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 452

_id cf2011_p035
id cf2011_p035
authors Langenhan, Christoph; Weber Markus, Petzold Frank, Liwicki Marcus, Dengel Andreas
year 2011
title Sketch-based Methods for Researching Building Layouts through the Semantic Fingerprint of Architecture
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 85-102.
summary The paper focuses on the early stages of the design process where the architect needs assistance in finding reference projects and describes different aspects of a concept for retrieving previous design solutions with similar layout characteristics. Such references are typically used to see how others have solved a similar architectural problem or simply for inspiration. Current electronic search methods use textual information rather than graphical information. The configuration of space and the relations between rooms are hard to represent using keywords, in fact transforming these spatial configurations into verbally expressed typologies tends to result in unclear and often imprecise descriptions of architecture. Nowadays, modern IT-technologies lead to fundamental changes during the process of designing buildings. Digital representations of architecture require suitable approaches to the storage, indexing and management of information as well as adequate retrieval methods. Traditionally planning information is represented in the form of floor plans, elevations, sections and textual descriptions. State of the art digital representations include renderings, computer aided design (CAD) and semantic information like Building Information Modelling (BIM) including 2D and 3D file formats such as Industry Foundation Classes (IFC) (IAI, 2010). In the paper, we examine the development of IT-technologies in the area of case-based reasoning (Richter et al., 2007) to provide a sketch-based submission and retrieval system for publishing and researching building layouts including their manipulation and subsequent use. The user interface focuses on specifying space and their relations by drawing them. This query style supports the spatial thinking approach that architects use, who often have a visual representation in mind without being able to provide an accurate description of the spatial configuration. The semantic fingerprint proposed by (Langenhan, 2008) is a description and query language for creating an index of floor plans to store meta-data about architecture, which can be used as signature for retrieving reference projects. The functional spaces, such as living room or kitchen and the relation among on another, are used to create a fingerprint. Furthermore, we propose a visual sketch-based interface (Weber et al., 2010) based on the Touch&Write paradigm (Liwicki et al., 2010) for the submission and the retrieval phase. During the submission process the architect is sketching the space-boundaries, space relations and functional coherence's. Using state of the art document analysis techniques, the architects are supported offering an automatic detection of room boundaries and their physical relations. During the retrieval the application will interpret the sketches of the architect and find reference projects based on a similarity based search utilizing the semantic fingerprint. By recommending reference projects, architects will be able to reuse collective experience which match the current requirements. The way of performing a search using a sketch as a query is a new way of thinking and working. The retrieval of 3D models based on a sketched shape are already realized in several domains. We already propose a step further, using the semantics of a spatial configuration. Observing the design process of buildings reveals that the initial design phase serves as the foundation for the quality of the later outcome. The sketch-based approach to access valuable information using the semantic fingerprint enables the user to digitally capture knowledge about architecture, to recover and reuse it in common-sense. Furthermore, automatically analysed fingerprints can put forward both commonly used as well as best practice projects. It will be possible to rate architecture according to the fingerprint of a building.
keywords new media, case-based reasoning, ontology, semantic building design, sketch-based, knowledge management
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2014_023
id ascaad2014_023
authors Al-Maiyah, Sura and Hisham Elkadi
year 2014
title Assessing the Use of Advanced Daylight Simulation Modelling Tools in Enhancing the Student Learning Experience
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 303-313
summary In architecture schools, where the ‘studio culture’ lies at the heart of students’ learning, taught courses, particularly technology ones, are often seen as secondary or supplementary units. Successful delivery of such courses, where students can act effectively, be motivated and engaged, is a rather demanding task requiring careful planning and the use of various teaching styles. A recent challenge that faces architecture education today, and subsequently influences the way technology courses are being designed, is the growing trend in practice towards environmentally responsive design and the need for graduates with new skills in sustainable construction and urban ecology (HEFCE’s consultation document, 2005). This article presents the role of innovative simulation modelling tools in the enhancement of the student learning experience and professional development. Reference is made to a teaching practice that has recently been applied at Portsmouth School of Architecture in the United Kingdom and piloted at Deakin University in Australia. The work focuses on the structure and delivery of one of the two main technology units in the second year architecture programme that underwent two main phases of revision during the academic years 2009/10 and 2010/11. The article examines the inclusion of advanced daylight simulation modelling tools in the unit programme, and measures the effectiveness of enhancing its delivery as a key component of the curriculum on the student learning experience. A main objective of the work was to explain whether or not the introduction of a simulation modelling component, and the later improvement of its integration with the course programme and assessment, has contributed to a better learning experience and level of engagement. Student feedback and the grade distribution pattern over the last three academic years were collected and analyzed. The analysis of student feedback on the revised modelling component showed a positive influence on the learning experience and level of satisfaction and engagement. An improvement in student performance was also recorded over the last two academic years and following the implementation of new assessment design.
series ASCAAD
email
last changed 2016/02/15 13:09

