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 593

_id 2006_262
id 2006_262
authors Ibrahim, Magdy
year 2006
title To BIM or not to BIM, This is NOT the Question - How to Implement BIM Solutions in Large Design Firm Environments
doi https://doi.org/10.52842/conf.ecaade.2006.262
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 262-267
summary Building information modeling is the technology that is converting the workplace in design firms. The initial resistance to applying the concept has faded due to many reasons. Professional architects now see the feasibility and benefits of using the new technology. CAD managers in design firms are working toward the implementation of BIM packages in order to eventually, replace the conventional CAD platforms that are still widely used. However, there are still internal obstacles that slow down the process of the implementation. The change in the project management and the required proper training for the conversion are the two major internal obstacles. The current well organized work flow tailored around the conventional CAD platforms has to be changed in a way suitable for the new technology. The training firms provide for their employees should also be re-structured in a more vertical organization in order to guarantee that everyone understands the new concept and the new work flow. Architectural education usually reflects the needs of the work market. It is very important to understand the needs and identify the directions where the architectural education should go. What do we expect from newly graduated architects? How should we shift the focus toward BIM based CAD in design schools? And, what does it mean to teach modeling versus teaching drafting?
keywords Computer Aided Drafting; Building Information Modeling; Architectural Education
series eCAADe
email
last changed 2022/06/07 07:50

_id 2006_750
id 2006_750
authors Touvra, Zoopigi N.
year 2006
title The potential of Virtual Environments as contexts for Communication
doi https://doi.org/10.52842/conf.ecaade.2006.750
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 750-753
summary This paper documents a study done considering Virtual Reality (VR) as a spatial representational context which supports communication. It aims to identify whether VR could be considered as a communication medium, a tool that could be used for the successful transmission of information and messages, as well as the future form, content and use of it. That is, how does communication occur in a Virtual Environment (VE), by taking into account its visual properties and spatial parameters and under which conditions communication messages are conducted via VR systems, deriving from the one part (sender) and concluding to the other (receiver). The methods selected for this study involve observation and use of questionnaires at the end of each session. An already existing Internet-based online multi-user virtual environment has been chosen as the context where this survey will be carried out, that is the site Active Worlds, http://www.activeworlds.com, which can be accessed very easy to any computer user, in a desktop form. Firstly, we investigated the time needed, depending on the complexity per case, for a user of the VR application to get acquainted with the system. We were interested to know if the meaning that we would like to communicate had either remained the same through all the time of the experience or had been “modified” in a certain way and if so, for what reason. Another issue that was examined was the way in which the spatial context in a specific VE affects the way communication occurs. The framework of the application may influence the way the person receives a message, for example by making assumptions and references that he would not have made in a different environment- outside VR. After the end of the experience, the user was invited to describe his/ her impressions, with the communication factor being stressed, that is to mean if and at what extent VR can be characterized as a communication medium, as it is mentioned above, even for limited information and messages in general.
keywords Virtual Reality; Active Worlds; Virtual Environment (VE); Communication in VE
series eCAADe
email
last changed 2022/06/07 07:58

_id 2006_470
id 2006_470
authors Coates, Paul; Robert Thum and Christian Derix
year 2006
title The VIPA project - some notes on the pedagogical approach to design education using active 3d worlds
doi https://doi.org/10.52842/conf.ecaade.2006.470
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 470-477
summary This paper should be seen as complementary to the other papers by Mullins et al where the EU VIPA project is described. It is the intention of this paper to deal solely with the educational aspects of using computers in architectural education, which of course is the raison d’etre of both ECAADE and the VIPA project, but on this occasion to look at the earliest models of this, to revisit the pioneers in case we have forgotten something and to see in what way their original aims were achieved and how their self proclaimed task can be transferred into the current situation. It is the intention of this paper to argue that Papert and Kay’s use of the computer in education still has many useful things to say in the context of vipa. The general approach is fundamental to the VIPA project and will inform the ongoing design of the scripting and modelling platform, based on Smalltalk / Open Croquet, and Blender / Python.
keywords LOGO; Smalltalk; emergence; computer based education
series eCAADe
email
last changed 2022/06/07 07:56

