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 29

_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_031
id ascaad2007_031
authors Celento, D.
year 2007
title Jump box: [Dwellings for the Digital Nomad]
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. 365-380
summary Due to the rapid adoption of cellular and web-based communication, modern cultures are less reliant on fixed environments – moving more frequently for work and play. The Jump Box is an investigation into the confluence of these phenomena—the exploration of a technologically sophisticated, customizable environment that enables those engaged in increasingly dynamic lifestyles.
series ASCAAD
email
last changed 2008/01/21 22:00

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

_id ascaad2007_043
id ascaad2007_043
authors Chen, G.-Y. M.
year 2007
title Tagging Your Body Virtually : Represent a place making process with social network
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 543-558
summary This research focuses on the virtual environment of place making. In this paper we would like to emphasize that the place making should be stressed collective views in order to obtain the design application of possibilities. However, in past researches there has been no study that tried to collect the collective views by digital ways. Accordingly, this paper proposes a response thought the Spatial Intention. It could be used to represent the human of body experience. The "moving" and "standing" are appropriate to two main considerations. Both of these could be connected to the action of "focus" and "choice." these leads to a sequential relationship of place production. The positive significance of the spatial intention lies in the convertibility of physical experience could be implied with a specific understanding. It also could be used to mold the place of knowledge structure. Thereby in order to verify the reliability of the above, we made a social network of virtual environment and used the rapid prototyping method to develop a prototype system. Implementing on the Chinese garden of the actual case, we found that the tag could concentrate as an entire sense in somewhere of place. These tags also could be shared remotely through the social network. Different tags in the sharing mechanism could collage out a place of collective views. This perspective would be used to assist designers to understand the sense of place. It also would be applied to find out the environmental design of possibilities in the future studies.
series ASCAAD
email
last changed 2008/01/21 22:00

_id ecaade2007_217
id ecaade2007_217
authors Duarte, José
year 2007
title Inserting New Technologies in Undergraduate Architectural Curricula
doi https://doi.org/10.52842/conf.ecaade.2007.423
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 423-430
summary This paper describes a set of curricular tools devised to insert new technologies in an undergraduate architectural curriculum. These tools encompass three courses and laboratories with advanced geometric modeling, rapid prototyping, virtual reality, and remote collaboration facilities. The immediate goal was to set up the virtual design studio and enable creative design thinking. The ultimate goal was to fulfill the criteria of intellectual satisfaction, acquisition of specialized professional skills, and contribution for the economic development of society that should underlie university education.
keywords Architecture, education, fabrication, digital media
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia08_458
id acadia08_458
authors Hemsath, Timothy; Robert Williams; Ronald Bonnstetter; Leen-Kiat Soh
year 2008
title Digital CADCAM Pedagogy Model: Intelligent Inquiry Education
doi https://doi.org/10.52842/conf.acadia.2008.458
source Silicon + Skin: Biological Processes and Computation, [Proceedings of the 28th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) / ISBN 978-0-9789463-4-0] Minneapolis 16-19 October 2008, 458-463
summary Prototype manufacturing as an educational tool has been very successful at the college level in architecture and engineering design. This paper discusses an innovative inquiry-based learning approach rather than the problem-based learning models commonly utilized by other similar programs. For example, several research-funded technology projects (e.g., Cappelleri et al. 2007) look at involving students in problem-based learning exercises (e.g., building robots); however, these exercises (while providing valuable experiences) have predetermined outcomes ingrained by the teachers, the project structure, and the components used to construct the devices. Therefore, inquisitive and creative problem solving is limited to the “kit-of-parts” in their approach to solving the problem. The inquiry-based CADCAM pedagogy model is more concerned with the process of solving a problem through the vehicle of prototyping than with the specificity of the design project itself. This approach has great potential. First, the need to solve the problem drives learning on multiple levels, integrating interdisciplinary ideas into the problem and solution. Second, the problem interlocks disciplines through inquiry knowledge building in team exercises. Finally, it encourages diversity and flexibility by allowing students to look at problems from multiples perspectives and points of view.
keywords CAD; Education; Evaluation; Pedagogy; Rapid Prototyping
series ACADIA
last changed 2022/06/07 07:49

_id caadria2007_337
id caadria2007_337
authors Ho, Ting-Fung
year 2007
title The Spatial Interpretation of Freehand Sketch – Using Programming and Rapid Prototyping
doi https://doi.org/10.52842/conf.caadria.2007.x.l6q
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Freehand sketching has always been used in the conceptual design process. The importance of freehand sketching lies in its ability to freely represent various ambiguous drawing projections. This research implements a convenient sketch interpretation system called Spatial Charcoal to aid in the conceptual design process. The system interprets a designer’s sketch, generates a relative digital model and then fabricates it using a rapid prototyping machine.
series CAADRIA
email
last changed 2022/06/07 07:50

