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 484

_id ascaad2012_003
id ascaad2012_003
authors Elseragy, Ahmed
year 2012
title Creative Design Between Representation and Simulation
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 11-12
summary Milestone figures of architecture all have their different views on what comes first, form or function. They also vary in their definitions of creativity. Apparently, creativity is very strongly related to ideas and how they can be generated. It is also correlated with the process of thinking and developing. Creative products, whether architectural or otherwise, and whether tangible or intangible, are originated from ‘good ideas’ (Elnokaly, Elseragy and Alsaadani, 2008). On one hand, not any idea, or any good idea, can be considered creative but, on the other hand, any creative result can be traced back to a good idea that initiated it in the beginning (Goldschmit and Tatsa, 2005). Creativity in literature, music and other forms of art is immeasurable and unbounded by constraints of physical reality. Musicians, painters and sculptors do not create within tight restrictions. They create what becomes their own mind’s intellectual property, and viewers or listeners are free to interpret these creations from whichever angle they choose. However, this is not the case with architects, whose creations and creative products are always bound with different physical constraints that may be related to the building location, social and cultural values related to the context, environmental performance and energy efficiency, and many more (Elnokaly, Elseragy and Alsaadani, 2008). Remarkably, over the last three decades computers have dominated in almost all areas of design, taking over the burden of repetitive tasks so that the designers and students can focus on the act of creation. Computer aided design has been used for a long time as a tool of drafting, however in this last decade this tool of representation is being replaced by simulation in different areas such as simulation of form, function and environment. Thus, the crafting of objects is moving towards the generation of forms and integrated systems through designer-authored computational processes. The emergence and adoption of computational technologies has significantly changed design and design education beyond the replacement of drawing boards with computers or pens and paper with computer-aided design (CAD) computer-aided engineering (CAE) applications. This paper highlights the influence of the evolving transformation from Computer Aided Design (CAD) to Computational Design (CD) and how this presents a profound shift in creative design thinking and education. Computational-based design and simulation represent new tools that encourage designers and artists to continue progression of novel modes of design thinking and creativity for the 21st century designers. Today computational design calls for new ideas that will transcend conventional boundaries and support creative insights through design and into design. However, it is still believed that in architecture education one should not replace the design process and creative thinking at early stages by software tools that shape both process and final product which may become a limitation for creative designs to adapt to the decisions and metaphors chosen by the simulation tool. This paper explores the development of Computer Aided Design (CAD) to Computational Design (CD) Tools and their impact on contemporary design education and creative design.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_003.pdf
last changed 2012/05/15 20:46

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
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. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2008_175
id sigradi2008_175
authors Knight, Terry; Larry Sass, Kenfield Griffith, Ayodh Vasant Kamath
year 2008
title Visual-Physical Grammars
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This paper introduces new visual-physical design grammars for the design and manufacture of building assembly systems that provide visually rich, culturally resonant design variations for housing. The building systems are intended to be tailored for particular cultures and communities by incorporating vernacular, decorative design into the assembly design. Two complementary areas of computational design research are brought together in this work: shape grammars and digital fabrication. The visual or graphic aspects of the research are explored through shape grammars. The physical design and manufacturing aspects are explored through advanced digital design and fabrication technologies and, in particular, build on recent work on mono-material assemblies with interlocking components that can be fabricated with CNC machines and assembled easily by hand on-site (Sass, 2007). This paper describes the initial, proof-of-concept stage of this work: the development of an automated, visual-physical grammar for an assembly system based on a vernacular language of Greek meander designs. A shape grammar for the two-dimensional Greek meander language (Knight, 1986) was translated into a three-dimensional assembly system. The components of the system are uniquely designed, concrete “meander bricks” (Figure 1). The components have integrated alignment features so that they can be easily fitted and locked together manually without binding materials. Components interlock horizontally to form courses, and courses interlock vertically in different ways to produce a visual variety of meander walls. The assembly components were prototyped at desktop scale with a layered manufacturing machine to test their appearance after assembly and their potential for design variations (Figure 2). Components were then evaluated as full-scale concrete objects for satisfaction of physical constraints related to concrete forming and component strength. The automated grammar (computer program) for this system generates assembly design variations with complete CAD/CAM data for fabrication of components formed from layered, CNC cut molds. Using the grammar, a full-scale mockup of a corner wall section was constructed to assess the structural, material, and aesthetic feasibility of the system, as well as ease of assembly. The results of this study demonstrate clearly the potentials for embedding visual properties in structural systems. They provide the foundations for further work on assembly systems for complete houses and other small-scale structures, and grammars to generate them. In the long-term, this research will lead to new solutions for economical, easily manufactured housing which is especially critical in developing countries and for post-disaster environments. These new housing solutions will not only provide shelter but will also support important cultural values through the integration of familiar visual design features. The use of inexpensive, portable digital design and fabrication technologies will allow local communities to be active, cooperative participants in the design and construction of their homes. Beyond the specific context of housing, visual-physical grammars have the potential to positively impact design and manufacture of designed artifacts at many scales, and in many domains, particularly for artifacts where visual aesthetics need to be considered jointly with physical or material requirements and design customization or variation is important.
keywords Shape grammar, digital fabrication, building assembly, mass customization, housing
series SIGRADI
email
last changed 2016/03/10 09:54

