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 611

_id acadia23_v3_19
id acadia23_v3_19
authors Dickey, Rachel
year 2023
title Material Interfaces
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary Based on our current daily rate, 85,410 hours is the average amount of time that an adult in the United States will spend on their phone in a lifetime (Howarth 2023). This is time spent texting, tweeting, emailing, snapping, chatting, posting, and interacting with an interface which each of us carry in our pocket. Kelly Dobson explains, “We psychologically view the cell phone as an extension of our bodies, which is why when you accidentally forget it or leave it behind you feel you have lost apart of yourself” (2013). In reality, this device is just one of many technologies which affect our relationship with our bodies and the physical world. Additionally, Zoom meetings, social media networks, on-line shopping, and delivery robots, all increasingly detach our bodies and our senses from our everyday experiences and interactions. In response to digital culture, Liam Young writes, “Perhaps the day will come when we turn off our target ads, navigational prompts, Tinder match notifications, and status updates to find a world stripped bare, where nothing is left but scaffolds and screens” (2015). Make no mistake; the collection of projects shared in these field notes is intended to be a counterpoint to such a prophesied future. However, the intent is not to try to compete with technology, but rather, to consider the built environment itself as an interface, encouraging interaction through feedback and responsivity directly related to human factors, finding ways to re-engage the body through design.
series ACADIA
type field note
email
last changed 2024/04/17 13:59

_id cf2013_256
id cf2013_256
authors Lyu, Junchao; Bauke de Vries, and Chengyu Sun
year 2013
title Towards a Computational Spatial Knowledge Acquisition Model in Architectural Space
source Global Design and Local Materialization[Proceedings of the 15th International Conference on Computer Aided Architectural Design Futures / ISBN 978-3-642-38973-3] Shanghai, China, July 3-5, 2013, pp. 256-266.
summary Existing research which is related to spatial knowledge acquisition often shows a limited scope because of the complexity in the cognition process. Research in spatial representation such as space syntax presumes that vision drives movement. This assumption is only true under certain conditions and makes these models valid only in specific scenarios. Research in human spatial cognition field suggests that the spatial information perceived by the individual is not equal to the visual appearance of the space, a straightforward way to represent this cognition process quantitatively is lacking. Research in wayfinding usually assumes a certain degree of familiarity of the environment for the individual, which ignores the fact that the individual sequentially perceives information during wayfinding and the familiarity of the environment changes during the wayfinding process. In this paper, a conceptual spatial knowledge acquisition model for architectural space is presented based on the continuous spatial cognition framework. Three types of local architectural cues are concluded to relate common architectural elements to the continuous spatial cognition framework. With all relations in the proposed conceptual model quantitatively described, a computational model can be developed to avoid the aforementioned limitations in spatial representation models, human spatial cognition models and wayfinding models. In this way, our computational model can assist architects evaluate whether their designed space can be well perceived and understood by the users. It can help enhance the way-finding efficiency and boost the operational efficiency of many public buildings.
keywords local architectural cues, spatial knowledge, human cognition framework
series CAAD Futures
email
last changed 2014/03/24 07:08

