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 556

_id ijac20053203
id ijac20053203
authors Norman, Frederick
year 2005
title Digital to Analog: Exploring Digital Processes of Making
source International Journal of Architectural Computing vol. 3 - no. 2, 191-202
summary This focus this paper is the translation of a digital information model that defines an object's surface properties and its connection to that which is real or physical. This research, while early in its investigation, seeks to explore architecture and digital design as a material process. The direct connection to output devices such as computer-numerically controlled routers provide a unique opportunity for controlled variation and serial differentiation and seeks to exploit mass customization rather than standardization. Through a series of studies the process from design to machine file to finish product is explored. This connection to digitally driven fabrication equipment creates within the design process an opportunity to realize ones designs both digitally and materially.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 2005_125
id 2005_125
authors Schoch, Odilo
year 2005
title Applying a Digital Chain in Teaching CAAD and CAAM
doi https://doi.org/10.52842/conf.ecaade.2005.125
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 125-129
summary This paper describes a successful approach in teaching caad and the use of state-of-the art caad-technologies in postgraduate architectural education. Since it’s first set up in the year 2002, variations of this curriculum were applied on an annual basis. Its main characteristic is the efficient transfer of knowledge and practical use of more than 10 central techniques in CAAD/CAAM (computer aided architectural manufacturing) within the tight period of 6 months. Recipients were international postgraduate students from the field of architecture and related disciplines. Their studies were a full-time course lasting 12 months with six months modular introduction and 6 months individual and group thesis works.
keywords Teaching, Collaborative Design, CNC Production, Mass Customisation, Education & Practice, User Participation, Web-based Design
series eCAADe
email
last changed 2022/06/07 07:57

_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 ijac20053204
id ijac20053204
authors Han, Seung-Hoon
year 2005
title ARCH:DMUVR - A Working Prototype of a Distributed Collaborative Design System
source International Journal of Architectural Computing vol. 3 - no. 2, 203-226
summary This paper outlines a working prototype which suggests a distributed Computer-Aided Architectural Design (CAAD) system to promote a new model of collaborative design. Recently, there has been a growing interest in distributed CAAD integration due to the needs of direct collaboration among project participants. The potential for the integration of information is expected to have a tremendous impact on architecture and the construction industry. The aim of this research is to provide a new paradigm for a CAAD system by combining research on integrated CAAD applications with recent collaboration technologies. The proposed system has been designed and a prototype implemented to produce enough guidelines to foster interest in the development of future CAAD systems on the Internet. To this end, two different scopes of implementation are evaluated: first, global architecture and the functionality of a distributed CAAD system; and, second, the association of an architectural application to the system.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id ijac20053101
id ijac20053101
authors Schieck, Ava Fatah; Penn, Alan; Mottram, Chiron; Strothmann, Andreas; Ohlenburg, Jan; Broll, Wolfgang; Aish, Francis; Attfield, Simon
year 2005
title Interactive Space Generation through Play Exploring the Role of Simulation on the Design Table
source International Journal of Architectural Computing vol. 3 - no. 1, 3-26
summary In this paper we report on recent developments in the use of simulation as an aspect of design decision support for architecture and planning. This research is based on ARTHUR (Augmented Round Table for Architecture and Urban Planning). Although real time simulation has been incorporated in design support systems, little attention has been given to the simulation of pedestrian movement in collaborative AR based systems. Here we report on user evaluation tests of the ARTHUR system, which are focused on the effect of real time pedestrian simulation on the way pairs of designers work together.These tests suggest that the integration of simulated pedestrian movement on the design table plays a critical role in exploring possible design solutions and encourages different and new ways of thinking about design problems. Donald Schon's concept of the reflection-in-action provide a useful framework for interpreting these results.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id 2005_415
id 2005_415
authors Tramontano, Marcelo and Mônaco dos Santos, Denise
year 2005
title Online_communities
doi https://doi.org/10.52842/conf.ecaade.2005.415
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
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 ecaaderis2018_103
id ecaaderis2018_103
authors Davidová, Marie and Prokop, Šimon
year 2018
title TreeHugger - The Eco-Systemic Prototypical Urban Intervention
source Odysseas Kontovourkis (ed.), Sustainable Computational Workflows [6th eCAADe Regional International Workshop Proceedings / ISBN 9789491207143], Department of Architecture, University of Cyprus, Nicosia, Cyprus, 24-25 May 2018, pp. 75-84
keywords The paper discusses co-design, development, production, application of TreeHugger (see Figure 1). The co-design among community and trans-disciplinary participants with different expertise required scope of media mix, switching between analogue, digital and back again. This involves different degrees of physical and digital 'GIGA-Mapping' (Sevaldson, 2011, 2015), 'Grasshopper3d' (Davidson, 2017) scripting and mix of digital and analogue fabrication to address the real life world. The critical participation of this 'Time-Based Design' (Sevaldson, 2004, 2005) process is the interaction of the prototype with eco-systemic agency of the adjacent environment - the eco-systemic performance. The TreeHugger is a responsive solid wood insect hotel, generating habitats and edible landscaping (Creasy, 2004) on bio-tope in city centre of Prague. To extend the impact, the code was uploaded for communities to download, local-specifically edit and apply worldwide. Thus, the fusion of discussed processes is multi-scaled and multi-layered, utilised in emerging design field: Systemic Approach to Architectural Performance.
series eCAADe
email
last changed 2018/05/29 14:33

