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 491

_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 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 sigradi2008_077
id sigradi2008_077
authors Briones, Carolina
year 2008
title A collaborative project experience in an architectural framework, working with Open Source applications and physical computing [Diseño de Plataformas Digitales e Interactivas: una experiencia educativa trabajando colaborativamente con aplicaciones de Código Abierto y Computación Física]
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary Nowadays, thanks to the telecommunication revolution and therefore the massive spread of Internet, we have seen the come up of international architectural offices with branches located in different continent, working in a collaborative fashion, surpassing physical and time frontiers. At the same time, the multidisciplinary work between designers, architects, engineers, programmers and even biologist, between others, have been taking place in the new network society. All transformations also supported by the arising of FOSS (Free Open Source Software) and the virtual communities behind them, which allow the creation of non-traditional or specific software, the association between disciplines, and also, the formation of meeting scenarios for a mixture of individuals coming up with multiple motivation to coexist in collaborative environment. Furthermore, it is possible to argue that Open Source applications are also the reflection of a social movement, based on the open creation and exchange of information and knowledge. Do the appeared of FOSS compel us to re-think our working and teaching methods? Do they allow new modes of organizing and collaborating inside our architectural practices?. This paper would like to address these questions, by presenting the results of the “Experience Design” course, which by implementing teaching methods based on Open Source principles and cutting-edge tools, seeks to approach students to these new “way of do”, knowledge and methodologies, and overall, focus them on the science behind the computer. This paper describes the “Experience Design” course, in which architectural graduate students of Universidad Diego Portales (Chile), put for first time their hands on the creation of interactive interfaces. By acquiring basic knowledge of programming and physical computing, students built in a collaborative way a responsive physical installation. The course use as applications “Processing” and “Arduino”. The first one is an Open Source programming language and environment for users who want to program images, animation, and interactions. It has a visual context and serve as a software sketchbook and professional production tool. Processing is a project initiated by Ben Fry and Casey Reas, at the MIT Media Lab (www.processing.org). The second is an Open Source electronics prototyping platform based on flexible, easy-to-use hardware and software. Arduino has a microcontroller (programmed with Processing language) which can sense the environment by receiving input from a variety of sensors and can affect its surroundings by controlling lights, motors, and other actuators (www.arduino.cc). Both environments shared a growing community of people working in related projects and extending useful assistance for beginners. In this paper it is presented the current state of the pilot course and some of the initials results collected during the process. Students and teacher’s debates and evaluations of the experience have been exposed. Together with a critical evaluation in relation to the accomplishment of the effort of place together different disciplines in one collaborative project akin, architecture, design, programming and electronic. Finally, futures modifications of the course are discussed, together with consideration to take in account at the moment of bring Open Source and programming culture into the student curriculum.
keywords Physical computing, teaching framework, Open Source, Interactive Installation
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2008_199
id sigradi2008_199
authors Castañe, Dora
year 2008
title Rosario, views on the integral revitalization of a cultural heritage [Rosario, Miradas sobre la Revitalización Integral de un Patrimonio Cultural]
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This work shows the study of the methods and techniques for the development of a virtual vision VRML 3D included in an "Digitally-integrated knowledge base" with interactive interphases of a significantly revitalized fragment of a central area of the city of Rosario, Province of Santa Fé, Argentina, that includes an emblematic heritage for the Argentineans: the National Monument to the Flag. Digital models that partly allow the development of a hypothesis of integration between the digitized information and information technology—new digital proximity— to the effects of being able to investigate the generation of multimedia database that includes three-dimensional and dynamic models of the mentioned type, in this case, urban, architectonic, and cultural heritage. Different views and research on heritage have been developing. Nevertheless, the use of these new 3D non-immersive technologies and inter-phases are opening a new field of vision and understanding of the subject.
keywords Heritage, Urban-architectural planning, virtual reality
series SIGRADI
email
last changed 2016/03/10 09:48

_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 ecaade2008_119
id ecaade2008_119
authors Celento, David; Harrow, Del
year 2008
title CeramiSKIN
doi https://doi.org/10.52842/conf.ecaade.2008.709
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 709-716
summary ceramiSKIN is the result of an inter-disciplinary investigation between an architect and a ceramics artist. We are exploring natural orders as generators for aperiodic (non-repeating) tiling systems in architectural ceramic cladding systems. Of particular interest are the possibilities offered by digital imaging of organic materials [at various scales from 1:1 to 1:1 nanometer] as a means of form generation. After scanning, shapes are computationally deformed to create a range of biophilic effects promulgated through unique large scale ceramic cladding systems constructed using digital fabrication techniques.
keywords Ceramic cladding systems: biophilia in architecture, digital design, digital fabrication, mass-customization
series eCAADe
email
last changed 2022/06/07 07:55

