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 281

_id acadia06_440
id acadia06_440
authors Bell, Brad
year 2006
title The Aggregate of Continuum
doi https://doi.org/10.52842/conf.acadia.2006.440
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 440-454
summary The Traversable Matrix (Fig. 1.) illustrates the iterative fragments that comprise the continuum of exploration for a digital aesthetic and digital tectonic. These non-hierarchical fragments operate as footholds across a larger tessellated landscape of current digital design explorations. In seeking an organizational strategy, we attempt to move laterally across a variety of examples, texts, and illustrations. Each short excerpt is a partial architecture illustrating deeper issues in the current discussion of digital fabrication. Though counter to conventional academic inquiry, the associative approach can help frame the matrix; the synthetic landscape traversed becomes less linear, less framed but no less interconnected and cohesive. The patterning of complex geometries, the production of ornament, the leveraging of digital fabrication against standard forms of material and construction practices, and the acute emphasis on surface all serve as the aggregate to a broader spectrum of architectural thinking and architectural making.Introduction: The Traversable Matrix
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia06_068
id acadia06_068
authors Elys, John
year 2006
title Digital Ornament
doi https://doi.org/10.52842/conf.acadia.2006.068
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 68-78
summary Gaming software has a history of fostering development of economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming software has been a poor offspring of high-end visualization. In a twist of irony, this paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 1974-1985 and it is still today, 20 years later the main component of all visualization programs. The development of the bump map is of particular interest; its evolution into a physical displacement map provides untold opportunities of the appropriation of the 2D image to a physical 3D object.To expose the creative potential of the displacement map, a wide scope of existing displacement usage has been identified: Top2maya is a scientific appropriation, Caruso St John Architects an architectural precedent and Tord Boonje’s use of 2D digital pattern provides us with an artistic production precedent. Current gaming technologies give us an indication of how the resolution of displacement is set to enter an unprecedented level of geometric detail. As modernity was inspired by the machine age, we should be led by current technological advancement and appropriate its usage. It is about a move away from the simplification of structure and form to one that deals with the real possibilities of expanding the dialogue of surface topology. Digital Ornament is a kinetic process rather than static, its intentions lie in returning the choice of bespoke materials back to the Architect, Designer and Artist.
series ACADIA
email
last changed 2022/06/07 07:55

_id ijac20064103
id ijac20064103
authors Loveridge, Russell; Strehlke, Kai
year 2006
title The Digital Ornament using CAAD/CAAM Technologies
source International Journal of Architectural Computing vol. 4 - no. 1, 33-49
summary New digital technologies are challenging the traditions of the architectural design methodology, the relationship between context and design, and the dependency on skilled workmanship for the fabrication of beautiful and complex architecture. Intellectually, applications of digital technologies are also allowing for the reinvestigation, reinterpretation, and redevelopment of historical concepts, theories, and skills[1]. Our focus of ornament in this paper is presented as a constrained architectural testing ground, a reduced issue that still addresses the primary issues of geometry, aesthetics, individualism, and the transferal of design to materiality. Our work on digital ornament combines the traditionally intuitive skills of geometric & graphic manipulations with easily edited input (variables and digital images), control through parametric programming, and automated output (CNC manufacturing). The combination of these processes allows for efficient diversity and uniqueness of design, while also compensating for the increasing cost and declining availability of skilled artisans for the physical fabrication. The presented projects in teaching, research, and professional activities demonstrate our ongoing experiments with new technologies of programmed surface modeling and computer numerically controlled manufacturing (CNC manufacturing). This work has been incorporated in real world projects, both in the revitalization historic buildings, and in new applications of ornament in contemporary architecture.
keywords 3D Modeling; Parametric Design; Image Processing; Design Education; Cam
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00004
last changed 2007/03/04 07:08

_id sigradi2006_c116c
id sigradi2006_c116c
authors Vergara Cortes, Mario
year 2006
title Geometria del Sonido, Sala de conciertos D.U.M.B.O. , Brooklyn, N.Y..C. [Sound Geometry: Brooklyn Bridge Park Concert Halls]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 325-329
summary Friedrich Schelling's famous quote, "Architecture is Frozen Music" attempted to find a relationship between the solidity of architecture and the intangibility of music in his era. While the Baroque, and subsequent Rococo, styles in architecture contain a plasticity and flow of ornament that seems to validate the statement, it does not go beyond purely surface characteristics. If we look at the purpose, goal and process of both music and architecture, finding clear relationships is difficult, though this does not deter architects from finding inspiration in music, and vice-versa.
