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 557

_id caadria2010_042
id caadria2010_042
authors Celento, David
year 2010
title Open-source, parametric architecture to propagate hyper-dense, sustainable urban communities: parametric urban dwellings for the experience economy
doi https://doi.org/10.52842/conf.caadria.2010.443
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
summary Rapid developments in societal, technological, and natural systems suggest profound changes ahead if research in panarchical systems (Holling, 2001) is to be believed. Panarchy suggests that systems, both natural and man-made, rise to the point of vulnerability then fail due to disruptive forces in a process of ‘creative destruction.’ This sequence allows for radical, and often unpredictable, renewal. Pressing sustainability concerns, burgeoning urban growth, and emergent ‘green manufacturing’ laws, suggest that future urban dwellings are headed toward Gladwell’s ‘tipping point’ (2002). Hyper-dense, sustainable, urban communities that employ open-source standards, parametric software, and web-based configurators are the new frontier for venerable visions. Open-source standards will permit the design, manufacture, and sale of highly diverse, inter-operable components to create compact urban living environments that are technologically sophisticated, sustainable, and mobile. These mass-customised dwellings, akin to branded consumer goods, will address previous shortcomings for prefabricated, mobile dwellings by stimulating consumer desire in ways that extend the arguments of both Joseph Pine (1992) and Anna Klingman (2007). Arguments presented by authors Makimoto and Manners (1997) – which assert that the adoption of digital and mobile technologies will create large-scale societal shifts – will be extended with several solutions proposed.
keywords Mass customisation; urban dwellings; open source standards; parametric design; sustainability
series CAADRIA
email
last changed 2022/06/07 07:55

_id ascaad2007_035
id ascaad2007_035
authors Al-Ali, A.I.
year 2007
title Readiness for the Use of Technology for effective learning via the vds: Case of the United Arab Emirates
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. 439-456
summary Review of the literature indicated that today’s knowledge-driven economy demands a workforce equipped with complex skills and attitudes such as problem solving, meta-cognitive skills, critical thinking and lifelong learning. Such skills can be acquired if learning and teaching are guided by the constructivist and cognitive learning theories. In particular, the constructivist approach emphasises effective learning processes based on learning by doing and collaboration. This approach is congruent with use of technologies, such as Virtual Design Studio (VDS), for the purpose of architecture education in design courses, but such use is lacking in the United Arab Emirates (UAE). It is thus important to assess the extent to which the constructivist and cognitive theories are implemented in teaching design courses in the Architecture schools of the UAE. It is also important to assess the effectiveness of employing technology in general and VDS in particular in implementing these theories. The author intends to study the relationship between effective learning on one hand and using VDS in implementing the constructivist and cognitive approaches on the other hand. Thus, the author conducted a preliminary study to gain a basic understanding of the difficulties, approaches, attitudes, perceptions, and motivation related to the learning of design in architecture schools in the UAE. Second, the investigation was designed to assess the extent to which the students would be interested in the use of sophisticated technology in the teaching and learning environment in the UAE architecture education schools in order to achieve effective learning. The study has been conducted in the United Arab Emirates University (UAEU). Methodology used for this was the focus group method. In addition to the focus group interviews with the UAEU students, unstructured individual interviews with lecturers from UAEU and the American University of Sharjah (AUS) have been carried out. Data analysis showed that students were not satisfied with the current teaching methods based on traditional lectures. It was concluded that students were ready to practice effective learning of design via the intermarriage of VDS and the constructivist and cognitive approaches. An ambiguity that remained was whether students were ready for assessment methods which are consistent with the constructivist approach.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_034b
id ascaad2007_034b
authors Ambrose, M.A.
year 2007
title Body|Form|Space: Geometric translations of the body in motion
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. 431-438
summary This paper presents a novel approach to digital investigation of body, space, form and motion to expose issues of spatial perception. The spatial experience as generated from, and translated by, the human body is the focus of this work. The work explores the representational value of the body’s sense-image, the context and spatial/visual literacy of the learned sense of space-time generated from the study of the human body. Here the body is conceived not just in space but also in time, affording the ability to reinterpret the body and it’s dynamic motion engaged not as a static condition, but as a set of event spaces. Motion here is defined as a multiplicity of continuities that can be subdivided by artificial boundaries that describe space, time and body. The study of a series of bodies and movements is described that explore the human condition as a series of differential lines (form + time) and framed structures (bodies + motion). The intention is to examine the relationship between human form and metaphysical simultaneity as generators of architectural form. The work is structured by a research approach that dissects and isolates the representational concept/image from the body in a way that might offer an alternative description to the traditional historic models.
series ASCAAD
email
last changed 2008/01/21 22:00

