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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_id ascaad2016_033
id ascaad2016_033
authors Vance Iii, Ulysses S.; Noel Hernandez, O. Tabor, I. Donaldson and M. Elliott
year 2016
title Acts of Spatializing Healthy - The Adolescent Body in Motion
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 309-318
summary Physical Activity, which is essential for maintaining a healthy condition, is often a non-parallel particular in the curriculum of early adolescent education. Isolated to recess and gym class, or situated as separate extra-curricular activities, its metrics tend to be behavioral and external to cognitive activities. In order to address recent reductions in physical activity for adolescents, which the White House has interpreted as directly related to increased obesity rates in pre-adolescents over the last decade, a series of interventions within learning environments, class space, and facility syntax were developed to introduce activity breaks throughout the class day. This paper posits the findings from hybrid computer aided visualization and simulation tools used in defining adequate space for adolescent physical activity in the classroom. Primarily the research questions the volume of space attributable to each student based on the size of the classroom and number of students per academic year. The findings develop both the hybrid digital systems that map geographies of movement in adolescent bodies and work to facilitate an understanding of physical activity ecologies that can be prescribed to varying components in an educational institution. Additionally the findings contribute to multiple speculative apparatus intent on redefining class space, by situating certain physical activities with specific spatial modifications. In turn, establishing a formal agenda for situating activities in these conditions and determining the plausibility of devices in educational institutions that can encourage movement.
series ASCAAD
email
last changed 2017/05/25 13:33

_id acadia20_688
id acadia20_688
authors del Campo, Matias; Carlson, Alexandra; Manninger, Sandra
year 2020
title 3D Graph Convolutional Neural Networks in Architecture Design
doi https://doi.org/10.52842/conf.acadia.2020.1.688
source ACADIA 2020: Distributed Proximities / Volume I: Technical Papers [Proceedings of the 40th Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-95213-0]. Online and Global. 24-30 October 2020. edited by B. Slocum, V. Ago, S. Doyle, A. Marcus, M. Yablonina, and M. del Campo. 688-696.
summary The nature of the architectural design process can be described along the lines of the following representational devices: the plan and the model. Plans can be considered one of the oldest methods to represent spatial and aesthetic information in an abstract, 2D space. However, to be used in the design process of 3D architectural solutions, these representations are inherently limited by the loss of rich information that occurs when compressing the three-dimensional world into a two-dimensional representation. During the first Digital Turn (Carpo 2013), the sheer amount and availability of models increased dramatically, as it became viable to create vast amounts of model variations to explore project alternatives among a much larger range of different physical and creative dimensions. 3D models show how the design object appears in real life, and can include a wider array of object information that is more easily understandable by nonexperts, as exemplified in techniques such as building information modeling and parametric modeling. Therefore, the ground condition of this paper considers that the inherent nature of architectural design and sensibility lies in the negotiation of 3D space coupled with the organization of voids and spatial components resulting in spatial sequences based on programmatic relationships, resulting in an assemblage (DeLanda 2016). These conditions constitute objects representing a material culture (the built environment) embedded in a symbolic and aesthetic culture (DeLanda 2016) that is created by the designer and captures their sensibilities.
series ACADIA
type paper
email
last changed 2023/10/22 12:06

_id ecaade2016_089
id ecaade2016_089
authors Hanzl, Malgorzata
year 2016
title Towards Understanding the Complexity of Urban Culture - A case study of Jewish communities in pre-war central Poland
doi https://doi.org/10.52842/conf.ecaade.2016.2.049
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 49-58
summary The current paper presents the experience of mapping pre-war Jewish communities in central Poland during a period of intensive social and cultural transformations. The initial analytical framework, provided thanks to the GIS database and concatenation of attributes coming from various sources, makes some initial observations and conclusions possible. It confirms the thesis that Jewish communities in pre-war Poland may be considered an example of a self-organising society, one which could be considered a prototype of contemporary postmodern cultural complexity. The current study provides the initial framework to map the morphology and spatial distribution of the complexity of everyday culture of use of space proper to this extremely diverse group.
wos WOS:000402064400004
keywords Urban design; urban morphology; anthropology; parametric modelling; outdoor space
series eCAADe
email
last changed 2022/06/07 07:49