_id caadria2022_74
id caadria2022_74
authors Mazza, Domenico, Kocaturk, Tuba and Kaljevic, Sofija
year 2022
title Geelong Digital Outdoor Museum (GDOM) - Photogrammetry as the Surface for a Portable Museum
doi https://doi.org/10.52842/conf.caadria.2022.1.677
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 677-686
summary This paper presents the development and evaluation of the Geelong Digital Outdoor Museum (GDOM) prototype accessible at https://gdom.mindlab.cloud. GDOM is a portable museum‚our novel adaptation of the distributed museum model (Stuedahl & Lowe, 2013) which uses mobile devices to present museum collections attached to physical sites. Our prototype defines a way for intangible heritage associated with tangible landscapes to be accessible via personal digital devices using 360 3D scanned digital replicas of physical landscapes (photogrammetric digital models). Our work aligns with efforts set out in the UN Sustainable Development Goal 11 (SDG 11) to safeguard cultural and natural heritage, by openly disseminating the heritage of physical sites seamlessly through the landscape. Using a research by design methodology we delivered our prototype as a modular web-based platform that leveraged the Matterport digital model platform. We qualitatively evaluated the prototype's usability and future development opportunities with 32 front-end users and 13 potential stakeholders. We received a wide gamut of responses that included: users feeling empowered by the greater accessibility, users finding a welcome common ground with comparable physical experiences, and users and potential stakeholders seeing the potential to re-create physical world experiences with modifications to the digital model along with on-site activation. Our potential stakeholders suggested ways in which GDOM could be integrated into the arts, education, and tourism to widen its utility and applicability. In future we see design potential in breaking out of the static presentation of the digital model and expanding our portable museum experience to work on-site as a complement to the remote experience. However, we recognise the way in which on-site activation integrate into users' typical activities can be tangential (McGookin et al., 2019) and this would necessitate further investigation into how to best integrate the experience on-site.
keywords Cultural Heritage, Intangible Heritage, Digital Heritage, Web Platform, 3D Scanning, Photogrammetry, Digital model, Portable Museum, Distributed Museum, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id sigradi2014_192
id sigradi2014_192
authors Angulo, Antonieta H.; Guillermo P. Vasquez de Velasco
year 2014
title Immersive Simulation in Instructional Design Studios
source SIGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay- Montevideo 12,13,14 November 2014, pp. 236-240
summary The paper describes the implementation of “immersive simulation studios” at Ball State University and their impact on architectural design education. This implementation is part of our on-going research efforts aimed to expand conventionally available digital design tools by including state-of-the-art virtual reality (VR) technology in design studios. Two consecutive immersive simulation studios were held during the academic year 2013-2014; we tested teaching/learning methodologies for effectively using the VR simulation to support the students in the design of architectural spaces. The results make reference to the learning outcomes from these implementations and the level of satisfaction of students using the tool.
keywords Architectural Education; Design Studios; Virtual Reality; Immersive Simulation; Head-Mounted Display
series SIGRADI
email
last changed 2016/03/10 09:47

_id cf2013_306
id cf2013_306
authors Dai, Qun and Marc Aurel Schnabel
year 2013
title Relationship between Mean Radiant Temperature and Building Type for Pedestrians in Rotterdam
source Global Design and Local Materialization[Proceedings of the 15th International Conference on Computer Aided Architectural Design Futures / ISBN 978-3-642-38973-3] Shanghai, China, July 3-5, 2013, pp. 306-314.
summary Outdoor thermal comfort for pedestrians becomes important issues in urban planning affecting everyone’s daily lives. Mean Radiant Temperature (T mrt ) is one of the most important parameters in micro climate. In this study, we built a computerised model with variable and typical building types. Then a radiation model SOLWEIG was used to simulate pavements’ T mrt spatial variations. We analysed and discussed the simulation results by comparing different building types. We used RayMan to find some relationship between thermal comfort index PET or PMV. Our finding can act as a reference for architects and planners to make design decisions on quantifying the thermal comfort in specific urban environment and their building types.
keywords Mean radiant temperature (T mrt ), pedestrians, thermal comfort index, spatial variations
series CAAD Futures
email
last changed 2014/03/24 07:08

_id caadria2013_256
id caadria2013_256
authors De Oliveira Barata, Eduardo; Dirk Anderson and Dagmar Reinhardt
year 2013
title A Minimal Tension Canopy – Through Investigations of Self-Organised Systems
doi https://doi.org/10.52842/conf.caadria.2013.147
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 147-156
summary The dynamics of a physics-based algorithm which acquires its complex organization through a number of localised interactions applied over a prescribed network can be described as a self-organised system. This in turn has the capacity to define explicit form and space based upon behavioural computational processes with an embedded structural logic. This paper discusses the way in which physics based algorithms can be used to inform the organisation of a compressional structure in a case study. Its structure is based on Hooke’s law of elasticity; which establishes a three dimensional catenary logic through a number of localised interactions applied over an entire network. This is applied to a project with specific constraints to site, boundary conditions and maximising solar gain whilst maintaining structural rigidity. The methodological approach describes the design to assembly process in which the project has been developed. This includes the applied generative design tools in order to establish the self-organised logic, the form finding process, the techniques of design documentation, the fabrication process and the logistics of construction and assembly.  
wos WOS:000351496100015
keywords Digital fabrication and construction, Generative, Parametric, Simulation 
series CAADRIA
email
last changed 2022/06/07 07:55