_id sigradi2008_080
id sigradi2008_080
authors Andrés, Roberto
year 2008
title Hybrid Art > Synthesized Architecture
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This paper investigates possible intersections between some contemporary artistic modalities and architectural practice. At first, it describes and discusses different uses of art in architectural history. Through the analyzes of Le Corbusier’s artistic and architectural practices, it observes the limits of looking at art as only ‘inspiration’ for architectural form and points to the necessity of surpassing this formal approach. More than bringing pictorial ‘inspiration’, art, as a experimental field, can change our architectural procedures and approaches - a much richer and powerful addition to the development of architecture. It discusses then, the confluence of architecture, information and communication technologies. Very commonly present in our contemporary life, not only on the making of architecture – computer drawings and modeling of extravagant buildings – nor in ‘automated rooms’ of the millionaire’s houses. Televisions, telephones and computers leave the walls of our houses “with as many holes as a Swiss cheese”, as Flusser has pointed. The architecture has historically manipulated the way people interact, but this interaction now has been greatly changed by new technologies. Since is inevitable to think the contemporary world without them, it is extreme urgent that architects start dealing with this whole universe in a creative way. Important changes in architecture occur after professionals start to research and experiment with different artistic medias, not limiting their visions to painting and sculpture. The main hypothesis of this paper is that the experiments with new media art can bring the field of architecture closer to information and communication technologies. This confluence can only take form when architects rise questions about technology based interaction and automation during their creative process, embodying these concepts into the architecture repertoire. An educational experience was conducted in 2007 at UFMG Architecture School, in Brazil, with the intention of this activity was to allow students to research creatively with both information technology and architecture. The students’ goal was to create site-specific interventions on the school building, using physical and digital devices. Finally, the paper contextualizes this experience with the discussion above exposed. Concluding with an exposition of the potentialities of some contemporary art modalities (specially the hybrid ones) in qualifying architectural practices.
keywords Architecture; Information and Communication Technologies; Digital Art; Site Specific Art; Architectural Learning.
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia07_146
id acadia07_146
authors Angulo, Antonieta
year 2007
title Ubiquitous Training of Visual-Spatial Skills: On the Development of Mobile Applications Using Handheld Devices
doi https://doi.org/10.52842/conf.acadia.2007.146
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, 146-155
summary This research project seeks to develop m-learning applications that provide training in visual-spatial skills using wireless handheld mobile devices (e.g. PDAs and cellular phones). The paper acknowledges the role of visual-spatial competence as fundamental in science and most creative endeavors, including its critical role in architectural design. It also recognizes that there is a substantial amount of anecdotal evidence suggesting that undergraduate students in architecture have serious limitations in applying visual-spatial skills for design activities. A potential solution to this problem is envisioned through the introduction of extra-curricular learning activities that are ubiquitous and learner-centered. The suggested m-learning applications will include a set of instructional modules making use of media-rich representations (graphics and animations) for conveying the nature of 3-D spaces. As a first step toward reaching this development, a prototype was created and used for testing learning strategies. This experiment provided evidence regarding improvements to specific aspects of the students’ visual-spatial competency, and it also collected qualitative feedback regarding the students’ level of satisfaction about the learning experience. The paper provides recommendations for a future implementation of the beta version, including the learning strategy, content authoring, publishing, deployment, and criteria for the selection of the most accessible mobile device.
series ACADIA
email
last changed 2022/06/07 07:54