_id cdc2008_091
id cdc2008_091
authors Neumann, Oliver
year 2008
title Digitally Mediated Regional Building Cultures
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 91-98
summary Designs are complex energy and material systems and products of diverse cultural, economic, and environmental conditions that engage with their extended context. This approach relates architecture to the discourse on complexity. The design research described in this paper introduces an extended definition of ecology that expands the scope of design discourse beyond the environmental performance of materials and types of construction to broader cultural considerations. Parallel to enabling rich formal explorations, digital modeling and fabrication tools provide a basis for engaging with complex ecologies within which design and building exist. Innovative design applications of digital media emphasize interdependencies between new design methods and their particular context in material science, economy, and culture. In British Columbia, influences of fabrication and building technology are evident in the development of a regional cultural identity that is characterized by wood construction. While embracing digital technology as a key to future development and geographic identity, three collaborative digital wood fabrication projects illustrate distinctions between concepts of complexity and responsiveness and their application in design and construction.
email
last changed 2009/01/07 08:05

_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 cdc2008_229
id cdc2008_229
authors Asut, Serdar
year 2008
title Rethinking the Creative Architectural Design in the Digital Culture
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 229-234
summary This paper tries to examine the effects of emerging digital tools in architectural design. Digital tools are not only practical instruments used for drawing, but they also affect design thinking. As the ones that are used in architectural design are mostly commercial, one can say that design thinking, the identity of the design and the creativity of the designer are defined by the companies which develop these tools. Therefore architects have to be able to manipulate these tools and personalize them in order to free their design thinking and creativity. This paper addresses the open source development in order to redefine creativity in architecture of digital culture.
keywords Design Tools, Digital Culture, CAD Software, Open Source
email
last changed 2009/01/07 08:05

