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 551

_id sigradi2012_404
id sigradi2012_404
authors Angelo, Alex; Neves, Heloisa; de Campos, Paulo Eduardo Fonseca
year 2012
title Fab Lab Kids: Oficina de projetos socioambientais para crianças de escolas públicas fazendo uso da eletrônica e da fabricação digital [Fab Lab Kids: Workshop for environmental projects public school children making use of electronics and digital fabrication]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 383-387
summary This article describes the process of theoretical and practical Fab Lab Kids Project in Brazil and in more detail the “Fab Lab Kids: Workshop environmental projects for public school children through manufacturing and digital electronics”, the most recent edition of this project, which consists conducting an experimental workshop with students from public school in the city of Guarulhos, São Paulo. Through the concept of learning by doing, children are exposed to the possibility of acting on the environment and the objects surrounding them, proposing objects that might solve socio-environmental issues, which are produced via electronics and digital fabrication.
keywords Fabricação Digital, Eletrônica, Educação, Redes, Fab Lab
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2012_290
id ecaade2012_290
authors Barakat, Merate
year 2012
title Urban Acoustic Simulation: Analysis of Urban Public Spaces through Auditory senses
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. 587-592
doi https://doi.org/10.52842/conf.ecaade.2012.1.587
wos WOS:000330322400060
summary This paper explores the sonic characteristics of urban spaces, with the application of apprehending acoustic space and form theory. The theory defines auditory spaces as acoustical arenas, which are spaces defi ned and delineated by sonic events. Historically, cities were built around a soundmark, for example, the resonance of a church bell or propagation of a calling for prayer, or a factory horn. Anyone living beyond the horizon of this soundmark was not considered citizens of that town. Furthermore, the volume of urban sonic arenas depends on natural. Digital simulation is necessary to visualize the ephemeral and temporal nature of sound, within a dynamic immersive environment like urban spaces. This paper digitally analyses the different morphologies of old cities and forms of growth in relation to the sound propagation and ecological effects. An experiment is conducted with the aid of an ancient North-African city model, exposed to a point cloud agent system. By analysing how the sound propagates from the known soundmark through the urban fabric, with the wind pressure interference; the paper compares the theoretical concept of soundmarks and the known perimeter of the ancient city
keywords Urban Public Spaces; Aural Design; Auditory Arena Simulation; Soundmark
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2012_046
id ecaade2012_046
authors Juvancic, Matevz ; Zupancic, Tadeja
year 2012
title Evaluation system for Content and Language Integrated Learning in Architecture Using Immersive Environments
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. 115-123
doi https://doi.org/10.52842/conf.ecaade.2012.1.115
wos WOS:000330322400011
summary Based on the experience from EU project ARCHI21 (Hunter et al, 2011) and long-term commitment to research of architectural presentations and educational approaches to expert and non-expert public (i.e. Juvancic, Mullins & Zupancic, 2012), the paper aims to clarify the terms used in CLIL-architecture context, identify the variables that have, in practice so far, proven to infl uence the learning outcome and learning experience both in architectural and language sense, and systematize the findings into the useful system. The result can be envisioned as the potential ‘ladder of the CLIL & architecture integration‘. The system would be of help to anyone trying to integrate language learning at different stages of architectural education, pointing out the required fundamentals, predicting the possible learning outcomes or benchmarking them after the experience. The basic terms/variables divided into three major infl uencing groups - competence, work environment and course settings - are described first, proceeded with the scheme connecting them into the system and two actual examples ‘run’ through the matrix for illustrative purposes. The paper also looks specifi cally into the use of different immersive environments and digital communication tools for teaching the architecture/design–other language combination and adapts the system to this segment, while also briefly comments on learners and teachers responses to CLIL-architecture integration.
keywords Architecture; immersive environments; CLIL; evaluation; teaching; Archi21
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2012_91
id ecaade2012_91
authors Khoo, Chin Koi
year 2012
title Sensory Morphing Skins
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 221-229
doi https://doi.org/10.52842/conf.ecaade.2012.2.221
wos WOS:000330320600022
summary Contemporary responsive architecture often tries to achieve optimised building performance in response to changing environmental conditions. In the precedents a key area of responsiveness is in the building façades or skins. Often however, the skin is made from discrete components and separated equipment. T his research explores the potential for designing responsive architectural morphing skins with kinetic materials that have integrated sensing and luminous abilities. Instead of embedded individual discrete components, this approach intends to integrate the sensing devices and building skins as one ‘single’ entity. This investigation is conducted by project. The project is Blanket, which aims to provide an alternative approach for a lightweight, fl exible and economical sensory architectural skin that respond to proximity and lighting stimuli.
keywords Sensing; responsive; morphing skin; kinetic and phosphorescence materials
series eCAADe
email
last changed 2022/06/07 07:52

