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 31

_id ecaade2008_016
id ecaade2008_016
authors Martens, Bob; Achten, Henri
year 2008
title Do you Moodle?
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 153-160
doi https://doi.org/10.52842/conf.ecaade.2008.153
summary The authors follow up on their long-standing interest in Virtual Learning Environments (VLE’s). They sketch out connected terms and definitions, taking into account the framework conditions of a design studio context as well as regular teaching. Subsequently, they describe the MOODLE-platform and supply arguments for selection along with alternatives. They particularly focus on enriching interaction targeted towards learning effects and discuss the connected pedagogical models. The selective use of features is also taken into consideration. The contribution concludes with a discussion of the pros and cons of MOODLE.
keywords VLE, Course Management System (CMS), e-learning platform, MOODLE
series eCAADe
email
last changed 2022/06/07 07:59

_id 9609
id 9609
authors Abdelmohsen, Sherif; Do, Ellen Yi-Luen
year 2008
title Energy Puppet: An Ambient Awareness Interface for Home Energy Consumption
source Digital proceedings of the 7th International Workshop on Social Intelligence Design (SID 2008), School of Architecture, Universidad de Puerto Rico, San Juan, Puerto Rico.
summary The Energy Puppet is an ambient display device that provides peripheral awareness of energy consumption for individual home appliances. The display produces different “pet-like” behavioral reactions according to energy use patterns of the appliances to give homeowners an indication of their energy consumption status. The puppet would raise its “arms” in victory to display normal consumption rate, or its “eyes” would change color to red and “roar” to warn the homeowners when the specific appliance reaches dangerously high consumption rates. The assumption is that the awareness of energy consumption could affect how people consume and control energy use in their households. This paper describes the usage scenarios and the design and implementation of Energy Puppet and discusses future research directions.
keywords Ambient Intelligence, Peripheral Awareness, Energy Consumption
series other
type normal paper
email
last changed 2010/01/30 07:22

_id sigradi2016_450
id sigradi2016_450
authors Araujo, André L.; Celani, Gabriela
year 2016
title Exploring Weaire-Phelan through Cellular Automata: A proposal for a structural variance-producing engine
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.710-714
summary Complex forms and structures have always been highly valued in architecture, even much before the development of computers. Many architects and engineers have strived to develop structures that look very complex but at the same time are relatively simple to understand, calculate and build. A good example of this approach is the Beijing National Aquatics Centre design for the 2008 Olympic Games, also known as the Water Cube. This paper presents a proposal for a structural variance-producing engine using cellular automata (CA) techniques to produce complex structures based on Weaire-Phelan geometry. In other words, this research evaluates how generative and parametric design can be integrated with structural performance in order to enhance design flexibility and control in different stages of the design process. The method we propose was built in three groups of procedures: 1) we developed a method to generate several fits for the two Weaire-Phelan polyhedrons using CA computation techniques; 2) through the finite elements method, we codify the structural analysis outcomes to use them as inputs for the CA algorithm; 3) evaluation: we propose a framework to compare how the final outcomes deviate for the good solutions in terms of structural performance and rationalization of components. We are interested in knowing how the combination of the procedures could contribute to produce complex structures that are at the same time certain rational. The system developed allows the structural analysis of structured automatically generated by a generative system. However, some efficient solutions from the structural performance point of view do not necessarily represent a rational solution from the feasibility aspects.
keywords Structural design; Complex structures; Bottom-up design approach
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2008_115
id ecaade2008_115
authors Bernal, Marcelo; Yi-Luen Do, Ellen
year 2008
title Variation from Repetition
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 791-798
doi https://doi.org/10.52842/conf.ecaade.2008.791
summary Making double curvature surfaces in architectural design is nontrivial and presents many challenges. Design and fabrication of these complex shapes requires systematic approaches. Most current design and fabrication processes distribute adaptable patterns over modulated variable surfaces. But to produce variation with this method means many machining hours and a budget that a conventional architectural project cannot afford. An alternative method to achieve such complex shapes would be to overlap identical elements on a grid. This paper presents an approach to fabricate such complex surfaces from the repetition of a series of identical elements.
keywords Double curvature, adaptability: automation, digital fabrication
series eCAADe
email
last changed 2022/06/07 07:52

