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 caadria2019_663
id caadria2019_663
authors Gaudilliere, Nadja
year 2019
title Towards an History of Computational Tools in Automated Architectural Design - The Seroussi Pavilion Competition as a Case Study
doi https://doi.org/10.52842/conf.caadria.2019.2.581
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 581-590
summary The present research proposes a method to analyse computational tools at the architect's disposal and the potential technical bias they induce in architectural design. Six case studies will be used as a demonstration of the method's ability to highlight those biases and how architects and designers manipulate those tools to translate their architectural expertise into algorithmic design. Those case studies are the six answers to the Seroussi Pavilion competition, organized in 2007 by Natalie Seroussi, a Parisian gallery owner. Having a keen interest into computational design, she invited six architectural practices specializing in this field. As the six case studies answer the same design brief, it represents a particularly suitable opportunity to analyse the intricate relationship between architectural constraints, their translation into computational data and instructions and the programming tools used to do so. Through the analysis of four different aspects of the project - algorithmic tools/method, computational set-up, organizational chart and architectural design - several issues of the computational turn in architecture are discussed.
keywords digital heritage; computational design tools; architectural constraints; programming-based spatial design; Seroussi pavilion competition
series CAADRIA
email
last changed 2022/06/07 07:51

_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 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 4643
id 4643
authors Loemker, Thorsten Michael
year 2007
title Preservation of existing buildings through methods of Operations Research
source DACH 2007, International Conference on Digital Applications in Cultural Heritage, P. 157-175
summary The revitalization of existing buildings is getting more and more important. We are facing a situation where in many cases there is no need to design new buildings because an increasing number of existing buildings is not used anymore. The most ecological procedure to revitalize these buildings would be through a continuous usage and by making few or no alterations to the stock. Thus, the modus operandi could be named a “non-destructive” approach. From the architects’ point of view, non-destructive redesign of existing buildings is time-consuming and complex. The methodology we developed to aid architects in solving such tasks is based on exchanging or swapping utilization of specific rooms to converge in a design solution. In this regard, it was examined whether solutions for reuse tasks can be produced automatically by the use of optimization processes in floor plan design. These solutions shall be produced by swapping of existing areas. The objective is to obtain feasible planning solutions by means of these computer-based processes, which will serve the architect as a basis for the further editing of the plans. The methodical basis for this procedure is formed by models from Operations Research. The design of the model developed relates to problems in logistics, for example, the loading in trans-shipment centers. It also has analogies to board games like Chess or Go. These games are based on a specific number of fields or crosses of grid lines which are occupied by various tokens. Occupation is subject to a variety of conditions or rules. Compliance to conditions and objectives is clearly defined by the use of these rules. The analogy to our model is the fixed grid, the limited possibility to occupy fields and the fulfillment of an overall goal, i.e., to win the game. Therefore the model does not alter geometric proportions or locations of rooms but changes their occupancy such that a new usage could be applied to the building.
keywords Operations Research, Revitalization, Optimization
series other
type normal paper
email
last changed 2008/10/13 13:49

_id caadria2007_585
id caadria2007_585
authors Menegotto, José Luis
year 2007
title The Nazca Lines and their Digital Architectural Representation
doi https://doi.org/10.52842/conf.caadria.2007.x.r9m
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary This paper relates to a digital architectural design experience in 2005 for the Nazca Competition. Nazca is an archaeological site situated about 400 kilometers south of Lima, Peru. It is a large desert with gigantic millenary geoglyphs carved on the surface, which can only be seen clearly from above. The Nazca geoglyphs are made up of hundreds of lines, spirals and triangular plazas, as well as zoomorphic figures like birds, fish, spider, etc. The Nazca Competition asked for an observatory-lodge of approximately 1.000m2 with 20 rooms, communal bathrooms, supporting areas and an observatory tower of at least 100 meters. The observatory-lodge was designed using a digital representation technique called "Genetically Constructed Structures". The structure was created using the geometric principle of the affinity of two conic sections: circle and ellipse. The form was produced transforming the circle and the ellipse by performing basic geometric transformations (translation, rotation, reflection and scaling). According to this technique, the sequence of transformations was codified in the form of an alphanumerical string, metaphorically named the "DNA structure". The code was inserted as extended data into the entities which shaped the structure profiles. The algorithms were programmed with AutoLISP language. The "DNA code" allowed the structure to be constructed and deconstructed from any point, generating many different forms, to be studied and compared. One year later, the same 3D model was used to test another digital technology called "musical box" where their geometrical points are captured, read and translated into musical parameters, generating music. In this paper we will present the graphical form of the tower as well as the music associated.
series CAADRIA
last changed 2022/06/07 07:50