_id caadria2016_621
id caadria2016_621
authors Lee, Ji Ho and Ji-Hyun Lee
year 2016
title Cultural Difference in Colour Usages for Building Exteriors Focusing on Theme Park Buildings
doi https://doi.org/10.52842/conf.caadria.2016.621
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. 621-630
summary The notion of globalisation has become widely spread in various fields, and accordingly, it is increasingly more important to take account of indigenous culture characteristics in each field. An as- pect of achieving globalisation, globalization with local consideration, is to consider the difference of colour usage between distinct cultures. This study suggests an approach to investigate the colour difference between eastern and western cultures with the case analysis of build- ing fac?ade colours in Disneyland Paris and Tokyo Disneyland. We an- alysed cultural colour usage characteristics and derived tendencies for both Paris and Tokyo Disneyland building fac?ade colours. To do this, we use image based k-means clustering algorithm and CIELAB colour space distances to explore colour characteristics. Our analysis indi- cates an overall colour usage tendency that Paris uses more green and bluish colours and Tokyo uses more red and yellowish colours for building fac?ades, based on CIELAB colour space values. The major motivation of this paper was to reflect the atmosphere and the mood of the space that can be easily felt but not readily expressible into a cultural colour palette. Eventually, by finding the characteristics of perceived colours, we hope to create a colour recommendation system for different cultures based on cultural clues.
keywords Culture; colour usage; colour clustering; building fac?ade; computational approach
series CAADRIA
email
last changed 2022/06/07 07:51

_id sigradi2016_766
id sigradi2016_766
authors Riether, Gernot
year 2016
title A Public Space for the Digital Age
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.260-265
summary With Information Technology such as smart phones we use public urban space differently. For example prior to cell phones people would meet in a public space by agreeing on a specific meeting location and time. Using cell phones people meet more spontaneous. Cell phones also allow people to be engaged in a very private phone conversation in the middle of a public space. In spite of information technology creating new uses for public space urban planners are still relying on old paradigms in designing and constructing it. A workshop was formulated around the question: How can we design urban spaces for a digital culture? The achieved outcome of the workshop was the design and realization of a public space that addresses this challenge. To do that students were asked to come up with new functions for public spaces, test materials, help seeking for funding and creating partnerships with the city, the industry and nonprofit organizations. During the duration of a one-semester timeframe the studio was facing a series of challenges dealing with the design, fabrication and realization of an urban space. This paper will describe the challenges of designing urban spaces for a digital culture, the structure of the workshop, the interventions made during the process and the final project, an urban landscape titled “Urban Blanket” that was build in Midtown Atlanta.
keywords Public Space; Information Technology; Digital Fabrication; Thermoforming; Simulation
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaade2016_046
id ecaade2016_046
authors Tomarchio, Ludovica, Tuncer, Bige, You, Linlin and Klein, Bernhard
year 2016
title Mapping Planned and Emerging Art Places in Singapore through Social Media Feeds
doi https://doi.org/10.52842/conf.ecaade.2016.2.437
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 437-446
summary This paper presents a methodology to collect and visualize social media data about art, in order to map art locations in cities using geo-localized data, and comparing planning decisions with the actual use of spaces. As various social networks have penetrated into the daily life of people, these become one important and effective data source to understand how people perform 'arts' around the city [Shah, 2015]. The case study for this methodology is Singapore, a vibrant city where art and culture are being promoted in the light of an emerging creative economy. The Singapore government promotes art and creates 'art clusters', such as art districts, galleries, fairs and museums in the city. Additionally, artists, creative entrepreneurs, consumers, and critics seek and explore alternative spaces. Understanding where art and creativity are discussed, broadcasted and consumed in Singapore is a key point to have better insights into art space planning, and study its effects on the city.The paper will try to answer the following research question:Is it possible to discover, through social network data, spaces where art is produced, discussed, and broadcasted to an audience in Singapore? How?
wos WOS:000402064400043
keywords social- media; art; creative city; creative places
series eCAADe
email
last changed 2022/06/07 07:58

