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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_id acadia12_251
id acadia12_251
authors Winn, Kelly ; Vollen, Jason ; Dyson, Anna
year 2012
title Re-Framing Architecture for Emerging Ecological and Computational Design Trends for the Built Ecology
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. 251-258
doi https://doi.org/10.52842/conf.acadia.2012.251
summary The dualities of ‘Humanity and Nature’, ‘Organic and Inorganic’, Artificial and Synthetic’ are themes that have permeated architectural discourse since the beginning of the 20th c. The interplay between nature and machine can be directly related to the 19th c. discussion of nature and industrialism that was exemplified in the works of Louis Sullivan and Frank Lloyd Wright that spawned the organic architect movement. Echoes of these dichotomous themes have been resuscitated with the introduction of computational and information processing as a fundamental part of contemporary theory and critical praxis. The ability to go beyond simplistic dualities is promised by the introduction of data informed multi-variable processes that allow for complex parametric processes that introduce a range of criteria within evaluative design frameworks. The investigations detailed herein focuses on surface morphology development that are explored and evaluated for their capacity to reintegrate the ideas from genetic and developmental biology into an architectural discourse that has historically been dominated by the mechanistic metaphor perpetuated throughout the modern era. Biological analogues in nature suggest that the zone of decoration plays an important role in the environmental response and climate adaptability of architecture. The building envelope represents the greatest potential energetic gain or loss, as much as 50 %, therefore the architectural envelope plays the most significant role in energy performance of the building. Indeed, from an environmental performance standpoint, the formal response of the envelope should tend toward complexity, as biology suggests, rather than the reduced modernist aesthetic. Information architecture coupled with environment and contextual data has the potential to return the focus of design to the rhizome, as the functional expressions of climatic performance and thermal comfort interplay within other cultural, social and economic frameworks informing the architectural artifact. Increasing the resolution that ornament requires in terms of geometric surface articulation has a reciprocal affect on the topological relationship between surface and space: the architectural envelope can respond through geometry on the surface scale in order to more responsively interface with the natural environment. This paper responds to increasing computational opportunities in architectural design and manufacturing; first by exploring the historical trajectory of discourse on nature vs. machine in architecture, then exploring the implications for utilizing environmental data to increase the energy performance of architecture at the building periphery, where building meets environment creating the synthetic Built Ecology.
keywords ecology , biomimicry , biophilia , natural , synthetic , artificial , parametric , digital , function , production , performance , modernism , form , ornament , decoration
series ACADIA
type normal paper
email
last changed 2022/06/07 07:57

_id ecaade2012_254
id ecaade2012_254
authors Tramontano, Marcelo; Monaco dos Santos, Denise
year 2012
title Hybrid Territories Project: Cultural Actions and Digital Media
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. 649-656
doi https://doi.org/10.52842/conf.ecaade.2012.2.649
wos WOS:000330320600070
summary This paper presents the Hybrid Territory Project, a cultural public policies research project carried ou by Nomads.usp, the Center for Studies of Interactive Living, of the University of São Paulo, Brazil. The central theme of the project is to understand how public cultural policies can make use of digital media in an effort to connect people and groups living in social realities apart from each other. The project seeks to bring physical and virtual instances together by means of cultural actions in urban areas. Moreover, it aims to design coexistence from joint work carried out by diverse actors, including architects, who have a voice in defi ning the project goals, actions, and methods. It is expected that the project will provide strategies for public policies to lay down conditions favoring the coexistence of differences in cities as enriching and desirable.
keywords Public policies; digital media; communities; cultural actions
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2012_30
id sigradi2012_30
authors Angeluzzi, Gustavo; Hanns, Daniela Kutschat
year 2012
title Um levantamento de requisitos gerais para o desenvolvimento e posicionamento de DOOTERS – um aplicativo lúdico de listas de tarefas para iPhone [A survey of general requirements for developing and positioning DOOTERS - a to-do list application for iPhone]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 191-195
summary DOOTERS is a to-do list application for iPhone which entertains and motivates the user to get things done. It was developed based on requirements obtained trough: 1. the study of several personal information organizing methods (Covey, 1989; Allen, 2005; Foster, 2006); 2. answers to a task lists user focused questionnaire; 3. observation of to-do list users while creating lists and organizing tasks; 4. comparison of digital and non-digital task list media (paper, computer and mobile device); 5. analysis of profiles, behaviors and to-do list applications for iPhone. In this paper, the authors present the process of obtaining requirements for developing and positioning DOOTERS.
keywords information and interface design, requirements, to-do list application, iPhone, DOOTERS
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia12_149
id acadia12_149
authors Besler, Erin
year 2012
title Low Fidelity
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. 149-153
doi https://doi.org/10.52842/conf.acadia.2012.149
summary Low Fidelity engages in the translational discrepancies that occur through mediums of architectural representation, not as instances of dilemma but as opportunities to subdue tautology and augment the seductive latency of representation(1). Where some might contend the discrepant as unlawful, the methodology that this thesis argues for engages the digital and machinic, and explores the translational discrepancies that challenge and interrupt our interface with matters of materialization and excite material propensities. The discrepant becomes a dynamic catalyst through the engagement of tools and techniques that subvert the homogeneity of digital design. Low Fidelity engages the sphere of translation by reevaluating the role of architectural representation as generator and generated its originations and its limitations. In an attempt to negotiate the digital and physical, this thesis situates itself within the feedback loop between the mediums of translation through ideas their formal logics, material propensities and back again.
keywords Robotic Fabrication , Digital Machinic , Material Propensity , Technological Fidelity , Generative Representation , Translation through Mediums
series ACADIA
type panel paper
email
last changed 2022/06/07 07:52

