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 621

_id 2006_458
id 2006_458
authors Laskari, Iro
year 2006
title Automatic production of paths within audiovisual “narrative space” by making use of genetic algorithms
doi https://doi.org/10.52842/conf.ecaade.2006.458
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 458-461
summary This paper documents the theoretical aspect of a research project that deals with the application of an artificial life (AL) approach to engraving coherent paths within the narrative space of video fragments. These paths, which are constituted by the succession of short video segments, represent the best way to juxtapose isolated elements in the overall narrative landscape. In this case the notion of space is being used in a metaphorical way. Once this has been clarified, the concept of “narrative space” is used as a metaphorical representation of a database comprising all the fragmented/autonomous narrations that are being used. Therefore, the creation of an “intelligent” system that will be able to automatically create cinematographic narration is being examined. This project in particular investigates the possibility and the consequences of producing an autonomous cinematographic narration system, in which meaning results from a kind of hypermontage (Hakola, http://www.kromaproductions.net/HYPERMONTAGE.htm: Jan 2003) conditioned by genetic algorithms. A different type of spatial experience emerges when the video fragments used are automatically “put together” by the system. Video as a medium could be considered as representing crystallized shortcuts within physical reality. Since video fragments constitute the database, different elements of constructed space are parts of the same ensemble. From the composition of such fragments, there emerge new paths within the same spatial context and certain spatial experiences are formulated which are different from the ones experienced by actors during the shootings.
keywords Non - linear narrative; cinematic language; Artificial Life
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia06_148
id acadia06_148
authors Cabrinha, Mark
year 2006
title Synthetic Pedagogy
doi https://doi.org/10.52842/conf.acadia.2006.148
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 148-149
summary As tools, techniques, and technologies expand design practice, there is likewise an innovation in design teaching shifting technology from a means of production and representation to a means of discovery and development. This has implications on studio culture and design pedagogy. Expanding the skills based notion of digital design from know-how, or know-how-to-do, toward know-for, or knowledge-for-action, forms a synthetic relationship between the skills necessary for action and the developing motivations of a young designer. This shifts digital design pedagogy to a medium of active inquiry through play and precision. As digital tools and infrastructure are now ubiquitous in most schools, including the increasing digital material exchange enabled through laser cutters, CNC routers, and rapid prototyping, this topic node presents research papers that engage technology not simply as tools to be taught, but as cognitive technologies which motivate and structure a design students knowledge, both tacit and explicit, in developing a digital and material, ecological and social synthetic environment. Digital fabrication, the Building Information Model, and parametric modeling have currency in architectural education today yet, beyond the instrumentality of teaching the tool, seldom is it questioned what the deeper motivations these technologies suggest. Each of these tools in their own way form a synthesis between representational artifacts and the technological impact on process weaving a wider web of materials, collaboration among peers and consultants, and engagement of the environment that the products of design are situated in.If it is true that this synthetic environment enabled by tools, techniques, and technologies moves from a representational model to a process model of design, the engagement of these tools in the design process is of critical importance in design education. What is the relationship between representation, simulation, and physical material in a digitally mediated design education? At the core of synthetic pedagogies is an underlying principle to form relationships of teaching architecture through digital tools, rather than simply teaching the tools themselves. What principles are taught through teaching with these tools, and furthermore, what new principles might these tools develop?
series ACADIA
email
last changed 2022/06/07 07:54

_id sigradi2006_c091d
id sigradi2006_c091d
authors Garcia Alvarado, Rodrigo; fuentealba, Jessica and Guinez, Rodrigo
year 2006
title Suave Infinitud - Desfase Pasivo: Modelos Digitales como Comunicadores de Pensamiento Arquitectonico [Soft Infinity - Pasive Disruption: Digital Models for Communication of Architectural Though]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 355-358
summary This research studies the relationship between architectural language and thought, using digital models to communicate architectural concepts. It studies in particular two renowned buildings of contemporary architecture in Chile. A tower for insurance company in the downtown of the city of Concepcion, designed by architect Enrique Browne, well- known by his ecological approach. And offices for industry of timber boards close to the city of Arauco, designed by architect Jose Cruz Ovalle, whom applied sensitive background. Digital models of both buildings were developed to show different characteristic and parts. A group of students evaluate semantic interpretation of these digital models, when other evaluates same conditions with pictures of the buildings. The results showed high understanding of language, but low appreciation of meaning and thoughts, close to general values than particular approaches, supporting basic architectural concepts and use of diverse digital models.
series SIGRADI
email
last changed 2016/03/10 09:52