_id sigradi2016_399
id sigradi2016_399
authors Trujillo, Juliana Couto; Alves, Gilfranco Medeiros
year 2016
title Digital mediation and occupation of public space: hybrid spaces for connection and cultural resistance
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.14-19
summary This paper presents a specific aspect of PhD research in progress titled “Hybrid dimensions of public space: from participatory city to collaborative city”. By studying two urban interventions in the older railway complex in Campo Grande / MS, one using the video mapping and other digital graffiti techniques, the paper brings the discussion of the hybrid condition of public spaces as a locus of conflict and social interactions in cities, which allow a collective and continued construction, proposing to imagine a pluralistic and inclusive society. The technological support strengthens the connection relations, giving new meanings to the local architecture through the images projected and open space for communication, emerging the cultural resistance.
keywords Digital culture; Public Space; Collaborative process; Digital graffiti; Vídeo mapping
series SIGRADI
email
last changed 2021/03/28 19:59

_id ascaad2016_003
id ascaad2016_003
authors Al-Jokhadar, Amer; Wassim Jabi
year 2016
title Humanising the Computational Design Process - Integrating Parametric Models with Qualitative Dimensions
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 9-18
summary Parametric design is a computational-based approach used for understanding the logic and the language embedded in the design process algorithmically and mathematically. Currently, the main focus of computational models, such as shape grammar and space syntax, is primarily limited to formal and spatial requirements of the design problem. Yet, qualitative factors, such as social, cultural and contextual aspects, are also important dimensions in solving architectural design problems. In this paper, an overview of the advantages and implications of the current methods is presented. It also puts forward a ‘structured analytical system’ that combines the formal and geometric properties of the design, with descriptions that reflect the spatial, social and environmental patterns. This syntactic-discursive model is applied for encoding vernacular courtyard houses in the hot-arid regions of the Middle East and North Africa, and utilising the potentials of these cases in reflecting the lifestyle and the cultural values of the society, such as privacy, human-spatial behaviour, the social life inside the house, the hierarchy of spaces, the segregation and seclusion of family members from visitors and the orientation of spaces. The output of this analytical phase prepares the groundwork for the development of socio-spatial grammar for contemporary tall residential buildings that gives the designer the ability to reveal logical spatial topologies based on socio-environmental restrictions, and to produce alternatives that have an identity while also respecting the context, place and needs of users.
series ASCAAD
email
last changed 2017/05/25 13:13

_id ijac201614408
id ijac201614408
authors Bard, Joshua David; David Blackwood, Nidhi Sekhar and Brian Smith
year 2016
title Reality is interface: Two motion capture case studies of human–machine collaboration in high-skill domains
source International Journal of Architectural Computing vol. 14 - no. 4, 398-408
summary This article explores hybrid digital/physical workflows in the building trades, a high-skill domain where human dexterity and craft can be augmented by the precision and repeatability of digital design and fabrication tools. In particular, the article highlights two projects where historic construction techniques were extended through live motion capture of human gesture, information-rich visualization projected in the space of fabrication and custom robotic tooling to generate free-form running moulds. The first case study explores decorative plastering techniques and an augmented workflow where designers and craftspeople can quickly explore patterns through freehand sketch, test ideas with shaded previews and seamlessly produce physical parts using robotic collaborators. The second case study reimagines a roman vaulting technique that used terracotta bottles as part of an interlocking masonry system. Motion capture is used to place building elements precisely in material arrays with real-time visual feedback guiding the hand-held placement of each bottle. These case studies serve to underscore the emerging importance of reality capture in the design and construction of the built environment. Increasingly, the algorithmic power of computational tools and the nuances of human skill can be combined in hybrid design and fabrication workflows.
keywords Reality computing, motion capture, robotic fabrication, haptic interface, hybrid skill, human–machine collaboration, reality capture
series journal
email
last changed 2016/12/09 10:52

