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 522

_id ecaade2009_156
id ecaade2009_156
authors Karzel, Rüdiger; Matcha, Heike
year 2009
title Experimental Design-Build: Teaching Parameter-based Design
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 153-158
doi https://doi.org/10.52842/conf.ecaade.2009.153
wos WOS:000334282200018
summary We present a student design class, in which experimental full-scale parametric objects are planned and built. The class explores the possibilities of digital production chains in which CAAM techniques driven by parametric modeling can expand the range of possibilities for designing and producing architecture. We show how those possibilities and techniques can be integrated into architectural education in facilitating a transition from digital design to actual object. The didactic challenge represents teaching a methodological approach towards parameter-based design, its transfer into a software program and the choice of construction and production method.
keywords Prototyping, parametric design, student design build projects, CAAM methods, evolutionary optimization
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2009_000
id ecaade2009_000
authors Çagdas, Gülen; Çolakoglu, Birgül (eds.)
year 2009
title COMPUTATION: The New Realm of Architectural Design
source 27th eCAADe Conference Proceedings [ISBN 978-0-9541183-8-9], Istanbul (Turkey) 16-19 September 2009, 854 p.
doi https://doi.org/10.52842/conf.ecaade.2009
summary In the field of architecture, computational design has emerged as sub-discipline having a multidisciplinary nature and using computing methods and capabilities to understand and solve architectural design problems. Computational design is based on computational thinking that includes a range of mental tools in solving problems, designing systems, and understanding human behavior. It has drawn on the concepts of mathematics and computer science. Computational design elements are derived from both theoretical science and experimental design in such a way that its mechanism relies heavily on mathematical logic, but once built, experimentation is done by varying one parameter at a time to study individual changes. It is a design model, not design itself. Computational design involves applying appropriate computational mechanisms, algorithms, or methods to architecture in order to solve design problems and develop design applications. This process creates systems that can be used as design tools for exploring and forming entirely new design concepts and strategies. Over the next decade, computation will have a great impact on design world. It will solve more complex design problems with greater accuracy and be applied by more designers more routinely—it will go deeper and wider. However, the greatest change that it will bring is the breaking down of barriers between scientific domains and design, enabling real “design science.” Computation is already a key driver in “joined-up” research. It forces scientists and designers to think deeper and wider. Some people have considered it to be the enemy of creativity. In their opinion, designers simply must do things rather than think about what they are doing and how they are doing it. Deeper thinking is associated with scientific rather than designer thinking. The fact is that some of the most innovative and creative work is being done by people who have developed computational thinking skills and know other disciplines along with computing. The theme of eCAADe 2009 conference, Computation: The New Realm of Architectural Design, is devoted to exploring the ramifications of this view for the domain of design: research, education, and practice. We believe that the most intriguing research questions that will emerge from the advent of new and more powerful computational devices—and from the design tools that make use of them—will be in the realm of developmental design science.
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2010_215
id ecaade2010_215
authors Barczik, Guenter
year 2010
title Uneasy Coincidence? Massive Urbanization and New Exotic Geometries with Algebraic Geometry as an Extreme Example
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.217-226
doi https://doi.org/10.52842/conf.ecaade.2010.217
wos WOS:000340629400023
summary We investigate the recent coincidence of rapid global urbanization and unprecedented formal freedom in architectural design and ask whether this coincidence is an uneasy one. To study an extreme case of the new exotic geometries made possible through CAAD, we employ algebraic surfaces to experimentally design architecture in an university-based research and experimental design project. Such surfaces exhibit unprecedented complexity and new geometric and topological features yet are highly sound and harmonious. We continue and extend our research presented at the eCAADe 2009 conference in Istanbul.
keywords Algebraic geometry; Shape; Sculpture; design; Tool; Experiment; Methodology; Software
series eCAADe
email
last changed 2022/06/07 07:54