_id eaea2005_19
id eaea2005_19
authors Guski, Rainer
year 2006
title Pictures, mock ups and animations: On the ecological validity of environmental simulations
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 19-27
summary Real scientific experiments should be completely under control and be replicable - a prerequisite that cannot be fulfilled in real environments. Environmental psychologists try to simulate and manipulate those aspects in the laboratory that are essential for their question at hand. Under which circumstances do we produce valid results? Validity generally refers to the extent to which an information indicates what it is claimed to give.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id ddss2006-hb-85
id DDSS2006-HB-85
authors J.A.M. Borsboom-van Beurden, R.J.A. van Lammeren, T. Hoogerwerf, and A.A. Bouwman
year 2006
title Linking Land Use Modelling and 3D Visualisation - A mission impossible?
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 85-101
summary Additional to the traditional land use maps 3D visualisation could provide valuable information for applications in the field of spatial planning, related to ecological and agricultural policy issues. Maps of future land use do not always reveal the appearance of the physical environment (the perceived landscape) as a result of land use changes. This means that 3D visualisations might shed light on other aspects of changed land use, such as expected differences in height or densities of new volume objects, or the compatibility of these changes with particular characteristics of the landscape or urban built environment. The Land Use Scanner model was applied for the Netherlands Environmental Assessment Agency's 'Sustainability Outlook' to explore land use changes, followed by GIS analyses to asses both the development of nature areas and the degree of urbanisation within protected national landscapes. Since it was felt that 3D visualisation could complement the resulting land use maps, the land use model output was coupled to 3D visualisation software in two different ways: 1) through Studio Max software in combination with iconic representation of the concerned land use types and 2) through 3D components of GIS software. However, the use of these techniques on a national scale level for the generation of semi-realistic 3D animations raised a number of conceptual and technical problems. These could be partly ascribed to the particular format and of the Land Use Scanner output. This paper discusses the methods and techniques which have been used to couple the output of the land use model to 3D software, the results of both approaches, and possible solutions for these problems.
keywords Land use models, 3D visualisation, Policy-making
series DDSS
last changed 2006/08/29 12:55

_id acadia06_510
id acadia06_510
authors Johnson, Jason
year 2006
title Complexity as a Creative Force in Design Variegation, Heterogeneity, Diversity
doi https://doi.org/10.52842/conf.acadia.2006.510
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 510-517
summary This paper describes an experimental project that attempts to use complexity as a creative and vital force within the design process. The project seeks to release architecture from its conventional role as a static urban backdrop and to transform it into a vital, dynamic, and active participant within cities. The project, entitled “Energy Farm”, was instigated by the 2005 International Open Design Competition for a “Performing Arts Island” located within the Han River in Seoul, Korea. Through the exploration of the site and program elements as an interacting matrix of fields, forces, and flows (energy, program, water flow, infrastructure, etc.), our proposal emerged as a variegated landscape marked by its capacities to produce its own energy, interweave heterogeneous threads of structure and program, and instigate a diverse set of scenarios in which physical and virtual realms coalesce. Architecture, in its unique capacity to bridge these realms, can release the rich computation potential of complexity into the physical realm. Within this scenario, architecture becomes a creative and vital agent for productive change with profound social, political, and ecological implications.
series ACADIA
email
last changed 2022/06/07 07:52

