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

PDF papers
References

Hits 1 to 20 of 491

_id acadia08_390
id acadia08_390
authors Vrana, Andrew; Joe Meppelink; Ben Nicholson
year 2008
title New Harmony Grotto
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, 390-399
doi https://doi.org/10.52842/conf.acadia.2008.390
summary With the expanding wave of contemporary architecture inspired and informed by biomorphic design and biomimetic processes, the re-evaluation of work of Frederick Kiesler has become immanent. Throughout the mid 20th century he became increasingly interested in the relationship of natural form and structure to architectural space and organization. The Grotto for Meditation proposed in 1963 for New Harmony, Indiana commissioned by Mrs. Jane Blaffer-Owen was the culmination of his life’s work. Though the project was not realized, it embodies all of the influences of his time from surrealism to biology and cybernetic theory. Through our university and the Blaffer Foundation, we engaged in formal research and tectonic resolution of the project employing digital modeling and fabrication technologies at our College and in Houston where Mrs. Owen lives when she is not in New Harmony. We based this project on the full catalog of archival material made available to us with support from the Blaffer and Kielser Foundations. Our exploration also was influenced by discussions with Mrs. Blaffer-Owen who is still very interested in realizing this profoundly interesting and enigmatic project. Our university has opened the door to the opportunity that our reinterpreted Grotto become a permanent fixture on the campus next to a wetland landscape that it is currently under construction. Our research into Kiesler has engaged his esoteric concepts of “co-realism” and “continuous tension” as well as his early use of recursive geometry and biomorphic form in design. From reverse engineering and digital fabrication via 3D scanning to generative structural articulation, we are experimenting with a structural/spatial system that closely aligns with Kiesler’s originally proposed tile patterning dilated into a minimal structure. Our prototypes and the final version will be fabricated by one of the largest commercially for-hire water jet cutter in country and assembled on the site.
keywords Biomorphic; Digital Fabrication; Prototype; Structure
series ACADIA
last changed 2022/06/07 07:58