_id sigradi2008_103
id sigradi2008_103
authors Baltazar, Ana Paula; Maria Lucia Malard, Silke Kapp, Pedro Schultz
year 2008
title From physical models to immersive collaborative environments: testing the best way for homeless people to visualise and negotiate spaces
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This paper describes an experiment to investigate the best way for lay people to use representation to visualise and negotiate space. It was motivated by our observations in workshops for digital inclusion in the context of a housing project for a homeless association. Computers were used to make it easier for the community to understand and change the spaces in real time. The first workshops proved that our approach was efficient as an exercise but not certainly effective concerning the understanding of spatial qualities. So we have designed an experiment to compare the usability of different media in participatory design processes. For that we have adapted the ‘Usability’ methodology, which is fully described in the paper. We started with three main questions. The first concerned the effectiveness of different media to represent spatial quality; the second concerned the best way for novices to approach space, whether by refurbishing a pre-existing space or by starting from the scratch; and the third concerned the effectiveness of negotiation by means of discourse and by means of or action. We also had two main hypothesis: one coming from research on digital environments and stereo visualisation, indicating that the more people feel immersed in the represented environment the more they are able to correlate it with physical space; and the other coming from our own observations in the participatory design workshops, in which the collective decision-making was manipulated by those people with more advanced communication skills who use their ability in an authoritative way regardless of the relevance of what they have to say. This paper describes the whole experiment, which was an exercise of spatial negotiation in 5 versions. In the first version we provided fixed digital views of a room in plan and axonometry; for another two versions we provided a physical model of the room in 1:10 scale, with some pieces of the existing furniture in different scales. This was done to check if people were just playing with a puzzle or actually grasping the correspondence between representation and the object or the space represented. One version proposes refurbishment and the other starts from the scratch. And the last two versions repeated the same task made with the physical model, but this time using a 3D interactive digital model. People were required not only to organise the furniture in the space but also to build a full scale cardboard structure and organise the real furniture reproducing their proposed model. Their comments on the spaces they had built confronted with what they had imaged when working with the model has enabled us to compare the different models, as also the different ways of negotiating spaces. This paper describes this experiment in detail concluding that 3D digital interactive models are far more effective than physical models and 2D drawings; when negotiation happens by means of action it provides more creative results than when the discoursive practice prevails; people are more creative when they start something from scratch, though they spend more time. The results of this experiment led us to formulate a new hypothesis leading to the development of an immersive collaborative environment using stereoscopy.
keywords Visualisation, negotiation, immersive environment, digital interfaces, homeless people
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2008_049
id sigradi2008_049
authors Benamy, Turkienicz ; Beck Mateus, Mayer Rosirene
year 2008
title Computing And Manipulation In Design - A Pedagogical Experience Using Symmetry
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The concept of symmetry has been usually restricted to bilateral symmetry, though in an extended sense it refers to any isometric transformation that maintains a certain shape invariant. Groups of operations such as translation, rotation, reflection and combinations of these originate patterns classified by modern mathematics as point groups, friezes and wallpapers (March and Steadman, 1974). This extended notion represents a tool for the recognition and reproduction of patterns, a primal aspect of the perception, comprehension and description of everything that we see. Another aspect of this process is the perception of shapes, primary and emergent. Primary shapes are the ones explicitly represented and emergent shapes are the ones implicit in the others (Gero and Yan, 1994). Some groups of shapes known as Semantic Shapes are especially meaningful in architecture, expressing visual features so as symmetry, rhythm, movement and balance. The extended understanding of the concept of symmetry might improve the development of cognitive abilities concerning the creation, recognition and meaning of forms and shapes, aspects of visual reasoning involved in the design process. This paper discusses the development of a pedagogical experience concerned with the application of the concept of symmetry in the creative generation of forms using computational tools and manipulation. The experience has been carried out since 1995 with 3rd year architectural design students. For the exploration of compositions based on symmetry operations with computational support we followed a method developed by Celani (2003) comprising the automatic generation and update of symmetry patterns using AutoCAD. The exercises with computational support were combined with other different exercises in each semester. The first approach combined the creation of two-dimensional patterns to their application and to their modeling into three-dimensions. The second approach combined the work with computational support with work with physical models and mirrors and the analysis of the created patterns. And the third approach combined the computational tasks with work with two-dimensional physical shapes and mirrors. The student’s work was analyzed under aspects such as Discretion/ Continuity –the creation of isolated groups of shapes or continuous overlapped patterns; Generation of Meta-Shapes –the emergence of new shapes from the geometrical relation between the generative shape and the structure of the symmetrical arrangement; Modes of Representation –the visual aspects of the generative shape such as color and shading; Visual Reasoning –the derivation of 3D compositions from 2D patterns by their progressive analysis and recognition; Conscious Interaction –the simultaneous creation and analysis of symmetry compositions, whether with computational support or with physical shapes and mirrors. The combined work with computational support and with physical models and mirrors enhanced the students understanding on the extended concept of symmetry. The conscious creation and analysis of the patterns also stimulated the student’s understanding over the different semantic possibilities involved in the exploration of forms and shapes in two or three dimensions. The method allowed the development of both syntactic and semantic aspects of visual reasoning, enhancing the students’ visual repertoire. This constitutes an important strategy in the building of the cognitive abilities used in the architectural design process.
keywords Symmetry, Cognition, Computing, Visual reasoning, Design teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id cdc2008_129
id cdc2008_129
authors Breen, Jack and Julian Breen
year 2008
title The Medium Is the Matter: Critical Observations and Strategic Perspectives at Half-time
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 129-136
summary This paper critically re-views the professional impact and functionality of the pervasive digital ‘matter’ we have come to believe we can no longer do without. On the basis of a playful exploration of the first ‘half-century’ of our digital age, an attempt is made to draw new perspectives for the next ’level’ of our digital culture in a broader (multi)media perspective and more specifically: the domains of Architecture. To stimulate an open-minded ‘second-half’ debate, the paper puts forward some potentially promising (and hopefully provocative) conceptions and strategies for imaginative interface applications and game-based architectural study initiatives. Furthermore, the paper proposes the establishment of a new cultural platform for the exchange of Critical Digital hypotheses and the evolvement of visionary design concepts through creative digital innovation, with the (inter)active involvement of older and younger team-players…
email
last changed 2009/01/07 08:05

