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 cdc2008_205
id cdc2008_205
authors Telhan, Orkan
year 2008
title Towards a Material Agency: New Behaviors and New Materials for Urban Artifacts
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 205-212
summary As computationally augmented materials find their applications in architectural practice, we observe a new kind of material culture shaping architectural discourse. This is a kind of material intelligence that is not only introducing a richer vocabulary for designing more expressive, responsive and customizable spaces, but also encouraging us to think of new ways to contextualize the technical imperative within today’s and tomorrow’s architectural design. It becomes important not only to discuss and extend the technical vocabulary of computational materials in relation to other disciplines that are also concerned with ‘designing intelligence,’ but also to tie the research’s connection to a broader discourse that can respond to it in multiple perspectives. In this paper, I present a position on this emerging field and frame my work in two main threads: 1) the design of new materials that can exercise computationally complex behaviors and 2) the design of new behaviors for these materials to tie them to higher-level goals connected to social, cultural and ecological applications. I discuss these research themes in two design implementations and frame them in an applied context.
email
last changed 2009/01/07 08:05

_id ecaade2008_177
id ecaade2008_177
authors Fatah gen. Schieck, Ava
year 2008
title Exploring Architectural Education in the Digital Age
doi https://doi.org/10.52842/conf.ecaade.2008.861
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 861-870
summary This paper reports on work carried out within the module ‘Digital Space & Society as part of the MSc Adaptive Architecture & Computation course at UCL. I describe my approach in investigating possibilities for integrating digital media and computation into a module taught to students coming predominantly from a design background. The teaching adopts the design studio culture, which integrates: teaching, discovery (research), and application (practice). Here I present an attempt to develop new ways that extend beyond conventionally applied methods within traditional architectural education by adopting project based learning that is carried out in the real world. The project is driven by my recent research activities. Donald Schon’s concept of the ‘knowledge in action’ provides a useful framework for interpreting my approach.
keywords Architectural education, digital, project based, teaching & research
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2008_34_session4a_278
id caadria2008_34_session4a_278
authors Fischer, Thomas
year 2008
title Obstructed Magic: On the Myths of Observing Designing and of Sharing Design Observations
doi https://doi.org/10.52842/conf.caadria.2008.278
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. 278-284
summary Much design research, including much research in the computer-aided architectural design field, is based on the assumption that the process of designing is observable and that what happens in designing can be known, explicitly described and shared. In this paper I examine this assumption from my subjective viewpoint and conclude that designing occurs behind a blind spot. It can be concluded that existing design process models used in the “science of design” are based on invention rather than on empirical evidence, which in turn suggests that science should be studied as a form of design instead of studying designing scientifically.
keywords Design research, observation, design process, language
series CAADRIA
email
last changed 2022/06/07 07:51

_id acadia08_192
id acadia08_192
authors Lee, Charles
year 2008
title The Thermal Organism And Architecture
doi https://doi.org/10.52842/conf.acadia.2008.192
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, 192-199
summary Throughout the history of architectural discourse the concept of metabolic function in a building and a buildings relationship to its creators is expressed by keen designers who understand the subtle linkage. Organistic homeostasis is a biological function found in all mammals including humans. The interior generation of heat classifies man as endothermic. Endothermic heat generation allows for a very controlled equilibrium and is a characteristic of more complex organisms. The body has produced highly evolved surface systems to help efficiently manage the flow of heat energy in and out of the body. I suggest building envelopes represent the human being projecting itself outwards in a prosthetic extension of the skin. Inherent in this projection are the same demands of envelope put forth in the body. In my research of anatomy I have found one system that has evolved to help facilitate endothermic heat regulation in mammals at the skin level, which is hair. How does hair transcribe into architecture? An analysis into the function of hair and its adaptable morphologies is studied. Hair is a thermal regulating system, its building equivalent are forms of thermal insulation and radiant barriers. Hairs goal is homeostatic equilibrium which has its architectural counterpoint known as the balance point. Hair is an adjustable system that mitigates between internal and external heat loading which is the goal of a building envelope. In conclusion the paper explores these issues and more in new building systems and design tactics that originate from the function of hair.
keywords Biology; Biomimetics; Design; Environment; Responsive
series ACADIA
last changed 2022/06/07 07:51

