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 ascaad2006_paper13
id ascaad2006_paper13
authors Ambrose, Michael A.
year 2006
title Plan is Dead: to BIM or not to BIM, that is the question
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Drawing, modeling and the explicit abstraction embedded in the traditions and conventions of visual communication through composition and representation are fundamental to the how, why and what of architectural design. BIM presents simulation as an antiabstract means of visual communication that seeks to displace the discreet representation of plan, section and elevation with the intelligent object model. If plan is dead, the implication is that the value of abstraction is dead or dying as well. How can architectural education prepare students for digital practice with such an assault on the underlying role of abstract representation of formal and spatial constructs that constitute architecture? This paper explores a possible path for engaging digital media in education that explores the gap between design theory and digital practice. The investigation centers on ways of exploring architecture by developing teaching methods that reprioritize ways of seeing, thinking and making spatial design. Digital architectural education has great opportunity and risk in how it comes to terms with reconceptualizing design education as the profession struggles to redefine the media and methods of architectural deliverables in the age of BIM.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2006_e171c
id sigradi2006_e171c
authors González Böhme, Luis Felipe and Vargas Cárdenas, Bernardo
year 2006
title Foundations for a Constraint-Based Floor Plan Layout Support in Participatory Planning of Low-Income Housing
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 283-287
summary We introduce the foundations of a novel approach that deals with constraint-based design methods to supporting participatory planning processes of low-income dwellings. We examine the space allocation problem inside the architectural domain on the basis of graph theory and combinatorics, providing a concise mathematical background for an implementation strategy called FLS (Floor plan Layout Support), which is analyzed here for the first time regarding this particular context of application. The philosophy underlying a design method that is mainly driven by the formulation of distinct constraints suggests to avoid the traditional procedure of first to create a yet not necessarily valid instance of the eventual design solution by directly choosing specific parameter values of its shape, and later on to evaluate its validity by confronting the designed model to a set of applicable constraints. Instead, constraint-based design poses a search procedure that operates in a space of planning-relevant constraint sets. The FLS methodology integrates some few principles of constraint-based automated reasoning with high user interactivity, into a design environment where as much dwellers as planners can collaboratively work in solving spatial organization problems of housing projects. The FLS model of application makes use of a combination of dweller-specified constraints, planning and zoning regulations, and a small library of modular space units. Constraint-based design ! methods are particularly capable of supplying efficient support for the collaborative involvement of dwellers into the architectural programming process of her/his own home. Mainly, because dwellers themselves tend to describe their space need and design intentions as a set of constraints on room quantity, space utilization, circulation system, allocation of available furniture, available budget, construction time, and so forth. The goal is to achieve an integrated tool for finding and modelling topologically valid solutions for floor plan layout alternatives, by combining user-driven interactive procedures with automatic search and generative processes. Thus, several design alternatives can be explored in less time and with less effort than using mainstream procedures of architectural practice. A FLS implementation will constitute one system module of a larger integrated system model called Esther. A FLS tool shall interact with other functional modules, like e.g. the BDS (Building Bulk Design Support), which also uses constraint-based design methods. A preliminary procedural model for the FLS was tested on Chile’s official social housing standards (Chilean Building Code – OGUC. Art. 6.4.1) which are very similar to most Latin American housing programs currently in operation.
keywords constraint-based design; floor plan layout; participatory planning; low-income housing; design theory; design proces
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_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 ascaad2006_paper20
id ascaad2006_paper20
authors Chougui, Ali
year 2006
title The Digital Design Process: reflections on architectural design positions on complexity and CAAD
