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 668

_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_206
id caadria2014_206
authors Dias, Miguel Sales; Sara Eloy, Miguel Carreiro, Pedro Proença, Ana Moural, Tiago Pedro, João Freitas, Elisângela Vilar, Jorge D'alpuim and António Sérgio Azevedo
year 2014
title Designing Better Spaces for People
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. 739–748
doi https://doi.org/10.52842/conf.caadria.2014.739
summary We present a pilot study aiming to explore the use of biometrics sensing technology within a semi-immersive VR environment, where users face architectural spaces which induce them sensations close to fear of heights, claustrophobia, frustration and relief. Electrodermal activity was used to detect users’ emotional arousal, while navigating in VR. Navigation conditions and participants’ expertise with games were controlled. Main results show that physiological measurement of user’s perceptions can discriminate well "positive" from "negative" spaces, providing designers with basic information on people’s emotional state when using the buildings they design.
keywords Virtual reality; computational design; human-computer interaction; space perception; biometrics sensing, electrodermal activity
series CAADRIA
email
last changed 2022/06/07 07:55

_id acadia14projects_251
id acadia14projects_251
authors Farahi, Behnaz
year 2014
title Breathing Wall
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. 251-262
doi https://doi.org/10.52842/conf.acadia.2014.251
summary This installation is aiming to imagine a space that can develop an understanding of its users through their hand/bodily movements and respond accordingly?
keywords Interactive architecture, Kinetic Installation, Human- Building Interaction, Projection mapping, Leap Motion, User participation in design.
series ACADIA
type Student's Research Projects
email
last changed 2022/06/07 07:55

_id caadria2014_156
id caadria2014_156
authors Iwata, Shouto; Mikiya Takei and Shiro Matsushima
year 2014
title Enhanced 3D-Space-Scanning System by Robotic Technology
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. 347–356
doi https://doi.org/10.52842/conf.caadria.2014.347
summary This study, which scans an architectural space with two-wheel vehicle robot technology that allows the flexible collection of three-dimensional (3D) data, may initiate the interaction between human beings and architecture in the future. It focuses on extracting building geometry and capturing human behavior in order to allow a space to communicate with human behavior. The current project extracts building geometry and human behavior data to create designs through a two-wheel robot; it was a collaborative project among the students of different majors, including mechanical engineering, human interaction, computer sciences, and architectural design. In this paper, the adaptive possibility of the RGB-Depth camera is examined in extracting building geometry.
keywords human behavior; robot; design process; scan
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2014_034
id caadria2014_034
authors Nguyen, Danny D. and M. Hank Haeusler
year 2014
title Exploring Immersive Digital Environments
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. 87–96
doi https://doi.org/10.52842/conf.caadria.2014.087
summary In contemporary architecture firms, most design drawings are done via use of 3D modelling software. This method requires advanced knowledge of the software in order to produce an accurate representation of space into the digital environment. The paper argues that conventional 3D visualization methods to design and analyse are restrictive to how well the user understands the space on a computer, as drawings are done ex-situ and without testing the design concept in-situ, hence there might be a level of disparity between the design and final fabrication. This is particularly a challenge when designing Urban Interaction Design concepts, as combinations of variables play a role in how the design will be received by the audience. Observing the design challenges for Urban Interaction Design and applying knowledge to architectural representation, potentially an alternative sketching process can be developed to alleviate the disparity between the conceptual design and post fabrication. This paper discusses an experimental process of using wireless spatial sensing devices to digitize physical spaces in real-time and to use on-the-spot analysis. In its conclusion the paper argues that this method enables the designer to gain advanced conceptual understandings of the intended space and thus make more informed decisions.
keywords Spatial Design; Human-Computing Interfacing; Urban Interaction Design; Spatial 3D Visualization; Wireless Sensor Technology
series CAADRIA
email
last changed 2022/06/07 07:58

