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

PDF papers
References

Hits 1 to 20 of 557

_id ecaade2007_095
id ecaade2007_095
authors Benton, Sarah
year 2007
title Mediating between Architectural Design Ideation and Development through Digital Technology
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 253-260
doi https://doi.org/10.52842/conf.ecaade.2007.253
summary Negroponte (Negroponte 1969) described how the creative thinking of a designer can become affected by the ‘machine’ urging the designer to draw a distinction between ‘heuristics of form’ and ‘heuristics of method’. This ensured that by taking advantage of digital technology a symbiotic relationship was maintained between both of these. To date architects have investigated digital tools for generating form and imagery with increasing success, but have arguably fallen short of using those tools for advancing their design methods. The research presented here explores questions not solely focusing on the use of the tools, but on heuristic methods of the profession, to examine the interconnectiveness of the design method and the tool in a symbiotic fashion; to examine the nature of creativity. This paper is taking a critical standpoint about the place of digital tools in an architect’s method in the pursuit of poetic architecture and, in particular, its representation, to enable speculation, as opposed to prediction, of ideas in the design process from the early phases. The issue is discussed through the findings of my doctoral research case studies that have proved germane to my particular enquiry, that is, digital mediationbetween design ideation and design development.
keywords Ideation, development, design process, digital techniques, animation
series eCAADe
email
last changed 2022/06/07 07:54

_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 acadia07_025
id acadia07_025
authors Ascott, Roy
year 2007
title Architecture and the Culture of Contingency
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
doi https://doi.org/10.52842/conf.acadia.2007.025
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_044
id ascaad2007_044
authors Huang, C.-H. and R. J. Krawczyk
year 2007
title Web Based BIM for Modular House Development: Query Approach in Consumer Participatory 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. 559-570
summary The paper describes the relationship of client’s requirements and available design options of the proposed system by examples of its current prototype. By integrating the nature of modularity in prefabricated housing design, a proposed web-based design system will provide information filtering questionnaires to assist customers in selecting appropriate design components. A methodology has been developed that can generate design options based on the client’s needs and available modular components from selected product suppliers making it possible to simulate the final design before processing orders for assembling and manufacturing. Overall, the research demonstrates the power of internet that acts as a feedback loop to receive the information from clients, streamline the communication in between design teams, and integrate all products and materials together.
series ASCAAD
email
last changed 2008/01/21 22:00

_id acadia07_040
id acadia07_040
authors Hyde, Rory
year 2007
title Punching Above Your Weight: Digital Design Methods and Organisational Change in Small Practice
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, 40-47
doi https://doi.org/10.52842/conf.acadia.2007.040
summary Expanding bodies of knowledge imply expanding teams to manage this knowledge. Paradoxically, it can be shown that in situations of complexity—which increasingly characterise the production of architecture generally—the small practice or small team could be at an advantage. This is due to the increasingly digital nature of the work undertaken and artefacts produced by practices, enabling production processes to be augmented with digital toolsets and for tight project delivery networks to be forged with other collaborators and consultants (Frazer 2006). Furthermore, as Christensen argues, being small may also be desirable, as innovations are less likely to be developed by large, established companies (Christensen 1997). By working smarter, and managing the complexity of design and construction, not only can the small practice “punch above its weight” and compete with larger practices, this research suggests it is a more appropriate model for practice in the digital age. This paper demonstrates this through the implementation of emerging technologies and strategies including generative and parametric design, digital fabrication, and digital construction. These strategies have been employed on a number of built and un-built case-study projects in a unique collaboration between RMIT University’s SIAL lab and the award-winning design practice BKK Architects.
series ACADIA
email
last changed 2022/06/07 07:50

