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 488

_id cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id caadria2007_391
id caadria2007_391
authors Biloria, Nimish
year 2007
title Adaptive Corporate Environments
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.d7a
summary The research paper illustrates an attempt to envision computation aided architectural responsiveness (spatial and informational) towards contemporary forms of corporate organizations. Architectural substantiations for such corporate bodies embodying dynamic business eco-systems tend to be rather inert in essence and deem to remain closed systemic entities, adhering to a rather static spatial program in accordance with which they were initially conceptualized. Architectural renditions supporting such emergent forms of organizations hence need to be re-thought: a need to break apart from the inherent closed system typology of architectural materiality needs to be visualized. The research paper, addresses such issues by specifically focusing upon developing intelligent reconfigurable spaces (in accordance with customized activity oriented spatial preferences of its occupants) and an interactive user interface as a front end of the system (for inputting preferences and 3d space visualization purposes). A space cluster, completely user centric, equally dynamic, and flexible, as compared to the dynamic activities which the space sustains is thus developed. The papers content is explicitly based on the output of the authors PhD research work conducted at the TU Delft, Netherlands.
series CAADRIA
email
last changed 2022/06/07 07:50

_id acadia07_164
id acadia07_164
authors Diniz, Nancy; Turner, Alasdair
year 2007
title Towards a Living Architecture
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, 164-173
doi https://doi.org/10.52842/conf.acadia.2007.164
summary Interaction is the latest currency in architecture, as responsive components are now reacting to the inhabitant of the space. These components are designed and installed by the architect with a view to the phenomenology of space, where the experience of the environment is previewed and pre-constructed before it is translated into the conception of the space. However, this traditional approach to new technology leaves no scope for the architecture to be alive in and of itself, and thus the installed piece quickly becomes just that—an installation: isolated and uncontained by its environment. In this paper, we argue that a way to approach a responsive architecture is to design for a piece that is truly living, and in order to propose a living architecture first we need to understand what the architecture of a living system is. This paper suggests a conceptual framework based on the theory of Autopoiesis in order to create a “self-producing” system through an experiment entitled, “The Life of a Wall” (Maturana and Varela 1980). The wall has a responsive membrane controlled by a genetic algorithm that reconfigures its behaviour and learns to adapt itself continually to the evolutionary properties of the environment, thus becoming a situated, living piece.
series ACADIA
email
last changed 2022/06/07 07:55

_id ascaad2007_060
id ascaad2007_060
authors Gillispie, D. and C. Calderon
year 2007
title A framework towards designing responsive public information systems
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. 767-782
summary "Evolving effective responsive systems, and creating a credible interface between the work and the user, requires an awareness of many different types of user, contexts and functions as well as the phenomenological aspects of social and environmental conditions." (Bullivant, 2006). Responsive design and interactive architecture operates at the intersection of Architecture, Arts, Technology, Media Arts, HCI and Interaction Design in a physical context suggesting ways in which the existing physical environments can be augmented and extended adding a greater level of depth, meaning and engagement with the world around us. Through a series of case studies, this paper explores a number of principles which may be applied to the design of responsive environments of which public information systems form part. Divided into three main sections, the paper first explains how responsive environments have addressed the application of public information systems, secondly, through a series of case studies, precedents are highlighted which lead to development of principles for developing designs for responsive environments. The third section discusses and elaborates on these principles which have been developed based upon our own interpretations and grouping of precedents and approaches towards interaction design. This paper contributes towards the field of responsive environments and interactive architecture through an analysis of case studies to infer a framework from which responsive environments may be created and developed.
series ASCAAD
email
last changed 2008/01/21 22:00

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

_id a38d
id a38d
authors KOUZELEAS Stelios
year 2007
title CONVERSION OF GPS DATA TO CARTESIAN COORDINATES VIA AN APPLICATION DEVELOPMENT ADAPTED TO A CAD MODELLING SYSTEM
source 2nd International Conference on Experiments/Process/System Modelling/Simulation & Optimization (2nd IC-EpsMsO), Athens, 4-7 July, 2007
summary Nowadays, common methodologies in telegeoprocessing–telegeomonitoring use telecommunication means such as the GPS in order to transmit geographical coordinates to modelling and simulation systems. These 3D geodetic coordinates (φ, λ, h) can be used by modeling systems via specifics interfaces in order to proceed to real-time modelling of the remotely transmitted data. A previous published work describes a real-time remote 3D digitizing and modelling procedure via transmitted Global Positioning System (GPS) data from the field towards to a CAD system. However, these GPS data must be converted to adequate coordinate’s format (x, y, z) so that the CAD system can use them. This paper presents the computing development of a specific application adapted to a CAD modelling system permitting the conversion of the geodetic coordinates to cartesian coordinates. It presents the relation between geodetic and cartesian coordinates, the options of the final developed application and finally some schematic aspects of the computing process. The application development is realized in AutoCAD modelling system environment via special developed interface in Visual Basic (VBA) and Visual Lisp programming language. The aim of this work is to give the possibility to a CAD modelling system to “translate” and receive automatically geographical coordinates or to convert manually and selectively geodetic coordinates φ, λ, h to cartesian coordinates x, y, z.
keywords Coordinates conversion ; CAD development ; GPS data ; CAD modelling and simulation
series other
type normal paper
email
more http://www.epsmso.gr/2nd_EpsMsO_2007/Frame_page.htm
last changed 2007/10/19 17:48