_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 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 732b
id 732b
authors Dimitris Papanikolaou
year 2008
title From Representation of States to Description of Processes
source Proceedings of 1st International Conference: Critical Digital, Cambridge, MA: Harvard University, 2008: 311-318
summary Introduction of digital technologies in architecture has generated a great amount of hesitation and criticism about the role of design and its relation to the artifact. This confusion seems to stem from the dual nature of design as representation of the form and as a description of its production process. Today architects urge to adopt digital tools to explore complex forms often without understanding the complexity of the underlying production techniques. As a consequence, architects have been accused of making designs that they do not know how to build. Why is this happening today? It seems that while technology has progressed, the design strategy has remained the same. This paper will deal with the following question: What matters in design? The paper will reveal fundamental problems, attempt to answer this question, and suggest new directions for design strategies today. The conclusion of this paper is that digital design should also aim to describe process of production rather than solely represent form.
keywords Description, Artifact, Digital, Process, Assembly, Value Chain
series other
type normal paper
email
last changed 2008/06/16 21:08

_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 caadria2008_26_session3b_213
id caadria2008_26_session3b_213
authors Figen Gül, Leman
year 2008
title Affordances of Virtual environments Do design media change the interaction with the design representation?
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. 213-220
doi https://doi.org/10.52842/conf.caadria.2008.213
summary The paper focuses on characterising design environments and on identifying design behaviour in different collaborative virtual environments and discusses the behaviour change based on the affordances theory. In this paper, we present two designers collaborating over three different design environments and report a comparison of those environments with face-to-face (FTF) sketching, using protocol analysis. The analysis of the protocol shows that different virtual environments provide different affordances.
keywords Affordances, collaborative virtual environments, design collaboration, protocol analysis
series CAADRIA
email
last changed 2022/06/07 07:50

_id ecaade2008_167
id ecaade2008_167
authors Gatermann, Harald
year 2008
title Location-based 4D-Reconstruction
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 945-950
doi https://doi.org/10.52842/conf.ecaade.2008.945
summary Architects do not only need 3D-models for the planning process, but as well for the process of visualizing information. In this projects we as architects were asked to show the lifetime-process of an industrial complex (a colliery - now used as industrial museum) over a period of more than one hundred years: the growth of the complex, the demolition of certain buildings, the network between the collieries in the neighbourhood. Google Earth as software platform allows recipients from all over the world to get an insight in four dimensions: the location based context including the time axis. For showing the world under the surface interactive animations or films are included.
keywords 3d-model, 4d-model, city-model, timeline, location-based
series eCAADe
email
last changed 2022/06/07 07:51

_id sigradi2008_089
id sigradi2008_089
authors Godoi,Giovana; Gabriela Celani
year 2008
title A study about facades from historical brazilian town using shape grammar
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary Shape grammars have been used in architecture for analysis and synthesis - in the first case, mainly for the characterization of styles and in the later for the generation of novel compositions. The present research proposes the use of shape grammars for establishing guidelines for the requalification of historical areas that have lost their original characteristics due to improper renovations. The use of shape grammars proposed here starts with the definition of a set of rules for characterizing the original style of an area. Based on these rules, the main characteristics of the area are confirmed, such as siting, proportions between walls and openings in the façades, overall dimensions constraints, and so on. Next, the rules of the grammar are transformed, to allow the use of contemporary building materials, as well as the incorporation of contemporary living styles in the new design. Rules must take into account two cases: original buildings that have been inadequately transformed, and buildings that have been completely torn down and will replace been completely replaced by new constructions. Both cases need to be harmonious with the remaining original buildings, however without simply copying the existing style. In both cases, rules have been used to establish the guidelines for the renovations, which resulted in modern urban environments that resemble the original historical sites in terms of spatial relations and proportions. They also create an appropriate environment for the observations of the preserved original buildings, which would otherwise look like aliens in a completely transformed neighborhood. The latter case is very common in most Brazilian cities, especially in the case of São Paulo, where houses from the late 1800´s and early 1900´s are flanked by high rise apartment buildings. In order to develop and test the proposed method, a study will be carried out in a small Brazilian town called Monte Alegre do Sul. The town was chosen because its original urban morphology, developed in the XIXth century, is still relatively well preserved, although part of the original façades have been transformed. The objective of the research is to develop a shape grammar to set guidelines for the re-adaptation of the already renovated façades and reconstruction of other ones in Monte Alegre do Sul.
keywords Shape grammar, generative design systems
series SIGRADI
email
last changed 2016/03/10 09:52