_id sigradi2005_000
id sigradi2005_000
authors Angulo, Antonieta and Vásquez de Velasco, Guillermo (eds.)
year 2005
title SiGradi2005: Vision and Visualization
source Proceedings of the 9th Iberoamerican Congress of Digital Graphics Graphics / ISBN 978-1-59975-306-5] Lima (Perú) 21-23 november 2005, 826 p.
summary Paradoxically, one of the most difficult but enjoyable things we do is to imagine. To open the eyes of our mind and see what no one else can see. We see images of things that are yet to be and through the same skill we devise ways in which to make them happen. We design the future in the form of environments, graphics, products, films, and a growing range of new media. Our ability to develop a vision and to visualize it is a gift that we are called to cultivate and put to good use. We have been privileged with a great responsibility. In the process of developing a vision and communicating that vision to others, we “visualize”. Visualization can be a very private experience in which we are alone with mental images that help us shape our vision. In other instances visualization can be a component of mass communication. Visualization can be a means or can be an end. It can be a small architectural sketch on a paper napkin or a mega-graphic covering a high-rise building, an airplane or a ship. In every case, the relationship between vision and visualization is a mutually supportive articulation of what our eyes and our minds can see. Our vision of the role of computers in the art and science of visualization is in constant development. Computer visualization can support an intimate dialog between a designer and his/her vision. It can translate and communicate that vision to a larger audience and in the hands of a new-media artist it can actually constitute his/her vision. The 9th Annual Conference of SIGraDI (Ibero American Society for Computer Graphics) will explore our collective vision on the future of digital visualization and digital media in Environmental Design, Product Design, Graphic Design, Cinematography, New Media, and Art. Authors are invited to share their research work with a focus on how it contributes to shape a collective understanding of the past, awareness of the present, and vision of the future in our multiple disciplines.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2006_paper25
id ascaad2006_paper25
authors Artopoulos, Giorgos; Stanislav Roudavski and Francois Penz
year 2006
title Adaptive Generative Patterns: design and construction of Prague Biennale pavilion
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This paper describes an experimental practice-based research project that considered design process, implementation and construction of a pavilion built to be part of the Performative Space section of the International Biennale of Contemporary Art, Prague 2005. The project was conceptualized as a time-bound performative situation with a parasite-like relationship to its host environment. Its design has emerged through an innovative iterative process that utilized digital simulative and procedural techniques and was formed in response to place-specific behavioral challenges. This paper presents the project as an in-depth case-study of digital methods in design, mass customization and unified methods of production. In particular, it considers the use of Voronoi patterns for production of structural elements providing detail on programming and construction techniques in relationship to design aspirations and practical constraints.
series ASCAAD
email
last changed 2007/04/08 19:47

_id cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id 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 1375
id 1375
authors Coyne, Richard
year 2005
title Cornucopia Limited: Design and Dissent on the Internet
source MIT Press: Cambridge, Mass
summary The Internet provides a remarkable demonstration of the persistence of the gift in contemporary commerce. Net enthusiasts seem prepared to donate much to the common good. This generous spirit ought to strike resonances with the culture of design, which generally promotes a creative ethos of generosity, conspicuous display, and exuberance. But the cornucopia of the gift economy is offset by net culture's recent leanings towards consumerism. This book challenges the supposed gift society of the Internet, and supplants the gift by a more compelling metaphor, enjoyed in certain quarters of contemporary design, that of theft, rule breaking, and transgression. The relationship between design thinking and the network economy is characterized by the reckless spirit of the trickster, the crosser of boundaries, and the malingerer in the hybrid and uncertain condition of the threshold. The book thus presents a designer's view of the network economy, drawing on insights from design theorists, economists, philosophers and cultural theorists. It provides valuable insights for theorists of human-computer interaction, architects, designers, and those interested in registering the source and direction of the impulse to create, innovate, and design.

