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 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 ecaade2008_175
id ecaade2008_175
authors Jeong, Yongwook; Trento, Armando
year 2008
title Interleaving Semantics: a Filter Mediated Communication Model to Support Collaboration in Multi-Disciplinary Design
doi https://doi.org/10.52842/conf.ecaade.2008.643
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 643-652
summary The purpose of collaboration is to integrate the separate knowledge possessed by the participants in the design process into one meaningful whole. Centralized data structures, showed that the AEC industry is so fragmented that the data-centric approach is not feasible, for technical and procedural reasons. The shared database, minimizing the complexity of translating different form of representation, quickly becomes too large and unwieldy to support the dynamic process of multi-disciplinary collaborative design. In this paper, we propose a distributed model that includes a mechanism to facilitate the participants’ intentions more effectively by incorporating semantics into their representations. We also present how the semantics would be authored and published through the mechanism so that a higher level of shared understanding among the participants would be achieved.
keywords Multidisciplinary Collaboration, Semantic Network, Ontology, Artificial Agent
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia08_066
id acadia08_066
authors Ahlquist, Sean; Moritz Fleischmann
year 2008
title Material & Space: Synthesis Strategies based on Evolutionary Developmental Biology
doi https://doi.org/10.52842/conf.acadia.2008.066
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, 66-71
summary A material system can be defined as a set of self-organized materials, defining a certain spatial arrangement. In architecture, this material arrangement acts as a threshold for space, though space often only appears as a by-product of the material organization. Treating space as a resulting, therefore secondary, independent product minimizes the capacity to generate architecture that is astutely aware of concerns of functionality, environment and energy. An effective arrangement of material can only be determined in relation to the spaces that it defines. When proposing a more critical approach, a material system can be seen as an intimate inter-connection and reciprocal exchange between the material construct and the spatial conditions. It is necessary to re-define material system as a system that coevolves spatial and material configurations through analysis of the resultant whole, in a process of integration and evaluation. ¶ With this understanding of material system comes an expansion in the number of criteria that are simultaneously engaged in the evolution of the design. The material characteristics, as well as the spatial components and forces (external and internal), are pressures onto the arrangement of material and space. ¶ This brings a high degree of complexity to the process. Biological systems are built on methods that resolve complex interactions through sets of simple yet extensible rules. Evolutionary Developmental Biology explains how growth is an interconnected process of external forces registering fitness into a fixed catalogue of morphological genetic tools. Translating the specific framework for biological growth into computational processes, allows the pursuit of an architecture that is fully informed by the interaction of space and material.
keywords Biology; Computation; Material; Parametric; System
series ACADIA
last changed 2022/06/07 07:54

_id caadria2008_3_session1a_029
id caadria2008_3_session1a_029
authors Ambrose, Michael A., Carl Lostritto, Luc Wilson
year 2008
title Animate education Early Design Education Pedagogy
doi https://doi.org/10.52842/conf.caadria.2008.029
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. 29-35
summary This paper presents a novel approach to the introduction and use of animation and motion graphics in foundation design education. Design inquiry and understanding as generated from, and translated by, movement is the focus. This work explores animation as a design methodology in the first weeks of architectural education. The proposed design exercise discussed here will probe the concept/context and spatial/visual literacy of the learned sense of space-time in architectural design education and representation. Here the digital application of animation and motion graphics is intended to be process driven to encourage students to find an attitude about solutions rather than a solution to the design project. The intention is to examine the relationship between form and space through a structured exploration of movement within a kit-of-parts design project that explores a three-dimensional spatial construct. Animation as a design method poses unique potentials and pitfalls. Animation and motion graphics, as a collection of instances, is both questioned and exaggerated. This project creates a threshold experience of learning that puts in motion an exploration of integrated digital process and design product.
keywords Education, design theory, design studies, animation
series CAADRIA
email
last changed 2022/06/07 07:54

_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_42_session4b_343
id caadria2008_42_session4b_343
authors Barrios, Carlos; Damien Alomar
year 2008
title Computing with textile blocks: Symmetry Studies on Frank Lloyd Wright’s Textile Block Design Patterns
doi https://doi.org/10.52842/conf.caadria.2008.343
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. 343-349
summary This research focused on generating alternative designs from the textile blocks California Houses of Frank Lloyd Wright based on regular wallpaper symmetry patterns. A computational framework was developed that generates the designs of the original textile blocks in combination with all possible wallpaper symmetry patterns. This computational framework allowed for the creation of the catalog of possible regular patterns. The development of the framework allowed for a deeper understanding of the symmetrical relationships of the blocks and the wallpaper patterns created by Frank Lloyd Wright and a large collection of new ones.
keywords Symmetry Studies, Design Patterns, Blocks Computation, Frank Lloyd Wright, Textile Blocks
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2008_083
id ecaade2008_083
authors Belcher, Daniel; Johnson, Brian R.
year 2008
title ARchitectureView
doi https://doi.org/10.52842/conf.ecaade.2008.561
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 561-568
summary We present a system for viewing architectural building models – specifically Building Information Modeling (BIM) models – in 3D using an Augmented Reality Tangible User Interface (TUI) and a Magic Lens interaction metaphor. ARchitectureView is meant to facilitate communication and collaboration around a shared model. We present the system overview and a number of use scenarios in which the interface would serve to improve communication across disciplines and varied technical backgrounds, while supporting a rich and coherent common understanding.
keywords Augmented Reality, Building Information Modeling, Magic Lens, Tangible User Interface
series eCAADe
email
last changed 2022/06/07 07:54