_id ecaade2016_002
id ecaade2016_002
authors Ferreira, Maria da Piedade, Kretzer, Andreas, Duarte, José Pinto, Stricker, Didier, Schenkenberger, Benjamin, Weber, Markus and Toyama, Takumi
year 2016
title De Humani Corporis Fabrica - Fabricating Emotions through Architecture
doi https://doi.org/10.52842/conf.ecaade.2016.1.501
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. 501-507
summary This paper describes an experiment that took place as the last day of the elective course "De Humani Corporis Fabrica - Fabricating Emotions through Architecture". The goal of the Experiment was to evaluate the emotional experience of 1:1 scale architectural settings. The Experiment was part of the research for a PhD thesis which describes the relationship between architecture and the body since Vitruvius until the current theories of embodiment. The referred to thesis proposes the incorporation of the corporeal practices of performance art in the teaching of Architecture and combines these with the use of emotion measurement methodologies in order to evaluate the experience of architectural space and design objects during the design process. Psycho-physiological changes in the body's sensory perception during the performances were evaluated through the combined use of biometric technology (e-health platform), a Presence Questionnaire and a SAM chart. The course was attended by 4 students who participated as subjects in the Experiment. The Experiment had the technical support of the DFKI - Deutsches Forschungszentrum für Künstliche Intelligenz, which provided the machinery necessary to collect the biometric data during the Experiment and the knowledge needed to process them.
wos WOS:000402063700055
keywords Corporeal Architecture; Performance Art; Emotion Measurement; Pedagogy
series eCAADe
email
last changed 2022/06/07 07:51

_id ascaad2016_044
id ascaad2016_044
authors Garagnani, Simone; James Arteaga and Luisa Bravo
year 2016
title Understanding Intangible Cultural Landscapes - Digital tools as a medium to explore the complexity of the urban space
source Parametricism Vs. Materialism: Evolution of Digital Technologies for Development [8th ASCAAD Conference Proceedings ISBN 978-0-9955691-0-2] London (United Kingdom) 7-8 November 2016, pp. 431-436
summary The cultural heritage landscape (CHL) of the urban space in cities is the result of multiple layers of complexity, encompassing both the tangible built environment and intangible cultural values that together influence the living heritage that forms the spirit of place. This paper explores the gap in the intangible and living heritage documentation of CHLs by using a section of public space in the medieval historic centre of Bologna, Italy. Digital technology is used to propose a new paradigm in the study of the complex link between the tangible, intangible and living cultural heritage, co-existing in public spaces of a city’s cultural heritage landscape.
series ASCAAD
email
last changed 2017/05/25 13:33

_id sigradi2016_544
id sigradi2016_544
authors Hernández, Silvia Patricia; Lanzone, Luciana; Landerberg, Raquel; Ruiz, José Manuel; Rezk, Alejandra; Viecens, Martin
year 2016
title Consideración de la interacción de tipologías de microarquitectura inmótica con las preexistencias ambientales y con el espacio [Consideration of the interaction of inmotics microarchitecture tipologies with the environment preexisting conditions and with the space]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.776-781
summary We work in the technics and design advantages that are happening in the world, and in Argentina, around microarchitecture, applying these in concrete useful design proposals for urban spaces called intersticiales. Starting from pre-existings conditions of the place, it relation between the landscape, the sounds, and the climate to answer to them with the design. The proposal will be articulated and organized according to the plans and rules from the city of Córdoba. These typologies are designs of inmotic microarchitecture, in this case a health station , just in the entry of the Sarmiento park, a big gym without ceiling.
keywords Urban micro-architecture; Pre existing environmental; Sustainability
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2016_703
id sigradi2016_703
authors Tosello, María Elena
year 2016
title El espacio-interfaz: un lugar habitable [Interface-Space: a habitable place]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.142-148
summary This paper, derived from the PHD thesis “The interface-space of the dynamic hypermedia device”, reflects on the impact of virtuality on the character, experience and production of actual space, analyzing how it has been re-signified in an augmented context, and it proposes new strategies for ordering and retrieving digital objects; patterns of spatial organization for virtual world; and conditions of habitability of interface-spaces for articulating the links, encourage dialogue and potentiate the experiences of subjects who attempt to build and inhabit an inclusive physical-virtual environment.
keywords Interface-space; Augmented context; Collaboration; Spatial patterns; Conditions of habitability
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2016_583
id sigradi2016_583
authors Chiarella, Mauro; Martini, Sebastián; Giraldi, Sebastián; Góngora, Nicolás; Picco, Camila
year 2016
title Cultura Maker. Dispositivos, Prótesis Robóticas y Programación Visual en Arquitectura y Dise?o para eficiencia energética [Culture Maker. Devices, Prostheses Robotics and Visual Programming in Architecture and Design for energy efficiency.]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.961-968
summary The Maker movement is the ability to be small and at the same time world; craftsmanship and innovative; high technology and low cost. The Maker movement is doing for physical products what the open source made by the software. The Maker culture emphasizes collaborative learning and distributed cognition. Its knowledge base repository and channels of exchange of ideas and information are: web sites; social networks; the Hackerspaces and Fab-Labs. Three experiences presented with devices; prostheses robotics and CNC machines, based on logical replacement; adaptation and generation. Its authors are undergraduate and graduate fellows Industrial Design and Architecture.
keywords Maker culture; Prostheses Robotics; Visual Programming; Energy Efficiency; Adaptive Skin
series SIGRADI
email
last changed 2021/03/28 19:58