_id caadria2014_258
id caadria2014_258
authors Polancic, Allyn E.
year 2014
title Oblique-Atory
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. 33–42
doi https://doi.org/10.52842/conf.caadria.2014.033
summary Typical horizontal building types, open spaces, and human activities have yet to competently overcome or adapt to the constraints of vertically-oriented dense urban environments. Designing the built environment to the oblique, or more than two axes at once, is a required strategy for the future of city planning, the advancement of body-space interaction in architecture, and to reinforce the interconnectedness of the natural environment with human activities. With the development and increasing use of 3D modeling software, parametric and generative design processes, and the progressive investigation of complex geometry, it is likely that the oblique will be envisioned more and more as a functional architectural device. This research investigates the tessellation of minimal surface geometry to achieve a folded, multi-use surface capable of connecting disparate urban program and which can enable a city to offer amenities that are typically available in horizontally-oriented suburbs. The geometric family of the helicoid is found as the optimal formal generator because of its ability to create a continuous surface while allowing for both horizontal and vertical circulation.
keywords Oblique; helicoid; tessellation; surface; urban
series CAADRIA
email
last changed 2022/06/07 08:00

_id acadia14projects_263
id acadia14projects_263
authors Sitnikov, Vasily
year 2014
title Monolith Translucent Lattice
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. 263-264
doi https://doi.org/10.52842/conf.acadia.2014.263
summary This proposal is based on architectural research in the field of performative design. The research aspires to unite computational design and its manufacturing technique into a continuous process of natural morphgenesis. The following program offers a lattice-type wall, a parametric irregular solid network, which can be reified with the attached technology of closed gelatin casting.
keywords thermodynamic interaction, meltable materials, space fram structures, irregular networks
series ACADIA
type Tex-Fab
email
last changed 2022/06/07 07:56

_id sigradi2014_345
id sigradi2014_345
authors Shiordia Lopez, Rodrigo; Dr. David Jason Gerber
year 2014
title Context-Aware Multi-Agent Systems: Negotiating Intensive Fields
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. 138-143
summary This paper presents research into a technique using context-aware agent based branching L-systems to design explore an urban development scheme in an area of peripheral Mexico City. The design research demonstrates a viable approach to engaging design with specific agent driven objectives that negotiate across highly differentiated fields of data sets. These data sets are the driving force behind this technique, to generate highly differentiated infrastructure and urban networks that are simulated to be autonomous and emergent. The described system consists of simulated robotic autonomous agents that sample and negotiate across data from the site, and react to differences in order to deploy an irrigation network for a polluted and highly saline former lake-bed east of Mexico City.
keywords Multi-Agent Systems; L-Systems; Generative Urban Design; Multi-Objective Optimization: Design Agency
series SIGRADI
email
last changed 2016/03/10 10:00

_id ascaad2014_033
id ascaad2014_033
authors Al-Mousa , Sukainah Adnan
year 2014
title Temporary Architecture: An urban mirage
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. 405-413
summary One of the emerging multidisciplinary contemporary art practices is interactive installation art, which is concerned with constructing a temporary artistic environment that is digital, responsive and engaging. It is usually displayed within existing architectural context whether indoor in a gallery space or outdoor in a public space. Recent examples of such art projects show that interactivity and illusion are effectively present and highly influential in the perception and memory of the place. A digital display on a building façade can remain attached to the history of the site in the spectator’s memory even after the display is removed. An interactive space that involves body response and emotional sensory interaction can determine the narrative perceived from the experience. These trends seemingly bring together the physical context and the digital space to contain the spectator. The two mediums are merged to provide a new genre of space, hence a new mode of perception where the art space mediates people’s movement and overlay the context with new meanings. Multiple backgrounds are involved in the creative process of interactive installation art, all of which involve examining various concepts through artistic engagement with temporary spaces. Here, particularly because of interactivity and immerseveness, the spectator becomes part of the performance (the subject); with his moving and reacting he activates the narrative and probably gives it its shape. This paper aims to explore the potentials of the digital spatial display to enhance or weaken our sense of belonging to the surrounding environments while creating an illusionary space within the real physical one. It also aims to discuss how this influence would affect the memory of the mixed experience; the installation being digital, temporary and illusive and the space being physical, permanent and real. What happens to the “spectator” when contained by the digital-interactive and the physical medium(s)?. In order to unfold the mentioned questions, the study uses theories of perception and performance reflected on live case studies of recent art projects where the researcher becomes a member of the audience and an observer at the same time in order to trace the journey inside this new medium. In an era where time is being more difficult to grasp and identities of visual culture is becoming more difficult to define, temporary responsive environments can provide some openings where space becomes durational, yet, influential, and where people’s movements become more meaningful in the visual terrain.
series ASCAAD
email
last changed 2016/02/15 13:09

