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 296

_id sigradi2014_339
id sigradi2014_339
authors Arenas Bahamondes, Felipe Ignacio; Claudio Andrés Fredes Osses
year 2014
title Principios de diseño de juegos ubicuos: Modelo para la implementación de juegos de infraestructura multimedial en espacios aumentados [Design principles of ubiquitous games: A model for implementing games of multimedia infrastructure in augmented spaces]
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. 450-454
summary This research aims to build a method for making ubiquitous games using urban screens. It explores the boundaries between the fields of architecture, new media art and design, describing a theoretical framework that illustrates the potentials of designing game systems in the public space as well as the benefits that include the use of public screens to construct social interaction. Through the analysis and interpretation of several case studies we were able to determine the key aspects that designers should consider developing this kind of projects.
keywords Ubiquitous games; Augmented spaces; Urban screens; Public space; Active citizenship
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2014_108
id caadria2014_108
authors Gokmen, Sabri
year 2014
title "Tangle Jungle": An Experimental Project to Combine Collaboration and Craftsmanship in Digital Design Pedagogy
doi https://doi.org/10.52842/conf.caadria.2014.013
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. 13–22
summary Tangle Jungle was an experiment in an alternative method of design and making for the digital age. The aim of the project was to interpret and reenact traditional craftmanship through today's digital tools. For a particular study on the subject, we looked at the theory and works of William Morris. Morris had an exceptional taste for medieval art and produced, among other things, hand-woven carpets that are still studied today. Morris reinvented the art of his time by reviving pre-industrial modes of production and designs. Today, the digital age is experiencing a similar paradigm shift. Digital tools already work, in many instances, as a direct extension of the hands of a new breed of digital artisan makers. It is possible to assess that the digital is getting closer to Morris's notion of craftsmanship. Tangle Jungle became a testing ground for this historical connection, bringing forth the question, can we redefine our own digital craftsmanship as a form of digitally reenacted Gothic revival?
keywords William Morris; Craft, Fabrication; Digital Design; Gothic.
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2014_164
id caadria2014_164
authors Jemtrud, Michael and Keith G. Ragsdale
year 2014
title Three Little Shacks
doi https://doi.org/10.52842/conf.caadria.2014.883
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. 883–892
summary The paper is premised upon the notion that tools and techniques have the potential to resist the premature prefiguring of problems and solutions in projectbased activity, with particular relevance in collaborative design practices. The architect’s métier and mode of knowledge production is marked by the capacity to make artefacts. Because our age is characterized by the imperative to innovate and evolve technically, architectural ideation must now engage an array of computationally-based tools for imaging, information management, simulation and fabrication. This paper, framed within the theoretical and productive context of a research-creation project, investigates the ontological status of process-work, speed, and the notion of failing fast through the prototyping of three small buildings, or shacks. It does this through a strategic choreography of factual and counterfactual investigations that give rise to fabricative knowledge incapable of being prescribed conceptually from the outset. It will be claimed that, in the case of architecture, the potential of technics to reflectively and playfully re-work things and ideas is also a participatory mode of ethical engagement.
keywords Tools; tool-making; technics; prototyping; architecture
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2014_194
id ecaade2014_194
authors Zi Qian, Brian Agnew and Emine Mine Thompson
year 2014
title Simulation of Air flow, Smoke Dispersion and Evacuation of the Monument Metro Station based on Subway Climatology
doi https://doi.org/10.52842/conf.ecaade.2014.1.119
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 119-128
summary This research is creating a working laboratory in Newcastle Monument metro station to understand the details of how the over ground climate influences the internal airflow and the impact this has on evacuation strategies. It is intended to link weather data with the background air flow in the station and identify the main driving forces for the dispersion of smoke or toxic agents throughout the station. The subway air flow will be evaluated and then interfaced with a VR simulation of the station and adjoining tunnels to produce a visual diagnostic and predictive tool. This data, with existing pedestrian movement modelling, will assist in identifying the correct evacuation procedures to minimise the exposure time of individuals to a smoke filled environment. The final outcome of this work will be a decision making process with regard to the initiation of effective measures to minimize the impact of fire within a subway that can be used at the initial design period to evaluate proposed evacuation routes.
wos WOS:000361384700011
keywords Subway climatology; smoke and fire cfd simulation; tunnel safety; emergency ventilation
series eCAADe
email
last changed 2022/06/07 07:57