_id acadia07_025
id acadia07_025
authors Ascott, Roy
year 2007
title Architecture and the Culture of Contingency
doi https://doi.org/10.52842/conf.acadia.2007.025
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, 25-31
summary A culture is a set of behaviours, attitudes and values that are shared, sustained and transformed by an identifi able community. Currently, we are bound up in a culture of consumerism, and of terror; there are also retro cultures and utopian cultures. What’s happening now that’s interesting is that many, if not all of these diff erent tendencies, tastes and persuasions are being re-aligned, interconnected and hybridised by a vast global community of online users, who are transdisciplinary in their approach to knowledge and experience, instinctively interactive with systems and situations, playful, transgressive and enormously curious. This living culture makes it up as it goes along. No longer do the institu- tions of state, church or science call the tune. Nor can any architectural schema contain it. This is a culture of inclusion and of self-creation. Culture no longer defi nes us with its rules of aesthetics, style, etiquette, normalcy or privilege. We defi ne it; we of the global community that maps out the world not with territorial boundaries, or built environments, but with open-ended networks. This is a bottom-up culture—non-linear, bifurcating, immersive, and profoundly human. Who needs archi- tecture? Any structural interface will do. Ours can be described as a contingent culture. It’s about chance and change, in the world, in the environment, in oneself. It’s a contingent world we live in, unpredictable, unreliable, uncertain and indeterministic. Culture fi ghts back, fi ghts like with like. The Contingent Culture takes on the contingency of life with its own strategies of risk, chance, and play. It is essentially syncretic. People re-invent themselves, create new relationships, new orders of time and space. Along the way, they create, as well as accommodate, the future. This culture is completely open-ended, evolving and transforming at a fast rate—just as we are, at this stage of our evolution, and just as we want it to be. Human nature, unconstrained, is essentially syncretic too.
series ACADIA
last changed 2022/06/07 07:54

_id ascaad2007_043
id ascaad2007_043
authors Chen, G.-Y. M.
year 2007
title Tagging Your Body Virtually : Represent a place making process with social network
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. 543-558
summary This research focuses on the virtual environment of place making. In this paper we would like to emphasize that the place making should be stressed collective views in order to obtain the design application of possibilities. However, in past researches there has been no study that tried to collect the collective views by digital ways. Accordingly, this paper proposes a response thought the Spatial Intention. It could be used to represent the human of body experience. The "moving" and "standing" are appropriate to two main considerations. Both of these could be connected to the action of "focus" and "choice." these leads to a sequential relationship of place production. The positive significance of the spatial intention lies in the convertibility of physical experience could be implied with a specific understanding. It also could be used to mold the place of knowledge structure. Thereby in order to verify the reliability of the above, we made a social network of virtual environment and used the rapid prototyping method to develop a prototype system. Implementing on the Chinese garden of the actual case, we found that the tag could concentrate as an entire sense in somewhere of place. These tags also could be shared remotely through the social network. Different tags in the sharing mechanism could collage out a place of collective views. This perspective would be used to assist designers to understand the sense of place. It also would be applied to find out the environmental design of possibilities in the future studies.
series ASCAAD
email
last changed 2008/01/21 22:00

