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 623

_id cf2011_p003
id cf2011_p003
authors Ng, Edward; Ren Chao
year 2011
title Sustainable Planning with a Synergetic Collation of Thermal and Dynamic Characteristics of Urban Climate using Map Based Computational Tools
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. 367-382.
summary Since 2006, half of the world’s population lives in cities. In the age of climate change, designing for quality environmental living conditions and sustainability is a topical concern. However, on the one hand, designers and city planners operate with their three dimensional city morphological data such as building shapes and volumes, forms and their spacings, and functional attributes and definition signatures. On the other hand, urban climatologists operate with their numbers and equations, quantities and signals, and normals and anomalies. Traditionally the two camps do not meet. It is a challenge to develop design tools that they can work together. Map based information system based on computational geographic information system (GIS) that is properly structured and represented offers a common language, so to speak, for the two professional groups to work together. Urban climatic map is a spatial and graphical tool with information embedded in defined layers that are collated so that planners and urban climatologists can dialogue over design issues. With various planning and meteorological data coded in defined grid resolutions onto the GIS map system, data can be synergized and collated for various understandings. This papers explains the formulation of Hong Kong’s GIS based Urban Climatic Map as an example of how the map works in practice. Using the map, zonal and district based planning decisions can be made by planners and urban climatologists that lead to new designs and policy changes.
keywords sustainable development, urban planning, urban thermal, urban dynamics, computer tools
series CAAD Futures
email
last changed 2012/02/11 19:21

_id acadia06_342
id acadia06_342
authors Kobayashi, Yosihiro
year 2006
title Self-Organizing Map and Axial Spatial Arrangement: Topological Mapping of Alternative Designs
doi https://doi.org/10.52842/conf.acadia.2006.342
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 342-355
summary This research attempts to formulate a computational framework for exploring spatial arrangements in the early phases of design. In the physical world, this could be compared to exploring spatial arrangements using cardboard cut-outs or simply a grid of spaces on paper. This research demonstrates the framework by means of a generative design system that introduces axial order in a plan parti made up of discrete 3D objects. The tool is designed to organize the 3D objects along an Axis specified by the user and also rearrange them following user-defined mathematical expressions. The numerical parameters (the dimensions and physical properties of the individual objects) are linked through the mathematical expressions to vary the spatial arrangement of objects. Implementation of the tool involves the Self Organizing Maps (SOMs) as the Graphical User Interface (GUI) in generative systems. This allows the user to select and dynamically view spatial arrangements that have been organized on a map based on their similarity. The application is implemented, tested, and its results are demonstrated using buildings designed by Louis I. Kahn, Frank Lloyd Wright and Mies van der Rohe.
series ACADIA
email
last changed 2022/06/07 07:51

_id acadia07_138
id acadia07_138
authors Mathew, Anijo Punnen
year 2007
title Beyond Technology: Efficiency, Aesthetics, and Embodied Experience
doi https://doi.org/10.52842/conf.acadia.2007.138
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 138-145
summary The spaces we live in are increasingly entwined in a complex weave of architecture and technology. With the evolution of intelligent devices that work in the background, design of place will eventually be a seamless integration of not just efficient but also experiential and virtual technologies. This signals a paradigm shift because “smart” architecture affords users a new interaction with architecture. In spite of such promises, we have seen interactive architecture ideas and “smart” environments only within laboratory walls or in the form of simplistic implementations. Perhaps the reason is simple. Rachael McCann asks if the integration of technology within the context of an increasingly information-driven modern era has abandoned the body in favor of the mind (McCann 2006). If we acknowledge that “smart” computing has the opportunity to transcend an efficient backbone to generator of experiences, perhaps we, as designers, must reconsider our position and strategy in this modern world. This paper is designed as a critical essay—one which evaluates interactive architecture and “smart” environments within the context of today’s socio-cultural climate. The paper hopes to open a discussion about the role of computing as architecture and the role of the architect in the design of such architecture.
series ACADIA
email
last changed 2022/06/07 07:58

