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 26

_id cf2005_1_71_148
id cf2005_1_71_148
authors STREHLKE Kai and LOVERIDGE Russell
year 2005
title The Redefinition of Ornament
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. 373-382
summary Architectural ornament, the art of decorative patterning, is commonly perceived as an historical characteristic which declined in the beginning of the 20th century. The lecture of Adolf Loos in 1908 “Ornament and Crime” can certainly be seen as a crucial contribution in the architectural discussion about the exclusion of ornament. Although the modernist emphasis on unadorned form, the upcoming international style and the replacement of craftsmanship by the rise of mass production yielded to a systematic elimination of ornament, we are experiencing its revival in contemporary architecture through experiments using digital technologies. This paper describes our ongoing research and teaching activities in the field of architectural ornamentation, surface modeling and texturing, as well as the related CNC manufacturing processes.
keywords 3D modeling, parametric design, image processing, design education, CAM
series CAAD Futures
email
last changed 2006/11/07 07:27

_id caadria2005_a_7c_e
id caadria2005_a_7c_e
authors B. Kenzari
year 2005
title CRYSALLIZING DESIGN INTENTIONS, USING CNC, LASER AND RAPID PROTOTYPING TECHNOLOGIES
doi https://doi.org/10.52842/conf.caadria.2005.335
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. 335-341
summary The advances made in the Rapid Prototyping and CAD/CAM (including CNC and Laser) Technologies are now offering designers the privilege of building physical realities, at whatever scale, directly and automatically from computer files, with the explicit implications of speed, precision and flexibility.
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:54

_id ijac20053306
id ijac20053306
authors Cabral Filho, Jose dos Santos
year 2005
title Digital Art A Field of Inquiry for Contemporary Architecture
source International Journal of Architectural Computing vol. 3 - no. 3, 355-372
summary This article investigates the interplay of digital technology, art and architecture and it presents a series of experimental workshops developed at LAGEAR (Graphic Laboratory for the Experience of Architecture, School of Architecture at UFMG, Brazil). The intention of these workshops is to include an artistic approach to the work in a computer lab dedicated to teaching and researching architecture. At first, a discussion on the relationship between art and architecture is presented, followed by an analysis of the enhancement of such relationship with the advent of digital technology. Then a series of works developed by artists and students in collaboration is described. The article concludes with a discussion on the role of digital art for architectural education. It is proposed that it may be one of the most adequate fields for students to freely investigate contemporary issues, such as interactivity and automation, which are now shaping our built environment.
series journal
more http://www.ingentaconnect.com/search/expand?pub=infobike://mscp/ijac/2005/00000003/00000003/art00007
last changed 2007/03/04 07:08