_id sigradi2007_af06
id sigradi2007_af06
authors Chiarella, Mauro; Underlea Bruscato; Rodrigo Garcia Alvarado; María Elena Tosello; Hernán Barría Chateau
year 2007
title 3x1 Digital Hybrids: International workshops and videoconferences about digital architecture [3x1 Híbridos Digitales: Talleres y videoconferencias internacionales sobre arquitectura digital]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 135-140
summary Through the creation of an inter-text of different discursive levels, although for “natives as for digital immigrants”, it has developed a teaching experience in three Latin American scenarios (Chile, Argentina, Brasil), through two pedagogical modalities: international videoconferences and in person practical workshops. The videoconferences facilitated the general theoretical discussion, stating multiples contents, anticipating and framing the later activity of the in person workshop, and returning in discussions and critical insights at the end of each workshop. In the in person workshops, new design strategies of generation of spaces and surfaces were entered upon, through analog-digital resources of ideation and representation.
keywords Hybrid; videoconference; workshop; fold
series SIGRADI
email
last changed 2016/03/10 09:48

_id ecaade2007_213
id ecaade2007_213
authors Correia, José; Romão, Luís
year 2007
title Extended Perspective System
doi https://doi.org/10.52842/conf.ecaade.2007.185
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 185-192
summary This paper presents a new system of graphical representation, which has been given a provisional name: Extended Perspective System - EPS. It results from a systemic approach to the issue of perspective, sustained by several years of academic research and pedagogical experience with architecture students. The EPS aims to be a global and unified perspective system, gathering the current autonomous perspective systems and turning them into particular states of a broader conceptual framework. Through the use of in-built specific operations, which become particularly effective in a computational environment, the EPS creates and contains an unlimited set of in-between new states, which can also be considered legitimate and particular perspective systems. Considerations of its potential role in architectural descriptive drawing are discussed.
keywords Linear perspective, curvilinear perspective, graphical representation, conceptual drawing, visual perception
series eCAADe
email
last changed 2022/06/07 07:56

_id acadia07_164
id acadia07_164
authors Diniz, Nancy; Turner, Alasdair
year 2007
title Towards a Living Architecture
doi https://doi.org/10.52842/conf.acadia.2007.164
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, 164-173
summary Interaction is the latest currency in architecture, as responsive components are now reacting to the inhabitant of the space. These components are designed and installed by the architect with a view to the phenomenology of space, where the experience of the environment is previewed and pre-constructed before it is translated into the conception of the space. However, this traditional approach to new technology leaves no scope for the architecture to be alive in and of itself, and thus the installed piece quickly becomes just that—an installation: isolated and uncontained by its environment. In this paper, we argue that a way to approach a responsive architecture is to design for a piece that is truly living, and in order to propose a living architecture first we need to understand what the architecture of a living system is. This paper suggests a conceptual framework based on the theory of Autopoiesis in order to create a “self-producing” system through an experiment entitled, “The Life of a Wall” (Maturana and Varela 1980). The wall has a responsive membrane controlled by a genetic algorithm that reconfigures its behaviour and learns to adapt itself continually to the evolutionary properties of the environment, thus becoming a situated, living piece.
series ACADIA
email
last changed 2022/06/07 07:55

_id ijac20075304
id ijac20075304
authors Geva, Anat; Mukherji, Anuradha
year 2007
title A Study of Light/Darkness in Sacred Settings: Digital Simulations
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 507-521
summary Studying light/darkness and sacred architecture reveals that the "holy" light dramatizes the spiritual state and affects the mood of the user in the sacred space. Furthermore, it shows that faith dictates the treatment of light/darkness in the sacred setting as means to enhance the spiritual experience. These two premises were investigated by conducting digital daylight simulations on the Brihadeshvara Hindu Temple (1010 AD) of 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 actually the treatment of the 'holy darkness'. The simulated values were compared to the Illuminating Engineering Society (IES) standards. The results demonstrate that digitized simulations can illustrate the significance of light/darkness in sacred settings as a spiritual experience. Moreover, this quantitative investigation can augment the qualitative studies in the field of historic sacred architecture. The work presented here unites and extends some previously published work.
series journal
email
last changed 2007/11/20 18:06