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

_id 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
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
doi https://doi.org/10.52842/conf.acadia.2008.208
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_27_session3b_221
id caadria2008_27_session3b_221
authors Al-Haddad, Tristan
year 2008
title Parametric modulations in Masonry
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. 221-228
doi https://doi.org/10.52842/conf.caadria.2008.221
summary The focus of the research presented in this paper asks how a designer can create a flexible system of physical making which can accommodate multiple programmatic functions within a smooth whole, rather than creating an a priori singular formal object. This adaptable system of construction works through the development of an intelligent CAD model that can be mapped to a flexible manufacturing mechanism, i.e. a reconfigurable mold. This system of manufacturing can be used to cast totally unique solid modules without creating a unique mold for each part by manipulating the topological structure of the system. This approach takes the notion of mass-customization beyond the expensive and unsustainable one-offs that the design world has seen recently, and into a new paradigm of a sustainable, economically viable world of mass-customizable form and space.
keywords Parametrics, Variability, Reconfigurability, UHPC, Topology, Molding, Casting
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2011_p127
id cf2011_p127
authors Benros, Deborah; Granadeiro Vasco, Duarte Jose, Knight Terry
year 2011
title Integrated Design and Building System for the Provision of Customized Housing: the Case of Post-Earthquake Haiti
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 247-264.
summary The paper proposes integrated design and building systems for the provision of sustainable customized housing. It advances previous work by applying a methodology to generate these systems from vernacular precedents. The methodology is based on the use of shape grammars to derive and encode a contemporary system from the precedents. The combined set of rules can be applied to generate housing solutions tailored to specific user and site contexts. The provision of housing to shelter the population affected by the 2010 Haiti earthquake illustrates the application of the methodology. A computer implementation is currently under development in C# using the BIM platform provided by Revit. The world experiences a sharp increase in population and a strong urbanization process. These phenomena call for the development of effective means to solve the resulting housing deficit. The response of the informal sector to the problem, which relies mainly on handcrafted processes, has resulted in an increase of urban slums in many of the big cities, which lack sanitary and spatial conditions. The formal sector has produced monotonous environments based on the idea of mass production that one size fits all, which fails to meet individual and cultural needs. We propose an alternative approach in which mass customization is used to produce planed environments that possess qualities found in historical settlements. Mass customization, a new paradigm emerging due to the technological developments of the last decades, combines the economy of scale of mass production and the aesthetics and functional qualities of customization. Mass customization of housing is defined as the provision of houses that respond to the context in which they are built. The conceptual model for the mass customization of housing used departs from the idea of a housing type, which is the combined result of three systems (Habraken, 1988) -- spatial, building system, and stylistic -- and it includes a design system, a production system, and a computer system (Duarte, 2001). In previous work, this conceptual model was tested by developing a computer system for existing design and building systems (Benr__s and Duarte, 2009). The current work advances it by developing new and original design, building, and computer systems for a particular context. The urgent need to build fast in the aftermath of catastrophes quite often overrides any cultural concerns. As a result, the shelters provided in such circumstances are indistinct and impersonal. However, taking individual and cultural aspects into account might lead to a better identification of the population with their new environment, thereby minimizing the rupture caused in their lives. As the methodology to develop new housing systems is based on the idea of architectural precedents, choosing existing vernacular housing as a precedent permits the incorporation of cultural aspects and facilitates an identification of people with the new housing. In the Haiti case study, we chose as a precedent a housetype called “gingerbread houses”, which includes a wide range of houses from wealthy to very humble ones. Although the proposed design system was inspired by these houses, it was decided to adopt a contemporary take. The methodology to devise the new type was based on two ideas: precedents and transformations in design. In architecture, the use of precedents provides designers with typical solutions for particular problems and it constitutes a departing point for a new design. In our case, the precedent is an existing housetype. It has been shown (Duarte, 2001) that a particular housetype can be encoded by a shape grammar (Stiny, 1980) forming a design system. Studies in shape grammars have shown that the evolution of one style into another can be described as the transformation of one shape grammar into another (Knight, 1994). The used methodology departs takes off from these ideas and it comprises the following steps (Duarte, 2008): (1) Selection of precedents, (2) Derivation of an archetype; (3) Listing of rules; (4) Derivation of designs; (5) Cataloguing of solutions; (6) Derivation of tailored solution.
keywords Mass customization, Housing, Building system, Sustainable construction, Life cycle energy consumption, Shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id sigradi2023_253
id sigradi2023_253
authors Cavalcanti, Isabella, Teixeira Mendes, Leticia and Albuquerque, Fernando
year 2023
title From Modeling to Collective Digital Fabrication: Experience of the "Banco Cabaça"
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 543–554
summary This paper presents an experience of collective digital fabrication and parametric modeling of furniture made with recycled plastic waste, inspired by natural elements of the Brazilian northeast. In addition to conventional joinery techniques, we highlight the technologies of rapid prototyping (PR) and digital fabrication (FD) (Volpato, 2007, Pupo, 2008; Pupo, 2009); as tools that promote a paradigm shift, both in the design process and in production and materialization (Kolarevic, 2005), allowing recycled plastic to have new applications. We started with a brief review of digital fabrication processes in Brazil, emphasizing collaboration in design and execution. Then, we contain the recycling of plastic and the need for actions for its best destination. Finally, we present a sustainable and collaborative design experience: the modeling and digital fabrication of furniture, entirely produced from recycled plastic, called “Banco Cabaça”.
keywords Sustainable Design, Digital fabrication, Collaborative process, Parametric modeling, Brazilian design.
series SIGraDi
email
last changed 2024/03/08 14:07

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

_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 caadria2008_45_session4b_364
id caadria2008_45_session4b_364
authors Muramoto, Katsuhiko; Sonali Kumar, Michael Jemtrud, Danielle Wiley
year 2008
title Participation, Intersubjectivity, And Presence In a Digitally Mediated Workspace: A Participatory Design Studio between Pennsylvania State University and Carleton University
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. 364-370
doi https://doi.org/10.52842/conf.caadria.2008.364
summary A paradigm shift in the world of architecture brought by the recent developments in visualization and communication technology not only offers us drastically different ways to collaborate, but also questions traditional location dependent collaborations. This new technology offers us new possibilities for a more phenomenologically rich mode of creative activity and participation. The goal of the Participatory Design Studio was to allow architecture students in multiple locations to collaborate in real-time by sharing computational resources, geometric datasets, and multimedia content including high-definition video. The technologies involved in this research include the National LambdaRail (layer 3, PacketNet with 1Gb/s connection) and CA*net 4 (Canadian broadband layer 2 with 10gb/s lightpath connectivity) allowing Standard Definition videoconference, utilization of Deep Computing Visualization, Remote Visual Networking (RVN) and Web Service access and control of the APN devices through the dashboard solution that makes integration seamless to the workflow and transparent to the user.
keywords design: collaboration; tele-presence; visualization; broadband
series CAADRIA
email
last changed 2022/06/07 07:59

