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 sigradi2005_219
id sigradi2005_219
authors Carmena, Sonia; Diana Rodríguez Barros, Alfredo Stipech, Martin Groisman
year 2005
title 4D /5D space: construction processes
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 219-224
summary It is presented a development of an exploratory experience about a hyper medial 4D and 5D space design workshop. The concept of 4D /5D space refers to a new representation order of the digital media that inserts space-time variables, where the subject’s action articulates the space. Directed by a group of professors, it was focused from different disciplines, and destined to a heterogeneous group of students. The work methodology recognizes and links the cyberspace, heterogenesis and morphogenesis concepts. As implications, it is observed the mutation of digital image-form creation, production, storage, interchange, interaction and social use, next to languages hybridation and representation systems. As conclusions, it is considered that the digital image-form is a random event, a result of an interrupted but not closed process where the creation vectors, procedures, direction variables and the subject prefiguration are the outstanding characteristics. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:48

_id caadria2005_b_4c_f
id caadria2005_b_4c_f
authors Pi-Yuan Tang, Teng-Wen Chang
year 2005
title Mutating 3D generative form with co-evolve approach
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. 266-271
doi https://doi.org/10.52842/conf.caadria.2005.266
summary Generative design system develops the purpose that is can generate a large number of design plans. Generative design system can let designer unceasingly explore the new design plans. At present generative design system, they all only have one kind of generative mechanism. Therefore, one can’t provide enough feasibility for designer to explore new plans. So, in this paper, we propose a Co-Generative Form System (COgenForm). COgenForm is a 3D form exploration system that invokes two set of generative mechanisms. This system used co-evolutional characteristics to build the steps and framework of co-generative design process. This system includes two groups of generative mechanisms and these will evolve with each other. Using this system, the form exploration and generation process can be more dynamic and more alternatives.
series CAADRIA
email
last changed 2022/06/07 08:00

_id ijac20053102
id ijac20053102
authors Burry, Jane; Felicetti, Peter; Tang, Jiwu; Burry, Mark; Xie, Mike
year 2005
title Dynamical structural modeling A collaborative design exploration
source International Journal of Architectural Computing vol. 3 - no. 1, 27-42
summary This study is based on a generative performative modeling approach that engages architects and structural engineers in close dialogue. We focus on knowledge shared between engineers and architects to apply the Finite Element Analysis based structural design technique Evolutionary Structural Optimization [ESO] as a way to understand or corroborate the performance factors that are significant in determining architectural form. ESO is very close conceptually to the dynamical system of matter and forces of growth itself. It has parallels both mathematical and metaphorical with natural evolution and morphogenesis so it has been poignant to apply the approach to a formal architectural case study in which the generative influence of these processes is inherent.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

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

_id 2005_771
id 2005_771
authors Gavrilou, Evelyn, Bourdakis, Vassilis and Charitos, Dimitris
year 2005
title Documenting the Spatial Design of an Interactive Multisensory Urban Installation
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 771-778
doi https://doi.org/10.52842/conf.ecaade.2005.771
summary The paper documents the design and implementation of an interactive multi-sensory environment (DETOUR) created by the interdisciplinary group VE_Design for an international open-air exhibition in Athens, Greece during the summer of 2004. The paper describes the creative process followed throughout the project and registers how computers, sensors and effectors have been utilised to either facilitate the creation of electronically mediated experiences or support the design. The architectural concept of the multi-sensory installation is analyzed in relation to its potential for creating communicative experiences as well as addressing physical form simulations. Notions such as ephemeral structures, parasites, social space, game as art and communication are discussed. The body – space interaction is investigated, enabling the team to elaborate on a modular construction. Finally, the impact of the work is discussed on the basis of recorded observations by visitors.
keywords Interactive Multi-Sensory Environment; Ephemeral Space; Public Art;Embodied Spatial Experience; Simulation of Physical Form.
series eCAADe
email
last changed 2022/06/07 07:51