_id sigradi2012_311
id sigradi2012_311
authors Bruscato, Underléa Miotto; Costa, Cristiano; Rigo, Sandro; Moura, Humberto
year 2012
title Processo metodológico para construção do Guia de Turismo Ubíquo para a Rota Cultural Caminhos de Pedra/RS [A Methodological Process to create a Ubiquitous Tourist Guide for cultural routes in Caminhos de Pedra/RS]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 179-182
summary The tourism is one of the most profitable sectors in the world. Recently, the scientific community has been developing applications using the concepts of mobile and ubiquitous computing in this area of tourism. In this perspective, in the present article we propose a Ubiquitous Tourist Guide that is context-aware. Among the context information used, we highlight tourists’ profiles, their needs and restrictions. We developed a general model of an Electronic Tourist Guide and a specific prototype for the Caminhos de Pedra itinerary, a touristic region in the city of Bento Gonçalves in the Rio Grande do Sul state.
keywords Ubiquitous Tourism; Virtual Cultural Heritage; Mobile Devices; Interface; Architecture
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2012_121
id caadria2012_121
authors Chang, Teng-Wen; Heng Jiang, Sheng-Han Chen and Sambit Datta
year 2012
title Dynamic skin: Interacting with space: An inter-media interface between people and space
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 89–98
doi https://doi.org/10.52842/conf.caadria.2012.089
summary Space in its physical form provides the major architectural experience for the people inside the space. How people interact with their surrounding space dynamically is a noteworthy research topic. Architectural skin (or “skin” in this project) is the physical interface between people and their surroundings. The skin in this sense represents an inter-media that receive/sense the interactive behaviours of people and react back into space. Further, the skin needs to be mediated and reacted dynamically according to the interaction behaviours. With the case studies, the knowledge of skin design has achieved and then applied to develop three prototypes. In order to achieve the feasibility of skin design for dynamic skins, the multiple channels of input sensors are desired. Thus, a system called dynamic skin is proposed and details of process are evaluated. In order to incorporate the diverse scenario appeared in the cases and prototypes, a distributed system approach such as multi-agent system design is appealing to us. We propose a distributed dynamic skin platform that cannot only provide sufficient interaction between people and space, but also extending such space to the cloud and network.
keywords Dynamic skin; multi-agent; distributed; cloud
series CAADRIA
email
last changed 2022/06/07 07:56

