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 589

_id ecaade2015_ws-collab
id ecaade2015_ws-collab
authors Novakova, Katerina; Henri Achten
year 2015
title ColLab Sketch: Multi-Platform Collaborative Sketching on the Internet
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 37-38
doi https://doi.org/10.52842/conf.ecaade.2015.2.037
wos WOS:000372316000005
summary Being overwhelmed by computing technologies, we are forwarding more and more of our skills into area of "thinking by head". Our designing capabilities are turning into capabilities of "how to work with very intelligent technology". The processes of human brain, nevertheless, are different to the processes in computer. Designers are said to think by hand. As architects we are looking for final forms that not only fulfil the technical requirements, but are beautiful as well. Therefore sketching is one of the skills that belongs to an architect in order to design and particularly to work in a team. The workshop will accordingly focus on sketching on electronic devices in comparison with sketching on paper. Is it actually possible to switch to tablets when sketching? If yes, which application is the best to use? In order to find that out, there will be a test of three applications: ColLab Sketch, Queeky and FlockDraw. The participants will be sketching on-line and helping to find the best way of communication by sketch. By drawing they will become a part of the research, their work will be post-produced and exhibited at the welcome dinner.
keywords Sketching; Internet-based Collaboration; Digital vs. Physical
series eCAADe
last changed 2022/06/07 08:00

_id caadria2015_246
id caadria2015_246
authors Fok, Wendy W.
year 2015
title Delineating Crowd Sourced Ownership in the Digital Age for the Built Environment
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 43-52
doi https://doi.org/10.52842/conf.caadria.2015.043
summary Time Magazine, had named the “Person of the Year” to “YOU” (the crowd) in 2006 , due to the infinite potentials of the thousands and millions of ‘yous’ who control the media and financing within the new digital democracy. These same citizens of digital innovation create the new platforms—seen in the early beta developments of Kickstarter, Twitter, Wikipedia, and Facebook—and contribute to the manipulation of international exchange of information and power, creating value propositions beyond the traditional product complexity of the market. Peer exchange and crowd organizational strategy will be used to innovate the built environment, and it is pertinent for “digital” property and “real” property to recognize and benefit from this emergence. Professional codes of conduct, economic values, and legal regulations have become a means to an end of the designing of digital and physical property, as digital barriers lift much of the necessary pre-cautions that is required to govern collaboration. This body of research explores the qualifying factors of open innovation identity between the creators and the consumers, the state of design ethics and ownership uncertainties pertaining to the combinatory methods and mechanisms that employ these technologies.
keywords Open Innovation; Crowd source; Authorship; Ownership; Digital Media; Digital Property; Physical Property.
series CAADRIA
email
last changed 2022/06/07 07:51

_id caadria2015_102
id caadria2015_102
authors Loh, Paul
year 2015
title Articulated Timber Ground, Making Pavilion as Pedagogy
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 23-32
doi https://doi.org/10.52842/conf.caadria.2015.023
summary Designing and making a pavilion within a studio setting has been undertaken by various educators and researchers as a valuable pedagogy in the past 10 years. It aims to construct a collaborative environment that allows students to develop an integrated approach to learning; through association, teamwork and creative collaboration. Usually the tacit knowledge applied and acquired through making, and the knowledge of design strategy and analysis are separated in the way they are taught; it is often difficult to integrate these within the same coursework which often leads to students using digital software and fabrication tools as problem solving devices. This paper looks at an integrated approach to learning computational design and digital fabrication through the making of a pavilion by a Master level design studio. The paper discusses the pedagogy of making through creative collaboration and integrated workflow. It focuses on the use of digital and physical prototypes as devices to stimulate an oscillating dialogue between problem solving and puzzle making; a counterpoint for students to develop and search for new knowledge in order to create personalised learning experience. The paper concludes with an examination on the limits of digital prototype when interfaced with physical environment.
keywords Digital Fabrication; Collaborative Design; Design Workflow; Pedagogy, File to Production
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2015_215
id ecaade2015_215
authors Balakrishnan, Bimal and Oprean, Danielle
year 2015
title Communication, Coordination and Collaboration: Media affordances and Team Performance in a Collaborative Design Environment
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 225-232
doi https://doi.org/10.52842/conf.ecaade.2015.2.225
wos WOS:000372316000027
summary Advances in digital media are encouraging designers to adopt digital tools during early stages of design ideation as well as to facilitate collaboration in design teams. Collaborative environments for design teams should take into consideration both the multimodal nature of design representation as well as the complexity of team cognition. Collaborative tools that take a “black-box” approach often limit affordances for design ideation and collaboration. We describe here a collaborative environment that we put together using a kit-of-parts approach and underlying theoretical considerations. We also describe systematic usability evaluation of the collaborative environment by constraining select media affordances and qualitatively examining the impact on a team's design process. Preliminary findings were used to improve the environment and lay the groundwork for developing tele-collaborative environments.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=d219f772-6e90-11e5-b69a-00190f04dc4c
last changed 2022/06/07 07:54