_id 2006_714
id 2006_714
authors Kona, Silika Rahman and Saleh Uddin
year 2006
title Movement in Architecture - An Analytical Approach Towards Organic Characteristics
doi https://doi.org/10.52842/conf.ecaade.2006.714
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 714-719
summary Nature is the fundamental and recurring inspiration of organic architecture. Living organisms, both in their outward forms and in their inner structures, offer endless ideas and concepts for design. Organic architecture works with metamorphosis (the process of growth and change), the notion of “design from within”. Why should architecture be lifeless and static? Here, Movement, a unique quality of living organism is used to contribute to architecture. We cannot make a new life but we can take the characteristics to make changes in our environment, seeking not to imitate nature’s appearance, but instead to imaginatively apply its profound principles. The focus of this paper is to examine and categorize the different kinds of movement that exist in nature, understanding how their purpose can be effectively used in architecture. The topic explores techniques of living organisms used for function and defense and discusses possible implementation in architecture. Movement has the potentiality to introduce flexibility, ecological efficiency and building defense through deformable, transportable, shape shifting and morphing forms.
keywords Organic Characteristics; Movement
series eCAADe
email
last changed 2022/06/07 07:51

_id 73ae
id 73ae
authors Loemker, Thorsten Michael
year 2006
title Revitalization of Existing Buildings through Sustainable Non-Destructive Floor Space Relocation
source GBEN 2006, Global Built Environment Network: Towards an Integrated Approach for Sustainability, P. 181-189
summary The revitalisation of existing buildings is getting more and more important. We are facing a situation where in many cases there is no need to design new buildings because an increasing number of existing buildings is not used anymore. The most ecological procedure to revitalise these buildings would be through a continuous usage and by making few or no alterations to the stock. Thus, the modus operandi could be named a “non-destructive” approach. From the architects’ point of view, non-destructive redesign of existing buildings is time-consuming and complex. The methodology we developed to aid architects in solving such tasks is based on exchanging or swapping utilisation of specific rooms to converge in a design solution. With the aid of mathematical rules, which will be executed by the use of a computer, solutions to floor space relocation problems will be generated. Provided that “design” is in principle a combinatorial problem, i.e., a constraint-based search for an overall optimal solution of a problem, an exemplary method will be described to solve such problems.
keywords Revitalisation, Optimisation, Floor Space Relocation, Constraint Programming
series other
type normal paper
email
last changed 2008/10/13 13:57

_id acadia06_261
id acadia06_261
authors Lömker, Thorsten M.
year 2006
title Revitalization of Existing Buildings through Sustainable Non-Destructive Floor Space Relocation
doi https://doi.org/10.52842/conf.acadia.2006.261
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 261-268
summary The revitalization of existing buildings is gaining importance. We are facing a development where, in many cases, there is no need to design new buildings because an increasing number of existing buildings are not used anymore. The most ecological procedure to revitalize these buildings would be through a continued usage and by making few or no alterations to the stock. Thus, the modus operandi could be called a “non-destructive” approach.From the architect’s point of view, non-destructive redesign of existing buildings is time-consuming and complex. The methodology we developed to aid architects in solving such tasks is based on exchanging or swapping utilization of specific rooms in order to reach a design solution. With the aid of mathematical rules, which will be executed by the use of a computer, solutions to floor space relocation problems will be generated. Provided that “design” is in principle a combinatorial problem, i.e., a constraint-based search for an overall optimal solution of a problem, an exemplary method will be described to solve such problems.The design of the model developed is related to problems in logistics (e.g., the loading in trans-shipment centers). The model does not alter geometric proportions or locations of rooms, but solely changes their occupancy such that a new usage could be applied to the building. From our point of view, non-destructive models can play an important role in floor space relocation processes. Our examinations demonstrate that new patterns of utilization could be found through the use of this model.
series ACADIA
email
last changed 2022/06/07 07:59