_id sigradi2008_087
id sigradi2008_087
authors Lautenschlaeger, Graziele; Anja Pratschke
year 2008
title Electronic Art and Second Order Cybernetic: From Art in Process to Process in Art.
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The goal of the paper presented below is to discuss partial results of a research which has been financed by the state sponsored agency FAPESP since 2007. Inserted in the research line Design Process, it aims to analyse connections between design process in electronic art and architecture, concerning the creation of mixed media spatialities, as well as present how each field can get the benefits from this analyses. Based on Grounded Theory methodology, a method of qualitative research which aims to understand “reality” from the meanings attributed by people for their experiences, the research has been started collecting data from bibliographical references, interviews with media artists, theoreticians and curators of electronic art and visits to media labs. Interviews and visits of media centers were taken in Europe while the researcher was as an exchange student in the Interface Culture Department in Kunstuniversität Linz, from March to September of 2008. By crossing data collected from the interviews and visits, with the cybernetic social system theory by Niklas Luhmann, and the discussion of an example of mixed media spatiality creation in the art field, this paper analyses how creative processes in digital era depends on different interdisciplinary relationships and how collaborative approaches are needed nowadays in the arts and architectural areas, seeing that artworks are always being influenced by their respective specific “mediality”. The aim of this paper is to discuss the relevance of the use of the cybernetic theory in digital culture, when concepts like participation, interaction and communication are some of the keywords, towards a “collective and distributed authorship”, and their reflects in the contemporary spatiality. The special interest in the comparison of art experience and second order cybernetics as a reference to architecture field is one of the findings of the paper. And, concerning the practical implication, due to cybernetics’ constant questioning of viability, adaptability and recursion, it should be able to point some ways to architects and artists´ works, especially if we consider that they never work in “ideal” conditions.
keywords Electronic art. Design process. Second order Cybernetic. Niklas Luhmann.
series SIGRADI
email
last changed 2016/03/10 09:54

_id sigradi2007_af21
id sigradi2007_af21
authors Martínez López, Víctor M.; Juan Puebla Pons
year 2007
title Digital diagrams and visual communication in architecture [Diagramas digitales y comunicación visual en arquitectura]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 280-285
summary Today’s architectural practice is specially based on diagrams to materialize its concepts, revealing at the same time the variety of cognitive styles used in architecture. They are usually employed to generate the strategic conditions to face the project, and in extreme cases they are immediately translated into architecture. As representations, they have evolved from an analogical condition towards a new recent variant, that is, the digital diagram. The present paper consists on identifying the digital qualities of diagrams and proposes certain analytical parameters to study the diagrammatic activity through the contemporary architectural project.
keywords Digital diagram; Visual communication; Architectural representation; Contemporary project; Visual simulation
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2007_af24
id sigradi2007_af24
authors Monedero, Javier
year 2007
title Architectural eLearning: An inquiry into the fuzzy boundaries that separate education and instruction [Architectural eLearning. Una indagación sobre los límites borrosos que separan la educación y la instrucción]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 155-158
summary This communication is based on the development of a new subject to be imparted in collaboration with three Departments (Visual Communication, Projects and Construction) at the School of Architecture of Barcelona. It is a work that has been financed with a special grant from our university, aimed at the development of new teaching modalities and, in particular, of those that would develop the use of new technologies, collaboration among university departments and eLearning. The aim of the communication is twofold. First, to present some results that we consider valuable in themselves, as much for the techniques as for the methodology that we have used. Second, to propitiate a debate on the new situation that the teaching of architecture is moving to, due to the advance of a series of instruction methods where the methodological organization, the storing of informative material and the preparation of autonomous interactive systems, open more and more effective roads of learning but that, at the same time, point towards a new educational structure that fits badly within the traditional structures in which we have still to work daily. Regarding the first point, the main aspects to highlight are: a) the development of a selflearning system by means of a very complete series of tutorials that allow a gradual acquisition, depending on the necessities or interests of each student, of geometric modeling, parametric design, visual simulation and interactive animation techniques, b) the development of a system of general information supply and on line comments and corrections. Regarding the second point, a provisional theoretical framework has been elaborated based on the consideration of the ubiquitous visual communication media as misleading mediators of a personal relationship. This theoretical frame has been tested by a few experiences carried out with the collaboration of students implied in the project. The general conclusion is that both challenges must be faced at the same time: new educational technologies must be analysed and integrated in our curricula and a new theoretical framework, able to clarify the difference between instruction and education, must be developed in parallel with those technologies.
keywords Architecture; eLearning; Visual Communication
series SIGRADI
email
last changed 2016/03/10 09:55

