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 601

_id 2006_106
id 2006_106
authors Achten, Henri
year 2006
title Feature clusters for online recognition of graphic units in drawings
doi https://doi.org/10.52842/conf.ecaade.2006.106
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 106-112
summary Automated recognition of sketch drawings can provide the means for a natural interface between the designer and a design support system. Sketch drawing recognition is knowledge-intensive in the sense that the system must know what to look for in a drawing. In earlier work, we identified 24 different types of representations, termed graphic units. For recognition of graphic units we combine a multi-agent approach and online recognition. Each agent is specialised for one graphic unit. It continuously parses the online input stream for stroke features that fall within its scope. When an agent-specific threshold is reached, the agent puts a claim. Each agent has a specific cluster of features that can be viewed as distributed over a decision tree. The activation pattern of feature clusters over the decision tree is an indication which graphic unit is likely to be identified by the system. In this paper, we present the exhaustive set of features for agents and a binary decision tree over which the features are distributed.
keywords Image recognition; sketches; graphic units; feature-based modelling
series eCAADe
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 acadia06_555
id acadia06_555
authors Kudless, A., Vukcevich, I.
year 2006
title Flexible Formwork Research (FPR)
doi https://doi.org/10.52842/conf.acadia.2006.x.r8t
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] p. 555
summary FFR investigates the self-organization of plaster and elastic fabric to produce evocative visual and acoustic effects. Inspired by the work of the Spanish architect Miguel Fisac and his experiments with flexible concrete formwork in the 1960-70s, FFR continues this line of research by exploring aspects of pattern generation and recognition in relation to self-organized form. In line with the theme of the current exhibition, Digital Exchange, the work can be understood as a dialog between physical and digital computation. The form is a result of a negotiation between the digital manipulation of images and the physical deformations of materials under stress. Both digital and physical processes play an equal role in the final form of the plaster tiles.Reflecting on Miguel Fisac’s flexible concrete formwork, there was a desire to investigate the potential for more differentiated patterns while still using the same basic fabrication technique. This was accomplished through the use of a custom-designed script in Rhino that analyzes a given image and translates it into a field of points. These points establish areas of constraint in the elastic membrane of the mould. Through numerous physical tests, the minimum and maximum distances between constraint points was determined and these were entered into the script as limits for the point creation. If the points are too close, large wholes with very thin and weak plaster form whereas if the points are too far apart the amount of elastic deformation is so great that the weight of the plaster can cause failures to occur in the fabric mould. One of the most important aspects of the project is its resonance with the body and our natural attraction and repulsion for certain forms. Through exploring the natural self-organization of material under stress, FFR unintentionally reminds us of our own flesh. The plaster tiles resonate with our own body’s material as it sags, expands, and wrinkles in relationship with gravity, structure, and time.
series ACADIA
email
last changed 2022/06/07 07:49

_id caadria2006_633
id caadria2006_633
authors WAN-YU LIU
year 2006
title THE EMERGING DIGITAL STYLE: Attention shift in architectural style recognition
doi https://doi.org/10.52842/conf.caadria.2006.x.g4f
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 633-635
summary “Style” has long been an important index to observe the design thinking of designers in architecture. Gombrich (1968) defined style as a particular selection from the alternatives when doing things; Ackerman (1963) considered that a distiguishable ensemble of certain characteristics we call a style; Schapiro (1961) pointed out that style is constant forms, and sometimes the constant elements, qualities and expression; Kirsch (1998), Cha and Gero (1999) thought of style as a form element and shape pattern. As Simon and others referred to, style emerged from the process of problem solving, Chan (1994, 2001) ever devised a serious of experiments to set up the operational definitions of style, further five factors that relate to generating styles. Owing to that the greater part of sketches and drawings in the design process couldn’t be replaced by computer-aided design systems (Eisentraut, 1997), designers must shift between different problem-solving methods while facing different design problems. The purpose in this research is to discuss the influences of computer usage on style generation and style recognition: The employment of certain procedural factors that occurred in the design processes that using conventional media is different from the ones that using computer media? Do personal styles emerge while designers shifting between different media in the design processes? Does any unusual phenomenon emerge while accustomed CAD-systems designers recognizing a style?
series CAADRIA
email
last changed 2022/06/07 07:49

