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 108

_id caadria2010_043
id caadria2010_043
authors Barker, Tom and M. Hank Haeusler
year 2010
title Urban digital media: facilitating the intersection between science, the arts and culture in the arena of technology and building
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 457-466
doi https://doi.org/10.52842/conf.caadria.2010.457
summary The research presented in this paper investigates ways of providing better design applications for technologies in the field of Urban Digital Media (UDM). The work takes an emergent approach, evolving a design strategy through the early engagement of stakeholders. The paper discusses research in a design-led creative intersection between media technology, culture and the arts in the built environment. The case study discusses opportunities for the enhancement of a university campus experience, learning culture and community, through the provision of an integrated digital presence within campus architecture and urban spaces. It considers types of information architecture (Manovich, 2001) and designs for use in urban settings to create communication-rich, advanced and interactive designed spaces (Haeusler, 2009). The presented research investigates how to create a strategy for display technologies and networked communications to transform and augment the constructed reality of the built environment, allowing new formats of media activity.
keywords Urban design; outdoor digital media; information architecture; multidisciplinary design; augmented reality; media facades
series CAADRIA
email
last changed 2022/06/07 07:54

_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 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 caadria2009_034
id caadria2009_034
authors Huang, Yu-Chun; Kuan-Ying Wu and Yu-Tung Liu
year 2009
title A Timing Home Pub
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 577-586
doi https://doi.org/10.52842/conf.caadria.2009.577
summary This paper describes how humans can communicate naturally with spaces in our daily lives by using instruments of daily life, such as whiskey glasses, cups, and MP3 players. We provided a smart space, which can not only adjust the environmental atmosphere by human activities, but also solidify connections between human feelings/memories, and record what happens inside it. The challenge of this work lies in how to create an alternative communication channel which can solidify family ties by using a natural and unobtrusive interface. The space is also able to automatically adapt to human feelings by changing the atmosphere, such as by changing the background lighting, music, and appropriate feedback.
keywords Smart space: human-computer interface
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2009_1108
id sigradi2009_1108
authors Santos, Denise Mônaco dos; Marcelo Tramontano
year 2009
title O projeto Comunidades_online: espacialidades híbridas sob uma perspectiva social [The Online_communities project: hybrid spacialities under a social perspective]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This article intends to present the development and the results of an experience about the interlacing information and communication technologies on local communities carried out by the Online_communities project, developed between 2004 and 2008 in Cidade Tiradentes, district of São Paulo. It’s about the elaboration of a critical examination of one interpretation of this project, among many possible, which privileges, on one hand, the links of the different aspects it covers, highlighting its actions which are very distinct. On the other hand, it is about creating hybrid spaces in urban fragments, considering them as spaces constituted from communication insertion through computational systems in communities geographically referred.
keywords Hybrid spaces; Communities; Computational interfaces; Information and Communication Technologies; Digital inclusion
series SIGRADI
email
last changed 2016/03/10 09:59