_id cf2011_p016
id cf2011_p016
authors Merrick, Kathryn; Gu Ning
year 2011
title Supporting Collective Intelligence for Design in Virtual Worlds: A Case Study of the Lego Universe
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. 637-652.
summary Virtual worlds are multi-faceted technologies. Facets of virtual worlds include graphical simulation tools, communication, design and modelling tools, artificial intelligence, network structure, persistent object-oriented infrastructure, economy, governance and user presence and interaction. Recent studies (Merrick et al., 2010) and applications (Rosenman et al., 2006; Maher et al., 2006) have shown that the combination of design, modelling and communication tools, and artificial intelligence in virtual worlds makes them suitable platforms for supporting collaborative design, including human-human collaboration and human-computer co-creativity. Virtual worlds are also coming to be recognised as a platform for collective intelligence (Levy, 1997), a form of group intelligence that emerges from collaboration and competition among large numbers of individuals. Because of the close relationship between design, communication and virtual world technologies, there appears a strong possibility of using virtual worlds to harness collective intelligence for supporting upcoming “design challenges on a much larger scale as we become an increasingly global and technological society” (Maher et al, 2010), beyond the current support for small-scale collaborative design teams. Collaborative design is relatively well studied and is characterised by small-scale, carefully structured design teams, usually comprising design professionals with a good understanding of the design task at hand. All team members are generally motivated and have the skills required to structure the shared solution space and to complete the design task. In contrast, collective design (Maher et al, 2010) is characterised by a very large number of participants ranging from professional designers to design novices, who may need to be motivated to participate, whose contributions may not be directly utilised for design purposes, and who may need to learn some or all of the skills required to complete the task. Thus the facets of virtual worlds required to support collective design differ from those required to support collaborative design. Specifically, in addition to design, communication and artificial intelligence tools, various interpretive, mapping and educational tools together with appropriate motivational and reward systems may be required to inform, teach and motivate virtual world users to contribute and direct their inputs to desired design purposes. Many of these world facets are well understood by computer game developers, as level systems, quests or plot and achievement/reward systems. This suggests the possibility of drawing on or adapting computer gaming technologies as a basis for harnessing collective intelligence in design. Existing virtual worlds that permit open-ended design – such as Second Life and There – are not specifically game worlds as they do not have extensive level, quest and reward systems in the same way as game worlds like World of Warcraft or Ultima Online. As such, while Second Life and There demonstrate emergent design, they do not have the game-specific facets that focus users towards solving specific problems required for harnessing collective intelligence. However, a new massively multiplayer virtual world is soon to be released that combines open-ended design tools with levels, quests and achievement systems. This world is called Lego Universe (www.legouniverse.com). This paper presents technology spaces for the facets of virtual worlds that can contribute to the support of collective intelligence in design, including design and modelling tools, communication tools, artificial intelligence, level system, motivation, governance and other related facets. We discuss how these facets support the design, communication, motivational and educational requirements of collective intelligence applications. The paper concludes with a case study of Lego Universe, with reference to the technology spaces defined above. We evaluate the potential of this or similar tools to move design beyond the individual and small-scale design teams to harness large-scale collective intelligence. We also consider the types of design tasks that might best be addressed in this manner.
keywords collective intelligence, collective design, virtual worlds, computer games
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ddss2006-hb-221
id DDSS2006-HB-221
authors Selma Celikyay
year 2006
title Research on New Residential Areas Using GIS - A case study
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) 2006, Innovations in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Springer, ISBN-10: 1-4020-5059-3, ISBN-13: 978-1-4020-5059-6, p. 221-233
summary Planning is a decision-making process which is about 'the future'. In each scale of planning process, spatial rules of the social life are formed. In this process, firstly series of spatial analyses should be practised. Throughout the world, spatial planning strategies which focus on the sustainable development adapt an ecological approach and both the regional and urban planning processes are based upon ecological bases. Under the guidance of this notion, also in Turkey, spatial planning strategies should be urgently reviewed and any level of planning process should be directed to ecological bases. Furthermore, in all these steps, natural resources and ecological characteristics should be taken into consideration. In the city of Bartin, where Bartin River flows through, a case study has been carried out regarding the above mentioned planning strategies. The case study has three stages. These stages also frame the data, analysis and evaluation stages. In the case study, a combination of McHarg's ecological evaluation method and Kiemstedt's usage value analysis in planning has been employed. With the help of ecological analyses, in the rural areas that have not been settled yet, the potential of the natural resources has been examined for the new residential areas. As a result, in the city of Bartin, the potential residential areas have been defined on the unsettled regions. What is more, concerning the subject, a map has been formed on the scale of 1/25 000. As a result of the case study, it has been concluded that in Bartin city because of the physical planning which ignores the potential of the natural resources, some of the existing residential areas have been chosen improperly.
keywords Decision support systems, Ecological analysis, Geographical information systems, Residential areas, Spatial analysis
series DDSS
last changed 2006/08/29 12:55