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

_id ecaade2008_053
id ecaade2008_053
authors Berit Lang, Silke
year 2008
title Is it About Time to Investigate a Transdisciplinary Understanding of Design?
doi https://doi.org/10.52842/conf.ecaade.2008.283
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 283-292
summary This paper claims that now the time is right to investigate a transdisciplinary understanding of design. Nowadays, design is excellent in many disciplines and specialized fields but not connected and coordinated to other fields. The benefit of a transdiciplinary understanding of design will open up new ways in teaching, research and business. The current activities in this field at leading schools worldwide evidence that the time has come to gain a fundamental understanding of design. In this paper we describe the phenomena that design as a research topic currently gains in importance. We then discuss why there is no unified definition of design. We explain our approach towards a transdiciplinary understanding of design and show how this differs from other initiatives.
keywords Design Science, Design, Modeling, Verification, Knowledge Visualization
series eCAADe
email
last changed 2022/06/07 07:52

_id cdc2008_359
id cdc2008_359
authors Burke, Anthony
year 2008
title Reframing “intelligence” in computational design environments
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 359-366
summary This paper seeks to establish a set of principals that form an understanding of intelligent systems related to design and architecture, through a review of intelligence as it has been understood over the last 60 years since Alan Turing first asked the question “can machines think?”1 From this review, principals of intelligence can be identified within the neurophysiological and artificial intelligence (AI) communities that provide a foundation for understanding intelligence in computational architecture and design systems. Through critiquing these principals, it is possible to re-frame a productive general theory of intelligent systems that can be applied to specific design processes, while simultaneously distinguishing the goals of design oriented intelligent systems from those goals of general Artificial Intelligence research.
email
last changed 2009/01/07 08:05

_id acadia08_118
id acadia08_118
authors Cabrinha, Mark
year 2008
title Gridshell Tectonics: Material Values Digital Parameters
doi https://doi.org/10.52842/conf.acadia.2008.118
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, 118-125
summary This paper begins with a simple proposition: rather than mimicking the geometric structures found in nature, perhaps the most effective modes of sustainable fabrication can be found through understanding the nature of materials themselves. Material becomes a design parameter through the constraints of fabrication tools, limitations of material size, and most importantly the productive capacity of material resistance—a given material’s capacity and tendencies to take shape, rather than cutting shape out of material. ¶ Gridshell structures provide an intriguing case study to pursue this proposition. Not only is there clear precedent in the form-finding experiments of Frei Otto and the Institute for Lightweight Structures, but also the very NURBS based tools of current design practices developed from the ability of wood to bend. Taking the bent wood spline quite literally, gridshells provide a means that is at once formally expressive, structurally optimized, materially efficient, and quite simply a delight to experience. The larger motivation of this work anticipates a parametric system linking the intrinsic material values of the gridshell tectonic with extrinsic criteria such as programmatic needs and environmental response. ¶ Through an applied case study of gridshells, the play between form and material is tested out through the author’s own experimentation with gridshells and the pedagogical results of two gridshell studios. The goal of this research is to establish a give-and-take relationship between top-down formal emphasis and a bottom-up material influence.
keywords Digital Fabrication; Form-Finding; Material; Pedagogy; Structure
series ACADIA
last changed 2022/06/07 07:54

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

_id caadria2008_81_session7b_662
id caadria2008_81_session7b_662
authors Champion, Erik; Andrew Dekker, Petra Thomas
year 2008
title Lazy Panorama Monopoly Table: Take Your City for a Spin
doi https://doi.org/10.52842/conf.caadria.2008.662x.u7o
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. 662-669
summary While conventional information displays are still effective, a lack of integration between descriptive and contextual information means they cannot be used independently of additional external information. New digital systems such as Google Maps are increasing in popularity. Unfortunately these present some limitations in terms of understanding both route and survey information, and in particular navigation and orientation, such as intuitively understanding a plan view no matter which way one is facing, so visitors can quickly and intuitively learn how to get to specific buildings or to specific facilities. Digital systems may also alienate older and non computer literate users; and they display contextual information inside an interface which limits the possible range of interaction methods offered by physical interaction. Our solution was to create a 3D physical model that one could spin, which would in turn display digital panoramas that spun in rotational alignment with the physical city model. Further, the user could place category tokens in intersections of the city model, which would bring up digital panoramas on the screen and highlight facilities linked to the category chosen. Rotating the token would also rotate the digital panorama.
keywords Urban visualization, panorama, tangible user interface, phidgets
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:50

