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 515

_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 caadria2007_021
id caadria2007_021
authors Chiu, Mao-Lin; Guan-Cheng Lee
year 2007
title Spatial Cypin: Smart Interface Design for Context Awareness and Event Reminding
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.c6j
summary The emergence of ubiquitous computing and smart technologies become the impetus for novel spatial design in the information era. Smart living interface becomes important for usercentric spatial design. This paper depicts the research framework and demonstrates the design concept “Spatial Cypin” as a metaphor of smart living interface in a ubiquitous computing environment that reminds users of events. “Mind Garden” is created as a test-bed for representing the memory landscape. The prototype and findings are reported.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_213
id ecaade2007_213
authors Correia, José; Romão, Luís
year 2007
title Extended Perspective System
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
doi https://doi.org/10.52842/conf.ecaade.2007.185
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 ijac20075212
id ijac20075212
authors Papagiannakis, George; Magnenat-Thalmann, Nadia
year 2007
title Mobile Augmented Heritage: Enabling Human Life in Ancient Pompeii
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 396-415
summary We propose a new methodology for real-time mobile mixed reality systems that feature realistic simulations of animated virtual human actors (clothes, body, skin, face) who augment real environments and re-enact staged storytelling dramas. Although initially targeted at Cultural Heritage Sites, the paradigm is by no means limited to such subjects. The abandonment of traditional concepts of static cultural artifacts or rigid geometrical and 2D textual augmentations with 3D, interactive, augmented historical character-based event representations in a mobile and wearable setup, is the main contribution of the described work as well as the proposed extensions to AR Enabling technologies: a VR/AR character simulation kernel framework with character to object interaction, a markerless camera tracker specialized for non-invasive geometrical registration on heritage sites and a PRT mixed reality illumination model for more consistent real-virtual real-time rendering. We demonstrate a real-time case study on the actual site of ancient Pompeii.
series journal
last changed 2007/08/29 16:23

_id ecaade2007_215
id ecaade2007_215
authors Boytscheff, Constantin; Sfeir, Marilu Kanacri
year 2007
title Experimental Results in Immersive Virtual Reality (IVR): Searching Critical Design Factors within IVR to Increase Architectural Space Qualities
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 91-98
doi https://doi.org/10.52842/conf.ecaade.2007.091
summary The actual study in IVR (Immersive Virtual Reality) proposes a path which may provide meaningful information about the user’s behaviours and difficulties to articulate in immersive worlds. Beyond it, we are searching for parameters to improve design qualities in such an architectural space. Our interest is to use IVR as a medium to research the quality of spaces in particular the atmosphere of such spaces, on the basis of people’s interest and eagerness. Therefore it is important to comprehend the special conditions of the perception and the behaviour of the user in virtual spaces. The purpose is to understand the influence of an IVR environment upon the human being and to develop motivation for a personal use of virtual space as a learning environment. The aim of the analysis was to explore behaviour patterns in a simulated IVR environment. Moving from the dynamic of space, there arises a personal “space-time-system”.
keywords Urban planning, virtual reality, immersive, teaching
series eCAADe
email
last changed 2022/06/07 07:54

