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

PDF papers
References

Hits 1 to 20 of 668

_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 ascaad2014_007
id ascaad2014_007
authors Al-Rawi, Osama
year 2014
title Evolutionary Algorithms in Islamic Architecture
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. 99-107
summary The cosmological nature of Islamic architecture makes it a useful case study for the capability of the adaptation, assimilation and accommodation with the development of evolutionary algorithms and their applications in architectural design. Genetic algorithm derives its structure from the observation of nature. We shall review the concept of intelligent agents and their organization into complex adaptive systems as well as genetic-type algorithms for learning and evolution. Since algorithmic art consists of generation of images on the basis of algorithms, algorithms can be viewed as a notation, and notation is something that music has but visual artefacts in general miss. This paper aims to discover the role of evolutionary algorithms in historical Islamic architecture. Also, we shall try to investigate the way in which the future development could occur not only through the discovery of new facts or theories, but also through the rise and dissemination of new visions having different explanation of Islamic architecture that considers it as a result of serious application of formation through evolutionary genetic algorithms.
series ASCAAD
email
last changed 2016/02/15 13:09

_id sigradi2014_092
id sigradi2014_092
authors Aldo Luís Pedrosa da Silva Aldo Pedrosa
year 2014
title Dispositivos escópicos para a mediação do olhar
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. 433-436
summary This work will discuss how the contemporary technological devices, that act like mediators of the gaze, can leverage a global voyeurism in an already established scopophilic and surveillance-panopticism culture. This analysis will be done from a perspective within the art and technology, where productions in contemporary visual arts resort to this state of affairs to propose their poetics and to present a critical and reflective reading about a society, facing a reality where privacy and individual freedom are at stake. Work pertaining to research in conducting the PhD in Visual Arts (UNICAMP/Brazil).
keywords Devices; voyeurism; scopophilia; panopticism; art
series SIGRADI
email
last changed 2016/03/10 09:47

_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 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 sigradi2014_145
id sigradi2014_145
authors Badella, María Laura; Estefanía Alicia Fantini
year 2014
title Los entornos virtuales de aprendizaje: un emergente de la democratización del conocimiento. El caso de la Asignatura Metodología de la Investigación de la LAV-FADU-UNL [Virtual learning environments: an emerging democratization of knowledge. The case of the Research Methodology Course of LAV-FADU-UNL]
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. 222-226
summary This work is part of research that the authors are performing as Master Thesis in Specific Teaching. While both investigations have different interests in the approach to the object of study is addressed, progress made so far inspire pose novel questions concerning the teaching of design and art.
keywords democratization of knowledge; Virtual Learning Environments; specific teaching; teaching art and design; distance learning
series SIGRADI
email
last changed 2016/03/10 09:47

_id sigradi2023_508
id sigradi2023_508
authors Barber, Gabriela and Lafluf, Marcos
year 2023
title Videomapping laboratory. Systematization of experiences 2016-2022
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 843–854
summary This article synthesizes the result of a systematization and analysis of videomapping carried out in “Laboratorio de Visualización Digital Avanzada” in the period 2014-2022, taking as a source the information collected in the investigation "(Lafluf, 2020), it is updated by integrating new experiences and new interpretations. Likewise, the article aims to provide a structured way to describe and analyze videomapping projects, keeping in mind three axes: context project, mapping project, and mapping event. These categories refer to a strategy developed within the methodological framework of the master's thesis "Videomapping en los proyectos del Laboratorio de Visualización Digital Avanzada de la Facultad de Arquitectura Diseno y Urbanismo (Udelar). Caso de estudio: Videomapping Patrimonio Anglo" (Lafluf, 2020) as well as in other investigations to describe the videomapping. Once this set of videomapping projects has been presented, general considerations are made to analyze the surveyed cases.
keywords New Media Art, video mapping, New Media, Architecture, Projection Mapping
series SIGraDi
email
last changed 2024/03/08 14:07

_id acadia14_709
id acadia14_709
authors Cantrell, Bradley; Holzman, Justine
year 2014
title Synthetic Ecologies: protocols, simulation, and manipulation for indeterminate landscapes
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. 709-718
doi https://doi.org/10.52842/conf.acadia.2014.709
summary This paper positions the design and curation of synthetic ecologies through the lens of simulation and monitoring as a way to develop logics of interaction and proposes autonomous decision-making, manipulations, and management of the landscape to establish adaptive and indeterminate landscapes.
keywords Synthetic Ecologies, Responsive System, Monitoring, Simulation, Feedback Loop, Protocological Control, Intelligent Environments
series ACADIA
type Normal Paper
email
last changed 2022/06/07 07:54