_id ecaade2015_329
id ecaade2015_329
authors Kieferle, Joachim and Woessner, Uwe
year 2015
title BIM Interactive - About combining BIM and Virtual Reality - A Bidirectional Interaction Method for BIM Models in Different Environments
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 69-75
doi https://doi.org/10.52842/conf.ecaade.2015.1.069
wos WOS:000372317300008
summary The basic concept of BIM is a consistent 3D model of buildings containing all main data as base for collaboration for all disciplines. Since BIM-software is normally run on single workstations, the potential for direct collaboration is somehow limited. The focus of our ongoing research is to overcome these restrictions and to provide a platform for development and optimization by combining BIM and Virtual Reality (VR), linking BIM (Revit) with VR (COVISE). Projects as well as data can be visualized in VR and reviewed 1:1 scale even in team meetings. Compared to various existing approaches, our new approach is to have bidirectional data exchange between the systems. Changes in Revit are directly reflected in VR and vice versa, continuously updating the model and its underlying database. We have been able to implement a range of interactions, however it's still a long way to identify further useful interactions and to implement them.
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2015_176
id ecaade2015_176
authors Moorhouse, Jon and Peter, Herbert
year 2015
title [2+2] Two Architects and Two Galleries
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 199-206
doi https://doi.org/10.52842/conf.ecaade.2015.2.199
wos WOS:000372316000024
summary This paper addresses the needs of exhibition curation with the concept of a virtual gallery (which may or may not be translated into reality). Curation is often an overly linear process - as opposed to an iterative exercise, whereby collaboration between stakeholders is somewhat limited by time, distance and the opportunity for virtual communication. This suggests that the implementation of a system for sharing visual data - especially in the real-time mode that a virtual studio might offer - could facilitate a more dynamic and iterative design process, where the design team remains engaged throughout.Two (architectural) designers - from Vienna, Austria and Liverpool, UK - are collaborating to create a process for exhibition design for existing venue, involving international stakeholders in remote locations. The key outcome for this research is to create a framework for future collaborative workflow that enhances the delivery of exhibition design through improved decision-making, without the need for all of the team to have extensive software knowledge.The paper thence reflects on current experience, reporting changes in curatorial processes and suggesting areas of added value that might benefit future works.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=47ff3c32-6e90-11e5-af39-00190f04dc4c
last changed 2022/06/07 07:58