_id cf2011_p115
id cf2011_p115
authors Pohl, Ingrid; Hirschberg Urs
year 2011
title Sensitive Voxel - A reactive tangible surface
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 525-538.
summary Haptic and tactile sensations, the active or passive exploration of our built surroundings through our sense of touch, give us a direct feeling and detailed information of space, a sense of architecture (Pallasmaa 2005). This paper presents the prototype of a reactive surface system, which focuses its output on the sense of touch. It explains how touch sensations influence the perception of architecture and discusses potential applications that might arise from such systems in the future. A growing number of projects demonstrate the strong impact of interaction design on the human senses and perception. They offer new ways of sensing and experiencing architectural space. But the majority of these interaction concepts focus on visual and auditory output-effects. The sense of touch is typically used as an input generator, but neglected as as a potential receiver of stimuli. With all the possibilities of sensors and micro-devices available nowadays, there is no longer a technical reason for this. It is possible to explore a much wider range of sense responding projects, to broaden the horizon of sensitive interaction concepts (Bullivant 2006). What if the surfaces of our surroundings can actively change the way it feels to touch them? What if things like walls and furniture get the ability to interactively respond to our touch? What new dimensions of communication and esthetic experience will open up when we conceive of tangibility in this bi-directional way? This paper presents a prototype system aimed at exploring these very questions. The prototype consists of a grid of tangible embedded cells, each one combining three kinds of actuators to produce divergent touch stimuli. All cells can be individually controlled from an interactive computer program. By providing a layering of different combinations and impulse intensities, the grid structure enables altering patterns of actuation. Thus it can be employed to explore a sort of individual touch aesthetic, for which - in order to differentiate it from established types of aesthetic experiences - we have created the term 'Euhaptics' (from the Greek ευ = good and άπτω = touch, finger). The possibility to mix a wide range of actuators leads to blending options of touch stimuli. The sense of touch has an expanded perception- spectrum, which can be exploited by this technically embedded superposition. The juxtaposed arrangement of identical multilayered cell-units offers blending and pattern effects of different touch-stimuli. It reveals an augmented form of interaction with surfaces and interactive material structures. The combination of impulses does not need to be fixed a priori; it can be adjusted during the process of use. Thus the sensation of touch can be made personally unique in its qualities. The application on architectural shapes and surfaces allows the user to feel the sensations in a holistic manner – potentially on the entire body. Hence the various dimensions of touch phenomena on the skin can be explored through empirical investigations by the prototype construction. The prototype system presented in the paper is limited in size and resolution, but its functionality suggests various directions of further development. In architectural applications, this new form of overlay may lead to create augmented environments that let inhabitants experience multimodal touch sensations. By interactively controlling the sensual patterns, such environments could get a unique “touch” for every person that inhabit them. But there may be further applications that go beyond the interactive configuration of comfort, possibly opening up new forms of communication for handicapped people or applications in medical and therapeutic fields (Grunwald 2001). The well-known influence of touch- sensations on human psychological processes and moreover their bodily implications suggest that there is a wide scope of beneficial utilisations yet to be investigated.
keywords Sensitive Voxel- A reactive tangible surface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id a3c8
id a3c8
authors Verdy Kwee, Dean Bruton, Antony Radford
year 2006
title Visual Expressiveness in Educative Architectural Animations
source Proceedings of the 4th international conference on Computer graphics and interactive techniques in Australasia and Southeast Asia. 2006, Kuala Lumpur, Malaysia November 29 - December 02, 2006
summary Consider the current graphic capabilities of multimedia authoring tools. Many information technologies have been exploited to the fullest in the gaming and advertising industries. As far as educational materials produced to explain outstanding architectural and many heritage works, most publications still rely on print media. While much digital information has been propagated online through the Internet (and a few CD-ROM formats could also be found) the techniques of delivery have yet to take advantage of potential technologies, preferring only to digitally replicate and hyperlink the structure and content found in their printed cousins. The reason for this slow adoption is not clear and paradoxical since our society places abundant emphasis and stresses the importance of education over games. However, it seems that the industry and, more importantly, the architecture discipline themselves do not appear to promote architectural visualisations as a significant contributor to the education and learning process. Therefore, educative architectural information visualisation may have to set itself apart, especially to generate growth and interest in this area.

This paper does not deal with the technical aspects of visualisation creation processes but proposes to emphasise architectural visualisations – animations, in particular - as a heightened form of art that could be approached with grammatical lens more than merely a technical exercise that aims to serve an outcome or an industry as they are often perceived now. Digital architectural visualisations and their delivery techniques can be expanded much more as an artistic (architectural) expression like architectural writings are to authors, games to game designers. Although differences could be identified, there are numerous lessons that can be drawn from other forms of art to propel architectural visualisations to a new level beyond those seen in real-estate websites, architectural practices and most students’ works in reputed educational institutions.