_id sigradi2006_e151c
id sigradi2006_e151c
authors Neumann, Oliver and Schmidt, Daniel
year 2006
title CNC Timber Framing – Innovative Applications of Digital Wood Fabrication Technology
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 304-307
summary The discourse on depleting natural resources and compromised environments have led to extended research on sustainable designs methods, building practices and materials. Beyond the actual performance of building products and components, research on sustainable building increasingly focuses on the long-term effects of the production, application and life cycle of building materials on the natural environment, human inhabitation and quality of life. Computer aided manufacturing technologies play a significant role not only in the transformation of design and building methods, but also in an extended discourse on cultural development. Globally available technologies connect the design and building process to a broad range of long-term ecological factors by creating a correlation between "the emergent political, economical and social processes and … architectural techniques, geometries and organization." Through this interrelationship to economy and culture, technology and its applications are also directly related to notions of place and territory as well as to fundamental ideas of ecology. The collaborative research and design study for an outdoor theater roof structure at the University of British Columbia Malcolm Knapp Research Forest at Maple Ridge, B.C., Canada, focuses on the use of digital media in prefabrication and material optimization. By utilizing small square section timber and minimizing the use of alienating connectors the research on the wood roof structure illustrates the potential of a design culture that seeks innovation in a broader understanding of ecology routed in regional culture, environmental conditions, economy and tradition. Labor intensive manufacturing techniques are redefined aided by computer controlled machines and virtual modeling of complex geometries is translated into simple operations. The result is a more sensible and accurate response to the place’s demands. In order to generate innovative design interventions that make a constructive long-term contribution to the preservation, maintenance and evolution of the environment, design needs to be based on a comprehensive understanding of its context and the distinctive qualities of the materials used. Following the example of the outdoor roof structure, this paper aims to define innovative design as work that resonates at the intersection of the fields of technology, material science, manufacturing processes, techniques of assembly and context that constitute the expanded context or complex ecology that projects need to engage. It is in design research studies like for the outdoor theater roof structure with focus on CNC wood fabrication technologies that the common design and building discourse is put to question, boundaries are explored and expanded and the collective understanding is improved towards ecological design.
keywords CNC Wood Fabrication; Design Innovation; Ecology
series SIGRADI
email
last changed 2016/03/10 09:56

_id ddss2006-hb-221
id DDSS2006-HB-221
authors Selma Celikyay
year 2006
title Research on New Residential Areas Using GIS - A case study
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 221-233
summary Planning is a decision-making process which is about 'the future'. In each scale of planning process, spatial rules of the social life are formed. In this process, firstly series of spatial analyses should be practised. Throughout the world, spatial planning strategies which focus on the sustainable development adapt an ecological approach and both the regional and urban planning processes are based upon ecological bases. Under the guidance of this notion, also in Turkey, spatial planning strategies should be urgently reviewed and any level of planning process should be directed to ecological bases. Furthermore, in all these steps, natural resources and ecological characteristics should be taken into consideration. In the city of Bartin, where Bartin River flows through, a case study has been carried out regarding the above mentioned planning strategies. The case study has three stages. These stages also frame the data, analysis and evaluation stages. In the case study, a combination of McHarg's ecological evaluation method and Kiemstedt's usage value analysis in planning has been employed. With the help of ecological analyses, in the rural areas that have not been settled yet, the potential of the natural resources has been examined for the new residential areas. As a result, in the city of Bartin, the potential residential areas have been defined on the unsettled regions. What is more, concerning the subject, a map has been formed on the scale of 1/25 000. As a result of the case study, it has been concluded that in Bartin city because of the physical planning which ignores the potential of the natural resources, some of the existing residential areas have been chosen improperly.
keywords Decision support systems, Ecological analysis, Geographical information systems, Residential areas, Spatial analysis
series DDSS
last changed 2006/08/29 12:55