_id acadia12_305
id acadia12_305
authors Kock, Jeffrey ; Bradley, Benjamin ; Levelle, Evan
year 2012
title The Digital-Physical Feedback Loop: A Case Study
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 305-314
doi https://doi.org/10.52842/conf.acadia.2012.305
summary Kukje Art Center, Seoul’s new gallery designed by SO-IL, features a totally bespoke chainmail mesh system (submission note: the authors are not affiliated with SO-IL). A single sheet of complex-curved, tensioned mesh, made up of interlocking 40mm diameter stainless steel rings, wraps the building. This paper discusses the stages of a feedback loop process employed by the authors to refine a digital model of the mesh. The mesh’s perimeter attachment system does not prescribe ring locations, allowing the mesh to form find for itself during installation. As a result, the digital model must capture the behavioral tendencies of the mesh as it negotiates the building’s geometry. Paramount in meeting this challenge was the use of physical mockups. At each stage of the feedback loop process, the working digital model was used to develop a physical mockup of increased scale and complexity, and this mockup was used to refine the digital model. Ultimately, the model output of a mesh relaxation algorithm was used as the basis for engineering simulations and predictions of the mesh vertical ringcount needed at specific locations around the building. Mesh vertical ringcount predictions are validated relative to a 1:1 mockup and the installed Kukje Art Center mesh.
keywords minimal surface , chainmail mesh , form finding , dynamic relaxation , finite element analysis , feedback loop , tensioned fabric , physical mockup , bespoke cladding , Kukje , Seoul
series ACADIA
type normal paper
email
last changed 2022/06/07 07:51