_id caadria2009_120
id caadria2009_120
authors Cheng, Hung-Ming; Ya-ning Yen and Wun-bin Yang
year 2009
title Digital Archiving in Cultural Heritage Preservation
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 93-102
doi https://doi.org/10.52842/conf.caadria.2009.093
summary This project presents a digitizing process of 3D laser scanner for culture heritage. The experimental records are mainly for systematic 3D model reconstruction and digital archiving of historical scenes. The procedures of digital heritage are 3D data acquisition, 3D modelling and web-based representation which demonstrate the reconstructed results and the application of virtual scene.
keywords Digital archiving; cultural heritage; digital reconstruction; 3D laser scanner
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:55

_id ecaade2012_113
id ecaade2012_113
authors Jutraz, Anja ; Zupancic, Tadeja
year 2012
title Digital system of tools for public participation and education in urban design: Exploring 3D ICC
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 383-392
doi https://doi.org/10.52842/conf.ecaade.2012.1.383
wos WOS:000330322400039
summary This article is a starting point for the development of experiential urban co-design interfaces to enhance public participation in local urban projects and to be also used as a communication and collaboration tool in urban design. It is based on the previous research involving 3D city models utilized as understandable design interfaces for the non-technical public (Jutraz, Zupancic, 2011), where we have already explored different views (pedestrian, intermediate and bird’s-eye view), as well as the means by which the information obtained from these different views may be combined by shifting between viewpoints. Previous work was conducted in the “street lab” as well as the Urban Experimental Lab, which was developed specifi cally for the public’s participation in urban planning (Voigt, Kieferle, Wössner, 2009). Presented in this article is the next step that explores the immersive collaboration environment 3D ICC [1], formerly known as Teleplace. The environment was developed for effi cient collaboration and remote communication and shifts the research focus towards questions regarding how to employ both labs as interfaces between the non-technical public and design professionals. As we are facing the lack of digital systems for public participation and education in urban design, different digital tools for communication and collaboration should be combined into a new holistic platform for design. A digital system of tools needs to be developed that supports the urban design decision-making process and focuses on improved final solutions and increased satisfaction amongst all participants. In this article the system of digital tools for public participation, which include communication, collaboration and education, will be also defi ned, with its basic characteristics and its elements.
keywords Digital system of tools; collaboration; 3D model; public participation; urban design
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2009_099
id ecaade2009_099
authors Kinayoglu, Gökçe
year 2009
title Using Audio-Augmented Reality to Assess the Role of Soundscape in Environmental Perception: An Experimental Case Study at UC Berkeley Campus
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 639-648
doi https://doi.org/10.52842/conf.ecaade.2009.639
wos WOS:000334282200077
summary Sounds, along with other senses, have a profound influence on our perception of the environment. The multi-modality of perceptual processing is influential in cognitive interpretation, semantic and aesthetic evaluations of environmental scenes. This paper describes an experimental case study using audio-augmented reality, carried out in order to better understand how sound influences sense of place. A correlation is established between soundscape and sense of place that depends on audio-visual congruence based on cultural, aesthetic and semantic factors. Subjective influences of soundscape on place experience are grouped and discussed under 5 areas that were possible to identify: Emotive and synaesthetic effects; effects on attention, gaze and behavior; effects on spatial orientation and sense of scale; influence of audio-visual congruence on sense of place; and perception of personal and social space.
keywords Augmented reality, soundscape, environmental perception, place theory, environmental acoustics
series eCAADe
type normal paper
email
last changed 2022/06/07 07:52

