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 605

_id 2006_428
id 2006_428
authors Jachna, Timothy; Yasuhiro Santo and Nicole Schadewitz
year 2006
title Deep Space
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 428-435
doi https://doi.org/10.52842/conf.ecaade.2006.428
summary An existing café and multi-functional space at the School of Design of the Hong Kong Polytechnic University has been linked to a “twin” in the form of an online-accessible environment. Using arrays of sensors, displays and other interfaces, channels of communication are established between the virtual space and the physical space, enabling on-site visitors to the café and online visitors to the project website to participate in a shared spatial experience. The project explores ways in which digital technologies can serve to enhance and enrich the experience of spatiality and human social interaction in space(s). The paper explains the design of the modes of communication between the two spaces, outlining the theory and genesis of the project and discussing the issues and principles that come into play in the design an realization of such spaces, such as the interplay between the three-dimensionality of the physical space and the two-dimensional picture-plane based monitor interface through which the website is experienced, and strategies for the transmission of spatial experience within the strictures of commonly-available hardware and software interfaces.
keywords Interactive spaces; collaborative virtual environments; twinned spaces; mixed realities; mediated social interaction
series eCAADe
email
last changed 2022/06/07 07:52

_id caadria2006_541
id caadria2006_541
authors SHUN WATANABE
year 2006
title TOWARD THE INTERDEPENDENTAL SPATIAL ANALYSIS AND DESIGN EDUCATION
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 541-543
doi https://doi.org/10.52842/conf.caadria.2006.x.g7i
summary Now, GIS stands for not only capitals of Geographical Information Systems as computer application software but also implication of Geographical Information Science. This new territory, so called GIScience, is related to physical and human geography, cartography, topography, architecture and urban planning, civil and social engineering, landscape and environmental ecology, spatial econometrics, socioeconomics, sociology, statistics, operations research, information and cognitive science, etc., and there is a real need for reinforcement of the mutual cooperation. But we still remain in a situation of highlighting the utility of GIS as tools in individual research fields, and lack comprehensive perspective of their organic linkage.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ijac20064208
id ijac20064208
authors Garber, Richard; Jabi, Wassim
year 2006
title Control and Collaboration: digital fabrication strategies in academia and practice
source International Journal of Architectural Computing vol. 4 - no. 2, 121-143
summary The integration of digital tools currently being used in many schools and offices with Computer Numerically Controlled (CNC) hardware, has allowed architects to exert a far greater degree of control than they have previously been afforded. It is precisely this control that enables greater collaboration during design phases between architects and fabricators. However, the impact of this integration on academia and small practice is unknown. Several questions remain to be answered regarding teaching fabrication techniques and identifying strategies suitable for adoption in small firms. This paper investigates digital fabrication not as a software-specific set of capabilities, but as a design methodology that can allow schools to graduate young practitioners who can use these concepts to design and manage projects in more sophisticated ways. We outline six control and collaboration strategies and present several projects that explore those concepts through analog, digital, and hybrid methods.
series journal
last changed 2007/03/04 07:08

_id ascaad2006_paper14
id ascaad2006_paper14
authors Techel, Florian
year 2006
title Future of Communicating Digital Design in Architecture: overcoming the divisive power of Computer Aided Design
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary A few decades ago architects, engineers and the building industry relied on a set of self-developed tools for drawing and standards for communication within the profession and beyond. Everyone involved in the process of building understood these standards that were developed, controlled and updated by the profession. Today the situation appears more ambiguous. The introduction of Digital Media, and specifically Computer Aided Design, has greatly enhanced the potential for productivity gains. On the other hand, the lack of standardized open file exchange formats in CAD has created communication barriers by making data exchange more confusing and ambiguous. Frequently this has consumed the very productivity gains that were originally envisioned by industry. Problems with proper and fluent data exchange between software applications to no small extent are due to fundamental disagreements between software designers on the proper digital description of a building, leading to nearly insurmountable communication obstacles, designed to potentially divide the profession, practitioners and the educational environment. Consequently construction has not partaken in the productivity gains that other industries have enjoyed. Proprietary file formats and closed software systems have fostered the development of design camps that rally behind one software. Others reluctantly buy into certain “solutions” for they are perceived to be standards. Innovation is hampered as development of industry design tools is no longer controlled by architects, engineers and the construction sector but instead by private software companies frequently pursuing their Based on 20 years of experience with CAD in the profession and academia this paper critically investigates the status quo of CAD in the building industry. It points towards strategies of overcoming the current problematic situation and putting the profession back in control of its own communication process.
series ASCAAD
email
last changed 2007/04/08 19:47