_id ecaade2009_178
id ecaade2009_178
authors Sökmenoglu, Ahu; Türkkan, Sevgi
year 2009
title Digital Monumentality in/for Public Spaces
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. 835-842
doi https://doi.org/10.52842/conf.ecaade.2009.835
wos WOS:000334282200102
summary Aim of this paper is to discuss the paradigmatic changes in the conception and production of ”monumentality” through the transition from analog to digital forms of communication, design and production. Before looking for a correspondence to “monumentality” in the digital era, the basic concepts that define “monumentality” like aesthetics & public space will be theorized and discussed briefly. We will be questioning via examples, whether the classical conception and production of the “monument” still pursues in the digital era or if the digital revolution is able to alter the chemistry of it.
keywords Aim of this paper is to discuss the paradigmatic changes in the conception and production of ”monumentality” through the transition from analog to digital forms of communication, design and production. Before looking for a correspondence to “monumentality” in the digital era, the basic concepts that define “monumentality” like aesthetics & public space will be theorized and discussed briefly. We will be questioning via examples, whether the classical conception and production of the “monument” still pursues in the digital era or if the digital revolution is able to alter the chemistry of it.
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2009_1105
id sigradi2009_1105
authors Henriques, Gonçalo Castro; José P. Duarte; Joaquim Oliveira Fonseca
year 2009
title TetraScript: Sistema integrado para optimizar a iluminação natural num espaço circunscrito [TetraScript: An Integrated System to Maximize the Natural Light in a Confined Space]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary The purpose of this research is to develop a process capable of optimizing the capture of light in a circumscribed space, using a responsive system of skylights. Research is focused on the design of irregular dome-like pavilion spaces but the envisioned process might be applied to other functional, formal, and spatial typologies. A process based on scripting generates a matrix of components based on geographic situation, and sun orientation. The integration of conception and fabrication with digital tools (CAD-CAM) enabled the construction of this non standard, parametric geometry, diminishing the costs of production, allowing personalization and assuring global sustainability.
keywords digital fabrication; generative systems; cad-cam
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2009_063
id caadria2009_063
authors Tai, Nan-Ching; Mehlika Inanici
year 2009
title Depth Perception in Real and Pictorial Spaces: A Computational Framework to Represent and Simulate Built Environments
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 543-552
doi https://doi.org/10.52842/conf.caadria.2009.543
summary Architectural design is often mediated on two-dimensional representation systems and envisioned three-dimensionally in the pictorial space. The developments of advanced digital technologies have enabled us to create the pictorial representations of un-built design projects that can appear as real as photographs. The visually appealing pictures produced by photorealistic rendering tools are useful for visualizing the form and the spatial layout of the proposed architectural design; but they may be inadequate and misleading for simulating the perceptual qualities of space. This paper draws from the recent developments in computer graphics (physically based renderings and perceptually based tone mapping techniques) and proposes a computational framework to faithfully represent and simulate pictorial spaces. Guidelines are provided for generating images with appropriate representation and simulation techniques so that architects can make informed design decisions about the perceptual qualities of their designs and researchers can study depth perception in computer environments.
keywords Depth Perception: Pictorial Cue; Physically based Rendering; Tone Mapping; High Dynamic Range Imagery
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2009_126
id ecaade2009_126
authors Kocatürk, Tuba; Codinhoto, Ricardo
year 2009
title Dynamic Coordination of Distributed Intelligence in 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. 61-68
doi https://doi.org/10.52842/conf.ecaade.2009.061
wos WOS:000334282200006
summary Recent introduction and coupling of digitally mediated design and production environments facilitated a radical deviation from the traditional ways of using representations, knowledge assets, organizational forms and standards. Consequently, we observe an abundance of the traditional views of design and the emergence of new cognitive models/constructs based on the emerging relationships between the designer, the design object (artefact), the design tools/systems and the organizational network of the various actors and their activities in building design & production. The paper reports on the initial findings of an ongoing research which aims to uncover the ways in which digitalization and digital tools have recently been adopted to the work practices of multidisciplinary firms and the evolving socio-technical networks and organizational infrastructures within architectural practice.
keywords Distributed intelligence, coordination of digital design, socio-technical change, building information modelling, parametric design
series eCAADe
email
last changed 2022/06/07 07:51

_id acadia09_264
id acadia09_264
authors Zhang, Yu; Feng, Han; Wang, Jianguo
year 2009
title An Interactive Decision Support System for Deriving Plot Ratios Based on the Similarity Relations Between Land Attributes
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 264-266
doi https://doi.org/10.52842/conf.acadia.2009.264
summary This paper presents a simple tool for deciding land attribute plot ratios by defining elementary entities and their relationships from the viewpoint of a complex adaptive system. Each entity in this case, a block in the city, is described according to its condition and potential for development, such as land function, accessibility, landscape control, and so on. This not only provides a rich yet subtle identification of each entity, but also creates the basis to establish dynamic interconnections between them. The similarity coefficient, calculated by the comparison between the different blocks’ factors fits well with the explanation of the spontaneous development of the city. The weight of every factor and the threshold of the similarity coefficient are both set as variables, with the optimized value recommended as a default, which ensures a multitudinal application of this software with a focus on different aspects of urban planning. The resultant self-regulatory system with flexible input is not only a credible tool for deriving plot ratios, but also an effective platform to activate urban design creations. The system, as a socio-technical tool, enhances the essential process of urban self-organization and hetero-organization.
keywords Decision Support, software, self-organization systems, parametric systems
series ACADIA
type Short paper
email
last changed 2022/06/07 07:57