series SIGRADI
email
last changed 2016/03/10 10:02

_id sigradi2006_c129b
id sigradi2006_c129b
authors Abad, Gabriel; Adriane Borde; Mónica Fuentes; Virginia Agrielav; Adriana Granero and Jacqueline Fernández
year 2006
title Producción colaborativa de material de enseñanza-aprendizaje de Gráfica Digital con aportes multidisciplinarios [Collaborative production for taught-learning materials for digital graphic with multidisciplinary contributions]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 117-121
summary For a contribution to problem solving processes at different areas, this paper presents the use of Digital Graphics as a knowledge object for a distance teaching/learning workshop. At the Learning Management System, different theoretical subjects with supporting tools were proposed, and exercises requiring collaborative work. An specific didactic situation using available technologies at Internet for 3D modelling, combined with satellite images and geographic information program was proposed. The final works were then shared by a 3D models repository. As a complement of this experience and in relation with their professional work, every student proposed a new didactic situation including Learning Objects, sharing them with the others members of the group, through conceptual maps built up in a co-operative way.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2006_paper21
id ascaad2006_paper21
authors Abdelhameed, Wael A.
year 2006
title The Relations Between Design Idea Emergence and Design Solution Direction: digital media use in mass exploration of architectural design
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 The unfolding of research is that design is a creative activity of problem-solving, directed to achieve what architecture should provide man with. The first part of the research investigates Design-Idea Exploration in the initial phases of design process, in terms of exploring the links between Design-Idea Emergence and Design-Solution Direction. The second part of the research presents a use of digital media in Design-Idea Exploration of three dimensional shapes throughout the initial phases of design process. The research has concluded the links between Design Ideas Emergence and Design Solution Directions, and presented the features of the program, which distinguish it from other standard modeling software.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2006_532
id 2006_532
authors Abdelhameed, Wael
year 2006
title How Does the Digital Environment Change What Architects Do in the Initial Phases of the Design Process?
doi https://doi.org/10.52842/conf.ecaade.2006.532
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 532-539
summary Some researchers have tried to answer the question: do we need to think differently while designing in terms of the digital environment? This methodological question leads to another question: what is the range of this difference, if there is one? This research investigates the range of changes in how architects conduct and develop the initial design within the digital environment. The role offered by the digital environment in visual design thinking during conceptual designing through shaping: concepts, forms, and design methods, is identified and explored.
keywords Conceptual designing; architects; digital environment; design process; visual design thinking
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2006_paper8
id ascaad2006_paper8
authors Abdullah, Sajid; Ramesh Marasini and Munir Ahmad
year 2006
title An Analysis of the Applications of Rapid Prototyping in Architecture
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 Rapid prototyping (RP) techniques are widely used within the design/manufacturing industry and are well established in manufacturing industry. These digital techniques offer quick and accurate prototypes with relatively low cost when we require exact likeness to a particular scale and detail. 3D modeling of buildings on CAD-systems in the AEC sector is now becoming more popular and becoming widely used practice as the higher efficiency of working with computers is being recognized. However the building of scaled physical representations is still performed manually, which generally requires a high amount of time. Complex post-modernist building forms are more faithfully and easily represented in a solid visualization form, than they could be using traditional model making methods. Using RP within the engineering community has given the users the possibility to communicate and visualize designs with greater ease with the clients and capture any error within the CAD design at an early stage of the project or product lifecycle. In this paper, the application of RP in architecture is reviewed and the possibilities of modeling architectural models are explored. A methodology of developing rapid prototypes with 3D CAD models using methods of solid freeform manufacturing in particular Fused Deposition Modeling (FDM) is presented and compared against traditional model making methods. An economical analysis is presented and discussed using a case study and the potential of applying RP techniques to architectural models is discussed.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2006_paper23
id ascaad2006_paper23
authors Ali, Rasha
year 2006
title Islamic Architecture and Digital Databases
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 Epigraphy in Islamic architecture represented an indispensable element in its conceptual design and structure. Our research investigates this unique role, which epigraphy played in Islamic architecture as a tool singularizing this architecture and the sensuality it inspires inside a building while bestowing on it its particular identity. This how SADEPIG came to being: it is a virtual database regrouping all the information about the monumental epigraphy which date from the Sa‘dian period in Morocco (1527- 1660). The digital corpus of monumental Sa‘dian inscriptions provides also buildings plans, virtual tour within the monument, construction details, information about the identity of patron and builders.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 2006_040