Architectural information is peculiar to each building. In order to explicate the essences of architectural works (i.e. the vocabularies, designer’s intents, etc), in all fairness, their presentations cannot be generically produced and uniformly adapted. What one technique and approach could successfully achieve in explaining one building cannot exactly be re-applied to another building with the same expected results. Forms, scales, circulation paths, lighting assignments, designer’s intents, other information (and types) to be delivered differ from one building to another. As such, executions are also wide open to be explored to not only address the practical issues but also to express the intentions of the author/s or director/s to strengthen the architectural narratives.

This paper highlights and illustrates by examples, specifically in architectural flythroughs/animations, considerations that need to be addressed in order that the results would serve as an artistic/architectural expression with a degree of educative substance.

keywords Educative, education, animation, flythrough, expression, grammar, art,
series other
type short paper
email
more http://portal.acm.org/citation.cfm?id=1174429.1174461&coll=GUIDE&dl=%23url.coll
last changed 2007/01/04 00:14

_id 2006_412
id 2006_412
authors Yessios, Ioannis C. and Olga Pantelidou
year 2006
title Moving beyond Hybridity
doi https://doi.org/10.52842/conf.ecaade.2006.412
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 412-419
summary The goal of this paper is to analyze the notion of a hybrid space, to explore the necessity of adopting this term as a characteristic of space, and to question whether it is time to move beyond its use. The term, hybrid, originating in biology, describes the offspring of two different species. For the past two decades, Hybridity has found a wide application within social sciences, including architecture. In general, Hybridity occurs when two separate entities come together to form a third. In the context of architecture, a hybrid space is one in which the advent of technology allows us to experience multiple spaces simultaneously. We understand Hybridity to be a conceptual construct that is useful in explaining new phenomenon. This begs the question, what is the new phenomenon. In the case of space, it is the aforementioned advent of technology. This is not, however, the first time space has been expanded by technology. Throughout history, our ability to understand stand space has been extended by the advent of new technology. Perhaps, a hybrid space is not defined by technology after all. The ultimate goal of this paper is to define the moment at which Hybridity ceases to be useful, assuming that such a moment even exists. Though it has been helpful in understand space in new ways, allowing new insights into space, for many spaces this term can reach the end of its usefulness. The moment at which this occurs is dependant on a few factors. The first is one of adoption. Once a hybrid space is commonplace, is it strictly necessary to consider it a hybrid any longer? The second factor is the polymorphism of hybrid spaces. The phrase hybrid space does not describe a single form of space. Instead, a hybrid space can be one of a plethora of spaces. Finally, the issues of category and identity may help define this moment. If Hybridity relies on categories and instances between categories, then this suggests that a change in perspective may destroy the category of the hybrid. Perspective is directly tied to the specific identity of the viewer and that viewer’s experiences.
keywords hybridity; technology; space; identity
series eCAADe
email
last changed 2022/06/07 07:57

_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 2006_106
id 2006_106
authors Achten, Henri
year 2006
title Feature clusters for online recognition of graphic units in drawings
doi https://doi.org/10.52842/conf.ecaade.2006.106
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 106-112
summary Automated recognition of sketch drawings can provide the means for a natural interface between the designer and a design support system. Sketch drawing recognition is knowledge-intensive in the sense that the system must know what to look for in a drawing. In earlier work, we identified 24 different types of representations, termed graphic units. For recognition of graphic units we combine a multi-agent approach and online recognition. Each agent is specialised for one graphic unit. It continuously parses the online input stream for stroke features that fall within its scope. When an agent-specific threshold is reached, the agent puts a claim. Each agent has a specific cluster of features that can be viewed as distributed over a decision tree. The activation pattern of feature clusters over the decision tree is an indication which graphic unit is likely to be identified by the system. In this paper, we present the exhaustive set of features for agents and a binary decision tree over which the features are distributed.
keywords Image recognition; sketches; graphic units; feature-based modelling
series eCAADe
email
last changed 2022/06/07 07:54