_id acadia12_429
id acadia12_429
authors Fox, Michael ; Polancic, Allyn
year 2012
title Conventions of Control: A Catalog of Gestures for Remotely Interacting With Dynamic Architectural Space
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. 429-438
doi https://doi.org/10.52842/conf.acadia.2012.429
summary The intent of this project is to create a catalogue of gestures for remotely controlling dynamic architectural space. This research takes an essential first step towards facilitating the field of architecture in playing a role in developing an agenda for control. The process of the project includes a sequence carried out in four stages: 1) Research of gestural control 2) Creating an initial catalogue of spatial architectural gestures 3) Real-world testing and evaluation and 4) Refining the spatial architectural gestures. In creating a vocabulary for controlling dynamic architectural environments, the research builds upon the current state-of-the-art of gestural control which exists in integrated touch- and gesture-based languages of mobile and media interfaces. The next step was to outline architecturally specific dynamic situational activities as a means to explicitly understand the potential to build gestural control into systems that make up architectural space. A proposed vocabulary was then built upon the cross-referenced validity of existing intuitive gestural languages as applied to architectural situations. The proposed gestural vocabulary was then tested against user-generated gestures in the following areas: frequency of "invention", learnability, memorability, performability, efficiency, and opportunity for error. The means of testing was carried out through a test-cell environment with numerous kinetic architectural elements and a Microsoft Kinect Sensor to track gestures of the test subjects. We conclude that the manipulation of physical building components and physical space itself is more suited to gestural physical manipulation by its users instead of control via device, speech, cognition, or other. In the future it will be possible, if not commonplace to embed architecture with interfaces to allow users to interact with their environments and we believe that gestural language is the most powerful means control through enabling real physical interactions.
keywords Gesture , Interactive , Remote , Control , Architecture , Intuition , Physical , Interface
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id ecaade2012_147
id ecaade2012_147
authors Huang, Yinghsiu; Hsieh, Kai-Wei; Chen, Huan-Nian
year 2012
title The Emotional Design by Combining Interactive Technologies and Imaginations
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. 361-368
doi https://doi.org/10.52842/conf.ecaade.2012.2.361
wos WOS:000330320600037
summary In product design domain, designers have to deal with not only the interface between human and hardware, but also the emotions while using products. However, imagination is an important ability in all design stages. How designers could combine interactive devices and emotions with their imaginations is the main problem of this research. At the end of this paper, the result will demonstrate an interactive and emotional design by combining some sensors to receive the usage from people, and some reactions to express products’ emotions. By wiring photosensitive resistor, pressure sensor, red LED, speakers, and programing in ARDUINO, this study assembled an emotional alarm, which can express his angry emotions by different levels of noise, lighting, and shocking. In this study, we conducted a workshop not only for combining interactive sensors into products, but also for expressing emotions in viewpoints from products. During this workshop, students have to trigger their imaginations for conceiving emotional products, which they have never seen and thought of.
keywords Imagination; product design; emotional; interactive design; ARDUINO
series eCAADe
email
last changed 2022/06/07 07:50

_id sigradi2012_214
id sigradi2012_214
authors Ibarra, Bárbara; Jové, Clara
year 2012
title Diseño de estrategias para el consumo responsable de aparatos electrónicos [Design of strategies for responsible consumption of electronic devices]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 149-153
summary Exploratory, analytical and experimental research held in Santiago, Chile, seeks to propose strategies that encourage responsible consumption of electronic devices (ED) for young people in order to extend the life of personal computers. Through the study of consumption and users’ behavior with their personal computers and the analysis of stimulus and information founded in ED, this research expects to identify significant aspects that can be incorporated into new design proposals in software and hardware.
keywords electronic devices (ED); consumption; young user; interface; e-waste
series SIGRADI
email
last changed 2016/03/10 09:53

_id sigradi2012_377
id sigradi2012_377
authors Jerez, Felipe; Narbona, Paloma; Valenzuela, Nicolás
year 2012
title Ventajas y desventajas de pizarra interactiva de bajo costo en comparación a otros dispositivos de interfaz humana, enfocado al sketching y planificación de diseño [Advantages and disadvantages of Low-cost-infrared-interactive-whiteboard in comparison to other devices of human interface, focused to sketching and planning of design]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 196-199
summary This research tends to adapt and apply a evaluative analysis method, refered to Human Interface Devices in the area of computer assisted design (CAD). For this evaluation, user based experiences will be developed, where digital sketching task will be done, using HID devices as Mouse, Wacom tablet and Low-cost-infrared-interactive-whiteboard developed by Johnny Chung Lee (WiiMote Whiteboard). Goal is to determine comparative benefits and downsides between this HID devices in digital sketching.
keywords Pizarra interactiva de bajo coste; Dispositivos de Interfaz Humana HID; Interacción Humano – Computador HCI; Bocetaje digital
series SIGRADI
email
last changed 2016/03/10 09:53