_id ecaade2008_195
id ecaade2008_195
authors Rafi , Ahmad; Hanif , Radzi; Mustaffa, Fauzan
year 2008
title Interpreting Traditional Malay Shadow Play Spaces in a Multimedia Environment
doi https://doi.org/10.52842/conf.ecaade.2008.921
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 921-926
summary This paper presents a research on the techniques of traditional Malay ‘shadow play’ used in developing new concepts for representing interactive media. This funded research by the Selangor State Library is developed based on a book collection on the aural history of Sabak Bernam, one of the counties in Selangor located in the West Peninsular of Malaysia. It considers the domain of conceptual spaces within the shadow play setting and spaces by addressing the typology of the design. Representation of different character and environmental styles related to the Malay cultures were developed as multimedia content involving more than fifty local villages. It suggests form for background consideration of possible metaphors, the space arrangement of the elementary and actors, spatial relationships, audiences and the techniques of puppetry in the design for multimedia environments.
keywords Shadow play, multimedia environment, Malay
series eCAADe
email
last changed 2022/06/07 08:00

_id caadria2008_54_session5b_445
id caadria2008_54_session5b_445
authors Rafi, Ahmad; Mastura Yunan, Mazlan Mahadzir, Abdul Halim
year 2008
title Virtual reality as a design education: A Malaysian experience
doi https://doi.org/10.52842/conf.caadria.2008.445
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. 445-451
summary This paper presents our attempts on virtual reality curriculum development for the past four years as one of the multimedia-based degrees. It will give an overview, goals and outcomes of the virtual reality (VR) curriculum with varieties of virtual reality systems, interactions and design theories used at different level of studies. It also highlights issues related to designing virtual spaces and the approach used to suggest a good storytelling. This paper will also explore, report and demonstrate the use of non-immersive virtual reality system based on a study in a problem-based learning environment of a virtual reality majoring. Following early encouraging first round results this paper concludes that experiential design could be one of the effective approaches for a problem-based learning and richer content creation of virtual environment (VE) design. It also suggests that the presence of motions, different field of views, interactivities and stereoscopic visions are attributes of three-dimensional (3D) visualization that contribute to better understanding and designing virtual environments.
keywords Virtual reality; design education; problem-based learning; virtual environment
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2008_196
id ecaade2008_196
authors Rajendran, Puaneswaran M.; Rafi, Ahmad
year 2008
title Experiential Design of Space in Virtual Environment: Cubism as an Art Application
doi https://doi.org/10.52842/conf.ecaade.2008.383
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 383-388
summary This paper presents an experiential design concept as one of the approaches to design a good storytelling in VEs. We tested this concept and related it within cubism art to understand spaces based on its original form particularly the shapes, planes and volumes. This experiment revealed elements of expression and abstractions through layers of intrinsic knowledge within the VEs that were extremely difficult to understand when viewed in their original forms. New spaces were also discovered within the VEs thus suggesting evidence on the stories within the art form. This paper also suggested that VEs provide a better understanding of spaces and abstract spaces, scale through different depth of illusions and spatial representation.
keywords Experiential design, virtual environment, space design, navigation
series eCAADe
email
last changed 2022/06/07 08:00

_id ddss2008-28
id ddss2008-28
authors Rügemer, Jörg
year 2008
title Pimp my Box – Architecture of TransformationInterdisciplinary Collaboration and Various Media as DesignDecision and Support Tools
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary The paper describes an interdisciplinary architectural design studio setting at the graduate level, which explores the notion of “transformation” in architecture. By collaborating with a group of modern dance students, the studio approaches the creation of space from a different perspective, using dynamic movement coupled with digital tools as a space generator.
keywords Transformation of Space, Dynamic Space, Hybrid Design Method, Interdisciplinary Studio Approach
series DDSS
last changed 2008/09/01 17:06

