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 559

_id 2005_547
id 2005_547
authors Elger, Dietrich and Russell, Peter
year 2005
title Crisis? What Crisis?
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
doi https://doi.org/10.52842/conf.ecaade.2005.547
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 ad19
id ad19
authors Calderon, C., and Noble, R
year 2005
title BEYOND MODELLING: AVANT-GARDE COMPUTER TECHNIQUES IN RESIDENTIAL BUILDINGS.
source I Jornadas de Investigacion en Construccion, Madrid, 2-4 June, 2005.
summary If the result of computer innovations can be interpreted as an emerging “difference” in the quality of constructed space, then in order to truly understand what future applications may be regarding architecture at present, we should look at what advanced functions are available in the process of designing forms and space (DeLuca and Nardini, 2002). Recently the so called parametric approach, a technique for describing a large class of designs with a small description in programming code, has become a focus of attention in architectural computing. In this paper, we reflect on the current use of parametric tools using real case studies as well as our own proof of concept parametric programmes and report on how the avant-garde computer techniques may help to increase the quality of residential building.
keywords Building Quality, Parametric Design
series other
type normal paper
email
last changed 2005/12/02 11:42

_id caadria2005_b_3c_a
id caadria2005_b_3c_a
authors Christopher Lowry
year 2005
title Making Understanding: Research in the application of virtual environments in the teaching of architectural design and technology
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. 93-101
doi https://doi.org/10.52842/conf.caadria.2005.093
summary This paper describes how the application of interactive three dimensional computer modelling enables students of architecture to gain a comprehensive insight into how buildings are made. An intimate exploration of what can be, in the student’s perception, a lacklustre subject area is revitalized through the use of virtual building models and introduces the student to the potentials of this medium in communicating their own design work. In addition the published case studies are navigated as one would a web site which is a familiar and comfortable format for the student. Original working drawings and specification provided by architects are utilised in generating detailed three dimensional virtual models of the complete building along with larger scale detail studies of particular building components. The models are then animated or transferred to VRML format for publication within interactive case studies. The case studies may be accessed via the department server for use by staff during lectures and seminars or informally by the individual student.
series CAADRIA
email
last changed 2022/06/07 07:56

_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
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
doi https://doi.org/10.52842/conf.ecaade.2005.599
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 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

_id ijac202220201
id ijac202220201
authors Horvath; Anca-Simona
year 2022
title How we talk(ed) about it: Ways of speaking about computational architecture
source International Journal of Architectural Computing 2022, Vol. 20 - no. 2, pp. 150–175
summary If we understand architecture as a three-part system formed by the building, its image, or drawings and imagesdescribing buildings, and the critical discourse around architecture, then the texts or ways of speaking aboutarchitecture play a key role in understanding the field and its development. By analysing a corpus of around 4.6million words from texts written between 2005 and 2020 that form a part of critical discourse in computational architecture (understood as the result of the intense digitalization of the field), this paper aims tomap ways of speaking about computational architecture. This contributes to architectural theory and mighthelp gain a better understanding of the evolution of the digitalization of construction in general. Findings showthat computational architecture is surrounded by a specific way of speaking, hybridized with words fromfields such as biology, neuroscience, arts and humanities, and engineering. While some topics such as‘sustainability’ or ‘biology’ come up consistently in the discourse, others, such as ‘people’ or ‘human’, haveperiods when they are more and less popular. After highlighting open research questions, the paperconcludes by presenting a map of periodic and recurring topics in ways of speaking about computationalarchitecture over the last 15 years, thus tracking and documenting long-term trends, and illuminating patternsin the broader field of digital construction.
keywords Architectural design, computational architecture, design theory, digital architecture, digital construction, natural language processing
series journal
last changed 2024/04/17 14:29

_id 2005_415
id 2005_415
authors Tramontano, Marcelo and Mônaco dos Santos, Denise
year 2005
title Online_communities
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 415-423
doi https://doi.org/10.52842/conf.ecaade.2005.415
summary Research on contemporary habitation spaces is directly related to the study of the relationship between new media and everyday life. This paper presents ongoing in-depth research which intends to discuss these relationships in different ways on a conceptual basis. A collaborative multi-users interface is being specially designed, supported by different kinds of electronic equipment. Furthermore, the project’s objective is to analyze how these information and communication technologies are to be used, as well as their impact on poor communities. As a hypothesis, our intention is to verify if the access to information will be able to broaden social interactions and improve new services which have been set up, in order to guarantee a better quality of life. Beyond being a conceptual approach, the study intends to present and examine facts obtained from intervening in a poor district in São Paulo city, Brazil. Using an existing public telecenter as an access provider to the internet, individual TV-connected set-top boxes in 220 apartments in a local social housing complex are being installed, enabling users to communicate through a collaborative multiusers digital interface. Adding a virtual instance to a geographically-based community, the aim of the project is to provide new possibilities to improve dialogue and debates, to encourage more income and cultural activities. It also intends to evaluate the effects of the technological mediation of social relationships, both inside and outside the community, as well as within the physical urban space such as in the dwellings. The results of this study will be useful in defining public policies to be implemented by the Sao Paulo Local Government. The work is being sponsored by FAPESP, which is the Sao Paulo State Funding Agencie, but also by public institutions, private partners and universities. Researchers involved belong to complementary fields such as architecture, urbanism, computer sciences, social sciences, psychology and electronic engineering.
keywords Virtual Communities, Collaborative Networks, Digital Inclusion
series eCAADe
email
last changed 2022/06/07 07:57

