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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_id 2006_114
id 2006_114
authors Hirschberg, Urs; Allen Sayegh; Martin Frühwirth and Stefan Zedlacher
year 2006
title 3D Motion Tracking in Architecture - Turning Movement into Form - Emerging Uses of a New Technology
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 114-121
doi https://doi.org/10.52842/conf.ecaade.2006.114
summary Tracking in space is an important bridge between physical and virtual environments. Optical 3D motion capture systems have become standards in the special effects industry and are increasingly common in medical applications, as well as in Virtual Reality (VR) and Augmented Reality (AR) set-ups. Beyond these applications, there are a number of emerging uses for such systems in architectural design. The possibility to track complex movements in space in real time and at high precision can open up new modes of interacting with spaces, and of generating movement as form as part of an architectural design process. What makes these possibilities particularly interesting for architectural investigations is that they don’t have to be limited to a single user, but can happen in a collaborative way, involving many users simultaneously. After briefly explaining the technical aspects of the technology, an overview of such emerging uses is discussed. As an illustration of this potential, the results of a recent workshop are presented, in which a group of architecture students explored the hidden beauty of everyday movements and turned them into sculptural objects.
keywords Motion Tracking; Animation; Design Process; Augmented Reality; Digital Fabrication
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2006_e145a
id sigradi2006_e145a
authors Heiss, Leah
year 2006
title Empathy over distance: Wearables as tools for augmenting Remote Emotional Connection
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 66-69
summary Mainstream communication modes emphasise network speed, connection access, resolution, portability, and aesthetic design as primary to the success of their products. Within this vision a three by four centimetre screen and high resolution display are deemed adequate to emulate the intensities and complexities of face-to-face connection with loved ones. They allow us to ‘be there with you’ from wherever we might be. Yet interpersonal communication is a massively complex phenomenon. It involves a plethora of micro-activities which occur at a physical, physiological, and psychological level allowing us to recognise at a cellular scale intention, motive and emotional authenticity. Our conscious and non-conscious involvement in spatially collocated communication is substantial due to these myriad channels of real-time bi-directional information transfer. While contemporary communications technologies have the capacity to mediate our relationships, they fall short of encouraging the richness of spatially co-present interaction. The research discussed in this paper investigates the potential expansion of remote connection when electronically enhanced apparel is incorporated into the communications mix. Rather than pursuing the manifold functionalities of traditional communications media the garments discussed focus solely on the goal of enhancing empathy between physically distant individuals. This paper reports on the development and testing of a range of garments that conduct presence information between remotely located people. The garments sense, process, transmit and receive the heartbeat wavelength (ECG). They are enabled with ECG sensors, signal processing equipment, small vibration motors, and radio transceivers which allow users to ‘feel’ the heartbeat of a remote friend/lover/relative as vibration through their garment. The prototypes aim to enrich the remote communications experience through reintroducing an embodied, tactile dimension that is present in face-to-face communication. A range of user testing trials will be discussed which have been undertaken to assess the impact of the garments at a conscious and a non-conscious level. Conscious experiences were gauged through qualitative testing, by way of interviews and unsolicited written reactions, which have provided a range of engaging emotional responses. Non-conscious physiological reactions were assessed by recording ECG throughout user-testing periods. This data has been processed using HRV (heart rate variability) analysis software, running on MatLab. Preliminary results suggest that users have strong conscious and non-conscious reactions to the experience of wearing the prototype garments. The paper will describe the data processing techniques and findings of the user testing trials. The development of biosignal sensing garments has raised a range of issues including: innovative potentials for embedded peripheral awareness media; the expansion of the classical body to incorporate remotely sensed information; the issue of data semantics and the development of intensely personal non-verbal languages; and the issue of corporeal privacy when one’s biological information is exposed for potential download. They also bring into question how our bodily experiences might change when we incorporate remote sensory systems.
keywords Enabled apparel; emotional tools; biosignals
series SIGRADI
email
last changed 2016/03/10 09:53