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

_id acadia06_230
id acadia06_230
authors Anzalone, Phillip
year 2006
title Synthetic Research
doi https://doi.org/10.52842/conf.acadia.2006.230
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 230-231
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 acadia06_148
id acadia06_148
authors Cabrinha, Mark
year 2006
title Synthetic Pedagogy
doi https://doi.org/10.52842/conf.acadia.2006.148
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 148-149
summary As tools, techniques, and technologies expand design practice, there is likewise an innovation in design teaching shifting technology from a means of production and representation to a means of discovery and development. This has implications on studio culture and design pedagogy. Expanding the skills based notion of digital design from know-how, or know-how-to-do, toward know-for, or knowledge-for-action, forms a synthetic relationship between the skills necessary for action and the developing motivations of a young designer. This shifts digital design pedagogy to a medium of active inquiry through play and precision. As digital tools and infrastructure are now ubiquitous in most schools, including the increasing digital material exchange enabled through laser cutters, CNC routers, and rapid prototyping, this topic node presents research papers that engage technology not simply as tools to be taught, but as cognitive technologies which motivate and structure a design students knowledge, both tacit and explicit, in developing a digital and material, ecological and social synthetic environment. Digital fabrication, the Building Information Model, and parametric modeling have currency in architectural education today yet, beyond the instrumentality of teaching the tool, seldom is it questioned what the deeper motivations these technologies suggest. Each of these tools in their own way form a synthesis between representational artifacts and the technological impact on process weaving a wider web of materials, collaboration among peers and consultants, and engagement of the environment that the products of design are situated in.If it is true that this synthetic environment enabled by tools, techniques, and technologies moves from a representational model to a process model of design, the engagement of these tools in the design process is of critical importance in design education. What is the relationship between representation, simulation, and physical material in a digitally mediated design education? At the core of synthetic pedagogies is an underlying principle to form relationships of teaching architecture through digital tools, rather than simply teaching the tools themselves. What principles are taught through teaching with these tools, and furthermore, what new principles might these tools develop?
series ACADIA
email
last changed 2022/06/07 07:54

_id caadria2010_055
id caadria2010_055
authors Chen, Zi-Ru; Chung-Yang Wang, Pei-Chien Hung and Yu-Tung Liu
year 2010
title Preliminary tectonic phenomena of diversified architectural spatial forms in digital age
doi https://doi.org/10.52842/conf.caadria.2010.599
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 599-608
summary The research on tectonics in the architectural field began from the middle of nineteenth century and in recent twenty years digital technology gradually developed and permeated through the field of architecture. Liu and Lim (2006, 2009) integrated classic and digital tectonic factors a present framework of new tectonics. However, the previous studies related to the tectonics in this digital age were only on architectural cases that use a great deal of digital media. The research wants to know what and how the tectonic factors affect the different spatial forms of modern architecture and focused on a case study of the diversified spatial forms, orthogonal, folding and curving. The results show the classic tectonic thinking is imperative until now. It is critical to prove the significance of adding the new digital tectonic factors in digital age.
keywords Digital and classic tectonics; spatial form; digital media
series CAADRIA
email
last changed 2022/06/07 07:55

_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 ascaad2006_paper16
id ascaad2006_paper16
authors Davey, Jon Daniel
year 2006
title Musing Heideggerian Cyberspace
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 Where we do we make our “being?” Since our existence [being-there = Dasein] is the original place of intelligibility, fundamental ontology must clarify the conditions of having any understanding which itself belongs to the entity called Dasein. Today Dasein in increasing becoming more and more digital, in fact all activity is digital or becoming digital in one mode or another, it’s ubiquitous! On the pragmatic side corporate architecture as well as its daily interaction and transaction are all digital. With the advent of games as well as webmasters using VRML or some equivalent of it posses the questions and concerns as who will design the digital domains, graphic artists, IT personnel, game developers and where will we make our being? As architects and designers where will our “digital gesamtkunstwerk” be? Making places for human inhabitation in a nonphysical space raises interesting questions concerning presence, authenticity, adaptability, orientation, and suspension of disbelief. What kind of activities can be supported by nonphysical spaces? What will it take to support them in a socially and psychologically appropriate manner? And WHO will design them? On the applied side this ontological view is demonstrated in an Interior Design Corporate Office Design Studio that has been taught for a decade wherein students are required to develop an ECommerce, a business deemed to succeed including the Corporate Office, facility program, space planning, corporate image, interiors, graphics, webpage, and logo. The semester project has one unique design stipulation: The one major design requirement is that the “feel” of the reception has the same “feel” as the website. A phenomenological sameness…all work is accomplished with a plethora of digital media. This design process is still in its infancy.
series ASCAAD
email
last changed 2007/04/08 19:47