_id caadria2007_211
id caadria2007_211
authors Said, Suzana; Mohamed R. Embi
year 2007
title Towards a Digital Representation of Vernacular Architecture – The Traditional Malay Houses in Perspective
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.l8q
summary This paper focuses on an effort to represent the form and style of the traditional Malay houses (TMH) in a digital form to enable proper coding and compilation of the various built forms in a computing environment. In order to develop the data structure to code the form and styles of the houses, the scope of the study is currently limited to the original TMH of the bumbung panjang (long roof) type in which the key features of the houses were easily discernible from the side view. The digital representations of the houses are in the form of a database of construction elements with construction and addition rules to recreate the style of all the various bumbung panjang built forms. With this systematic programming approach, a digital representation of the traditional Malay house could be recalled and created within seconds.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ascaad2007_026
id ascaad2007_026
authors Sarji, E.A.; A. Rafi and R. Mat Rani
year 2007
title Preparing a multimedia-based gallery for institute of higher learning: A case study of Malaysian experience
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. 305-316
summary While the majority of medium and small sized institutions still rely on their physical or traditional content, it has been observed a pre-disposition usually by major, recently founded or contemporary art institutions to display net-based projects (Buiani, 2001) and to some extent established as a permanent display. This changing of exhibitions has penetrated in many Asian galleries and as a result many schools trying to re-position and present in such a way that it can be easily changed and adapted to host multimedia, Internet, interactive and computer-based content. This funded research project investigates the functions of gallery in IHL in Malaysia. A triangulated study was conducted to understand the potentials and issues faced by galleries in public and private universities focusing on design schools that include art and design, and architecture. This research starts with the understanding of gallery design theories. It is then followed by a qualitative method survey to all galleries in the IHL. This research continues with an in depth study and a survey on Electronic Gallery (e-Gallery), Faculty of Creative Multimedia (FCM), Multimedia University (MMU) to understand between the theories and design ideas. A set of questionnaires was developed based on Mathews (1991) and Stewart’s (2002) principles and guidelines on research methods and distributed to visitors throughout a period of time consisting of open-ended, close-ended, Likert Summated Rating Scale and Multiple-choice. This involved a controlled group of visitors comprises students and staff of the faculty. The results of these studies will be used as a reference to further conduct a wider scope of galleries worldwide towards designing a multimedia-based gallery framework for Institute of Higher Learning.
series ASCAAD
email
last changed 2008/01/21 22:00

_id caadria2007_179
id caadria2007_179
authors Saunders, Rob; Mary Lou Maher and Kathryn Merrick
year 2007
title Learning Models for a Curious Place
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.b9t
summary A ‘curious place’ is an intelligent environment that is motivated to behave in a curious manner about activities that happen within the space. Recent research into self-motivated agents supports the development of physical places that can respond with curiosity towards novel events. This paper presents learning models suitable for developing curious places using agents and agent societies. These models are discussed with reference to a ‘curious research space’ we are developing as an example of a curious place.
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2007_011
id ecaade2007_011
authors Tessmann, Oliver
year 2007
title Structural Analysis as Driver in Surface-based Design Approaches
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 109-115
doi https://doi.org/10.52842/conf.ecaade.2007.109
summary This ongoing research argues for novel strategies to integrate structural analysis data in an architectural design approach. Instead of a linear procedure of synthesis, analysis and post-rationalisation a synthesis/analysis loop is installed that uses structural analysis data as design driver from early on. The approach is not aiming for a pure force-driven form-finding or optimization process but regards structural performance as one design criteria among others. Equilibrium between multiple parameters is aspired instead of a single-parameter-optimum. The research is conducted by a custom-made digital interface between a 3d modelling software and an application for structural analysis of space frames structures. Surfaces are translated into meshes with supports at user-defined nodes and then exposed to its dead load in the structural analysis software. The resulting nodal deviation is feed into an algorithm that steers the appropriate reaction towards the local stresses and deviations, taking into account the mesh topology, its supports and their position in the mesh. The initial mesh is optimized in shape transformed back into a double-layer surface model in the 3d software which evolves into an interconnected two-layer space frame. An instant feedback from synthesis to analysis and vice versa is installed. Analysing techniques migrate into the realm of synthesis.
keywords Optimization, collaborative design, structure and surface
series eCAADe
email
last changed 2022/06/07 07:58