_id 2005_083
id 2005_083
authors Agostinho, Francisco Santos
year 2005
title Architecture as Drawing, Perception and Cognition
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 83-90
doi https://doi.org/10.52842/conf.ecaade.2005.083
summary This work is about realizing that human perception is inherent to architecture. It is an asset and a trait subject to training and development in an empirical way, involving physical and manual action. It cannot be taught literally through convention and logic reasoning. It is a human achievement of great significance built on intellectual and scientific knowledge. It is something, being physical and empirical, that is supported on instrumental procedure. The computer, as a machine and an instrument, does not shorten the empirical experience of manipulation; on the contrary, it enhances J.J. Gibson’s findings about the perception of space in relation to eye and body movement. Being a cybernetic machine the computer may, and shall, evolve, and become perceptive. In order for that to happen, it is important to keep in mind the mechanism of human perception. Through producing a computerized model of a major architectural work, we develop natural knowledge about its physical features and the thought that lies underneath. To be able to use the computer as an instrument provides a user with explicit knowledge about its ways and mechanism that has to be made available. It involves training, which is to a great extent self-explanatory, and also explicit knowledge about the conventions that are being used, such as programming, reasoning and trigonometry.
keywords Visualization; Environmental Simulation; Knowledge Modelling (KM); 3D Modeling
series eCAADe
email
last changed 2022/06/07 07:54

_id cf2005_1_83_123
id cf2005_1_83_123
authors BRUNNER Klaus A. and MAHDAVI Ardeshir
year 2005
title A Software Architecture for Self-updating Life-cycle Building Models
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. 423-432
summary This paper describes a computational infrastructure for the realization of a self-updating building information model conceived in the design phase and carried over to the operation phase of a building. As such, it illustrates how computational representations of buildings, which typically serve design support, documentation, and communication functions, can be transported into the post-construction phase. Toward this end, we formulate a number of requirements for the conception and maintenance of life-cycle building information models. Moreover, we describe the architecture and the prototypical implementation of such a model.
keywords building models, sensors, simulation-based control, life-cycle
series CAAD Futures
email
last changed 2006/11/07 07:27

_id sigradi2005_300
id sigradi2005_300
authors Cavieres, Andrés P.; Marcelo Quezada G.
year 2005
title Analysis of the possibilities offered by the application of parametric modeling technologies in the design processes shared between architects and industrial designers: The prefabricated house case.
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 300-303
summary Traditionally, the teaching of digital design systems has been focused on the operative learning of software. However, this almost exclusively technical approach has leaded to a partial view of these systems, as well suited platforms to exploration of project’s possibilities. Consequently their relevance as a base for project representation and therefore as a useful instrument for conceptual exploration for design and experimental research of their processes have been undervalued. On the other hand, this restrictive perspective results in an important waste of the teaching possibilities lying in CAD software related with interdisciplinary teamwork. The following academic experience obeys to a new insight of how to teach these tools, based upon problem solving in Design by interdisciplinary students work teams from Architecture and Industrial Design. In this bet, the learning process is flexible, shared and collaborative, according to the requirements of each project, powered by the commitment of facing common goals. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:48

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia05_058
id acadia05_058
authors Daveiga, José and Ferreira, Paulo
year 2005
title Smart and Nano Materials in Architecture
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
doi https://doi.org/10.52842/conf.acadia.2005.058
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 sigradi2005_270
id sigradi2005_270
authors Dokonal, Wolfgang; Michael W. Knight
year 2005
title Sketch as sketch can or model as model can?
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 270-274
summary This paper reports about an ongoing experience for the use of computers in the early design stages. It tries to evaluate how recent software developments in the field of CAAD will influence the way architects design and how we teach them architectural design. There is now doubt to us that the ongoing change in the technology will influence the way we work in future when we do architectural design. It is an important question for every school of architecture what effect these developments will have on our teaching and curricula. We use an ongoing educational project to try to find some answers to these questions.
series SIGRADI
email
last changed 2016/03/10 09:50