_id ddss2006-hb-467
id DDSS2006-HB-467
authors A. Fatah gen. Schieck, A. Penn, V. Kostakos, E. O'Neill, T. Kindberg, D. Stanton Fraser, and T. Jones
year 2006
title Design Tools for Pervasive Computing in Urban Environments
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. 467-486
summary In this paper we report on ongoing research in which the implications of urban scale pervasive computing (always and everywhere present) are investigated for urban life and urban design in the heritage environment of the city of Bath. We explore a theoretical framework for understanding and designing pervasive systems as an integral part of the urban landscape. We develop a framework based on Hillier's Space Syntax theories and Kostakos' PSP framework which encompasses the analysis of space and spatial patterns, alongside the consideration of personal, social and public interaction spaces to capture the complex relationship between pervasive systems, urban space in general and the impact of the deployment of pervasive systems on people's relationships to heritage and to each other. We describe these methodological issues in detail before giving examples from early studies of the types of result we are beginning to find.
keywords Urban space, Pervasive systems, Urban computing, Space Syntax, Interaction space
series DDSS
last changed 2006/08/29 12:55

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

_id 2006_454
id 2006_454
authors Bampanelos, Athanasios A.
year 2006
title Space time pixels
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 454-457
doi https://doi.org/10.52842/conf.ecaade.2006.454
summary This paper reports the design and installation of a networked application that records body activity and generates a wall-projected, intermediate, shared, electronic space, which can support original interaction between multiple participants in two distant, physical spaces.
keywords Awareness; Ambient media; Body interfaces; Social interaction
series eCAADe
email
last changed 2022/06/07 07:54

_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_e082d
id sigradi2006_e082d
authors Beros Contreras, Christian
year 2006
title Space, Events and Urban Performance
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 333-336
summary This report investigates different kinds of Urban Performance in Thames Path, South Bank of Thames River. Urban Performance is defined here as the expression or manifestation of different social groups in the city space regarding the appropriation of a specific place for its spatial practices. The Urban Performances are intrinsic to the cultural expression of the city and revealed through the spatial experience of both performer and spectator. The aim of this paper is to shed light on different kind of urban performances and how are they linked to spatial and syntactic properties of space. This topic is intrinsic in the space syntax theory due its fundamental relation between spatiality and human activity. The research method used were, direct observations by static snapshots and traces (related with human movement) and a survey of potential attractors, active facades and path widths. The results were overlaid with spatial analysis in terms of performers isovists and syntactic analysis through visibility graph. The findings show a strong relation between performers’ use of space and visibility in the urban area, and a high influence of the cultural attractions and public services that works as movement attractors. The discussion is developed through the research findings and theories of spatial experience putting forward varied interpretations related with the research topic and the selected site. The report concludes that the urban performances in Thames path is determined by the human co presence in the space, due to this strategic points chosen along the path by the performers are strongly related with the visual connections in the system. Furthermore, the attractors play an important role shaping the spatial experience and urban character of the studied area.
keywords Urban Performance; Space Syntax; Isovists
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2006_000
id 2006_000
authors Bourdakis, Vassilis and Charitos, Dimitris (eds.)
year 2006
title Communicating Space(s)
source 24th eCAADe Conference Proceedings [ISBN 0-9541183-5-9], Volos (Greece) 6-9 September 2006, 914 p.
doi https://doi.org/10.52842/conf.ecaade.2006
summary The theme of this conference builds on and investigates the pre-existing and endlessly unfolding relationship between two domains of scientific inquiry: Architecture, urban design and planning, environmental design, geography and Social theory, media and communication studies, political science, cultural studies and social anthropology. Architectural design involves communication and could thus be partly considered a communicational activity. Designers (or not) see architectural designs, implicitly, as carriers of information and symbolic content; similarly buildings and urban environments have been “read” and interpreted by many (usu- ally not architects) as cultural texts. At the same time, social and cultural studies have studied buildings and cities, as contexts for social and cultural activities and life in general, from their mundane expression of “everyday life” (Highmore, 2001) to elite expressions of artistic creativity and performance. Information and communication technologies (ICTs) support both of these levels of scientific inquiry in many ways. Most importantly however, ICTs need design studies, architectural and visual design, social and cultural studies in their quest to create aesthetically pleasing, ergonomically efficient and functional ICT sys- tems; this need for interdisciplinarity is best articulated by the low quality of most on-line content and applica- tions published on the web.
series eCAADe
type normal paper
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id acadia06_148
id acadia06_148
authors Cabrinha, Mark
year 2006
title Synthetic Pedagogy
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 148-149
doi https://doi.org/10.52842/conf.acadia.2006.148
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_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_160
id 2006_160
authors Charitos, Dimitris
year 2006
title Spatializing the Internet: new types of hybrid mobile communication environments and their impact on spatial design within the urban context
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 160-167
doi https://doi.org/10.52842/conf.ecaade.2006.160
summary This paper aims at investigating the emergence of new forms of communication environments, supported by the integration of new mobile and locative media technologies and the impact that the implementation of these systems may have on mediated communication within the urban context. The paper discusses the technologies supporting such multi-user systems (interactive graphical interfaces for mobile devices and locative media) and investigates the experience of interacting with such systems from a user’s perspective. It focuses on such systems accessed via interfaces, which have a spatial character and which are supported by different output devices, ultimately affording a hybrid (synthetic & physical) spatial experience. Communication is tied to places and places to communication. Consequently, these emerging types of communication may lead revolutionary new ways of social interaction and inhabiting urban space. With the emergence of these ICT systems, the city may again become a social arena and this development certainly calls for reconsidering the way in which we conceptualize and design urban environments.
keywords Locative media: social computing; spatial interfaces; mobile technologies; context-aware systems
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2006_111
id caadria2006_111
authors DAVID HARRISON, MICHAEL DONN
year 2006
title USING WEB 2.0 TECHNOLOGIES TO PRESERVE DESIGN HISTORY AND IMPROVE COLLABORATION
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 111-117
doi https://doi.org/10.52842/conf.caadria.2006.x.a7m
summary This paper describes ongoing research into how emerging Internet concepts used in conjunction with existing Information Technologies (IT) can improve inter-project communication and understanding. The emphasis of the research is to use technology as an enabler to share personal thoughts and enhance the conversation that takes place within a development team. It stems from the observation that the emphasis of many new Architecture, Engineering and Construction (AEC) technologies is to minimise and diffuse project conversation with highly complex, machine interpretable building information models.Project teams are usually brought together for a relatively short but intense period of time. Following project completion these unique teams are dissolved just as quickly and often are never formed again. As a consequence it is difficult to justify the investment in time and resources required to implement complex IT-based collaboration solutions. A further barrier to adoption is the differential application of IT skills across the AEC industry. Therefore in order for a new technology to gain broad acceptance and be most beneficial it must be applicable to the broadest audience with the minimum investment required from all parties. The primary objective of this research is to preserve the rich design history of a project from conception to completion. Submitted information can be intelligently searched using the meta-data sourced from syndicated data feeds about team members, project timelines, work diaries and email communication. Once indexed users can tag documents and messages in order to provide a further, far richer layer of meta-data to assist in searching, identification of issues and semantic clarification. This strategy of defining AEC semantics through social interaction differs greatly from that of more complex, computer interpretable solutions such as Industry Foundation Classes. Rather than abstracting information to suit a generic yet highly intelligent building model, the emphasis is on preserving the participant’s own thoughts and conversation about decisions and issues in order to create a forum for intelligent conversation as the design evolves.
series CAADRIA
email
last changed 2022/06/07 07:49