id 2006_040
authors Ambach, Barbara
year 2006
title Eve’s Four Faces-Interactive surface configurations
doi https://doi.org/10.52842/conf.ecaade.2006.040
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 40-44
summary Eve’s Four Faces consists of a series of digitally animated and interactive surfaces. Their content and structure are derived from a collection of sources outside the conventional boundaries of architectural research, namely psychology and the broader spectrum of arts and culture. The investigation stems from a psychological study documenting the attributes and social relationships of four distinct personality prototypes; the “Individuated”, the “Traditional”, the “Conflicted” and the “Assured”. (York and John, 1992) For the purposes of this investigation, all four prototypes are assumed to be inherent, to certain degrees, in each individual; however, the propensity towards one of the prototypes forms the basis for each individual’s “personality structure”. The attributes, social implications and prospects for habitation have been translated into animations and surfaces operating within A House for Eve’s Four Faces. The presentation illustrates the potential for constructed surfaces to be configured and transformed interactively, responding to the needs and qualities associated with each prototype. The intention is to study the effects of each configuration and how it may be therapeutic in supporting, challenging or altering one’s personality as it oscillates and shifts through the four prototypical conditions.
keywords interaction; digital; environments; psychology; prototypes
series eCAADe
type normal paper
last changed 2022/06/07 07:54

_id ascaad2006_paper13
id ascaad2006_paper13
authors Ambrose, Michael A.
year 2006
title Plan is Dead: to BIM or not to BIM, that is the question
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 Drawing, modeling and the explicit abstraction embedded in the traditions and conventions of visual communication through composition and representation are fundamental to the how, why and what of architectural design. BIM presents simulation as an antiabstract means of visual communication that seeks to displace the discreet representation of plan, section and elevation with the intelligent object model. If plan is dead, the implication is that the value of abstraction is dead or dying as well. How can architectural education prepare students for digital practice with such an assault on the underlying role of abstract representation of formal and spatial constructs that constitute architecture? This paper explores a possible path for engaging digital media in education that explores the gap between design theory and digital practice. The investigation centers on ways of exploring architecture by developing teaching methods that reprioritize ways of seeing, thinking and making spatial design. Digital architectural education has great opportunity and risk in how it comes to terms with reconceptualizing design education as the profession struggles to redefine the media and methods of architectural deliverables in the age of BIM.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2022_187
id sigradi2022_187
authors Andia, Alfredo
year 2022
title SynBio-Design: Building new infrastructures and territories with Synthetic Biology.
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 1213–1224
summary Which kind of imagination do we need for the future of our planet? In the past 150 years, we have completely transformed our biosphere. Today we have arrived at points of no return in global warming! The temperature of the Arctic Ocean will increase by 3-5°C by mid-century. This will lead to disastrous ocean acidification, sea-level rise, and worst of all the thawing of the permafrost that will release 1 trillion tons of carbon dioxide into the atmosphere. In this paper, we argue that building with biology will be the most important force to transform our planet. Since 2006, Synthetic Biology (SynBio) has surfaced as the fastest-growing technology in human history. SynBio involves emerging techniques that allow us to design, edit, and engineer all kinds of living organisms. In this paper, we elaborate on its potential development in growing infrastructures and its impacts on architectural thinking.
keywords Bio-Inspired Design, Synthetic Biology, Bio-Architecture, Climate Change, Biotechnology
series SIGraDi
email
last changed 2023/05/16 16:57

_id sigradi2023_367
id sigradi2023_367
authors Andia, Alfredo
year 2023
title Programmable Bio-Matter Architecture
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1797–1808
summary Building with biology will be the most important platform to transform our planet in the next decades. Since 2006, Synthetic Biology (SynBio) has surfaced as the fastest-growing technology in human history. This field is allowing us to manipulate the genetic code, biology, food, and vaccines and ultimately aiming to reshape the very essence of existence. In this paper, we assess the development of SynBio and its impacts on architectural thinking, materials, and particularly in Architectural fiction. In this paper, we argue that there are at least three waves of impacts of SynBio technology in construction: Biomaterials, Engineered Living Materials (ELM), and Bio-Matter or biobots. We explore architectural thinking's domain, involving architects and engineers in research and startups. We embrace the architectural envisioning role and present our design work utilizing observed biological growth algorithms. Synthetic Biology urges questioning not only biomaterials but also the field's overarching vision.