_id sigradi2006_000
id sigradi2006_000
authors Soza, Pedro (ed.)
year 2006
title SiGradi2006
source Proceedings of the 10th Iberoamerican Congress of Digital Graphics Graphics / ISBN 956-19-0539-6] Santiago de Chile (Chile) 21-23 november 2006, 494 p.
summary Forty years of development have passed since digital technologies were used in the service of design for the first time but many of the early questions about its usefulness are still open. The beginning [early] period, known as call “analytical”, was founded in a rational and reductionist understanding of the phenomenon, including those related to creative processes. The target was rational optimization for possible solutions around a given problem. Later on, the graphic technologies development meant a huge jump in issues concerning 3D representation of designed objects. A great interest in visualization and “the virtual” then arose: almost everything and any shape, could be modelled and visualized, obtaining representations of space, time, light and matter as never seen before in any field related to imaging. Today these useful technologies are amplified due to the connectivity of the web, stimulating the birth of applications and models which seek to optimize the production processes. However, before of its impact, there is still a question waiting to be answered since the first days of CAD: has all this technology actually allowed the development of better design? The answer doesn’t seem to be obvious, when above all we see ourselves facing the context of a global world that becomes more and more complex. Digital technology is developing very rapidly. Despite this, an equally accelerated improvement in design products is not so clear. The reason for this could be the fact that our practices as designers have not been updated and improved at the same speed as technology. This next Sigradi is about debating how our organizational practices are changing with the digital phenomenon and how the users can positively trigger the potential that lies in these technologies. The hypothesis that underpins this question is the consideration that digital technologies are a unique platform to achieve the necessary integration of knowledge that must feed any contemporary design process. We think that the integration of multidisciplinary knowledge, memories, values and imagination must become the starting point in the production of better design.
series SIGRADI
email
last changed 2016/03/10 10:01

_id 4362
id 4362
authors Talbott K
year 2006
title Hand-Machine Conflict and the Ethics of Digital Fabrication
source Cheng R and Tripeny PJ (eds) Getting Real: Design Ethos Now, Proceedings of the 94th Annual Meeting of the Association of Collegiate Schools of Architecture, Salt Lake City, 2006, 207-214
summary The introduction of machines into human affairs produces tension between competing needs. We need to engage the world directly with the hand, and we need to augment the hand with mechanical power. What is the right balance between human autonomy and mechanical influence – between direct and indirect control? With the rise of the computer age, we seem to resolve the matter in favor of machines, encouraging their unrestrained expansion. However, a Resistance Movement persists. It resurfaces with each wave of technological invention, rekindling the tension. This can be seen in the current debate over the appropriate use of digital fabrication technology. Some architects believe it yields unprecedented creative freedom by overcoming the restrictions of mass production. Others believe it alienates us from a vital source of inspiration by deemphasizing direct contact with material. This paper examines the hand-machine conflict in its current form, and argues that its polarized categories cloud our thinking with false moral alternatives such as: embrace technology and foster a new aesthetic age, or resist it and protect mankind from further alienation. Instead, we should seek a third alternative that frees us from this either-or thinking. One established way of doing this in architectural design is to use traditional media and computer media in oscillation. The paper critically evaluates this approach and presents a design studio experiment that moves beyond oscillation, seeking a higher degree of hand-machine unity.
keywords digital fabrication, 3D printing, design, hybrid media
series other
type normal paper
email
last changed 2006/08/13 06:25