_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 sigradi2006_p043d
id sigradi2006_p043d
authors dos Santos Cabral Filho, José and Baltazar do Santos, Ana Paula
year 2006
title Tenda Digital/Digital TENT (Technological Environment for Negotiated Topology) e suas possíveis implicações em contextos sociais [Digital TENT (Technological Environment for Negotiated Topology)]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 346-349
summary This article approaches the social use of digital immersive environments in two different realms. One aiming at the digital training of self-builders involved in participatory design of affordable housing and the other dealing with experimental connection of lowincome communities (favelas) placed at different geographic locations. It first describes the specific digital immersive environment called Digital TENT, developed at IBPA/LAGEAR, which aims to investigate the production of space by means of bodily engagement with images within the perspective of the experience rather than that of the spectacle. Subsequently, it discusses the conceptual basis of the TENT (Technological Environment for Negotiated Topology) as opposed to the CAVE (Cave Automatic Virtual Environment), This discussion is deepened into a critique of the visual representation of space opposed to the possibility of dynamic creation of environments that only happen in present time with peoples' interaction, Such a critique, associated with two social experiences carried out by IBPA/ LAGEAR, leads to the conclusion that the Digital TENT is effective for both supporting visualization processes and spatial negotiation in participatory design, and also as a place for enhancing the very experience.
series SIGRADI
email
last changed 2016/03/10 09:50

_id sigradi2006_c198d
id sigradi2006_c198d
authors Espina B, Jane; Oliva, Javier; Rincón, Francisco and Herrero, Pilar
year 2006
title Entornos Virtuales y su interconectividad en la WEB para la planificación urbana [Virtual Environments and their Interconnectivity in the Web for the Urban Planning]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 350-354
summary Virtual Environments and their Interconnectivity in the Web for the Urban Planning. This work presents the creation of virtual environments based on the urban space of the Plaza Baralt in Maracaibo, Venezuela; in defined historical moments as study scenarios, using autonomous virtual agents. The selection of the scenarios is based in the analysis of the place in the present, and the study of multimedia material of the period 1920-2006. The main objective is developing virtual environments, incorporating the interconnectivity in the Web into a multi-user system, for the urban planning. Methodologically, it's divided into the following phases: 1) Data search; 2) Study of the social, cultural, religious and economical activities of the square; 3) Analysis of the urban space; 4) Virtual reconstruction of the scenarios in the present and in the period between 1900 - 1927; 5) VRML exporting ; 6) Characters' animation; 7) Integration of the models into a multi-user system; and 8) Web event for the presentation of the results.
series SIGRADI
email
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