_id cf2007_373
id cf2007_373
authors Chan, Chiu-Shui
year 2007
title Does Color Have Weaker Impact on Human Cognition Than Material?
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 373-384
summary This project intends to develop a method for using virtual reality (VR) to represent a built environment for simulating environmental influences on occupants. Objectives of the project were to explore: (1) what environmental stimuli would affect habitants’ perception, and (2) what possible factors in the built environment would affect occupants’ cognition. An office was selected as the subject of study. Methods were to create a number of digital models, each containing an embedded variable, and then test the impact of environmental influences on visual perception. Results obtained in this study indicate that materials have stronger impact to human perception than colors, and VR has great potential for design decision making and post-occupancy evaluation.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2007_013
id ascaad2007_013
authors El Razaz, Z.M.
year 2007
title Virtual Heritage in the Digital Era
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. 149-164
summary These instructions are intended to guide contributors to the Second International Conference of the Arab Society of Computer Aided Architectural Design (ASCAAD 2007) when preparing papers. The abstract is in 10 pt Times with 11 pt leading. In the last years we have witnessed an enormous interest in the idea of the virtual, triggered by the increasing availability of advanced information technology. The capacity of this technology to model and simulate the behavior and the perception of environments have raised enormous expectations about the possibilities of producing synthetic, virtual environments that will eventually replace reality in the forms we know it. But if this virtual trend is a very recent phenomenon associated to the development of information technology, the idea of the virtual is not new. Virtual reality takes place, also, in architecture. Virtual architecture is not a design problem to which architecture and architects can offer any answer that they please. It is the condition, under which we have come to live in the 21st century through the physical and sensual encounter with the computer. It is only as a violence of this nature that virtual architecture can become a virtual thing and have the power to change the architectural thought of the era. Virtual reality could be used in different fields but essentially, the goal of this piece of work is the development of a generic set of tools that provide users with the means to recall represent and document the heritage in a new way, in order to preserve and make it accessible to as many people as possible.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_001
id ascaad2007_001
authors Germen, M.
year 2007
title Virtual Architecture: Reconstructing Architecture Through Photography
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. 1-16
summary The concept of construction in architectural design process is a temporary action that exists for a while and transforms itself into another product; i.e. the final building to be inhabited. Construction site can be taken as a podium where a play-to-remain-incomplete is being staged. The incompleteness causes us to dream, due to the fact that a complete building loses its narrative potential as it informs us about all the necessary pieces that constitute the whole: There is no puzzle to solve... Construction in this sense is like a historical ruin; Paul Zucker asserts that "ruins have held for a long time a unique position in the visual, emotional, and literary imagery of man. They have fascinated artists, poets, scholars, and sightseers alike. Devastated by time or willful destruction, incomplete as they are, they represent a combination of man-made forms and of organic nature." Architectural photography has the potential of re-creating this puzzle back again in order to bring an alternative representation to architecture. The architectural photographer is sometimes offered the freedom of reinterpreting, reconstructing architecture in order to be able to present a novel virtual perception to the audience. The idea here is to get some spatial clues that can later be used in other architectural projects. I was personally invited to two different concept exhibits in which I was given the freedom of inventing a virtual architecture through photography. The concept text written for one of these exhibits goes as follows: “I went, saw, stopped, attempted to grasp and enter it, looked at construction process and workers with respect, tried to internalize, wanted to claim it for a while, dreamed of creating a microcosm out of the macrocosm I was in, shot and shot and shot and finally selected: The created world, though intended for all, was probably quite a personal illusion...” Virtual architecture is a term used for architecture specifically created in the computer environment and never used in the realm of architectural photography. People like Piranesi, Lebbeus Woods, M.C. Escher, Marcos Novak, etc. previously dreamed about architectures that could exist virtually on paper, screen, digital environments. This paper will try to prove that this practice of (re)designing architecture virtually can be transferred to one of the most important realms of visuality: Photography. Various digital processes like stitching multiple photos together and mirroring images in image editing software like Photoshop, allow this virtual architecture to take place in the computer environment. Following this, I propose to raise the term “snap architecture” to connect it to the frequently referred concept of “paper architecture.”
series ASCAAD
email
last changed 2008/01/21 22:00

_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 ecaade2007_091
id ecaade2007_091
authors Haeusler, Matthias Hank
year 2007
title Spatial Dynamic Media Systems
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 69-75
doi https://doi.org/10.52842/conf.ecaade.2007.069
summary The core project of this paper is the development of a system that allows me to test the representation of information and ideas as ‘form’ within space that is constantly generated and regenerated as a result of fresh input. The hypothesis being that this real time configuration of space using light offers a variety of new perceptions ranging from information sharing to public art never experienced previously. In this paper I consider the technical and media implications of extending conventional 2D screens, which are limited currently to architectural cladding, into a 3D matrix thereby inducing an alteration in spatial perception via the content animating the 3D matrix. The content is the result of an information injection derived from sensors of what from ever, where data have been captured and translated into a digital signal.
keywords Interactivity, content, real-time, spatial
series eCAADe
email
last changed 2022/06/07 07:50