_id caadria2007_127
id caadria2007_127
authors Gu, Ning; L.F. Gül, M.L. Maher
year 2007
title Designing within the Design: A Pedagogical Case Study of 3D Virtual Worlds in Design Education
doi https://doi.org/10.52842/conf.caadria.2007.x.o1v
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Within most architecture and design schools, 3D virtual worlds are traditionally perceived and used as a CAAD tool for modelling and collaboration. Building on the understanding of virtual worlds as the extension of our physical environments where people can inhabit and participate in a variety of activities, we teach designing virtual worlds as a design subject which considers 3D virtual worlds as a different kind of environment design other than a technical tool for supporting design simulation and collaboration. This paper reports on our teaching experience, as well as discusses the principles for designing and teaching in 3D virtual worlds.
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2012_167
id sigradi2012_167
authors Gutiérrez, Nicolás Sáez
year 2012
title Ejercicio de arte fotográfico. Reconstrucción de una vivencia espacial a través de una percepción inmersiva de la imagen (Fotografía) - escena (Arquitectura) [A photographic art exercise. Reconstruction of a spatial experience through an immersive perception of image (photography) - scene (architecture)]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 373-377
summary This work constitutes one of the main lines of visual exploration derived from the photographic work done by the author. As an architect that makes and investigates photography, his exercises of art study the translations from visual perception of architectonic space to its photographic simulation, work that so far has only been done and exhibited in large format. The work here presented is based on projects undertaken from 2007 to 2010 and mainly elaborates on a recent project to be soon exhibited in Concepción between January and March 2013.
keywords Fotografía de autor; percepción visual; inmersión virtual; espacio de exhibición; realidad aumentada
series SIGRADI
email
last changed 2016/03/10 09:53

_id ijac20075303
id ijac20075303
authors Hernandez, Luis A.; Taibo, Javier; Blanco, David; Iglesias, Jose A.; Seoane, Antonio; Jaspe, Alberto; Lopez, Rocio
year 2007
title Physically Walking in Digital Spaces - A Virtual Reality Installation for Exploration of Historical Heritage
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 487-506
summary Immersive Virtual Reality Systems have been extensively used during recent years for the exploration of architectonic spaces. This paper describes how the use of transitable immersive virtual reality systems, that is, those that allow the user to physically walk while exploring the virtual world, can greatly empower the experience of perception of space in architecture. The text describes a particular example of one installation of this kind that was developed by the authors and how it was implemented for the interactive experience of the virtual reconstruction of a housing unit on a pre-roman settlement. This installation is open to the public as part of a permanent exhibition and constitutes the final output of the research at this time.
series journal
last changed 2007/11/20 18:06