_id caadria2012_104
id caadria2012_104
authors Lu, Kai-Tzu; Hsin-Hou Lin, Ting-Han Chen and Chi-Fa Fan
year 2012
title Finding the vital houses information using immersive multi-touch interface
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 379–386
doi https://doi.org/10.52842/conf.caadria.2012.379
summary This paper discusses the creation of natural behaviours for multi-touch house information (MTHI) system using Frustrated Total Internal Reflection (FTIR) technology. After analysing how APPLE and Microsoft defined their touch behaviours we discovered that not enough were responding of commercial application. Therefore using basic touching functions as reference we developed some new gestures and GUI for the real estate market. This system was launched to assist real estate salesmen in Taiwan.
keywords House information; navigation; multi-touch; user interface
series CAADRIA
email
last changed 2022/06/07 07:59

_id acadia12_87
id acadia12_87
authors Menicovich, David ; Gallardo, Daniele ; Bevilaqua, Riccardo ; Vollen, Jason
year 2012
title Generation and Integration of an Aerodynamic Performance Data Base Within the Concept Design Phase of Tall Buildings
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. 87-96
doi https://doi.org/10.52842/conf.acadia.2012.087
summary Despite the fact that tall buildings are the most wind affected architectural typology, testing for aerodynamic performance is conducted during the later design phases well after the overall geometry has been developed. In this context, aerodynamic performance studies are limited to evaluating an existing design rather than a systematic performance study of design options driving form generation. Beyond constrains of time and cost of wind tunnel testing, which is still more reliable than Computational Fluid Dynamics (CFD) simulations for wind conditions around buildings, aerodynamic performance criteria lack an immediate interface with parametric design tools. This study details a framework for empirical data collection through wind tunnel testing of building mechatronic models and the expansion of the collected dataset by determining a mathematical interpolating model using an Artificial Neural Network (ANN) algorithm developing an Aerodynamic Performance Data Base (APDB). Frederick Keisler called the interacting of forces CO-REALITY, which he defined as The Science of Relationships. In the same article Keisler proclaims that the Form Follows Function is an outmoded understanding that design must demonstrate continuous variability in response to interactions of competing forces. This topographic space is both constant and fleeting where form is developed through the broadcasting of conflict and divergence as a system seeks balance and where one state of matter is passing by another; a decidedly fluid system. However, in spite of the fact that most of our environment consists of fluids or fluid reactions, instantaneous and geologic, natural and engineered, we have restricted ourselves to approaching the design of buildings and their interactions with the environment through solids, their properties and geometry; flow is considered well after the concept design stage and as validation of form. The research described herein explores alternative relations between the object and the flows around it as an iterative process, moving away from the traditional approach of Form Follows Function to Form Follows Flow.
keywords Tall Buildings , Mechatronics , Artificial Neural Network , Aerodynamic Performance Data Base
series ACADIA
type normal paper
email
last changed 2022/06/07 07:58

_id ecaade2012_231
id ecaade2012_231
authors Pak, Burak ; Verbeke, Johan
year 2012
title Affordable Web-based Collaborative Mapping Environments for the Analysis and Planning of the Green Networks of Brussels
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.413-422
doi https://doi.org/10.52842/conf.ecaade.2012.1.413
wos WOS:000330322400042
summary In this paper, we will discuss the potentials of affordable Geoweb 2.0 technologies. We will reveal two affordable open-source collaborative mapping frameworks and explore their potentials, strengths and weaknesses through two different field implementations in the form of case studies. Refl ecting on our experiences with these cases we will compare the two technological frameworks in terms of participation and mapping support as well as data security, cross-browser compatibility, interface customizability, import-export capability and required level of expertise for setup and management. Moreover, with a designerly lens, we will discuss the levels of design empowerment in two cases in relation with user profi les and pre-designated contribution styles. Finally, we will identify open challenges and suggest future directions.
keywords Virtual Environments; Collaborative Mapping; Planning; Web 2.0
series eCAADe
email
last changed 2022/06/07 08:00