_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 2006_810
id 2006_810
authors Dokonal, Wolfgang and Knight,Michael
year 2006
title Pen or PC? - Is Sketching essential to architectural design?
doi https://doi.org/10.52842/conf.ecaade.2006.810
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 810-817
summary This paper reports on an ongoing student architectural design project that is investigating the differing effects of the use of PC’s or Pens in the design process. We are interested to see whether designing wholly on the computer with a volume modeling software would produce differing results to a traditional design process with a strong basis in 2D sketching. To minimize the influence of the participants previous experience in either the use of PC’s or the pen, we have been working with very young students that have not yet gone through a traditional training on architectural design and CAAD software. This is one of the key aspects of our experimental procedure. We have found that recent software developments in the field of CAAD clearly have and will influence the way architects design and brings the computer as a design tool to the “normal architect”. Until very recently the computer was seen as a design tool almost solely for “computer geeks” in the profession, the majority of architects still using it mainly as a drafting machine or to produce visualizations of their projects after a more ‘conventional’ design process had finished. It is now very clear to us that the ongoing change in technology will have a profound effect on the way all of us will work in future undertaking architectural design. It is an important question for every school of architecture what effect these developments will have on our teaching methods and the curricula. We use the above mentioned ongoing educational project to find out about the benefits and risks of using the computer as a design tool for first year students.
keywords Early Design stages; Collaborative Design; Sketching
series eCAADe
email
last changed 2022/06/07 07:55

_id 2006_832
id 2006_832
authors El-Khoury, Nada; De Paoli Giovanni and Dorta Tomás
year 2006
title Digital Reconstruction as a means of understanding a building’s history - Case studies of a multilayer prototype
doi https://doi.org/10.52842/conf.ecaade.2006.832
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 832-839
summary The experiments presented in this paper are situated at the crossroads of two fields: the understanding and communication of history to students and the field of Information and Communication Technologies (ICT). More specifically, we aim to propose to students, ways of transferring information about lifestyles and techniques linked to the construction methods used in the past and which are present in ancient sites. It is not merely a question of proposing experiments for managing an inventory of knowledge such as that summarized in historical texts, but rather a means for understanding it: How do we communicate the invisible? How do we make visible what we cannot see but that we can imagine lies beneath the ruins of ancient sites? Lastly, how do we propose new approaches in the transferring of these historic skills and lifestyles? Such are the questions that the students’ experiments will attempt to answer while using computers as cognitive tools. In this case, these cognitive tools are designated as “multilayer prototypes” which aim to develop a dynamic virtual history space through augmented reality.
keywords ICT; Byblos; multilayer prototype; augmented reality; education research
series eCAADe
email
last changed 2022/06/07 07:55

_id ijac20064107
id ijac20064107
authors Elger, Dietrich; Russell, Peter
year 2006
title Crisis? What crisis? Approaching information space: New dimensions in the field of architecture
source International Journal of Architectural Computing vol. 4 - no. 1, 107-121
summary The paper describes the current situation concerning career opportunities in the field of architecture in developed western countries. Several aspects that are almost universal mark this situation. Firstly, there are too many architects chasing traditional work in competition with other engineers. Secondly, the needs of the building industry have changed over the past years so that the skills that architects are able to offer are not necessarily those that are sought. Lastly, the constant specialisation of work has continued unabated. Architects, as generalists, have seen their areas of expertise be usurped from neighbouring fields. The situation is not lost, so long as architects are able to recognise what is desired from the point of view of the client and what is desired from the point of view of the architect. For educators, it must be clear that the real potential architects possess is their encompassing knowledge of the building information. Architectural Information Management is a necessary skill to be taught alongside the more traditional architectural skills. A brief outlook as to how this might come about is detailed in the paper. The authors propose didactic steps to achieve this. Primarily, the education of computer supported planning should not simply end with a series of lectures or seminars, but culminate in integrated Design Studios (which include Design-Build scenarios).
keywords Architectural Information Management; Computer Supported Design Studios; CSCW
series journal
email
more http://www.ingentaconnect.com/content/mscp/ijac/2006/00000004/00000001/art00008
last changed 2007/03/04 07:08

_id eaea2005_103
id eaea2005_103
authors Giró, Héctor
year 2006
title Visualising emotions - Defining urban space through shared networks
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 103-111
summary Networks and new media and communication tools, in combination with other media like film, imaging, text and sound, make richer ways of expression possible and at the same time offer attractive possibilities to investigate and express designing. Architects, or their clients, in consequence become increasingly able to explore, develop and communicate their ideas in a better way. At the same time, most people find it difficult to describe their demands and needs in advance: it seems they react much better on something that is already there, a finished work. How then can designers get a better idea of people’s needs and wishes? In other words, how could designers –among others- get a better match between expectations and results? Consequently, what could be the significance of ‘new media’ within this process?
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

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