_id acadia21_444
id acadia21_444
authors Crawford, Assia
year 2021
title Mitochondrial Matrix
source ACADIA 2021: Realignments: Toward Critical Computation [Proceedings of the 41st Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-986-08056-7]. Online and Global. 3-6 November 2021. edited by B. Bogosian, K. Dörfler, B. Farahi, J. Garcia del Castillo y López, J. Grant, V. Noel, S. Parascho, and J. Scott. 444-453.
doi https://doi.org/10.52842/conf.acadia.2021.444
summary The following project was created as part of an art residency with the Wellcome Centre for Mitochondrial Research (WCMR) at Newcastle University. The WCMR specializes in leading-edge research into mitochondrial disease, investigating causes, treatments, and ways of avoiding hereditary transmission. Mitochondria is believed to have started off as a separate species that through symbiosis came to be the powerhouse of each cell in our bodies (Hird 2009). Mitochondrial disease is a genetic disorder that is caused by genetic mutations of the DNA of the mitochondria or the cell that in turn affects the mitochondria (Bolano 2018). Mitochondria is a hereditary condition and can affect people at different stages in their lives. It can affect various organs and has a link to various types of conditions. Therefore, the patient experience is unique to each individual and the elusive nature of the condition can make it particularly challenging due to the complexity of the disorder as well as the inaccessible scale on which these variations occur (Chinnery 2014)
series ACADIA
type project
email
last changed 2023/10/22 12:06

_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
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
doi https://doi.org/10.52842/conf.ecaade.2014.2.107
wos WOS:000361385100010
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.
keywords Tendrils; patterning; making; facets
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2014_143
id ecaade2014_143
authors Danilo Di Mascio and Tom Maver
year 2014
title Investigating a narrative architecture - Mackintosh's Glasgow School of Art
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. 653-663
doi https://doi.org/10.52842/conf.ecaade.2014.1.653
wos WOS:000361384700065
summary In this paper a theoretical approach and a methodology to investigate and document a narrative architecture will be presented. In the architecture field the word narrative is often used in reference to ways of representing or telling the story of a project. Within the context of this research with the expression “narrative architecture” the authors mean an architecture that, like a book, tells a story through its material and immaterial characteristics. In order to analyze the selected characteristics of a narrative architecture, a possible approach is represented by a digital 3D reconstruction and a critical analysis of the digital model produced. The digital reconstruction process and the theoretical background have been applied to a case study, a masterpiece in the history of architecture: Mackintosh's Glasgow School of Art. Several graphic works have been created to communicate the main characteristics of this narrative architecture. The research project attempts to explore ways to study and explain existing buildings from new and innovative points of view, but at the same time it can trigger important reflections in architectural design and education.
keywords Digital reconstruction; narrative architecture; representation and visualization; critical analysis; 3d modeling
series eCAADe
email
last changed 2022/06/07 07:55

_id ijac201412401
id ijac201412401
authors De Solá-Morales Serra, Pau
year 2014
title New Approaches to Representation in Conceptual Design
source International Journal of Architectural Computing vol. 12 - no. 4, 359-378
summary Design has been a human activity as long as humans are humans. In the last decades, a lot of academic research has been devoted to understand the theoretical and scientific bases on which this activity rests, and some of these aspects are beginning to be clear, in particular with respect to cognitive processes and representational needs.Therefore, in this article, we will: 1) briefly describe some current approaches to design thinking and in particular describe conceptual design; 2) analyze how current state-of-the-art software is neither designed to give an answer to these processes, nor to support conceptual design; and 3) introduce a new approach in the design of CAD software data models, so that conceptual design is better supported to truly “aid” designers in his praxis.
series journal
last changed 2019/05/24 09:55

_id ecaade2014_237
id ecaade2014_237
authors Dorothea Kalogianni and Richard Coyne
year 2014
title Thinking about sound and space - Recording people's emotional responses to spaces
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. 185-194
doi https://doi.org/10.52842/conf.ecaade.2014.2.185
wos WOS:000361385100020
summary In this paper we explore what EEG techniques teach us about people's responses to environments. We explain two complementary projects: a sound art installation in which a performer was rigged up with an EEG device and required to sit for 30 minutes in a chair. Around him were positioned custom-made instruments for generating electro-mechanical sounds. A screen behind the performer showed a dynamic geometrical image that altered according to his mood state and as picked up by EEG (engagement, meditation, frustration and excitement), while a sound technologist operated the instruments. We used the same sound sources for an experiment in which we tested people's responses to sounds. We discuss the spatial implications of this work.
keywords Eeg; brain; sound; space
series eCAADe
email
last changed 2022/06/07 07:55