_id cdc2008_137
id cdc2008_137
authors Cardoso, Daniel
year 2008
title Certain assumptions in Digital Design Culture: Design and the Automated Utopia
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 137-148
summary Much of the research efforts in computational design for Architecture today aim to automate or bypass the production of construction documents as a means of freeing designers from the sticky and inconvenient contingencies of physical matter. This approach has yielded promising questions and applications, but is based on two related assumptions that often go unnoticed and that I wish to confront: 1. Designers are more creative if the simulations they rely on engage only with the superficial aspects of the objects they design (rather than with their structural and material-specific behaviors) and 2. The symbolic 3-D environments available in current design software are the ideal media for design because of their free nature as modeling spaces. These two assumptions are discussed both as cultural traits and in their relation to digital design technologies. The work presented is a step towards the far-sighted goal of answering the question: how can computation enable new kinds of dialogue between designer, design media and construction in a design process? In concrete, this paper proposes a critical framework for discussing contemporary digital design practices as a continuity –rather than as a rupture- of a long-standing tradition in architecture of separating design and construction.
email
last changed 2009/01/07 08:05

_id esaulov02_paper_eaea2007
id esaulov02_paper_eaea2007
authors Esaulov, G.V.
year 2008
title Videomodeling in Architecture. Introduction into Concerned Problems
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Since the very 1st year Russian Academy of Architecture and building sciences that was established in 1992 by the Presidents’ decree as the higher scientific and creative organization in the country has always paid much attention to supporting and developing fundamental investigations in architecture, town-planning, building sciences, professional education and creative practice. Study of the birth process of the architectural idea and searching for tools assisting the architect’s creative activity and opportunities for adequate transfer of architectural image to potential consumer – relate to the number of problems which constantly bother the architectural community. Before turning to the conference, let us set certain conditions that have a significant impact on the development of architectural and construction activity in modern Russia.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id ecaade2008_183
id ecaade2008_183
authors Fricker, Pia; Wartmann, Christoph; Hovestadt, Ludger
year 2008
title Processing: Programming Instead of Drawing
doi https://doi.org/10.52842/conf.ecaade.2008.525
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 525-530
summary The following paper essentially focuses on the innovative use of an open-source programming language, called ‘Processing’, in the architecture curriculum and the development of a line of teaching beginning with Processing and ending with object-oriented programming in Java. This represents one creative possibility through which students are able to overcome the typically difficult step of learning a programming language and simultaneously learn how to apply it as a design tool.
keywords CAAD curriculum, CAAD research, User Participation in Design, Programming instead of Drawing
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2009_903
id sigradi2009_903
authors Harris, Ana Lúcia Nogueira de Camargo
year 2009
title O Uso da Técnica dos "Planos em Série" com o Desenvolvimento da Computação Gráfica - Uma Experência Didática [The Use of the 'Serial Plan' Technique with the Development of the Computer Graphic - A Teaching Experience]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper is about comparative didactic experiences where the “Serial plan Technique” defined by Wong (1998), was applied in 2001 and 2008 which computer resources from that time. In 2001 this technique was applied with the help of AutoCAD for generation of the planifications, but in 2008 the appliances of AutoCAd and Sketch Up were used for the virtual construction of objects. The quality of the results showed a didactic potential and an increasement in the possible creative rhythm, mainly because the facility of the three-dimensional virtual visualization and because the speed in the physical execution of the created project.
keywords didactic experiences; serial plan technique; CAD; AutoCAD; Skecht Up
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2008_32_session4a_263
id caadria2008_32_session4a_263
authors Kan, Jeff W.T.; John S Gero
year 2008
title Do computer mediated tools affect team design creativity?
doi https://doi.org/10.52842/conf.caadria.2008.263
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 263-270
summary This paper presents the results of a quantitative analysis to measure the development of creative design ideas in design protocols. It presents a working definition of design creativity used in the analysis followed by the method of study. Five sets of video and audio data were collected from experiments that involved two designers designing similar tasks in three different settings: face-to-face, an Internet GroupBoard, and a 3D virtual world. The most creative pair was selected for qualitative and quantitative analysis. Our result shows that designers developed more design ideas in the face-to-face setting than in the 3D virtual world settings.
keywords Creativity, protocol analysis, collaborations, virtual world
series CAADRIA
email
last changed 2022/06/07 07:52