_id acadia09_209
id acadia09_209
authors Shepard, Mark
year 2009
title Toward an Architecture of Hertzian Space
source ACADIA 09: reForm( ) - Building a Better Tomorrow [Proceedings of the 29th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-9842705-0-7] Chicago (Illinois) 22-25 October, 2009), pp. 209-215
doi https://doi.org/10.52842/conf.acadia.2009.209
summary Cities today are intricate hybrids of physical and informational space. Brought into being through complex yet common everyday techno-social practices, these hybrids rely on the wireless spectrum to enable a variety of media, information, and communications events that continually make and remake the spatial conditions of urban life. This paper examines the relations between this Hertzian space and the architecture of urban environments. Building on a longstanding discourse surrounding the material and immaterial limits of urban architecture, it asks how we might begin to think about shaping the Hertzian space of contemporary cities through the practices and promises of urban computing and locative media. Coaxing architecture beyond its professional and disciplinary boundaries and, at the same time, recasting contemporary media art within broader social, cultural, and political contexts of urban space, the essay attempts to outline a conversation between these fields of practice that share a common theater of operations: that of the contemporary city.
series ACADIA
type Normal paper
email
last changed 2022/06/07 07:56

_id cf2011_p018
id cf2011_p018
authors Sokmenoglu, Ahu; Cagdas Gulen, Sariyildiz Sevil
year 2011
title A Multi-dimensional Exploration of Urban Attributes by Data Mining
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. 333-350.
summary The paper which is proposed here will introduce an ongoing research project aiming to research data mining as a methodology of knowledge discovery in urban feature analysis. To address the increasing multi-dimensional and relational complexity of urban environments requires a multidisciplinary approach to urban analysis. This research is an attempt to establish a link between knowledge discovery methodologies and automated urban feature analysis. Therefore, in the scope of this research we apply data mining methodologies for urban analysis. Data mining is defined as to extract important patterns and trends from raw data (Witten and Frank, 2005). When applied to discover relationships between urban attributes, data mining can constitute a methodology for the analysis of multi-dimensional relational complexity of urban environments (Gil, Montenegro, Beirao and Duarte, 2009) The theoretical motivation of the research is derived by the lack of explanatory urban knowledge which is an issue since 1970’s in the area of urban research. This situation is mostly associated with deductive methods of analysis. The analysis of urban system from the perspective of few interrelated factors, without considering the multi-dimensionality of the system in a deductive fashion was not been explanatory enough. (Jacobs, 1961, Lefebvre, 1970 Harvey, 1973) To address the multi-dimensional and relational complexity of urban environments requires the consideration of diverse spatial, social, economic, cultural, morphological, environmental, political etc. features of urban entities. The main claim is that, in urban analysis, there is a need to advance from traditional one dimensional (Marshall, 2004) description and classification of urban forms (e.g. Land-use maps, Density maps) to the consideration of the simultaneous multi-dimensionality of urban systems. For this purpose, this research proposes a methodology consisting of the application of data mining as a knowledge discovery method into a GIS based conceptual urban database built out of official real data of Beyoglu. Generally, the proposed methodology is a framework for representing and analyzing urban entities represented as objects with properties (attributes). It concerns the formulation of an urban entity’s database based on both available and non-available (constructed from available data) data, and then data mining of spatial and non-spatial attributes of the urban entities. Location or position is the primary reference basis for the data that is describing urban entities. Urban entities are; building floors, buildings, building blocks, streets, geographically defined districts and neighborhoods etc. Urban attributes are district properties of locations (such as land-use, land value, slope, view and so forth) that change from one location to another. Every basic urban entity is unique in terms of its attributes. All the available qualitative and quantitative attributes that is relavant (in the mind of the analyst) and appropriate for encoding, can be coded inside the computer representation of the basic urban entity. Our methodology is applied by using the real and official, the most complex, complete and up-to-dataset of Beyoglu (a historical neighborhood of Istanbul) that is provided by the Istanbul Metropolitan Municipality (IBB). Basically, in our research, data mining in the context of urban data is introduced as a computer based, data-driven, context-specific approach for supporting analysis of urban systems without relying on any existing theories. Data mining in the context of urban data; • Can help in the design process by providing site-specific insight through deeper understanding of urban data. • Can produce results that can assist architects and urban planners at design, policy and strategy levels. • Can constitute a robust scientific base for rule definition in urban simulation applications such as urban growth prediction systems, land-use simulation models etc. In the paper, firstly we will present the framework of our research with an emphasis on its theoretical background. Afterwards we will introduce our methodology in detail and finally we will present some of important results of data mining analysis processed in Rapid Miner open-source software. Specifically, our research define a general framework for knowledge discovery in urban feature analysis and enable the usage of GIS and data mining as complementary applications in urban feature analysis. Acknowledgments I would like to thank to Nuffic, the Netherlands Organization for International Cooperation in Higher Education, for funding of this research. I would like to thank Ceyhun Burak Akgul for his support in Data Mining and to H. Serdar Kaya for his support in GIS.
keywords urban feature analysis, data mining, urban database, urban complexity, GIS
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2009_wael_abdelhameed
id ascaad2009_wael_abdelhameed
authors Abdelhameed, Wael
year 2009
title Assessment of a Physical Planning Project through Virtual Reality: A case study
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. 365-378
summary The study reports an application of VR models in the assessment of a part of physical planning project. The project outputs were different reports, GIS data and maps, and CAD drawings. The GIS data were used to create the VR models by importing Shpfiles of the GIS project outputs to VR software. The study presents VR models and the assessment of the physical planning project in terms of: 1) effect of the population increase, 2) effect of the required residential units, and 3) quality assurance for the current situation and future situation. The method used to build up the VR Models was through satellite images (by Google Earth Pro) and VR software (by UC Win/Road). Different models were built up to visualize and assess the alternative solutions and various influential factors. The study employed Virtual Reality in various urban and planning problems through models that are employed as tools of communication and design. The visualized environment and the associated models facilitated the evaluation of important areas, namely: impact of different factors and alternative solutions. The study concludes that the processes, such as decision making, visualization and representation, performed through VR manifest its importance to different design phases of urban and physical planning.
series ASCAAD
email
last changed 2009/06/30 08:12