_id ascaad2006_paper29
id ascaad2006_paper29
authors Bennadji, A. and A. Bellakha
year 2006
title Evaluation of a Higher Education Self-learning Interface
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 is a follow-up to a previous paper published in ASCAAD 2004 (A. Bennadji et al 2005). The latter reported on CASD (Computer Aided Sustainable Design) a self-learning educational interface which assists the various building’s actors in their design with a particular attention to the aspect of energy saving. This paper focuses on the importance of software evaluation and how the testing is done to achieve a better human-machine interaction. The paper will go through the summative evaluation of CASD, presents the output of this evaluation and addresses the challenge facing software developers: how to make an interface accessible to all users and specifically students in higher education.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ddss2006-hb-325
id DDSS2006-HB-325
authors Jean Oh, Jie-Eun Hwang, Stephen F. Smith, and Kimberle Koile
year 2006
title Learning from Main Streets - A machine learning approach identifying neighborhood commercial districts
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. 325-340
summary In this paper we explore possibilities for using Artificial Intelligence techniques to boost the performance of urban design tools by providing large scale data analysis and inference capability. As a proof of concept experiment we showcase a novel application that learns to identify a certain type of urban setting, Main Streets, based on architectural and socioeconomic features of its vicinity. Our preliminary experimental results show the promising potential for the use of machine learning in the solving of urban planning problems.
keywords Main street approach, Community development, Artificial intelligence, Machine learning, Active learning algorithm
series DDSS
last changed 2006/08/29 12:55

_id ascaad2006_paper22
id ascaad2006_paper22
authors Lonnman, Bruce
year 2006
title Structural Performance Modelling in Architectural Design Education
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 In architectural education the process of design has evolved with the development of CAD technology. In many design schools throughout the world, the computer has extended its role beyond that of a drafting machine to become a tool for performance modeling. Applications currently used by students test lighting, thermal conditions, and structural validity, to name a few. However the goals in education are not identical to those in practice, and digital modeling can support learning in many ways that are not particularly useful or appropriate in professional practice. In the design of structures there are three fundamental levels of understanding: behavior, form, and performance. Each has its place in design education and uses digital modeling in different forms. This paper describes various pedagogical models that incorporate computer aided drawing and performance modeling in the teaching of structures. Examples of student exercises and projects are discussed.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ascaad2006_paper6
id ascaad2006_paper6
authors Biloria, Nimish; Kas Oosterhus, and Cas Aalbers
year 2006
title Design Informatics: a case based investigation into parametric design scripting and CNC based manufacturing techniques
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 research paper exemplifies a novel information integrated design technique developed at ONL (Oosterhuis and Lenard), Netherlands, specifically appropriated for manifesting complex geometric forms. The ‘informed design technique’, apart from being highly instrumental in conceptualizing and generating the geometric component constituting architectural form in a parametric manner, is also efficiently utilized for precise computer aided manufacturing and construction of the speculated form. Geometric complexities inherent in contemporary architectural constructs and the time spent in appropriation of such topologies, fueled the ‘informed design’ approach, which caters to issues of timely construction, precision oriented design and production (visual and material) and parametric modeling attuned to budgetary fluctuations. This designresearch approach has been tested and deployed by ONL, for conceiving ‘the Acoustic Barrier’ project, Utrecht Leidsche Rijn in the Netherlands and is treated as a generic case for exemplifying the ‘informed design’ technique in this research paper. The design methodology encourages visualizing architectural substantiations from a systems perspective and envisages upon a rule based adaptive systems approach involving extrapolation of contextual dynamics/ground data in terms of logical ‘rules’. These rules/conditionalities form the basis for spawning parametric logistics to be mapped upon geometric counterparts exemplifying the conception. The simulated parametric relations bind dimensional aspects (length, width, height etc.) of the geometric construct in a relational manner, eventually culminating in a 3D spatial envelope. This evolved envelope is subsequently intersected with a ‘parametric spatio-constructive grid’, creating specific intersecting points between the two. A pattern of points attained from this intersection: ‘the point cloud’ serves as a generic information field concerning highly specific coordinates, parameters and values for each individual point/constructive node it embodies. The relations between these points are directly linked with precise displacements of structural profiles and related scaling factors of cladding materials. Parallel to this object oriented modeling approach, a detailed database (soft/information component) is also maintained to administer the relations between the obtained points. To be able to derive constructible structural and cladding components from the point cloud configuration customized Scripts (combination of Lisp and Max scripts) process the point cloud database. The programmed scriptroutines, iteratively run calculations to generate steel-wire frames, steel lattice-structure and cladding panels along with their dimensions and execution drawing data. Optimization-routines are also programmed to make rectifications and small adjustments in the calculated data. This precise information is further communicated with CNC milling machines to manifest complex sectional profiles formulating the construct thus enabling timely and effective construction of the conceptualized form.
series ASCAAD
email
last changed 2007/04/08 19:47