keywords Synthetic Biology, Bio-Architecture, Climate Change, Biotechnology, Architecture
series SIGraDi
email
last changed 2024/03/08 14:09

_id sigradi2006_e160c
id sigradi2006_e160c
authors Andrade, Max and Cheng, Liang-Yee
year 2006
title Diretrizez Geométricas de Auxílio ao Processo de Projeto de Edifícios Residenciais [Geometrical Guidelines to Aid the Design of Floor Plants of Residential Buildings]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 243-247
summary This paper discusses the basic principles of a geometric method to aid the design process of residential buildings. It makes part of the initial phases of a research whose aim is to develop a computer system to aid the sketching and evaluation of floor plant design of multi-storied residential buildings. The fundamental idea of the research is the existence of some basic patterns of floor plants that reflect the designer’s mental models in this category of building. The models are regarding the usage of the space such as forms and dimensions, the elements for the circulation and the external skins. During the design process, architects work on each one of these models to generate the sketches of the floor plant layout. Generally, the layout of an apartment in multi-storied buildings depends basically on the internal dynamics of the users without the complex relationship with the neighborhood environment as in the case of houses. In this way, it would be easier to identify, to organize and to associate the mental models of multi-storied buildings on geometric basis, which, in their turns, might be effectively used as inputs for the layout planning of new design. By applying the geometric basis, the architects may reduce the universe of feasible alternatives into a small group of heuristic solutions that can be described by using few simple guidelines. In addition to this, the geometric bases of the existing buildings might be used to build a knowledge-based system to aid the architectural design. The objective of this paper is to show some initial results of the research obtained from a survey and the case studies of form, dimensions and topology of existing buildings. To limit the scope of the discussion, only residential buildings with two to three bedrooms are considered. At first, a survey of plants of residential buildings with two and three bedrooms, in Brazil, is carried out. In the next step, the dimensions, shape, external skin perimeter, circulation system and accessibility are analyzed. Finally, typical topologies of the building are investigated.
keywords Design process; geometric method; residential buildings
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2012_30
id sigradi2012_30
authors Angeluzzi, Gustavo; Hanns, Daniela Kutschat
year 2012
title Um levantamento de requisitos gerais para o desenvolvimento e posicionamento de DOOTERS – um aplicativo lúdico de listas de tarefas para iPhone [A survey of general requirements for developing and positioning DOOTERS - a to-do list application for iPhone]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 191-195
summary DOOTERS is a to-do list application for iPhone which entertains and motivates the user to get things done. It was developed based on requirements obtained trough: 1. the study of several personal information organizing methods (Covey, 1989; Allen, 2005; Foster, 2006); 2. answers to a task lists user focused questionnaire; 3. observation of to-do list users while creating lists and organizing tasks; 4. comparison of digital and non-digital task list media (paper, computer and mobile device); 5. analysis of profiles, behaviors and to-do list applications for iPhone. In this paper, the authors present the process of obtaining requirements for developing and positioning DOOTERS.