_id sigradi2021_50
id sigradi2021_50
authors Albuquerque, Dilson and Andrade, Max
year 2021
title The Impacts of Collaboration and Cordination of Architectural and Engineering Projects Developed with BIM in Reducing Design Interferences
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 783–794
summary This paper addresses the importance and development of cultural transformations involving the design process in architecture and the advent of Building Information Modeling (BIM) in civil construction activities and how its implementation in a coordinated, collaborative and interoperable way contributes to a diagnosis of Clash Detection between diferentes design projects, before building construction, saving excessive costs and rework. Taking as its main reference the BIM Maturity Matrix of Succar (2009), the proposed BIM Project Integration Maturity Matrix contributes to the awareness of bringing designers and builders closer to design activities, to encourage the integration of design processes involving the building, to consolidate an environment of ease of communication between participants, the organization of documentation and, above all, prioritize the compatibility between projects to avoid conflicts, excess costs and rework, resulting in a higher quality of the final project.
keywords Coordenaçao de projetos, detecçao de interferencias, Building Information Modeling, matriz de avaliaçao, projeto integrado
series SIGraDi
email
last changed 2022/05/23 12:11

_id sigradi2009_890
id sigradi2009_890
authors Almeida, Fábio de
year 2009
title Documentação e Comunicação Digital do Patrimônio Arquitetônico Moderno: Centro Técnico de Aeronáutica – CTA [Documentation and Communication Digital Architectural Heritage Classic: Aerospace Technical Center - CTA]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This paper intends to contribute for the analysis of the digital representation applied for documentation, communication and diffusion of architecture as cultural heritage, more specifically the production and communication of informations about buildings and sites of modern movement, arguing the possibilities and limits of this instrumental for the best understanding, recognition, evaluation and diffusion of the architecture on a historiographical perspective. As studies of cases, were selected buildings of an important technical center of aeronautic of Brazil, the CTA (Centro Técnico de Aeronáutica) in São José dos Campos, State of São Paulo.
keywords surveying and reconstruction; Digital Heritage; Modern Movement
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2011_409
id sigradi2011_409
authors Bertoni, Griselda; De Monte, Andrea
year 2011
title Mediaciones perceptivas. Desafíos en la incorporación de la tecnología como instrumento potenciador del proceso de aprendizaje en el TCG [Perceptual mediation. Challenges in incorporating technology as a tool enhacing the learning process in the TCG]
source SIGraDi 2011 [Proceedings of the 15th Iberoamerican Congress of Digital Graphics] Argentina - Santa Fe 16-18 November 2011, pp. 472-475
summary This work presents an introduction to current problems detected in the teaching and learning of perceptual and communication processes in front of the availability of disipositivos installed and digital media courses to students enrolled for Design and Architecture careers of our faculty. The same seeks to clarify a state of affairs to continue studies already carried out (Stipech 2004), (Bertero 2009), in relation to issues of representation in the design disciplines, while rehearsing possibilities updated theory and practice in the field of workshop.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ijac20097408
id ijac20097408
authors Biloria, Nimish; Valentina Sumini
year 2009
title Performative Building Skin Systems: A Morphogenomic Approach Towards Developing Real-Time Adaptive Building Skin Systems
source International Journal of Architectural Computing vol. 7 - no. 4, 643-676