_id ecaade2015_324
id ecaade2015_324
authors Abdelmohsen, Sherif and Massoud, Passaint
year 2015
title Integrating Responsive and Kinetic Systems in the Design Studio: A Pedagogical Framework
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 71-80
doi https://doi.org/10.52842/conf.ecaade.2015.2.071
wos WOS:000372316000010
summary Responsive architecture is one of the growing areas of computational design that is not getting adequate attention in CAAD curricula. A pedagogical approach to designing responsive systems requires more than the typical knowledge, tools or skill sets in architectural design studios. This paper presents a framework for integrating responsive and kinetic systems in the architectural design studio. The framework builds on findings of two design studios conducted at The American University in Cairo, Egypt. In both studios, students were asked to design elements of responsive architecture that work towards the development of their projects. The paper demonstrates the process and outcomes of both studios. It then demonstrates how concepts of integrated project delivery are incorporated to propose a framework that engages students in designing, fabricating and operating responsive systems in different phases of the design process. A discussion follows regarding dynamics of design studio in light of the proposed framework.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=7e59e026-6e8f-11e5-9e59-876225eebea0
last changed 2022/06/07 07:54

_id ecaade2015_235
id ecaade2015_235
authors Ahmar, Salma El and Fioravanti, Antonio
year 2015
title Biomimetic-Computational Design for Double Facades in Hot Climates - A Porous Folded Façade for Office Buildings
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 687-696
doi https://doi.org/10.52842/conf.ecaade.2015.2.687
wos WOS:000372316000076
summary Biomimetic design is an approach that is gaining momentum among architects and designers. Computational design and performance simulation software represent powerful tools that help in applying biomimetic ideas in architectural design and in understanding how such proposals would behave. This paper addresses the challenge of reducing cooling loads while trying to maintain daylight needs of office buildings in hot climatic regions. Specifically, it focuses on double skin facades whose application in hot climates is somewhat controversial. Ideas from nature serve as inspiration in designing a porous, folded double façade for an existing building, aiming at increasing heat lost by convection in the façade cavity as well as reducing heat gained by radiation. The cooling loads and daylight autonomy of an office room are compared before and after the proposed design to evaluate its performance.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=f87306fc-6e90-11e5-845a-00190f04dc4c
last changed 2022/06/07 07:54

_id ecaade2015_87
id ecaade2015_87
authors Angelova, Desislava; Dierichs, Karola and Menges, Achim
year 2015
title Graded Light in Aggregate Structures - Modulating the daylight in designed granular systems using online controlled robotic processes
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 399-406
doi https://doi.org/10.52842/conf.ecaade.2015.2.399
wos WOS:000372316000046
summary The research project proposes an online-controlled robotic process that allows for grading light in aggregate structures using photometric analysis. It investigates the potential of designing specific daylight qualities through the behaviour-based robotic fabrication of the aggregate system. Two key methods are developed: the digital fabrication of the structure and a photometric analysis technique which is used as a sensor input for the robotic sensory interface. In its first part, the paper presents a series of photometric experiments on aggregate wall- and dome-structures. In its second part, the focus is laid on robotic manufacturing of these aggregate structures and the interactive fabrication of specific light conditions. To conclude further areas of research into emergent design processes with aggregates are outlined.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=4161e07e-6fe8-11e5-baaf-1fc96b3e1b94
last changed 2022/06/07 07:54

_id caadria2015_126
id caadria2015_126
authors Aydin, Serdar and Marc Aurel Schnabel
year 2015
title Fusing Conflicts Within Digital Heritage Through the Ambivalence of Gaming
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 839-848
doi https://doi.org/10.52842/conf.caadria.2015.839
summary Digital Heritage is amphibian by spanning between unreal-real (digital) and real-real (actual) environments. Or its amphiboly derives from a fact that relies not on contrasting realities but a hub from which an oscillation occurs between the real and the actual. Inferring to Baudrillard’s criticism of contemporary art, this paper presents these disparities and ambivalent conditions found in digital heritage by examining a full-dome media-art application called Look-Up. Touching upon the authenticity issue in cultural heritage, a design research project, Augmenting Kashgar, is then introduced on the basis of the claim that a design manner can fuse conflicts within Digital Heritage. Developed within the special context of Kashgar, China’s westernmost city, the methodology of the project that follows a Research through Design (RtD) approach is provided. Making use of the architectural features of Kashgar, designing a digital game as a counter-strategy to existing cultural heritage programmes is discussed with references to Baudrillard’s perspective on video games and gamers.
keywords Digital Heritage; Research through Design; game design; Augmenting Kashgar Project; Baudriallard.
series CAADRIA
email
last changed 2022/06/07 07:54