_id acadia06_403
id acadia06_403
authors Taylor, Justin
year 2006
title The Value of Arrhythmic Sounds in Isolated Space
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 403-409
doi https://doi.org/10.52842/conf.acadia.2006.403
summary This study examines the impact of bringing sound uninterrupted from outside a building into isolated spaces within the building. Is a silent space less or more productive than a space that is filled with normal outside sounds? Can bringing sound in from the outside, thereby allowing the users an uninterrupted connection to the outside without being in physical proximity of the exterior, make a difference in the work they do?Using music in these spaces has become commonplace. However, this research chooses to address sounds that do not mask the arrhythmic sounds of the world. These random sounds might break a person’s concentration, just as a bird flying by a window breaks one’s concentration. Even though these sounds of nature, vehicles, and people interrupt, do they give a greater sense of place than ambient music? Do these breaks in concentration help keep an individual oriented and aware of time while increasing both comfort and connection to the work being done?To test this thesis, students working in an isolated studio/classroom space will be subjected to the same sounds students in rooms near the outside would hear. Sounds will be provided by a direct audio link with the outside of the building. Student reaction will be evaluated by a series of observations and surveys that will focus on any differences in the amount of time spent on task, the sense of productivity experienced, the overall sense of functioning at a higher level and the interaction of student and professor.
series ACADIA
email
last changed 2022/06/07 07:58

_id 2006_032
id 2006_032
authors Al-Attili, Aghlab and Leonidas Koutsoumpos
year 2006
title Ethics of Virtuality… Virtuality of Ethics
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 32-39
doi https://doi.org/10.52842/conf.ecaade.2006.032
summary This paper addresses issues pertaining to architecture, virtuality and ethics by establishing an interactive, non-linear virtual environment as a tool for investigation into the virtuality of ethics and ethics of virtuality, in the context of architecture. Starting from the assertion that ‘Virtual Environment (VE) is a metaphor of Real Environment (RE)’, we test the proposition that suggests ‘Ethics of RE can be tested and simulated in VE’. Challenging the notion that sees people reacting to VE in the same way as they interact with their surroundings in RE, we propose that since ethics are engulfing architecture they are also present and simulated in VE. Virtual architecture has elements of ethics that we refer to as ‘Ethics of Virtuality’. In this context, VE ethics seem to lose the ubiquity that is present in RE. In order to examine this hypothesis, we created a VE that corresponds to the RE of the PhD students’ offices, within the Department of Architecture, School of Arts, Culture, and Environment in the University of Edinburgh. The real life users of these offices were subjected to this VE. A qualitative method of research followed to probe their experience, focusing on issues related to ethics. Subjects were asked to give a personal accounts of their experience which gave us an insight into how they think. The compiled list of results and their evaluation showed startling possibilities, further establishing VE as an arena for investigating issues pertaining to both architecture and ethics.
keywords Virtual Environments; Ethics; Place; Representation; Trust
series eCAADe
email
last changed 2022/06/07 07:54

_id 2006_040
id 2006_040
authors Ambach, Barbara
year 2006
title Eve’s Four Faces-Interactive surface configurations
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 40-44
doi https://doi.org/10.52842/conf.ecaade.2006.040
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 acadia06_455
id acadia06_455
authors Ambach, Barbara
year 2006
title Eve’s Four Faces interactive surface configurations
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 455-460
doi https://doi.org/10.52842/conf.acadia.2006.455
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 each configuration may be therapeutic in supporting, challenging or altering one’s personality as it oscillates and shifts through the four prototypical conditions.
series ACADIA
email
last changed 2022/06/07 07:54