_id ecaade2022_302
id ecaade2022_302
authors Lu, Xin, Meng, Zeyuan, Rodriguez, Alvaro Lopez and Pantic, Igor
year 2022
title Reusable Augmented Concrete Casting System - Accessible method for formwork manufacturing through holographic guidance
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 371–380
doi https://doi.org/10.52842/conf.ecaade.2022.1.371
summary Reinforced concrete has been one of the essential materials for modern architecture for the last hundred years. Its use is entirely global, having been adopted by all cultures and styles since its invention in the late 19th century. Although its value is excellent due to its low cost, durability and adaptability, its environmental impact is significant, being, in fact, one of the most polluting industries in the world (Babor et al. 2009). This experimental project will research a more sustainable use of concrete, exploring a new form of reusable concrete formwork that will ideally reduce the CO2 footprint by removing wood waste in the casting process and replacing it with adaptable metal components. The modular part-based system for the concrete casting also attempts to simplify one of the current complexities for concrete construction, the Skilled-Labour shortage. (Yusoff et al. 2021). To mitigate this problem, the project also proposes using an Augmented Assembly logic for the casting parts to guide the ensemble and dismantle the formwork through an optimised algorithmic logic. The use of Augmented Reality as a replacement for traditional paper instructions will facilitate access to more workers to this construction art and potentially improve access to optimised use of concrete in developing communities with restricted building technological resources.
keywords Mixed Reality, Distributed Manufacturing, Augmented Manufacturing, Sustainability, Computational Design, Concrete Casting
series eCAADe
email
last changed 2024/04/22 07:10

_id sigradi2009_795
id sigradi2009_795
authors Lyon, Arturo; Claudio Labarca
year 2009
title Modular Flow; Hard on parametrics
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The design and fabrication of an exhibition display project was taken as an opportunity to explore parametric design with a group of students in Chile. This article presents the experience of a design studio workshop exercise by addressing the introduction of parametric design principles and the development of a built academic project through a team based design and fabrication process. The strategy followed by the team was to utilize parametric models as a mean to materialize driving variables of the project into unexpected geometries to be deployed in different public spaces in Santiago. Context, time scale and available technology resulted in a non-obvious combination of advanced digital design and fabrication techniques and low-cost mass-produced materials.
keywords parametric; design; experimental; architecture; Chile
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2009_1195
id sigradi2009_1195
authors Stewart, Tonya; Kevin Sweet
year 2009
title Advanced Praxis: Synthesizing Digital and Craft in Design
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Digital fabrication practices have allowed for a level of exactitude and precision unattainable by the designer’s hand. While the design community has benefited tremendously from developments in technology, certain qualities reflective of craft have been lost as a result of the overwhelming dependency on computer-based processes. In order to reinvigorate a sense of craft and personal expression into design, modalities of education must evolve to incorporate these characteristics with contemporary digital techniques. By combining craft, digital tools and collaborative efforts a new breed of designer will emerge – one that finds a personal voice in a globalized world. This paper outlines these issues as they were explored in an experimental design studio that focused on the integration of craft with digital fabrication methods that included both students of graphic design and architecture.
keywords digital fabrication; cross-disciplinary; design pedagogy
series SIGRADI
email
last changed 2016/03/10 10:01

_id caadria2009_021
id caadria2009_021
authors Ambrose, Michael A.
year 2009
title BIM and Comprehensive Design Studio Education
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 757-760
doi https://doi.org/10.52842/conf.caadria.2009.757
summary Building Information Modeling (BIM) has the potential to fundamentally alter the way composition, scale and abstraction are addressed in today’s comprehensive design studio by displacing the primacy of abstract conventions of representation with a methodology based on systems thinking and virtual simulation. BIM viewed as provocateur of design education provides great potential for the critical analysis of how architectural design is taught. The design studio project reflects new ways of teaching and addressing BIM methods and processes, and critically evaluating their effects and possibilities on architectural production.
keywords Education; design theory; design studies; animation
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2009_709
id sigradi2009_709
authors Angulo, Antonieta; John Fillwalk; Guillermo Vásquez de Velasco
year 2009
title Collaborating in a Virtual Architectural Environment: The Las Americas Virtual Design Studio (LAVDS) populates Second Life
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The paper describes exploratory work in the design, construction, and habitation of a virtual structure (VS) nested within an Internet-based multi-user environment and serving a geographically distributed collective of architecture students and faculty. In addition to a discourse on the design and implementation parameters that were used, the paper seeks to provide findings that make reference to the quality of teaching/learning experience of users and the effectiveness of the interaction among users while working on a common architectural design project. This experience will further contribute to the knowledge base that will be needed in the design of virtual architecture.
keywords Virtual design studio; Second Life; Multi-user environment; Architectural design and learning
series SIGRADI
email
last changed 2016/03/10 09:47