_id sigradi2014_128
id sigradi2014_128
authors Alves Veloso, Pedro Luís
year 2014
title Explorando o diagrama de bolhas [Exploring the bubble diagram]
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. 115-119
summary This paper presents an interactive bubble diagram developed to support design exploration. The proposed diagram consists of multiple goal-oriented agents, whose interaction with the user stimulates the analysis and exploration of new spatial patterns. Until now, there are two versions implemented. The first was developed combining scripting language and a graphical editor of algorithms embedded in modeling software. The second was developed with event-driven programming techniques emphasizing functions to amplify the interaction between user and agents. Finally, as the result of this exploratory stage of the research, we propose new paths of development for the next versions of the diagram.
keywords Architectural design; bubble diagram; graph; interaction
series SIGRADI
email
last changed 2016/03/10 09:47

_id caadria2014_145
id caadria2014_145
authors Aydin, Serdar and Marc Aurel Schnabel
year 2014
title A Survey on the Visual Communication Skills of BIM Tools
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. 337–346
doi https://doi.org/10.52842/conf.caadria.2014.337
summary Building Information Modelling (BIM) applications are supported by various modelling tools, being expansive to deliver visualised geometry and databases simultaneously. But there is still a gap in visual communication amongst its professionals. Articulating the advantages of fully Web-based collaboration, this paper looks into how BIM tools make contribution to visual communication between different parties working collaboratively. A hybrid model of low-level and high-level interactions is tentatively conceptualised. Based on the hybridised model, a survey is conducted to elucidate a few experiential matters such as visual aesthetics, cognition and motivational impacts of visualisation in BIM tools. Following the survey, a discussion is oriented towards a new storytelling methodology with a novel term, namely gamification. Seeking motivating and efficient means of visual communication between human-human, human-tool and human-model interactions, the present study focuses on an enhanced legibility and appreciation of tools by those who are involved in BIM projects.
keywords Narrative visualisation; infinite computing; information aesthetics; gamification; hybrid model of interaction
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia14_473
id acadia14_473
authors Cutellic, Pierre
year 2014
title Le Cube d'Après, Integrated Cognition for Iterative and generative Designs.
source ACADIA 14: Design Agency [Proceedings of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9781926724478]Los Angeles 23-25 October, 2014), pp. 473-478
doi https://doi.org/10.52842/conf.acadia.2014.473
summary This paper describes the work in progress of a research on Neurodesign and a previously described process entitled Augmented Iterations [Cutellic and Lotte, 2013]. Within this broader field of research and design explorations, we will focus on describing and comment results obtained in the neuroselection of shapes among a continuously varying flow of visual stimuli. Eventually, these results will lead to the identification of a non-linear and non-convergent potential for the human-based computation of iterative and generative designs.
keywords Human Computer Interaction, Augmented Iteration, Neurodesign, Generative Design, Integrated Cognition, Evolutionary Computation, Design Computing and Cognition
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:56

_id sigradi2014_213
id sigradi2014_213
authors Daas, Mahesh
year 2014
title Toward a taxonomy of architectural robotics
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. 623-626
summary Robotics in architecture is a fast-emerging area of research and design today. The current research and practices of robotics in architecture tend to be, to a great degree, techno-positivist and framed by a narrowly defined instrumentalist view. The paper presents comprehensive taxonomy of a broad range of robotic applications so as to meaningfully guide, systematize, and clarify multi-faceted design or research explorations in architecture and beyond. The paper advances four frameworks: role of robotics in architecture; modes of interaction between robots, humans and architecture; the Vitruvian framework; and robots classified by form; all of which point to new avenues of potential exploration while also revealing the gaps and biases in the current research and design in the discipline.
keywords Robots; Architectural Robotics; Taxonomies; Robotic Fabrication
series SIGRADI
email
last changed 2016/03/10 09:50