_id acadia06_095
id acadia06_095
authors Kolarevic, Branko
year 2006
title Manufacturing Surface Effects
doi https://doi.org/10.52842/conf.acadia.2006.095
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 95-103
summary The paper examines the newfound capacity to digitally design and manufacture highly crafted material and surface effects. It traces an emerging trajectory in contemporary architecture aimed at the decorative effects of digitally crafted surface patterns and textures, as a potential return to ornamentation in architecture. It surveys practices whose approach to form and pattern varies from the “ornamented minimalism” of Herzog and de Meuron to the “expressive exuberance” of Greg Lynn. The paper also describes the different digital modes of material production aimed at particular surface effects, as in series of panels with repetitive, yet unique decorative relief or cutout patterns, striated surface configurations, etc.
series ACADIA
email
last changed 2022/06/07 07:51

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
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. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2006_161
id caadria2006_161
authors HERM HOFMEYER, JAN G.M. KERSTENS
year 2006
title FULL 3D STRUCTURAL ZONING OF SPACE: Using a Geometrically Related Reducer and Matrix Coupling
doi https://doi.org/10.52842/conf.caadria.2006.x.x2d
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 161-168
summary Structural zoning is the recognition of forms in spatial designs. It can be used by a structural designer to develop a structural system. This paper will start with the presentation of a proof that neither user action nor a two-dimensional approach -two existing approaches of zoning- are able to recognize all possibilities for the application of a structural design to a spatial design. Only full three-dimensional structural zoning is considered to be an appropriate instrument to give useful solutions. Two new concepts will be presented to overcome problems for three-dimensional zoning: (1) Geometrically Related Reducers and (2) Matrix Coupling. These concepts are first defined in a general form and thereafter the definitions are condensed into a practically applicable format. Both concepts are demonstrated when finding rectangular zones in spatial designs up to 44 separate spatial entities. They are programmed procedurally using the C++ computer language and are used for a comparison between structural designers and computer performance.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 2006_052
id 2006_052
authors Kieferle, Joachim; Uwe Wössner and Martin Becker
year 2006
title Interactive Simulation of Architecture in Virtual Environments
doi https://doi.org/10.52842/conf.ecaade.2006.052
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 52-57
summary Architecture always has an environmental impact. By using simulations, planners can minimize the environmental impact. Since simulations normally take a long time and thus only allow a very limited number of iterations, our project describes the setup of a close-to-real-time simulation technique. By dividing the simulation into smaller parts and running the software on clusters or massively parallel computing platforms, first results are available within several seconds, reasonable results below one minute. In order to make this tool easily accessible to specialists and laymen, a tangible user interface provides an intuitive interaction method. The results of the simulation can be visualized and interacted with in different virtual environments. Limitations, mainly automatic grid generation, shape recognition and computation power are discussed.
keywords Interactive Simulation; Tangible User Interface; Virtual Environment; Virtual Reality
series eCAADe
email
last changed 2022/06/07 07:52

_id 2006_384
id 2006_384
authors Koutamanis, Alexander
year 2006
title Recognizing architectural representations
doi https://doi.org/10.52842/conf.ecaade.2006.384
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 384-391
summary The paper presents an overview of mechanisms underlying architectural perception and recognition. These include both general perceptual principles and specific domain constraints. The former determine the objective identification of elements and relationships in any visual scene, while the latter make architectural styles recognizable even to perceivers without extensive acquaintance with architecture. This is because many of the architectural constraints underlying a style have a firm foundation in general principles.
keywords Representation; recognition; perception; architectural style
series eCAADe
email
last changed 2022/06/07 07:51

_id sigradi2016_592
id sigradi2016_592
authors Vasconselos, Tássia Borges de; Sperling, David Moreno
year 2016
title Entre representaç?es, parâmetros e algoritmos: um panorama do ensino de projeto de arquitetura em ambiente digital na América Latina [Among representations, parameters and algorithms: a panorama of digital architectural design teaching in Latin America]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.94-100
summary This study focuses in the context of the recognition and appropriation of graphic representation technologies and digital design on Architectural teaching in Latin America. From categories proposed by Oxman (2006) and Kotnik (2010) and through a systematic review in Cumincad database (Cumulative Index of Computer Aided Architectural Design), this study presents a panorama of the state-of-art of the digital design teaching in Architecture, between 2010 and 2016. The results suggest a context of coexistence and transition from representational interaction for parametric interaction
keywords Computer Aided Architectural Design; Design methodology Teaching; Digital Architectural Design
series SIGRADI
email
last changed 2021/03/28 19:59