_id 2005_147
id 2005_147
authors Lai, Ih-Cheng
year 2005
title Infilling Time into Space - A Pedagogical Approach for Evolving Space Using Digital Media
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 147-154
doi https://doi.org/10.52842/conf.ecaade.2005.147
summary This paper presents a pedagogical approach to explore the relationships between time and space by using digital media. Based on a pedagogical model called e-Space proposed by Lai (2004), we apply motion as a spatial issue to approach this study. Through integrating with the characteristics of digital media, students are encouraged to evolve architectural space and form by decomposing, re-organizing, interpreting and realizing the spatial composition. Simultaneously, diverse digital media applications integrated with design thinking in a design process enables students to bridge two design spaces - physical and virtual. This process introduces the students to a new approach of design-creation and form finding. Finally, we use an advanced digital media course as an example to understand the impacts of the pedagogical approach. The students’ outcomes are also reported in this paper
keywords Digital Media, Pedagogy, Motion, Design Space, Design Learning
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia05_212
id acadia05_212
authors Luhan, Gregory A.
year 2005
title Modern Translations, Contemporary Methods: DL-1_Resonance House®
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. 212-225
doi https://doi.org/10.52842/conf.acadia.2005.212
summary As the first design-build-fabricate-assemble experiment at our school, the intent of the studio was to design a framework from which to examine a “lived space” through digital-to-digital processes. Moving from digital models and physical stereo lithographic models to hand-fabrication and digital assembly allowed the students to move from creation to completion. As part of our holistic design process, the studio fabricated almost all components for the project. These elements include the wood flooring, the copper and wood skins, the building’s structural panels, and the two-story light vortex. This single-family, in-fill house is located within an historic downtown neighborhood and is subject to historic district zoning regulations, design guidelines, and Board of Architecture Review approvals. The project is analogous to design challenges presenting themselves in historic districts throughout the United States including the Savannah, Georgia site for the 2005 ACADIA Conference. The scale of the project relates well to the horizontal nature of this context and after a formal, televised review process with the local Board of Architecture Review, the project represents a dynamic, yet sympathetic architectural dialogue with the surrounding buildings. The project develops simultaneously from the exterior and interior resulting in two courtyards that mediate the urban “front door” and the private “terrace.” The students designed these areas through a series of two-dimensional axonometric drawings, three-dimensional physical and digital models, and four-dimensional time-based animations. The building massing separates into two core elements: gabled copper volume and wood screen volume. These elements maintain their conceptual purity by using the same types of modulations on their skins. The copper form with its deep-cut reveals and proportionally placed light scoring patterns reflects the horizontal datum lines of the floor, sill, threshold, and ceiling. In contrast, the wood volume reflects these same lines as applied “shadow screens” which create depths that seamlessly tie together the side, rear, and front facades.The hinge point of the house is the light vortex. Designed in Rhino, translated in Catia, fabricated out of aluminum, and clad in stainless steel, this two-story sculptural element will literally wrap light around its surfaces. Like a sunflower, the light vortex, with its angel hair stainless steel finish, responds to the incremental differentiation of light throughout the day. Photosensitive floor-mounted lights designed to augment the volume of natural light will provide a continuous light rendition on the sculpture. The project, scheduled for completion at the end of the 2005 summer session, is at the time of this submission about 60% complete.
series ACADIA
email
last changed 2022/06/07 07:59

_id acadia20_114p
id acadia20_114p
authors Zivkovic, Sasa; Havener, Brian; Battaglia, Christopher
year 2020
title Log Knot
source ACADIA 2020: Distributed Proximities / Volume II: Projects [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95253-6]. Online and Global. 24-30 October 2020. edited by M. Yablonina, A. Marcus, S. Doyle, M. del Campo, V. Ago, B. Slocum. 114-119.
summary Log Knot, developed by the Robotic Construction Laboratory (RCL) at Cornell University, is a robotically fabricated architectural installation that establishes a method for variable compound timber curvature creation utilizing both regular and irregular roundwood geometries. Moreover, the project develops methods for minimal formwork assembly and moment force optimization of customized mortise and tenon joints. Following the logic of a figure-8 knot, the project consists of an infinite loop of roundwood, curving three-dimensionally along its length. There are a variety of techniques to generate single curvature in wood structures – such as steam bending (Wright et al., 2013) or glue lamination (Issa and Kmeid, 2005) – but only a few techniques to generate complex curvature from raw material within a single wooden structural element exist. To construct complex curvature, the research team developed a simple method that can easily be replicated. First, the log is compartmentalized, establishing a series of discrete parts. Second, the parts are reconfigured into a complex curvature “whole” by carefully manipulating the assembly angles and joints between the logs. Timber components reconfigured in such a manner can either follow planar curvature profiles or spatial compound curvature profiles. Based on knowledge gained from the initial joinery tests, the research team developed a custom tri-fold mortise and tenon joint, which is self-supportive during assembly and able to resist bending in multiple directions. Using the tri-fold mortise and tenon joint, a number of full-scale prototypes were created to test the structural capacity of the overall assembly. Various structural optimization protocols are deployed in the Log Knot project. While the global knot form is derived from spatial considerations – albeit within the structurally sound framework of a closed-loop knot structure – the project is structurally optimized at a local level, closely calibrating structural cross-sections, joinery details, and joint rotation in relation to prevailing load conditions.
series ACADIA
type project
email
last changed 2021/10/26 08:03