_id ascaad2010_189
id ascaad2010_189
authors Allahaim, Fahad; Anas Alfaris and David Leifer
year 2010
title Towards Changeability
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 189-200
summary Many buildings around the world have undergone successive changes over their life cycles. Regardless of the type or size of a building there are usually requirements for change due to several unanticipated forces and emerging uncertainties that act upon them. These changes might be in the building’s spatial, structural or service systems. This can be due to changes in the needs of occupants, the market demand or technological advances. Although buildings undergo change, current design practice does not address this and buildings are still designed as if they will remain static. This paper proposes an Adaptable Buildings Design (ABD) Framework to address the issue of adaptability in building design. Using this methodology uncertainties and future changes are first identified. To increase the building’s longevity, flexibility options are embedded and design rules are formulated to trigger these options when necessary. The value of adaptability is then assessed by implementing several simulations using Real Options Analysis (ROA). To demonstrate the approach, the ABD is applied to a multi-use commercial building case study. Flexibility is embedded in the building’s design across several systems allowing it to change and evolve over time based on a set of design rules. The buildings adaptability is then assessed using ROA. Positive results demonstrate the strength of the proposed methodology in addressing future change and uncertaintie.
series ASCAAD
email
last changed 2011/03/01 07:36

_id sigradi2010_47
id sigradi2010_47
authors Angulo, Antonieta; Mounayar Michel
year 2010
title Virtual Sets: A Mixed Reality Application for an Old Practice
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 47-50
summary This paper chronicles the implementation of state - of - the - art virtual set technology through the teaching of an independent study course at Ball State University. The paper describes the use of independent study formats as a means to initiate teaching of emergent media that does not fit neatly into specific academic silos. In addition to its learning potential this technology offers a new practice area for architects and designers that have an understanding of communication studies and space design at the crossroads of imagination. The creative realm for new emergent media and markets requires new teaching formats, opportunities and challenges for future implementation.
keywords virtual sets, design communications, 3D modeling, design, mixed reality
series SIGRADI
email
last changed 2016/03/10 09:47

_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
doi https://doi.org/10.52842/conf.caadria.2010.457
source Proceedings of the 15th International Conference on Computer Aided Architectural Design Research in Asia / Hong Kong 7-10 April 2010, pp. 457-466
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 cf2011_p027
id cf2011_p027
authors Herssens, Jasmien; Heylighen Ann
year 2011
title A Framework of Haptic Design Parameters for Architects: Sensory Paradox Between Content and Representation
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. 685-700.
summary Architects—like other designers—tend to think, know and work in a visual way. In design research, this way of knowing and working is highly valued as paramount to design expertise (Cross 1982, 2006). In case of architecture, however, it is not only a particular strength, but may as well be regarded as a serious weakness. The absence of non-visual features in traditional architectural spatial representations indicates how these are disregarded as important elements in conceiving space (Dischinger 2006). This bias towards vision, and the suppression of other senses—in the way architecture is conceived, taught and critiqued—results in a disappearance of sensory qualities (Pallasmaa 2005). Nevertheless, if architects design with more attention to non visual senses, they are able to contribute to more inclusive environments. Indeed if an environment offers a range of sensory triggers, people with different sensory capacities are able to navigate and enjoy it. Rather than implementing as many sensory triggers as possible, the intention is to make buildings and spaces accessible and enjoyable for more people, in line with the objective of inclusive design (Clarkson et al. 2007), also called Design for All or Universal Design (Ostroff 2001). Within this overall objective, the aim of our study is to develop haptic design parameters that support architects during design in paying more attention to the role of haptics, i.e. the sense of touch, in the built environment by informing them about the haptic implications of their design decisions. In the context of our study, haptic design parameters are defined as variables that can be decided upon by designers throughout the design process, and the value of which determines the haptic characteristics of the resulting design. These characteristics are based on the expertise of people who are congenitally blind, as they are more attentive to non visual information, and of professional caregivers working with them. The parameters do not intend to be prescriptive, nor to impose a particular method. Instead they seek to facilitate a more inclusive design attitude by informing designers and helping them to think differently. As the insights from the empirical studies with people born blind and caregivers have been reported elsewhere (Authors 2010), this paper starts by outlining the haptic design parameters resulting from them. Following the classification of haptics into active, dynamic and passive touch, the built environment unfolds into surfaces that can act as “movement”, “guiding” and/or “rest” plane. Furthermore design techniques are suggested to check the haptic qualities during the design process. Subsequently, the paper reports on a focus group interview/workshop with professional architects to assess the usability of the haptic design parameters for design practice. The architects were then asked to try out the parameters in the context of a concrete design project. The reactions suggest that the participating architects immediately picked up the underlying idea of the parameters, and recognized their relevance in relation to the design project at stake, but that their representation confronts us with a sensory paradox: although the parameters question the impact of the visual in architectural design, they are meant to be used by designers, who are used to think, know and work in a visual way.
keywords blindness, design parameters, haptics, inclusive design, vision
series CAAD Futures
email
last changed 2012/02/11 19:21