_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 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 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
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 230-231
doi https://doi.org/10.52842/conf.acadia.2006.230
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_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_e131c
id sigradi2006_e131c
authors Ataman, Osman
year 2006
title Toward New Wall Systems: Lighter, Stronger, Versatile
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 248-253
summary Recent developments in digital technologies and smart materials have created new opportunities and are suggesting significant changes in the way we design and build architecture. Traditionally, however, there has always been a gap between the new technologies and their applications into other areas. Even though, most technological innovations hold the promise to transform the building industry and the architecture within, and although, there have been some limited attempts in this area recently; to date architecture has failed to utilize the vast amount of accumulated technological knowledge and innovations to significantly transform the industry. Consequently, the applications of new technologies to architecture remain remote and inadequate. One of the main reasons of this problem is economical. Architecture is still seen and operated as a sub-service to the Construction industry and it does not seem to be feasible to apply recent innovations in Building Technology area. Another reason lies at the heart of architectural education. Architectural education does not follow technological innovations (Watson 1997), and that “design and technology issues are trivialized by their segregation from one another” (Fernandez 2004). The final reason is practicality and this one is partially related to the previous reasons. The history of architecture is full of visions for revolutionizing building technology, ideas that failed to achieve commercial practicality. Although, there have been some adaptations in this area recently, the improvements in architecture reflect only incremental progress, not the significant discoveries needed to transform the industry. However, architectural innovations and movements have often been generated by the advances of building materials, such as the impact of steel in the last and reinforced concrete in this century. There have been some scattered attempts of the creation of new materials and systems but currently they are mainly used for limited remote applications and mostly for aesthetic purposes. We believe a new architectural material class is needed which will merge digital and material technologies, embedded in architectural spaces and play a significant role in the way we use and experience architecture. As a principle element of architecture, technology has allowed for the wall to become an increasingly dynamic component of the built environment. The traditional connotations and objectives related to the wall are being redefined: static becomes fluid, opaque becomes transparent, barrier becomes filter and boundary becomes borderless. Combining smart materials, intelligent systems, engineering, and art can create a component that does not just support and define but significantly enhances the architectural space. This paper presents an ongoing research project about the development of new class of architectural wall system by incorporating distributed sensors and macroelectronics directly into the building environment. This type of composite, which is a representative example of an even broader class of smart architectural material, has the potential to change the design and function of an architectural structure or living environment. As of today, this kind of composite does not exist. Once completed, this will be the first technology on its own. We believe this study will lay the fundamental groundwork for a new paradigm in surface engineering that may be of considerable significance in architecture, building and construction industry, and materials science.
keywords Digital; Material; Wall; Electronics
series SIGRADI
email
last changed 2016/03/10 09:47

_id ijac20064408
id ijac20064408
authors Ataman, Osman; Rogers, John; Ilesanmi, Adesida
year 2006
title Redefining the Wall: Architecture, Materials and Macroelectronics
source International Journal of Architectural Computing vol. 4 - no. 4, pp. 125-136
summary As a principle element of architecture, technology has allowed for the wall to become an increasingly dynamic component of the built environment. The traditional connotations and objectives related to the wall are being redefined: static becomes fluid, opaque becomes transparent, barrier becomes filter and boundary becomes borderless. Combining smart materials, intelligent systems, engineering, and art can create a component that does not just support and define but significantly enhances the architectural space. This paper presents an ongoing research project about the development of a new class of architectural wall system by incorporating distributed sensors and macroelectronics directly into the building environment. This type of composite, which is a representative example of an even broader class of smart architectural material, has the potential to change the design and function of an architectural structure or living environment. As of today, this kind of composite does not exist. Once completed, this will be the first technology of its own.
series journal
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000004/art00009
last changed 2007/03/04 07:08

_id caadria2006_091
id caadria2006_091
authors BAUNI HAMID, YEHUDA E. KALAY, YONGWOOK JEONG, EMELIE K.F. CHENG
year 2006
title INVESTIGATING THE ROLE OF SOCIAL ASPECTS IN COLLABORATIVE DESIGN
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 91-100
doi https://doi.org/10.52842/conf.caadria.2006.x.r4p
summary This paper basically describes part of our current research on the role of social aspects in collaborative design. Most part of this research, up until this stage, is theoretical research, which is our attempt to imply theories in social psychology in collaborative design. In order to step further towards empirical research we needs tool for the investigation. Discussion on this paper is built upon our attempt to develop this tool. Considering this context the discussion can be observed into two sections. First part is basically summary of our theoretical research to this point. Based on these theoretical backgrounds we discuss our research on defining and developing the tool in the second part. The tool is basically a prototype of design process representation system which is expected to be used as our tool for next stages of this research, investigating the role of social aspect in the real practice of collaborative design.
series CAADRIA
email
last changed 2022/06/07 07:50