_id 4f70
id 4f70
authors Pottmann; Helmut; Brell-Cokcan, Sigrid; Wallner, Johannes
year 2007
title Discrete Surfacesfor Architectural Design
source Nashboro Press 2007
summary Geometric problems originating in architecture can lead to interesting research and results in geometry processing, computer aided geometric design, and discrete differential geometry. In this ar- ticle we survey this development and consider an important problem of this kind: Discrete surfaces (meshes) which admit a multi-layered geometric support structure. It turns out that such meshes can be el- egantly studied via the concept of parallel mesh. Discrete versions of the network of principal curvature lines turn out to be parallel to ap- proximately spherical meshes. Both circular meshes and the conical meshes considered only recently are instances of this meta-theorem. We dicuss properties and interrelations of circular and conical meshes, and also their connections to meshes in static equilibrium and dis- crete minimal surfaces. We conclude with a list of research problems in geometry which are related to architectural design.
series book
type normal paper
email
last changed 2008/03/14 15:59

_id ascaad2007_050
id ascaad2007_050
authors Techel, F., K. Nassar
year 2007
title Teaching Building Information Modeling (BIM) from a Sustainabilty Design Perspective
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. 635-650
summary Building Information Modeling has recently gained significant attention both in academia and practice. BIM presents immense opportunities for increased efficiencies, coordination and quality of architectural design. One of the reasons that BIM offers a more comprehensive design approach is the fact that all aspect of the building are considered during the modeling phase. Rather than drawing the building using lines and circles actual object are used to model the building, which results in a more comprehensive underlying database model of the entire edifice being designed. The approach obviously has tremendous benefits in terms of coordination and systems integration, as well as, project control and management during the design and construction phases. Nevertheless BIM offers its own unique challenges vis-à-vis its introduction to students of architecture. The students in Architecture programs are usually introduced to BIM in two ways, either through a specialized course in CAD or via a shadow introduction in design studios and related courses. Careful positioning of the course within the architecture curriculum is crucial in order to gain maximum benefit in the synthesis of other course content. The reason being that students of architecture in earlier years of the design curriculum may not yet have developed the ability to synthesize and coordinate multiple systems required for complete BIM. This is an important consideration the design and pedagogy of introducing BIM to Architecture students. This paper argues for a new approach in teaching BIM for Architecture students. Instead of designing a course specifically for BIM/CAAD we present a paradigm whereas BIM can be presented within a larger more rigorous context. The experience of teaching BIM within a sustainable design framework is presented in this paper. Issues relating to the design of basic residential buildings were integrated into the course presenting BIM. A simplified set of design rules and guidelines under banner of sustainability were taught to the students in pre-defined doses and sequence throughout the course. The careful placement of these concepts permitted for BIM to be introduced in a more interesting and comprehensive manner than in the traditional CAD-course setting. Samples of student work are presented and critiqued in order to come up with recommendations and guidelines for incorporating BIM into a comprehensive and comprehensible course. The pedagogical advantages of and disadvantages of the approach are discussed within the paper, as well as, a detailed description of the course content and structure. Results from and outcome-based assessment of the objectives of the course are also illuminated which provided suggestions for future offerings of the course.
series ASCAAD
email
last changed 2008/01/21 22:00