_id cdc2008_377
id cdc2008_377
authors Conrad, Erik
year 2008
title Rethinking the Space of Intelligent Environments
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 377-382
summary Technologies are not mere exterior aids but interior changes of consciousness that shape the way the world is experienced. As we enter the age of ubiquitous computing, where computers are worn, carried or embedded into the environment, we must be careful that the ideology the technology embodies is not blindly incorporated into the environment as well. As disciplines, engineering and computer science make implicit assumptions about the world that conflict with traditional modes of cultural production. Space is commonly understood to be the void left behind when no objects are present. Unfortunately, once we see space in this way, we are unable to understand the role it plays in our everyday experience. In this paper, I argue that with the realization of the vision of ubiquitous computing, the fields of computer science and engineering reify the dominance of abstract space in real space. A new approach to the design of computing systems is necessary to reembody space. The social nature of the interface allows us to situate it within Henrí Lefebvre’s notions of space, providing new tools for thinking about how computing practice engages space as well as opening avenues to rematerialize the environment through embodied interaction.
email
last changed 2009/01/07 08:05

_id ecaade2008_049
id ecaade2008_049
authors Dokonal, Wolfgang
year 2008
title Creating and Using 3D City Models
doi https://doi.org/10.52842/conf.ecaade.2008.223
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 223-230
summary City modelling is a topic which has been on the agenda for a long time. Today crucial questions concerning the creation of a city model are resolved. The vision of the automatic generation of the 3D geometry of a city out of high resolution digital aerial images is a reality now. These new developments decreased the cost for creating and maintaining a 3D city model of a complete city significantly. This paper wants to outline the ‘history’ of 3D city models and show recent developments in this field. An overview about current applications and uses in this field in Austria and the implementation into daily work is shown with examples (Graz and Vienna city models). Additionally the new developments like Street View in Google Earth or Bird’s Eye in Virtual earth are discussed in relation to their 3D ‘relatives’.
keywords 3Dcity Models, GIS, Google Earth, Virtual Earth
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2008_022
id ecaade2008_022
authors Einar Larsen, Knut; Schindler, Christoph; Scheurer, Fabian; Stori, Simen
year 2008
title The Ringve Botanical Garden Viewing Platform
doi https://doi.org/10.52842/conf.ecaade.2008.783
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 783-790
summary Since 2006 the Faculty of Architecture of the Norwegian University of Science and Technology (NTNU) has organized the ‘1-2-TRE’ workshops on digital timber fabrication. The annual one-semester courses explore the possibilities and conditions of file-to-factory processes in cooperation with professional carpentries. The 2007 course focused on adding varied simple elements to a complex whole. Within a full semester course, a permanent viewing platform for the Botanical Garden of Trondheim was designed, produced and built by the participating students.
keywords Teaching project 1:1, Industry cooperation, Digital fabrication, CAD/CAM, Ringve Botanical Garden Viewing Platform
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia08_072
id acadia08_072
authors Frumar, Jerome
year 2008
title An Energy Centric Approach to Architecture: Abstracting the material to co-rationalize design and performance
doi https://doi.org/10.52842/conf.acadia.2008.072
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, 72-81
summary This paper begins by exploring matter as an aggregated system of energy transactions and modulations. With this in mind, it examines the notion of energy driven form finding as a design methodology that can simultaneously negotiate physical, environmental and fabrication considerations. The digital workspace enables this notion of form finding to re-establish itself in the world of architecture through a range of analytic tools that algorithmically encode real world physics. Simulating the spatial and energetic characteristics of reality enables virtual “form generation models that recognize the laws of physics and are able to create ‘minimum’ surfaces for compression, bending [and] tension” (Cook 2004). The language of energy, common in engineering and materials science, enables a renewed trans-disciplinary dialogue that addresses significant historic disjunctions such as the professional divide between architects and engineers. Design becomes a science of exploring abstracted energy states to discover a suitable resonance with which to tune the built environment. ¶ A case study of one particular method of energy driven form finding is presented. Bi-directional Evolutionary Structural Optimization (BESO) is a generative engineering technique developed at RMIT University. It appropriates natural growth strategies to determine optimum forms that respond to structural criteria by reorganizing their topology. This dynamic topology response enables structural optimization to become an integrated component of design exploration. A sequence of investigations illustrates the flexibility and trans-disciplinary benefits of this approach. Using BESO as a tool for design rather than purely for structural optimization fuses the creative approach of the architect with the pragmatic approach of the engineer, enabling outcomes that neither profession could develop in isolation. The BESO case study alludes to future design processes that will facilitate a coherent unfolding of design logic comparable to morphogenesis.
keywords Energy; Form-Finding; Morphogenesis; Optimization; Structure
series ACADIA
last changed 2022/06/07 07:50