_id kardos02_paper_eaea2007
id kardos02_paper_eaea2007
authors Kardos, Peter
year 2008
title Imagination - Simulation - Experimentation in Urban Design
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Innovation of Information Technologies and new possibilities of application of multimedia in the area of architectural design and education support the development of iconic communication methods on interactivity base. The creative process of search and decision in urban design studio of our faculty is supported by the method of spatial modelling. It means that the concept is sketched modelling materials on a working model. Relevant, from didactical point of view, are the phases that allow supporting the process of searching and deciding in creative way. The objective is to verify, compare and evaluate the fulfilment of hypothetic intentions of the task design.
keywords sensory simulation, interactive visualization, psychology of sensory simulation, spatial imaging (modeling), imaging media, periscope model simulation, modeling techniques, spatial endoscopy, laboratory verification, laboratorial evaluation, intermediate compatibility, multimedia presentation (2-3-4 D, plane-spatial-kinetic)
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2008/05/13 17:35

_id sigradi2008_081
id sigradi2008_081
authors Kirschner, Ursula
year 2008
title Study of digital morphing tools during the design process - Application of freeware software and of tools in commercial products as well as their integration in AutoCAD
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This research work examines methods of experimental designing with CAAD in a CAD laboratory with architecture students as the testing persons. Thereby the main focus is on the early phase of finding forms, in which different techniques with digital media are tried out in the didactic architectural design lessons. In these work have been traced the influences of the media employed on the design processes and combined the approaches of current CAAD research with aspects from classic design theory. For mathematical rules of proportion, atmospheric influence factors and analogy concepts in architecture, I have developed design methods which have been applied and verified in several series of seminars. (Kirschner, U.: 2000, Thesis, a CAAD supported architectural design teaching, Hamburg, school of arts). Previous experimental exercises showed that morphological sequences of modeling are effective sources for playful designing processes. In the current work these approaches are enhanced and supplemented by different morphological architectural concepts for creating shapes. For this purpose 2D based software like Morphit, Winmorph and other freeware were used. Whereas in the further development of this design technique we used 3D freeware morphing programs like zhu3D or Blender. The resulting morphological shapes were imported in CAD and refined. Ideally the morphing tool is integrated in the modeling environment of the standard software AutoCAD. A digital city model is the starting basis of the design process to guarantee the reference to the reality. The applied design didactic is predicated on the theories of Bernhard Hoesli. The act of designing viewed as „waiting for a good idea“ is, according to him, unteachable; students should, in contrast, learn to judge the „the force of an idea“. On the subject of morphology a form-generating method in the pre-design phase has been tested. Starting from urban-planning lines on an area map, two simple geometric initial images were produced which were merged by means of morphing software. Selected images from this film sequence were extruded with CAAD to produce solid models as sectional drawings. The high motivation of the students and the quality of the design results produced with these simple morphing techniques were the reason for the integration of the artistic and scientific software into the creative shape modeling process with the computer. The students learned in addition to the „bottom up “and „ top down” new design methods. In the presentation the properties and benefits of the morphing tools are presented in tables and are analyzed with regard to the architectural shape generating in an urban context. A catalogue of criteria with the following topics was developed: user friendliness, the ability of integrating the tools or as the case may be the import of data into a CAD environment, the artistic aspects in terms of the flexibility of shape generating as well as the evaluation of the aesthetic consideration of shapes.
keywords Architectural design, freeware morphing software, AutoCAD
series SIGRADI
email
last changed 2016/03/10 09:53

_id ecaade2008_065
id ecaade2008_065
authors Uddin, M. Saleh
year 2008
title Simulation of Daylight in the Architecture of Louis I. Kahn: A Study of the Un-built Hurva Synagogue
doi https://doi.org/10.52842/conf.ecaade.2008.727
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 727-734
summary One of the most powerful aspects of Louis I. Kahn’s architectural space is his handling of natural light. Kahn believed that architecture began with the ‘making of a room’ and that ‘a room is not a room without natural light.’ Throughout his career, he explored bringing light into interiors in the most imaginative ways. Kahn used endless possibilities, from small devices to complex dome structures, to create a poetic and spiritual light inside buildings. The purpose of this paper is to present the theories and practices of natural light in architecture by Louis Kahn, who has deftly used it as a creative medium in his design of buildings. Starting from development of theories, this research focuses on how he implemented his theories into practice. As a case study, the Hurva Synagogue project is selected to analyze its unique lighting solutions. Many of Kahn’s previous concepts can be traced to the Hurva, making it an ideal project for lighting study. Since Hurva Synagogue is an un-built project, recent techniques of computer graphics is used to understand how daylight illuminates the interior in different times of the day and year in both still images and in 3D animations.
keywords Louis I Kahn, Daylight Simulation, 3D Model, Animation
series eCAADe
email
last changed 2022/06/07 07:57