_id eaea2005_000
id eaea2005_000
authors Dechène, Sigrun und Manfred Walz (Eds.)
year 2006
title Motion, E-Motion and Urban Space
source Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4, 260 p.
summary Simulating the development and the image of architecture and urban design means to show how the environment of the future and the living conditions could develop. At the same time it is part of our task to explain our work to local people and to the public and to passion skills in methods, instruments and knowledge in planning to the next generation of architects, planners and last but not least to discuss and to renew them once more for ourselves. Our aim was also to reflect what we have done since starting the look through the key-hole of endoscopy. Meanwhile this look has been completed since the beginnings in 1993 much more by computer and monitor. It is not the question to take the endoscope or the computer as a methodical and instrumental approach. Nowadays we normally decide to take the endoscope and the computer. In preparing the conference and the workshop we thought that this should now also be the moment not only to inform each other and the participants on methods, tools and best practices in simulating and designing the environment but also to focus on the social and human consequences of perception, movement and use the present urban spaces and the urban space in future. So we proposed the theme “MOTION, E-MOTION and URBAN SPACE” and we invited a scientific expert in experimental psychology to give us some serious reflections and one or another hint on our research themes and methods. The contributions and discussions in the conference showed that the proposal has not only been accepted but has also been completed and enriched especially concerning the theme urban space, it’s processes of usage and it‘s atmosphere. Also in the themes of endoscopy and the research on modelling urban spaces and architecture, meanwhile nearly “traditional” ones, remarkable results were presented and discussed. A very important point of contributions and the following discussions was how to present our subjects to the interested public and to improve our own internal exchange. An object could be to enforce the research tasks in researching together even more.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id ddss2006-hb-391
id DDSS2006-HB-391
authors Jos P. van Leeuwen and Léon A.H.M. van Berlo
year 2006
title The Neighbourhood Wizard - Cause and effect of changes in urban neighbourhoods
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 391-406
summary The Neighbourhood Wizard is a website that makes citizens aware of the consequences of the changes that they would like to realise in their neighbourhood. Users of the website can suggest changes to their neighbourhood. A Bayesian Belief Network is used to predict the effects of the changes on several indicators of liveability as experienced by the community. The Neighbourhood Wizard also shows what would be the optimal experience of liveability for different sections of the population.
keywords Participatory Design, Bayesian Networks
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_p039d
id sigradi2006_p039d
authors Soares, Francirose and Murad, Carlos
year 2006
title Os museus na cidade e as conexões virtuais [The museums in the city and virtual conections]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 401-404
summary This paper discusses contemporary issues framed through virtuality, as well as its consequences within urban design. It is a reseach aiming to demonstrate both the meanings involved in new global issues as well as the role of a virtual communication web interfering in representative and significance of urban issues.
series SIGRADI
email
last changed 2016/03/10 10:00

_id sigradi2006_e048c
id sigradi2006_e048c
authors Beck, Mateus Paulo; Brener, Rafael; Giustina, Marcelo and Turkienicz, Benamy
year 2006
title Light and Form in Design – A Computational Approach
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 254-257
summary Shape perception is strongly influenced by the reciprocal relation between light and form. Computational applications can increase the number of design alternatives taking into account possible variations in the relation between light and form. The aim of this study is to discuss a pedagogical experience carried out with 5th semester architectural students, based on a series of exercises prior to the term project. The exercises were concerned with the relation between light and form from an aesthetical point of view and should be understood as examples for the use of computers as tools to creatively accelerate the process of design and learning. The paper is divided in five parts. The first one describes the conceptual background for the exercises, a descriptive method for the identification of light effects in architectural objects based on ideas of shape emergence. The exercises’ methodology is explained in the second part, referring to the use of computational applications in 3-dimensional modeling, material and light simulation. The methodology includes different phases: –creation of bi-dimensional compositions according to symmetry operations; –creation of a minimal living space assigning functions to spaces originated from the former composition; –analysis of the impact of light on the form and spaces created; –alteration of form and materials creating new light effects considering the functions related to the spaces. The exercises alternate work in computational environment in two and three dimensions with the use of mockups, lamps and photography. In the third part the results –student’s design steps– are described. In the fourth part the results are analyzed and some conclusions are outlined in the fifth and last part. The use of emergent forms combined with computational tools has proved to be an effective way to achieve an accelerated understanding of the impact of light on forms as demonstrated by the evolution of the students work during the term and by their final results concerning the term project.
keywords Architectural Design; Lighting; Design Simulation; Virtual Environment
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_e070c
id sigradi2006_e070c
authors Cardoso, Daniel
year 2006
title Controlled Unpredictability: Constraining Stochastic Search as a Form-Finding Method for Architectural Design
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 263-267
summary Provided with a strict set of rules a computer program can perform the role of a simple designer. Taking advantage of a computer’s processing power, it can also provide an unlimited number of variations in the form while following a given set of constraints. This paper delineates a model for interrelating a rule-based system based on purely architectural considerations with non-deterministic computational procedures in order to provide controlled variations and constrained unpredictability. The experimental model consists of a verisimilar architectural problem, the design of a residential tower with a strict program of 200 units of different types in a given site. Following the interpretation of the program, a set of rules is defined by considering architectural concerns such as lighting, dimensions, circulations, etc. These rules are then encoded in a program that generates form in an unsupervised manner by means of a stochastic search algorithm. Once the program generates a design it’s evaluated, and the parameters on the constraints are adjusted in order to produce a new design. This paper presents a description of the architectural problem and of the rule building process, images and descriptions of three different towers produced, and the code for the stochastic-search algorithm used for generating the form. The succesful evolution of the experiments show how in a computation-oriented design process the interpretation of the problem and the rule setting process play a major role in the production of meaningful form, outlining the shifting role of human designers from form-makers to rule-builders in a computation-oriented design endeavour.
keywords Architectural Design; Stochastic; Random; Rule-based systems; Form-generation
series SIGRADI
email
last changed 2016/03/10 09:48

