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 38

_id asanowicz02_paper_eaea2007
id asanowicz02_paper_eaea2007
authors Asanowicz, Aleksander; Katarzyna Asanowicz
year 2008
title The Dynamic Perception of Digitally Created Abstract Urban Space
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Sigmund Freud in his book has used a City as a Metaphor of human Psyche. According to him City is not only images of the forms given us in the process of perception but all invisible and nowadays not existing forms (buildings) too. This way of representing historical sequences is possible thanks to ability of our mind to parallel consideration of different spatial meanings. Aldo Rossi called it - “analogous City” – a city which includes the existing buildings, buildings which was existed in the same place in the past and imaginary buildings (our visions of future development of the city). As a result – City is a place where real and virtual meet. Aldo Rossi presents an “analogous city” as a mental map which includes real and unreal forms representing, at the same time, remembered and imagined events. He has written: “When we back to the place after long absence we not only recognize it, but at the same time start remembering events which has happened at this place in the past. Peter Eisenman in “The City of Artificial Excavation” has analyzed the city as an archaeologist, who excaved forgotten buildings and showed us unknown connections and meanings.
keywords city perception, emotions, digital composition
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

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

_id 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 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 ijac20076104
id ijac20076104
authors Benoudjit, Mohamed Amine; Coates, Paul S.
year 2008
title Artificial networks for spatial analysis
source International Journal of Architectural Computing vol. 6 - no. 1, pp. 59-78
summary This paper tests digital representation techniques which can be used by artificial neural networks in a computer-aided design (CAD) environment to analyze and classify architectural spaces. We developed two techniques for encoding volumetric data: vertex representation and feature space representation, as input for artificial neural networks. We tested how two different kinds of artificial neural networks, perceptron networks and self-organizing maps, could recognize given shapes in these representational formats. We have found that a one-layer perceptron can be used to classify shapes even when presented with input vectors composed of real numbers. These spatial representation techniques provide a method for using ANNs for architectural purposes.
series journal
last changed 2008/06/18 08:12

_id 1cf0
id 1cf0
authors Bilda, Z and Gero, JS
year 2008
title Idea development can occur using imagery only during early conceptual designing
source in JS Gero and AK Goel (eds), Design Computing and Cognition'08, Springer: 303-320.
summary This paper shows that expert architects can effectively develop ideas without sketching during early conceptual designing. We analysed design protocols of six expert architects working on two different design problems under two different conditions, one in which they were blindfolded and one in which they were sketching. Architects developed design ideas efficiently when they were blindfolded, as opposed to the common view that they would better develop ideas with sketching.
keywords imagery, blindfolded designing, protocol study
series other
type normal paper
email
last changed 2009/09/11 18:31

_id acadia08_340
id acadia08_340
authors Chalmers, Chris
year 2008
title Chemical Signaling as a Model for Digital Process in Architecture
doi https://doi.org/10.52842/conf.acadia.2008.340
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, 340-345
summary The role of the architect is quite literally one of assembly: synthesizing the various parts of a project into a cohesive whole. It is a difficult job, often requiring the architect to weave many seemingly contradictory concerns into a solution that benefits them all. It is not surprising then, that the many elegant and effective systems found in nature should be inspiring to the architect. Emerging fields like biomimicry and systems dynamics model the patterns of interaction between organisms and their environments in terms of dynamic part to part and part to whole relationships. ¶ Observations of real relationships between organisms and their environments, as they exist in nature, reveal complex feedback loops working across multiple scales. These feedback loops operate by the simultaneous action of two observed phenomena. The first is the classic phenotypic relationship seen when organisms of the same genetic makeup instantiate differently based upon differences in their environment. This is the relationship that was originally proposed by Charles Darwin in his theory of natural selection of 1859. Darwin’s model is unidirectional: the organism adapts to its environment, but not the other way around. It operates at the local scale as individual parts react to the conditions of the whole. (Canguilhem, 1952). ¶ The second phenomenon, which sees its effect at the global scale, is the individual’s role as consumer and producer in the flows of energy and material that surround it. It is the subtle and incremental influence of the organism upon its environment, the results of which are often invisible until they reach a catastrophic threshold, at which point all organisms in the system feel global changes. ; The research presented in this paper addresses the dialectic between organism and environment as each responds reciprocally to the others’ changing state. Such feedback loops act in a non-linear fashion, across nested scales in biological systems. They can be modeled to act that way in a digital design process as well. This research is an exploration into one such model and its application to architecture: the simple communication between organisms as they affect and are affected by their environments through the use of signal chemicals.
keywords Biology; Cellular Automata; Feedback; Material; Scripting
series ACADIA
last changed 2022/06/07 07:55