_id ecaade2015_77
id ecaade2015_77
authors Bialkowski, Sebastian and Kepczynska-Walczak, Anetta
year 2015
title Engineering Tools Applied in Architecture - Challenges of Topology Optimization Implementation
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 261-268
doi https://doi.org/10.52842/conf.ecaade.2015.1.261
wos WOS:000372317300028
summary Computation, in the context of a digital designing process, is redefining architectural practice. Architects are developing new sets of tools which are dramatically changing the typical way of design procedure. The paper describes the research assumptions, problems and solutions proposition, aimed at creation of a real-time form finding tool for architects based on engineering methods. Through intersecting architectural form evaluation with engineering analysis and optimisation tools it is highly intended to offer the opportunity to variety of architects and designers to use the exceedingly complex and compound process for their design improvement. The form finding tool, to be effective and reliable, has to provide immediate feedback to a designer. This requirement enforces a software developer to use more sophisticated solutions. The paper focuses on possibilities of already known engineering procedures acceleration such as Finite Element Method or Topology Optimization for effective implementation in architectural design process.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=1337360e-702e-11e5-90b6-cbdace47c7fb
last changed 2022/06/07 07:52

_id caadria2015_226
id caadria2015_226
authors Bidgoli, Ardavan and Daniel Cardoso-Llach
year 2015
title Towards A Motion Grammar for Robotic Stereotomy
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 723-732
doi https://doi.org/10.52842/conf.caadria.2015.723
summary This paper presents progress towards the definition of a motion grammar for robotic stereotomy. It describes a vocabulary of motions able to generate complex forms by cutting, slicing, and/or carving 3-D blocks of material using a robotic arm and a custom made cutting tool. While shape grammars usually deal with graphical descriptions of designs, a motion grammar seeks to address the 3-D harmonic movements of machine, tool, and material substrate choreographically, suggesting motion as a generative vehicle of exploration in both designing and making. Several models and prototypes are presented and discussed.
keywords Generative Fabrication; Robots in Architecture; Hot Wire cutting; Shape Grammars; Stereotomy; Computational Making.
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2015_103
id ecaade2015_103
authors Choi, Joshua
year 2015
title Democratic Play - Crowd-Sourcing through Digital Games for Architectural Design
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 187-197
doi https://doi.org/10.52842/conf.ecaade.2015.2.187
wos WOS:000372316000023
summary This thesis presents a system that uses games. It allows people to participate in the process of designing an architectural space. The site for the design project of this experimental methodology is a courtyard on MIT campus.The games are initially prepared by the architect through sampling various objects, materials, lighting, and figures from different media such as photogrammetric models around the building site and other relevant 3D modeling/animation contents. The goal of this design system is to collage those components into a final architectural form through a democratic process.The games are distributed to students, faculty and staff who will be the users of the space being designed. Through playing these games, they provide preference about the architectural program and various design decisions regarding formal composition, details, and finishes. This crowd-sourcing occurs both implicitly and explicitly while the game is being played, and the collected feed-back informs the architect about design development.This thesis questions the role of the architects in a democratic process of design: Are we the designer of the space, or creator of a system that controls the design process?.
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2015_17
id ecaade2015_17
authors Conti, Zack Xuereb; Shepherd, Paul and Richens, Paul
year 2015
title Multi-objective Optimisation of Building Geometry for Energy Consumption and View Quality
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 1, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 287-294
doi https://doi.org/10.52842/conf.ecaade.2015.1.287
wos WOS:000372317300031
summary In property development, the view quality contributes significantly to the property value. In many cases, the architect is constrained by the property developer to take full advantage of the view by designing large glazed facades ignoring the consequence on the energy consumption of the building caused by the conflicting orientation of the view. This paper presents a design tool to help the architect interactively explore different building and window geometries that trade-off energy consumption (kWh) and view quality (€). This design tool allows interaction with parametric building geometry, simulation of energy consumption and view quality, and an optimisation search engine. The simulation of the view quality quantifies a view according to the visibility and quality of its contents by using a novel view-scoring method. The design tool is tested with both north-oriented and south-oriented views and produces a Pareto front from which resulting geometries are visualised.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=5681d860-702e-11e5-b00a-0bb98a953a02
last changed 2022/06/07 07:56