keywords information and interface design, requirements, to-do list application, iPhone, DOOTERS
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_e165b
id sigradi2006_e165b
authors Angulo, Antonieta
year 2006
title Optimization in the Balance between the Production Effort of E-learning Tutorials and their related Learning Outcome
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 122-126
summary This paper provides evidence on the level of media richness that may be cost effective in the development of e-learning tutorials for teaching and learning computer visualization techniques. For such a purpose the author provides an analysis of low-cost / high-impact media rich products, the effort and cost required in their development and the measurement of related learning outcomes. Circa twenty years of R&D of multimedia and hypermedia applications for instruction have demonstrated the benefits of communicating relevant information to learners using engaging media. Based on this evidence, this paper assumes that due to the cognitive style of design students, the instructional packages for learning computer techniques for design visualization that are rich in media content, tend to be more effective. Available visualization technologies make the development of e-learning tutorials feasible and apparently the logical way to implement our instructional packages. However the question in the development of e-learning tutorials becomes a more strategic one when we are called to reach a level of optimization between producing a package with a basic standard, namely; text & still-graphic based tutorials, or a state-of-the-art package that is based on video demonstrations (more than enough?) that can accommodate the students’ learning requirements and also our production costs. The costs include the human resources (instructor, producers, assistants and others) and the material resources (hardware and software, copies, and others) involved in the creation of the e-learning tutorials. The key question is: What is good enough, and what is clearly superfluous? In order to confirm our hypothesis and propose a relevant balance between media richness and learning effectiveness, this paper describes an experiment in the use of two different levels of media richness as used to deliver instructions on the production of computer animations for design visualization. The students recruited for this experiment were fairly familiarized with the use of 3D modeling concepts and software, but had no previous knowledge of the techniques included in the tutorials; in specific; camera animation procedures. The students, separated in two groups, used one of the two methods; then they proceeded to apply their newly acquired skills in the production of an animation without using the help of any external means. The assessment of results was based on the quality of the final product and the students’ performance in the recall of the production procedures. Finally an interview with the students was conducted on their perception of what was accomplished from a metacognitive point of view. The results were processed in order to establish comparisons between the different levels of achievement and the students’ metacognitive assessment of learning. These results have helped us to create a clear set of recommendations for the production of e-learning tutorials and their conditions for implementation. The most beneficial characteristics of the two tested methods in relation to type of information, choice of media, method of information delivery, flexibility of production/editorial tools,! and overall cost of production, will be transferred into the development of a more refined product to be tested at larger scale.
keywords e-learning tutorials; media richness; learning effectiveness; cognitive style; computer visualization techniques
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2006_paper15
id ascaad2006_paper15
authors Anz, Craig and Akel Ismail Kahera
year 2006
title Critical Environmentalism and the Practice of Re-Construction
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 research focuses on the implications and applications of “critical environmentalism” as a quintessential epistemological framework for urban interventions while implementing digital applications that foster collective, round-table approaches to design. Essentially centering the environment (Umwelt) as an encompassing and interconnecting catalyst between multiple disciplines, philosophies, and modes of inquiry and technologies, the framework reciprocally fosters individual and critical identities associated with particular places, belief systems, and their participants as a primary concern. Critical environmentalism promotes a comprehensive, reciprocally unifying epistemological framework that can significantly inform architectural interventions and the tethered use of its technologies in order to foster increased vitality and a certain coinvested attention to the complexities of the greater domain. Grounding the theory in pedagogical practice, this paper documents an approach to urban design and architectural education, implemented as a case-study and design scenario, where divergent perspectives amalgamate into emergent urban configurations, critically rooted in the conditional partialities of place. Digital technologies are incorporated along with analogical methods as tools to integrate multiple perspectives into a single, working plane. Engaging the above framework, the approach fosters a critical (re)construction and on-going, co-vested regeneration of community and the context of place while attempting to dialogically converge multiple urban conditions and modes-of-thought through the co-application of various digital technologies. Critically understanding complex urban situations involves dialogically analyzing, mapping, and modeling a discursive, categorical structure through a common goal and rationale that seeks dialectic synthesis between divergent constructions while forming mutual, catalyzing impetuses between varying facets. In essence, the integration of varying technologies in conjunction, connected to real world scenarios and a guiding epistemic framework cultivates effective cross-pollination of ideas and modes through communicative and participatory interaction. As such it also provides greater ease in crosschecking between a multitude of divergent modes playing upon urban design and community development. Since current digital technologies aid in data collection and the synthesis of information, varying factors can be more easily and collectively identified, analyzed, and then simultaneously used in subsequent design configurations. It inherently fosters the not fully realized potential to collectively overlay or montage complex patterns and thoughts seamlessly and to thus subsequently merge a multitude of corresponding design configurations simultaneously within an ongoing, usable database. As a result, the pedagogical process reveals richly textured sociocultural fabrics and thus produces distinct amplifications in complexity and attentive management of diverse issues, while also generating significant narratives and themes for fostering creative and integrative solutions. As a model for urban community and social development, critical environmentalism is further supported the integrative use of digital technologies as an effective means and management for essential, communicative interchange of knowledge and thus rapprochement between divergent modes-of-thought, promoting critical, productive interaction with others in the (co)constructive processes of our life-space.