The book examines five metaphors: household, machine, game, gift and threshold. Economic theory is grounded in the household. The romantics and Marx claimed that labor is dominated by the rampant machinery of capitalism. The computer game represents a potent exemplar of new media economics. The gift is presented as precursor to commercial exchange. Coyne subjects each metaphor to scrutiny in terms of how it deals with the threshold, in other words as it is dissected by the cynic or manipulated by the trickster, and other liminal dwellers in the network economy.

'What’s shaping the culture of the Internet? This turns out to be a surprisingly tricky question, one that Richard Coyne explores with verve and erudition.' --Albert Borgmann, author of Holding On to Reality

keywords design computing digital media economics threshold trickster e-commerce
series book
type normal paper
email
last changed 2006/05/27 18:21

_id caadria2005_b_5b_b
id caadria2005_b_5b_b
authors Dean Bruton, Arus Kunkhet
year 2005
title Grammatical Design and Crowd Behaviour: A study of factors that influence human movement in urban spaces
doi https://doi.org/10.52842/conf.caadria.2005.328x.g4r
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 2, pp. 328-336
summary Crowd behaviour in traffic and emergency situations has been recorded and documented since the early 1990s, often using digital representations of balls as an indicator of mass and movement. This paper reports the investigation of the factors that influence human movement in urban spaces and visualises the impact on human movements of changes to an urban design space. Using an agent-oriented approach is the common method for investigating the simulation of crowd behaviour. The relation of grammatical design to crowd behaviour is proposed as an important research area. This area developed since the technology for the advanced design visualisation of avatars or animated characters became available. The authors of the software used in Lord of the Rings and other well-known crowd movies have contributed to knowledge of the key issues in crowd behaviour in particular contexts and general situations. This paper relates experiments in teaching grammatical approaches to architectural design with digital media as a tool with three different implementations: a café, restaurant and gallery. Using a variety of design visualisation techniques gives different understandings of the use of a design space. By representing human movement in a design space in more complex visualisations we see more alternatives for better design more readily. Using notions of grammar, contingency and play to explore simple changes in design, the resulting crowd animations present an insightful early research stage experiment with the theories and models of crowd behaviour.
series CAADRIA
email
last changed 2022/06/07 07:49

_id cf2005_1_51_122
id cf2005_1_51_122
authors FISCHER Thomas
year 2005
title Generation of Apparently Irregular Truss Structures
source Computer Aided Architectural Design Futures 2005 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Futures / ISBN 1-4020-3460-1] Vienna (Austria) 20–22 June 2005, pp. 229-238
summary While cheaper mass-customisation technologies are becoming available, architectural design strives for ever more complex and less regular forms. The increasing costs associated with this tendency are difficult to control. Key factors contributing to this cost increase are non-uniform building components. Focusing on space frame construction, this paper examines the possibility of creating apparently irregular structures from relatively small sets of identical parts. Starting with an examination of the cost implications of irregular truss construction, a case study of the Beijing National Swim Center's space frame system and the conflicting natures of bottom-up and top-down generative logic in this context is presented. The paper concludes with the description of the development of a truss system that incorporates various design variables that increase visual irregularity. Learning from the past, this new system draws its basic logic from classic space frame principles but applies present-day computational logic to achieve new aesthetic effects and structural possibilities.
keywords apparent irregularity, truss structures, prefabrication, generative design
series CAAD Futures
email
last changed 2006/11/07 07:27