summary Morphogenomics, a relatively new research area, involves understanding the role played by information regulation in the emergence of diverse natural and artificially generated morphologies. Performative building skin systems as a bottom-up parametric formation of context aware interdependent, ubiquitously communicating components leading to the development of continually performative systems is one of the multi-scalar derivations of the aforementioned Morphogenomic understanding. The agenda of adaptations for these building skins specifically corresponds to three domains of adaptation: structural, behavioral and physiological adaptations resulting in kinetic adaptability, energy generation, conservation, transport and usage principles as well as material property based changes per component. The developed skins adapt in real time via operating upon ubiquitous communication and data-regulation protocols for sensing and processing contextual information. Computational processes and information technology based tools and techniques such as parametric design, real-time simulation using game design software, environmental information mapping, sensing and actuating systems coupled with inbuilt control systems as well as manufacturing physical models in collaboration with praxis form a vital part of these skin systems. These experiments and analysis based on developing intrinsic inter-dependencies between contextual data, structure and material logistics thus lay the foundation for a new era of continually performing, self powering, real-time adaptive intelligent building skin systems.
series journal
last changed 2010/09/06 08:02

_id cf2009_314
id cf2009_314
authors Boerner, Andrea; Maquil, Valérie
year 2009
title Enhancing synergies between computer science and urban disciplines: Semi-automated applications for tangible user interfaces, a case study
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 314-327
summary This paper explores an interdisciplinary design approach for coupling semi-automated applications with tangible user interfaces. It describes communication methods based on parameters and diagrams, between computer scientists and urban, architectural professionals and the matching abilities to give meaning to the various parts and elements of the system. By means of the development of two rule based applications it exploits different degrees of automation and kinds of feedback possibilities and its impact on discourse and decision making. It discusses design methods for interactive urban planning applications, which integrate the different requirements and benefits from both disciplines.
keywords Tangible user interfaces, semi-automation, decision making, urban planning
series CAAD Futures
email
last changed 2009/06/08 20:53

_id sigradi2009_773
id sigradi2009_773
authors Carniel, Denize Regina; José Luis Farinatti Aymone
year 2009
title Desenvolvimento virtual e visualização de produtos a partir de banco de dados e modelagem 3D [Virtual development and product visualization with database and 3D modeling ]
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary This article presents a methodology for product virtual development using a developed database application and virtual reality technology VRML (Virtual Reality Modeling Language) for final product visualization. To do that, information technology and communication in industry, virtual reality and computational resources for concept and prototyping are investigated. An example of product assembly is presented to illustrate the methodology proposed.
keywords Information Technology and Communication; Virtual Prototyping; Virtual Reality; VRML; Database
series SIGRADI
email
last changed 2016/03/10 09:48

_id caadria2009_208
id caadria2009_208
authors Chen, Irene Rui; Marc Aurel Schnabel
year 2009
title Retrieving Lost Space With Tangible Augmented Reality
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 135-142
doi https://doi.org/10.52842/conf.caadria.2009.135
summary Tangible Augmented Reality can be an innovative way for designers to understand the spatial conception. Due to the high integration of tactile and vision, this realm allows users to gain a better understanding how to retrieve ‘lost space’ in an urban context. By using a variety of visualisation methods, such as wireframe and transparencies, hidden or other ways unperceivable (lost) space is made available. With the aid of Tangible Augmented Reality designers are subsequently able to evaluate the design context and its solution more holistically. This paper argues that the retrieval of lost space enhances the design communication.
keywords Tangible augmented reality; tangible user interface; augmented reality
series CAADRIA
email
last changed 2022/06/07 07:55

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