series ASCAAD
email
last changed 2007/04/08 19:47

_id acadia06_230
id acadia06_230
authors Anzalone, Phillip
year 2006
title Synthetic Research
doi https://doi.org/10.52842/conf.acadia.2006.230
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 230-231
summary Synthetic Research insinuates a relationship of a meticulous process of discovering truth contradicted against a fabricated, as in concocted, reality. It is important to recognize the logical aspect of synthetic when examining what synthetic research can provide for architectural discourse. Synthesis contrasts with analysis in that it’s primary methods involve recourse to experience; it is experience that is at the heart of synthetic research. The synthesis of theory, architectural constructions, technological artifacts and computational techniques requires experiencing the results of experimentation. Synthetic digital architecture necessitates a discovery process incorporating creation that allows for experience, be it virtual reality, full-scale prototyping or spatial creations; provided experience is a truthful one, and not disingenuous and thereby slipping into the alternate definition of synthetic.Research’s experimental arm, as opposed to the analytic, relies on tinkering - implying the unfinished, the incomplete, the prototype. Examples of this are everywhere. Computer screenshots are a strikingly literal example of synthetic research when used as a means of experiencing a process. Performance mock-ups of building assemblies are a method of synthetic research in that one experiences a set of defined performances in order to discover and redefine the project. The watchmaker craft is an exercise in research/experimentation where material properties are inherent in function and aesthetics; consider how the components interact with the environment - motion, gravity, space-time, temperature. Efficiency at this point is predominantly structural and physical. Decorative or aesthetic elements are applied or integrated in later iterations along with optimization of performance, marketing and costs.What is a architectural research? How can research synthesize the wide range of possibilities for the trajectory of architecture when engaged in digital and computational techniques? The goals, techniques, documentation and other methods of research production have a place in architecture that must be explored, particularly as it related to computation. As in other fields, we must build a legitimate body of research whereby others can use and expand upon, such that digital architectures evolve in innovative as well as prosperous paths.
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2006_p034e
id sigradi2006_p034e
authors Araujo Pires, Julie and Murad, Carlos
year 2006
title Inscrições hipertextuais: a escrita como imagem na criação visual contemporânea [Hypertext inscription: writing as image in contemporary visual creation]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 411-414
summary This paper discusses the creative imagination by the speech’s presence on the contemporary projects of art/design. Nowadays the digital era has shattered limits of the space and the user’s perception in a mix between images and texts, built by numeric language, witnessing possible new ways of writing as image. Considering on the duality between verbal and visual, some post-modern artists/projectors are redeeming the germinal quality of image from the alphabet. They use video and electronic technology incorporating the word written in their creation process. In this sense, Gaston Bachelard’s ideas on the philosophy of image and imagination could be helpful to understand that process. At first, looking through the representations accomplished by the artists gesture in their constructions. Afterwards, how those visual poetics explore the word on video project and electronic way as experimentation and on the creation project process.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2023_428
id sigradi2023_428
authors Armagno, Ángel
year 2023
title The spatial discourse of Power Architectures in Kurt Wimmer's film "Equilibrium".
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1421–1432
summary This article explores the correlation between the language of cinema and the architectural spatial discourse of power depicted in the film Equilibrium (Wimmer, 2002). This connection is examined through a discursive approach to communication studies. To analyze a specific sequence from the chosen film, a two-stage multimodal analysis was conducted. Initially, the visual analysis method proposed by Kress and Van Leeuwen (2006) designed for the representation of social actors, was employed. Subsequently, in the second stage, sociological and conceptual associations were drawn from the diverse semiotic resources identified in the first phase. The analyzed case revealed several intertextual relationships, among them; Hitler's figure recontextualized as an exemplifying archetype; the panopticon concept representing the spatial power dynamics; the presence of the German zeppelin symbolizing dominance and spreading propaganda through loudspeakers; the religious iconographic influence, its forms and symbols, contributing to a cultural identity inseparable from the history of the Western world.
keywords Cinema, Power Architectures, Critical discourse analysis, Multimodality, Intertextuality
series SIGraDi
email
last changed 2024/03/08 14:08

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