_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 caadria2007_411
id caadria2007_411
authors Hu, Youpei; Wowo Ding and Gang Yuan
year 2007
title The Adjacency Topological Model for Housing Layout and Its Generating Algorithm, Based on the Case Study of Chinese Apartment Layouts Since 90s
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
doi https://doi.org/10.52842/conf.caadria.2007.x.r9v
summary Our research deals with the problem of space layout planning and chooses the Chinese apartment layouts_since 90s_ as our case study objects. A new kind of data structure for building layouts is proposed which records the adjacency topological information of layouts. The most important quality of our model is that its phenotype corresponds to our visual perception about space layouts which makes possible the morphological analysis and layouts generation. Based on constraint satisfaction techniques the Generating Algorithm focused on enumerating all the possible topology models, under the constraints of program for a new housing layout design. A case study is presented before the conclusion is given.
series CAADRIA
last changed 2022/06/07 07:50

_id ecaade2007_039
id ecaade2007_039
authors Koutamanis, Alexander
year 2007
title Matching Representation to Perception
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 551-558
doi https://doi.org/10.52842/conf.ecaade.2007.551
summary Visual representations play an important role in mobile architectural guides, especially with respect to the identification of buildings, i.e. matching internal representations to external ones (the documentation in the guide) and the perceived scene. By restructuring this documentation into networks of significant architectural entities and features a guide is enriched with flexible, economical means for supporting building identification under the typically variable conditions architectural travelers have to endure.
keywords Mobile computing, architectural guide, representation, perception, recognition
series eCAADe
email
last changed 2022/06/07 07:51

_id sigradi2007_000
id sigradi2007_000
authors Maganda Mercado, Adriana Gómez (et. al)
year 2007
title Sigradi 2007: Communication in the Visual Society [La Comunicación en la Comunidad Visual]
source Proceedings of the 11th Iberoamerican Congress of Digital Graphics Graphics / ISBN 13 978-968-7451-15-2] México D.F. - México 23-25 October 2007, 467 p.
summary In a simple communication model we must talk about the understanding between participants. This is the result of a continuing connection and a dialog of agreements and disagreements in order to arrive at sharing an idea. However, society today is in an evolutionary lapse at an accelerated pace that interjects itself in this process. It is here where social forces distend and generate important ruptures between generations and individuals that fight to prevail or impose new languages and lifestyles. Today's society has become a visual society whose effect has been reinforced through technology in the devices that we use on a daily basis. The daily use of technology and its new languages has marked a disconnection between individuals that must be closed by using a new acculturation and teaching models. Disconnection is a omnipresent modern phenomenon that can be felt as the main effect in what specialists call the digital gap. This gap not only separates generations, but also ideologies with respect to the form in which we perceive, transmit and teach in our society today. This disconnection can be easily understood through a school system that has been designed for a manufacturing and agricultural world. However, many sectors within our society have been in state of constant change and evolution. This situation generates many opportunities where an agile society is required in response to these new local and global challenges. The students of today have, for example, multi-tasking abilities that better assimilate these changes. The researchers, Ian Jukes and Anita Dosaj refer to this disconnection as the result of poor communication between digital natives (our present-day students) and digital immigrants (many present-day adults). This phenomenon results in the fact that parents and educators speak the digital dialect as a second language, and because of that are lacking in their models of communication. For example, digital natives prefer a variety of sources with rapid access, while the digital immigrants prefer slower, more controlled sources that are limited and regulated. Nowadays, our educational or production activities in which we find ourselves immersed on a daily basis cause us to participate in a wide range of processes of production, dissemination and analysis of visual forms as part of our final product or service. Much of the work that we elaborate in movies, video and photography explore meaning, perception and communication in context as well as anthropological and ethnographic themes. Using this framework for our society today, the importance of the search for the promotion of the study of visual representation and the media for the greatest development and generation of benefits is brought to the fore. Through the use of images we can describe, analyze, communicate and interpret human behavior. All these settings, full of digital disconnections and reencounters, impact on all the visual aspects of culture, including art, architecture and material objects, influencing the bodily expressions of human beings. We have created a visual society when we put emphasis on the meaning and interpretation of all we receive through our visual sense. Wherever we look, we find objects that have been modified beyond their primary function to communicate messages. In this ecosystem we are consumers and suppliers. The communication and research needed to achieve reconnection, as well as the creation of new forms of production and visual understanding, are the themes on which the works contained in this edition are centered.
series SIGRADI
type normal paper
more http://www.sigradi.org
last changed 2016/03/10 09:55