_id sigradi2006_e068d
id sigradi2006_e068d
authors Catovic-Hughes, Selma
year 2006
title Digital Storytelling: "Memory….. Sarajevo, my personal story"
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 337-340
summary “It was a fresh summer night, sky deprived of stars, and hardly any signs of life. After hours of waiting, well passed midnight, they finally allowed us to enter. I couldn’t see or hear much, except movements of those in front of me, but judging by intense scent of mildew and worm-like smell of earth, I realized my mile long underground adventure had begun. There was no looking back, only the brave steps ahead into my new, and hopefully, safe and fruitful future.” [ from diary95 ] Just like many teens around the world, I too kept a journal. It began with playful thoughts of a teenage girl, living in Sarajevo, enjoying life. On my fifteenth birthday, those carefree moments were soon replaced with brutal facts of life under siege: Sarajevo and its citizens had been surrounded by the Serbs who took over all the roads leading in and out of the city. Three years later, I was weeks away from graduating high school, and instead of getting excited, I wondered about my future…”Yesterday was awesome -- we had both electricity and water for eight straight hours…hooray!! You could see the lights miles away…the entire city was awake, making pies and bread, washing clothes, watching movies.” [ from diary93 ] Was I going to spend the rest of my life anticipating the restricted electric and water timetable? Would I wake up the next day to see all my family alive? Would I ever have a chance to fulfill my dreams? This project captures the process of [re]tracing steps of my personal journey of leaving Sarajevo to come to the United States and [re]constructing memories as a sequence of spatial events using the artifacts and the text from my war journals. The intent of my project is to define that line between the old and the new, and intertwine and merge its current condition with the facts and memories from the past. Although there was never a permanent “Berlin-wall-like” divider, the natural contours of the river and invisible screens of the snipers served as impermeable walls and divided the city for four years. The implied boundary seemed to be more powerful than the massiveness of the concrete barricades. Is it possible to re-condition something [building, space, soul] to be and feel the same when it had been destroyed and deeply scarred on the inside? Instead of placing banal memorials engraved with the bare facts, how can we make a tribute to a series of events—a time period that changed the fabric of the city—in a more three-dimensional experience? How can we integrate digital phenomenon in the process of the post-war reconstruction to re-trace the past while creating necessary advanced improvements for the new contemporary society? The impact that social conditions have on architecture, art, culture, and ultimately, people can be told in a universal language – digital storytelling, containing pieces of history and personal memories to create representations of time and space of the past, present or future.
keywords memory; postwar; retrace; reconstruction; memorial
series SIGRADI
email
last changed 2016/03/10 09:48