_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 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 2006_818
id 2006_818
authors Angulo, Antonieta
year 2006
title Communication in the Implementation of a Metacognitive Strategy for Learning to Design
doi https://doi.org/10.52842/conf.ecaade.2006.818
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 818-825
summary This paper describes an instructional communication strategy that makes use of time-based media techniques (story boarding and animation) in order to empower design studios with means to promote their students’ awareness on the acquisition of metacognitive knowledge and skills. This paper highlights the importance of including the communication of the design processes in the evaluation of learning outcomes. Moreover, the paper proposes that the students should be made constantly aware of their design processes and how effective are the methods they use. It is in this state of awareness that metacognitive knowledge is acquired: knowing how to learn to design. We can cultivate, exploit and enhance the capabilities of design learners, making them more confident and independent as learners as they understand what they need to know and what kind of strategies might work for different design problems and learning opportunities. In the development of an instructional strategy to accomplish this learning goal, the paper proposes it may be possible and potentially beneficial to transfer current metacognitive support strategies from a course on computer visualization techniques to the design studios. The paper elaborates on how these communication strategies could be transferred and implemented in a design studio setting. The results of a recent controlled experiment and considerations about the cognitive style of design students will be used in the preparation of recommendations for future full scale implementations in early design studios.
keywords Design learning; metacognitive learning strategy; time-based media
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2006_c159e
id sigradi2006_c159e
authors Aroztegui Massera, Carmen
year 2006
title Aprendiendo del cine: Evaluación de códigos formales y estrategias narrativas en una instalación de video. [Learning from the movie: Formal codes and narrative strategies in a video installation]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 415-419
summary Architectural animations often evidence limitations when trying to get across our design intensions in terms of the experiencing of a place. When architects design a space, they propose not only geometry and space functionality, All in all, any architectural design implies a way of experiencing the space. But how can we communicate it? Narrative films developed - in the last century - communication conventions that allow the audience to feel transported to the time and place of the movie. However, architects have barely introduced these conventions into their animations. The objective of this paper is to review two examples - a scene on a film and a video installation- that could help architects to use film codes creatively in when communicating the experiencing of a place.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2006_e159b
id sigradi2006_e159b
authors Barrow, Larry
year 2006
title Digital Design Pedagogy - Basic Design - CADCAM Space Box Exploration
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 127-130
summary This proposed paper will highlight the work of a “pre-architecture” graduate student’s work produced in a “Digital Design II” course in Spring 06. This student has a bachelor’s degree in Architectural Technologies and hopes to attend a “professional” degree program in architecture after completing our Master of Science degree program. The student entered our “pre / post-professional” graduate program as a means of learning more about design, technology and architecture. This provided a rare opportunity to do “research” in the area of digital technology in the early formative phases of a new architecture / design students development. The student chose to study “shadows” as a means of design inquiry. The primary focus of the work was the study of various “4” x 4” x 4” “space-cubes.” The student was given various “design” constraints, and “transformative” operations for the study of positive-negative space relationships, light+shadows, and surface as a means of gaining in-sight to form. The CADCAM tools proved to be empowering for the student’s exploration and learning. With the recent emergence of both more user-friendly hardware and software, we are seeing a paradigm shift in design “ideation.” This is attributed to the evolving human-computer-interface (HCI) that now allows a fluidic means of creative design ideation, digital representation and physical making. Computing technology is now infusing early conceptual design ideation and allowing designers, and form, to follow their ideas. The argument will be supported with primary evidence generated in our pedagogy and research that has shown the visualization and representational power of emerging 2D and 3D CADCAM tools. This paper will analyze the basic “digital design” process used by the writer’s student. Architectural form concepts, heretofore, impossible to model and represent, are now possible due to CADCAM. Emerging designers are integrating “digital thinking” in their fundamental conceptualization of form. These creative free-forms are only feasible for translation to tectonic form using digital design-make techniques. CADCAM tools are empowering designers for form exploration and design creativity. Current computing technology is now infusing the creative design process; the computer is becoming a design “partner” with the designer and is changing form and architecture; thus, we are now seeing unprecedented design-make creativity in architecture.
keywords Basic Design; CADCAM; Digital Design; Virtual 3D Models; Physical 3D Printed Models
series SIGRADI
email
last changed 2016/03/10 09:47

_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
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