_id caadria2005_a_2c_f
id caadria2005_a_2c_f
authors Somen Chakraborty, Uttam Kumar Banerjee
year 2005
title Mathematical Models Representing Experts’ Evaluation for Layout of Small Dwelling Units
doi https://doi.org/10.52842/conf.caadria.2005.228
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. 228-233
summary For the purpose of automated generation of room-layouts for dwelling units, all feasible plans that are generated during the process of generation of room-layouts are to be evaluated. Selection of a layout will be done based on some mathematical models for satisfaction values of users. In this paper we have shown models to obtain satisfaction values of dwellers primarily based on the opinion of experts who have experience in successfully designing or evaluating dwelling units as a part of mass housing in Kolkata region.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 2005_221
id 2005_221
authors Sousa, José Pedro and Duarte, José Pinto
year 2005
title Digital Desires, Material Realities
doi https://doi.org/10.52842/conf.ecaade.2005.221
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 221-228
summary Digital design and manufacturing technologies are progressively employed in building construction and architects interest in this field has grown widely, as many recent works, publications and scientific meetings demonstrate. By identifying some of the main reasons and expectations that were at the basis of the integration of CAD/CAM processes in the discipline, this paper examines the real success of these technological developments in contemporary architecture. By analyzing current work and literature the authors argue that there is often a discrepancy between the discourse on emerging new conditions for the practice, and the practical reality itself. To investigate this technological gap, the paper discusses in depth one of the most advocated promises of these new technologies: the feasible mass production of differentiation. Considering design intent, available CNC fabrication processes and material properties, it describes and critically analyses different strategies for building architectural surfaces, presenting specific examples from contemporary architecture. Realizing that there are technological limitations in the fulfillment of conceptual aspirations, this paper identifies possible innovative directions in building construction, based on the idea of structural performative surfaces. Finally, the authors reflect on the specific nature of architecture, distinguishing it from other areas that also employ digital technologies, to frame, from within the discipline, the technological expectations and its potential further developments.
keywords CAD/CAM, Digital Fabrication, CNC Technologies, Rationalization, Mass-Customization
series eCAADe
email
last changed 2022/06/07 07:56

_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 cf2009_673
id cf2009_673
authors Tamke, Martin; Thomsen, Mette, Ramsgard
year 2009
title Digital wood craft
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 673- 686
summary In 1995, Robin Evans points out in his book The Projective Cast how the development of techniques changed architecture and the space inhabited in times of Gothic and early Renaissance. We see a parallel phenomenon today, where the interplay of technology and tool gives shape to new design (Kolarevic 2005). Yet in opposition to the interwoven fields of design and craft of the late Gothic, today’s building sector is enormously diversified, and a growing complexity in the building process and number of used materials can be observed. This gives an opposite point of departure into a more integrated field of design and innovation in architectural design and building industry.
keywords Digital production, CAD/CAM, parametric design, complex form, mass customization
series CAAD Futures
email
last changed 2009/06/08 20:53

_id sigradi2005_240
id sigradi2005_240
authors Hernández, Silvia Patricia
year 2005
title Educational hypermedia: designing with confusion, discovery and video games
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 240-244
summary The aim of this work is to present some reflexions raised when designing teaching materials in hypermedia formats for architecture. We plan to work with the essential notions for design, creation and use of hypermedia technology in either traditional and/or distance learning. While doing this, we will go deep in the use of some tools of hypermedia design. We will go from formal models such as abstraction, taking as an example the use of video games, to interface elements. We will present different concepts that should be applied in the design of hypermedia; they help in assisting the user to discover and to increase his knowledge. We intend to promote an effective user. We aim to assess design emphasizing the ludic experience, according to what exists in the market and to the two works on hypermedia design from the author." [Full paper in Spanish]
series SIGRADI
last changed 2016/03/10 09:53

_id sigradi2005_321
id sigradi2005_321
authors Almeida da Silva, Adriane Borda; Ana Lúcia Pinho Lucas, Ricardo Silveira
year 2005
title Defining a process of design and learning of digital graphics by means of distance education
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 321-326
summary This paper describes and analyses the teaching/learning approach which progressively is being established in the context of the Digital Graphics Post-Graduation Course. The method used has, basically, generated educational situations able to increase the self-learning capacity of the students; develop skills for collaborative activities to build the knowledge and overtake the limits of time and space imposed by traditional educational systems. The theoretical references adopted to draw the didactic situations are explained, these situations include more and more moments of distance learning, synchronous or asynchronous, redefining the attitude of lecturers and students. This work points out the introduction of a tutor, an agent to promote interactions among student/lecturer/object of knowledge; and the investment on production of didactic material specific to digital graphics is emphasized between lecturers and students, exploring collaborative activities to the distance learning modality. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:47

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