_id ascaad2010_127
id ascaad2010_127
authors Hubers, Hans
year 2010
title Collaborative Parametric BIM
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 127-134
summary The paper will be focussing on a number of digital design tools used in [our groups credentials]. A new laboratory called […] is developed with Virtual Reality for collaborative architectural design. A brief description of the systems and how they are used to support a design team is given. Synchronic and a-synchronic, local and inter-local communication is made possible. Methods for introducing sustainability in the digital design process and user participation over the Internet will be discussed. The results of the author’s PhD research “Collaborative architectural design in virtual reality” are used to develop a new approach in which team members use their own specific software. Swarm design applications developed in Virtools are used at the start of a project. The objects in the swarm can be urban and architectural functional volumes. Examples of the first are houses, offices, factories, roads and water ways. Examples of the second are working, dining, shopping and waiting spaces. Relations between the functional volumes with or without constraints make the functional volumes swarm to find equilibrium. Everything is dynamic, meaning that relations and functional volumes can change any time. Alternatives can be developed using different values for these parameters and by top-down intervention. When the final global layout has been chosen, using a criteria matrix with sustainability criteria to be judged by all participants, including the future users, a next phase is started amongst professionals using parametric design software. A study into different types of parametric design software makes clear why object parametric software can be used for IFC based BIM, while the more interesting process parametric software can not. To make this clear a pragmatic description of the IFC format is given with a simple example of such a file. Future research will be proposed in which applications of different disciplines are connected through the application programming interfaces, while integrating as much as possible the building information and knowledge in the IFC format.
series ASCAAD
type normal paper
email
last changed 2011/03/01 07:48

_id ecaade2010_091
id ecaade2010_091
authors Ibrahim, Mohamed S.; Bridges, Alan; Chase, Scott C.; Bayoumi, Samir; Taha, Dina S.
year 2010
title Use of Grammar for Shape Exploration with Novice Students: Experiment 1: against the first impressions
doi https://doi.org/10.52842/conf.ecaade.2010.115
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.115-124
summary This paper describes a teaching experience conducted and carried out as part of the architectural coursework of the first year students. The workshop is the first of three planned to take place during the course of the first year studio. It aims at introducing new ways of thinking as well as introducing students to the new pattern of architectural education; It also helps communicating and-if required- unlearning accumulative conceptions that were unconsciously gained by the lack of practice, ignorance of actuality or simply by the accumulation of images and ideas in their minds over the years. A grammatical approach was chosen to develop the described methodology, based on the shape grammars system in general, and on one of its basic skills of seeing/understanding shapes & extracting elements of the visual composition in particular
wos WOS:000340629400012
keywords Beginning/novice students; Shape grammar; Pedagogical grammar; Design education.
series eCAADe
email
last changed 2022/06/07 07:50