_id ecaade2008_012
id ecaade2008_012
authors Hudson, Roly
year 2008
title Frameworks for Practical Parametric Design in Architecture
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 847-854
doi https://doi.org/10.52842/conf.ecaade.2008.847
summary This paper is aimed at the development of a theoretical framework that addresses practical applications of parametric design that have been observed in architectural practice. Existing theoretical frameworks are not aimed at addressing this specific use of parametric tools but do provide a set of key themes. Based on these themes a simplified structure is presented here as a means for tackling architectural design development tasks. This is then used in order to examine a case study; the parametric design tasks involved in the design development and documentation of the new Lansdowne Road Stadium in Dublin Ireland. This project was undertaken in collaboration with HOK Sport Architects. The findings from this examination are used to discuss proposals and implications for a practical framework for parametric design in architecture.
keywords Parametric, Practice, Theory, Case Study, Lansdowne Road Stadium
series eCAADe
email
last changed 2022/06/07 07:50

_id cf2011_p108
id cf2011_p108
authors Iordanova, Ivanka; Forgues Daniel, Chiocchio François
year 2011
title Creation of an Evolutive Conceptual Know-how Framework for Integrative Building Design
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. 435-450.
summary Low productivity of the building sector today is attributed to the fragmentation of tasks, disciplines and responsibilities, as well as to the resistance to adopt integrative work processes and digital means. The increased complexity of architectural projects and the aroused social consciousness for sustainable environment calls for integrative design collaboration. Thus, there is need for a Conceptual Framework combining work processes, technological means and policy aspects. According to the literature, integrative multidisciplinary design is a strategy resulting in high performance buildings nurturing sustainable way of living (Reed et al. 2009, Krygiel & Nies 2008). Responding to the increased technological complexity of our built environment, as well as to the objective of meeting multiple criteria of quality, both necessitating multidisciplinary collaboration during design, Building Information Modeling (BIM) is seen as a powerful means for fostering quality, augmenting productivity and decreasing loss in construction. Based on recent research, we can propose that a sustainable building can be designed through an integrative design process (IDP) which is best supported by BIM. However, our ongoing research program and consultations with advanced practitioners underscore a number of limitations. For example, a large portion of the interviewed professionals and construction stakeholders do not necessarily see a link between sustainable building, integrative design process and BIM, while in our opinion, their joint use augments the power of each of these approaches taken separately. Thus, there is an urgent necessity for the definition of an IDP-BIM framework, which could guide the building industry to sustainable results and better productivity. This paper defines such a framework, whose theoretical background lays on studies in social learning (activity theory and situated action theories). These theories suggest that learning and knowledge generation occurs mainly within a social process defined as an activity. This corresponds to the context in which the IDP-BIM framework will be used, its final objective being the transformation of building design practices. The proposed IDP-BIM framework is based on previous research and developments. Thus, firstly, IDP process was well formalized in the Roadmap for the Integrated Design Process‚ (Reed et al.) which is widely used as a guideline for collaborative integrative design by innovating practices in USA and Canada. Secondly, the National Building Information Modeling Standard (NBIMS) of the USA is putting an enormous effort in creating a BIM standard, Succar (2008) recently proposed a conceptual framework for BIM, but BIM ontology is still under development (Gursel et al 2009). Thirdly, an iterative design process bound to gating reviews (inspired from software development processes) was found to be successful in the context of multidisciplinary design studios (reported in our previous papers). The feedback from this study allowed for modifications and adjustments included in the present proposal. The gating process assures the good quality of the project and its compliance to the client's requirements. The challenge of this research is to map the above mentioned approaches, processes and technologies into the design process, thus creating an integrated framework supporting and nurturing sustainable design. The IDP-BIM framework can be represented by a multidimensional matrix linked to a semantic network knowledge database: - the axes of the matrix being the project timeline, the design process actors and building stakeholders (architect, engineers, client, contractor, environmental biologist, etc.), or different aspects of building performance (environmental, functional, social, interior environment quality, cost, etc.); and - the knowledge database providing multiple layers of semantic support in terms of process, domain knowledge, technology and workflow at a given moment of the project and for a given actor or building aspect. The IDP-BIM framework is created as an evolutive digital environment for know-how and will have an established protocol for regular updates. The paper will firstly present the state of the art in IDP and BIM. Secondly, it will expose the methodology used for the definition of the Framework, followed by a description of its structure, contents and digital implementation. Then, some scenarios for the use of the Framework will be shown as validation.
keywords integrated design process, BIM, multidisciplinary design, conceptual framework
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cdc2008_295
id cdc2008_295
authors Juhász, Joseph B. and Robert H. Flanagan
year 2008
title Do Narratives Matter? Are Narratives Matter?
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 295-300
summary Narratives—public and private are the stuff of design. This commonplace truism is often forgotten in the buzz, boom and confusion surrounding the development of digital media; digital media seem to offer a “virtual” alternative to such stuff; as such, the current Romance with Digital Media is nothing but a weak revival of primitive mentalism.
email
last changed 2009/01/07 08:05