_id caadria2016_415
id caadria2016_415
authors Crolla, Kristof and Adam Fingrut
year 2016
title Protocol of Error: The design and construction of a bending-active gridshell from natural bamboo
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 415-424
doi https://doi.org/10.52842/conf.caadria.2016.415
summary This paper advocates alternative methods to overcome the impossibility of realising ‘perfect’ digital designs. It discusses Hong Kong’s 2015 ‘ZCB Bamboo Pavilion’ as a methodological case study for the design and construction of architecture from unprocessed natu- ral bamboo. The paper critically evaluates protocols set up to deal with errors resulting from precise digital design systems merging with inconsistent natural resources and onsite craftsmanship. The paper starts with the geometric and tectonic description of the project, illus- trating a complex and restrictive construction context. Bamboo’s unique growth pattern, structural build-up and suitability as a bending- active material are discussed and Cantonese bamboo scaffolding craftsmanship is addressed as a starting point for the project. The pa- per covers protocols, construction drawings and assembly methods developed to allow for the incorporation and of large building toler- ances and dimensional variation of bamboo. The final as-built 3d scanned structure is compared with the original digital model. The pa- per concludes by discussing the necessity of computational architec- tural design to proactively operate within a field of real-world inde- terminacy, to focus on the development of protocols that deal with imperfections, and to redirect design from the virtual world towards the latent opportunities of the physical.
keywords Bamboo; bending-active gridshells; physics simulation; form-finding; indeterminacy
series CAADRIA
email
last changed 2022/06/07 07:56

_id sigradi2015_000
id sigradi2015_000
authors Cybis Perreira, Alice T.; Pupo, Regiane T. (Ed.)
year 2015
title Project Information for Interaction
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0; vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015
summary The chosen theme "Project Information for interaction" reveals one of the most important ways that technology has offered to improve the design process by integrating information into the elements of digital graphic in a parametric way. This integration allows many design professionals to interact on the same model, enabling simulations, materializations, revisions with data more close to the reality, avoiding errors and wastes. Projects with highest social responsibility can be performed by inserting this new way of designing in education and professional practices. So, this conference is dedicated to give time and space for presentations and discussions of researches and experiences in this area applied to the various fields such as Architecture, Urbanism, Design, Animation, Arts, among others. Looking into another perspective, this issue also brings the concept of Smart Cities, where the provision of information integrated with graphics inserted in the towns components (streets, open areas, buildings and objects), allow more responsible interactions, generating sustainable and collaborative actions among citizens.