_id b13b
id b13b
authors Horne M
year 2007
title The Role of Higher Education in nD Modelling Implementation
source Constructing the Future: nD modelling, Ghassan Aouad, Angela Lee, Song Wu, Taylor & Francis Books Ltd, pp. 309-325 2007
summary University education is no stranger to change, but the rapid development of today’s information technology (IT) is posing great challenges to academics who have to consider its appropriate integration into carefully designed curricula to meet the expectation of students and the requirements of industry. A more widespread acceptance of 3D modelling within organizations is seen as a significant milestone in advancing the adoption of nD modelling technology and furthering the vision for a single integrated project model shared by the key participants in the design and construction process.
keywords higher education,nD modelling, implementation
series book
type normal paper
email
last changed 2008/03/14 00:33

_id caadria2007_675
id caadria2007_675
authors Huang, Joseph Chuen-Huei
year 2007
title Decision Support System for Modular Houses
doi https://doi.org/10.52842/conf.caadria.2007.x.x9q
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Presently, only a small percentage of people in the world typically hire an architect to design and build a home which is tailored to their preference. Besides the architect’s fee, clients also need to wait an interminable time for design and construction. Factory-made prefabricated housing systems tried to solve this problem previously. However, most pioneers failed to address the issues of variability and individual needs (Kieran & Timberlake, 2004). Plants closed because they produced more than the market demand, and prefabricated housing provided less flexibility than the traditional stick-built housing. The advanced digital technology makes it possible to communicate design ideas and concepts to others more effectively. The project delivery process leads itself to customization, embodying principles of lean production (Pine, 1993), flexible computer-integrated design interaction with clients, and reduced cycle times; all effecting rapid response between consumers and producers.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_639
id caadria2007_639
authors Jinuntuya, Pinyo; Jirayod Theppipit
year 2007
title Temporary Housing Design and Planning Software for Disaster Relief Decision Support System
doi https://doi.org/10.52842/conf.caadria.2007.x.k9q
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary There is a continuous and urgent need for disaster relief in Thailand and countries suffering from floods and tsunami impact. Based on this issue, design and planning software for temporary housing project has been developed, as well as the process and guideline for implementation. This paper describes a unique coupling of interactive 3D virtual environment with parametric designing in order to manage disaster relief project more efficiently. Architects and planners can use the functionality of software on both design simulation and project evaluation aspects. We need to provide correct information to help people making decision when they are in disaster. So the disaster relief decision support system must offer proper information of crisis management focused on people, place, and process. One of the main features of software is the relationship modeling of essential factors such as number of people, houses, budget, time, and space. This automatic temporary houses generation and space planning is simulated for land use and layout plan design with cost estimation analysis. The system components were proposed to a new disaster relief system in alternative approach. Using community-based development will not cost budget but required people participation. Our software’s space coordination will start and centered from available space in school or temple with sufficient infrastructure. After essential factors are inputted, appropriated number of temporary houses, public facilities, and management guideline will be generated to support further planning decision. Our core system was developed on Java and Swing Technology, empowered by real-time 3D rendering CAD engine. In addition, “Virtools” as our Authoring Tools was applied to improve design interaction and explore rapid software prototyping. At the end, we discuss the comparison between real situations in Thailand and appropriate design standardization, which should be reconsidered how to manage crisis with the limitation of time and budget from government.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2007_361
id caadria2007_361
authors Lo, Chien Jung; Mao-Lin Chiu and Ming-Nan Liu
year 2007
title Play with Parts and Joints-Digital Design supported by Rapid Prototyping
doi https://doi.org/10.52842/conf.caadria.2007.x.a0r
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Digital architectures are emerging because of the advancement of information and communication technologies. Rapid prototyping becomes important for digital design in the early conception stage because of the complexity of geometrical relations. The paper is aimed to examine the design teaching issues of dynamic structure by rapid prototyping in experimental studies. Our goal is to integrate the process with rapid prototyping in generating variety types of joints adapting different conditions. This study proposes the digital design process by “playing with parts and joints” approach for the educational purposes. By introducing in design studios, the findings and discussion are reported.
series CAADRIA
email
last changed 2022/06/07 07:50