_id sigradi2008_180
id sigradi2008_180
authors Vincent, Charles
year 2008
title Gulliver in the land of Generative Design
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The current trend in architectural design towards architectural computing has been treated both from a philosophical standing point and as an operational systems’ problem, in a quest for explications which could at last break ground for a more broad development and adoption of design tools. As Kostas Terzidis (2007) puts it, the intuitiveness that architects have put on so high a pedestal seems to be the central issue to be dealt with by both views. There seems to be no apparent shortcut toward the reconciliation between traditional practice and new media and most certainly it is not only a problem of interface design, but one of design method clarification and reinterpretation of those methods into computing systems. Furthermore, there’s no doubt left as to whether computing systems can generate such new patterns as to impact our own understanding of architecture. But even if computer algorithms can make possible the exploration of abstract alternatives to an abstract initial idea, as in Mathematica and Processing, the issue of relating abstract and geometric representations of human centered architecture lays in the hands of architects, programmers or, better yet, architect-programmers. What seems now to be the relevant change is that architectural design might escape from the traditional sequence embedded in the need – program – design iterations – solution timeline, substituted by a web of interactions among differing experimental paths, in which even the identification of needs is to be informed by computing. It is interesting to note that the computational approach to architectural design has been praised for the formal fluidity of bubbles and Bezier shapes it entails and for the overcoming of functionalist and serialization typical of modern architecture. That approach betrays a high degree of canonic fascination with the tools of the trade and very little connection to the day to day chores of building design. On the other hand, shall our new tools and toys open up new ways of thinking and designing our built landscape? What educational issues surface if we are to foster wider use of the existing technologies and simultaneously address the need to overtake mass construction? Is mass customization the answer for the dead end modern architecture has led us to? Can we let go the humanist approach begun in Renascence and culminated in Modernism or shall we review that approach in view of algorithmic architecture? Let us step back in time to 1726 when Swift’s ‘Travels into Several Remote Nations of the World by Lemuel Gulliver’ was first published. In Swift’s fierce critic of what seemed to him the most outrageous ideas, he conceived a strange machine devised to automatically write books and poetry, in much the same generative fashion that now, three centuries later, we begin to cherish. “Every one knew how laborious the usual method is of attaining to arts and sciences; whereas by his contrivance, the most ignorant person at a reasonable charge, and with a little bodily labour, may write books in philosophy, poetry, politicks, law, mathematics and theology, without the least assistance from genius or study. He then led me to the frame, about the sides whereof all his pupils stood in ranks. It was twenty foot square, placed in the middle of the room. The superficies was composed of several bits of wood, about the bigness of a dye, but some larger than others. They were all linked together by slender wires. These bits of wood were covered on every square with paper pasted on them; and, on these papers were written all the words of their language in their several moods, tenses, and declensions, but without any order. The professor then desired me to observe, for he was going to set his engine at work. The pupils at his command took each of them hold of an iron handle, whereof there were forty fixed round the edges of the frame; and giving them a sudden turn, the whole disposition of words was entirely changed. He then commanded six and thirty of the lads to read the several lines softly as they appeared upon the frame; and where they found three or four words together that might make part of a sentence, they dictated to the four remaining boys who were scribes. This work was repeated three or four times, and at every turn the engine was so contrived, that the words shifted into new places, as the square bits of wood moved upside down.” (Jonathan Swift, Gulliver’s Travels, A Voyage to Balnibarbi) What astonishing forecast did Swift show in that narrative that, in spite of the underlying incredulity and irony, still clarifies our surprise when faced to what might seem to some of us just an abandonment of all that architects and designers have cherished: creativeness and inventiveness. Yet, we could argue that such a radical shift in paradigm occurred once when master builders left the construction ground and took seat at drafting boards. The whole body of design and construction knowledge was split into what now seem to us just specialties undertaken by more and more isolated professionals. That shift entailed new forms of representation and prediction which now each and all architects take for granted. Also, Cartesian space representation turned out to be the main instrument for professional practice, even if one can argue that it is not more than the unfolding of stone carving techniques that master builders and guilds were so fond of. Enter computing and all its unfolding, i.e. DNA coding, fractal geometry, generative computing, nonlinear dynamics, pattern generation and cellular automata, as a whole new chapter in science, and compare that to conical perspective, descriptive and analytical geometry and calculus, and an image begins to form, delineating a separation between architect and digital designer. In previous works, we have tried approaching the issues regarding architects education in a more consensual way. But it seems now that the whole curricular corpus might be changed as well. The very foundations upon which we prepare future professionals shall change, not only in College, but in High School as well. In this paper, we delve further into the disconnect between current curricula and digital design practices and suggest new disciplinary grounds for a new architectural education.
keywords Educational paradigm; Design teaching; Design methods;
series SIGRADI
email
last changed 2016/03/10 10:02