_id ijac20075106
id ijac20075106
authors Puusepp, Renee; Coates, Paul
year 2007
title Spatial Simulations with Cognitive and Design Agents
source International Journal of Architectural Computing vol. 5 - no. 1, pp. 100-114
summary Agent based design systems could provide useful decision help for architects working on spatial planning tasks that involve large number of actors or deal with complex urban situations. These systems are especially helpful in bridging the gap between concrete design proposals and high-level design abstractions such as frequency and flow diagrams. Every attempt to use computational design agents in the planning process will automatically raise many fundamental issues about spatial perception and representation of the environment. The paper discusses these issues in the light of some recent agent based simulations. Two case studies are presented in order to demonstrate different uses of computational agents in urban design. The first study shows how a simple agent-based design system placed in an urban context becomes a creative production tool. The second one reveals analytical capabilities of an agent system in urban environments.
series journal
email
last changed 2007/06/14 12:11

_id acadia16_254
id acadia16_254
authors Sharmin, Shahida; Ahlquist, Sean
year 2016
title Knit Architecture: Exploration of Hybrid Textile Composites Through the Activation of Integrated Material Behavior
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 254-259
doi https://doi.org/10.52842/conf.acadia.2016.254
summary The hybrid system in textile composites refers to the structural logic defined by Heino Engel, which describes a system that integrates multiple structural behaviors to achieve an equilibrium state (Engel 2007). This research explores a material system that can demonstrate a hybrid material behavior defined by the differentiated tensile and bending-active forces in a single, seamless knitted composite material. These behaviors were installed during the materialization phase and activated during the composite formation process. Here, the material formation involves two interdependent processes: 1) development of the knitted textile with integrated tensile and reinforced materials and 2) development of the composite by applying pre-stress and vacuuming the localized area with reinforcements in a consistent resin-based matrix. The flat bed industrial weft knitting machine has been utilized to develop the knitted textile component of the system with a controlled knit structure. This enables us to control the material types, densities, and cross sections with integrated multiple layers/ribs and thus, the performance of the textile at the scale of fiber structure. Both of these aspects were researched in parallel, using physical and computational methods informed and shaped by the potentials and constraints of each other. A series of studies has been utilized to develop small-scale prototypes that depict the potential of the hybrid textile composite as the generator of complex form and bending active structures. Ultimately, it indicates the possibilities of hybrid textile composite materials as self-structuring lightweight components that can perform as highly articulated and differentiated seamless architectural elements that are capable of transforming the perception of light, space, and touch.
keywords form-finding, programmable materials, composite forming processes, embedded responsiveness
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id ascaad2007_025
id ascaad2007_025
authors Speed, C.
year 2007
title A Social Dimension to Digital Architectural Practice
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. 291-304
summary In 1995 the first in a series of three books were published by Academy Editions, that have since become a vivid handbook that documents how designers responded to the development of architectural drawing applications and the growth of the internet, to establish a form of digital architecture. Offering dramatic images and emotive texts, many of the architects and designers featured in these books deeply affected the perception of digital architecture’s mission by students and elements of the design community. Concentrating upon how to resolve the view that time and space are separate dimensions, and the immersive and dematerial potentials of cyberspace, the developments of this ‘cyberromanticism’ (Coyne 1999) ultimately were not used to sustain digital architectural activity. This paper uses the