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

_id ecaade2007_189
id ecaade2007_189
authors Mark, Earl
year 2007
title Simulating Dynamic Forces in Design with Special Effects Tools
doi https://doi.org/10.52842/conf.ecaade.2007.219
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 219-226
summary Special effects technology can facilitate dynamic sketching in the early stage of a design project without needing time-consuming effort. This form of sketching was tested in a design studio taught by the author. The study of dynamic materials and oceanfront site conditions set the stage at the beginning of a design process for a more comprehensive analysis later on. On the one hand, the risk of using special effects tools is that the visual look can seem convincing, but the apparent result is based upon an overly simplified set of assumptions. On the other hand, the use of such technology can be very stimulating to the design imagination without requiring complex analysis that may bog down the free flow of ideas. Once a greater commitment is made to a particular design proposal, more complete physical analysis and modeling can be undertaken to help avoid the risk of false first impressions. In the studio, cloth simulation was used to develop the design of tension membrane structures (tents) that retracted and unfurled in a series of complex movements. Fluid dynamics effects were used in the design and development of related boat dock facilities. A wind-tunnel simulation tool was used to explore the performance of the tension-membrane fabrics under varied wind loads. The visualization techniques were complemented by ¼ to ½ scale assembled components created by rapid prototyping. The use of an actual wind-tunnel further tested the prototypes in some cases. On the whole, quickly implemented special effects were the starting point for reacting to and developing some initial design concepts and served as the basis for more complete physical modeling of prototypes later on. Using animation as a design method is well established in other work (Hirschberg 06). Animation is also a helpful way to work out the step by step assembly of complex architectural form (Mark 95). The special effects tools permit a larger range of initial design alternatives to be initially considered that are subsequently narrowed down by physically based prototypes that are more predictive of real world performance.
keywords Cloth simulation, fluid dynamics effects, design sketching, special effects, tension membrane fabrics
series eCAADe
email
last changed 2022/06/07 07:59

_id acadia07_182
id acadia07_182
authors Oxman, Neri
year 2007
title Rapid Craft: Material Experiments towards an Integrated Sensing Skin System
doi https://doi.org/10.52842/conf.acadia.2007.182
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, 182-191
summary The distinction between matter (mechanics) and information (electronics) in the context of responsive building skins has promoted unique design protocols for integrating sensor technologies into material components. Such a distinction results in applications of remote sensing after the process of material fabrication. Sensors are commonly perceived as electronic patches which initiate mechanical output with response to electrical input. This work seeks to establish a novel approach to the application of electronics in building skins, which prioritizes material selection, behavior, and fabrication technology in relation to the required task, over postproduction sensor integration. The term “Rapid Craft” is proposed to describe such design protocols which couple material behavior and fabrication in the design of responsive skins. Rapid Craft is a designation for the incorporation of craft materialization knowledge within the framework of CNC processes of fabrication. A light-sensing inflatable skin system is developed as a working prototype, which demonstrates such an approach.
series ACADIA
email
last changed 2022/06/07 08:00

_id ecaade2007_228
id ecaade2007_228
authors Pupo, Regiane; Celani, Gabriela
year 2007
title Trends in Graduate Research on IT & Architecture: a Qualitative Comparison of Tendencies in Brazil and abroad
doi https://doi.org/10.52842/conf.ecaade.2007.431
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 431-437
summary Applications of information technology (IT) in the architectural profession have greatly increased in the past decades, ranging nowadays from concept design to automated construction. There are countless applications in the architecture practice that go well beyond representation, such as BIM software, generative design systems, and rapid prototyping and fabrication. For this reason, IT has been a frequent graduate research topic. In the present research academic graduate theses that dealt with IT in architecture since 1999 were surveyed and categorized, with the purpose of comparing the topics, applications and methods that are studied in Brazil and abroad. We hope that the differences found will help Brazilian architecture schools to update their IT curriculum, overcoming old prejudices against the use of computers in the creative phases of design.
keywords Information technology, architectural design, design process, design education, computational design, CAD
series eCAADe
email
last changed 2022/06/07 08:00