_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 2005_607
id 2005_607
authors Coppola, C., Calabrese, A., Iazzetta, A., Mele, F. and Talamo, O.
year 2005
title The Transformation’s Control and Development
doi https://doi.org/10.52842/conf.ecaade.2005.607
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 607-614
summary The study of DNA of artifact and the development leading to its use in the field of industrial production of a single piece is now a common feature in the syllabus of the degree in Industrial Design at Faculty of Architecture “Luigi Vanvitelli” of SUN. The Generative Design Laboratory is where this process is carried out and includes the PROGEOR project for Generative Jewels Design. The experience acquired in the Generative Design Laboratory has developed along the lines of THE SINGLE PIECE, a product which combines the uniqueness of a handcrafted artefact with mass production methods. The development of project control technologies and also production technologies enables real-life experimentation of these hypotheses to be conducted.
keywords Generative Model Design, Ontology, Agents
series eCAADe
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 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 2005_099
id 2005_099
authors Iordanova, Ivanka and De Paoli, Giovanni
year 2005
title Hypotheses Verification on the Role of the Medium
doi https://doi.org/10.52842/conf.ecaade.2005.099
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 99-106
summary During the last few decades, the new technology has transformed the profession of architects and designers, and now significantly affects knowledge and abilities required by students and by professionals in order to realize their projects. This article presents methodologies used, experimental observations held, and results obtained in a research project aiming at verifying several hypotheses concerning the influence of computer use on the creative design process development in the architectural studio. Using the informative potential of observations on existing teaching methods and configurations, the research project aspires to reinforce the innovations and to propose recommendations for the teaching of architectural design using computer technology and communication networks. Micro experiments were performed with third year students in architecture. The scheme of the observations includes two design sessions at the beginning of the term: one with paper-and-pencil and the other one on a computer; and one design session at the end of the term – only on a computer. Thanks to this scheme, qualitative comparisons could be made between free-hand and computer-aided design on one hand, and between design on computer at the beginning and at the end of the term, on the other
keywords Architectural Design Education, Design Process, Paperless Studio, Digital Assistance
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2017_062
id caadria2017_062
authors Ji, Seung Yeul, Kim, Mi Kyoung and Jun, Han Jong
year 2017
title Campus Space Management Using a Mobile BIM-based Augmented Reality System
doi https://doi.org/10.52842/conf.caadria.2017.105
source P. Janssen, P. Loh, A. Raonic, M. A. Schnabel (eds.), Protocols, Flows, and Glitches - Proceedings of the 22nd CAADRIA Conference, Xi'an Jiaotong-Liverpool University, Suzhou, China, 5-8 April 2017, pp. 105-114
summary In South Korea, the changing paradigm of family composition toward single-person households and nuclear families has caused the decrease in number of students, which has led to the need for change in the qualitative, rather than quantitative, management of spaces and facilities on university campuses. In particular, since 2005, the merging of universities have accelerated, which has brought up the need for a system that facilitates the management of integrated university systems. Accordingly, universities now require efficient system operation based on three-dimensional and data visualization, unlike the document-based management of facilities and spaces in the past. Users lack a sense of responsibility for public facilities, causing difficulties such as energy waste and frequent movement, as well as damage and theft of goods. This study aims to form an AR-based interface using the ANPR algorithm, a computer vision technique, and the position-based data of the GPS. It also aims to build a campus space management system to overcome the limitations of current systems and to effectively and systematically manage integrated building data. In addition, for module test verification, the prototype is applied to actual campus spaces, and additional demands for campus space management in the AR application are identified and organized.
keywords augmented reality; Campus space management; BIM; CAFM (computer-aided facilities management); user experience (UX)
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia05_048
id acadia05_048
authors Katodrytis, George
year 2005
title Poiesis and Autopoiesis in Architecture
doi https://doi.org/10.52842/conf.acadia.2005.048
source Smart Architecture: Integration of Digital and Building Technologies [Proceedings of the 2005 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 0-9772832-0-8] Savannah (Georgia) 13-16 October 2005, pp. 48-57
summary The use of digital technology in architecture has proven to be more assertive than originally thought: it has reconditioned the nature of the design process, and established new processes and techniques of fabrication. Recent applications in digital technology show inquisitiveness in the contentious subject Genetic Algorithms. This new architectural process is characterized by two main shifts: from poiesis (or poetry) to autopoiesis, and from authenticity to mimesis. Since evolutionary simulations give rise to new forms rather than design them, architects should now be both artists and operators of both Inventive and Systematic design. Inventive design: The digital media should bring about poiesis (poetry). Digital spaces reveal and visualize the unconscious desires of urban spaces, bringing forth new dreamscapes, mysterious and surreal. This implies a Freudian spatial unconscious, which can be subjected to analysis and interpretation. The tools of digital dreaming, meanwhile, have opened a window to the ‘urban unconscious’. Systematic Design: Digital media should bring about an autopoiesis. This approach calls into question traditional methods of architectural design that replace the hierarchical processes of production known as “cause and effect,” and propose a design process where the architect becomes a constructor of formal systems. Will the evolutionary simulation replace design? Is metric space dead? The new algorithmic evolutionary conditions give architecture an autopoiesis, similar to biological dynamics. Paradoxically, the new emerging process is more insightful. The emphasis of the exploration is on morphological complexity. Architecture, through “machine” fabrication, may become more responsive, rigorous and poetic.
series ACADIA
email
last changed 2022/06/07 07:52

_id sigradi2005_640
id sigradi2005_640
authors Kensek, Karen M.
year 2005
title Digital Reconstructions: Confidence and AmbiguitY
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 640-644
summary Digital representations have progressed tremendously from the earliest wireframe images to realistic ray-traced renderings that are often indistinguishable from real-life. Yet, in many cases, in the fooling of the eyes, one should not also fool the brain. Especially in the reconstruction of the past, it may be useful for the visualization to also contain information about the certainty of the result. Methods exist to show what data was missing and is now restored and the confidence level of the reconstruction. This in-progress summary paper will discuss the overall usefulness of many of these techniques and list methods from architecture, archaeology, and other fields towards providing information beyond the visualization.
series SIGRADI
email
last changed 2016/03/10 09:53