_id sigradi2008_180
id sigradi2008_180
authors Vincent, Charles
year 2008
title Gulliver in the land of Generative Design
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The current trend in architectural design towards architectural computing has been treated both from a philosophical standing point and as an operational systems’ problem, in a quest for explications which could at last break ground for a more broad development and adoption of design tools. As Kostas Terzidis (2007) puts it, the intuitiveness that architects have put on so high a pedestal seems to be the central issue to be dealt with by both views. There seems to be no apparent shortcut toward the reconciliation between traditional practice and new media and most certainly it is not only a problem of interface design, but one of design method clarification and reinterpretation of those methods into computing systems. Furthermore, there’s no doubt left as to whether computing systems can generate such new patterns as to impact our own understanding of architecture. But even if computer algorithms can make possible the exploration of abstract alternatives to an abstract initial idea, as in Mathematica and Processing, the issue of relating abstract and geometric representations of human centered architecture lays in the hands of architects, programmers or, better yet, architect-programmers. What seems now to be the relevant change is that architectural design might escape from the traditional sequence embedded in the need – program – design iterations – solution timeline, substituted by a web of interactions among differing experimental paths, in which even the identification of needs is to be informed by computing. It is interesting to note that the computational approach to architectural design has been praised for the formal fluidity of bubbles and Bezier shapes it entails and for the overcoming of functionalist and serialization typical of modern architecture. That approach betrays a high degree of canonic fascination with the tools of the trade and very little connection to the day to day chores of building design. On the other hand, shall our new tools and toys open up new ways of thinking and designing our built landscape? What educational issues surface if we are to foster wider use of the existing technologies and simultaneously address the need to overtake mass construction? Is mass customization the answer for the dead end modern architecture has led us to? Can we let go the humanist approach begun in Renascence and culminated in Modernism or shall we review that approach in view of algorithmic architecture? Let us step back in time to 1726 when Swift’s ‘Travels into Several Remote Nations of the World by Lemuel Gulliver’ was first published. In Swift’s fierce critic of what seemed to him the most outrageous ideas, he conceived a strange machine devised to automatically write books and poetry, in much the same generative fashion that now, three centuries later, we begin to cherish. “Every one knew how laborious the usual method is of attaining to arts and sciences; whereas by his contrivance, the most ignorant person at a reasonable charge, and with a little bodily labour, may write books in philosophy, poetry, politicks, law, mathematics and theology, without the least assistance from genius or study. He then led me to the frame, about the sides whereof all his pupils stood in ranks. It was twenty foot square, placed in the middle of the room. The superficies was composed of several bits of wood, about the bigness of a dye, but some larger than others. They were all linked together by slender wires. These bits of wood were covered on every square with paper pasted on them; and, on these papers were written all the words of their language in their several moods, tenses, and declensions, but without any order. The professor then desired me to observe, for he was going to set his engine at work. The pupils at his command took each of them hold of an iron handle, whereof there were forty fixed round the edges of the frame; and giving them a sudden turn, the whole disposition of words was entirely changed. He then commanded six and thirty of the lads to read the several lines softly as they appeared upon the frame; and where they found three or four words together that might make part of a sentence, they dictated to the four remaining boys who were scribes. This work was repeated three or four times, and at every turn the engine was so contrived, that the words shifted into new places, as the square bits of wood moved upside down.” (Jonathan Swift, Gulliver’s Travels, A Voyage to Balnibarbi) What astonishing forecast did Swift show in that narrative that, in spite of the underlying incredulity and irony, still clarifies our surprise when faced to what might seem to some of us just an abandonment of all that architects and designers have cherished: creativeness and inventiveness. Yet, we could argue that such a radical shift in paradigm occurred once when master builders left the construction ground and took seat at drafting boards. The whole body of design and construction knowledge was split into what now seem to us just specialties undertaken by more and more isolated professionals. That shift entailed new forms of representation and prediction which now each and all architects take for granted. Also, Cartesian space representation turned out to be the main instrument for professional practice, even if one can argue that it is not more than the unfolding of stone carving techniques that master builders and guilds were so fond of. Enter computing and all its unfolding, i.e. DNA coding, fractal geometry, generative computing, nonlinear dynamics, pattern generation and cellular automata, as a whole new chapter in science, and compare that to conical perspective, descriptive and analytical geometry and calculus, and an image begins to form, delineating a separation between architect and digital designer. In previous works, we have tried approaching the issues regarding architects education in a more consensual way. But it seems now that the whole curricular corpus might be changed as well. The very foundations upon which we prepare future professionals shall change, not only in College, but in High School as well. In this paper, we delve further into the disconnect between current curricula and digital design practices and suggest new disciplinary grounds for a new architectural education.
keywords Educational paradigm; Design teaching; Design methods;
series SIGRADI
email
last changed 2016/03/10 10:02