_id ecaade2014_146
id ecaade2014_146
authors Davide Ventura and Matteo Baldassari
year 2014
title Grow: Generative Responsive Object for Web-based design - Methodology for generative design and interactive prototyping
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. 587-594
doi https://doi.org/10.52842/conf.ecaade.2014.2.587
wos WOS:000361385100061
summary This paper is part of the research on Generative Design and is inspired by the ideas spread by the following paradigms: the Internet of Things (Auto-ID Center, 1999) and the Pervasive/Ubiquitous Computing (Weiser, 1993). Particularly, the research describes a number of case studies and, in detail, the experimental prototype of an interactive-design object: “Grow-1”. The general assumptions of the study are as follows: a) Developing the experimental prototype of a smart-design object (Figure 1) in terms of interaction with man, with regard to the specific conditions of the indoor environment as well as in relation to the internet/web platforms. b) Setting up a project research based on the principles of Generative Design.c) Formulating and adopting a methodology where computational design techniques and interactive prototyping ones converge, in line with the principles spread by the new paradigms like the Internet of Things.
keywords Responsive environments and smart spaces; ubiquitous pervasive computing; internet of things; generative design; parametric modelling
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2014_137
id ecaade2014_137
authors Elif Erdine and Alexandros Kallegias
year 2014
title Reprogramming Architecture - Learning via Practical Methodologies
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. 373-380
doi https://doi.org/10.52842/conf.ecaade.2014.1.373
wos WOS:000361384700037
summary This paper aims to address innovative approaches in the pedagogical aspects of architecture by describing the work of AA Summer DLAB and Athens | Istanbul (AI) Visiting Schools of the Architectural Association (AA) School of Architecture in London. The presented work is part of a research which enables a more seamless transition from design to fabrication and from academia to profession. The paper formulates the pedagogical and methodological approach towards the integration of generative design thinking, large-scale prototyping, kinetic/interactive design, and participatory design. As such, a discussion on the methods of overcoming the fragmented nature of architectural education via the elaboration of the methodology, computational setup, fabrication strategies, and interaction / kinetic modes of the selected programmes is aspired.
keywords Computational design research and teaching; biomimetics; generative design; kinetic / interactive design; participatory design
series eCAADe
email
last changed 2022/06/07 07:55

_id caadria2014_252
id caadria2014_252
authors Erhan, Halil; Andy Huang and Robert F. Woodbury
year 2014
title DiNa Framework and Prototype to Support Collaboration in the Wild
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. 471–480
doi https://doi.org/10.52842/conf.caadria.2014.471
summary Much of the available collaboration support tools focus on sharing of documents and managing projects that require planned activities. These tools fall short in meeting principle of least effort or taking into account of the reality of complex work patterns. We propose DiNa framework and system architecture for a topic centric as opposed to document-centric collaboration system using readily available devices. DiNa aims to complement existing approaches. Our primary goal is to seek answers for how these devices can better support collaboration without overloading the workflow. After a literature review and roleplaying exercises, the prototypes we developed demonstrate new interaction techniques for defining topics and address them in collaborators’ own terms. It uses different visualizations of the artefacts and their association with the topics, among which is a scalable timeline interface accessible from different platforms, to make the artefacts collected more meaningful in a given context. In this paper we present our recent prototype as a proof-of-concept and its initial evaluations followed by the lessons learnt from our studies on supporting collaboration in the wild. The evaluation outcome is suggestions for improving DiNa-based systems for effective collaboration.
keywords Collaboration; collaboration support tools; design; mobile computing; distributed cognition
series CAADRIA
email
last changed 2022/06/07 07:55

_id ecaade2014_029
id ecaade2014_029
authors Filipa Osório, Alexandra Paio and Sancho Oliveira
year 2014
title Interaction with a Kinetic Folded Surface
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. 605-612
doi https://doi.org/10.52842/conf.ecaade.2014.2.605
wos WOS:000361385100063
summary Kinetic systems offers new perspectives and design innovation in research and practice. These systems have been used by architects as an approach that embeds computation intelligence to create flexible and adaptable architectural spaces according to users changing needs and desires as a way to respond to an increasingly technological society. The presented research attempts to answer to this question based on the results of a multidisciplinary on-going work developed at digital fabrication laboratory Vitruvius Fablab-IUL in Lisbon. The main goal is to explore the transformation of the shape of a construction by mechanisms which allow adaptation either to environmental conditions or to the needs of the user. This paper reports the initial development of a kinetic system based on an origami foldable surface actuated by a user. The user can manipulate a small scale model of the surface and evaluate at all times if it is achieving the desired geometry.
keywords Kinetic systems; interactive architecture; responsive surfaces; origami geometry; folded surfaces
series eCAADe
email
last changed 2022/06/07 07:50