_id caadria2006_063
id caadria2006_063
authors R. HOMMA, M. MOROZUMI, K. IKI, Y. DEGUCHI
year 2006
title MAP-BASED BULLETIN BOARD SYSTEM FOR THE ARCHITECTURAL DESIGN STUDIO
doi https://doi.org/10.52842/conf.caadria.2006.x.t1v
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 63-69
summary This paper discusses the development of a Web-based mapping system (MapBBS) to support the discussion of field surveys in an architectural design studio. It supports a hierarchical discussion of student groups according to the scale of the map.
series CAADRIA
email
last changed 2022/06/07 07:49

_id caadria2006_471
id caadria2006_471
authors Y. TAKASE, K. YANO, T. NAKAYA, Y. ISODA, T. KAWASUMI, N. KAWAHARA, S. TANAKA, M. INOUE, A. TSUKAMOTO, T. KIRIMURA, K. MATSUOKA, N. SHO, A. SONE, T. HATANAKA, K. SHIMIYA, M. SHIROKI, T. MASUMI, D. KAWAHARA
year 2006
title VR AND WEB3D-GIS APPLICATIONS USING 3D CITY MODELS
doi https://doi.org/10.52842/conf.caadria.2006.x.j5g
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 471-477
summary For the recent years the authors have developed techniques for automatic generation of 3D city models using LIDAR data, 2D digital map and aerial photograph, as well as a virtual reality (VR) viewer software with high-speed graphic engine which can deal with a large area of 3D city models on VR. The authors also have developed Web3D-GIS system which can provide transmission and reception of a great amount of urban information with interactive manipulation of detailed 3D city models linked with geographic information systems (GIS), on ordinary internet infrastructure such as DSL. Using those techniques and systems the authors have been conducting a research project called “Kyoto Virtual Time-Space” which aims at reconstruction and visualization of Kyoto at different eras on VR and on the internet, starting from the present and finally up to Heian era.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2006_paper15
id ascaad2006_paper15
authors Anz, Craig and Akel Ismail Kahera
year 2006
title Critical Environmentalism and the Practice of Re-Construction
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary This research focuses on the implications and applications of “critical environmentalism” as a quintessential epistemological framework for urban interventions while implementing digital applications that foster collective, round-table approaches to design. Essentially centering the environment (Umwelt) as an encompassing and interconnecting catalyst between multiple disciplines, philosophies, and modes of inquiry and technologies, the framework reciprocally fosters individual and critical identities associated with particular places, belief systems, and their participants as a primary concern. Critical environmentalism promotes a comprehensive, reciprocally unifying epistemological framework that can significantly inform architectural interventions and the tethered use of its technologies in order to foster increased vitality and a certain coinvested attention to the complexities of the greater domain. Grounding the theory in pedagogical practice, this paper documents an approach to urban design and architectural education, implemented as a case-study and design scenario, where divergent perspectives amalgamate into emergent urban configurations, critically rooted in the conditional partialities of place. Digital technologies are incorporated along with analogical methods as tools to integrate multiple perspectives into a single, working plane. Engaging the above framework, the approach fosters a critical (re)construction and on-going, co-vested regeneration of community and the context of place while attempting to dialogically converge multiple urban conditions and modes-of-thought through the co-application of various digital technologies. Critically understanding complex urban situations involves dialogically analyzing, mapping, and modeling a discursive, categorical structure through a common goal and rationale that seeks dialectic synthesis between divergent constructions while forming mutual, catalyzing impetuses between varying facets. In essence, the integration of varying technologies in conjunction, connected to real world scenarios and a guiding epistemic framework cultivates effective cross-pollination of ideas and modes through communicative and participatory interaction. As such it also provides greater ease in crosschecking between a multitude of divergent modes playing upon urban design and community development. Since current digital technologies aid in data collection and the synthesis of information, varying factors can be more easily and collectively identified, analyzed, and then simultaneously used in subsequent design configurations. It inherently fosters the not fully realized potential to collectively overlay or montage complex patterns and thoughts seamlessly and to thus subsequently merge a multitude of corresponding design configurations simultaneously within an ongoing, usable database. As a result, the pedagogical process reveals richly textured sociocultural fabrics and thus produces distinct amplifications in complexity and attentive management of diverse issues, while also generating significant narratives and themes for fostering creative and integrative solutions. As a model for urban community and social development, critical environmentalism is further supported the integrative use of digital technologies as an effective means and management for essential, communicative interchange of knowledge and thus rapprochement between divergent modes-of-thought, promoting critical, productive interaction with others in the (co)constructive processes of our life-space.
series ASCAAD
email
last changed 2007/04/08 19:47