_id ecaade2014_133
id ecaade2014_133
authors Armando Trento, Antonio Fioravanti and Francesco Rossini
year 2014
title Health and Safety Design by means of a Systemic Approach - Linking Construction Entities and Activities for Hazard Prevention
doi https://doi.org/10.52842/conf.ecaade.2014.1.633
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 633-642
summary Education and Research in Computer Aided Architectural Design in Europe faces many urgent tasks. Among the Architecture, Engineering and Construction (AEC)international scientific societies, only few researches systematically investigate on how to integrate the design solutions with Health and Safety (HS) planning measures, enhancing a collaborative “fusion” of all involved actors in Design and Construction decision making. Process automation cannot be enhanced until design/management tools, such as Building Information Models, can rely only on entities formalised "per se" geometrical items fulfilled by isolated-object specific information. To face complex problems, BIM models should be able to implement and manipulate multiple sets of entities, qualified by clearly established relationships, belonging to organically structured and oriented (sub-) systems. This paper reports on an early stage research project, focused on the identification of operative rules for Health and Safety design. Implementation on the unique case study of Palazzo della Civiltà Italiana functional refurbishment faces two main objectives: one, more pragmatic, is concerned with boostingworkers education about non-standard operative tasks, by means of accurate ad-hoc construction narrative visualisation; another one, more challenging and theoretically complex, consists in modelling "judgment-based" rules, aimed at supporting automated reasoning in Safety Design.
wos WOS:000361384700063
keywords Construction hazards prevention through design; project construction management and visualization; health and safety management; risk modelling; knowledge representation
series eCAADe
email
last changed 2022/06/07 07:54

_id ijac201412307
id ijac201412307
authors Baerlecken, Daniel; Katherine Blair Wright
year 2014
title Nominalized Matter: Agency of Material
source International Journal of Architectural Computing vol. 12 - no. 3, 339-356
summary This paper investigates making as a process that brings together diverse materials and combines their flow in anticipation of what might emerge. Ingold calls this approach the textility of making, which gives priority to the formation of materials as a process, in which form is generated through interventions within fields of forces and currents of materials - not through a predefined notion of an ideal outcome. The approach opposes the Aristotelian hylomorphic approach, which focuses on final products. This paper investigates textiles techniques and their potential for simultaneously creating ornamental and structural systems. This work is conducted through a sequence of architecture design studios, producing the case studies found in this paper. Within the paper different examples of textile systems are introduced ranging from a Semperian approach (wall as dress) to form finding experiments with active textile materials - demonstrating the potential for methods utilizing material agency to inform architectural design
series journal
last changed 2019/05/24 09:55

_id sigradi2014_176
id sigradi2014_176
authors Baltazar, Ana; Estevam Gomes
year 2014
title Interface para telecomunicação bidirecional não verbal em tempo real [Interface for nonverbal bidirectional real-time telecommunication]
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. 231-235
summary This paper presents the development of a telepresence interface intended to investigate the possibility of a “place” for remote meeting. The main goal is to create a shared realm making users act remotely to expand their senses of presence and belonging. By using spatialized sensors and actuators it is possible to transform a room in a telecommunication device. The interface does not seek to replace other telecommunication technologies but to create a new way for autonomous communication which might also complement the existent ones.
keywords Remote; Non-verbal communication; Presence; Telecommunication; Physical computing
series SIGRADI
email
last changed 2016/03/10 09:47

_id ecaade2014_232
id ecaade2014_232
authors Daniel Baerlecken and Sabri Gokmen
year 2014
title Emphatic Lines - Surface structuring based on Walter Crane's pattern making methods
doi https://doi.org/10.52842/conf.ecaade.2014.2.107
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 107-114
summary The paper introduces a method for structuring and ornamenting double-curved geometry, which is developed through the lens of Walter Crane. Crane's method for pattern making is based on underlying scaffolds and infill patterns for two dimensional surfaces. The presented research uses his method and applies it through digitals means to three dimensional surfaces. The scaffold is used to solve the problem of curvature: it creates flat facets. This approach is tested through a prototypical installation at the Musee d'Jurassien d'Art and d'histoire using aluminium sheet metal and water-jet cutting, but can also be transferred to other architectural applications.
wos WOS:000361385100010
keywords Tendrils; patterning; making; facets
series eCAADe
email
last changed 2022/06/07 07:55

