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 490

_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 caadria2008_53_session5b_437
id caadria2008_53_session5b_437
authors Ambrose, Michael A.; Lisa Lacharité
year 2008
title Representation and re-Presentation: Emerging Digital Conventions of Architectural Communication
doi https://doi.org/10.52842/conf.caadria.2008.437
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. 437-444
summary This paper examines the theoretical and conceptual underpinnings of digital architectural representation. Emerging digital tools, processes, and methods are sponsoring new conventions for the communication of architectural ideas and motives. New conventions yielded through digital media offer fresh and currently uncodified ways to communicate. These new conventions attempt to communicate the same ideas as the old, sometimes subverting the imperative for drawing as the representation does not refer to information in the abstract, but literally is the information. This research explores the use of architectural conventions, such as plan, section, and perspective, to examine re-presentation—not only a way to convey form and content, but to also to be used as a form of communication. The emerging digital conventions are forms of communication situated between representation and re-presentation.
keywords Education, design theory, digital design representation
series CAADRIA
email
last changed 2022/06/07 07:54

_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 ecaade2008_153
id ecaade2008_153
authors Andrés, Roberto
year 2008
title Hybrid Art > Synthesized Architecture
doi https://doi.org/10.52842/conf.ecaade.2008.267
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 267-274
summary This paper investigates possible intersections between some contemporary artistic modalities and architectural practice. It observes the limits of looking at art as only ‘inspiration’ for architectural form and points to the necessity of surpassing this formal approach. It discusses then, the confluence of architecture, information and communication technologies. The architecture has historically mediated the way people interact, but this interaction now has been greatly changed by new technologies. Then, it analyses the hypothesis that the experiments with new media art can bring the field of architecture closer to information and communication technologies. An educational experience is presented, aiming to verify some points discussed on the text. Concluding with an exposition of the potentialities of some hybrid art modalities in qualifying architectural practices.
keywords Architecture, Information and Communication Technologies, Digital Art, Site Specific Art, Architectural Learning
series eCAADe
email
last changed 2022/06/07 07:54

_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_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 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 jemtrud02_paper_eaea07
id jemtrud02_paper_eaea07
authors Jemtrud, Michael
year 2008
title Emerging Technologies in a Participatory Design Studio_between Carleton University and Pennsylvania State University
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary As a preliminary report on a proof-of-concept design studio conducted during the spring semester of 2007 between the Carleton Immersive Media Studio (CIMS) at Carleton University in Ottawa and the Immersive Environment Laboratory (IEL) at Pennsylvania State University, the paper first describes the implementation of this network-centric collaborative design platform. The report articulates the “staging” of the conditions of possibility for a dynamic interplay between technological mediation and the reality of making, then compares the use of high bandwidth technology with customized symmetrical toolsets in the tele-collaborative educational environment, versus commercial toolsets deployed over moderate bandwidth connections. In each setting, the collaborative environment is assessed according to issues encountered by students and design outcomes. The effectiveness of the digitally mediated collaborative studio is also gauged in terms of student reaction to the learning process via feedback surveys and questionnaires.
keywords design, collaboration, tele-presence, visualization, broadband
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id cdc2008_181
id cdc2008_181
authors Kaijima, Sawako and Panagiotis Michalatos
year 2008
title Simplexity, the programming craft and architecture production
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 181-194
summary In resent years, digital design tools have become prevalent in the design community and their capabilities to manipulate geometry have grown into a trend among architects to generate complex forms. Working as computational design consultant in an engineering firm, between architecture and engineering we often come across the problems generated by a superficial use of digital tools in both disciplines and the incapacity of the current system to cope with their byproducts. Here we will discuss the problems we see with the current system and the opportunities opened by digital design tools. Two guiding concepts are simplexity [the desire to fine tune and build a system that yields a solution to a specific design problem by collapsing its inherent complexity] and defamiliarization [a side effect of having to represent things as numbers]. They can both affect the designer as an individual who chooses to engage with digital media as well as the production system in which he/she is embedded since he/she will have to find new channels of communication with other parties. To demonstrate our strategy and the obstacles faced we will examine our involvement in the development of a computational design solution for a small house designed by Future Systems architects.
email
last changed 2009/01/07 08:05

_id ecaade2008_032
id ecaade2008_032
authors Kaijima, Sawako; Michalatos, Panagiotis
year 2008
title Computational Design Consultancy
doi https://doi.org/10.52842/conf.ecaade.2008.311
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 311-318
summary The pervasiveness of the digital media has set the ground for tighter collaboration between the discipline involved in the architecture practice and potential for reconfiguring the well-established communication patterns in the industry to occur. Considering the context thereof, Computation Design Consultancy aims to connect different considerations and priorities raised by different parties involved in the architecture production system by means of digital computation. Here, we discusses the inefficiency of the existing system in engaging with the contemporary context influenced by the digital media as well as our approaches and findings thus far though the consultancy work.
keywords Consultancy, Communication, Interactive Software
series eCAADe
email
last changed 2022/06/07 07:52