_id cdc2008_377
id cdc2008_377
authors Conrad, Erik
year 2008
title Rethinking the Space of Intelligent Environments
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 377-382
summary Technologies are not mere exterior aids but interior changes of consciousness that shape the way the world is experienced. As we enter the age of ubiquitous computing, where computers are worn, carried or embedded into the environment, we must be careful that the ideology the technology embodies is not blindly incorporated into the environment as well. As disciplines, engineering and computer science make implicit assumptions about the world that conflict with traditional modes of cultural production. Space is commonly understood to be the void left behind when no objects are present. Unfortunately, once we see space in this way, we are unable to understand the role it plays in our everyday experience. In this paper, I argue that with the realization of the vision of ubiquitous computing, the fields of computer science and engineering reify the dominance of abstract space in real space. A new approach to the design of computing systems is necessary to reembody space. The social nature of the interface allows us to situate it within Henrí Lefebvre’s notions of space, providing new tools for thinking about how computing practice engages space as well as opening avenues to rematerialize the environment through embodied interaction.
email
last changed 2009/01/07 08:05

_id sigradi2008_012
id sigradi2008_012
authors Dokonal, Wolfgang
year 2008
title What is the state of digital architectural design?
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary What is the state of digital architectural design? The ubiquity of the computer in architecture can be seen in the many computer based presentations from famous architectural practices. BIM (Building Information Modelling) is the key word and we can see implementations in very ambitious projects all over the world. Glossy magazines show the results of this kind of architecture and predict that this is the future of our profession. But when we go out into the “small world” (in Europe) and talk with architects in small firms, there is a very different reality – at least at the moment. Although they all agree that the computer is crucial for their work, it is a love/hate relationship for many them. Most still use the computer purely as a drafting device and AutoCAD is still the dominant tool. Although many of them agree with the statement that you can use the computer for design, only a minority really use the computer as a design tool in the early design stages. To find out more about the reality of the use of computers in design in “small town Europe” we have been undertaking two different kinds of research over the past 4 years. The first one is an educational experiment using first year’s students to find out about the different qualities of designing with and without the computer. The results have been presented at previous conferences and, since we are doing a last run of these experiments this year, we will update and finalise our findings in this paper. To make it comparable to previous years, we use largely the same settings using the same type of student (first year) and the same project/site. We will also be comparing the results for students designing ‘freestyle’ ie in the way that they want against the previous years controlled groups. The second strand of research we have followed is a survey amongst practitioners and some of the above statements came out of this survey. We did this survey using a web questionnaire and focused on a particular region of Europe. Although the numbers of participants for this survey were quite satisfying we are re-running the survey in a different region and country to see whether there are significant differences. The results of our research and our experience as teachers and architects leads us to the main question of how we can give recommendations on how to teach design the new generation of architects. In many aspects most of the teaching that is done in our faculties is still strictly divided into teaching design and teaching computer skills. The crucial question for architectural education are the implications of the ubiquity of the computer will have especially in the field of design. We will try to give some suggestions for these effects this could have on our teaching. In the long run, this is the only way to avoid some of the pitfalls and bring the benefits of computers in design to our small architectural firms. The paper will present a summary of the results of our research and try to propose an answer to the question: “What is the state of digital design in small town Europe?”
series SIGRADI
email
last changed 2016/03/10 09:50

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

_id cdc2008_099
id cdc2008_099
authors Harrison, David and Michael Donn
year 2008
title Using Project Information Clouds to Preserve Design Stories within the Digital Architecture Workplace
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 99-104
summary During the development of an architectural design a series of design stories form. These stories chronicle the collective decision making process of the diverse project team. Current digital design processes often fail to record these design stories because of the emphasis placed on the concise and accurate generation of the virtual model. This focus on an allencompassing digital model is detrimental to design stories because it limits participation, consolidates information flow and risks editorialisation of design discussion. Project Information Clouds are proposed as a digital space for design team participants to link, categorise and repurpose existing digital information into comprehensible design stories in support of the digital building model. Instead of a discrete tool, the Project Information Cloud is a set of principles derived from a proven distributed information network, the World Wide Web. The seven guiding principles of the Project Information Cloud are simplicity, modular design, decentralisation, ubiquity, information awareness, evolutionary semantics and context sensitivity. These principles when applied to the development of existing and new digital design tools are intended to improve information exchange and participation within the distributed project team.
email
last changed 2009/01/07 08:05