_id ecaade2012_117
id ecaade2012_117
authors Kurilla, Lukas ; Ruzicka, Marek ; Florián, Milos
year 2012
title Architectural software tool for structural analysis (ATSA) intended for intuitive form-fi nding process
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. 547-553
doi https://doi.org/10.52842/conf.ecaade.2012.1.547
wos WOS:000330322400056
summary This paper presents Architectural software Tool for Structural Analysis (ATSA) which is designed as a software bridge between architectural and structural software programmes. It has been developed at university in cooperation with architects and structural engineers, intended to make their interdisciplinary cooperation more efficient. ATSA is aimed to provide structural analysis of drafts created by an architetct in the early stages of design in order to enable the architect to understand the mechanical responses of the structure to loading, and thus optimise it creatively through an intuitive form-finding process.
keywords Design tool development; interactive structural analysis; architect-engineer collaboration; intuitive form-finding;generative design
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2012_104
id ecaade2012_104
authors Liapi, Marianthi; Oungrinis, Konstantinos-Alketas; Voyatzaki, Maria
year 2012
title Sensponsive Playscapes: A Pedagogical Design Approach to Manifest and Promote the Physical Digital Continuum
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 343-351
doi https://doi.org/10.52842/conf.ecaade.2012.2.343
wos WOS:000330320600035
summary This paper chronicles an intensive student workshop on sensponsive architecture, from the educators’ point of view, underlying the pedagogical notes on this new design approach that employs digital design tools and electronic assemblies to creatively experiment with human-computer interaction. The workshop presented the theoretical, computational and fabricating frameworks for a human-centered approach to spaces with sensponsive partitions that respond timely with sense, displaying an adaptive behavior through time. The workshop theme was further specialized to direct the design outcome toward sensponsive environments for children that can help them perceive, experience and develop a meaningful understanding of the world around them through play.
keywords Sensponsive architecture; student workshop; arduino assemblies; children’s spaces
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2014_252
id sigradi2014_252
authors Pina Calafi, Alfredo; Benoit Bossavit, Isabel Sanchez Gil, Aitziber Urtasun, Benoit Bossavit
year 2014
title Oteiza en movimiento: una herramienta tecnológica para el aprendizaje participativo en el Museo Oteiza [Oteiza in motion a tool for a collaborative learning at the Oteiza museum]
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 255-258
summary This paper presents an interdisciplinary work done at the Museum Oteiza near Pamplona, Spain during 2012 and 2013. The main goal is the use of low cost devices that allows natural interaction, Virtual and Augmented Realities to get the general public closer to the works and concepts of Oteiza through interactive serious games. The most difficult Oteiza’s concepts to understand are those related with the empty space or with time & space. We propose three different activities, shaped as serious game, that use the whole body to interact and play with these concepts. The result is a facility that has been installed at the entrance of the Museum and that can be used for free, before or after a visit to the museum. These activities were presented to 4 experts in Oteiza and the results are discussed. In addition, we gathered more comments after several groups of children tried the application in the museum.
series SIGRADI
email
last changed 2016/03/10 09:57

_id caadria2012_049
id caadria2012_049
authors Rajasekaran, Balaji; T. Brahmani and C. Reshma
year 2012
title Spatial personality for human space interaction: Space for change
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 69–78
doi https://doi.org/10.52842/conf.caadria.2012.069
summary Exploring the duality of pervasive computing and architecture in order to propose new models of interaction between people and their built environment. One of the unique "affordances" of digital media is interactivity. This word has come to stand for all manners of engagements between people and things but as McCollough (2004) reminds us the word implies deliberation over the exchange of messages. "Objects" or architecture would be exempt from this mode of communication since, in a likewise manner, we don't interact with a door, we simply open it. However, computing provides a reflexive twist for it is not only the means through which we indirectly communicate with others but also a subject with which we can directly interact. They solicit information and based on the deliberation we ask them for return responses. This quality of computing, especially as it becomes pervasive, has profound implications for architecture and urbanism. When computation becomes embedded into the very materials we build, they along with their nature as inanimate objects become questionable. Our environment itself becomes the interactive subject through which we can inquire about our condition, perform diagnostic tasks or most significantly converse to discover more about our surrounding and ourselves.
keywords Interaction; communication; responsive; environment; performative
series CAADRIA
email
last changed 2022/06/07 08:00

_id ijac201210207
id ijac201210207
authors Salim, Flora D.; Jane R. Burry, Juliette Peers and Jenny Underwood
year 2012
title Augmented Spatiality
source International Journal of Architectural Computing vol. 10 - no. 2, 275-300
summary Designers have long been concerned with new and visionary types of public space.With the advent of ubiquitous computing, architects and designers have become increasingly aware of the opportunities and challenges in designing spaces and everyday objects to support socially- oriented human interactions whether through spatial or technological means.This paper presents a novel transdiscplinary method for designing new interactive architectural prototypes that promote connectivity and social interactions in the public space in order to address specific agendas of urban interventions.The proposed method was evaluated in a pilot studio, in which students across various design and technical disciplines were invited to propose utopian socio- technological visions for a particular site and to develop their ideas into working architectural prototypes that could be installed at the chosen site and tested by the public.The open brief generated various responses and outcomes in eight projects, of which two are discussed in this paper.
series journal
last changed 2019/05/24 09:55