_id ecaade2008_163
id ecaade2008_163
authors Hemmerling, Marco; Lemberski, David
year 2008
title Anaglyph Representation as Medium for Spatial Design
doi https://doi.org/10.52842/conf.ecaade.2008.209
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 209-214
summary The paper discusses the use and possible applications of stereoscopic projection and anaglyph representation for the design-process and visualization of architectural spaces and three-dimensional objects. As the topic of stereoscopic vision is quiet broad and has a long tradition in various fields (photography, art, virtual reality) the paper focuses on the implementation of anaglyph representation in 3D-Modeling-Software as a tool to support spatial perception within the design process. Against this background and based on a test-series with 113 students the benefits and conditions of spatial perception, vision and sense using anaglyph representation are examined.
keywords stereoscopic vision, spatial perception, anaglyph representation
series eCAADe
email
last changed 2022/06/07 07:49

_id acadia08_174
id acadia08_174
authors Jaskiewicz, Tomasz
year 2008
title ‘iPortals’ as a Case Study Pre-Prototype of an Evolving Network of Interactive Spatial Components
doi https://doi.org/10.52842/conf.acadia.2008.174
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, 174-181
summary The art and craft of design and creation of buildings is undergoing a radical paradigm shift. This shift is being driven by diverse novel cross-disciplinary technical possibilities, as well as by ongoing cultural transformations. They all, directly or indirectly, originate from omnipresent advancements in information technologies. Instant and ubiquitous availability of information and immediate access to computing power pervasively penetrating our lives is profoundly transforming our culture. This phenomenon has enormous implications for architecture in a multitude of ways1. ¶ Firstly, the speed of changes that occur in modern-day culture and society makes it inconvenient or even entirely impossible to design buildings with fixed and permanent functionalities. As lifestyle patterns, production methods and environmental conditions, to name a few factors only, may now dramatically change from one day to another, architecture has to become flexible. It has to allow dynamic, active, or even pro-active adaptation and customization of spaces on many levels of its functionality2. ¶ Secondly, these profound cultural changes are not only of technical relevance. In its process-driven character, information technology strongly mandates the already widely recognized ontology of becoming, proclaimed by the prominent minds of contemporary philosophy and science. This process-oriented worldview, supported by latest technological possibilities3, has caused a radical change in the common sense of the manner in which architecture has to be understood and dealt with4. As an effect, it requires an in-depth reconsideration of the nature of processes of both creation and participation in spatial environments.
keywords Environment; Interactive; Open Systems; Prototype; Skin
series ACADIA
last changed 2022/06/07 07:52

_id kasyanov02_paper_eaea2007
id kasyanov02_paper_eaea2007
authors Kasyanov, Nikolai
year 2008
title Study of Architectural Shape Formation in Comparison with Natural Morphogenesis Using Computer Simulation
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Geometric accuracy of architectural computer models allows to percept and to analyze the three-dimensional spatial compositions using computer images. The concepts and methodology of modern interdisciplinary science, in particular fractal geometry, have already been successfully applied in the various scientific fields, as astronomy, physics, chemistry, biology. Modern ecological paradigm does not separate human life and anthropogenic world from the natural environment considering all as unitary nonlinear ecosystem. The analysis of the architectural shape formation is a part of the study of morphogenesis in such different worlds, as non-living and living nature and man-made forms – real as well as virtual architecture.
keywords morphogenesis, architectural landscape, computer simulations
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id sigradi2008_078
id sigradi2008_078
authors Lobos, Danny; Dirk Donath
year 2008
title Top down and bottom up – using BIM to merge these two design strategies.
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary Our current research is focused on the optimization and evaluation of the architectural building design (gestalt), related and in balance to the inner organization of a building, the floorplan layout. This paper is focused on the impact of Space Layout Planning supported by Information and Communication Technologies (ICT) applied to Architectural Design. We present an overview and wide description of the „architectural design“, the classical definition and methods; and its evolution in practice since the ICT tools impact of the last forty years. Definition such as space program, space relationships, space function are wide discussed to understand the phenomena of architectural layout design, the parameters, variables, constraints and goals of each design. Second we present the state of the art and the current techniques and approaches (optimization, generative systems, artificial intelligence, genetic algorithms, physically based modeling, etc), a classification structure is generated to visualize the areas of impact and use of each technique (different areas from architectural design). Finally we described a complete framework to research and develop our own methodologies based on a specific case of architectural design, the current CAD tools and the possible develop of new tools using the impact of BIM systems.
keywords space layout planning, computer aided design, functional planning, architectural floor layout, design methodologies, simulation and evaluation
series SIGRADI
email
last changed 2016/03/10 09:55