_id ecaade2015_265
id ecaade2015_265
authors Hosey, Shannon; Beorkrem, Christopher, Damiano, Ashley, Lopez, Rafael and McCall, Marlena
year 2015
title Digital Design for Disassembly
doi https://doi.org/10.52842/conf.ecaade.2015.2.371
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 371-382
summary The construction and building sector is now widely known to be one of the biggest energy consumers, carbon emitters, and creators of waste. Some architectural agendas for sustainability focus on energy efficiency of buildings that minimize their energy intake during their lifetime - through the use of more efficient mechanical systems or more insulative wall systems. One issue with these sustainability models is that they often ignore the hierarchy of energy within architectural design. The focus on the efficiency is but one aspect or system of the building assembly, when compared to the effectiveness of the whole, which often leads to ad-hoc ecology and results in the all too familiar “law of unintended consequences” (Merton, 1936). As soon as adhesive is used to connect two materials, a piece of trash is created. If designers treat material as energy, and want to use energy responsibly, they can prolong the lifetime of building material by designing for disassembly. By changing the nature of the physical relationship between materials, buildings can be reconfigured and repurposed all the while keeping materials out of a landfill. The use of smart joinery to create building assemblies which can be disassembled, has a milieu of new possibilities created through the use of digital manufacturing equipment. These tools afford designers and manufacturers the ability to create individual joints of a variety of types, which perform as well or better than conventional systems. The concept of design for disassembly is a recognizable goal of industrial design and manufacturing, but for Architecture it remains a novel approach. A classic example is Kieran Timberlake's Loblolly House, which employed material assemblies “that are detailed for on-site assembly as well as future disassembly and redeployment” (Flat, Inc, 2008). The use of nearly ubiquitous digital manufacturing tools helps designers create highly functional, precise and effective methods of connection which afford a building to be taken apart and reused or reassembled into alternative configurations or for alternative uses. This paper will survey alternative energy strategies made available through joinery using digital manufacturing and design methods, and will evaluate these strategies in their ability to create diassemblable materials which therefore use less energy - or minimize the entropy of energy over the life-cycle of the material.
wos WOS:000372316000043
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=4075520a-6fe7-11e5-bcc8-f7d564ea25ed
last changed 2022/06/07 07:50

_id acadia08_088
id acadia08_088
authors Hynes, Hugh
year 2008
title When The Going Gets Tough, The Pluripotent Get Going: Resilient Developmental Models
doi https://doi.org/10.52842/conf.acadia.2008.088
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, 88-93
summary Mechanisms of biological development, such as in embryogenesis, offer promising models for resilient architectural systems well-suited to volatile or unpredictable contextual conditions. The resilience of embryonic development as a process is such that successful development—“success” defined here as that which results in the birth of an organism that can survive—can sustain extreme shifts in a normal developmental process, triggered by mutations, environmental pressures, injury, or experimental intervention. More specifically, biological development combines mechanisms of standardization with mechanisms of customization to create open-ended or what biologists call pluripotent systems—poised (“-potent”) to develop into a wide range (“pluri-”) of potential forms—which we can endeavor to reproduce mimetically. ¶ This paper considers biomimesis less a matter of replicating these developmental mechanisms physically or formally, but rather borrowing aspects of the mechanisms’ operation in order to test project outcomes digitally. The discipline of developmental biology affords a virtually ready-made conceptual framework and terminology to guide an open-ended digital methodology, in the hope of incorporating increasing degrees of resilience into the resulting design work. Searching for a capacity to sustain a similar fluidity of differentiation afforded by organisms in early development, we explore a pluripotent architecture for which differentiation might occur over time, and which might be better able to absorb volatility.
keywords Adaptation; Differentiation; Morphogenesis; Resilience; Scenario
series ACADIA
last changed 2022/06/07 07:50

_id caadria2008_48_session5a_391
id caadria2008_48_session5a_391
authors Kacher, S.; G. Halin
year 2008
title An analyse of experiment results to improve an image indexation method: Application to the design process
doi https://doi.org/10.52842/conf.caadria.2008.391
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. 391-398
summary In our research work we proposed a method to construct an image data base from which designers can find solutions for their design problem. In our approach, an image is not only a media representing existing objects or existing scenes, but it is a support which allow the designer to advance in solving his problem. In this paper we tackle the particular question of the analyses of the results obtained thanks to an experiment which aims to validate a method to index and retrieve images. The objective of this experiment is to evaluate the real contribution of the images retrieved by our system to the designer when he looks for solutions to a design problem. By the analyse of the indexation terms we aim to evaluate the real help that this reference image database can bring to the designer during his creation work.
keywords Image database, indexing process, design process, thesaurus describers
series CAADRIA
email
last changed 2022/06/07 07:52