_id sigradi2014_317
id sigradi2014_317
authors Folga, Alejando
year 2014
title Pseudoperspectivas / Realización de un Fotomontaje Diédrico [Pseudoperspectives / Making a Dihedral Photomontage]
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. 285-289
summary As the term suggests, a pseudoperspective involves performing a false perspective, and is the result of combining two different projective systems: Diedric Orthogonal System with the Central perspective System. Despite its heterodox character, this nifty graphic resource is used since the invention of perspective. With the digital graphics development of pseudo-perspectives currently allows new expressive possibilities. In this paper an academic exercise conducted with students from a curriculum during the first year of a career in architecture is presented. This work consisted of performing a photomontage from an elevation or vertical section.
series SIGRADI
email
last changed 2016/03/10 09:52

_id caadria2014_249
id caadria2014_249
authors Krietemeyer, Bess
year 2014
title An Adaptive Decision-Making Framework for Designing Material Behaviours
doi https://doi.org/10.52842/conf.caadria.2014.055
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. 55–64
summary This paper describes an adaptive decision-making design framework for investigating the synergies between aesthetically-driven and performance-driven criteria, specifically in designing the material behaviour of an electroresponsive building envelope system. An immersive and interactive simulation environment developed in the C++ programming language provides a computational tool for testing the visual and energetic performance of a dynamic building envelope as it negotiates bioclimatic energy flows with participants’ aesthetic preferences and interactions. Experiments in bioresponsive feedback loops examine the impacts that user engagement and real-time energy performance feedback have on participants’ design choices. Preliminary results demonstrate that exposure to energy performance feedback and to the collective design choices of multiple users leads to adaptive decision-making that favours synergistic system performance with the potential for increased socio-ecological connections. Critically, this research provides new methods for supporting the design of emerging material behaviours for dynamic building envelopes that can negotiate multiple performance criteria.
keywords Participatory design; decision-making tool; interactive environment; dynamic building envelopes; immersive simulation
series CAADRIA
email
last changed 2022/06/07 07:51

_id ascaad2014_015
id ascaad2014_015
authors Mueller, Volker
year 2014
title Second Generation Prototype of a Design Performance Optimization Framework
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. 199-209
summary The integration of performance evaluation into the building design process becomes increasingly important in order to respond to demands on contemporary design with respect to the future of our built and natural environments. This paper presents work on the second iteration of an implementation of a design performance optimization framework that attempts to respond to the challenges of integrating analysis and optimization into the design process. Main challenges addressed are speed of feedback through implementation on the cloud, utilizing parallelization of computations and availability of results in the computational context of the model through leveraging the parametric nature of the application; The goal is to enable designers in their decision-making throughout the design process with focus on earlier phases of the design process during which changes can be implemented faster and at much lower costs than in later phases of design or even during construction and occupation.
series ASCAAD
email
last changed 2016/02/15 13:09

_id acadia23_v1_174
id acadia23_v1_174
authors Nejur, Andrei
year 2023
title NoeudAL Pavilion: Ultralight folded nodes for bespoke geometries
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 1: Projects Catalog of the 43rd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 174-179.
summary This research project, conducted at the University of Montreal School of Architecture, presents an innovative approach to the construction of reticulated structures, focusing on the development and application of a novel, ultralight aluminum node. The node, constructed from a folded, laser-cut, 1-mm aluminum sheet, is designed to accommodate wooden linear members with varied rectangular sections, making it adaptable to bespoke geometries and low valence nodes. This innovative design offers a solution to the long-standing challenge in the construction industry of balancing cost, customization, and weight for reticulated structures through novel node designs (Abdelwahab and Tsavdaridis 2019; Dyvik et al. 2023; Chilton 2007; Rochas 2014; Hassani et al. 2020).
series ACADIA
type project
email
last changed 2024/04/17 13:58

_id ijac201412102
id ijac201412102
authors Rekittke, Joerg; Yazid Ninsalam, Philip Paar
year 2014
title No Fear of Ridicule - deploying plaything technology for credible representations of urban landscape
source International Journal of Architectural Computing vol. 12 - no. 1, 27-46
summary As technology affine urban landscape architects, working in Asian mega cities, we conduct research on urbanity beyond prime premises and nice neighbourhoods with maximum tourist potential. We roam through crowded and super narrow, widely informal city layouts, where we apply our digital fieldwork equipment and conduct design work. In these places we test low cost cameras and camera drones, tools that had been developed as documentation equipment for outdoor sportspersons respectively playthings for all the world. Technically limited, if not insufficient and physically labile, these basic tools help us to experiment in the field without problematic loss risks and without scaring people on site. In this paper, we describe a method of on-site data and image gathering, which allows the processing of 3D models of labyrinthine informal city spaces. The result of our study is a three-dimensional puzzle of sufficient precision, making a widely inaccessible and undocumented piece of city terrain visible, understandable and designable.
series journal
last changed 2019/05/24 09:55