_id ascaad2007_053
id ascaad2007_053
authors Islami, S.Y.
year 2007
title Surface-driven architecture: Moving Beyond the Ornament/Structure Opposition
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. 671-682
summary Contemporary architecture has been influenced by a shift of interest from the dialectic Derridean theories of language to those of Deleuze and Guattari who put more emphasis on transitions, experimentation and material presence. New digital design tools as well as new construction materials have opened up more possibilities for architects. E-paper, digital screens, printed concrete, composite polymers and dynamic cladding systems, have allowed designers to relish architecture at the surface level. Moreover, the process of architectural design is shifting from the desktop to the virtual world of the computer. NURBS, Blobs, Metaforms, Isomorphic Surfaces and other complex geometries are now possible using surface-driven computer modelling software. Because of this, the resultant architecture display a much more distinct appreciation and mastery of surface-effects. The following article argues that contemporary architecture is becoming increasingly a process of surfacing, both as a process of revealing and as a process of concealing. Surface, in common parlance, is generally understood as the exterior boundary of things, the outer skin of any object. In this sense, surfaces are actual, material, textural entities that we often encounter first. The surface is also taken to be something that conceals: “it was not what it appeared to be on the surface.” However, it is when things surface that they become evident or apparent; they appear out of a previously concealed existence or latency. Thus, surfacing is a process of becoming explicit, of becoming experientially apparent in a movement from virtuality to actuality. This article argues that the use of emerging computer technologies in architecture, have resulted in a renewed prioritization of surface and surface-effects. It shall be concluded that the surface-driven nature of most contemporary modelling software has resulted in a new approach to architectural design, one that has the potential of subverting the traditional hierarchy between ornament and structure. As a result, this design strategy has allowed for a much more spirited and creative approach to architecture.
series ASCAAD
email
last changed 2008/01/21 22:00

_id b428
id b428
authors Joseph Chuen-huei Huang
year 2007
title A Choice Model of Mass Customized Modular Housing by Internet Aided Design
source Joint Conference Proceedings of International Mass Customization Meeting 2007 (IMCM’07) and International Conference on Economic, Technical and Organizational Aspects of Product Configuration Systems (PETO’07), pp. 61-75
summary The Internet has increased the opportunities to apply the concept of mass customization to customer interaction by tailoring the content to individual needs. Within limited design parameters, customers can determine what options they wish by participating in the flow of the design process from the beginning. This concept has already been implemented in the computer, clothing, and automobile industries, but it has not been fully integrated in architecture, especially the housing industry which is more directly related to personal life style. The industry lacks a process that will lead to the customization of homes that respond to the unique values and needs of the occupants. The paper describes the relationship of client’s requirements and available design options of the proposed system by examples of its current prototype. By integrating the nature of modularity in prefabricated housing design, a proposed web-based design system will provide information filtering questionnaires to assist customers in selecting appropriate design components. A methodology has been developed that can generate design options based on the client’s needs and available modular components from selected product suppliers making it possible to simulate the final design before processing orders for assembling and manufacturing.
keywords advisory system; customer participation; interactive questionnaire, housing delivery process
series other
type normal paper
email
last changed 2007/10/09 19:16

_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 ecaade2007_229
id ecaade2007_229
authors Yal_nay, _ebnem
year 2007
title Gelassenheit: Dilemma of Computational Thinking in Architecture
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 275-282
doi https://doi.org/10.52842/conf.ecaade.2007.275
summary Computational design technologies and tools though operate on a very high level of decisiveness and precision, have a common goal to provide further possibilities of setting free. The terms of rule-based systems, algorithmic thinking processes, parametric design data-bases though drag us to a distant place deep-in digital environment, are all there for a better dwelling on earth and a better understanding of world. How architects relate themselves to their environment of design and realization is a problem of how they relate themselves to the world in the larger frame. Representational thinking initiated by modern science and technology which bases itself on the object quality of being by “enframing” things through their measurable aspects, causes modern age to be an age of “pictures”; where the touch with being is “in oblivion”. Martin Heidegger’s concept of gelassenheit (letting-be, releasement and calmness) reminds the essential nature of thinking as not moving towards and forward with a will-to-power but by stepping back to offer the required offenheit (openness) to the coming-into-being of anything that is with a will-not-to-will. It is about being-in-the-world and dwelling on earth as a part of it. According to this paper, for a further understanding of architectural thinking, space, and production, and the changing paradigms of architecture in the computational era, Heidegger’s concept of gelassenheit both provides a basis and surprisingly encounters us as a recent and future architectural condition.
keywords Enframing, dwelling, computational design
series eCAADe
email
last changed 2022/06/07 07:57