_id ascaad2009_mustapha_ben_hamouche
id ascaad2009_mustapha_ben_hamouche
authors Ben-Hamouche, Mustapha
year 2009
title Gis in Architectural Education: Design as a place-making process
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 393-407
summary Responsiveness to site conditions and environment is one of the axioms of architectural design. However, most students’ design is made in a non-geo-coordinated cyberspace through CAAD design and thus leading to “flying” proposals” that are not attached to the context. GIS teaches students in architecture to initially refer to real locations as the space in which they design is geo-coordinated and provides the wider context of the project. Along the design process, the project surroundings from macro scale; that is the globe, to the micro-scale that is reflected in the existing buildings, the road network and the topography are constantly present. At the end stage, the project is seen not as a free standing building but rather as an integral part in a real place on Earth. The 3-D urban visualization gives the possibility of evaluating the degree of success of place-making and the fitness of the project to its context. The aim of the paper is to present how a GIS course can support CAAD and improve the architectural design process as well as the quality of the design output towards a contextual architecture. The paper is based on the experience of the author who is architects and urban planner, in teaching design studios and Urban Planning based on GIS as an elective course to graduating students in architecture at the University of Bahrain. It presents an alternative method that is called Permanent Presence of the Real World PPRW.
series ASCAAD
email
last changed 2009/06/30 08:12

_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 caadria2009_103
id caadria2009_103
authors Boeykens, Stefan; Herman Neuckermans
year 2009
title Content Management Systems Versus Learning Environments
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 285-294
doi https://doi.org/10.52842/conf.caadria.2009.285
summary Schools and teachers increasingly apply Online Learning Environments for teaching and course management. In many cases, an existing platform is used to support the curriculum. At the K.U. Leuven in Belgium a campus-wide platform is provided, using a commercial Content Management System. At the same time, the Design and Building Methodology research group at the Department of Architecture, Urbanism and Planning developed a custom portal to organize Computer Aided Architectural Design courses and seminars. Integration of this portal into the university system was rather disappointing, since much of the flexibility and customizability was lost, without any chance of filling in the gaps. This article discusses the possibilities and limitations of existing web-based systems to support Computer Aided Architectural Design teaching and reports on our own experiences from the last decade. A comparison of selected systems is juxtaposed with the requirements derived from these experiences.
keywords Education; CMS; LMS; CAAD
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2009_161
id ecaade2009_161
authors Carrara, Gianfranco; Fioravanti, Antonio; Loffreda, Gianluigi; Trento, Armando
year 2009
title An Ontology-based Knowledge Representation Model for Cross-Disciplinary Building Design: A General Template
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 367-374
doi https://doi.org/10.52842/conf.ecaade.2009.367
wos WOS:000334282200044
summary Process/product complexity is at present an unavoidable component of present building design approach that affects building product’s quality. To overcome this problem, effective collaboration is required among all the actors involved in the design process. Data and information exchange is not sufficient to guarantee mutual understanding; to support effective collaboration among actors; it is required a proper knowledge formalization and management. This paper reports on an innovative structure for knowledge modeling in cross-disciplinary building design, that has been formalized in a general template. The proposed Knowledge Model has been, at present, implemented by means of available ontology editors and is going to be used into teaching courses to check its efficiency in collaborative building design classes.
keywords Building design, collaboration, knowledge modeling, knowledge management
series eCAADe
email
last changed 2022/06/07 07:55