_id koehler02_paper_eaea2007
id koehler02_paper_eaea2007
authors Koehler, Dennis
year 2008
title Artificial Light in Urban Space
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Visual impression of city form is related to its morphology of buildings and its spatial constellations. They present themselves in different lighting conditions. According to the daytime and seasonal impression, building elements run across in a different but constantly visible way. When night-time comes along the whole system is busy, indifferent and out of control. It is unsteadily illuminated rather in accordance to its purpose than to the structure of building or space.
keywords perception, space, artificial light
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id acadia08_000
id acadia08_000
authors Kudless, Andrew; Neri Oxman, and Marc Swackhamer, editors
year 2008
title Silicon + Skin: Biological Processes and Computation
doi https://doi.org/10.52842/conf.acadia.2008
source 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
summary Biological processes, computing and design make an inconvenient mix, a mix that challenges us to broaden our academic horizons at a time when we are thirsty for creative solutions to unprecedented global problems and opportunities. More than a mixture, it is about forming rhizomatic connections between these three systems of knowledge, brought together through design, mediated by computing and inspired by the wisdom ensconced in biological processes that have evolved over billions of years. The last few years together represent a watershed time for ACADIA. Themes ranging from digital fabrication, smart environments, expanding bodies, and synthetic landscapes have been taken up in the recent past. This year’s conference marks yet another year of pushing the envelope with a subject matter that is still on the frontiers of the emerging (and emergent) knowledge. ACADIA is proud to play a vanguard role in leading and facilitating this discourse. To this end, the outstanding team of conference chairs has put together a unique and exciting program. I would like to thank the chairs for their boldness, hard work and resourcefulness in bringing together a remarkable array of people, things, systems, and topics to the table. All evidence points to the emergence of ACADIA as THE forum for vanguard explorers from multiple disciplines. I hope that the seeds of discourses sown at this remarkable conference at the University of Minnesota will grow into significant movements in the future. Thank you!
series ACADIA
last changed 2022/06/07 07:49

_id cdc2008_235
id cdc2008_235
authors Laiserin, Jerry
year 2008
title Digital Environments for Early Design: Form-Making versus Form-Finding
source First International Conference on Critical Digital: What Matters(s)? - 18-19 April 2008, Harvard University Graduate School of Design, Cambridge (USA), pp. 235-242
summary Design ideas, like scientific theories, are falsifiable hypotheses subject to testing and experimentation and—if need be—replacement by newer ideas or theories. Design ideas also are known through distributed cognition, in which a mental construct and an external representation complement each other. Representations may be categorized along the axes 2D-3D and Analog-Digital, plus a proposed third axis from Form-Making to Form-Finding. In Form-Making, the mental construct component (of distributed cognition) arises before the representation. In Form-Finding, representation arises before the mental construct. All media of representation have different affordances. Certain media and representations afford Form-Making more so than Form-Finding; and vice versa. Design educators, students and practitioners will benefit from conscious, systematic choice of media and methods that afford an appropriate range of Form-Making and Form-Finding behavior when proposing and testing design ideas.
email
last changed 2009/01/07 08:05

_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 ddss2008-35
id ddss2008-35
authors Neema, M.N. and A. Ohgai
year 2008
title A GA-based Multi-Objective Optimization Model for Location Planning of Urban Parks and Open Spaces A Case Study on Dhaka City
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary In this paper, we present a new multi-objective location model for urban parks and open spaces (POSs) planning. We developed a Genetic Algorithm (GA) based multi-objective optimization model (GAMOOM) to derive optimum locations of POSs by considering four incommensurable objectives with the provision of POSs near: 1) densely populated areas, 2) air polluted areas, 3) noisy areas, and 4) areas without open spaces. The success of the model is presented through its application as a case study on Dhaka City. Obtained results indicate that the model can successfully provide optimum location of required POSs. The findings from this study also signify that optimum location of POSs obtained by utilizing only the second objective is substantially different than that of others. Moreover, there is also difference in optimum location of POSs by taking into account only the third objective when compared with others. Therefore, considering single objective cannot give optimum results for good POSs planning. So, it is verified that POSs should be planned by optimizing multiple objectives instead of single objective. The outcome of this multi-objective GAMOOM model does have an implication on how POSs should be designed and managed by the planning authority for not only sustainable environment but also better quality of life in a city.
keywords Genetic Algorithm (GA), Multi-Objective Optimization, Parks and Open Space (POS)
series DDSS
last changed 2008/09/01 17:06

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