_id acadia11_372
id acadia11_372
authors James, Anne; Nagasaka, Dai
year 2011
title Integrative Design Strategies for Multimedia in Architecture
doi https://doi.org/10.52842/conf.acadia.2011.372
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 372-379
summary Multidisciplinary efforts that have shaped the current integration of multimedia into architectural spaces have primarily been conducted by collaborative efforts among art, engineering, interaction design, informatics and software programming. These collaborations have focused on the complexities of designing for applications of multimedia in specific real world contexts. Outside a small but growing number of researchers and practitioners, architects have been largely absent from these efforts. This has resulted in projects that deal primarily with developing technologies augmenting existing architectural environments. (Greenfield and Shepard 2007)This paper examines the potential of multimedia and architecture integration to create new possibilities for architectural space. Established practices of constructing architecture suggest creating space by conventional architectural means. On the other hand, multimedia influences and their effect on the tectonics, topos and typos (Frampton 2001) of an architectural space (‘multimedia effects matrix’) suggest new modes of shaping space. It is proposed that correlations exist between those two that could inform unified design strategies. Case study analyses were conducted examining five works of interactive spaces and multimedia installation artworks, selected from an initial larger study of 25 works. Each case study investigated the means of shaping space employed, according to both conventional architectural practices and the principles of multimedia influence (in reference to the ‘multimedia effects matrix’) (James and Nagasaka 2010, 278-285). Findings from the case studies suggest strong correlations between the two approaches to spatial construction. To indicate these correlations, this paper presents five speculative integrative design strategies derived from the case studies, intended to inform future architectural design practice.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id ascaad2010_019
id ascaad2010_019
authors Katz, Neil C.
year 2010
title Algorithmic Modeling; Parametric Thinking: Computational Solutions to Design Problems
source CAAD - Cities - Sustainability [5th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2010 / ISBN 978-1-907349-02-7], Fez (Morocco), 19-21 October 2010, pp. 19-36
summary Architects and designers have often used computational design techniques in their design process, even without "computers", from designing spaces which activate at the instant of the solstice sunrise, to creating geometrically complex and structurally innovative cathedrals. Designing with rules and variables can lead to solutions which satisfy the design criteria and may result in interesting and unanticipated models. Computational design is a process of designing and a way of thinking; contemporary tools can promote and enhance this process. Algorithmic and parametric modeling (and thinking) can be powerful processes in design, and particularly in working with complex geometry and addressing project constraints and analytical and data-driven design. This paper describes these methods and provides examples of their use on projects at Skidmore, Owings & Merrill.
series ASCAAD
email
last changed 2011/03/01 07:36