_id sigradi2023_108
id sigradi2023_108
authors Passos, Aderson, Jorge, Luna, Cavalcante, Ana, Sampaio, Hugo, Moreira, Eugenio and Cardoso, Daniel
year 2023
title Urban Morphology and Solar Incidence in Public Spaces - an Exploratory Correlation Analysis Through a CIM System
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1655–1666
summary The walkability of open spaces has been highlighted in current discussions about the production of designed environments in urban contexts (Matan, 2011). To contribute to this theme, this work selects the environmental comfort of open spaces as its element of study. The production of urban space was investigated, specifically in regard to urban morphology, understanding that city design directly influences environmental comfort (Jacobs, 1996). This work addresses the geographic context of low latitudes, specifically in hot and humid climate zones of Brazil, and, in this context, according to NBR 15220 (national performance standards), shading is one of the main comfort strategies, so solar incidence was the approached environmental phenomenon. Thus, this work presents a digital system that performs exploratory analysis on the correlations between urban form indicators and environmental performance indicators, specifically solar incidence. The method consists of three steps: urban form modeling (1), indicator measurement (2) and correlation analysis (3). In the first stage, different spatial sections of a city in Brazil were represented in the digital environment (1). This work’s implementation instrument is based on a City Information Modeling framework (Beirao et al., 2012). Visual Programming Interface (VPI) and Geographic Information Systems (GIS) tools were used, in addition to a Relational Database Management System (RDBMS). Then, for each urban clipping, the values of morphological indicators and the incidence of solar radiation were measured (2). Based on the values of the indicators, an exploration of their correlation was carried out by statistical methods (3). The results of the correlation analysis and their correspondent scatter plots are presented. Finally, possible applications of the results for the creation of prescriptive urban planning systems are discussed, seeking to promote a sustainable urban environment.
keywords Urban planning, Environmental comfort, Walkability, Urban morphology, Statistical methods.
series SIGraDi
email
last changed 2024/03/08 14:09

_id ecaade2012_041
id ecaade2012_041
authors Patlakas, Panagiotis ; Altan, Hasim
year 2012
title Visualizing Post - Occupancy Evaluation Data: Rationale, methodology and potential of EnViz, a visualization software prototype
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. 647-653.
doi https://doi.org/10.52842/conf.ecaade.2012.1.647
wos WOS:000330322400068
summary This paper introduces EnViz, a software prototype for the visualization of environmental data collected from post-occupancy evaluation surveys. The piece begins by introducing the rationale for the software, and why the authors believe it can be a valuable aid for environmental building design. The development methodology is described and the basic operability and interface are presented. A case study is introduced, and the results from the application of the software on the data from it are presented with accompanying images. Further results are presented, from the use of the software in workshops with undergraduate and post-graduate students, as well as researchers and professionals. Finally, future directions of the software development and the potential of the software are given.
keywords Visualization; post-occupancy evaluation; indoor environmental data; 3D graphics
series eCAADe
email
last changed 2022/06/07 07:59