_id cdc2008_383
id cdc2008_383
authors Kallipoliti, Lydia and Alexandros Tsamis
year 2008
title The teleplastic abuse of ornamentation
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 383-392
summary Is it possible that psychoanalysis, a discipline that allegedly deals with abstract or invisible entities, and entomology, a discipline that predominantly taxonomizes insects by type, can offer us an insight into the nature of digital design processes and emergent material phenomena? One of Roger Caillois’ most controversial psychoanalytic theories, “teleplasty,” shows that psychoanalysis and entomology can indeed suggest an alternative perspective of how bodily or other material substances are initially fabricated by insects and how they can further transform. In several of his case studies, Caillois claims alliances between material and psychical structures in his psycho-material teleplastic theorem and eventually questions spatial distinctions: distinctions between geometry and material, purpose and function, cause and effect, between the imaginary and the real. Can digital media help us redefine the static relationship between a window and a wall as an interaction of chemical substances rather than a process of assembling joints and components? Can we perceive material, not as an application to predetermined geometries, but as an inherent condition, a subatomic organization of matter that precedes geometry? The aim of this paper is to problematize such distinctions as a discussion emerging through the prolific use of digital design processes.
email
last changed 2009/01/07 08:05

_id cdc2008_023
id cdc2008_023
authors Karandinou, Anastasia; Leonidas Koutsoumpos and Richard Coyne
year 2008
title Hybrid Studio Matters: Ethnomethodological Documentary of a Tutorial
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 23-34
summary This paper looks into the electronically augmented, or ‘hybrid’ contemporary environment, through the spatial and temporal thresholds or ‘seams’ that it encompasses. Electronically augmented environments have been studied increasingly within the past few years. The question of how architects respond to the new spatial conditions, how they interpret and design space, is a major emerging issue. Within these broad questions, we conducted an ethnomethodological analysis of a particular environment-example: the architectural design studio, through the documentation and analysis of an episode in an architectural tutorial. The analysis of this case-study is based upon the seams, the thresholds or ruptures that occur between different media. We argue that the shift or transition from one medium to another can be smooth and un-noticed, whereas, in other instances, it shifts completely the centre of attention, the flow of the tutorial or the perception of the means (and other elements) engaged. The transitions, occurring within the recorded tutorial, are studied in relation to the notions of engagement, immediacy and continuity. We consider that these three notions bring forth the complexities, conflicts and richness (of the hybrid environment) that the tutorial recording reveals.
email
last changed 2009/01/07 08:05

_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 cf2011_p035
id cf2011_p035
authors Langenhan, Christoph; Weber Markus, Petzold Frank, Liwicki Marcus, Dengel Andreas
year 2011
title Sketch-based Methods for Researching Building Layouts through the Semantic Fingerprint of Architecture
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. 85-102.
summary The paper focuses on the early stages of the design process where the architect needs assistance in finding reference projects and describes different aspects of a concept for retrieving previous design solutions with similar layout characteristics. Such references are typically used to see how others have solved a similar architectural problem or simply for inspiration. Current electronic search methods use textual information rather than graphical information. The configuration of space and the relations between rooms are hard to represent using keywords, in fact transforming these spatial configurations into verbally expressed typologies tends to result in unclear and often imprecise descriptions of architecture. Nowadays, modern IT-technologies lead to fundamental changes during the process of designing buildings. Digital representations of architecture require suitable approaches to the storage, indexing and management of information as well as adequate retrieval methods. Traditionally planning information is represented in the form of floor plans, elevations, sections and textual descriptions. State of the art digital representations include renderings, computer aided design (CAD) and semantic information like Building Information Modelling (BIM) including 2D and 3D file formats such as Industry Foundation Classes (IFC) (IAI, 2010). In the paper, we examine the development of IT-technologies in the area of case-based reasoning (Richter et al., 2007) to provide a sketch-based submission and retrieval system for publishing and researching building layouts including their manipulation and subsequent use. The user interface focuses on specifying space and their relations by drawing them. This query style supports the spatial thinking approach that architects use, who often have a visual representation in mind without being able to provide an accurate description of the spatial configuration. The semantic fingerprint proposed by (Langenhan, 2008) is a description and query language for creating an index of floor plans to store meta-data about architecture, which can be used as signature for retrieving reference projects. The functional spaces, such as living room or kitchen and the relation among on another, are used to create a fingerprint. Furthermore, we propose a visual sketch-based interface (Weber et al., 2010) based on the Touch&Write paradigm (Liwicki et al., 2010) for the submission and the retrieval phase. During the submission process the architect is sketching the space-boundaries, space relations and functional coherence's. Using state of the art document analysis techniques, the architects are supported offering an automatic detection of room boundaries and their physical relations. During the retrieval the application will interpret the sketches of the architect and find reference projects based on a similarity based search utilizing the semantic fingerprint. By recommending reference projects, architects will be able to reuse collective experience which match the current requirements. The way of performing a search using a sketch as a query is a new way of thinking and working. The retrieval of 3D models based on a sketched shape are already realized in several domains. We already propose a step further, using the semantics of a spatial configuration. Observing the design process of buildings reveals that the initial design phase serves as the foundation for the quality of the later outcome. The sketch-based approach to access valuable information using the semantic fingerprint enables the user to digitally capture knowledge about architecture, to recover and reuse it in common-sense. Furthermore, automatically analysed fingerprints can put forward both commonly used as well as best practice projects. It will be possible to rate architecture according to the fingerprint of a building.
keywords new media, case-based reasoning, ontology, semantic building design, sketch-based, knowledge management
series CAAD Futures
email
last changed 2012/02/11 19:21