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 These instructions are intended to guide contributors to the Second Architecture is presently engaged in an impatient search for solutions to critical questions about the nature and the identity of the discipline, and digital technology is a key agent for prevailing innovations in architectural design. The problem of complexity underlies all design problems. With the advent of CAD however, Architect’s ability to truly represent complexity has increased considerably. Another source that provides information about dealing with complexity is architectural theory. As Rowe (1987) states, architectural theory constitutes “a corpus of principles that are agreed upon and therefore worthy of emulation”. Architectural theory often is a mixed reflection on the nature of architectural design, design processes, made in descriptive and prescriptive terms (see Kruft 1985). Complexity is obviously not a new issue in architectural theory. Since it is an inherent characteristic of design problems, it has been dealt with in many different ways throughout history. Contemporary architects incorporate the computer in their design process. They produce architecture that is generated by the use of particle systems, simulation software, animation software, but also the more standard modelling tools. The architects reflect on the impact of the computer in their theories, and display changes in style by using information modelling techniques that have become versatile enough to encompass the complexity of information in the architectural design process. In this way, architectural style and theory can provide directions to further develop CAD. Most notable is the acceptance of complexity as a given fact, not as a phenomenon to oppose in systems of organization, but as a structuring principle to begin with. No matter what information modelling paradigm is used, complex and huge amounts of information need to be processed by designers. A key aspect in the combination of CAD, complexity, and architectural design is the role of the design representation. The way the design is presented and perceived during the design process is instrumental to understanding the design task. More architects are trying to reformulate this working of the representation. The intention of this paper is to present and discuss the current state of the art in architectural design positions on complexity and CAAD, and to reflect in particular on the role of digital design representations in this discussion. We also try to investigate how complexity can be dealt with, by looking at architects, in particular their styles and theories. The way architects use digital media and graphic representations can be informative how units of information can be formed and used in the design process. A case study is a concrete architect’s design processes such as Peter Eisenman Rem Koolhaas, van Berkel, Lynn, and Franke gehry, who embrace complexity and make it a focus point in their design, Rather than viewing it as problematic issue, by using computer as an indispensable instrument in their approaches.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2006_e172c
id sigradi2006_e172c
authors Donath, Dirk and González Böhme, Luis Felipe
year 2006
title A Constraint-Based Building Bulk Design Support
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 278-282
summary We introduce an architecture practice-oriented implementation strategy of constraint-based methods called BDS (Building Bulk Design Support) to supporting bulk analysis during the architectural programming phase. We examine the optmization problem of site coverage and building massing according to a set of standard planning and zoning regulations, and try a problem solving approach based on the paradigm of constraint satisfaction problems. The case study, which is focused on the paticipatory planning of very low-income dwellings within the Latin American context, serves as testbed for a prototypical application of the adopted methodology. The BDS constitutes a novel approach on computer-aided bulk analysis, regarding this particularly relevant context of application. In the case of participatively planned low-income housing projects, efficiency regarding time and cost of planning directly affects dwellers’ quality of life, whereas elementary programming tasks such as bulk analysis lack appropriate state-of-the-art technological support. Traditional architectural planning methods demand a large domain-specific knowledge base and skillful planners. A planning process, which is mainly driven by the formulation of planning-relevant constraints and sets of solution alternatives, suggests to avoid architects’ traditional procedure of: 1. Create an (yet not necessarily valid) instance of the eventual design solution by directly choosing specific values for its shape parameters. 2. Evaluate its validity by confronting the designed model to a set of applicable constraints, which have to be satisfied. Instead, the constraint-based design methodology poses a search procedure that operates in a space of pertinent constraint sets. A computer-aided interactive search procedure to find more valid design solution alternatives in less time and with less effort is particularly qualified to supply efficient support for participatory planning activities carried out between dwellers and planners. The set of solutions for a building-bulk design problem is constrained by both a large complex system of planning and zoning regulations and the geometry of the eventual design solution itself. Given a considerable amount of such regulations, a regular size geometric constraint satisfaction system proved to be capable of providing a highly efficient, interactive modeling and evaluation tool for the formulation in real time of valid solution alternatives for an ordinary building-bulk design problem. A BDS implementation will constitute one system module of a larger integrated system model called Esther. A BDS tool shall interact with other functional modules, like e.g. the FLS (Floor plan Layout Support), which also uses constraint-based design methods.
keywords constraint-based design; bulk analysis; participatory planning; low-income housing; design theory; design proces
series SIGRADI
email
last changed 2016/03/10 09:50

