulse in the comprehension and representation of urban nature. Our aim is to explore the epistemological potential of a poetic interpretation of eye-driven landscapes by an ontology of sight. We will do so by exploring two topopoetics themes given by Bachelard`s phenomenology, such as a blue sky deepness e o movement of intimate immensity, from which Win Wenders`s cinematic urban spaces will be analyzed. We believe the poetic contemplation of film framing would be a way from where the city and its eye-driven landscapes would meet their full human destiny. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:55

_id caadria2005_a_8b_c
id caadria2005_a_8b_c
authors N. Biloria, K. Oosterhuis
year 2005
title Envisioning the RESPONSIVE milieu: An investigation into aspects of ambient intelligence, human machine symbiosis and ubiquitous computing for developing a generic real-time interactive spatial prototype
doi https://doi.org/10.52842/conf.caadria.2005.421
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. 421-432
summary The research paper exemplifies upon a design-research experiment conducted by the Hyperbody research group (HRG), TU Delft, Faculty of Architecture under the supervision of the Author and Prof. Kas Oosterhuis (director HRG and ONL). The research work, specifically aimed at developing a real-time interactive spatial prototype, fostering multiple usability of space: ‘The Muscle Re-configured’. The ensuing Muscle Re-configured project is essentially an architectural design research undertaking maneuvering on the precincts of augmented and virtual reality, exemplifying a fusion between the material and the digital counterpart of the architectural domain. This fusion is attained through harnessing a synergistic merger between the fields of ambient intelligence, control systems, ubiquitous computing, architectural design, pneumatic systems and computation (real-time game design techniques). The prototype is visualized as a complex adaptive system, continually engaged in activities of data-exchange and optimal augmentation of its (system’s) components in accordance with contextual variations.
series CAADRIA
email
last changed 2022/06/07 07:59

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