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 431

_id ascaad2007_058
id ascaad2007_058
authors Abdelhameed, W. and Y. Kobayashi
year 2007
title Developing a New Approach of Computer Use ‘KISS Modeling’ for Design-Ideas Alternatives of Form Massing: A framework for three-Dimensional Shape Recognition in Initial Design Phases
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. 745-756
summary This research aims at developing a new approach called ‘KISS Modeling’. KISS is generally a rule of ‘Keep It Simple, Stupid’ that will be applied in modeling process investigated and presented by the research. The new approach is implemented in a computer program ‘KISS Modeling’ that generates three dimensional forms based on simplifying the concept of shape recognition in design. The research, however, does not employ totally concepts of shape recognition or shape understanding in Artificial Intelligence and psychology. The research, in summary, investigates and describes: 1) a new approach of computer use contributing to generating design-ideas alternatives of form massing in initial design phases, within a simple way that any designer can understand at single glance, 2) implementation of shape recognition for generative three dimensional forms, 3) function to generate different outputs from different recognition, and 4) case studies introduced through applications and functions of the three dimensional modeling system presented by the research. The research concluded that the introduced processes help the user improve the management of conceptual designing through facilitating a discourse of his/her modeling of design-ideas massing.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ascaad2007_006
id ascaad2007_006
authors Afify, H.M.N. and Z. A. Abd ElGhaffar
year 2007
title Advanced Digital Manufacturing Techniques (CAM) in Architecture
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. 67-80
summary Building projects today are not only born out digitally, but they are also realized digitally through "file-to-factory" processes of computer aided manufacturing (CAM) and computer numerically controlled (CNC) technologies. It was the challenge of constructability that brought into question, what new instruments of practice are needed to take advantage of the opportunities opened up by the digital modes of production, instead of whether a particular form is buildable. In this case of building construction, architects could design with attention to innovative details, afforded by unique shapes and sizes, knowing that whatever they created on their computer screen could be fabricated digitally for an affordable price. The aims of the research are to discuss and analyze the digital manufacturing techniques (CAM) in architecture and its fabrication, production process. To understand how these technologies fit within a broader context of architectural practice. The research begins with defining, what is digital manufacturing in architecture, its potentials, components and influences in the contemporary architecture. Further more it discusses the digital fabrication, Two- dimensional cutting, subtractive fabrication, additive fabrication and formative fabrication. The assembly technique, building skin, new materials and mass- customization in digital manufacturing techniques (CAM). That will be a hand in analyzing several case studies.
keywords Digital technology in architecture, Digital manufacturing, Formative fabrication, New materials, Fabrication machines and software.
series ASCAAD
email
last changed 2008/01/21 22:00

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

_id acadia07_025
id acadia07_025
authors Ascott, Roy
year 2007
title Architecture and the Culture of Contingency
doi https://doi.org/10.52842/conf.acadia.2007.025
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 25-31
summary A culture is a set of behaviours, attitudes and values that are shared, sustained and transformed by an identifi able community. Currently, we are bound up in a culture of consumerism, and of terror; there are also retro cultures and utopian cultures. What’s happening now that’s interesting is that many, if not all of these diff erent tendencies, tastes and persuasions are being re-aligned, interconnected and hybridised by a vast global community of online users, who are transdisciplinary in their approach to knowledge and experience, instinctively interactive with systems and situations, playful, transgressive and enormously curious. This living culture makes it up as it goes along. No longer do the institu- tions of state, church or science call the tune. Nor can any architectural schema contain it. This is a culture of inclusion and of self-creation. Culture no longer defi nes us with its rules of aesthetics, style, etiquette, normalcy or privilege. We defi ne it; we of the global community that maps out the world not with territorial boundaries, or built environments, but with open-ended networks. This is a bottom-up culture—non-linear, bifurcating, immersive, and profoundly human. Who needs archi- tecture? Any structural interface will do. Ours can be described as a contingent culture. It’s about chance and change, in the world, in the environment, in oneself. It’s a contingent world we live in, unpredictable, unreliable, uncertain and indeterministic. Culture fi ghts back, fi ghts like with like. The Contingent Culture takes on the contingency of life with its own strategies of risk, chance, and play. It is essentially syncretic. People re-invent themselves, create new relationships, new orders of time and space. Along the way, they create, as well as accommodate, the future. This culture is completely open-ended, evolving and transforming at a fast rate—just as we are, at this stage of our evolution, and just as we want it to be. Human nature, unconstrained, is essentially syncretic too.
series ACADIA
last changed 2022/06/07 07:54