_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 caadria2007_301
id caadria2007_301
authors Barrow, Larry; Shaima Al Arayedh
year 2007
title Emerging Technololgy – Dilemma and Opportunities in Housing
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.d7c
summary Digital Technology has transformed industrial manufacturing and production; and an array of Industrial Design products provide increasing comfort and benefit to millions of global citizens via ergonomic and mass production/customization strategies. Yet, housing needs of a rapidly growing global population are rarely affected by digital technology. Shifts in societal demographics, from rural to urban city centres, and concurrently Global Warming and ecological changes are exacerbating the world housing situation. Millions are homeless, live in inadequate shelter, or as in the US Manufactured Housing (MH) market, live in nondurable poor quality “manufactured” houses that are detrimental to health, at best, or during extreme weather events, suffer catastrophic damages often resulting in death to occupants. Nevertheless, housing concepts and related living units have benefited very little when compared to architecture’s related manufacturing industries counter-parts (i.e. automotive, aerospace, marine industries, etc). While Technology has vividly expanded the shape language of architecture (i.e. Free-Form-Design), some may argue that Free-Form- Design buildings generally have beauty that is only “skin deep” and typically focus on providing signature statements for both the designer and elite clientele. In this paper, we will briefly review the role of the architect in the US Manufactured Housing industry; additionally, we will identify the major problems that plaque the US Manufactured Housing Industry. Further, we will review how architects and Industrial Designers use technology in their respective fields and draw larger designmanufacture principals for issues of global housing. Our findings and analysis suggest that an Industrial Design approach, applied in architecture for mass housing, offers a means of improving the architect’s role and technology in manufactured housing for the masses.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2008_055
id ecaade2008_055
authors Beirão, José; Duarte, José; Stouffs, Rudi
year 2008
title Structuring a Generative Model for Urban Design: Linking GIS to Shape Grammars
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 929-938
doi https://doi.org/10.52842/conf.ecaade.2008.929
summary Urban Design processes need to adopt flexible and adaptive procedures to respond to the evolving demands of the contemporary city. To support such dynamic processes, a specific design methodology and a supporting tool are needed. This design methodology considers the development of a design system rather than a single design solution. It is based on patterns and shape grammars. The idea is to link the descriptions of each pattern to specific shape rules inducing the generation of formal solutions that satisfy the pattern. The methodology explores, from the urban designer point of view, the capacity of a shape grammar to codify and generate urban form (Duarte et al, 2007). This paper defines the ontology of urban entities to build on a GIS platform the topology describing the various components of the city structure. By choosing different sets of patterns the designer defines his vision for a specific context. The patterns are explicated into shape rules that encode the designer’s interpretation of the pattern, and operate on this ontology of urban entities generating solutions that satisfy the pattern’s concept. Some examples of the topological relations are shown.
keywords Patterns, shape grammars, ontology, generative urban design
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2007_038
id ecaade2007_038
authors Campbell, Cameron
year 2007
title The Kino-eye in Digital Pedagogy
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 543-550
doi https://doi.org/10.52842/conf.ecaade.2007.543
summary “I am the kino-eye” states Dziga Vertov in his classic movie The Man with the Movie Camera (1929). The relationship of the cameraman, the subject, and audience is a dynamic that he investigates through cinema. It is also a dynamic that inspires an innovative way for advanced digital media to be explored in architecture pedagogy. This paper is focused on three ways to translate the cinematic relationship developed in Dziga’s work to digital media in architecture: the way designers capture and manipulate digital media to make architecture; how the discourse of film and architecture can be informed by an understanding of the manipulation of digital media; and the role of digital media production as a form of research for architecture. The film is noteworthy because it is not a typical narrative screenplay, rather it is a visual experiment. In standard films the perceptions of space are manipulated through the camera and through other means, but the audience is rarely aware of it. However, Vertov is acutely aware of this dynamic and engages the audience by self-consciously using what would otherwise be considered a mistake – the viewer is aware that the camera looks at his/her own relationship with film not just the relationship of camera and scene. The translation of this into the classroom is that the same tools allow designers to be critical of their relationship with the medium and the way media is used to make architecture. This concept can be applied to any medium, but in this class it is applied to how students relate with produced motion images and editing that into a video production. The three elements described in this text are key aspects of not simply producing short films, but an opportunity to actually be introspective of architecture through an alternative media. Student projects include video montages that develop a cultural perspective on design and projects that are self-conscious of technology and how it impacts the production. The film-work necessary to achieve these productions is simultaneously conscious of the way in which the author relates to the scene and conscious of how that scene is edited in the context of the production.
keywords Pedagogy, video, hyperspace, film
series eCAADe
email
last changed 2022/06/07 07:54