_id ecaade2014_030
id ecaade2014_030
authors Ellen Kathrine Hansen and Michael Mullins
year 2014
title Lighting Design - Toward a synthesis of science, media technology and architecture
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. 613-620
doi https://doi.org/10.52842/conf.ecaade.2014.2.613
wos WOS:000361385100064
summary Light as a multi-dimensional design element has fundamental importance for a sustainable environment. The paper discusses the need for an integration of scientific, technical and creative approaches to light and presents theory, methods and applications toward fulfilling this need. A theory of design developed from three experiments show how distinct qualitative and quantitative criteria in different disciplinary traditions can be integrated successfully, despite disparate technical/scientific, social scientific and art/humanities backgrounds. The model is applied to a pedagogical curriculum in the context of multi-level learning competencies.
keywords Lighting design; collaborative design; trans disciplinary design; media technology; architectural experiments
series eCAADe
email
last changed 2022/06/07 07:55

_id acadia14projects_157
id acadia14projects_157
authors Fornes, Marc
year 2014
title Double Agent White
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. 157-160
doi https://doi.org/10.52842/conf.acadia.2014.157
summary At the boundary between art and architecture, Double Agent White must satisfy constraints of enclosure, experience and portability. The structural skin is optimized through a dual set of descriptionsOne system of “macro” agents driven toward the minimum amount of parts for fabrication and maximum length to fit within transportation case; overlapping with secondary agent traces driven toward maximum intricacy of aperture and transversal structural connections onto parts.
keywords Multi Agent Systems in Design, Generative Design, Digital fabrication and construction, Practice-based and interdisciplinary computational design research, Material Logics and Tectonics, Material Agency
series ACADIA
type Practice Projects
email
last changed 2022/06/07 07:51

_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
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
doi https://doi.org/10.52842/conf.caadria.2014.013
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 sigradi2014_085
id sigradi2014_085
authors Lazewski, Maciej Roman; Bob Martens, Herbert Peter, Katharina Wolf
year 2014
title Virtual Space: Exploring the Freedom of “Reality” in the Framework of Digital Heritage
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. 457-460
summary This contribution discusses the benefits of panoramic representations for projects relating to the digital-heritage, a method which allows for an effective presentation and exploration of spatial relationships in structures that no longer exist. The paper provides information on existing software options for the creation of panoramic views. State-of the art representations of this kind derived from a 3D computer model will be discussed on the basis of a case study relating to the destroyed synagogue of Jablonec in the Czech Republic.
keywords Virtual reconstruction model; Digital heritage; Perception; Panoramic representation; Virtual walkthrough
series SIGRADI
email
last changed 2016/03/10 09:54

_id sigradi2014_146
id sigradi2014_146
authors Mansur, Ana Mansur de Oliveira; Celso Pereira Guimarães Guimarães
year 2014
title Processos de imaginação e a questão da linguagem: riscos da contaminação normativa e a necessidade de preservar a essência da imagem [Processes of imagination and the question of language: risks of normative Contamination and the need to preserve the essence of image]
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. 437-441
summary This paper aims to analyse the freedom of creativity as a tool for the upcoming of new images on the contemporary scene. We investigated some values that can expand the creative gesture, considering it as an act of freedom against the risk of becoming repetitive. During this process of searching the renewal of this experience, we developed a visual project, over a theme that was kept multifaceted and fluctuant, rather than closed in a solid concept. It integrates photography, painting, typography and digital manipulation, and was the result of a poetic dive that is discussed along this article.
keywords Art; imagination; language
series SIGRADI
email
last changed 2016/03/10 09:55

_id maver_110
id maver_110
authors Maver, Tom
year 2014
title ICT in the Service of Good Architectural Design
source International Congress on Sports Facilities, University of Belgrade. ISBN 978-86-98773-00-2
summary This Keynote presentation gives an account of the early ideas on design theory and methodology in the late 1960s and traces how, over four decades, the emerging information technologies impacted on architectural practice and education. It illustrates and exemplifies the current state of the art and evaluates what has been achieved and what remains as challenges.
email
last changed 2018/03/20 11:45

_id sigradi2014_114
id sigradi2014_114
authors Miyasaka, Elza Luli; Jarryer A. De Martino
year 2014
title Processo de Projeto para a Produção de um Objeto Artístico com Utilização de Dados Parametrizados [Design to Production Process of an Artistic Object Using Parametric Data]
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. 389-392
summary The aim of this paper is to present the contribution of architect that develops a freeform design process trought manipulation data to enable a artistic object.
keywords Visual arts; Parametric design; Generative system; Computer programming
series SIGRADI
email
last changed 2016/03/10 09:55

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 33HOMELOGIN (you are user _anon_478533 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002