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

_id ecaade2008_058
id ecaade2008_058
authors Niblock, Chantelle; Hanna, Raid
year 2008
title An Investigation of the Influence of Using the Computer on Cognitive Design Actions:
doi https://doi.org/10.52842/conf.ecaade.2008.693
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 693-700
summary This paper documents a research pilot study; it is a comparative investigation between an expert designer and a novice designer. The study used protocol analysis to examine design cognitive actions whilst using 3D digital media during the conceptual stage of design. The empirical study found novice designers capable of managing a design process of complex objects due to the increase in their contribution of design strategies to the overall process. The possible reason for this may be due to using free-form modelling with accuracy aids found in computing facilities. This provides evidence to suggest automated computing should be encouraged within the pedagogical framework of architectural design.
keywords Protocol Analysis, Design cognition, Complexity Management, Design Process
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2008_097
id sigradi2008_097
authors Nogueira de Carvalho, Ana Paula; Marcelo Tramontano, Marlon Rubio Longo
year 2008
title D.O.S. Designers on Spot: Communication processes and Learning actions [Processos de Comunicação e Ações de Aprendizagem]
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary D.O.S. Designers on Spot: Communication processes and Learning actions This paper introduces some concepts that have been studied at D.O.S. project as part of the learning and communication actions. These concepts are relevant to the project as they brought to the team some improvements about design experiences based on network communication, as well as some reflections done by designers and researchers in different parts of the world. The project proposed by our research group is part of growing demands for experiments able to explore the Advanced Internet for fast transferring large packages of content. The activities are divided in two different instances: one is called exploratory research and aims to identify enrichments that a collaborative practice would add to the design process and to the production of interactive prototypes as well. The other one is related to remote learning strategies. It aims at investigating new methods of collective design and prototyping of objects with integrated media, and the diffusion of these techniques and methods in classroom environments, as a teaching strategy. Following are three different aspects about design experiences. The first one, called communication processes, presents a panoramic view about different ways the participants of a remote design session can share information. It targets to point and to systematize design actions by exploring transversal characteristics among designers, teams and the resulting objects. In order to achieve it, we have to understand some relations between remote communication and design processes, which explore issues in the project phases of conception, production and interaction. This exploration is part of the search for a conceptual scope for the D.O.S. project development, with an emphasis on the communication specificities between remote designers and the design process. The second one, learning action processes, introduces some issues about academic teaching and learning of design through remote and collaborative media. The third one, Virtual Design Studio (VDS), is related to the previous and aims to present a specific kind of remote design sessions targeting to create strategies to use new communication and information technologies (ICT) on remote project instances. The teaching of Architecture and Design is, above all, multidisciplinary – this means that it is not limited to the knowledge of one field of activity but, by a wide range of subjects from different areas - including Computing. The introduction of ICT (Information and Communication Technologies) in the project process is commonly associated to the final stages, and not to the creation. The contribution of the digital environment is provided for the use of various software, which are not restricted to those responsible for graphical representation: programs responsible for the organization of data in tables, for example, enable monitoring developments with clarity. The multidisciplinary consideration supports new variables in the process of design, working quickly and accurately on the possibilities, which modifies the agency of decisions and management tasks.
keywords Advanced internet, collaborative design, virtual design studio
series SIGRADI
email
last changed 2016/03/10 09:56

_id oxman02_theses_eaea2007
id oxman02_theses_eaea2007
authors Oxman, Rivka; Rina Kolomisky
year 2008
title Designing Experience in Virtual Worlds
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary The immense growth in computer and virtual reality technology has resulted in the development of new approaches to the design of virtual environments. Virtual environments related to everyday life are currently being designed and implemented to accommodate diverse functions. These information environments are generally not sufficient to simulate the experience of real life. There is a need to establish new conceptual approaches to enhance the richness of our experience in virtual world.
keywords virtual environments, psychology - sense of presence - sense of place; scenario-based; media interactivity; methods and techniques of spatial simulation
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_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 cdc2008_041
id cdc2008_041
authors Schork, Tim
year 2008
title Option Explicit – Scripting as Design Media
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 41-46
summary In practice, the domains of architecture and computation have traditionally been perceived as distinct. Computation and its associated technologies, such as computers and software applications, have primarily only been applied to the domain of architecture. The aim of this paper is to reconsider the relationship between these domains. In moving away from separate entities towards a synthesis of architecture and computation, this paper explores the potential and the challenges of this rich creative space that opens up for architectural design through a series of case studies.
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last changed 2009/01/07 08:05

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