_id acadia13_173
id acadia13_173
authors Ericson, Mark
year 2013
title Manufacturing Method: A study of the stereotomic methods of Guarino Guarini
doi https://doi.org/10.52842/conf.acadia.2013.173
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 173-178
summary Methods of architectural representation are often considered fixed, scripted and defined.Methods are learned and acquired through the memorization and comprehension of specific rule sets. While these rules and conventions allow for legibility and communication between various sites, participants and drawings, they also have tendency to produce similar results. This paper considers the potential of manufacturing architectural methods through a detailed study of historic modes of representation. It examines the drawings of the Italian architect Guarino Guarini (1624-1683) and demonstrates the means by which he adapted stereotomic methods and Euclidian propositions to respond to specific architectural conditions. It argues that Guarini’s engagementwith the details of both method and instrumentality offer potential to the current studies in the development of form finding methodologies. If we are to continue to expand the methodological framework of architectural production through slow and tedious instrumental work, we must apply the same level of analysis to our historical precedents. Doing so will enable a finer grained manipulation of instrumentality through an increased focus not on the manufacturing of form but rather the manufacturing of method. Examples of drawings by the author and of students explain and support the text.
keywords Guarino Guarini, baroque, stereotomy, geometry and architecture, representation
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:55

_id ijac201311305
id ijac201311305
authors Esquivel, Gabriel; Dylan Weiser, Darren J Hartl, Daniel Whitten
year 2013
title POP-OP: A Shape Memory-Based Morphing Wall
source International Journal of Architectural Computing vol. 11 - no. 3, 347-362
summary Recent tendencies in architecture take a unique point of view, with aesthetically novel and unnatural sensibilities emerging from a close scrutiny and study of apparently natural systems. These tendencies are being driven by mathematical and computational abstractions that transform the way we understand the matterinformation relationship. This project was inspired by Op Art, a twentieth century art movement and style in which artists sought to create an impression of movement on an image surface by means of an optical illusion. Passive elements consisting of composite laminates were produced with the goal of creating lightweight, semi-rigid, and nearly transparent pieces. The incorporation of active materials comprised a unique aspect of this project: the investigation of surface movement through controlled and repeatable deformation of the composite structure using shape memory alloy (SMA) wiring technology. The integration of composite materials with SMA wiring and Arduino automation control resulted in an architectural wall that incorporated perceptual and actual motion.
series journal
last changed 2019/05/24 09:55

_id ecaade2013_028
id ecaade2013_028
authors Fricker, Pia; Girot, Christophe and Munkel, Georg
year 2013
title How to Teach ‘New Tools’ in Landscape Architecture in the Digital Overload
doi https://doi.org/10.52842/conf.ecaade.2013.2.545
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 545-553
summary The central theme of the paper is the introduction of hands-on tools showing the integration of information technology within a postgraduate study program (MAS LA) for landscape architects. What has already become a part of the discourse in the field of architecture – generic design – is now also finding more resonance in the context of large-scale landscape architectural design. If one studies the educational backgrounds of landscape architects, however, they often do not match the same standard as those of architects. A solid background in the area of innovative use of information technology, especially computer-assisted design and CAD/CAM construction is only at a preliminary state at most universities. The critical arguments in the choice of the selected medium and the building up of a continuous digital chain stand here in the forefront. The aim is not to improve the quality of the landscape design based on the variety of the applied tools, but rather through the sensible use of the said. Reflections as well as questions of method and theory stand at the forefront of our efforts. 
wos WOS:000340643600055
keywords Design tool development; computational design research and teaching; new design concepts and strategies; parametric and evolutionary design.
series eCAADe
email
last changed 2022/06/07 07:50