_id cf2005_1_65_47
id cf2005_1_65_47
authors KOUTAMANIS Alexander
year 2005
title Sketching with Digital Pen and Paper
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. 321-330
summary Architectural sketching with the computer has been possible for some time now. Using manual and optical digitizers architects have been able to create images similar in structure and appearance to conventional sketches on paper. Digitized sketches are traditionally associated with early design but are also increasingly linked to interactive interfaces and information management. The paper reports on the application of a new technology (Anoto) that uses a digital pen on specially prepared paper. The focus of the application was feedback from analogue documents to the computer programs used for preparing these documents and on the roles of freehand sketching in later design phases. Sketching with digital pen and paper was found to be useful for the management of annotations made on analogue versions of digital information, especially in multi-actor synchronous and asynchronous situations.
keywords digital sketching, annotation, information management, digitization, interaction
series CAAD Futures
email
last changed 2006/11/07 07:27

_id 2005_173
id 2005_173
authors Leeuwen, Jos van, Gassel, Frans van and Otter, Ad den
year 2005
title Collaborative Design in Education
doi https://doi.org/10.52842/conf.ecaade.2005.173
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 173-180
summary Collaboration in design can take place in a physical, social space, in a distributed or virtual environment, or in a combination of both. Design teams use a range of ICT means to support both synchronous and asynchronous communication. While these tools are designed to facilitate collaboration, the collaboration process still requires planning and organisation in a social context, which are activities that students and professionals need to learn. In current practice there is a need for designers and design managers who have the competences to collaborate in design and to organise distributed collaboration processes. At the department of Architecture, Building, and Planning at Eindhoven University of Technology, we have developed a course on Collaborative Design in the Master of Science curriculum. This course addresses both the organisational, social, and technical issues of collaboration in design. The paper introduces the objectives and educational methods used in this course. It describes the experiences of both teachers and students that were gained now that the course was taught in three subsequent years.
keywords Collaborative Design, Multi-disciplinary Design, Computer Support for Collaborative Working, Education, Design Management
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2005_097
id sigradi2005_097
authors Luhan, Gregory A.
year 2005
title At Full-Scale | From Installation to Inhabitation
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 97-102
summary In 1999, the University of Kentucky (then the College of Architecture, now the College of Design-School of Architecture) established a Digital Design Studio to combine the strong tradition of handcrafting in the existing design program with those technologically sophisticated tools shaping the profession for the 21st century. Over a six-year period, this all-digital design studio has developed from a pedagogical model for developing new different ways of seeing and making architecture to a proof-of-concept real-world experience to coalesce state-of-the-art visualization techniques with current expectations of practice. Creating dynamic links between students, industry, and the profession has enabled the School of Architecture to provide leadership for practicing architects, to create an effective dialogue between industrial and design professionals, and to incorporate successfully leading-edge design pedagogy with the more technological applications that will shape the future of architecture practice. The materials presented here reflect a sequence of comprehensive digital projects produced under my direction from 1999 through 2005.
series SIGRADI
email
last changed 2016/03/10 09:55

_id cf2005_1_13_236
id cf2005_1_13_236
authors MITCHELL William J.
year 2005
title Constructing Complexity
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. 41-50
summary Buildings were once materialized drawings, but now, increasingly, they are materialized digital information - designed and documented on computer-aided design systems, fabricated with digitally controlled machinery, and assembled on site with the assistance of digital positioning and placement equipment. Within the framework of digitally mediated design and construction we can precisely quantify the design content and the construction content of a project, and go on to define complexity as the ratio of added design content to added construction content. This paper develops the definitions of design content, construction content, and complexity, and explores the formal, functional, and economic consequences of varying the levels of complexity of projects. It argues that the emerging architecture of the digital era is characterized by high levels of complexity, and that this enables more sensitive and inflected response to the exigencies of site, program, and expressive intention than was generally possible within the framework of industrial modernism.
keywords assembly, complexity, construction, design, fabrication, uniformity, variety
series CAAD Futures
last changed 2006/11/07 07:27

_id sigradi2005_459
id sigradi2005_459
authors Monrás Charles, María José; Sebastián Graf Seballos
year 2005
title Architecture now! = contemporary imagination + new information technologies
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 459-462
summary The development of the architectural project is conditioned and determined by the design process, in which the operative modalities have big influence. That is why we can dare say, that the use of digital media and new information technologies in the architectural design process open the way to a “new architecture”, an architecture that represents the Contemporary Imagination. A change has taken place in the traditional patterns of Architecture, from the way of thinking and conceiving a project to its representation and later materialization. This “Contemporary Architecture”, founded in the circumstances of contemporary society, is represented by three main architectural consequences: 1. The expansion of the Spatial Imagination; 2. The break regarding a lineal or hierarchical design process; 3. The introduction of different disciplines to the design process, relating the design immediately with its realization. [Full paper in Spanish]
series SIGRADI
last changed 2016/03/10 09:55