_id ecaade2012_109
id ecaade2012_109
authors Simeone, Davide ; Kalay, Yehuda E.
year 2012
title An Event-Based Model to simulate human behaviour in built environments
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. 525-532
doi https://doi.org/10.52842/conf.ecaade.2012.1.525
wos WOS:000330322400054
summary During a design process, few methods allow designers to evaluate if and how the future building will match and affect its intended use and its intended users. Computer simulation techniques have focused on prediction of human behavior in built environments in order to overcome this lack; nevertheless, their applications are limited to representation of specifi c behavioral aspects while a reliable representation of building response to actual use is still missing. Based on current developments in the video game industry, the research described here aims to establish a new approach to simulating human behavior in buildings, centered on a clear definition of use scenarios as specific structures of active entities called Events. They provide information about occurrences happening during the use process in terms of Actors involved, Activities performed and Space where the event takes place. Equipped with AI engines, events control and coordinate the actors’ behavior during the simulation, representing their interaction, cooperation and collaboration.
keywords Building use simulation; event-based model; human-built environment interaction
series eCAADe
email
last changed 2022/06/07 07:56

_id ascaad2012_017
id ascaad2012_017
authors Simeone, Davide; Antonio Fioravanti
year 2012
title An Ontology-Based Template of User-Actor to Support Agent-Based Simulation in Built Environments
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 171-179
summary The behavior of a human being in a building, its activities, its interactions with it and with other people are certainly a highly complex phenomenon extremely hard to predict and evaluate. At the same time, the response of a built environment to future users’ needs is one of the key factors of its performance. The Agent-based Modeling paradigm is considered potentially the best way to represent human behavior but, in the building design field, its experiences are limited to representation of partial aspects of human behavior in discrete events. Currently, a more "extended" representation of human behavior able to offer an overview of the human activities related to the building ‘functioning’, is missing,. This lack is due to the complexity of interaction among users and built environment, and to the extensive knowledge, provided by different disciplines, needed to reliably represent it. The proposed research focuses on the construction of a general representation template of user-actor, easy to implement and flexible enough to structure the large amount of data affecting human behavior. The development of the ontology-based template shown in this paper can lead to a user-agent’s entity whose parameters and behavioral rules can encode and represent several ‘aspects’ of real users and their interactions with the other entities (building components, furniture, other people) in a built environment.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_017.pdf
last changed 2012/05/15 20:46

_id ascaad2012_005
id ascaad2012_005
authors Yu, Rongrong; Ning Gu and Michael Ostwald
year 2012
title Using Situated FBS Ontology to Explore Designers' Patterns of Behavior in Parametric Environments
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 23-32
summary Current literature suggests that there is limited empirical evidence supporting the understanding of designers’ behavior or processes in parametric design environments (PDEs). This on-going study explores designers’ patterns of behavior in PDEs and its relationship with design creativity. To achieve this, we introduce the situated function-behavior-structure (FBS) model to develop a customized coding scheme for future protocol studies. This FBS ontological model has been adapted to reflect the characteristics of parametric design. We propose to apply the results of the protocol analysis in identifying three levels of design behavior patterns: behavior patterns derived from design processes, behavior patterns derived from the whole design life-cycle and those derived from the two levels of parametric design activities (design knowledge based activities and rule algorithm based activities). Future experiments and subsequent protocol analysis will apply the coding scheme to identify these behavioral patterns. The relationship with design creativity will then be explored by mapping the identified behavior patterns against the design outcome assessment.
series ASCAAD
type normal paper
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_005.pdf
last changed 2021/07/16 10:38