_id 2006_590
id 2006_590
authors Flanagan, Robert
year 2006
title Restructuring Cubist Narratives in Non-Linear Time
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 590-596
doi https://doi.org/10.52842/conf.ecaade.2006.590
summary The design of architectural environments through non-linear, abstract design techniques presents a significant opportunity for current architectural design theory. This paper explores time-functions in design, whether implied or actual, that are potentially interchangeable, and that are at least partially translatable between painting (implied) and film (actual). The founding theory is rooted in the convergence of two turn-of-the-century inventions: Cinématographe (1895), and Cubism (Picasso and Braque, 1906). A century later, the development of inexpensive digital tools facilitates essential capabilities in the application of time-functions in architectural design: the virtual simulation of dimensional space, and a practical approach to non-linear video editing.
keywords translation; restructure; video; non-linear; Cubism
series eCAADe
email
last changed 2022/06/07 07:51

_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_405
id caadria2006_405
authors JOSE R. KOS, JOSE BARKI
year 2006
title VISUALIZING ARCHITECTURAL THEORY: A CASE-STUDY ON DIGITAL REPRESENTATION
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 405-411
doi https://doi.org/10.52842/conf.caadria.2006.x.k5m
summary This paper aims to analyze interactive multimedia and visualization techniques for architectural theory publications. Unfortunately, the available literature about multimedia, visualization, hypertext and related systems in this area is not consistent. The paper reviews the features of a research project outcome, which investigates an iconic building of the late 1930’s in Brazil. It examines the differences and similarities between a hypertext/multimedia system – a CD-ROM – with a comparable non-hypertext or non-computer product – a book – that deals with a specific subject: Architectural Theory.
series CAADRIA
email
last changed 2022/06/07 07:50

_id c7e6
id c7e6
authors Loemker, Thorsten Michael
year 2006
title Digital Tools for Sustainable Revitalization of Buildings - Finding new Utilizations through Destructive and Non-Destructive Floor Space Relocation
source Proceedings of the International Conference on Urban, Architectural and Technical Aspects of the Renewal of the Countryside IV., Bratislava, May 2006
summary In 1845 Edgar Allan Poe wrote the poem “The Raven”, an act full of poetry, love, passion, mourning, melancholia and death. In his essay “The Theory of Composition” which was published in 1846 Poe proved that the poem is based on an accurate mathematical description. Not only in literature are structures present that are based on mathematics. In the work of famous musicians, artists or architects like Bach, Escher or Palladio it is evident that the beauty and clarity of their work as well as its traceability has often been reached through the use of intrinsic mathematic coherences. If suchlike structures could be described within architecture, their mathematical abstraction could supplement “The Theory of Composition” of a building. This research focuses on an approach to describe layout principles of existing buildings in the form of mathematical rules. Provided that “design” is in principle a combinatorial problem, i.e. a constraint-based search for an overall optimal solution of a design problem, two exemplary methods will be described to apply new utilizations to existing buildings through the use of these rules.
series other
type normal paper
email
last changed 2008/10/13 14:06

_id caadria2006_027
id caadria2006_027
authors Mao-Lin Chiu
year 2006
title THE JUMP OF DIGITAL DESIGN THINKING: Overviews of Digital Architectural 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, 27-36
doi https://doi.org/10.52842/conf.caadria.2006.x.j3m
summary Architecture design education is evolved in respond to the emergence of information technologies as well as globalization. In the new era, digital design education is becoming a design platform to integrate technology and design. This paper aims to provide overviews of digital architectural design education. Therefore, this paper proposes a framework to examine the focus of digital design education and the relationship among (1) design contents, (2) digital technologies and tools, and (3) design theory and methodologies in digital design studios. The attempts in National Cheng Kung University in the past 10 years provide the foundation for observation and discussion. The pedagogy and approaches are examined, and the trend and potential directions are reported.
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia06_278
id acadia06_278
authors Mathew, Anijo
year 2006
title Aesthetic Interaction A Model for Re-thinking the Design of Place
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 278-291
doi https://doi.org/10.52842/conf.acadia.2006.278
summary We live in a landscape of digital information and communication. Digital technology finds pervasive application in many aspects of modern habitable spaces— environmental control systems, internet based systems for information exchange, cellular systems for instant communication, and the list goes on. In fact, recent Intel studies show that every day we encounter at least 150 different computing devices in our living environments. As computing initiatives evolve intelligent devices that work in the background of our day to day living, several questions arise about how we interact with these devices. The design of “smart” places will eventually involve the seamless integration of both the physical and virtual. Such interventions will lead to a transformation in the way we design. Architects will increasingly find themselves using the computer in design as opposed to design. Over the last few years our lab has been working on several projects, from the level of a room to the level of urban design, that use embedded interactivity and computing as part of the design. This paper describes three such projects, completed at different times, which deal with different problems and the overall impact of computing on the way the designs were developed. The description and evaluation of these projects will be used to develop a theory for the use of pragmatist aesthetics for “information interchange” within architectural design. In short, the paper will explore the evolution of Computer “Aided” Design from a model for designing architecture to a model for designing computing within architecture through aesthetic interaction.
series ACADIA
email
last changed 2022/06/07 07:58