_id caadria2008_59_session6a_487
id caadria2008_59_session6a_487
authors Chevrier, C.; J.P. Perrin
year 2008
title Interactive parametric modelling: POG a tool the cultural heritage monument 3D reconstruction
doi https://doi.org/10.52842/conf.caadria.2008.487
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. 487-493
summary Historic monument and archaeological site 3D reconstruction is nowadays often required for many applications (scientific and architectural studies, virtual visits for a better understanding of the monument, etc). This task is very time-consuming. Automating the modelling of the most common components could ease this 3D work and produce accurate, consistent and re-usable models. Based upon compound rules of architectural elements but also upon various other data sources such as photographs and 3D laser scans, we have conceived and developed an interactive tool for virtual 3D reconstruction of heritage monuments. It allows a quick modelling and accurate adjustments to the measured data. This tool could be a great help for architects and archaeologists. Research first has began with the study of classical architecture, and has gone on with other architectural styles. Architectural elements are described with parametric data, then generated by our tool. Our main application context was the town of Nancy in France where there are lots of classical architecture buildings which allow us to test our tool. It will be further extended to be applied to other architectural styles and will be combined with photogrammetry methods.
keywords parametric modelling, cultural heritage, 3D model
series CAADRIA
email
last changed 2022/06/07 07:55

_id ddss2004_ra-33
id ddss2004_ra-33
authors Diappi, L., P. Bolchim, and M. Buscema
year 2004
title Improved Understanding of Urban Sprawl Using Neural Networks
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 14020-2408-8, p. 33-49
summary It is widely accepted that the spatial pattern of settlements is a crucial factor affecting quality of life and environmental sustainability, but few recent studies have attempted to examine the phenomenon of sprawl by modelling the process rather than adopting a descriptive approach. The issue was partly addressed by models of land use and transportation which were mainly developed in the UK and US in the 1970s and 1980s, but the major advances were made in the area of modelling transportation, while very little was achieved in the area of spatial and temporal land use. Models of land use and transportation are well-established tools, based on explicit, exogenouslyformulated rules within a theoretical framework. The new approaches of artificial intelligence, and in particular, systems involving parallel processing, (Neural Networks, Cellular Automata and Multi-Agent Systems) defined by the expression “Neurocomputing”, allow problems to be approached in the reverse, bottom-up, direction by discovering rules, relationships and scenarios from a database. In this article we examine the hypothesis that territorial micro-transformations occur according to a local logic, i.e. according to use, accessibility, the presence of services and conditions of centrality, periphericity or isolation of each territorial “cell” relative to its surroundings. The prediction capabilities of different architectures of supervised Neural networks are implemented to the south Metropolitan area of Milan at two different temporal thresholds and discussed. Starting from data on land use in 1980 and 1994 and by subdividing the area into square cells on an orthogonal grid, the model produces a spatial and functional map of urbanisation in 2008. An implementation of the SOM (Self Organizing Map) processing to the Data Base allows the typologies of transformation to be identified, i.e. the classes of area which are transformed in the same way and which give rise to territorial morphologies; this is an interesting by-product of the approach.
keywords Neural Networks, Self-Organizing Maps, Land-Use Dynamics, Supervised Networks
series DDSS
last changed 2004/07/03 22:13

_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 acadia08_182
id acadia08_182
authors Gibson, Michael; Kevin R. Klinger; Joshua Vermillion
year 2008
title Constructing Information: Towards a Feedback Ecology in Digital Design and Fabrication
doi https://doi.org/10.52842/conf.acadia.2008.182
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, 182-191
summary As strategies evolve using digital means to navigate design in architecture, critical process-based approaches are essential to the discourse. The often complex integration of design, analysis, and fabrication through digital technologies is wholly reliant upon a process-basis necessitating the use of a design feedback loop, which reinforces critical decision-making and challenges the notions of how we produce, visualize, and analyze information in the service of production and assembly. Central to this process-based approach is the effective and innovative integration of information and the interrogation of material based explorations in the making of architecture. This fabrication ‘ecology’ forces designers to engage complexity and accept the unpredictability of emergent systems. It also exposes the process of working to critique and refine feedback loops in light of complex tools, methods, materials, site, and performance considerations. In total, strategies for engaging this ‘ecology’ are essential to accentuate our present understanding of environmental design and theory in relation to digital processes for design and fabrication. ¶ This paper recounts a design/fabrication seminar entitled “Constructing Information” in which architecture students examined an environmental design problem by way of the design feedback loop, where their efforts in applying digital design and fabrication methods were driven explicitly by material and site realities and where their work was executed, installed, and critically explored in situ. These projections raise important questions about how information, complexity, and context overlay and merge, and underscore the critical potential of visual, spatial, and material effects as part of a fabrication-oriented design process.
keywords Digital Fabrication; Ecology; Environment; Feedback; Performance
series ACADIA
last changed 2022/06/07 07:51