_id sigradi2005_749
id sigradi2005_749
authors Bessone, Miriam; Susana Garramuño de Galuzzi
year 2005
title Design education, technology and visualization
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 749-754
summary University faculty -adult culture- work from the logic that goes through their speech, didactic model and strategies, providing special links with: the aim of knowledge, transmission mechanisms and technological medium. Students -young culture- receive and deal with knowledge mechanisms from a new logic. In a multimedia framework they establish interpretations using technological medium from semantic decodification. Young graduates, assistants, studio leaders -intermediate culture- coming from traditional learning models with acquired abilities in digital media, are a “potential interface” between both cultures. The impact between fields and cultures implies limitations and risks that may encourage change. A discourse about “new didactic configurations” from the point of view of these three cultures makes possible the exploration of other ways of teaching. Therefore the articulation of teacher-student interrelations and media promotes the development of teaching-learning techniques. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 09:47

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

_id 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
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
doi https://doi.org/10.52842/conf.acadia.2005.078
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 caadria2005_a_2a_a
id caadria2005_a_2a_a
authors Ih-Cheng Lai, Kun-Tai Kao, Teng-Wen Chang
year 2005
title Role Playing for linking Ideas in the Idea Association Process
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. 119-129
doi https://doi.org/10.52842/conf.caadria.2005.119
summary Idea association is an interactive behavior that will invoke dynamic interactions through different participants’ interplay, especially within the conceptual design stages. Such interplay involves distributed interactions. For understanding the distributed interactions of idea association, the research applies a cognitive theory (role- play) onto modeling the behaviors of designers with internal, external design situation and linking process. By adopting the mechanisms of Dynamic Agent Role Interplay System (DARIS) framework, some computational characteristics within the distributed interactions are explored. Finally, a computer-supported system for dynamically linking design ideas is investigated through a design example.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ijac20053401
id ijac20053401
authors Lai, Ih-Cheng
year 2005
title Dynamic Idea Maps: A Framework for Linking Ideas with Cases during Brainstorming
source International Journal of Architectural Computing vol. 3 - no. 4, 429-447
summary This research makes use of a cognitive study to explore a mechanism for associating ideas during brainstorming. First, we propose a linking model that integrates three principles of idea association (similarity, contrast and contiguity) with two processes of case-based reasoning (retrieval and adaptation). Then, a design experiment and its protocol analysis are conducted in order to identify the types and mechanisms of linkages between ideas and cases, and to explore a computational mechanism for this linking model. Finally, a framework for case-based reasoning to support idea association called Dynamic Idea-Maps (DIM) is proposed, and its mechanism is elucidated.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00002
last changed 2007/03/04 07:08

_id sigradi2005_623
id sigradi2005_623
authors Paraizo, Rodrigo C.
year 2005
title The construction of urban heritage narratives in hyperdocuments
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 623-627
summary This paper studies mechanisms involved in various kinds of interaction in urban heritage cybertexts – grouped in navigational spaces, including computer games, databases and hyperdocuments – in order to reflect on how they can be improved both from the point of view of interaction. Therefore it also helps to contribute to the development of a laguage able to describe more accurately the works within the field of urban heritage digital representation. Also the production of such works is examined for improvement, especially the activity of writing the script, considering that this author is seldom involved in the programming and modeling. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:57