_id cf2007_541
id cf2007_541
authors Ryu, Jaeho; Ryuzo Ohno
year 2007
title A Novel Room Re-Layout Design Tool for Preparedness of Earthquake Disaster Using Real-Time Physics Simulation and Force-Feedback Interface
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. 541-554
summary The virtual reality (VR) generated by computer graphics (CG) has developed very rapidly in accordance with the rapid improvement of computer hardware and CG algorithms. Not only visual still images but also the representation of the behavior of virtual objects has became possible owing to real-time physics simulation, which can provide a high sense of presence to users. Adopting the real-time physics simulation and the force-feedback interface to the architectural design process in VR could make it more realistic by providing a sense of virtual objects such as the weight of the mass, tactile sensation, and interaction between virtual objects and users. As a pilot application of real-time physics simulation and the force-feedback interface in the architectural field, we are developing an educational VR system for earthquake disaster preparedness through a room re-layout design process.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id ascaad2007_047
id ascaad2007_047
authors Sidawi, B.
year 2007
title A Theoretical Framework for the Implementation of Building User’s Lifestyle in nD CAD System
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. 595-606
summary People’s lifestyle, traditions and culture affect the way they live, interact with the built environment and erect buildings. Lifestyle influences the physical characteristics of the space such as: organization of spaces, distances between spaces and location of spaces. Taking lifestyle aspects into account by architects would provide comfortable environment that is tailored to people needs and aspirations. On the other hand, rapid developments in computer modeling of buildings since 1960, led to the invention of 3D CAD systems that are capable of modeling the physical volume, shape and form of buildings and helping project team members to virtually visualize buildings. 4D CAD systems went beyond the mere 3D modeling of the physical building as they link the 3D virtual building model with other building’s information such as construction process, cost estimation etc. The nD CAD research that emerged in the late 1990s proposed endless dimensions of CAD modeling that would include the building regulations’ requirements, basic user needs and client requirements. This paper argues that it would not be enough to model the client requirements and some of user/ occupant’s physical and environmental aspects as it does not reflect the real utilization of the building by building’s user and the way that he/ she likes to live. This research aims to define the lifestyle characteristics of the architectural space and its boundaries. It suggests that various aspects of the user’s lifestyle such as degree of privacy, flexibility and adaptability required for each space, organization of internal spaces and style of spaces should be implemented in the future nD CAD models. Such implementation would enable designers to consider real life scenarios, model the real needs of people and provide the adequate end product for them.
series ASCAAD
email
last changed 2008/01/21 22:00

_id acadia07_032
id acadia07_032
authors Sijpkes, Pieter and Theodore, David
year 2007
title The New Architecture of Phase Change: Speculations on Ice Rapid Prototyping
doi https://doi.org/10.52842/conf.acadia.2007.032
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, 32-39
summary The paper presents speculative avenues for constructing 3-D ice models at various scales using traditional fabricating methods and modern CNC and rapid-prototyping techniques. Canada has a long history of using ice and snow for the construction of houses (igloo), ice palaces, and ice roads, in some cases dating back thousands of years. These techniques will be reviewed and evaluated for their suitability in modern uses. Computer-driven ice imaging and production methods present many opportunities and challenges. On the software side, we will speculate on how to use parametric software for form-finding; on the hardware side, we will reflect on how to translate these models into task planning for ice-building machines. Initially, these machines will be off-the-shelf robots and rapid prototyping machines, but we envision using specially constructed “cold irons,” “re-icing” robots, and automatic “ice bricklaying” machines. Vapour deposition on a substrate is envisioned as well. An overview of the design and adaptation of water delivery systems, through drip or spray nozzles, as well as methods of cooling water through natural or artificial means will be given. The role of additives (for colour and / or strength) will be outlined.
series ACADIA
email
last changed 2022/06/07 07:56

_id cf2007_061
id cf2007_061
authors Stavric, Milena; Heimo Schimek and Albert Wiltsche
year 2007
title Didactical Integration of Analog and Digital Tools into Architectural Education
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. 61-70
summary This paper describes the new syllabus of the course “Methods of representation” that has evolved in the first year of architectural study at our university. Due to the rapidly growing digital possibilities students need to know/learn the new topics and tools which are relevant in modern architectural design practice. Our students should be empowered rather than overwhelmed by the arsenal of digital tools available today. In this course we try to define the essential skills in representation which we achieve through the synthesis of digital and analog methods and tools. Digital and analog methods and tools we use are: study and construction of complex geometry, observation and analysis of organic forms and their representation through hand drawing, collaborative work through peer-to-peer learning on our web interface, NURBS-modelling, rapid prototyping and desktop publishing.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id acadia07_204
id acadia07_204
authors Tamke, Martin and Kobiella, Olaf
year 2007
title Closing the Gap: The e4d Design Series and the Mediation of Digital Design Skills
doi https://doi.org/10.52842/conf.acadia.2007.204
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, 204-211
summary The e4d design series is looking for an innovative use of digital technology in architectural education to overcome the gap between design development and the acquisition of digital skills. Digital design approaches include multimedia technology, the crossover of analogue and digital techniques, rapid-prototyping, visualization, and the presentation in artistic movies. Over the past two years a problem- based design approach was developed, which enabled students to learn digital and architectural skills simultaneously and efficiently. The educational concept consisted generally of four steps, which, though independent of each other, are determined by questions of the ongoing design process. The first step consists of an abstract or subjective research phase; in the second step the findings are transferred into dynamic spatial structures. Later, the detected qualities are used to develop a given building program. Finally, the different traces are connected, when site-specific parameters are blended with the design traces. This paper examines and evaluates textual and visual design approaches, the precise use of different kinds of media for the projects’ visualization, and the way architectural projects can be discussed; in addition, a competent monitoring of the process and outcome of innovative and efficient design strategies in architectural and pedagogical aspect is included.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

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