_id ascaad2007_051
id ascaad2007_051
authors Ibrahim, M.M.
year 2007
title Teaching BIM, what is missing? The challenge of integrating BIM based CAD in today’s architectural curricula
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. 651-660
summary Building Information Modeling is the technology converting the workplace in design firms around the world. Now, professionals as well as academia see the feasibility and benefits of converting to such a new technology. Therefore, it seems inevitable to start teaching BIM to architecture students. And as we keep using and depending on computers the way we are, it also seems inevitable that programming will soon become one of the core curriculum classes for architecture students. However, the same problems facing professionals in design firms are those facing academic educators in schools of architecture, but with some different aspects. The misconceptions about the reality of BIM and the lack of understanding the full potential of the applications are the common issues. Few schools have started looking at the problem of preparing their students for a career in a BIM enabled work environment. The difficulty is due partly to the novelty of the technology and partly to the dilemma of teaching one application versus teaching the technology behind it. Besides the steep learning curve there should be the early introduction to how to interact deeply with the application to edit its content. The training required for BIM based CAD should focus on the core concepts rather than the application interface and functionalities. Therefore, building a course for teaching these systems should follow a different path than with conventional CAD. The training should be tied closely to the design curriculum in the design schools. A special version with different interface might empower the user. Hence, enhancing the experience and relieving some of the concerns attached with introducing BIM in the architecture curriculum.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_020
id ascaad2007_020
authors Karandinou, A. and A. Al-Attili
year 2007
title Conscious Interaction with Immaterial Space: Augmented Reality of everyday life
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. 243-252
summary This paper describes an on going research that uses design experimentation to provide an insight into different modes of space representation – in this case, physical, augmented or virtual space – and the type of experience triggered by their juxtaposition. We investigate, thus, how the simultaneous labyrinthic navigation and the moving or “shifting” “overview” enrich our experience of the city and “bring forth” the function of the bus-stop as an intermediate space of transition. We also question the way in which one perceives his/her own body spatiality and motility in physical, augmented and virtual environments, and how the particular kind of experience created by this juxtaposition, “brings forth” one’s awareness of his/her navigation in the city, or the instrumentality of the specific place. Our theoretical approach highlights issues pertaining to embodiment, spatiality, consciousness, intentionality, virtuality and immateriality.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_138
id ecaade2007_138
authors Koszewski, Krzysztof; Wrona, Stefan
year 2007
title me, Architect
doi https://doi.org/10.52842/conf.ecaade.2007.415
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 415-422
summary The paper is focused on selected issues of preliminary education of computer techniques as part of first semester curriculum at a school of architecture. Teaching methods based on previously known research are tested and explored in a situation of clearly defined constraints: lack of architecture-specific knowledge of the novices and varying levels of their computer skills. The paper is based on three-year experience. Although we are all in the mood of saying: we do not teach software any more, we still have to think how to encourage students to develop their skills in computer techniques to the level that can liberate them from tool-dependence. The aim is to direct them towards task rather than tool oriented actions. Learning while designing causes the design process to be less important than representation. On the other hand, classic software courses are a thing of the far past and are not suited for design-oriented curriculum. There is a need to find alternative ways more suitable for a preliminary architecture IT course.
keywords Architectural design education, design process, curriculum, pedagogical strategy
series eCAADe
email
last changed 2022/06/07 07:51