_id ijac201210203
id ijac201210203
authors Abdelhameed, Wael A.
year 2012
title Micro-Simulation Function to Display Textual Data in Virtual Reality
source International Journal of Architectural Computing vol. 10 - no. 2, 205-218
summary Virtual reality creates an effective communication platform with a high degree of perception and exploration, increasing the benefits of VR applied functions.This research paper reports a virtual reality function of using the micro-simulation editor-player with XML file in the virtual reality environment.The details of the function are presented.The function aiming at combining visual and textual data in VR model visualisation, was developed by the researcher, and was included in the micro-simulation plug-in of a virtual reality program,VR Studio version 6, previously known as UC-Win/Road, by the program developers.The research paper discusses the computer simulation techniques and uses in virtual reality in general.The research paper proceeds to introduce a case study of construction process visualization in the virtual reality environment, in which the newly developed function is utilized to simultaneously visualise data reports related to the stages of VR model visualisation.The concluding remarks accentuate this micro-simulation function with its potential uses in different fields.
keywords Micro-Simulation, XML,Virtual Reality, Construction Process Visualisation
series journal
last changed 2019/05/24 09:55

_id ecaade2012_002
id ecaade2012_002
authors Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejdan, Dana (eds.)
year 2012
title Physical Digitality
source Proceedings of the 30th International Conference on Education and research in Computer Aided Architectural Design in Europe - Volume 2 [ISBN 978-9-4912070-3-7], Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, 714 p.
doi https://doi.org/10.52842/conf.ecaade.2012.2
summary Physical Digitality is the second volume of the conference proceedings of the 30th eCAADe conference, held from 12-14 september 2012 in Prague at the Faculty of Architecture of Czech Technical University in Prague. The companion volume is called Digital Physicality. Together, both volumes contain 154 papers that were submitted to this conference. Digitality is the condition of living in a world where ubiquitous information and communication technology is embedded in the physical world. Although it is possible to point out what is “digital” and what is “real,” the distinction has become pointless, and it has no more explanatory power for our environment, buildings, and behaviour. Material objects are invested with communication possibilities, teams are communicating even when not together, and buildings can sense and respond to the environment, each other, and to inhabitants. Digital is no longer an add-on, extra, or separate software. Reality is partly digital and partly physical. The implication of this condition is not clear however, and it is necessary to investigate its potential. New strategies are necessary that acknowledge the synergetic qualities of the physical and the digital. This is not limited to our designs but it also infl uences the process, methods, and what or how we teach. The subdivision of papers in these volumes follow the distinction made in the conference theme. The papers in Physical Digitality have their orientation mainly in the physical realm, and reach towards the digital part. It has to be granted that this distinction is rather crude, because working from two extremes (digital versus physical) tends to ignore the arguably most interesting middle ground.
keywords Digital physicality; physical digitality
series eCAADe
email
last changed 2022/06/07 07:49

_id caadria2012_066
id caadria2012_066
authors Ahmad, Sumbul
year 2012
title The representation of type in grammatical design
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 425–432
doi https://doi.org/10.52842/conf.caadria.2012.425
summary Grammatical design is useful for the generation of a set of related designs. The concept of type aids designers in generating designs with a specified structure. However, existing studies in grammar are ambiguous in their definition of type in the language of designs generated by a grammar. Extending our previous study of defining style in grammar, this paper provides a formal definition of the concept of type in the language of designs generated by a grammar. This is done with the help of a description scheme which is developed by augmenting grammar primitives and spatial relations with descriptors. The description scheme allows the computation of descriptors for designs generated from grammar thus making possible the comparison of various design types in the language of a grammar. Such a description scheme for defining design types is especially significant for less restricted grammars that generate a large number of designs that are varied in nature. A formal definition of type in grammars allows users to sift through designs with particular features, and thus select desired designs.
keywords Type; Design grammars; generative design; description scheme; product design
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia12_47
id acadia12_47
authors Aish, Robert ; Fisher, Al ; Joyce, Sam ; Marsh, Andrew
year 2012
title Progress Towards Multi-Criteria Design Optimisation Using Designscript With Smart Form, Robot Structural Analysis and Ecotect Building Performance Analysis"
source ACADIA 12: Synthetic Digital Ecologies [Proceedings of the 32nd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-62407-267-3] San Francisco 18-21 October, 2012), pp. 47-56
doi https://doi.org/10.52842/conf.acadia.2012.047
summary Important progress towards the development of a system that enables multi-criteria design optimisation has recently been demonstrated during a research collaboration between Autodesk’s DesignScript development team, the University of Bath and the engineering consultancy Buro Happold. This involved integrating aspects of the Robot Structural Analysis application, aspects of the Ecotect building performance application and a specialist form finding solver called SMART Form (developed by Buro Happold) with DesignScript to create a single computation environment. This environment is intended for the generation and evaluation of building designs against both structural and building performance criteria, with the aim of expediently supporting computational optimisation and decision making processes that integrate across multiple design and engineering disciplines. A framework was developed to enable the integration of modeling environments with analysis and process control, based on the authors’ case studies and experience of applied performance driven design in practice. This more generalised approach (implemented in DesignScript) enables different designers and engineers to selectively configure geometry definition, form finding, analysis and simulation tools in an open-ended system without enforcing any predefined workflows or anticipating specific design strategies and allows for a full range of optimisation and decision making processes to be explored. This system has been demonstrated to practitioners during the Design Modeling Symposium, Berlin in 2011 and feedback from this has suggested further development.
keywords Design Optimisation , Scripting , Form Finding , Structural Analysis , Building Performance
series ACADIA
type normal paper
email
last changed 2022/06/07 07:54