_id sigradi2016_499
id sigradi2016_499
authors Crivelli, Juliana de Mello; Vizioli, Simone Helena Tanoue
year 2016
title Gamificaç?o na educaç?o patrimonial: Escola Álvaro Gui?o (SP-BR) [Gamification in patrimonial education: Escola Álvaro Gui?o (SP-BR)]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.860-864
summary This article integrates works developed in the Núcleo de Apoio em Pesquisa em Estudos de Linguagem em Arquitetura e Cidade (N.elac) of the Instituto de Arquitetura e Urbanismo da Universidade de S?o Paulo, and aims to evaluate the contribution of the game as an auxiliary instrument to the patrimonial education (Horta, Grunberg & Monteiro, 1999). Games present themselves as one of the constitutive elements of culture, and many are the authors that discuss the theme. Between them, Huizinga, 2000; Callois, 1990 and Broug?re, 2004. The developed game is an interactive narrative inside a building listed as herritage by the Conselho Municipal de Defesa do Patrimônio Histórico, Arquitetônico, Artístico e Turístico (CONDESPHAASC): the Escola Estadual Dr. Álvaro Gui?o.
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2016_851
id caadria2016_851
authors Gu?rsoy, Benay
year 2016
title Why Is Making Important for the Culture of Design?
doi https://doi.org/10.52842/conf.caadria.2016.851
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. 851-860
summary A select review of making in design in an epistemological framework presents two dominant approaches and a less practiced third approach. Whereas the first two value the control and accuracy in the processing of information, the third values the uncertainties in the processing of materials. Whereas the first two rely on final product and prior knowledge, the third relies on the processes of formation and flows of matter, and thus is key to a dynamic and sustainable model for design.
keywords Making; representation; hylomorphism; design culture
series CAADRIA
email
last changed 2022/06/07 07:51

_id sigradi2016_546
id sigradi2016_546
authors Hernández, Silvia Patricia; Boccolini, Sara Maria; Chaves, Cristina; Genero, María Angeles; Mari, Belén; Ron, Lucia
year 2016
title Trabajo conjunto inter/transdisciplinario para una propuesta concreta que dialoga con la sociedad y su medio. Citycrowdcreating [Cross-disciplinary work for a concrete proposal that interacts with society and the environment. Citycrowdcreating]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.926-930
summary Working in pairs is collective collaboration. The collective intelligence, crowdthinking and its variations are part of today's language. Based on this concept, we propose to fill empty spaces from the current communication of culture from Goverment of Córdoba. There is an information movement and events in conection to crowd. We propose a device, that broadcasts the contents of the hashtag: #quetenemoshoy, making it more popular, and in everyone's range. We set out a collaboration situation, with a concrete proposal, that includes dialogue with its surroundings. Articulating knowledge from different disciplines, between the goverment and the residents. Following neologism from Gutiérrez-Rubí y Freire (2013),we propose will be CITY-CROWD-CREATING.
keywords CrowdCreating; Microarchitecture; Inclusive; Communication
series SIGRADI
email
last changed 2021/03/28 19:58