_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?
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
doi https://doi.org/10.52842/conf.caadria.2008.263
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 acadia08_472
id acadia08_472
authors Key, Sora; Mark D Gross; Ellen Yi-Luen Do
year 2008
title Computing Spatial Qualities For Architecture
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, 472-477
doi https://doi.org/10.52842/conf.acadia.2008.472
summary Computational representation of spatial qualities can lead us to a better understanding of how we construct spatial concepts. Analyses of spatial qualities can support architects in reasoning about the form of a configuration, helping them predict the consequences of a design. ¶ In this paper we present three definitions (enclosure, viewfield, continuity) that describe experiential qualities of architectural spaces. Our project aims to provide computable definitions to these qualities to describe common spatial experiences that are implicitly understood by architects. The description, using familiar terms, reveals the analytical structure of spatial qualities that is based on the geometry of the physical elements. ; We therefore introduce a graphic editor, Descriptor, that provides visualization of spatial qualities as the designer diagrams building elements. The system calculates perceived relationships (surrounded, visible, nearby, nearest) between a viewpoint and the architectural elements based on their geometric properties such as location and distance. The relationships are the components of the three qualities we define. We also present a use scenario to demonstrate how one might use our Descriptor system during early design. ¶ Descriptor is an attempt to formalize descriptions of the spatial qualities to help beginners understand how to make design decisions. In the future, we plan to extend the set of qualities and add detailed attributes of the physical elements to the system.
keywords Analysis; Computation; Environment; Representation; Spatial
series ACADIA
last changed 2022/06/07 07:52

_id sigradi2011_100
id sigradi2011_100
authors Kutschat Hanns, Daniela; De Marchi, Polise Moreira
year 2011
title Estratégias de reconfiguração do espaço urbano – cidade superfície: diálogos entre arte e cidade mediados por intervenções artísticas em fachadas e muros na cidade de São Paulo [Urban space reconfiguration strategies - surface city: dialogs between art and city mediated through artistic interventions on facades and walls in the city of São Paulo]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 526-529
summary This paper discusses multiple aspects of the city through examples of artistic interventions which see the city as complex and dynamic layers in constant change. This paper investigates the spatial configuration changes of São Paulo city in material surfaces as facades and walls. The understanding of urban surfaces as "'mediative' spatiality" (Ferrara, 2008) assigns communication categories to urban surfaces; the visual condition is discussed in this paper.
keywords Surface city; art; urban intervention; urban landscape
series SIGRADI
email
last changed 2016/03/10 09:54

_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 cdc2008_085
id cdc2008_085
authors Morad, Sherif
year 2008
title Building Information Modeling and Architectural Practice: On the Verge of a New Culture
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 85-90
summary The introduction of machine-readable tools for architectural design, which do not just focus on mere geometry or presentation, but on the richness of information embedded computationally in the design, has impacted the way architects approach and manipulate their designs. With the rapid acceleration in building information modeling (BIM) as a process which fosters machine-readable applications, architects and other participants in the design and construction industry are using BIM tools in full collaboration. As a trend which is already invading architectural practice, BIM is gradually transforming the culture of the profession in many ways. This culture is developing new properties for its participants, knowledge construction mechanisms, resources, and production machineries. This paper puts forward the assumption that BIM has caused a state of transformation in the epistemic culture of architectural practice. It appears that practice in the architecture, engineering and construction (AEC) industry is still in this phase of transformation; on the edge of developing a new culture. The paper attempts to address properties of such an emerging culture, and the new role architects are faced with to overcome its challenges.
email
last changed 2009/01/07 08:05

_id caadria2008_19_session3a_161
id caadria2008_19_session3a_161
authors Oh, Yeonjoo; Mark D Gross, Ellen Yi-Luen Do
year 2008
title Computer-aided Critiquing systems Lessons Learned and New Research Directions
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. 161-167
doi https://doi.org/10.52842/conf.caadria.2008.161
summary A critiquing system helps designers improve their design artifacts by providing feedback. Computer-aided critiquing systems have been built in many fields and provide us with useful lessons. In this paper we analyze existing critiquing systems in terms of (1) critiquing process, (2) critiquing rules, and (3) intervention techniques. Based on this analysis, we suggest new research directions for critiquing systems in the domain of architectural design.
series CAADRIA
email
last changed 2022/06/07 08:00

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