_id lasg_whitepapers_2019_367
id lasg_whitepapers_2019_367
authors Atelier Iris van Herpen
year 2019
title Exploring New Forms of Craft
source Living Architecture Systems Group White Papers 2019 [ISBN 978-1-988366-18-0] Riverside Architectural Press: Toronto, Canada 2019. pp.367 - 392
summary Dutch fashion designer Iris van Herpen and Canadian architect Philip Beesley have been united by friendship and a mutual interest in esoteric, experimental craft since 2012. Together they collaborated on various dresses, techniques and materials, featured in six of Iris van Herpen's Couture collections. Since her first show in 2007, van Herpen has been preoccupied with inventing new forms and methods of sartorial expression by combining the most traditional and the most radical materials and garment construction methods into her unique aesthetic vision.
keywords living architecture systems group, organicism, intelligent systems, design methods, engineering and art, new media art, interactive art, dissipative systems, technology, cognition, responsiveness, biomaterials, artificial natures, 4DSOUND, materials, virtual projections,
email
last changed 2019/07/29 14:02

_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 ascaad2007_022
id ascaad2007_022
authors Belkaid, A. and A. Ben Saci
year 2007
title A multi-agent system for the formulation of architectural terms of references
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. 261-272
summary This work aims to use the multi-agent systems, permitting to coordinate the behavior of intelligent artificial agents, in order to help the architect at the first moments of the conception. We proceed by modelling the architectural terms of reference, using the concept of primary architectural system, to manage the initial information. This modelling process proposes a new formulation of this system based on the agent paradigm.
series ASCAAD
email
last changed 2008/01/21 22:00

_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 acadia07_268
id acadia07_268
authors Cantrell, Bradley E.
year 2007
title Ambient Space
doi https://doi.org/10.52842/conf.acadia.2007.268
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, 268-275
summary An exploration of streetscape lighting that responds to site phenomena provides a basis to explore the abilities of sensor driven devices to construct landscape form. The project expresses multiple reactive spaces through a hypothetical design project on Pine Street in New York City. The landscape is the input using the variables of wind, sound, motion, and light in order to focus, open, lower, and contract each lighting device. As the landscape progresses throughout the day, season, and/or year, various relationships are created in form and light to organize spaces on multiple scales. Data becomes the armature for scripted reactions allowing the infrastructure to respond for safety or efficiency. With the proliferation of sensor networks and sensor systems, the possibilities arise for the re-articulation of data expression. The single lighting device works within a network that is connected by the specifi c phenomenology of the site. The project is grounded historically in the landscape folly, an architectural device that is not what it appears to be (Figure 1).
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id ecaade2007_174
id ecaade2007_174
authors Carrara, Gianfranco; Fioravanti, Antonio
year 2007
title X-House – A Game to Improve Collaboration in Architectural Design
doi https://doi.org/10.52842/conf.ecaade.2007.141
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 141-149
summary The current research we are conducting refers to a general model of architectural design. The complexity of the present-day design process is such that new ICT tools are required to consciously and appropriately govern the design choices. In particular, the tools that involve the early phases of the design process, when the choices crucial to the entire building process are made. In this perspective we are developing, together with a general model of architectural design based on Collaborative Design (CD), a simplified version of it – the _-House game – that can be used to help university students appreciate the complexity of doing architecture and building. This “simplified version” of the general model is therefore a useful ‘design training tool’ in the case of complex problems that can be solved by means of iterations, trade-offs, creativity, and group work; and at the same time makes it possible to highlight, define and link relatively little known aspects of design, such as scheduling, relations among operators, decision-making mechanisms, and process and design priorities.
keywords Collaborative design, game, research and education, web based design
series eCAADe
type normal paper
email
last changed 2022/06/07 07:55

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

_id caadria2007_451
id caadria2007_451
authors Chan, Chiu-Shui
year 2007
title Evaluating the Cognition in a Work Space Virtually
doi https://doi.org/10.52842/conf.caadria.2007.x.v8d
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary In any built environment, there exist certain subtle stimuli that affect the occupants’ cognitive processes and performance. This research intends to identify: (1) what environmental stimuli an office building would generate that could affect the habitants’ cognitive ability, and (2) how the habitants react to these stimuli. The goals of the study are to develop a new method for using immersive virtual reality to represent a built environment for simulating environmental impact, and to discover factors that could influence habitants’ cognitive performance in a space. It is expected that the discoveries could advance the application of virtual reality to study human cognition in architecture.
series CAADRIA
email
last changed 2022/06/07 07:50