_id cf2011_p035
id cf2011_p035
authors Langenhan, Christoph; Weber Markus, Petzold Frank, Liwicki Marcus, Dengel Andreas
year 2011
title Sketch-based Methods for Researching Building Layouts through the Semantic Fingerprint of Architecture
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. 85-102.
summary The paper focuses on the early stages of the design process where the architect needs assistance in finding reference projects and describes different aspects of a concept for retrieving previous design solutions with similar layout characteristics. Such references are typically used to see how others have solved a similar architectural problem or simply for inspiration. Current electronic search methods use textual information rather than graphical information. The configuration of space and the relations between rooms are hard to represent using keywords, in fact transforming these spatial configurations into verbally expressed typologies tends to result in unclear and often imprecise descriptions of architecture. Nowadays, modern IT-technologies lead to fundamental changes during the process of designing buildings. Digital representations of architecture require suitable approaches to the storage, indexing and management of information as well as adequate retrieval methods. Traditionally planning information is represented in the form of floor plans, elevations, sections and textual descriptions. State of the art digital representations include renderings, computer aided design (CAD) and semantic information like Building Information Modelling (BIM) including 2D and 3D file formats such as Industry Foundation Classes (IFC) (IAI, 2010). In the paper, we examine the development of IT-technologies in the area of case-based reasoning (Richter et al., 2007) to provide a sketch-based submission and retrieval system for publishing and researching building layouts including their manipulation and subsequent use. The user interface focuses on specifying space and their relations by drawing them. This query style supports the spatial thinking approach that architects use, who often have a visual representation in mind without being able to provide an accurate description of the spatial configuration. The semantic fingerprint proposed by (Langenhan, 2008) is a description and query language for creating an index of floor plans to store meta-data about architecture, which can be used as signature for retrieving reference projects. The functional spaces, such as living room or kitchen and the relation among on another, are used to create a fingerprint. Furthermore, we propose a visual sketch-based interface (Weber et al., 2010) based on the Touch&Write paradigm (Liwicki et al., 2010) for the submission and the retrieval phase. During the submission process the architect is sketching the space-boundaries, space relations and functional coherence's. Using state of the art document analysis techniques, the architects are supported offering an automatic detection of room boundaries and their physical relations. During the retrieval the application will interpret the sketches of the architect and find reference projects based on a similarity based search utilizing the semantic fingerprint. By recommending reference projects, architects will be able to reuse collective experience which match the current requirements. The way of performing a search using a sketch as a query is a new way of thinking and working. The retrieval of 3D models based on a sketched shape are already realized in several domains. We already propose a step further, using the semantics of a spatial configuration. Observing the design process of buildings reveals that the initial design phase serves as the foundation for the quality of the later outcome. The sketch-based approach to access valuable information using the semantic fingerprint enables the user to digitally capture knowledge about architecture, to recover and reuse it in common-sense. Furthermore, automatically analysed fingerprints can put forward both commonly used as well as best practice projects. It will be possible to rate architecture according to the fingerprint of a building.
keywords new media, case-based reasoning, ontology, semantic building design, sketch-based, knowledge management
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaade2007_005
id ecaade2007_005
authors Larsen, Knut Einar; Scheurer, Fabian; Schindler, Christoph; Stori, Simen
year 2007
title The Trondheim Camera Obscura
doi https://doi.org/10.52842/conf.ecaade.2007.051
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 51-58
summary This paper discusses a project where we, together with a group of 15 graduate students, designed, produced, and built small timber structure (a Camera Obscura) in Trondheim, Norway. The project was part of a full semester course at the Faculty of Architecture of the Norwegian University of Science and Technology (NTNU). The main purpose of the course was to explore the possibilities of prefabrication in timber construction based on file-to-factory processes (digital fabrication). Moreover, we wished to give the students the experience of building a permanent structure in 1:1.
keywords Teaching project 1:1, industry cooperation, digital fabrication, CAD-CAM, camera obscura
series eCAADe
email
last changed 2022/06/07 07:52

_id sigradi2008_087
id sigradi2008_087
authors Lautenschlaeger, Graziele; Anja Pratschke
year 2008
title Electronic Art and Second Order Cybernetic: From Art in Process to Process in Art.
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The goal of the paper presented below is to discuss partial results of a research which has been financed by the state sponsored agency FAPESP since 2007. Inserted in the research line Design Process, it aims to analyse connections between design process in electronic art and architecture, concerning the creation of mixed media spatialities, as well as present how each field can get the benefits from this analyses. Based on Grounded Theory methodology, a method of qualitative research which aims to understand “reality” from the meanings attributed by people for their experiences, the research has been started collecting data from bibliographical references, interviews with media artists, theoreticians and curators of electronic art and visits to media labs. Interviews and visits of media centers were taken in Europe while the researcher was as an exchange student in the Interface Culture Department in Kunstuniversität Linz, from March to September of 2008. By crossing data collected from the interviews and visits, with the cybernetic social system theory by Niklas Luhmann, and the discussion of an example of mixed media spatiality creation in the art field, this paper analyses how creative processes in digital era depends on different interdisciplinary relationships and how collaborative approaches are needed nowadays in the arts and architectural areas, seeing that artworks are always being influenced by their respective specific “mediality”. The aim of this paper is to discuss the relevance of the use of the cybernetic theory in digital culture, when concepts like participation, interaction and communication are some of the keywords, towards a “collective and distributed authorship”, and their reflects in the contemporary spatiality. The special interest in the comparison of art experience and second order cybernetics as a reference to architecture field is one of the findings of the paper. And, concerning the practical implication, due to cybernetics’ constant questioning of viability, adaptability and recursion, it should be able to point some ways to architects and artists´ works, especially if we consider that they never work in “ideal” conditions.
keywords Electronic art. Design process. Second order Cybernetic. Niklas Luhmann.
series SIGRADI
email
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