Academy Editions series to understand how such a vivid aspect of digital architecture failed to fulfil its aspirations. The paper begins by establishing the premise for digital architecture through a link with mainstream architectures interest in the concept of shelter. Through a summary of the practical and theoretical methods outlined by the early designers within the series of publications, the paper demonstrates the critical potential of the field. However a summary of how the proliferation of early imagery fuelled a visual mannerism traces how the third Architects in Cyberspace publication represented a crisis in both identity and practice. The paper then identifies an opportunity for recovering the theoretical imperatives within digital architecture by reflecting upon the emergence of ‘interactive architectures’ use of a ‘social’ dimension that was previously hindered by the use of computer applications in early digital architecture. The paper closes with a reference to two of the authors practical projects that use social data to inform the generation of digital architecture.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_067
id ecaade2007_067
authors Tellios, Anastasios
year 2007
title The Climax from a Conceptually Transparent Architecture towards a Digitally Transparent Image
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 935-940
doi https://doi.org/10.52842/conf.ecaade.2007.935
summary The image which is usually digitally produced using CAD products does evoke a series of distinctions compared with a traditional version of imagery which initiates to photography or even handcraftsmanship. The major shift observed, when expanding this issue in a period of digital dominance in architecture, is this image’s transparency. This transparency either appears as a tangible, almost tactile quality, or as a vague sense, accessible only to a watchful observer. In both cases, transparency animates the digital image of architecture using a certain morphological vocabulary, closely defined by its transparency itself. The procedure, with which transparency retracts a set of physical laws, automatically places its architectural product among the broad array of the so called ‘virtual environments’. The examining of digital transparency as merely an additional quality of the architectural matter, which allows the human sight to cross the material, while blocking the physical transition, is definitely a safe suggestion. It leaves, though, a whole field of qualities and identities unexplored. These qualities are connected to the perception of space as simultaneously uniform and fragmented. One can argue, with a relative safety, that the physical usage of digital transparency as a choice of construction materials, as well as its potential as a representative tool, seem to renegotiate the terms and the conditions of architecture’s very procedure. The very nature of the architectural image each time is a transparent, lightweight and ambivalent one.
keywords Transparency, image, ethics
series eCAADe
email
last changed 2022/06/07 07:58

_id ijac20097109
id ijac20097109
authors Tost, Laia Pujol; Economou, Maria
year 2009
title Worth a Thousand Words? The Usefulness of Immersive Virtual Reality for Learning in Cultural Heritage Settings
source International Journal of Architectural Computing vol. 7 - no. 1, 157-176
summary The goal of this paper is to investigate whether immersive virtual reality is suitable for learning about archaeology and the past in cultural heritage settings. To that end it presents the conclusions related to learning from the visitors' survey undertaken in 2007 by the Museology Laboratory of the University of the Aegean at the Hellenic Cosmos (the exhibition centre of the Foundation of the Hellenic World) in Athens, and contrasts these with other similar studies. This project was aimed at comparing the learning outcomes, perception and use by audiences of two different virtual reality systems and a related exhibition. It included qualitative and quantitative analysis of the data gathered through in situ observations, interviews with museum educators and face-to-face questionnaires with visitors. The results confirmed that, as previous studies have shown, virtual reality systems allow a different kind of learning, but also questioned the common believe about their advantage for children in comparison with other interpretation methods.
series journal
last changed 2009/06/23 08:07

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