_id ecaade2013r_007
id ecaade2013r_007
authors Leitão, António M.
year 2013
title Teaching computer science for architecture - A proposal
source FUTURE TRADITIONS [1st eCAADe Regional International Workshop Proceedings / ISBN 978-989-8527-03-5], University of Porto, Faculty of Architecture (Portugal), 4-5 April 2013, pp. 95-104
summary Computers have profoundly changed the way architects work. Computer science is nowadays recognized as one of the fundamental sciences that must be taught in architecture. Unfortunately, computer science is usually taught just like Physics or Probability Theory, without really preparing the students for the tremendous impact that it will have in architecture in the near future. In this paper we analyze that impact and we discuss some of the approaches that are currently being used for teaching computer science in architecture. Our main contribution is a proposal for teaching computer science in architecture using the principles of functional programming and, particularly, higher-order programming, while avoiding being dependent of specific CAD tools. We claim that this approach gives the student the ability to think, design, and explore designs more effectively than using previous approaches. We validate our claims using data from our own teaching experience during the last five years.
keywords Architecture, Generative Design; Computer Science; Learning
email
last changed 2013/10/07 19:08

_id caadria2014_057
id caadria2014_057
authors Nakapan, Walaiporn
year 2014
title Mobile Learning in a History of Art and Architecture Classroom
doi https://doi.org/10.52842/conf.caadria.2014.761
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 761–770
summary This paper presents a pilot project, using mobile devices in a History of Art and Architecture classroom to enhance instructor-student classroom interactions and student learning. At our Faculty of Architecture this particular class has a usual high failure rate (26% F in 2012). It is a compulsory course for architecture students, some of them are required to take this course twice or more before they can graduate. Traditional learning is lecture-based, and students studying toward their tests are often overloaded with information. In June 2013, Rangsit University initiated a new policy to provide tablets to every freshmen; around 7,200 tablets were distributed campus-wide (Samsung Galaxy Note 10.1 with S-pen). Toward the end of the class, the students were asked to complete a questionnaire in order to find out what they think about mobile learning. Typically, students are quite satisfied, and give positive feedback in their comments. The experience gained from this pilot project will be extended to other classes.
keywords Design education; Mobile learning; History of Art and Architecture
series CAADRIA
email
last changed 2022/06/07 07:59

_id caadria2013_060
id caadria2013_060
authors Pelosi, Antony W.
year 2013
title Model Command – Spatial Comprehension of 3D Digital Environments
doi https://doi.org/10.52842/conf.caadria.2013.417
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 417-426
summary The paper explores innovative methods of navigation for experiencing and spatial comprehension of complex 3D digital environments. Common navigation modes of digital environments are difficult to learn and use within complex multi level digital models and often result in the viewer becoming disoriented or stuck. By drawing on concepts from computer gaming and spatial way finding this research will explore intuitive navigation systems. These systems enable the user to engage and experience the digital space much more profoundly than current CAD and BIM model viewing software. The paper demonstrates these navigation spatial cognition systems through three case studies.  
wos WOS:000351496100041
keywords Navigation, BIM, Spatial comprehension, Orientation 
series CAADRIA
email
last changed 2022/06/07 07:59

_id sigradi2013_168
id sigradi2013_168
authors Pirela Rivas, Dayana
year 2013
title Dialéctica Irresuelta de la Arquitectura en el Escenario Digital [Indecisive Dialectics of the Architecture in the Digital Stage]
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 36 - 39
summary The aim of this text is to devise a flexible and thoughtful way to venture so responsibly in the plot of multiple dimensions involved in the architectural design and our contemporary reality immersed in a digital stage. We propose the integration of scans social and cultural process, from the recognition of the significant and symbolic choreography describing the bodies to inhabit the space in the architectural design process, through scenic bios architectural models.
keywords Cultural choreography; Variability; Complexity; Morphogenesis
series SIGRADI
email
last changed 2016/03/10 09:57