_id acadia05_114
id acadia05_114
authors Due Schmidt, Anne Marie
year 2005
title Navigating towards digital tectonic tools
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. 114-127
doi https://doi.org/10.52842/conf.acadia.2005.114
summary The computer holds a great potential to break down the barriers between architecture and the technical aspects relating to architecture, thus supporting innovative architecture with an inner correspondence between form and technique. While the differing values in architecture and technique can seem like opposites, the term tectonics deals with creating a meaningful relationship between the two. The aim of this paper is to investigate what a digital tectonic tool could be and what relationship with technology it should represent. An understanding of this relationship can help us not only to understand the conflicts in architecture and the building industry but also bring us further into a discussion of how architecture can use digital tools. The investigation is carried out firstly by approaching the subject theoretically through the term tectonics and by setting up a model of the values a tectonic tool should encompass. Secondly the ability and validity of the model are shown by applying it to a case study of Jørn Utzon’s work on Minor Hall in Sydney Opera House - for the sake of exemplification the technical field focused on in this paper is room acoustics. Thirdly the relationship between the model of tectonics and the case will be compared and lastly a discussion about the characteristics of a tectonic tool and its implications on digital tectonic tools will be carried out.
series ACADIA
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
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
doi https://doi.org/10.52842/conf.acadia.2005.184
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 ascaad2016_002
id ascaad2016_002
authors Jabi, Wassim
year 2016
title Rigorous Creativity - Ubiquity, Parametrics, Tectonics
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 3-6
summary Architects frequently understand and experience design and creativity as a personal and lonely activity. However, there is, increasingly, a need to collaborate with others in the design and construction of buildings. Digital technology is intricately intertwined with the creative and social aspects of the emerging practice world. A prime example is the use of digital fabrication technology and building information models to directly transfer information among architects, contractors, fabricators and consultants. At the same time, the discipline and practice of creative design is increasingly seen as a valuable cognitive skill, to be emulated, tapped, and understood by other disciplines in various settings. Fields outside of architecture and governmental granting agencies have shown strong interest in understanding, rationalizing and importing the creative design process that architects engage in. The obstacle, however, has been that architects and designers are rarely able to explain their processes in a manner understood by others. The advent of digital tools and social computing further complicates the issues of how designers design with such tools and how designers design with others (Lawson, 2005). Our aim should be to define a discipline of collaborative digital design with clear conceptual frameworks, methodologies, and epistemologies. The goal is two-fold: 1) to formulate a discipline of digital design based on sound theoretical and pragmatic underpinnings, and 2) to elucidate the processes of digital design so that we can better communicate them to other disciplines and thus engage more effectively in interdisciplinary research.
series ASCAAD
email
last changed 2017/05/25 13:13

_id sigradi2005_304
id sigradi2005_304
authors Marques, Sandra; Jean-Pierre Goulette
year 2005
title Architectural visions and mediations of cyberspace
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 304-309
summary The use and evolution of Information and Communication Technologies is widening not only the process of communicating architecture but also it is challenging what we design and also how we design. These technologies became infrastructures in a world that has acquired a digital or virtual layer that are affecting not only the professional practices of designers, but also, and more generally, our collective vision of spatiality and the way we communicate it. In order to adjust itself to this increasingly volatile world, architecture is recasting its boundaries, its essential codes and tools. This paper focuses on the application of these ideas into the theoretical and methodological structure of an undergraduate course held in the context of an international Virtual Design Studio between a French and a Canada school of architecture which general objective is to explore the associations between Forme, Information, Novation and Conception by designing Virtual Architectures (FINC-AV).
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2005_723
id 2005_723
authors Norman, Richard
year 2005
title Digital Color as a Paradigm for 3D Modeling
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 723-728
doi https://doi.org/10.52842/conf.ecaade.2005.723
summary Johannes Itten wrote in the 1920’s that seven distinct possibilities exist for the contrast of color: “Each (is) unique in character and artistic value, in visual, expressive and symbolic effect...together these constitute the fundamental resource of color design” Itten (1973). In either the digital world or in the world of painting, there has never been a more profound statement about color arrangement. Of Itten’s seven contrasts, the contrast of hue, value, and saturation, taken together have become a standard description of digital color today. As most projects reach the final stage of presentation, color selection becomes a possible paradigm for their development. It is customary to leave the selection of color to the end of a project — if time permits, then the colors are changed to make the project “appear better”, otherwise the selection of color is put in a pile of “good intentions” — overlooked. Proposed here is an alternative, a method of selecting color “up front”. Student projects are used to illustrate just how a building, or even a group of buildings may be better illustrated if one bases a presentation on a successful and understood work of art. The use of a painting as a source of color is proposed as a specific way of working. Most libraries contain an abundance of examples. The web, too, has many paintings; painters generally have more experience at putting colors together than architects and usually do not mind if their color ideas are borrowed, Done right, the result can be a happy merger of idea, emotion, and color, providing another paradigm for studying digital modeling.
keywords Color ; Painting ; Itten ; Design
series eCAADe
email
last changed 2022/06/07 07:59

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
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. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
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 27HOMELOGIN (you are user _anon_801911 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002