_id acadia08_208
id acadia08_208
authors Griffiths, Jason
year 2008
title Man + Water + Fan = Freshman: Natural Process of Evaporative Cooling and the Digital Fabrication of the ASU Outdoor Dining Pavilion
doi https://doi.org/10.52842/conf.acadia.2008.208
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, 208-213
summary To the east of Johnson City TX is the Lyndon B. Johnson’s family home. Part of the Johnson Estate2 is given over to a working farm circa 1870 that presents various aspects of domestic practice from the era. This includes a desert fridge which is a simple four-legged structure with a slightly battered profile that’s draped in calico. Its principle is simple; water from an upturned jar is drawn by osmosis down the sides of the calico where it evaporates in wind currents drawn though a “dog run” between two log cabins. Cooled air circulates within the structure and where cheese and milk are kept fresh during the summer. The desert fridge is a simple system that reaches a state of equilibrium through the natural process of evaporation. ¶ This system provides a working model for a prototype structure for an outdoor dining pavilion that was designed and constructed on the campus of Arizona State University. The desert fridge is the basis for a “biological process”3 of evaporative cooling that has been interpreted in terms a ritual of outdoor dining in arid climates. The pavilion is intended as a gathering point and a place of interaction for ASU freshmen. The long-term aim of this project is to provide a multiple of these pavilions across the campus that will be the locus of a sequence of dining events over a “dining season”4 during the fall and spring semester. ; This paper describes how the desert fridge principle has been interpreted in the program and construction of the dining pavilion. It explores a sequence of levels by which the structure, via digital production process, provides an educational narrative on sustainability. This communicative quality is portrayed by the building in direct biological terms, through tacit knowledge, perceived phenomena, lexical and mechanical systems. The paper also describes how these digital production process were used in the building’s design and fabrication. These range from an empirical prognosis of evaporative cooling effects, fluid dynamics, heat mapping and solar radiation analysis through to sheet steel laser cutting, folded plate construction and fully associative variable models of standard steel construction. The aim of the pavilion is to create an environment that presents the evaporative cooling message at a multiple of levels that will concentrate the visitor in holistic understanding of the processes imbued within the building.5
keywords Communication; Digital Fabrication; Environment; System
series ACADIA
last changed 2022/06/07 07:51

_id caadria2008_39_session4b_321
id caadria2008_39_session4b_321
authors Herr, Christiane M. and Justyna Karakiewicz
year 2008
title Towards an understanding of design tutoring: A grounded study of presentation materials used in tutorial conversations
doi https://doi.org/10.52842/conf.caadria.2008.321
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. 321-327
summary In this paper we present results of a grounded study of materials presented by students during tutorial conversations over the course of a design studio. Based on key coding categories we extracted over the course of the study, we developed a vocabulary of five notions that allow us to reflect on students’ work from the tutors’ perspective. We discuss these notions and relate them to previous studies on graphic representations in conceptual design processes.
keywords Sketching, graphic representations, design conversation, conceptual design process, grounded theory
series CAADRIA
email
last changed 2022/06/07 07:51

_id cdc2008_279
id cdc2008_279
authors Jensen, Ole B.
year 2008
title Networked mobilities and new sites of mediated interaction
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 279-286
summary This paper takes point of departure in an understanding of mobility as an important cultural dimension to contemporary life. The movement of objects, signs, and people constitutes material sites of networked relationships. However, as an increasing number of mobility practices are making up our everyday life experiences the movement is much more than a travel from point A to point B. The mobile experiences of the contemporary society are practices that are meaningful and normatively embedded. That is to say, mobility is seen as a cultural phenomenon shaping notions of self and other as well as the relationship to sites and places. Furthermore, an increasing number of such mobile practices are mediated by technologies of tangible and less tangible sorts. The claim in this paper is, that by reflecting upon the meaning of mobility in new mediated interaction spaces we come to test and challenge these established dichotomies as less fruitful ways of thinking. The paper concludes with a research agenda for unfolding a ‘politics of visibility’, engaging with the ambivalences of networked mobilities and mediated projects, and critically challenge of taken for granted interpretations of networked mobilities.
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