_id sigradi2006_c193d
id sigradi2006_c193d
authors Ruiz-Tagle, Javier
year 2006
title Modelos de Simulación Urbana (Experiencia a Partir de un Juego de Estrategia) [Urban simulation models (experience throughout a strategic game)]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 386-391
summary The experience considers the achievement of a course for architecture and geography. The research penetrates into an experimentation based on the Systems Theory and the Systems Dynamics, which helps to understand the structure and the dynamics of the city, as a set of complex systems. SimCity, a game of strategy that allows to design, to plan, and to manage the dynamics of a city, is used as software. The experience had as principal target, tackling formulae of didactic experimentation, which integrate, by the application of networks and systems, the complex relations that configures the city. The methodology had theoretical and experimental stages, plus the achievement of a simulation exercise. The experience had very good reception, as method for learning and for research, despite the strange that it seemed in the beginning. Also, it generated a big aptitude to realize good research questions, since the behavior of many variables was learned to visualize simultaneously.
series SIGRADI
email
last changed 2016/03/10 09:59

_id ascaad2006_paper2
id ascaad2006_paper2
authors Sharji, Elyna and Ahmed Rafi
year 2006
title The Significant Role of an Electronic Gallery to the Education Experience and Learning Environment
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 Multimedia has brought new paradigms to education where users are able to use the technology to create compelling content that truly represents a new archetype in media experience. According to Burger (1995), the synergy of digital media is becoming a way of life where new paradigms for interactive audio-visual experiences of all communicative arts to date are mandatory. It potentially mixes technology and disciplines of architecture and art. Students can learn on their own pace and they can be tested in a non-linear way while interactivity allows the curious to easily explore related topics and concepts. Fundamental assumptions, theories and practices of conventional design paradigm are constantly being challenged by digital technology and this is the current scenario in architecture and art and design schools globally. Thus schools are enhancing the methods and improvising the technology of imparting knowledge to be in consistent with recent findings and knowledge. To be able to cater the use of digital media and information technology on architectural and art design education, four criteria are required, which are; the SPACE and place to accommodate the educational activities, the TOOLS that assist imparting of knowledge, the CONTENT of syllabus and information and the acceptance and culture of the receiving end users and HUMAN PERCEPTION. There is a need for the research of realization and activating the architectural space that has been equipped with multimedia tools and upgraded with recent technology to facilitate and support the community of learners and users. Spaces are now more interactive, multi functional, flexible and intelligent to suit the trend of computing in normal everyday life of the education sector, business and management, art and leisure, corporate and technological area. While the new concept of computing in education is still in the earlier phase, the conventional analogue paradigm still dominates the architectural design discourse which acts as a barrier to the development of digital designs and architectural education. A suitable approach is in need to bridge the gap between what theory has been explored and the practice of knowledge. A digital support environment with intelligent design and planning tools is envisioned to bridge the gap and to cater for the current scenario.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:34

_id ascaad2006_paper21
id ascaad2006_paper21
authors Abdelhameed, Wael A.
year 2006
title The Relations Between Design Idea Emergence and Design Solution Direction: digital media use in mass exploration of architectural design
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary The unfolding of research is that design is a creative activity of problem-solving, directed to achieve what architecture should provide man with. The first part of the research investigates Design-Idea Exploration in the initial phases of design process, in terms of exploring the links between Design-Idea Emergence and Design-Solution Direction. The second part of the research presents a use of digital media in Design-Idea Exploration of three dimensional shapes throughout the initial phases of design process. The research has concluded the links between Design Ideas Emergence and Design Solution Directions, and presented the features of the program, which distinguish it from other standard modeling software.
series ASCAAD
email
last changed 2007/04/08 19:47

_id 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_p034e
id sigradi2006_p034e
authors Araujo Pires, Julie and Murad, Carlos
year 2006
title Inscrições hipertextuais: a escrita como imagem na criação visual contemporânea [Hypertext inscription: writing as image in contemporary visual creation]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 411-414
summary This paper discusses the creative imagination by the speech’s presence on the contemporary projects of art/design. Nowadays the digital era has shattered limits of the space and the user’s perception in a mix between images and texts, built by numeric language, witnessing possible new ways of writing as image. Considering on the duality between verbal and visual, some post-modern artists/projectors are redeeming the germinal quality of image from the alphabet. They use video and electronic technology incorporating the word written in their creation process. In this sense, Gaston Bachelard’s ideas on the philosophy of image and imagination could be helpful to understand that process. At first, looking through the representations accomplished by the artists gesture in their constructions. Afterwards, how those visual poetics explore the word on video project and electronic way as experimentation and on the creation project process.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 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 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

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