_id cf2011_p135
id cf2011_p135
authors Chen Rui, Irene; Schnabel Marc Aurel
year 2011
title Multi-touch - the future of design interaction
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. 557-572.
summary The next major revolution for design is to bring the natural user interaction into design activities. Graphical User Interfaces (GUI) brought a new approach that was more effective compared to their conventional predecessors. In recent years, Natural User Interfaces (NUI) have advanced user experiences and multi-touch and gesture technologies provide new opportunities for a variety of potential uses in design. Much attention has been paid to leverage in the design of interactive interfaces. The mouse input and desktop screen metaphors limit the information sharing for multiple users and also delayed the direct interaction for communication between each other. This paper proposes the innovative method by integrating game engine ‘Unity3D’ with multi-touch tangible interfaces. Unity3D provides a game development tool as part of its application package that has been designed to let users to focus on creating new games. However, it does not limit the usage of area to design additional game scenarios since the benefits of Unity3D is allowing users to build 3D environments with its customizable and easy to use editor, graphical pipelines to openGL (http://unity3d.com/, 2010 ). It creates Virtual Reality (VR) environments which can simulates places in the real world, as well as the virtual environments helping architects and designers to vividly represent their design concepts through 3D visualizations, and interactive media installations in a detailed multi-sensory experience. Stereoscopic displays advanced their spatial ability while solving issues to design e.g. urban spaces. The paper presents how a multi-touch tabletop can be used for these design collaboration and communication tasks. By using natural gestures, designers can now communicate and share their ideas by manipulating the same reference simultaneously using their own input simultaneously. Further studies showed that 3Dl forms are perceived and understood more readily through haptic and proprioceptive perception of tangible representations than through visual representation alone (Gillet et al, 2005). Based on the authors’ framework presented at the last CAADFutures, the benefits of integrating 3D visualization and tactile sensory can be illustrated in this platform (Chen and Wang, 2009), For instance, more than one designer can manipulate the 3D geometry objects on tabletop directly and can communicate successfully their ideas freely without having to waiting for the next person response. It made the work more effective which increases the overall efficiency. Designers can also collect the real-time data by any change they make instantly. The possibilities of Uniy3D make designing very flexible and fun, it is deeply engaging and expressive. Furthermore, the unity3D is revolutionizing the game development industry, its breakthrough development platform for creating highly interactive 3D content on the web (http://unity3d.com/ , 2010) or similar to the interface of modern multimedia devices such as the iPhone, therefore it allows the designers to work remotely in a collaborative way to integrate the design process by using the individual mobile devices while interacting design in a common platform. In design activities, people create an external representation of a domain, often of their own ideas and understanding. This platform helps learners to make their ideas concrete and explicit, and once externalized, subsequently they reflect upon their work how well it sits the real situation. The paper demonstrates how this tabletop innovatively replaces the typical desktop metaphor. In summary, the paper addresses two major issues through samples of collaborative design: firstly presenting aspects of learners’ interactions with physical objects, whereby tangible interfaces enables them constructing expressive representations passively (Marshall, 2007), while focussing on other tasks; and secondly showing how this novel design tool allows designers to actively create constructions that might not be possible with conventional media.
keywords Multi-touch tabletop, Tangible User Interface
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ecaadesigradi2019_046
id ecaadesigradi2019_046
authors Ferreira Borges, Marina
year 2019
title Conversations between architects and engineers
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 99-108
doi https://doi.org/10.52842/conf.ecaade.2019.1.099
summary The structural education in architectural schools emphasize that the dialogue between professionals is what should be raised as the point of connection between the conception of the structural morphology to be carried out by the architect and its validation and construction by the structural engineer. However, is this dialogue occurring? The proposal of this work is to study the conversational model proposed by Paul Pangaro (2009), based on Gordon Pask's Conversation Theory (1976a), and investigate if in fact a dialogic process between architectural design and structures education in architectural schools occurs, or if there exist the possibility of proposing a new conversational model, promoting transdisciplinary participation and collaboration procedures.Please write your abstract here by clicking this paragraph.
keywords Architectural Design Teaching; Structural Education; Conversation Theory
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