_id acadia13_051
id acadia13_051
authors Ramirez-Figueroa, Carolina; Dade-Robertson, Martyn; Hernan, Luis
year 2013
title Adaptive Morphologies: Toward a Morphogenesis of Material Construction
doi https://doi.org/10.52842/conf.acadia.2013.051
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 51-60
summary Architectural discourse has recently suggested a new material practice derived from advances in the field of synthetic biology. As biological organisms can now be designed and engineered for specific purposes, it is expected that, in the near future, it will be possible to program even more complex biologically based systems. One potential application is to literally grow buildings by programming cellular organisms to fabricate and deposit material into architecturally relevant patterns. Our current design methods do not anticipate the potentially challenging material practice involved in a biologically engineered architecture, where there is a loose and emergent relationship between design and material articulation. To tackle this conflict, we developed SynthMorph, a form-finding computational tool based on basic biological morphogenetic principles. A reflection is offered on its use, discussing the effect of multicellular morphogenesis on the production of shape. We conclude that such a strategy is an adaptive design method in two ways: (a) the mechanics of design using morphological constraints involve a practice of dynamic and continuous negotiation between a design intent and material emergence, and (b) the proposed design strategy hints at the production of a biologically produced architecture, which would potentially behave as an adaptive organism.
keywords complex systems, synthetic biology, self-assembly, emergence, morphogenesis, synthetic morphology
series ACADIA
type Normal Paper
email
last changed 2022/06/07 08:00

_id caadria2013_076
id caadria2013_076
authors Raspall, Felix; Matias Imbern and William Choi
year 2013
title Fisac Variations: An Integrated Design and Fabrication Strategy for Adaptable Building Systems
doi https://doi.org/10.52842/conf.caadria.2013.055
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 55-64
summary The promise of robotic fabrication as an enabler for mass-customization in Architecture has been hindered by the intricate workflow required to go from parametric modelling to CNC fabrication. The lack of integration between highly-specialized proprietary software, normally required to operate the machines, and most of the design tools constitutes a major limitation. One way to tackle this constraint is by developing simple tools that directly link parametric modelling to robotic coding. Accordingly, “Fisac Variations” develops an uninterrupted digital workflow from form-generation to robotic fabrication. This innovative approach to Computer Aided Design and Manufacturing was tested by studying and reengineering a specific historic construction system -Miguel Fisac’s Bones System was used as a case study- and by enabling it to address problems of contemporary architectural agenda such as flexibility, variability and mass-customization. The proposed workflow threads form-finding, structural analysis, geometric definition, CNC code generation and digital fabrication within the same open-source computational environment. In this way, this innovative procedure aims to increase design freedom while ensuring fabrication feasibility. This paper describes background research, concept, form-finding, construction process, methodology, results and conclusions.  
wos WOS:000351496100006
keywords Parametric design, Digital fabrication and construction, Integrated design and fabrication, Mass-customization, Miguel fisac bones system 
series CAADRIA
email
last changed 2022/06/07 08:00

_id acadia13_337
id acadia13_337
authors Rippmann, Matthias; Block, Philippe
year 2013
title Funicular Shell Design Exploration
doi https://doi.org/10.52842/conf.acadia.2013.337
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 337-346
summary This paper discusses the design exploration of funicular shell structures based on Thrust Network Analysis (TNA) The presented graphical form finding approach and its interactive, digital-tool implementation target to foster the understanding of the relation between form and force in compression curved surface structures in an intuitive and playful way. Based on this understanding, the designer can fully take advantage of the presented method and digital tools to adapt the efficient structural system to the specific needs of different architectural applications. The paper focuses on simple examples to visualize the graphical concept of various modification techniques used for this form finding approach. Key operations and modifications have been identified and demonstrate the surprisingly flexible and manifold design space of funicular form. This variety of shapes and spatial articulation of funicular form is further investigated by discussing several built prototypes.
keywords funicular design; structural form finding; thrust network analysis; real-time structural design tools; interactive; compression shells
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:56