_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 cf2007_571
id cf2007_571
authors Chen, Zi-Ru
year 2007
title How to Improve Creativity: Can designers improve their design creativity by using conventional and digital media simultaneously?
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. 571-583
summary From previous works, we know that the distinguishing characteristics of design media cause different influence on design creativity. However, the cognitive research about the application of conceptual sketches design by integrating both conventional and digital media simultaneously is absent. In this research, we would like to discuss that can it inspire more creative works if designers use conventional and digital media simultaneously as sketching media to generate conceptual sketches. The results show that using conventional and digital media simultaneously comparing with only using individual media can help arouse creative thinking, cognitive activity and design outcome in the stage of conceptual sketches design. The findings may suggest that the integration of various design media provides one feasible ways to inspire creativity, which can apply to the design training of creativity on education and to the designer’s practical operation, but initiates more possibility of new media to assist design.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id acadia07_212
id acadia07_212
authors Christenson, Mike
year 2007
title Re-representation of Urban Imagery: Strategies for Constructing Knowledge
doi https://doi.org/10.52842/conf.acadia.2007.212
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, 212-221
summary Productive analysis of photographically composed urban imagery is a ‘wicked’ problem due to the presence of multiple, entangled systems. This paper proposes constructive analytic techniques for composite imagery, consisting of digitally generating and superimposing graphic overlaps within and adjacent to original images, producing new images not rationally related to nameable systems. These new images promote pattern identifi cation, which in turn has the potential to inform conclusions about memory and navigation in urban sites. Thus, the difficulty inherent in systemic urban analysis is shifted to one of abstract image interpretation, and a new set of refl ective strategies becomes relevant. These strategies are illustrated through analysis of two existing systems in a midsize, Midwestern city: a system of pedestrian walkways connecting several downtown buildings, and a system of overhead power distribution structures. The systems have observable characteristics in common. But, while the walkways represent a deliberate attempt to structure memory and thus to aid navigation, the system of power distribution structures makes no such claim. The paper discusses specific implications of the method informing the author’s ongoing research and architectural design teaching. In conclusion, wider implications are suggested, informing the general question of constructing urban knowledge.
series ACADIA
email
last changed 2022/06/07 07:56

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

_id 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 ijac20075301
id ijac20075301
authors de Velasco, Guillermo Vasquez
year 2007
title A Group of Friends: The Las Americas Network, Virtual Studios, and Distance Education in Architecture
source International Journal of Architectural Computing vol. 5 - no. 3, pp. 455-468
summary This paper celebrates the human factor by describing how our collective vocation towards innovation in design education has inspired the development of an active network across the Americas. Ten years after its creation, the Las Americas Digital Research Network has generated a stream of innovative implementations. This is the first time that the main stream of these research activities is articulated into a peer-reviewed journal publication. The narrative of the paper follows a time-line that starts with the creation of the Las Americas Digital Research Network in 1996. Supported by such a framework the paper continues to describe the implementation of virtual design studios as collaborations nested at the core of the network. Finally, the paper explains how the virtual design studios provide fundamental feasibility for the development of network-mediated distance education curricula in architecture and the opening of a new dimension in the development and deployment of collaborative networks.
series journal
email
last changed 2007/11/20 18:06

_id acadia10_110
id acadia10_110
authors Di Raimo; Antonino
year 2010
title Architecture as Caregiver: Human Body - Information - Cognition
doi https://doi.org/10.52842/conf.acadia.2010.110
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 110-116
summary Recent studies in contemporary architecture have developed a variety of parameters regarding the information paradigm which have consequently brought different results and techniques to the process of architectural design. Thus, the emergence of an ecological thinking environment and its involvement in scientific matters has determined links moving beyond the conventional references that rely on information. It is characterized as an interconnected and dynamic interaction, concerning both a theoretical background and providing, at the same time, appropriate means in the architectural design process (Saggio, 2007, 117). The study is based on the assumption that Information Theory leads into a bidirectional model which is based on interaction. According to it, I want to emphasize the presence of the human body in both the architectural creation process and the use of architectural space. The aim of my study, is consequently an evaluation of how this corporeal view related to the human body, can be organized and interlinked in the process of architectural design. My hypothesis relies on the interactive process between the information paradigm and the ecological one. The integration of this corporeal view influences the whole process of architectural design, improving abilities and knowledge (Figure 1). I like to refer to this as a missing ring, as it occurs within a circular vital system with all its elements closely linked to each other and in particular, emphasizes architecture as a living being.
keywords Architecture, information paradigm, human body, corporeity, cognitive Science, cognition,circularity, living system
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

_id ecaade2007_167
id ecaade2007_167
authors Dokonal, Wolfgang; Knight, Michael
year 2007
title Digital Design Tools vs. Sketching in Design
doi https://doi.org/10.52842/conf.ecaade.2007.843
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 843-848
summary This paper reports on and updates a research project which seeks to address two fundamental questions. Does the current breed of user friendly 3D CAAD software really enhance our design abilities when compared to more traditional techniques like sketching and how might the use of such software inform how we teach the new generation of architectural students. It furthermore summarizes the results of a web questionnaire that tries to find out the current main tools in the early design phases amongst architectural practitioners in two European countries.
keywords Digital design, practice, early design stages
series eCAADe
email
last changed 2022/06/07 07:55

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 21HOMELOGIN (you are user _anon_465896 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002