series SIGRADI
email
last changed 2016/03/10 09:50

_id ecaade2015_217
id ecaade2015_217
authors Davis, Felecia and Dumitrescu, Delia
year 2015
title What and When Is the Textile? Extending the Reach of Computation through Textile Expression
source Martens, B, Wurzer, G, Grasl T, Lorenz, WE and Schaffranek, R (eds.), Real Time - Proceedings of the 33rd eCAADe Conference - Volume 2, Vienna University of Technology, Vienna, Austria, 16-18 September 2015, pp. 417-426
doi https://doi.org/10.52842/conf.ecaade.2015.2.417
wos WOS:000372316000048
summary The authors of this article argue for 'making time appear' in computational materials and objects so that it can be used to help people become aware of their relation to their environments. [Hallnäs & Redström 2001] As more computational and responsive materials come into play when designing architectural spaces designers might consider opening up the dimension of time to 'make time appear' rather than disappear. [Hallnäs & Redström 2001] Computational materials are materials which transform expression and respond to inputs read by computer programs. Making time appear can have many uses particularly in applications where people can be helped by the awareness of unfolding of time, where the temporality is linked to transformative body experience rather than project efficiency or collapsing distance. If architects, designers, engineers and others could begin to consider and use time as a way to promote reflection then it would be possible to design materials which could expand human thinking through the material itself.
series eCAADe
email
more https://mh-engage.ltcc.tuwien.ac.at/engage/ui/watch.html?id=44daf674-70d7-11e5-8041-1b36fa35af4a
last changed 2022/06/07 07:56

_id cf2015_099
id cf2015_099
authors Dickinson, Susannah
year 2015
title Hybrid Connections: Computational Mapping Methodologies for Mexico City
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 99-111.
summary The digital age is facilitating an ever increasing trend of globalized language and culture. Environmental issues are no longer a static concept as climate change and population growth force concepts of adaptability. What does this mean for the academy? How do we educate students to contemplate future urban scenarios and make some organization out of this more dynamic, complex future? The following paper seeks to disseminate a spring 2014 design studio at The University of Arizona where these issues were addressed, with Mexico City as a test bed. Computation has become a vital tool in the organizational process of these complex issues and big data. Various digital tools and platforms were explored in the studio to determine which ones would be most useful in modeling, mapping, designing and processing some of the complex relationships that are present in urban environments today.
keywords digital methodologies, urban design, complexity, hybridized networks, adaptability
series CAAD Futures
email
last changed 2015/06/29 07:55

_id ecaade2016_164
id ecaade2016_164
authors Dobiesz, Sebastian and Grajper, Anna
year 2016
title Animating the Static. Case Study of The Project "Urbanimals" - Enhancing play in the cities through an augmented and interactive environment
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 1, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 691-700
doi https://doi.org/10.52842/conf.ecaade.2016.1.691
wos WOS:000402063700074
summary This article delineates the process of developing the project "Urbanimals" - an interactive installation designed and realised in Bristol, UK, in 2015. As the case study research, it draws attention to the difficulties in designing interactive structures in urban spaces - from an architects' idea to a construction stage. There are four areas that are being investigated: (1) Modelling interactions, (2) Negotiating locations and logistics, (3) Developing hardware and (4) Performing the on-site observations. The project draws from the idea of Smart City (SC) as the concept of the urban environment with a certain level of responsiveness through implementing a technology-driven matter that expands city offer perceivable, but gentle and not hindering way. It highlights the possible applications of projection technology and the utilisation of the 3D modelling software which provides complex tools for creating animations, movements and interactions with future users. The article gives clues how to design more engaging interactions and how to deal with implementing them in public realm.
keywords Smart Cities; Interactive Architecture; public realm; art installations
series eCAADe
email
last changed 2022/06/07 07:55

_id cf2015_462
id cf2015_462
authors Gürsoy, Benay; Jowers, Iestyn and Özkar, Mine
year 2015
title Formal descriptions of material manipulations: An exploration with cuts and shadows
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 462.
summary Shape computation in design is never purely limited to visual aspects and ideally includes material aspects as well. The physicality of designing introduces a wide range of variables for designers to tackle within the design process. We present a simple design exercise realised in four stages where we physically manipulate perforated cardboard sheets as a case to make material variables explicit in the computation. The emphasis is on representing sensory aspects rather than easily quantifiable properties more suitable for simulations. Our explorations demonstrate the use of visual rules to represent actions, variables and form as well as how to control the variables to create new results, both desired and surprising, in materially informed ways.
keywords material computing, shape rules, making.
series CAAD Futures
email
last changed 2015/06/29 07:55

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