_id cdc2008_243
id cdc2008_243
authors Loukissas, Yanni
year 2008
title Keepers of the Geometry: Architects in a Culture of Simulation
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 243-244
summary “Why do we have to change? We’ve been building buildings for years without CATIA?” Roger Norfleet, a practicing architect in his thirties poses this question to Tim Quix, a generation older and an expert in CATIA, a computer-aided design tool developed by Dassault Systemes in the early 1980’s for use by aerospace engineers. It is 2005 and CATIA has just come into use at Paul Morris Associates, the thirty-person architecture firm where Norfleet works; he is struggling with what it will mean for him, for his firm, for his profession. Computer-aided design is about creativity, but also about jurisdiction, about who controls the design process. In Architecture: The Story of Practice, Architectural theorist Dana Cuff writes that each generation of architects is educated to understand what constitutes a creative act and who in the system of their profession is empowered to use it and at what time. Creativity is socially constructed and Norfleet is coming of age as an architect in a time of technological but also social transition. He must come to terms with the increasingly complex computeraided design tools that have changed both creativity and the rules by which it can operate. In today’s practices, architects use computer-aided design software to produce threedimensional geometric models. Sometimes they use off-the-shelf commercial software like CATIA, sometimes they customize this software through plug-ins and macros, sometimes they work with software that they have themselves programmed. And yet, conforming to Larson’s ideas that they claim the higher ground by identifying with art and not with science, contemporary architects do not often use the term “simulation.” Rather, they have held onto traditional terms such as “modeling” to describe the buzz of new activity with digital technology. But whether or not they use the term, simulation is creating new architectural identities and transforming relationships among a range of design collaborators: masters and apprentices, students and teachers, technical experts and virtuoso programmers. These days, constructing an identity as an architect requires that one define oneself in relation to simulation. Case studies, primarily from two architectural firms, illustrate the transformation of traditional relationships, in particular that of master and apprentice, and the emergence of new roles, including a new professional identity, “keeper of the geometry,” defined by the fusion of person and machine. Like any profession, architecture may be seen as a system in flux. However, with their new roles and relationships, architects are learning that the fight for professional jurisdiction is increasingly for jurisdiction over simulation. Computer-aided design is changing professional patterns of production in architecture, the very way in which professionals compete with each other by making new claims to knowledge. Even today, employees at Paul Morris squabble about the role that simulation software should play in the office. Among other things, they fight about the role it should play in promotion and firm hierarchy. They bicker about the selection of new simulation software, knowing that choosing software implies greater power for those who are expert in it. Architects and their collaborators are in a continual struggle to define the creative roles that can bring them professional acceptance and greater control over design. New technologies for computer-aided design do not change this reality, they become players in it.
email
last changed 2009/01/07 08:05

_id sigradi2010_376
id sigradi2010_376
authors Palacio, Julián
year 2010
title Data Urbis: Digital Processes of Analysis and Intervention in Contemporary Cities
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 376-379
summary According to a 2008 report on world urbanization published by the United Nations, the number of people living in cities has surpassed the rural population for the first time in history. Furthermore, current projections (United Nations, 2008, 3) show that the majority of growth will occur in cities in the developing world, a tendency which will significantly contribute to the increased complexity of the urban environment. This paper is concerned with critically reflecting on the role of computation in the emergence of recent practices and strategies which intend to successfully confront the intricate performance of present and future metropolises.
keywords digital design, cities, computation, urbanism; planning
series SIGRADI
email
last changed 2016/03/10 09:57