_id ecaade2010_142
id ecaade2010_142
authors Labelle, Guillaume; Nembrini, Julien; Huang, Jeffrey
year 2010
title Geometric Programming Framework: ANAR+: Geometry library for Processing
doi https://doi.org/10.52842/conf.ecaade.2010.403
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.403-410
summary This paper introduces a JAVA based library for parametric modeling through programming. From the recent advent of scripting tools integrated into commercial CAAD software and everyday design practice, the use of programming applied to an architectural design process becomes a necessary field of study. The ANAR+ library is a parametric geometry environment meant to be used as programming interface by designers. Form exploration strategies based on parametric variations depends on the internal logic description, a key role for form generation. In most commercial CAD software, geometric data structures are often predefined objects, thus constraining the form exploration, whereas digital architectural research and teaching are in need for an encompassing tool able to step beyond new software products limitations. We introduce key concepts of the library and show a use of the library within a form finding process driven by irradiance simulation.
wos WOS:000340629400043
keywords Processing; JAVA; Scene graph; Parametric modeling; Geometry
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia10_73
id acadia10_73
authors Mathew, Anijo Punnen
year 2010
title Just in Place Learning: A Novel Framework for Employing Information in “Place” for Urban Learning Environments
doi https://doi.org/10.52842/conf.acadia.2010.073
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 73-80
summary Nineteenth century models of education and learning which dictate that information is passed on from teacher to apprentice :abstract in a closed classroom environment seem archaic to us, especially since so much of our experiences are constructed in the outside world. Advances in ubiquitous and calm computing; social and immersive media; and urban locative technologies now allow for embedding complex information into physical environments and thus open up possibilities for teachers to set up carefully tagged student engagements in the real world—in “places” where real scientific phenomena are happening and technological artifacts can be engaged with. However these models are seldom successful because they are employed without an understanding of changing paradigms of learning. In this paper, we look at several new developments in learning models and use them to develop Just in Place learning, a novel framework which harnesses embodiment, place, and the potential of new locative technologies to augment traditional practice-based learning. Just in Place learning provides new potential for teachers and students to engage with information in “place,” exploit the urban environment as the new classroom, and the built environment as a portal for situated learning.
keywords Urban computing, interactive environments, education, digital media learning
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ecaade2010_043
id ecaade2010_043
authors Meyboom, AnnaLisa; Wojtowicz, Jerzy
year 2010
title Urban Infrastructure & Architectronics
doi https://doi.org/10.52842/conf.ecaade.2010.133
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.133-141
summary The future of urban infrastructure is no doubt a future of control systems. An architecture that engages infrastructure can engage control systems to not only improve efficiency and mediate contested urban space but also to modifying spaces for different uses, buffer environmental factors and respond to occupation or use. The use of mechatronics in architecture requires interdisciplinary collaboration and an understanding of control systems, sensors and actuators. Through a theoretical project, research and a design studio, this paper discusses the future of mechatronics in architecture and shows the huge potential for reimagining our infrastructure. The application to the infrastructural realm pushes the design out of the scope of conventional architecture both in the use of mechatronics and its application to the larger realm of the city.
wos WOS:000340629400014
keywords Mechatronics; Infrastructure; Architecture; Control systems; Robotics
series eCAADe
email
last changed 2022/06/07 07:58

_id acadia10_139
id acadia10_139
authors Miller, Nathan
year 2010
title [make]SHIFT: Information Exchange and Collaborative Design Workflows
doi https://doi.org/10.52842/conf.acadia.2010.139
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 139-144
summary This paper explores design processes requiring the invention and implementation of customized workflows for the optimization of design information exchange. Standard workflows in design software are typically dependent upon the use of proprietary file formats to communicate design intent across the design team. Software platforms promote “one-stop-shop” proprietary approaches to BIM where all team members and consultants ideally operate within a single model environment and store information within a single file format. While the ‘single model’ approach can be effective under some circumstances, this approach is often found to be limiting when the design process calls for the integration of other design toolsets and delivery processes. This is especially true for large complex projects where multiple participants with different software requirements need to collaborate on the same design. In these cases, various non-standard ways of working are often implemented, resulting in a new means of communicating design and building information across a team. This paper will outline the impact customized workflows have on the design process at NBBJ and evaluate their potential for leading to more innovative design and integrated teams. The first study will explore and evaluate the communication and collaborative process that took place in the design development and construction documentation stages of the Hangzhou Stadium. The second study will be an overview of ongoing investigation and experimentation into customized workflows for team and data integration.
keywords team integration, international practice, parametric methods
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id sigradi2010_427
id sigradi2010_427
authors Miyasaka, Elza Luli; Pratschke Anja
year 2010
title Yona Friedman: A produção de uma arquitetura baseada no processo de comunicação e no design de repertório [Yona Friedman: the production of an architecture based on the communication process of the design repertoire]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 427-429
summary This article analyzes the design process of Yona Friedman. Friedman was a conceptual creator of mega - structures that were multiplied in several layers of cities in which users were responsible for choosing designs while being informed of the consequences. They used a computer containing the design options and described their way of life, which was translated into the use of environments. According to the spaces chosen from this list, the user could reconfigure the space. Although, considering that the city was an environment, the space could be selected while watching a computer simulation. Users’ choices depended on absolutely parameterized rules.
keywords Yona Friedman, mega - structures, design process
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2010_96
id sigradi2010_96
authors Monteiro, de Menezes Alexandre; Pinto Guimarães Marcelo; Mascarenhas Santos Eduardo
year 2010
title O uso interativo de tecnologia digital para ensino integrado da representação arquitetônica pela prática de acessibilidade para todos [The interactive use of digital technologies for integrated education and practice of architectural representation, accessible for all]
source SIGraDi 2010_Proceedings of the 14th Congress of the Iberoamerican Society of Digital Graphics, pp. Bogotá, Colombia, November 17-19, 2010, pp. 96-99
summary Two Brazilian academic laboratories at UFMG explored processes for conceptual creation and development of digital guidebooks about architectural drafting design and practice of environmental accessibility for all. It is expected that students may achieve high critical and creative perspectives about knowledge construction in real life contexts by using digital interactive multimedia. This software package allows users to learn freely, at their own pace or location at any time, in a sequence of instruction units. In order to improve students’ autonomy in acquiring learning skills, a new, interdisciplinary, culture seems to push the curriculum beyond conventional techniques.
keywords architectural drafting; digital interactive instruction; environmental accessibility; multimedia
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2020_643
id sigradi2020_643
authors Naylor, John Osmond; Leconte, Nancy; Michel Vendryes, Franck Reginald
year 2020
title Education to practice to ecology: A review and preliminary evaluation of a new architectural design curriculum using computational design tools and bamboo in Haiti
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 643-651
summary There is an absence of lightweight, sustainable construction materials in contemporary Haitian construction, a fact highlighted in the disproportionate loss of life in the 2010 Port-au-Prince earthquake. Between 2014 and 2017 the authors delivered a series of architectural design workshops in Haiti to raise awareness and develop design skills for bamboo using computational design tools. This paper provides a review of these workshops and a preliminary evaluation from surveys conducted with the course participants. Results showed architectural education had changed perceptions of bamboo and showed potential positive ecological impact due to subsequent reforestation activities instigated by participants. Weaknesses were in the lack of subsequent use of parametric modelling software. Bamboo material knowledge and a new architectural design methodology have been most relevant to their professional or academic work.
keywords Haiti, Full-culm bamboo, Architectural education, Sustainable development, Parametric design
series SIGraDi
email
last changed 2021/07/16 11:52