_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 sigradi2007_af101
id sigradi2007_af101
authors Barci Castriota, Leonardo; Carla Viviane da Silva Angelo
year 2007
title Digital technology and accessibility: The Rede Latino-americana de Acervos de Arquitetura e Urbanismo (RELARQ) [Tecnologia digital e acessibilidade: A Rede Latino-americana de Acervos de Arquitetura e Urbanismo (RELARQ)]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 200-204
summary The new digital technologies offer new possibilities of interconnection and re-connection that are reconfiguring the diverse areas of knowledge and the diverse fields of human action. In this direction, this work reflects on the proposal of the creation of the Latin American Network or Architectural Archives (RELARQ), pioneering initiative in our continent that aims to create a basis of cooperation between the diverse Brazilian and Latin-American institutions, with the objective to congregate, in an online catalogue, accessible to all, the information contained in hundreds of institutions distributed all over the continent, that will count with a common methodological basis for digital treatment and access to the images. With the RELARQ, the area of the History of Architecture will have a new, powerful tool in as far as the researchers will be able to access archives in the most distant places of our continent.
keywords Architecture; digitalization; photography; accessibility; internet
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2007_077
id ecaade2007_077
authors Breen, Jack; Stellingwerff, Martijn
year 2007
title The DigiTile Project
doi https://doi.org/10.52842/conf.ecaade.2007.059
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 59-66
summary The influx of computer-based design and presentation platforms, particularly in conjunction with computer aided physical modelling and manufacturing techniques, has stimulated a renewed focus on imaginative, innovative architectural product design. Essentially, the ambition of the DigiTile exercise was to stimulate the development of individual proposals for new kinds of surface articulations on the basis of a tile-like unit, or set of units. Inspirations varied widely: from precedents ranging from history to nature, as well as from contemporary design practice and graphic imagery. The prevailing freshness and technical inquisitiveness amongst the participants contributed to the generation and concretisation of distinctive tiling concepts, many of which have arguably not been seen before. The findings and conclusions are based upon the array of outcomes from the programme so far, as well from a very recent session. Furthermore, the paper highlights the kinds of opportunities for hands-on education-based compositional studies that we foresee in the near future.
keywords Computer aided manufacturing and modelling, composition, prototyping, tiling, ornamatics, education-based research
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2007_af542
id sigradi2007_af542
authors Bruscato, Underlea; Pedro A. Soza Ruiz
year 2007
title Beyond digital graphics: Loops of information about the history of SIGraDi [Meta-infografia: Loops Informativos en la historia de SIGraDi]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 54-57
summary This paper exposes a collaborative work between students and faculties from Brazil and Chile in development of interactive illustrations about computer graphics and the iberoamerican society of digital graphics. That experience tells about visual communication of own advancements and relationship of visual communication, then it is a reflection on own history and capabilities. It describes the course and exercises developed, presentations and discussion taken by videoconferences, concepts and products developed and conclusions about this experience.
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2023_253
id sigradi2023_253
authors Cavalcanti, Isabella, Teixeira Mendes, Leticia and Albuquerque, Fernando
year 2023
title From Modeling to Collective Digital Fabrication: Experience of the "Banco Cabaça"
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. 543–554
summary This paper presents an experience of collective digital fabrication and parametric modeling of furniture made with recycled plastic waste, inspired by natural elements of the Brazilian northeast. In addition to conventional joinery techniques, we highlight the technologies of rapid prototyping (PR) and digital fabrication (FD) (Volpato, 2007, Pupo, 2008; Pupo, 2009); as tools that promote a paradigm shift, both in the design process and in production and materialization (Kolarevic, 2005), allowing recycled plastic to have new applications. We started with a brief review of digital fabrication processes in Brazil, emphasizing collaboration in design and execution. Then, we contain the recycling of plastic and the need for actions for its best destination. Finally, we present a sustainable and collaborative design experience: the modeling and digital fabrication of furniture, entirely produced from recycled plastic, called “Banco Cabaça”.
keywords Sustainable Design, Digital fabrication, Collaborative process, Parametric modeling, Brazilian design.
series SIGraDi
email
last changed 2024/03/08 14:07

_id ascaad2007_062
id ascaad2007_062
authors De Los Reyes, A. and K. Terzidis
year 2007
title Executive Summary: On the Digital Sublime
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. 799-800
summary This paper describes research in progress on the digital sublime and architecture. Written in three parts, the paper surveys the history of the sublime, offers current examples of the digital sublime, and concludes with the next path of exploration: genetic algorithms created from and of the new numeric sublime.
series ASCAAD
last changed 2008/01/21 22:00

_id ascaad2007_014
id ascaad2007_014
authors Dritsas, S. and E. Rafailaki
year 2007
title A Computational Framework for Theater Design
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. 165-182
summary This paper presents the results of an ongoing research on computational methods for the design of theatrical spaces. We demonstrate a systemic approach to design supported by a set of digital tools implemented for assisting the process. The primary purpose of the framework is to establish a formal basis for expressing and exploring explicit design criteria. At this stage the framework enables us to metrically access a range of design metrics that traditionally have been addressed through primarily architectural narrative. Moreover, our method strives in establishing a background where knowledge can be explicitly encoded and the results of analytical methods can be additively employed. In the future, the framework will assist as the platform for experimenting with generative or query-based design processes empowered by computation. We structured this paper / framework around three conceptual units: (a) a design intent toolkit assisting the processes of rapidly generating theater configurations; (b) an analytical system that evaluates a range of design metrics centered about aspects of visual comfort; and (c) a post-processing and visualization unit that binds the design metrics with existing data / studies and provide a range of representation methods. Overall, the methodology adopts existing knowledge in theatrical design, challenges traditional ideas of understanding the theater and proposes methods for evaluating its architectural performance. The conclusions focus on highlighting both the limitations and the potential of our system in the process of theater design. We also extend outside the boundaries of the current research into a brief discussion on the methodological impact of digital technology in architectural research. Finally we propose areas of future research and development.
series ASCAAD
email
last changed 2008/01/21 22:00