_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
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 443-452
doi https://doi.org/10.52842/conf.caadria.2010.443
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 acadia07_104
id acadia07_104
authors Chen, Chien-Lin; Johnson, Brian R.
year 2007
title DVIN: A Dual View Information Navigation System
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, 104-109
doi https://doi.org/10.52842/conf.acadia.2007.104
summary Differences in the preferred modes of representation of architects and their clients create challenges to their collaboration in the design process. Traditional two-dimensional drawings such as plans, sections and elevations form the backbone of architectural representation, anchoring text labels to record relevant non-graphical information. Nominally geometric “slices” through the proposed building volume, these drawings employ abstractions and conventions unique to professional practice. In contrast, non-architects think about building configuration largely through experiential or photographic perspective. This challenge increases over the life of the project. Simple drawings, such as those used in schematic design, are easily understood by all parties. However, as the building design develops the architects encode more and more design detail through the drawing conventions of construction documents, inadvertently making this detail less and less accessible to non-architects. We present DVIN, a prototype system that uses coordinated plan and perspective views for navigation of building information models, linking the information to an individual’s spatial navigation skills rather than their document navigation skills. This web-based application was developed using Java and VRML. The prototype makes it easier for naive users to locate and query building information, whether they are a client, a facility manager, or possibly an emergency responder.

*** NOTE: two pages missing from the printed proceedings have been appended to the PDF version of this paper and numbered 'erratum page 1' and 'erratum page 2' ***

series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id acadia07_096
id acadia07_096
authors Kalay, Yehuda E.; Grabowicz, Paul
year 2007
title Oakland Blues: Virtual Presentation of 7th Street’s 1950’s Jazz Scene
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, 96-103
doi https://doi.org/10.52842/conf.acadia.2007.096
summary Digital technologies, in the form of modeling buildings, people, and their activities, are becoming a popular vehicle for the re-creation and dissemination of cultural heritage. Together with video game engines, they can be used to let users virtually “inhabit” the digitally recreated worlds. Yet, like every medium ever used to preserve cultural heritage, digital media is not neutral: perhaps more than any older technology, it has the potential to affect the very meaning of the represented content in terms of the cultural image it creates. This paper examines the applications and implications of digital media for the recreation and communication of cultural heritage, drawing on the lessons learned from a project that recreates the thriving jazz and blues club scene in West Oakland, California, in the 1940s and 1950s.
series ACADIA
email
last changed 2022/06/07 07:52

_id bsct_kourkoutas
id bsct_kourkoutas
authors Kourkoutas, Vassilios
year 2007
title Parametric Form Finding in Contemporary Architecture
source Vienna University of Technology; Building Science & Technology
summary The search of new geometry has been during the last years an interesting subject for Contemporary Architecture. As the 21st century brought a new era for architectural design, CAD programs have evolved together with the idea of Form Finding. The possibilities offered make the collaboration of the architect with the computer now possible in terms of searching the appropriate form for given cases. As the analysis of contemporary architectural pieces has indicated, the procedure of architectural design can be semi-automated. Parametric Form Finding is transferring generative approaches into the architectural design workflow by introducing a set of rules to describe the constrains of the form. Given this context, two methods have been realized, which are guided by the user by providing basic two dimensional shapes, restrictions and form characteristics. The approach is fitted in a plug-in for the modeling environment of Rhinoceros that generates three dimensional form based on the user?s input. The methods followed are being evaluated.
keywords Parametric, Form Finding, Rhinoceros, plug-in
series thesis:MSc
type normal paper
email
more http://cec.tuwien.ac.at
last changed 2007/07/22 15:29

_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

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 27HOMELOGIN (you are user _anon_948840 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002