_id cdc2008_403
id cdc2008_403
authors Wie, Shaxin
year 2008
title Poetics of performative space
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 403-417
summary My project concerns subjectivation, performativity and embodiment, as inflected by notions of process and field. These questions were inspired by recent work in the margins of experimental performance, sound arts, computational media, and philosophy of process. They are informed by, and critically respond to Leibniz’s continuous substance, Whitehead’s “unbifurcated” process ontology, and Petitot’s approach to morphogenesis. Beginning with a concern with the materiality of writing, the project explores the ethico-aesthetics of touch and movement, and poetic architecture or installation events as sites for speculative action. The kind of events I describe, are collective, co-present, embodied, and a-linguistic. The potential for physical contact is a condition for the collective embodied experiences needed to conduct experimental phenomenology. Our events are designed for four or more participants, three to destabilize dyadic pairing, and lower the threshold to improvising being in that space, and a fourth for potential sociality. Having dissolved line between actor and spectator, we may adopt the disposition of an agent of change, or equally a witness of the event. Relinquishing also a categoreal fixation on objects in favor of continua, we inhabit ambient environments thick with media and matter that evolve in concert with movement or gesture.
email
last changed 2009/01/07 08:05

_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 ecaade2008_151
id ecaade2008_151
authors Barelkowski, Robert
year 2008
title Web-based Support for Social Participation and Education in Planning Procedures
doi https://doi.org/10.52842/conf.ecaade.2008.823
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 823-828
summary The paper is intended to present the methodological structure of web-based mechanisms related to planning procedures, with particular focus on social participation. The tools provide a link between planners and local community members, allow the acquisition of different sets of data, provide detailed information on the environment and planned transformations, serve as a source of detailed information on the procedure, and last but not least play an educational role, which contributes greatly to the understanding of sustainability, cultural sensitivity, environmental issues, planning concerns on a wider scale. Web-related technology provides many opportunities to reach for a wider social participation and simultaneously to receive more representative feedback from the local community. The article will discuss in detail some results of the implementation of the Citizen project – a web-based platform supporting the social participation.
keywords Spatial planning, social participation, web-based tools, web-based participation, Citizen project
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2008_24_session3a_193
id caadria2008_24_session3a_193
authors Biswas, Tajin; Tsung-Hsien Wang, Ramesh Krishnamurti
year 2008
title Integrating sustainable building rating systems with building information models
doi https://doi.org/10.52842/conf.caadria.2008.193
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. 193-200
summary The transition from conventional to sustainable building depends on a number of factors— technological, environmental, economic and social. From a computer-aided design perspective, the first two are perhaps the most significant. We are working on a project with an emphasis on developing tools, to evaluate environmental consequences for design decision-making. Our current thrust is given to reducing energy usage as well as carbon emissions in buildings.
keywords Sustainable building rating system, Building information model
series CAADRIA
email
last changed 2022/06/07 07:52

_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 caadria2008_43_session4b_350
id caadria2008_43_session4b_350
authors Chen, Rui; Xiangyu Wang
year 2008
title Tangible Augmented Reality for Design Learning: An Implementation Framework
doi https://doi.org/10.52842/conf.caadria.2008.350
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. 350-356
summary Nowadays, it is becoming more and more popular for teaching and learning to be supported in technology-supported settings. These digital technologies create new instructional methods. Tangible Augmented Reality (AR) technology can construct an innovative and interactive learning space by merging computer-generated learning materials and stimuli of virtuality into a real space. Different cognitive and social-learning processes might be involved with different learning activities that can be potentially supported by different technology modes of tangible AR. This paper discusses an empirical research framework for designing and implementing tangible AR technologies to improve the pedagogical effectiveness of learning processes involved in architectural design education. The research framework includes the theoretical process of applying tangible AR in design learning, the devised experimentations and associated methodology. Issues and benefits of incorporating tangible AR into architectural design learning are also investigated and discussed.
keywords Augmented Reality, architectural design learning, framework, learning theory, tangible interface
series CAADRIA
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 caadria2008_62_session6a_510
id caadria2008_62_session6a_510
authors Diniz, Nancy
year 2008
title Body tailored space: Configuring Space through Embodiment
doi https://doi.org/10.52842/conf.caadria.2008.510
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. 510-517
summary With this project I propose that embodiment can be more emphasized and better supported in space-design frameworks. This paper presents background on several theories of embodiment since the beginning of the twentieth century to recent developments of the concept in tangible and social computing and anticipate that this reveals pathways for designing new embodiment framework systems for architecture. I suggest that architecture and interactive computing can share a common theoretical foundation in embodied interaction. The main thesis is for designers to use the body as an interface to understand how the interaction between a person and his/her surroundings arises and how our embodiment reveals other rich spatial qualities during the conception phase of design. This paper proposes a conceptual framework for embodied interaction based on the creation of real-time systems in order to instigate a framework for interactive processes that can help designers understand architecture phenomena and the performance of space. I present a design experiment on embodied performance space entitled “Body Tailored Space” where the boundaries of the human body are metaphorically extended into surrounding membranes.
keywords Embodiment; embodied interaction; interactive architecture; phenomenology; second order cybernetics
series CAADRIA
email
last changed 2022/06/07 07:55