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

_id caadria2006_601
id caadria2006_601
authors BINSU CHIANG, MAO-LIN CHIU
year 2006
title PRIVATE/UN-PRIVATE SPACE: Scenario-based Digital Design for Enhancing User Awareness
doi https://doi.org/10.52842/conf.caadria.2006.x.s8b
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 601-603
summary Context awareness is important for human senses of places as well as human computer interaction. The aim of this research paper is focusing on controlling the user's privacy in a smart space which is adaptive to different users for enhancing the user's awareness in his diary life. In Environmental Psychology, the definition of privacy is that an individual has the control of deciding what information of himself is released to others, and under how he interact with others. (Westin 1970) And privacy is categorized as the linguistic privacy and visual privacy. (Sundstorm 1986). Solutions for privacy control: Plan Layout, Vision Boundary, Access Control and Architecture Metaphor - the transmission of information is not ascertainable for every single user. Although information are shown in public, but information is implied by cues and symbols. Only a certain user or a group of users have access to the full context of information. The methodology is to form an analytic framework to study the relationship between information, user and activities by using the computational supports derived from KitchenSense, ConceptNet, Python, 3d Studio Max and Flash; and to record patterns built up by users' behaviour and actions. Furthermore, the scenario-based simulation can envision the real world conditions by adding interfaces for enhancing user awareness.
series CAADRIA
email
last changed 2022/06/07 07:49