_id acadia08_278
id acadia08_278
authors Paz Gutierrez, Maria
year 2008
title Material Bio-Intelligibility
doi https://doi.org/10.52842/conf.acadia.2008.278
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, 278-285
summary Through the formation of bio-chemical information networks natural materials possess efficient processes of self-organization, adaptability, regeneration and decomposition. This performative excellence has lead science to draw behavioral models from nature implementing biomimmicry (Benyus 1998) in the pursuit of material systems optimization. Design disciplines influenced by this course are integrating living organisms as models of efficiency through bionic systems ever more into their discourse. Architecture, influenced by this tendency, is becoming progressively more aware of the vast benefits that biomimetics can yield particularly in the development of ecologically sensitive systems. Yet, the emerging incorporation of bionics into architecture is differing largely to that within the sciences by centering almost exclusively in form (geometrical pattern) generation. This paper analyzes a rising material design research methodology implementing biomimetics: matter-form parametrics based on bio-physical properties’ data. Specific study of the incorporation of broad-scalar scientific imaging into the formulation of explorative parametric grammar for the development of material systems is analyzed through a bio-synthetic polymer based wall system (SugarWall, Gensler+Gutierrez 2006b). The incorporation of broad scalar imaging and material interdependencies is propelling the emergence of new programming tactics that will affect bio-material systems architectural research.
keywords Behavior; Biomimetics; Material; System; Visualization
series ACADIA
last changed 2022/06/07 07:59

_id radzjukevich02_paper_eaea2007
id radzjukevich02_paper_eaea2007
authors Radzjukewich, Andrey
year 2008
title The Computer Methods of Construction Spiral Structures
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary The object of our research is geometric characteristics of spiral structures which are widely spread in nature (cones, sunflower beds…). It is a well-known fact that there is a proportional intercommunication according to the “golden section”. The correlation of the quantity of “right” and “left” spirals ties to have an irrational coefficient of “golden section” through the correlation numbers of 1,618… from Fibbonacci series ( 5/3, 8/5, 13/8, 21/13, 34/21, 55/34 …). When the proportion of “golden section” was found in the natural objects since the middle of the 19-th century (A.Zeizing), there began to appear a lot of hypotheses about some special aesthetic and technological characteristics of this proportion. The proportion of “golden section” became the most important architectural instrument in the first half of the 20-th century. This instrument made it possible to design beautiful and comfortable buildings (Le Corbusier). We tried to find a geometric way of building spiral structures which would be similar to natural ones. We solved this problem with the help of the developed algorythm the geometric characteristics of the cells of which spiral structures are built were investigated. It was found out that the cells of “golden” spiral structures don't have any special characteristics if compare with the cells of other spiral structures. During our work we found some spiral structures which have optimal geometric characteristics. These structures let's call them radial-hexagonal, have maximal area of a cell, though they have minimum perimeter. We also defined the main difference in the growing strategy of animate and inanimate structures. Inanimate structures grow by means of addition external elements. Animate structures grow by means of constant pushing of new elements which appear in the centre towards periphery. The optimal filling of the plane in the process of such growing is possible only by “golden section” of “right” and “left” spirals.
keywords spirals, spiral lattices, a proportion of "gold section”
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id ascaad2009_emmanuel_ruffo
id ascaad2009_emmanuel_ruffo
authors Ruffo, Emmanuel
year 2009
title Programming As an Evolutionary Concept for Architectural Education: From natural systems to computer science materialization to emergent and evolutionary embedded architectural design
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 47-59
summary Logic and evolution in ontogenetic processes for Architectural design was the title for a summer program taught at the Escuela de Arquitectura of the Universidad Anahuac from June to July 2008 in the State of Mexico, Mexico. Every single result in architectural design follows logical steps enclosed in the design processes. These logical processes evolve through space-time sequences in order to generate a diversity of possible solutions. In Biology an ontogenetic process refers to the development of an individual organism, anatomical or behavioral feature from the earliest stage to maturity. Following this development criteria students were encouraged to understand the main logics of natural and physical systems through the aid of computer programming. These logics must be understood as tridimensional geometries digitally generated. Right from the beginning all processes generated during the explorations and investigations had to be visualized as integral design performances. The integral design system must embedded structure, function, form and material capacities through the aid of computer programming, digital fabrication technologies and material assembling techniques. It is important to note that final prototypes had to demonstrate the diversity of capacities of the whole system in order to automate the components in evolution.
series ASCAAD
email
last changed 2009/06/30 08:12

_id ecaade2008_007
id ecaade2008_007
authors Serrato-Combe, Antonio
year 2008
title Digital Cocktail
doi https://doi.org/10.52842/conf.ecaade.2008.145
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 145-152
summary Digital design education has become, in a way, quite similar to Mixology, the art and science of mixing great drinks. Gone are the days when digital design educators only had a handful of ingredients to prepare their educational recipes. Today there are simply too many recipes. So, what should the core elements of digital education be today? What ingredients should be discarded? In what way should educators mix the ingredients? This paper presents highlights of a process followed by an experimental architectural digital design studio where students were served a special digital design cocktail exploring a new way to approach digital education today framed within the constraints of a typical architectural curriculum.
keywords Digital design education, education process, education core, pedagogy, teaching, design process
series eCAADe
email
last changed 2022/06/07 07:57

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