_id ijac20076301
id ijac20076301
authors Barros, Diana Rodriguez; Castane, Dora; Stipech, Alfredo
year 2008
title Hypermedia urban models in virtual environments: Case studies of central areas of Argentine cities
source International Journal of Architectural Computing vol. 6 - no. 3, pp. 221-241
summary The virtual models of urban fragments recreate environments of simulation and analysis with a great degree of realism. This paper addresses a review of case studies in which Argentine researchers from three different university centres have worked jointly. We examine spatial databases from a representational and communicational perspective as virtual 3D, walkthrough, and interconnected urban models. Our aim is to explore, recognise and analyse advances in this direction, and to apply them to the development of virtual models of central areas in the Argentine cities of Buenos Aires, Rosario, Santa Fe and Mar del Plata. We present the methodology used to analyse the design, production and management processes of the virtual model as well as the results of our research. We acknowledge that these models are consistent non-traditional instruments of analysis which complement the knowledge of the city and facilitate spatial comprehension. Finally, we review predominant tendencies.
series journal
last changed 2008/10/14 14:00

_id ecaade2010_065
id ecaade2010_065
authors Hardy, Steve(n); Lundberg, Jonas
year 2010
title Environmental Catalysts for a Computational Urbanism
doi https://doi.org/10.52842/conf.ecaade.2010.805
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.805-814
summary It is perhaps no longer relevant to discuss digital tools purely as means in themselves; the growth of abstract systems or computational patterns for their own sake simply strain justification in light of real-world concerns such as climate change and economic crises. While growing concerns over climate change have necessitated an increased interest in sustainable urbanism and design, sustainability has done little to yet alter the morphological and typological consequences of architectural space (Hardy, 2008). In a series of overlapping research projects and design studio briefs, students, research assistants and we worked with the iterative and variable processes of Rhinoscript, McNeel’s Grasshopper and Bentley’s Generative Components to explore the possibilities of changing environmental extremes (specifically flooding) as catalysts for providing new urban morphologies and spatial organizations. Working between the master plan and the individual housing unit, we investigated arrays of terrace homes in the London Thames Valley flood zones while simultaneously exploring the potential for computational generation and parametric optimization.
wos WOS:000340629400086
keywords Computational urbanism; Formative strategies; Parametric design; Adaptive vs. mitagative; Environmental formations
series eCAADe
email
last changed 2022/06/07 07:49

_id caadria2008_25_session3b_205
id caadria2008_25_session3b_205
authors Kim, Miyun; Jinwon Choi
year 2008
title Visualizing Environmental Information on The Geo-Spatial Urban Map
doi https://doi.org/10.52842/conf.caadria.2008.205
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 205-212
summary Environmental and residential destruction caused by urbanization and land development raises a serious issue. In addition, advanced technology has quickly changed the structure of cities, followed by revolutionary changes are growing faster these days and this requires us to turn our attention into developing a symbiotic eco-city, which will make it possible for further sustainable development. In this regard, it grows much more important to manage a flood of information from various intelligent devices and systems for environmental maintenance. The structure and meaning of modern info-oriented cities have changed their focus from tangible materials and resources, or energy into intangible information and knowledge. Now it has become the most important on how to manage and utilize a vast amount of information in order to strengthen the competitiveness and improve the life quality. This study finds methods for an effective city management and planning, or visualization of information for ecology-friendly education in order to provide a comfortable city life and develop a cleaner city, by efficiently managing information on several ecology protection areas and their sauces of pollution in the centre of a city. The goal is to help city managers or planners to be better aware of environmental information related to their work.
keywords Ecology-friendly city; environmental information; geo-spatial urban map; classification, visualization
series CAADRIA
email
last changed 2022/06/07 07:49

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