_id ecaade2013_086
id ecaade2013_086
authors Wurzer, Gabriel; Martens, Bob and Bühler, Katja
year 2013
title 3D Regular Expressions - Searching Shapes IN Meshes
doi https://doi.org/10.52842/conf.ecaade.2013.2.279
source Stouffs, Rudi and Sariyildiz, Sevil (eds.), Computation and Performance – Proceedings of the 31st eCAADe Conference – Volume 2, Faculty of Architecture, Delft University of Technology, Delft, The Netherlands, 18-20 September 2013, pp. 279-288
summary We have grown accustomed to performing elaborate queries on textual data, e.g. via online search engines, file system managers and word processors. In the past decade, retrieval methods that also work on non-textual data have become mainstream (e.g. face recognition software). Sadly, these developments have so far not caught on for data mining within geometrical data, e.g. 3D meshes generated in the course of architectural work. Specifically during data exchange, such a search functionality would be handy, as it often happens that geometry is exported but object identity is lost - think, for example, of generative geometry or exported BIM data. In this paper, we present an example of such a search functionality, based on angular search. Our method is inspired by regular expressions, a string matching technique commonly employed for matching substrings.
wos WOS:000340643600028
keywords Shape retrieval; angular search; sub-mesh; regular expressions.
series eCAADe
email
last changed 2022/06/07 07:57

_id caadria2013_030
id caadria2013_030
authors Adamantidis, Ermis; Madhav Kidao and Marios Tsiliakos
year 2013
title Siphonophore – A Physical Computing Simulation of Colonial Intelligence Organisms
doi https://doi.org/10.52842/conf.caadria.2013.355
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 355-364
summary This paper sets out to document the procedural design and implementation of “Siphonophore” a multisensory digital ecology, mimicking colonial-ordered behaviour systems. The exploration of the notion of “self” in a complex system of highly integrated individuals with reference to the emergence of behaviours from the human-machine-context interaction, is engaged by this open system’s hierarchical articulation of electronics, Arduino boards, sensors and programming routines. User interaction and recorded statistics from the system’s core algorithm are assessed, in relation to the capacity of this prototype to provide an alternative methodology of describing collective intelligence, while presenting a non-standard perspective of body-space interaction and design as entertaining art. The overall impact is discussed in relation to the examined observations, towards a potential advancement to a system of superior contextual understanding.  
wos WOS:000351496100035
keywords Colonial intelligence, Multisensory installation, Physical computing, Spatial sensing, Human-machine interaction 
series CAADRIA
email
last changed 2022/06/07 07:54

_id sigradi2013_112
id sigradi2013_112
authors Akemi Omine, Katia; José Neto de Faria; Karine Itao Palos
year 2013
title Projeto Design Condensado: Definição de ‘Modelo Sociocultural’ para Sistemas de Visualização Dinâmica de Dados que Estimulem a Geração de Novos Conhecimentos sobre a História do Design [Condensed Design Project: The Definition of a ‘Social-cultural Model’ for Dynamic Data Visualization Systems Which StimulateKnowledge Building in Design History]
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 143 - 147
summary The ‘Condensed Design Project’ aims to discuss and reflect on how the definition of an ‘activity inducer’, by describing and characterizing ‘social-cultural models’, can be used in the development of dynamic data visualization systems. The aim is to discuss and try to understand how the profile of the ‘activity inducer’, routines, scenario and context impact the navigation, interaction, research and learning processes in design history. Thus, the knowledge building process is strictly conditioned to the way the relation between the ‘visualization system’ and the ‘activity inducer’ is promoted, considering the technological limitations and the individual’s predisposition.
keywords Data visualization; Design history; Usage context, Experience; Knowledge
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2013_234
id sigradi2013_234
authors Alencar, Viviane; Gabriela Celani
year 2013
title The Art of Computer Graphics Programming: Translating Pioneer Programs
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 500 - 504
summary Considering the importance of the use of programming languages for teaching computational design to architects, this paper proposes the translation of computer programs from a pioneer work in this field into a more contemporary programming language. The book The Art of Computer Graphics Programming: A Structured Introduction for Architects and Designers was published in 1987 by William J. Mitchell, Robin Ligget and Thomas Kvan, and remains an important reference for architects. The original Pascal codes in the book were translated into Processing, and made available through an Internet website, along with images and comments, in order to give late Prof. Mitchell’s work the consideration it deserves.
keywords Processing; Pascal; Computer graphics
series SIGRADI
email
last changed 2016/03/10 09:47

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