_id sigradi2006_c086a
id sigradi2006_c086a
authors Bustos Lopez, Gabriela Ilusion and Vélez Jahn, Gonzalo
year 2006
title Alternativas de Diseño: Sede virtual interactiva para el Taller Virtual de las Américas [Alternatives of Design: 3D Interactive Virtual Site to "Las Americas Virtual Design Studio"]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 47-51
summary Alternatives of Design is a course that aims to prepare architects from the Master Studies Department of Computing in Architecture (LUZ), in two ways: first, by expanding their perspective about potentialities of using new virtual reality technologies in architecture, and second, by qualifying them to apply this acquired theoretical knowledge in their professional environment, The goal of this research is to describe the products of the course Alternatives of Design 2005, which include: a methodology of designing to the cyberspace by using VRML and Java Script, in order to achieve a proposal of a Site to "Las Americas Virtual Design Studio". This site is projected as a digital manager to interactive simulation in multiuser virtual worlds, specifically to virtual architectonical workshops, With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet.
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia19_278
id acadia19_278
authors Ca?izares, Galo
year 2019
title Digital Suprematism
doi https://doi.org/10.52842/conf.acadia.2019.278
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 278-287
summary It is widely held that sometime around 2006, the World Wide Web as we knew it mutated into Web 2.0. This colloquial label signaled a shift from an Internet designed for us to an Internet designed by us. Nowhere was this more explicitly stated than in Time Magazine’s 2006 Person of the Year selection: You. More than a decade later, Internet browsers have evolved into ubiquitous interfaces accessible from mobile devices, tablet computers, public kiosks, workstations, laptops, etc. It would, therefore, not be an overstatement to say that the browser is the most widespread content canvas in the world. Designers frequently use web browsers for their ability to exhibit and organize content. They are the sites for portfolios, announcements, magazines, and at times, discussions. But despite its flexibility and rich infrastructure, rarely is the browser used to generate design elements. Thanks to advanced web development languages like JavaScript and open-source code libraries, such as p5.JS, Matter.JS, and Three.JS, browsers now support interactive and spatial content. Typically, these tools are used to generate gimmicks or visual effects, such as the parallax illusion or the infinite scroll. But if we perceive the browser as a timebased picture plane, we can immediately recognize its architectonic potential. This paper puts forth a method for engaging the creative potential of web-based media and Internet browsers. Through example projects, I argue that the Internet browser is a highly complex spatial plane that warrants more architectural analysis and experimentation.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id sigradi2006_e068d
id sigradi2006_e068d
authors Catovic-Hughes, Selma
year 2006
title Digital Storytelling: "Memory….. Sarajevo, my personal story"
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 337-340
summary “It was a fresh summer night, sky deprived of stars, and hardly any signs of life. After hours of waiting, well passed midnight, they finally allowed us to enter. I couldn’t see or hear much, except movements of those in front of me, but judging by intense scent of mildew and worm-like smell of earth, I realized my mile long underground adventure had begun. There was no looking back, only the brave steps ahead into my new, and hopefully, safe and fruitful future.” [ from diary95 ] Just like many teens around the world, I too kept a journal. It began with playful thoughts of a teenage girl, living in Sarajevo, enjoying life. On my fifteenth birthday, those carefree moments were soon replaced with brutal facts of life under siege: Sarajevo and its citizens had been surrounded by the Serbs who took over all the roads leading in and out of the city. Three years later, I was weeks away from graduating high school, and instead of getting excited, I wondered about my future…”Yesterday was awesome -- we had both electricity and water for eight straight hours…hooray!! You could see the lights miles away…the entire city was awake, making pies and bread, washing clothes, watching movies.” [ from diary93 ] Was I going to spend the rest of my life anticipating the restricted electric and water timetable? Would I wake up the next day to see all my family alive? Would I ever have a chance to fulfill my dreams? This project captures the process of [re]tracing steps of my personal journey of leaving Sarajevo to come to the United States and [re]constructing memories as a sequence of spatial events using the artifacts and the text from my war journals. The intent of my project is to define that line between the old and the new, and intertwine and merge its current condition with the facts and memories from the past. Although there was never a permanent “Berlin-wall-like” divider, the natural contours of the river and invisible screens of the snipers served as impermeable walls and divided the city for four years. The implied boundary seemed to be more powerful than the massiveness of the concrete barricades. Is it possible to re-condition something [building, space, soul] to be and feel the same when it had been destroyed and deeply scarred on the inside? Instead of placing banal memorials engraved with the bare facts, how can we make a tribute to a series of events—a time period that changed the fabric of the city—in a more three-dimensional experience? How can we integrate digital phenomenon in the process of the post-war reconstruction to re-trace the past while creating necessary advanced improvements for the new contemporary society? The impact that social conditions have on architecture, art, culture, and ultimately, people can be told in a universal language – digital storytelling, containing pieces of history and personal memories to create representations of time and space of the past, present or future.
keywords memory; postwar; retrace; reconstruction; memorial
series SIGRADI
email
last changed 2016/03/10 09:48