_id acadia07_016
id acadia07_016
authors Druckrey, Tim
year 2007
title Five Excursions
doi https://doi.org/10.52842/conf.acadia.2007.016
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, 16-24
summary In the history of mechanical contrivances, it is difficult to know how many of the automata of antiquity were constructed only in legend or by actual scientific artifice. Icarus’s wings melt in the light of historical inquiry, as they were reputed to do in the myth; but was the flying automaton, attributed to a Chinese scientist of c. 380 BC actually in the air for three days, as related? (The same story is told of Archytas of Tarentum.) The mix of fact and fiction is a subject of critical importance for the history of science and technology; for our purposes, the aspirations of semi-mythical inventors can be as revealing as their actual embodiment.
series ACADIA
last changed 2022/06/07 07:55

_id caadria2007_353
id caadria2007_353
authors John, Elys
year 2007
title Digital Ornament
doi https://doi.org/10.52842/conf.caadria.2007.x.i5h
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Gaming and visualisation software has a history of developing economical and creative methods to deal with hardware limitations. Traditionally the visual representation of gaming has been a poor offspring of high-end architectural visualisation. In a twist of irony, the paper proposes that game production software leads the way into a new era of physical digital ornament. The toolbox of the rendering engine evolved rapidly between 1974-85 and it is still today 20 years later the main component of all visualisation programs. The development of the bump map is of particular interest; its evolution into a physical displacement map provides untold opportunities in the appropriation of the 2D image to a physical artifact. Contemporary Architects in tandem have been mapping to the façade a new era of complex three-dimensional sculptural representation. The Architect, Designer and Artist now have the opportunity to appropriate the image map and use advanced visualisation technologies in the application of digital ornament.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 1500
id 1500
authors Kalay, Yehuda; Thomas Kvan, Janice Affleck (eds.)
year 2007
title New Heritage - New Media and Cultural Heritage
source Routledge
summary The use of new media in the service of cultural heritage is a fast growing field, known variously as virtual or digital heritage. New Heritage, under this denomination, broadens the definition of the field to address the complexity of cultural heritage such as the related social, political and economic issues. This book is a collection of 20 key essays, of authors from 11 countries, representing a wide range of professions including architecture, philosophy, history, cultural heritage management, new media, museology and computer science, which examine the application of new media to cultural heritage from a different points of view. Issues surrounding heritage interpretation to the public and the attempts to capture the essence of both tangible (buildings, monuments) and intangible (customs, rituals) cultural heritage are investigated in a series of innovative case studies.
series other
type normal paper
email
more http://www.routledge.co.uk/shopping_cart/products/product_detail.asp?sku=&isbn=9780415773560
last changed 2007/12/20 07:53

_id caadria2007_569
id caadria2007_569
authors Kos, Jose
year 2007
title History and 3D City Models: An Analysis of Digital Representations of the City Evolution
doi https://doi.org/10.52842/conf.caadria.2007.x.h2u
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Through the evaluation of advantages and limitations of 3D historic city models, this paper aims to analyze the contribution of those tools to the city history representation. One should overcome limitations such as incomplete information, impediments to acknowledge hypotheses representations, intense labor requirements or difficulties to encourage a historical reflection. We argue that creative systems that are carefully planned towards history’s thorough understanding are more effective than those applications which focus on the development of high quality images. Those issues are illustrated by the system prototype “Rio-H”, which presents an alternative to communicate the history of Rio de Janeiro, Brazil.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_102
id ecaade2007_102
authors Lang, Silke Berit
year 2007
title Novel Approaches to City Modeling: Generation and Visualization of Dynamic Complex Urban Systems
doi https://doi.org/10.52842/conf.ecaade.2007.343
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 343-350
summary This year, for the first time in history more people are living in cities than in the country. This fact induced us to look at the topic of city modeling from different sides. In this paper we introduce novel approaches that contribute to the generation and visualization of dynamic complex urban systems. We distinguish reality-based and generic city models. On the one hand we look a three dimensional models of urban environments. On the other hand we are looking at the key challenges and trends that will shape future cities. We are drawing parallels to functional models of brain circuitry. City modeling as a case in point provides the basis for our research to arrive at a transdiciplinary theory of design and modeling.
keywords City modeling, generic modeling, reality-based modeling, mega- cities, sustainable cities
series eCAADe
email
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