_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 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 cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
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. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email
last changed 2012/02/11 19:21

_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 ijac20075202
id ijac20075202
authors El-Hakim, Sabry; Gonzo, Lorenzo; Voltolini, Francesca; Girardi, Stefano; Rizzi, Alessandro; Remondino, Fabio; Whiting, Emily
year 2007
title Detailed 3D Modelling of Castles
source International Journal of Architectural Computing vol. 5 - no. 2, pp. 200-220
summary Digitally documenting complex heritage sites such as castles is a desirable yet difficult task with no established framework. Although 3D digitizing and modelling with laser scanners, Photogrammetry, and computer aided architectural design (CAAD) are maturing, each alone is inadequate to model an entire castle in details. We present a sequential approach that combines multiple techniques, each where best suited, to capture and model the fine geometric detail of castles. We provide new contributions in several areas: an effective workflow for castle 3D modelling, increasing the level of automation and the seamless integration of models created independently from different data sets. We tested the approach on various castles in Northern Italy and the results demonstrated that it is effective, accurate, and creates highly detailed models suitable for interactive visualization. It is also equally applicable to other types of large complex architectures.
series journal
last changed 2007/08/29 16:23

_id ascaad2007_001
id ascaad2007_001
authors Germen, M.
year 2007
title Virtual Architecture: Reconstructing Architecture Through Photography
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 1-16
summary The concept of construction in architectural design process is a temporary action that exists for a while and transforms itself into another product; i.e. the final building to be inhabited. Construction site can be taken as a podium where a play-to-remain-incomplete is being staged. The incompleteness causes us to dream, due to the fact that a complete building loses its narrative potential as it informs us about all the necessary pieces that constitute the whole: There is no puzzle to solve... Construction in this sense is like a historical ruin; Paul Zucker asserts that "ruins have held for a long time a unique position in the visual, emotional, and literary imagery of man. They have fascinated artists, poets, scholars, and sightseers alike. Devastated by time or willful destruction, incomplete as they are, they represent a combination of man-made forms and of organic nature." Architectural photography has the potential of re-creating this puzzle back again in order to bring an alternative representation to architecture. The architectural photographer is sometimes offered the freedom of reinterpreting, reconstructing architecture in order to be able to present a novel virtual perception to the audience. The idea here is to get some spatial clues that can later be used in other architectural projects. I was personally invited to two different concept exhibits in which I was given the freedom of inventing a virtual architecture through photography. The concept text written for one of these exhibits goes as follows: “I went, saw, stopped, attempted to grasp and enter it, looked at construction process and workers with respect, tried to internalize, wanted to claim it for a while, dreamed of creating a microcosm out of the macrocosm I was in, shot and shot and shot and finally selected: The created world, though intended for all, was probably quite a personal illusion...” Virtual architecture is a term used for architecture specifically created in the computer environment and never used in the realm of architectural photography. People like Piranesi, Lebbeus Woods, M.C. Escher, Marcos Novak, etc. previously dreamed about architectures that could exist virtually on paper, screen, digital environments. This paper will try to prove that this practice of (re)designing architecture virtually can be transferred to one of the most important realms of visuality: Photography. Various digital processes like stitching multiple photos together and mirroring images in image editing software like Photoshop, allow this virtual architecture to take place in the computer environment. Following this, I propose to raise the term “snap architecture” to connect it to the frequently referred concept of “paper architecture.”
series ASCAAD
email
last changed 2008/01/21 22:00

_id sigradi2007_af09
id sigradi2007_af09
authors Hernández Ibáñez, Luis; Viviana Barneche Naya
year 2007
title Firmitas, Utilitas, Venustas, Virtualitas. Vitruvius in Second Life [Firmitas,Utilitas,Venustas…,Virtualitas. Vitruvius en Second Life]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 387-392
summary Nowadays, new forms of virtual architecture are appearing as virtual worlds based on the metaverse concept are becoming increasingly more popular, holding all kind of virtual versions of human activities. This paper aims to make a reflection on the features of these new architectures compared with their equivalents in the real world by means of an analysis through the prism of the three fundamental conditions of the classic architecture: Firmitas, Utilitas and Venustas. The text describes how these principles once stated by Vitruvius are now affected, modulated or changed in the digital realm by the introduction of the Virtualitas concept.
series SIGRADI
email
last changed 2016/03/10 09:53

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 24HOMELOGIN (you are user _anon_566104 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002