_id caadria2012_094
id caadria2012_094
authors Roupé, Mattias; Mikael Johansson, Mikael Viklund Tallgren and Mathias Gustaffson
year 2012
title Using the human body as an interactive interface for navigation in VR models
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 79–88
doi https://doi.org/10.52842/conf.caadria.2012.079
summary The use of Virtual Reality (VR) and interactive real-time rendering in urban planning and building design are becoming more and more common. However, the integration of VR in the urban planning process suffers from the complicated interaction handling of the virtual environment. In particular, people unfamiliar to gaming environments and computers are less prone to interact with a VR visualisation using keyboard and mouse as controlling devices. This paper addresses this issue by presenting an implementation of the XBOX 360 Kinect sensor system, which uses the human body to interact with the virtual environment. This type of interaction interface enables a more natural and user-friendly way of interacting with the virtual environment. The validation of the system shows that respondents perceived the interface as non-demanding and easy to use. The implemented interface to switch between different architecture proposals gave a better understanding and spatial reasoning for the respondent. The study also shows that males perceived the system as more demanding than females. The users also associated and compared their body with virtual environment, which could indicate that they used their body during spatial reasoning. This type of spatial reasoning has been agued to enhance the spatial-perception.
keywords Virtual reality; XBOX Kinect; perception; navigation
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2012_71
id sigradi2012_71
authors Silva, Mirela Kühl; Sperling, David Moreno
year 2012
title A “experiência” como design: uma análise de sites como plataformas experienciais [The “experience” as design: an analysis of websites as experiential platforms]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 127-130
summary This article presents part of an ongoing and larger research about interface design’s roles in the “Experience Era”. It discusses the use of the term “experience” in websites conception and presents three case studies considering discursive and interactive levels. The analysis of four cases is based in parameters proposed by S. Diller, N. Shedroff and D. Rhea for the experience design from a marketing approach.
keywords design; experiência; plataforma digital; interação; usuário
series SIGRADI
email
last changed 2016/03/10 10:00

_id ecaade2012_146
id ecaade2012_146
authors Slyk, Jan
year 2012
title Low-Tec Sensor Concept for Reactive Space Programming
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. 353-359
doi https://doi.org/10.52842/conf.ecaade.2012.2.353
wos WOS:000330320600036
summary This paper presents a case study of the pavilion built with the participation of students during experimental design course of ASK studies, master program in Warsaw. The installation was developed to research programming behaviour of augmented space. Pavilion generates acoustic signals in relation to user actions. It does so, according to the rules stored in a program that can be changed through the user interface. The pavilion serves both as a didactic and experimental installation. Therefore, a single low-tec sensor was invented, which operation can be easily understood. Optical mechanism analyzes the image of a shadow to obtain information about interior use. Components of the experiment are used to control process and establish rules. Mode of action is defined by independently designed system procedure.
keywords Interactivity; behaviour programming; shape recognition; camera obscura
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2012_155
id ecaade2012_155
authors Stralen, Mateus de Sousa van; Baltazar, Ana Paula; Marques, Lorena Melgaço; Ferreira de Arruda, Guilherme
year 2012
title Congonhas Media Cascade - Ituita: A Permanent Urban Interactive Interface For Citizenship
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. 293-300
doi https://doi.org/10.52842/conf.ecaade.2012.2.293
wos WOS:000330320600029
summary This paper presents the process behind the design of an interactive Media Cascade in the historic city of Congonhas, Minas Gerais, Brazil. It first introduces the physical and social context of the rehabilitation of the city, in which the cascade, called Ituita, was proposed. Different to the ephemeral character of most urban interactive installations, Ituita intends to become a permanent reference for the citizens, being as much as a playful interface for interaction as a place for raising and putting in evidence issues related to the city. This paper, thus, presents the three different levels of interaction—reactive, pro-active and dialogical—proposed in the interface designed for Ituita. Then, it discusses the possible urban benefi t of such a proposal and concludes with assessments of both technological and social slant.
keywords Dialogical interaction; public space; citizenship; interactive interface; cascade
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2012_122
id sigradi2012_122
authors Tosello, María Elena
year 2012
title La experiencia de habitar en Espacios Virtuales Interactivos [The experience of inhabiting Interactive Virtual Spaces]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 47-51
summary The purpose of this project is to propose a reflection about the characteristics that interactive virtual spaces or interface-spaces must have, to be considered inhabiting places. This reflection is based on the analysis, design, construction and experimentation of different interface-spaces that respond to this premise, which are developed for different users-inhabitants in different contexts, and it will enable to elaborate design and evaluation guidelines based on orientation, accessibility, performativity, heuristics and usability criteria; related to the ways of interaction and communication that the virtual environment proposes, and the hypermedia language and narrative, under an open access-open code perspective.
keywords habitar; espacio; virtual; interfaz; performatividad
series SIGRADI
email
last changed 2016/03/10 10:01

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