_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 ascaad2016_013
id ascaad2016_013
authors Belkis Öksüz, Elif
year 2016
title Parametricism for Urban Aesthetics - A flawless order behind chaos or an over-design of complexity
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 105-112
summary Over the last decade, paradigm shifts in the philosophy of space-time relations, the change from space-time to spatio-temporality, caused significant changes in the design field, and introduced new variations and discourses for parametric approaches in architecture. Among all the discourses, parametricism is likely the most spectacular one. The founder of parametricism, Patrik Schumacher (2009) describes it as “a new style,” which has “the superior capacity to articulate programmatic complexity;” and “aesthetically, it is the elegance of ordered complexity in the sense of seamless fluidity.” In its theoretical background, Schumacher (2011) affiliates this style with the philosophy of autopoiesis, the philosophy that stands between making and becoming. Additionally, parametricism concerns not only the physical geometry in making of form; but also discusses the relational and causal aspects in becoming of form. In other words, it brings the aesthetic qualities in making through the topological intelligence behind becoming. Regarding that, parametricism seems an effective way of managing /creating complex topologies in form-related issues. However, when it comes to practice, there are some challenging points of parametricism in large-scale design studies. Thus, this work underlines that the dominance of elegance for urban planning has the potential of limiting the flexible and dynamic topology of the urban context, and objectifying the whole complex urban form as an over-designed product. For an aesthetic inquiry into urban parametricism, this paper highlights the challenging issues behind the aesthetic premises of parametricism at the urban design scale. For that, Kartal Master Plan Design Proposal by Zaha Hadid Architects (2006) will be discussed as an exemplary work.
series ASCAAD
email
last changed 2017/05/25 13:31

_id ijac20064301
id ijac20064301
authors Bermudez, Julio; Agutter, Jim; Foresti, Stefano
year 2006
title Architectural Research in Information Visualization: 10 Years After
source International Journal of Architectural Computing vol. 4 - no. 3, 1-18
summary As our civilization dives deeper into the information age, making sense of ever more complex and larger amounts of data becomes critical. This article reports on interdisciplinary work in Information Visualization addressing this challenge and using architectural expertise as its main engine. The goal of this research is to significantly improve real time decision making in complex data spaces while devising a new architecture that responds to complex information environments. Although we have been reporting in aspects of this work for the past 7 years, this paper covers unpublished knowledge, design methods, operational strategies, and other details that bring together all the material published by our group thus far into a comprehensive and useful whole. We conclude by presenting our latest InfoVis design work in Network Security.
series journal
last changed 2007/03/04 07:08

_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 2006_656
id 2006_656
authors Breen, Jack and Martijn Stellingwerff
year 2006
title De-coding the Vernacular - Dynamic Representation Approaches to Case-based Compositional Study
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 656-663
doi https://doi.org/10.52842/conf.ecaade.2006.656
summary Representational approaches have always played an important role in the design-driven development of built environments, the analytical study of architectural compositions and their effects. With the introduction – and successive steady development – of computer-based platforms of visualization, the professional and intellectual palette of designers, as well as researchers, have expanded considerably. Nonetheless, in recent years the opportunities for systematic scrutiny and understanding of the expressive qualities of design proposals and artefacts have all too frequently been overshadowed by high-flying conceptual developments and seductive representation modes. It is time that the objective description and unravelling of architectural compositions – so to speak the discipline of Ekphrasis in design practice, education and research – is once again given more prominence in architectural discourse and debate. The central idea behind this contribution is that, by linking instruments of design with the methods of formal composition and decomposition, renewed opportunities for representation-driven study in a scholarly context, focusing upon elusive compositional attributes and their workings, may be given a new impulse. The project that is presented here concerns a case-based explorative study into the domains of aesthetic convention and invention, making use of a variety of virtual and physical representation techniques. These include digital as well as tangible modelling and sketching approaches (separately and in combination), in conjunction with computer-based image manipulation techniques, making use of systematic data identification and denotation. The opportunities, merits and shortcomings of the computer-based and physical visualization approaches, which were applied and tested, are discussed on the basis of results and findings from the ongoing AA Variations project.
keywords Design representation; Computer-based sketching; Virtual and physical modelling; Compositional variation; Contemporary aesthetics
series eCAADe
email
last changed 2022/06/07 07:54

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