_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 ddss2008-02
id ddss2008-02
authors Gonçalves Barros, Ana Paula Borba; Valério Augusto Soares de Medeiros, Paulo Cesar Marques da Silva and Frederico de Holanda
year 2008
title Road hierarchy and speed limits in Brasília/Brazil
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper aims at exploring the theory of the Social Logic of Space or Space Syntax as a strategy to define parameters of road hierarchy and, if this use is found possible, to establish maximum speeds allowed in the transportation system of Brasília, the capital city of Brazil. Space Syntax – a theory developed by Hillier and Hanson (1984) – incorporates the space topological relationships, considering the city shape and its influence in the distribution of movements within the space. The theory’s axiality method – used in this study – analyses the accessibility to the street network relationships, by means of the system’s integration, one of its explicative variables in terms of copresence, or potential co-existence between the through-passing movements of people and vehicles (Hillier, 1996). One of the most used concepts of Space Syntax in the integration, which represents the potential flow generation in the road axes and is the focus of this paper. It is believed there is a strong correlation between urban space-form configuration and the way flows and movements are distributed in the city, considering nodes articulations and the topological location of segments and streets in the grid (Holanda, 2002; Medeiros, 2006). For urban transportation studies, traffic-related problems are often investigated and simulated by assignment models – well-established in traffic studies. Space Syntax, on the other hand, is a tool with few applications in transport (Barros, 2006; Barros et al, 2007), an area where configurational models are considered to present inconsistencies when used in transportation (cf. Cybis et al, 1996). Although this is true in some cases, it should not be generalized. Therefore, in order to simulate and evaluate Space Syntax for the traffic approach, the city of Brasília was used as a case study. The reason for the choice was the fact the capital of Brazil is a masterpiece of modern urban design and presents a unique urban layout based on an axial grid system considering several express and arterial long roads, each one with 3 to 6 lanes,
keywords Space syntax, road hierarchy
series DDSS
last changed 2008/09/01 17:06

_id acadia08_438
id acadia08_438
authors Hall, Theodore W.; Wassim Jabi; Katia Passerini; Cristian Borcea; Quentin Jones
year 2008
title An Interactive Poster System to Solicit Casual Design Feedback
doi https://doi.org/10.52842/conf.acadia.2008.438
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, 438-447
summary As part of a government funded grant in ubiquitous social computing, we have developed and deployed an interactive poster kiosk that invites casual feedback on student design work or other items of interest among peers in the School of Architecture. The system runs on a standard PC with a large LCD display and a touch-sensitive overlay. Posters reside in the system as web-page URIs. Passersby provide feedback on poster content by “finger painting” on the touch screen. The system e-mails the feedback to the poster provider. We have deployed the system in the Architecture Library for a period of three weeks. During that time, interaction with the kiosk passed through three general phases—unfamiliarity, novelty, and familiarity—with the peak interaction occurring during the middle phase. This paper describes the development and deployment of the system, the quantity and quality of the feedback it attracted, and concludes with recommendations for repeating and improving the exercise.
keywords Computation; Education; Feedback; Interactive; Social
series ACADIA
last changed 2022/06/07 07:50

_id ecaade2008_197
id ecaade2008_197
authors Hamid, Bauni
year 2008
title Collaborative Design and Complex Organization
doi https://doi.org/10.52842/conf.ecaade.2008.667
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 667-674
summary This paper discusses our investigation on the potentials of CAAD system implementation to generate collaborative process in a complex organization of construction project. Housing reconstruction projects in disaster-recovery context has been taken as case study to examine some CAAD system that has been claimed as collaborative. Based on social organizational theory and complex adaptive system theory we attempt too test the claim by analyzing the flexibility of these CAD system on the real complex organizational project. We stratify the result based on the level of adaptability of each CAAD system to indicate the level of collaboration.
keywords Collaborative design: complex organization, disaster recovery, CAAD, reconstruction
series eCAADe
email
last changed 2022/06/07 07:50

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