_id ecaade2018_312
id ecaade2018_312
authors Gündüz, Gamze, Oral, Hülya and Yazar, Tu?rul
year 2018
title Integration of Design Geometry with "Computational Making" in Basic Design Studio - A Case Study of Lanterns Project
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 439-448
doi https://doi.org/10.52842/conf.ecaade.2018.2.439
summary Basic design education, as an introduction of design principles to novice students, has two-way of teaching which are design thinking and professional training, since Bauhaus. Initiated in 2009, the Computation-based Basic Design Studio creates a common ground through discussions between students, academics, and professionals from various backgrounds. In this paper, the implementation of parallel courses named Computation-based Basic Design Studio and Design Geometry is discussed upon final assignment of the first semester- New Year's Lanterns. The given assignment structured as a cyclic process through constant feedback between geometric relations, material performance, and, joinery details to achieve novel outcomes that exceed the preliminarily set structural criteria. In relation to individual processes and outcomes of the final assignment, observed tendencies developed by students', at the end of their first-term in design education, will be discussed as final remarks.
keywords design education; basic design; design geometry; polyhedra
series eCAADe
email
last changed 2022/06/07 07:49

_id ascaad2023_091
id ascaad2023_091
authors Haddad, Naif
year 2023
title From Digital Heritage Documentation to 3D Virtual Reconstruction and Recreation for Heritage Promotion and Reinterpretation: The Case of the iHeritage Project
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 7-23.
summary In the last two decades, the digital age Information and Communication Technologies (ICT) development and concerns combined with rapid technology have permitted the dissemination of different digital applications (including digital documentation, virtual reality (VR), augmented reality (AR), mixed reality (MR), digital gaming, and holograms etc.) oriented toward past, present and future communication using digital three-dimensional audio-visual content. Today, we must acknowledge that 3D virtual 3D reconstruction and recreation has become an established way to build, understand, reinterpret, and promote Cultural Heritage (CH). The virtual 3D reconstruction world and multimedia industry are often considered potential marketing channels for World Heritage Sites (WHS) and heritage tourism. 3D digital/virtual reconstruction merges and embodies subjectivity in one process, playing an attractive role in heritage tourism destinations and creating image experiences, providing the first enjoyable interpretation and information for most audiences. Based on the EU-funded iHERITAGE project ICT Mediterranean platform for the UNESCO CH, this paper attempts to examine some insights into constructing the optimistic image of heritage promotion and tourism in the context of CH as it flows through both physical and virtual spaces to give a glimpse of the future of virtual reconstruction. It illustrates the development of the concepts and practice, challenges and opportunities, advantages and disadvantages, and the negative and the positive sides of the related issues of only 3D digital reconstructions, and some issues concerning the ethics based on the International Chartres and Conventions mainly in the field of scientific visualisation, such as the London Charter (2009) and Seville Principles (2011). Finally, as a practical dimension, it presents some representative examples of 3D digital/virtual reconstruction of characteristic monuments of the WHS of Nabataean Petra in Jordan for the first time.
series ASCAAD
email
last changed 2024/02/13 14:40

_id ecaade2009_027
id ecaade2009_027
authors Ho, Hsin­Yi; Wang, Ming-Hung
year 2009
title Meta Form as a Parametric Design Language
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 713-718
doi https://doi.org/10.52842/conf.ecaade.2009.713
wos WOS:000334282200086
summary This study is about building a conceptual architecture called Meta-form that can perform the acts of parametric design to generate various house forms. The study limits its scope to four genotypes of residential houses in the world. Typological Analysis is employed as a technique of distinguishing the key variables shared by the built forms. The result, with respect to each genotype, there are specific meta-form systems account for the generation of cases of phenotype by assigning different values to each corresponding parameter. With its generative power the meta-form system is evidently a useful tool to assist type-based form productions. As such, the parametric values also acquired the descriptive power of specifying built form characters.
keywords Meta form, genotype, phenotype, typological analysis, parametric design
series eCAADe
email
last changed 2022/06/07 07:50

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