_id 5d77
id 5d77
authors Adriane Borda; Neusa Félix; Janice de Freitas Pires; Noélia de Moraes Aguirre.
year 2008
title MODELAGEM GEOMÉTRICA NOS ESTÁGIOS INICIAIS DE APRENDIZAGEM DA PRÁTICA PROJETUAL EM ARQUITETURA. GEOMETRIC MODELING IN THE EARLY STAGES OF LEARNING PRACTICE ARCHITECTURAL DESIGN.
source 12th Iberoamerican Congress of Digital Graphics, SIGRADI, 2008, Havana. SIGRADI, Proceedings of the 12th Iberoamerican Congress of Digital Graphics.. Havana : Ministerio de Educacion Superior, 2008. p. 434-438.
summary This work invests on delimitation of a Geometric Modeling study program directed to students at the initial stages of Architecture. It is considered that the studies promote a qualified control of the form based on recognition of parameters which define it, moreover it also allows the enlargement of the students geometric vocabulary, important to the architectural design activities. In this way, the program advances on the appropriation of new concepts which surround the investigations on architectural design processes, such as the concept of shape grammar. Observing analysis and architectural composition practices based on such concept, contents of geometric modeling which are already being used in the context of post-graduation are identified to be transposed to the graduation context, along with the initial teaching practices of architectural design. The results refer to making the didactic material available, these materials have the objective of building references for the development of design practice which explore the reflection about the processes of creation and composition of architectural form in their geometric aspects.
keywords Architecture, Geometric Modeling, Shape grammar, Teaching/Learning
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:47

_id ecaade2008_084
id ecaade2008_084
authors Alaçam Aslan, Sema; Çagdas, Gülen
year 2008
title An Interface Proposal for Collaborative Architectural Design Process
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 319-324
doi https://doi.org/10.52842/conf.ecaade.2008.319
summary The aim of this paper is to explore how new technological opportunities affect approaches of designers during collaborative architectural design process. Which factors affect the communication and the quality of interaction? The study is based on two phases: the data input by the designer via devices to the computer environment and the transformation of data into design product in the software by scripting addition. Input devices that are used are 3D mouse, graphic tablet as a tangible interface and implementation of second mouse besides a standard mouse and keyboard. The potential usage of these interfaces in collaborative architectural design process is discussed and proposals are developed in 3ds max scripting environment.
keywords Collaborative design, human-computer interaction, user participation in design
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_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
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
doi https://doi.org/10.52842/conf.caadria.2008.437
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 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_098
id sigradi2008_098
authors Barba, Salvatore; Nicola Pasquino
year 2008
title A free SIG for evaluating the compatibility of a landscape and an incinerator [Un SIG libre para la evaluación de la compatibilidad paisajística de un incinerador]
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This research, which is just at its start, has been preliminary concentrated on the localization of a solid waste incinerator in the vicinities of a city - and in particular on finding the necessary data, rather than in the development of a new application.
keywords Medio ambiente, modelos MC, gvSig.
series SIGRADI
email
last changed 2016/03/10 09:47

_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
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
doi https://doi.org/10.52842/conf.caadria.2008.343
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 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 acadia08_308
id acadia08_308
authors Berrier, Seth; Gary Meyer; Clement Shimizu
year 2008
title Creating Metallic Color Sequences for an Architectural Wall
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, 308-315
doi https://doi.org/10.52842/conf.acadia.2008.308
summary A metallic paint scheme for an architectural wall is created using computer aided color appearance design techniques. New computer graphic hardware that allows real-time rendering of complex reflectance functions is employed to produce photo-realistic images of the metallic paint applied to the surface of the wall. An interpolation scheme is developed that permits one and two dimensional metallic shade sequences to be determined between individual bricks in a single row of the wall and between the complete rows of bricks that compose the wall. Paint formulation software, originally developed for auto refinish applications, is used to determine the paint mixtures necessary to realize the metallic colors in the design. A prototype of the wall is constructed and exhibited in a museum gallery.
keywords Color; Design; Environment; Perception; System
series ACADIA
last changed 2022/06/07 07:52

_id sigradi2018_1359
id sigradi2018_1359
authors Bertola Duarte, Rovenir; Ziger Dalgallo, Ayla; Consalter Diniz, Maria Luisa; Romão Magoga, Thais
year 2018
title A window to the autism: the political role of the difference of an objectile in the homogeneous school
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 848-853
summary This paper approaches the insertion of an objectile in the homogeneous space of a school, looking to bring flexibility and responsiveness to assist a user with Autism Spectrum Disorder (ASD). The research concerns with photosensitivity, a problem faced by almost 25% of the children with autism (Miller-Horn; Spence; Takeoka, 2011). The study is based on the theories for ASD environments that speak of ‘sensorial perception’ and ‘thinking with imagery’ (Mostafa, 2008), and the coexistence of Sensory Design Theory and Neuro-Typical Method (Pomana, 2015). The result consists of a gadget developed in MIT App Inventor tool and a curtain that interact responsively through an Arduino code, for a new connection between the user and his surroundings.
keywords Objectile; Responsive Architecture; Architecture and autism; ASD; Inclusive school
series SIGRADI
email
last changed 2021/03/28 19:58

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 24HOMELOGIN (you are user _anon_692152 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002