_id ascaad2014_016
id ascaad2014_016
authors Al-Ratrout, Samer A. and Rana Zureikat
year 2014
title Pedagogic Approach in the Age of Parametric Architecture: Experimental method for teaching architectural design studio to 3rd year level students
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. 211-226
summary In this era, Architectural Design Practice is faced with a paradigm shift in its conventional approaches towards computational methods. In this regard, it is considered a pedagogic challenge to boost up knowledge and skills of architectural students’ towards an advanced approach of architectural design that emphasizes the potentials and complexity of computational environments and parametric tools for design problem solving. For introducing the concept of Parametric Oriented Design Methods to 3rd year level architectural students, an experimental pedagogic course was designed in the scholastic year of 2012-2013 at German Jordanian University GJU (School of Architecture and Built Environment SABE) to approach this concept. In the preparation phase, the experimental course was designed to incorporate structured instructing and training method to be consecutively performed within experimental lab environment to target predetermined learning outcomes and goals. The involved students were intentionally classified into three levels of previous involvement associated with the related software operating skills and computational design exposure. In the implementation phase, the predetermined instructing and training procedures were performed in the controlled environment according to the planned tasks and time intervals. Preceded tactics were prepared to be executed to resolve various anticipated complication. In this phase also, students’ performance and comprehension capacity were observed and recorded. In data analysis phase, the observed results were verified and correlations were recognized. In the final phase, conclusions were established and recommendations for further related pedagogic experiments were introduced.
series ASCAAD
email
last changed 2016/02/15 13:09

_id caadria2012_021
id caadria2012_021
authors Al-Saati, Maha Zeini; David Botta and Robert Woodbury
year 2012
title Architects on architectural film and animation
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 637–646
doi https://doi.org/10.52842/conf.caadria.2012.637
summary As part of our inquiry about the practice of architectural film and animation and where it might go, this paper presents the results of interviews with architects on space, and on animation. We present their rich sense of space, and explain how they structure architectural film and animation. We found that architects wish to convey the subjective impact of design, but don’t know how to connect film editing techniques to architectural ends. Computational design could fill this gap with, for example, drag-and-drop editing patterns.
keywords Architectural film and animation; concepts of architectural space
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2012_013
id caadria2012_013
authors Al-Saati, Maha Zeini; David Botta and Robert Woodbury
year 2012
title Moving in filmic spaces: Relating camera movements to spatial archetypes in architectural animations
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 629–636
doi https://doi.org/10.52842/conf.caadria.2012.629
summary Architects sometimes use architectural animations to explain their designs. To probe the practice of architectural film/animation, this paper assembles filmic spaces as a conceptual tool that connects spatial archetypes with camera movements.
keywords Architecture; animation; representation; film; camera
series CAADRIA
email
last changed 2022/06/07 07:54

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