_id 2005_573
id 2005_573
authors Oh, Sooyeon, Tanaka, Katsumi and Sasada, Tsuyoshi
year 2005
title 3D Digital Archive Experience for Historical Architectures
doi https://doi.org/10.52842/conf.ecaade.2005.573
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 573-580
summary Digital archives that use 3D CG models, for example, relating to historical architecture and archaeological sites, are now commonly created for a wide range of purposes. Unlike actually visiting historical architecture, access to digital archives and browsing of their content are computer-related. Thus, users cannot easily gain a deep understanding of the content and are less likely to truly enjoy it. Therefore, in this paper, we propose a method to support collaborative experiencing of 3D digital archives related to historical architecture. To achieve this goal, we developed a prototype system for a 3D digital archive of historical architecture using VR technology. The system offers an interactive interface.
keywords 3D Digital Archive; Experience; Comparison; VR
series eCAADe
email
last changed 2022/06/07 07:58

_id 2005_115
id 2005_115
authors Oxman, Rivka and Rotenstreich, Ruth
year 2005
title Conceptual Content of Digital Design
doi https://doi.org/10.52842/conf.ecaade.2005.115
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 115-121
summary Concepts related to digital architecture have begun to occupy a central role in current architectural discourse. Design concepts that have been the conceptual content of this discourse are now becoming integrated into the general architectural discourse. The research reports on this process of the emergence, migration, and crystallization of a new conceptual structure over the past decade under the influence of digital design and its emerging conceptual structure. The research presented in this paper examines the emergence of new ideas in architectural thinking that are related to digital architecture since 1990 until today. In order to demonstrate this shift, we have selected a representative architectural building type that is strongly and directly influenced by the conceptual content of the cultural discourse in architecture. A museum type was selected to represent features of the expression that reflects the changes and evolution of conceptual structures that underlie digital design. The research methodology is based on a method known as “content analysis”. Content analysis in our research was de- fined as including textual material in books, book chapters, essays, articles, and historical documents. A new approach for Design Content Analysis was accomplished employing the ICF analytical framework. In order to conduct a content analysis the text was coded and was broken down into categories on a variety of theoretical design themes. Our findings demonstrate that certain expressions related to digital technology have moved up from a low level descriptive function to a significant conceptual role in formulating the design content of architectural design. In our paper we describe the research, methodology findings and contribution to the definition of the conceptual content of contemporary architectural discourse on digital architecture.
keywords Digital Design, Digital Architecture, Content Analysis, Conceptual Design
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2005_473
id sigradi2005_473
authors Oxman, Rivka E.; Ruth Rotenstreich
year 2005
title Digital architecture – Towards a new Discourse
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 473-477
summary Discourse in digital architecture has begun to occupy new design concepts related to digital design. Design concepts are now becoming integrated into the general architectural discourse. This research investigated this process, the emergence, migration, and crystallization of a new conceptual content under the influence of digital design. In order to demonstrate this shift, significant projects were selected to represent features of the expression that reflects the changes and evolution of conceptual content that underlie digital design. This analysis was accomplished employing the ICF analytical framework. Our findings demonstrate the change in the conceptual structure in digital architecture. Certain expressions that are related to digital technology have moved up from a low level descriptive level to a significant conceptual role in formulating current ideational content. The methodology findings and the contribution to the definition of the conceptual content of contemporary discourse in digital architecture are described and presented in this paper.
series SIGRADI
email
last changed 2016/03/10 09:57

_id cf2005_1_91_156
id cf2005_1_91_156
authors PLUME Jim and MITCHELL John
year 2005
title A Multi-Disciplinary Design Studio using a Shared IFC Building Model
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. 445-454
summary This paper reports on a multi-disciplinary building design studio where a shared IFC (Industry Foundation Classes) building model was employed to support a collaborative design process in a studio-teaching environment. This project began with the premise that the efforts over the past decade of the International Alliance for Interoperability (IAI) to develop a genuinely operational building model schema has resulted in a mature technology that is now ready to be applied. This design studio experience sought to test that premise. The paper discusses the background to the idea of design collaboration based on a shared building model, placing this current work within that context. We look at both the nature of design decision-making, as well as the process opportunities afforded by close multi-disciplinary collaboration and rapid feedback from design analysis. Although the work was undertaken in a teaching context, the paper does not discuss the pedagogical issue, but rather concentrates on the operational issues that are encountered when working with a shared building model during a design process. The paper concludes with a statement of the lessons learnt and strategies to be adopted in future projects of this nature.
keywords collaborative design, industry foundation classes, shared building model, building information modelling, design studio
series CAAD Futures
email
last changed 2006/11/07 07:27

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