_id caadria2016_839
id caadria2016_839
authors Ikeda, Yasushi; Keisuke Toyoda and Tsukasa Takenaka
year 2016
title The Pedagogical Meanings of an Experimental Full-Size Mock-Up of Computational Design
doi https://doi.org/10.52842/conf.caadria.2016.839
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. 839-848
summary Skill in the use of digital media tools is growing more im- portant in architectural education. However parametric objects in computational geometry or digital fabrication as an assist for project- based learning are not in themselves sufficient to extract the potential of computational design. When we consider the performance of a de- sign, or the fundamental purpose of parametric design toolsets in the contemporary context, education must act as a connecter to the ambi- tion of global sustainability. With regards to the advantage of compu- tational methodologies, students benefit by developing a holistic vi- sion of non-standardized assembly technology. This is particularly useful in overcoming problems of mass production, and with the crea- tion of interactive technology that is incrementally adaptable in the process of answering to unpredictable change. In this context, a com- prehensive understanding of digital tools as part of a holistic and eco- logical architectural design mindset is crucial for future designers. Exploring effective ways to guide students in the development of this capability is therefore important. This paper documents a recent effort in this direction through examples of education within a digital design studio. As a conclusion the paper discusses important factors in the encouragement of students as they develop a comprehensive under- standing of the use of digital design culture.
keywords Digital design studio; full-size mock-up; comprehensive capability; practical performance; project-based learning
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2016_063
id caadria2016_063
authors Kawiti, Derek; Marc Aurel Schnabel and James Durcan
year 2016
title Indigenous Parametricism - Material Computation.
doi https://doi.org/10.52842/conf.caadria.2016.063
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. 63-72
summary The use of computational formats and digital tools includ- ing machine fabrication by indigenous people worldwide to augment traditional practices and material culture is becoming more and more commonplace. However within the practice of architecture while there are indigenous architectural practitioners utilizing digital tools, it is unclear as to whether there is motivation to implement traditional in- digenous knowledge in conjunction with these computational instru- ments and methodologies. This paper explores how the tools might be used to investigate the potential for indigenous development, cultural empowerment and innovation. It also describes a general methodology whereby capacity can be shared between academia and indigenous groups to foster new knowledge through a recently implemented in- digenous focused design research entity, SITUA. The importance and significant research potential of what we term 'domain based research' is reinforced through the exploration of emergent materials and build- ing systems located within specific tribal domains. A recent project employing 3D clay extrusion printing is used to illustrate this ap- proach.
keywords Indigenous domain based research: Maori; materials; digital fabrication
series CAADRIA
email
last changed 2022/06/07 07:52

_id ecaade2016_127
id ecaade2016_127
authors Lee, Sang
year 2016
title Architecture of Intermodal Complex
doi https://doi.org/10.52842/conf.ecaade.2016.2.297
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 2, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 297-303
summary This paper focuses on the conception and design of architecture as the work of producing media about buildings and other environmental artifacts. I approach the questions regarding simplicity and complexity through "interdependence" and "intermodality." I believe the two concepts offer more precise frames of relations and contexts involving simplicity and complexity. I will first discuss the complexity as a condition of interdependences and how today's interdependences may provide a framework to understand complexity. I will then propose that intermodality adds to interdependence a notion that specifically pertains to today's media-driven culture and its complexity. I will next discuss how dependences and modalities are interconnected at various levels and eventually producing a new kind of semiosis that results from the disjunction between the medium and the content. I will in conclusion propose a new concept "apparatization" driven by interdependence and intermodality and how it changes shape and remain fluid, rather than scaling between simplicity and complexity, without a specific physical locus.
wos WOS:000402064400029
keywords apparatus; interdependence; intermodality; media; pervasive computing
series eCAADe
email
last changed 2022/06/07 07:52

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