_id 2006_290
id 2006_290
authors Cenani, Sehnaz and Gulen Cagdas
year 2006
title Shape Grammar of Geometric Islamic Ornaments
doi https://doi.org/10.52842/conf.ecaade.2006.290
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 290-297
summary Shape grammars are the algorithmic systems used to analyze existing designs or create new ones. In spite of using text or symbols to express abstract representations, shape grammars aid to create novel designs through computational effort with shapes and rules. Many probabilities of rule selections and applications of these rules may generate emergent design solutions or create new design objectives. This paper aims to present the characteristics, shape grammar rules and historical background of geometrical ornaments in Islamic culture and to point out the possibilities of mathematics of symmetry. The knowledge presented in this paper can be used to generate new depictions and to gain new application areas like typography, wallpaper, landscape, façade design, tiling, jewelry, and textile designs. Even, these types of shape grammar studies can be used to open a novel approach as in Jean Nouvel’s “Arab World Institute” in Paris. The role of shape grammar analysis of geometrical Islamic ornaments explained in this paper is to increase the efficiency of architectural design education by facilitating the formal understanding of historical patterns. Novel use of shape grammars in education can enrich the designer’s ability to generate original designs. In this paper variants of Islamic ornaments are created with a CAAD program. A selected geometrical bezeme (ornament) from Islamic ornamental design is generated by encoding with a computer programming language. According to the generated bezeme, interaction scenario is as follows: Computer has the main control over grammar application. Only, some of the rules can be selected by the user. Varieties of this ornament are generated randomly through their line weight, line colors, filling types and filling colors. The shape grammar rules outlined in this paper are simple, but the resulting figures can be very inspiring. Furthermore, the endless potential for future design innovations is unlimited.
keywords Computer-generated geometrical design; shape grammar rules; geometrical Islamic ornaments; Islamic patterns
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2006_c192b
id sigradi2006_c192b
authors Fernández, Mónica Inés and Piegari, Ricardo Gustavo
year 2006
title Una experiencia en modalidad e-learning para el aprendizaje en arquitectura. Nuevas prácticas y actores en el mundo digital. [An experience in e-learning modality for the learning in architecture. New practices and actors in the digital world]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 147-152
summary As members of the Network ALFA-T-GAMEL3: Teaching computer Graphics And MultimEdia, LifeLongLearning, focused on the “Management of university outreach services”, and making use of the new digital technologies and to the instruction and pedagogic methods related to e-learning modality, the International Seminar “Digital Image and Sound.” has been organized, thus materializing a Pilot Course comprising four subjects and six workshops. For our course: “Digital Representation of Architecture”, an investigation was conducted about the transformations of teaching in the digital world for the learning of Architecture, focusing on the practices and players involved in this modality, as well as on the technologies involved in the coordination and distribution of knowledge. The main objectives of the paper were: revalorization of the format adopted by the practices related to the teaching/learning process in e-l, the contribution of the different “players” and the possibilities of the LMS as support platforms in the virtual campus.
series SIGRADI
email
last changed 2016/03/10 09:51

_id a126
id a126
authors Finucane E, Derix C and Coates P
year 2006
title Evolving Urban Structures using Computational Optimisation
source Proceedings of the Generative Arts conference, Milan, 2006
summary This paper investigates the use of computer analogies for naturally inspired optimisation techniques as an aid to developing the site layout and massing for the new World Trade Centre development in Pristina Kosovo, which is being designed and developed by 4M Group architectural company, in conjunction with the Advanced Modelling Group Aedas. The development of a genetic algorithm will incorporate various techniques, that have been developed in the field of multi-objective optimisation, to create three dimensional massing models, and site layout solutions which partially fulfil the Prisina brief requirements, which are taken from specifications created by 4M Group. Genetic algorithms are based on natural evolutionary principles which are explained in this paper. It will incorporate Pareto concepts to manage the optimisation of the various objective functions. For example, these will include volume and position of units, which will ensure that the different and sometime conflicting needs of the site are balanced throughout the optimisation. This type of problem is often known as an NP-complete (non-determinate polynomial time) problem. This will provide architects and planners with a number of Pareto optimised site massing solutions as an aid to the design process. An initial investigation into the specifics of the Pristina site requirements, will be followed by an investigation into the the genetic algorithm which is created in Visual Basic for Applications (VBA) linked with AutoCAD as the graphical output of the code. The embryology (development) of the various solutions from the genetic information incorporates an ‘ant’ pheromone trail model, which simulates the action of ants during food foraging, as a tool for initial route planning within the site. Diffusion and cellular automata are used during the development of the solution to construct the massing for the site.
keywords urban planning, evolutionary algorithms, pareto optimization, Lindenmayer systems, ant-colony optimization, cellular automaton
series other
type normal paper
email
more http://www.generativeart.com/
last changed 2012/09/20 18:33