_id ecaade2014_120
id ecaade2014_120
authors Serdar Asut
year 2014
title Design By Making - Enhanced Human-Computer Interaction for Digital Conception and Manufacturing in Architectural Education
doi https://doi.org/10.52842/conf.ecaade.2014.1.401
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 401-410
summary This paper presents an ongoing project which aims to develop an HCI application. The purpose of the application is to introduce tactile experience into digital design cycle and to have transparent links between different phases of the design object. Thus, it will provide a hybrid design environment in which design conception and manufacturing are integrated and enhanced learning opportunities towards an architectural education where making is fundamental.
wos WOS:000361384700040
keywords Human-computer interaction; tactile experience in design; architectural education
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2014_072
id ecaade2014_072
authors Serdar Aydin, Tian Tian Lo and Marc Aurel Schnabel
year 2014
title Gamification of Shape Grammars - Collaborative and Participatory Mass-Housing Design for Kashgar Old Town
doi https://doi.org/10.52842/conf.ecaade.2014.1.603
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 603-612
summary This paper describes the framework of an ongoing research, titled 'quasiGRAMMARS', seeking a participatory mass-housing approach. In the context of the city of Kashgar, China, where the convergence of Islamic-Chinese-Turkic cultures has been shaped within a unique style since the 10th century, mass-housing becomes a 3D puzzle that requires each piece to be placed with full of care, motivation, participation, analysis, strategy, art and finally design. Gamification is about designing collaboration and participation for mass-housing, whereas shape grammars are meant for analysis and design. This game finally turns into a strategic game to be scrutinised further in relation to game theory that is mathematically concerned with the economics too. However, the present study aims at proving a participatory design strategy that incentivises valuable action through gamification techniques. Focusing on its specific design development, it reveals some of these techniques to gamify mass-housing for Kashgar in eight steps. While unveiling gamification term for use in architecture domain, the paper discusses the limitations and future directions of the research.
wos WOS:000361384700060
keywords Shape grammars; gamification; mass-housing; participatory decision-making; kashgar
series eCAADe
email
last changed 2022/06/07 07:56

_id ascaad2014_010
id ascaad2014_010
authors Stevens, James and Ralph Nelson
year 2014
title Digital Vernacular: Practicing architectural making
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. 137-147
summary Prior to the Industrial Age, most architecture was created by the master craftsman or within the vernacular trades where “design” and “making” were aligned. The Industrial Age, and most recently the Information Age, shifted the role of the architect away from that of the “master craftsman” to the professional “knowledge worker.” As a result, a divide between design and making in the practice of architecture occurred.  This shift impacted an essential part of the architect’s process by degrading the symbiotic relationship between mind and hand and limiting the immediate design consequences that only making can provide. But recent technological developments have changed the economic model of design and making in architectural practice and re-established this lost connection. Most importantly, it has provided new opportunities for craft, design, and architectural practice to align. The purpose of this paper is to examine these new opportunities and define what constitutes the digital vernacular. The paper will seek to define the digital vernacular by evaluating each of the following variables: materials, knowledge, and tools. Using normative practice as a control, the paper will conduct a comparative analysis of these variables by examining economic viability (cost-to-wage ratios), logistical feasibility (training & facilities), and skillset availability within the domain of architecture (insourced versus outsourced). Using this data, and resulting guidelines, the paper will demonstrate the successes and failures of a practice using the digital vernacular as its primary project delivery methodology. The focus of this research is not to build an inventory of equipment and methods; rather it is to develop a higher understanding of what constitutes vernacular practice within the digital age. Exploring the digital vernacular is not intended to seek new form-making, but to improve and inform understanding of traditional vernacular methods and to enable a new generation of master craftsmen. This clarity is imperative as to ensure the quality of design and making with emerging technologies and help to prevent high-volume, low-quality results.
series ASCAAD
email
last changed 2016/02/15 13:09