_id caadria2014_096
id caadria2014_096
authors Grobman, Yasha and Roy Kozlovsky
year 2014
title On the Shores of Architecture
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. 853–862
doi https://doi.org/10.52842/conf.caadria.2014.853
summary This paper explores the implications of complex geometry enabled by computational technology to architectural theory and practice. It reviews the different design paradigms engaged breaking the horizontality of the floor and ceiling or fusing them together. It argues that current advances in fluid dynamics simulations open a new frontier in the conception of the usable architectural surface, in which the architectural product is no longer a fixed object, but the interaction between a fluid, changing environment and built form. The paper presents a case study in which computational fluid dynamics are utilized to reconvert a disused breakwater into a ‘blue garden’. The morphology of the breakwater and its texture are calculated to produce the conditions amiable for supporting a varied marine ecosystem, and to shape the waves to generate aesthetically meaningful sensations. The essay discusses the technical and conceptual challenges of controlling the nonlinear behaviour of fluids. It then speculates on the theoretical ramifications of having the surface interact with exterior forces and the subject's imagination to produce an event enfolding in time.
keywords Computational fluid dynamics; curvilinear surfaces; performance design theory; habitat engineering; coastal infrastructure
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2014_000
id caadria2014_000
authors Gu, Ning; Shun Watanabe, Halil Erhan, Matthias Hank Haeusler, Weixin Huang and Ricardo Sosa (eds.)
year 2014
title Rethinking Comprehensive Design: Speculative Counterculture
source Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, 994 p.
doi https://doi.org/10.52842/conf.caadria.2014
summary Rethinking Comprehensive Design—the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014)—emphasises a cross-disciplinary context to challenge the mainstream culture of computational design in architecture. It aims to (re)explore the potential of computational design methods and technologies in architecture from a holistic perspective. The conference provides an international forum where academics and practitioners share their novel research development and reflection for defining the future of computation in architectural design. Hosted by the Department of Design, Engineering and Management at the Kyoto Institute of Technology, CAADRIA 2014 presents 88 peer-reviewed full papers from all over the world. These high-quality research papers are complimented by 34 short work-in-progress papers submitted for the poster session of the conference. The conference proceedings were produced by a motivated team of volunteers from the CAADRIA community through an extensive collaboration. The 88 full papers rigorously double-blind reviewed by the dedicated International Review Committee (consisting of 74 experts), testify to CAADRIA’s highly respectable international standing. Call for abstracts sent out in July 2013 attracted 298 submissions. They were initially reviewed by the Paper Selection Committee who accepted 198 abstracts for further development. Of these, 118 full papers were eventually submitted in the final stage. Each submitted paper was then assessed by at least two members of the International Review Committee. Following the reviewers’ recommendations, 91 papers were accepted by the conference, of which 88 are included in this volume and for presentation in CAADRIA 2014. Collectively, these 88 papers define Rethinking Comprehensive Design in terms of the following research streams: Shape Studies; User Participation in Design; Human-Computer Interaction; Digital Fabrication and Construction; Computational Design Analysis; New Digital Design Concepts and Strategies; Practice-Based and Interdisciplinary Computational Design Research; Collaborative and Collective Design; Generative, Parametric and Evolutionary Design; Design Cognition and Creativity; Virtual / Augmented Reality and Interactive Environments; Computational Design Research and Education; and Theory, Philosophy and Methodology of Computational Design Research. In the following pages, you will find a wide range of scholarly papers organised under these streams that truly capture the quintessence of the research concepts. This volume will certainly inspire you and facilitate your journey in Rethinking Comprehensive Design.
series CAADRIA
last changed 2022/06/07 07:49

_id sigradi2015_2.137
id sigradi2015_2.137
authors Hernández, Silvia Patricia; Verón, María José; Mengo, Gabriela; Figueroa, María Elena; Rezk, Alejandra; Lanzone, Luciana; Landerberg, Raquel; Verón, María José; Prigioni, Eugenia
year 2015
title Microarchitecture urban inmotic. Design proposal of useful inmotics and parametrics spaces of interaction with space and environment
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 40-45.
summary The evaluation of possibilities, ways and technologies used for the application of domotics in our country, Argentina, was continued. This design proposal evolved from the one of 2014. It was considered technologies and design improvements as for micro-architecture, inmotics, sustainability and parametric design, implementing them into an useful design for a specific urban interstitial space. The function answers to a sociologic requirement study of function and interactivity endorsed by polls. This project aims to be build, as it follows the laws that regulate this city.
keywords Microarchitecture, Inmotics, Parametrics, Sustainable, Interaction
series SIGRADI
email
last changed 2016/03/10 09:53

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