_id sigradi2006_e185d
id sigradi2006_e185d
authors Geva, Anat and Mukherji, Anuradha
year 2006
title The Holy Darkness: A Study of Light in Brihadeshvara Hindu Temple, in Tanjore, Tamilnadu, India (1010 AD)
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 425-428
summary The study investigates how religious principles govern the treatment of light/darkness in sacred monument. Specifically, a digitized daylight simulation is used in the analysis of Brihadeshvara Hindu Temple, built in 1010 AD in Tanjore, Tamilnadu, India. This sacred monument, listed as one of UNESCO's World Heritage Sites, is an intriguing case study since the treatment of the 'holy light' in the temple is the treatment of the 'holy darkness'.In spite of the importance given to sun in ancient Hindu scriptures, natural light was used very sparsely in Hindu temples. According to Hindu religious belief, when a worshipper is in the presence of the divine, there should be nothing to distract his/her senses (including vision). Therefore, the innermost sanctum is shrouded in total darkness and the progression into the temple is a ritual movement where the devotee goes through the dynamic experience of the darkening spaces of the temple before reaching the dark sacred chamber (see Fig.1). The dictation of the Hindu faith to create this spiritual procession toward the 'holy darkness' is examined in the historic Brihadeshvara Temple by using Lightscape -- computerized lighting simulation software. To run the program, a 3-D CAD surface model of the temple was created and imported into Lightscape. Then the model was assigned materials and its openings and lighting systems were defined. The simulations were run on four interior horizontal (floor) and vertical (walls) surfaces, along four spaces of the procession in the temple. The simulation targeted three time frames: sunrise, sunset and at high noon on March 21st (the equinox). The location of Tanjore, India was used for light conditions. The Lightscape simulations used the process of radiosity to generate single frame daylight renderings along with light analysis of each surface. A lighting animation was then produced in Quick Time.The results of this analysis demonstrate that the average illumination values for specific surfaces of the temple along the procession sequence correspond to the schematic expectation depicted in Figure 1, i.e., a progressively decreased luminance towards the dark innermost chamber. Furthermore, the simulated values were compared to the Illuminating Engineering Society (IES) standards, which recommend ranges of luminance for specific visual tasks and areas. The comparisons showed that the average luminance in the temple, from the illuminated entrance in the east to the darker chamber in the west, is lower than the IES standards for 'public places with dark surroundings' for 'short temporary visits'. Finally, a morphological analysis of the temple along accepted daylight design guidelines corroborated the previous findings. The multi-method investigation of the relationship of light and darkness, light and objects, and the designated light quality in the Brihadeshvara Temple demonstrates the strong influence of the specific dictum of Hinduism on the light/darkness treatment in the temple. The paper concludes that digitized media such as computerized daylight simulations can examine the significance of light/darkness in sacred monuments as a spiritual experience. This quantitative investigation can augment the qualitative studies in the field of historic sacred architecture.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ascaad2007_060
id ascaad2007_060
authors Gillispie, D. and C. Calderon
year 2007
title A framework towards designing responsive public information systems
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 767-782
summary "Evolving effective responsive systems, and creating a credible interface between the work and the user, requires an awareness of many different types of user, contexts and functions as well as the phenomenological aspects of social and environmental conditions." (Bullivant, 2006). Responsive design and interactive architecture operates at the intersection of Architecture, Arts, Technology, Media Arts, HCI and Interaction Design in a physical context suggesting ways in which the existing physical environments can be augmented and extended adding a greater level of depth, meaning and engagement with the world around us. Through a series of case studies, this paper explores a number of principles which may be applied to the design of responsive environments of which public information systems form part. Divided into three main sections, the paper first explains how responsive environments have addressed the application of public information systems, secondly, through a series of case studies, precedents are highlighted which lead to development of principles for developing designs for responsive environments. The third section discusses and elaborates on these principles which have been developed based upon our own interpretations and grouping of precedents and approaches towards interaction design. This paper contributes towards the field of responsive environments and interactive architecture through an analysis of case studies to infer a framework from which responsive environments may be created and developed.
series ASCAAD
email
last changed 2008/01/21 22:00

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