_id 2006_002
id 2006_002
authors Chris Yessios
year 2006
title The Singularity of Design Creativity
doi https://doi.org/10.52842/conf.ecaade.2006.x.p9l
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. x-xvi
summary Singularity is the moment when an arithmetic progression converts into a geometric and acceleration takes off. Artificially creative design, as is manifested through the use of contemporary digital tools, is at such a moment in time and its impact on our cultural evolution is undeniable. A few decades ago, in the earlier days of computer aided design, we were asking whether CAD really had any effect on the quality of design and on our physical environment. We now know it does and the examples of a new architecture are plentiful. We shall look at some examples as more appear daily.
keywords Singularity; artificial creativity; design
series eCAADe
type normal paper
email
more http://www.ecaade.org
last changed 2022/06/07 07:50

_id sigradi2006_e183a
id sigradi2006_e183a
authors Costa Couceiro, Mauro
year 2006
title La Arquitectura como Extensión Fenotípica Humana - Un Acercamiento Basado en Análisis Computacionales [Architecture as human phenotypic extension – An approach based on computational explorations]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 56-60
summary The study describes some of the aspects tackled within a current Ph.D. research where architectural applications of constructive, structural and organization processes existing in biological systems are considered. The present information processing capacity of computers and the specific software development have allowed creating a bridge between two holistic nature disciplines: architecture and biology. The crossover between those disciplines entails a methodological paradigm change towards a new one based on the dynamical aspects of forms and compositions. Recent studies about artificial-natural intelligence (Hawkins, 2004) and developmental-evolutionary biology (Maturana, 2004) have added fundamental knowledge about the role of the analogy in the creative process and the relationship between forms and functions. The dimensions and restrictions of the Evo-Devo concepts are analyzed, developed and tested by software that combines parametric geometries, L-systems (Lindenmayer, 1990), shape-grammars (Stiny and Gips, 1971) and evolutionary algorithms (Holland, 1975) as a way of testing new architectural solutions within computable environments. It is pondered Lamarck´s (1744-1829) and Weismann (1834-1914) theoretical approaches to evolution where can be found significant opposing views. Lamarck´s theory assumes that an individual effort towards a specific evolutionary goal can cause change to descendents. On the other hand, Weismann defended that the germ cells are not affected by anything the body learns or any ability it acquires during its life, and cannot pass this information on to the next generation; this is called the Weismann barrier. Lamarck’s widely rejected theory has recently found a new place in artificial and natural intelligence researches as a valid explanation to some aspects of the human knowledge evolution phenomena, that is, the deliberate change of paradigms in the intentional research of solutions. As well as the analogy between genetics and architecture (Estévez and Shu, 2000) is useful in order to understand and program emergent complexity phenomena (Hopfield, 1982) for architectural solutions, also the consideration of architecture as a product of a human extended phenotype can help us to understand better its cultural dimension.
keywords evolutionary computation; genetic architectures; artificial/natural intelligence
series SIGRADI
email
last changed 2016/03/10 09:49

_id 7987
id 7987
authors Dimitrios Makris, Ioannis Havoutis, Georges Miaoulis, Dimitri Plemenos
year 2006
title MultiCAD – MOGA A System for Conceptual Style Design of Buildings
source Conference Proceedings of the 9th 3IA (2006) International Conference on Computer Graphics and Artificial Intelligence, p73-84
summary The synthesis of the three-dimensional morphology of a building is one of the most important tasks in architecture. Space planning and morphology are of the most interesting and complex of architectural design problems. Architectural design is guided by the constraints on the spatial composition and the morphology of the final building. During the conceptual phase problems are characterised by fuzziness and complexity. Building requirements are ill-defined and contradictory. The designer should explore the solution space for alternative building solutions while refining requirements and style preferences. In this paper we present the development and implementation of an Evolutionary Declarative Design system prototype for the aid of conceptual style design of buildings. The system is a specific MultiCAD prototype system including architectural knowledge, architectural style and a multi-objective genetic algorithm. Two design cases are presented for two different architectural styles. The applicability and efficiency of the system prototype are discussed.
keywords declarative modelling, evolutionary design, multi-objective genetic algorithms, architectural conceptual design, constraints
series other
type normal paper
email
more http://3ia.teiath.gr/3ia_previous_conferences_cds/2006/Papers/Full/Makris_8.pdf
last changed 2007/11/29 15:55

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