_id 2005_357
id 2005_357
authors Pita, Javier
year 2005
title Analogous Models and Architecture
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 357-364
doi https://doi.org/10.52842/conf.ecaade.2005.357
summary Among the many possible ways of classifying the concept of “modelling”, Maldonado refers to “homologies” when structure but not shape and function are similar; “analogies” when structure and function are similar, but not shape; and “isomorphisms” when structure and shape are similar, but function may or may not be similar. Traditional artistic representation would basically fall into the category of isomorphisms, whilst analogous models are to be found mainly in activities such as magic, play or industry. Other ways of representing reality, such as architectural models or drawings, are also traditionally regarded as isomorphisms. In the course of the last century, this panorama has been altered somewhat by the post-industrial or second industrial revolution in computing and communications. Using mathematical algorithms, the computing tool has an enormous capacity to describe things of extremely diverse nature: from the shape of everyday objects to relatively complex human behaviours, these can all be described using the common language of bits. Alongside developments in computing, the world of communications has been providing us with increasingly advanced means of transmitting information, including sophisticated systems capable of emulating our own perceptions. This paper is intended as a contribution to the theoretical debate conducted over recent years on the considerable shift that has occurred in architectural representation techniques. The analysis that follows highlights a two-fold change in traditional representation techniques: on the one hand, a change in the nature of the model (as is discussed in this paper); and on the other, a modification of the interfaces or communication and perception mechanisms of the model. The conjunction of these two factors has led to the emergence of representation modes that can no longer be regarded simply as isomorphisms of reality. Insofar as virtual spaces have the capacity for us to move, to interact, in short to inhabit them, they should be regarded as “analogous models” of architectural space. In other words, there has been a shift away from representation modes based on illusion in favour of those based on simulation.
keywords Representation, Models, Virtual Space, Virtual Reality
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2005_499
id sigradi2005_499
authors Sánchez-del-Valle, Carmina
year 2005
title Robot toys, complexity, and computation: for a transformable architecture
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 499-504
summary In this paper we describe and discuss a course aimed towards developing 3D digital modeling skills focused on the exploration of an architecture that behaves like a dynamic complex integrated system. It crosses knowledge domains to consider the mechanisms that transform energy, adaptive systems, kinetics, and cybernetics. It uses the metaphor of transformable robot toys not only for their correspondence with the ideas explored, but because of their immediacy and physicality. It argues architecture must urgently break with the processes of destruction. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 10:01

_id sigradi2005_052
id sigradi2005_052
authors Trevisan, Nilton; Marcelo Tramontano
year 2005
title Digital divide: analysis of experiences in space referenced communities
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 52-57
summary The main focus of this research is the analysis of experiences that use the current information and communication technologies, and basically the Internet, in order to promote digital inclusion in communities in Brazil and all over the world. Concrete communities communicating in the virtual space will be referred. It is intended to analyze the model of the digital inclusion through telecenters, widely used in some countries, and of some significant experiences that exceed this model. Beyond, the research tries to understand the mechanisms of the so-called digital inclusion, its links with social inclusion and the ways to promote it, for example, the use of free software and the development of simple and accessible technologies. [Full paper in Portuguese]
keywords Telecenter; digital networks; free software; information and communication technologies
series SIGRADI
email
last changed 2016/03/10 10:01

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

_id cf2005_1_64_168
id cf2005_1_64_168
authors ACHTEN Henri
year 2005
title Resolving some Ambiguities in Real-time Design Drawing Recognition by means of a Decision Tree for Agents
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. 311-320
summary In this paper, we present a theoretical study on automated understanding of the design drawing. This can lead to design support through the natural interface of sketching. In earlier work, 24 plan-based conventions of depiction have been identified, such as grid, zone, axial system, contour, and element vocabulary. These are termed graphic units. Graphic units form a good basis for recognition of drawings as they combine shape with meaning. We present some of the theoretical questions that have to be resolved before an implementation can be made. The contribution of this paper is: (i) identification of domain knowledge which is necessary for recognition; (ii) outlining combined strategy of multi-agent systems and online recognition; (iii) functional structure for agents and their organisation to converge on sketch recognition.
keywords multi-agent system, decision tree, pattern recognition, sketch
series CAAD Futures
email
last changed 2006/11/07 07:27

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_115700 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002