_id ascaad2021_041
id ascaad2021_041
authors Taºdelen, Sümeyye; Leman Gül
year 2021
title Social Network Analysis of Digital Design Actors: Exploratory Study Covering the Journal Architectural Design
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 280-292
summary This research asks the question of how the design knowledge production mechanism is processed differentiates digital design actors from each other in the social media/professional and academic fields of architecture. Due to the broad nature of the research question, the study focuses on academia and academia-related media through prominent architect-authors and subject titles in the literature. Bourdieu’s concept of capital is introduced, in which cultural and symbolic capital are considered part of the production values of digital design actors. Digital design actors use image-based social media tools such as Instagram effectively. The paper uses two methods: the first is a bibliographical analysis of author-texts, and the second is a social network analysis. By employing the keyword-based search from the Web of Science database, this study has managed to extract papers with full records (citations, keywords, and abstracts), with the journal Architectural Design having most publications. Considering that both academicians and professionals contribute to publications in Architectural Design, we selected all its publications between 2010-2020 for bibliometric analysis. These analysis techniques include the bibliometric network analyses and social network analysis with the focus on visualizing the algorithms and statistical calculations of well-established metrics. The research reveals the most critical nodes of the bibliometric network by calculating the appropriate central metrics. The network formed by the selected Instagram accounts of digital design actors are shown to be a small-scale network group, while the hashtags of digital design concepts are more numerous than the digital design actors.
series ASCAAD
email
last changed 2021/08/09 13:11

_id sigradi2022_112
id sigradi2022_112
authors Toledo, Jimena
year 2022
title The Role of Visual Platforms -visual Social Media- in the Creative Design Process
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 639–650
summary In the current design practice, new digital tools have emerged -visual- also called Infrastructures (Perkel, 2011) such as; Behance 2003, Pinterest 2009, Archdaily 2008, Instagram (2010) -to cite the most recognized in the creative field in Argentina-, which promote different opportunities and support the creative process and problem solving, making it easier for designers to find inspiring material through the Internet. However, very little is known about how these new practices affect professional work, how they themselves see it and the tensions they generate.This article will present the results of a general survey applied to expert designers as part of the first stage of the Doctoral Research project. Which investigates the behavior referred specifically to the use of visual platforms -visual social media- in order to understand, characterize, describe the use and involvement of them within the design process.
keywords Project processes - Creativity - Design process - Visual Social Media -Curatorial Practice
series SIGraDi
email
last changed 2023/05/16 16:56

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