_id acadia14projects_39
id acadia14projects_39
authors Stojanovic, Djordje
year 2014
title Soft to Hard Canopy: Making large-span tridimensional structures from short timber elements
doi https://doi.org/10.52842/conf.acadia.2014.039
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 39-42
summary This poster presents work in progress. The first panel shows perspective rendering of the tridimensional timber structure while the second panel shows drawings, model photos and demonstrates the use of Spider custom developed software extension for Rhino Platform.
keywords Craft in a Digital Age, elastic material behavior, structural optimization, tridimensional timber structure, full-scale models, Spider for Rhino
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:56

_id acadia14projects_181
id acadia14projects_181
authors Wiscombe, Thomas
year 2014
title National Center for Contemporary Arts
doi https://doi.org/10.52842/conf.acadia.2014.181
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 181-184
summary This proposal is a continuation of a body of work we call ‘objects wrapped in objects’, which deals with discrete, chunky objects gathered and squished together in a sack. This strategy creates complex interstitial spaces and layered interiority, making the contemporary museum a space of surprises and discrete experiences rather than an endless continuum of paths. Tristan Garcia, the object-oriented philosopher, talks about the infinite regress of things inside of things inside of things, except the world, which everything is inside of and therefore cannot itself be inside of something else. For him, the concept of a ‘sack’, literally, is a diagram of the conundrum of how things can simultaneously be autonomous from one another but also contain other things. This conundrum is the core of our proposal, in that the building should appear simultaneously as multiple autonomous objects but also as a larger, emergent object with its own properties. The vibration between these two ways of existing creates a visual indeterminacy that is alluring and durable.On the south side facing the Park, the sack is sliced open to reveal an incongruent inner world of stepped and stacked public space. This space is formed by way of an inner liner, which delaminates from the sack surface. Permanent gallery spaces are housed in the space between liner and sack. The building is re-enclosed with a glass membrane which is not coincident with the sack silhouette, creating an open-endedness or deferral of interiority in the project. Black jack-like objects house various other functions such as the temporary galleries, theaters, research area, library, and offices. The interstitial spaces between objects and sack are technically exterior space, but they are enclosed with infill glazing deep inside reveals. These spaces are inhabitable and contain the primary circulation of the building.The sack is articulated with architectural tattoos that subvert subdivision logics in favor of the freeform figuration allowed by composite construction. Tattoos are executed in such a way as to blur the edge between discrete objects and visually re-establish the larger object, as if qualities from the black objects begin to loosen and drift onto the sack. Finally, the building is squished into a ‘ground object’ which is in turn squished into the land. The looseness between building and ground object allows for passage underneath the building. The looseness between ground object and land emphasizes the object-hood of the building complex. This move contrasts with exhausted ideas of buildings becoming landscape or otherwise disappearing into context
keywords Material Logics and Tectonics, Computational Design Research
series ACADIA
type Practice Projects
email
last changed 2022/06/07 07:57

_id acadia14projects_239
id acadia14projects_239
authors Yao, Yuan
year 2014
title Cellular Morphology in Los Angeles
doi https://doi.org/10.52842/conf.acadia.2014.239
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 239-242
summary The project is a residential tower generated by cellular automaton system and then trnasformed to new type of space. It creates a new mixed lifestyle in Los Angeles.
keywords Generative, parametric and evolutionary design, Gaming and Social Design, Design Decision Making, Generative Design, New digital design concepts and strategies
series ACADIA
type Student's Research Projects
email
last changed 2022/06/07 07:57

_id caadria2014_061
id caadria2014_061
authors Zavoleas, Yannis
year 2014
title Computational Thinking with Analogue and Digital Means
doi https://doi.org/10.52842/conf.caadria.2014.843
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. 843–852
summary By elaborating on the significance of the drawing in the architectural avantgarde of the 1960s, the paper’s primary scope is to weave a thread between late modernism and contemporary research in computational design. The architectural drawing is presented as an abstract means aiding design research. The more recent notion of performative drawing evokes adaptability, being a critical precondition that responds to diverse design aims in interactive manners. Performative drawing's function may further be linked to patterns, a recurring research theme during late modernism. Thinking in (and with) patterns recalls approaching design problems through malleable schemas that hold design data, according to which they are being transformed. In respect, the present paper delves into the analogies between the manipulation of patterns with the use of drawings during late modernism and parametric processes developed through simulation patterns of the current era. Through this comparison, it becomes possible to stress out the operative significance of methodologies and conceptual means in the architectural making as tools that are being used primarily for the exploration of form’s dynamic behaviour.
keywords Patterns; parametric architecture; late modernism; performative drawing; simulation
series CAADRIA
type normal paper
email
last changed 2022/06/07 07:57

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