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_047
id ascaad2016_047
authors Algeciras-Rodríguez, José
year 2016
title Trained Architectonics
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. 461-468
summary The research presented here tests the capacity of artificial-neural-network (ANN) based multi-agent systems to be implemented in architectural design processes. Artificial Intelligence algorithms allow for a new approach to design, taking advantage of its generic functioning to produce meaningful outcomes. Experimentation within this project is based on Self-Organizing Maps (SOMs) and takes advantage of its behavior in topology to produce architectural geometry. SOMs as full stochastic processes involve randomness, uncertainty and unpredictability as key features to deal with during the design process. Following this behavior, SOMs are used to transmit information, which, instead of being copied, is reproduced after a learning (training) process. Pre-existent architectural objects are taken as learning models as they have been considered masterpieces. In this context, by defining the SOM input set, masterpieces become measurement elements and can be used to set a distance to the new element position in a comparatistic space. The characteristics of masterpieces get embedded within the code and are transmitted to 3D objects. SOM produced objects from a population with shared characteristics where the masterpiece position is its probabilistic center point.
series ASCAAD
email
last changed 2017/05/25 13:33

_id caadria2016_507
id caadria2016_507
authors Choi, Jungsik; Inhan Kim and Jiyong Lee
year 2016
title Development of schematic estimation system through linking QTO with Cost DB
doi https://doi.org/10.52842/conf.caadria.2016.507
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. 507-516
summary Cost estimate in architectural projects is an important factor for decision-making and financing the project in both early design phase and detailed design phase. In Korea, estimate work based on 2D drawing has generated problems of difference form QTO according to worker’s mistake and know-how. In addition, 2D-based estimation are obtained uncertainty factors of estimation depending on lack of infor- mation due to becoming larger and more complex than any other pro- ject of the architectural project. In order to solve limitations, this study is to suggest an open BIM-based schematic estimation process and a prototype system within the building frame through linking QTO and cost information. This study consists of the following steps: 1) Ana- lysing Level of Detail (LoD) to apply to the process and system, 2) BIM modelling for open BIM-based QTO, 3) Verifying the quality of the BIM model, 4) Developing a schematic estimation prototype sys- tem. This study is expected to improve work efficiency as well as reli- ability of construction cost.
keywords Cost DB; Industry Foundation Classes (IFC); Open Building Information Modelling (BIM); schematic estimation; Quantity Take-Off (QTO)
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2016_631
id caadria2016_631
authors Alambeigi, Pantea; Sipei Zhao, Jane Burry and Xiaojun Qiu
year 2016
title Complex human auditory perception and simulated sound performance prediction
doi https://doi.org/10.52842/conf.caadria.2016.631
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. 631-640
summary This paper reports an investigation into the degree of con- sistency between three different methods of sound performance evalu- ation through studying the performance of a built project as a case study. The non-controlled office environment with natural human speech as a source was selected for the subjective experiment and ODEON room acoustics modelling software was applied for digital simulation. The results indicate that although each participant may in- terpret and perceive sound in a particular way, the simulation can pre- dict this complexity to some extent to help architects in designing acoustically better spaces. Also the results imply that architects can make valid comparative evaluations of their designs in an architectur- ally intuitive way, using architectural language. The research acknowledges that complicated engineering approaches to subjective analysis and to controlling the test environment and participants is dif- ficult for architects to comprehend and implement.
keywords Human sound perception; acoustic simulation; experiment and measurement
series CAADRIA
email
last changed 2022/06/07 07:54

_id acadia16_362
id acadia16_362
authors Beesley, Philip; Ilgun, Zeliha, Asya; Bouron, Giselle; Kadish, David; Prosser, Jordan; Gorbet, Rob; Kulic, Dana; Nicholas, Paul; Zwierzycki, Mateusz
year 2016
title Hybrid Sentient Canopy: An implementation and visualization of proprioreceptive curiosity-based machine learning
doi https://doi.org/10.52842/conf.acadia.2016.362
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 362-371
summary This paper describes the development of a sentient canopy that interacts with human visitors by using its own internal motivation. Modular curiosity-based machine learning behaviour is supported by a highly distributed system of microprocessor hardware integrated within interlinked cellular arrays of sound, light, kinetic actuators and proprioreceptive sensors in a resilient physical scaffolding system. The curiosity-based system involves exploration by employing an expert system composed of archives of information from preceding behaviours, calculating potential behaviours together with locations and applications, executing behaviour and comparing result to prediction. Prototype architectural structures entitled Sentient Canopy and Sentient Chamber developed during 2015 and 2016 were developed to support this interactive behaviour, integrating new communications protocols and firmware, and a hybrid proprioreceptive system that configured new electronics with sound, light, and motion sensing capable of internal machine sensing and externally- oriented sensing for human interaction. Proprioreception was implemented by producing custom electronics serving photoresistors, pitch-sensing microphones, and accelerometers for motion and position, coupled to sound, light and motion-based actuators and additional infrared sensors designed for sensing of human gestures. This configuration provided the machine system with the ability to calculate and detect real-time behaviour and to compare this to models of behaviour predicted within scripted routines. Testbeds located at the Living Architecture Systems Group/Philip Beesley Architect Inc. (LASG/PBAI, Waterloo/Toronto), Centre for Information Technology (CITA, Copenhagen) National Academy of Sciences (NAS) in Washington DC are illustrated.
keywords intedisciplinary/collaborative design, intelligent environments, artificial intelligence, sensate systems
series ACADIA
type paper
email
last changed 2022/06/07 07:54

_id caadria2016_383
id caadria2016_383
authors Beorkrem, C.; J. Ellinger, P. Bernstein and A. Hauck
year 2016
title Multivariate Schematic Design Tooling
doi https://doi.org/10.52842/conf.caadria.2016.383
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. 383-394
summary This paper will examine the results from a research collaboration between (BIM Software Manufacturer) and (School), whose problem statement focused on supporting robust interoperability by defining goals focused on multivariate conceptual design tools. The collaboration included design faculty, students and software professionals, the latter providing access to a broad range of design simulation tools either commercially available or currently in development. The tools were developed first through case studies and background research, followed by the design and implementation of novel computational methods advancing the architectural design workflow by seeking to create comparative tools which allow a designer to connect multiple data typologies in a single model. With advanced computational tools employed both as standalone resources and embedded in parametric loops, we sought to provide immediate feedback on design goals.
keywords Building information modelling; simulation and prediction; education; optimization; scripting
series CAADRIA
email
last changed 2022/06/07 07:54

_id caadria2016_125
id caadria2016_125
authors Chen, I-Chih and June-Hao Hou
year 2016
title Design with bamboo bend: Bridging natural material and computational design
doi https://doi.org/10.52842/conf.caadria.2016.125
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. 125-133
summary Bamboo is a high potential alternative solution for substi- tuting industrial material with its natural characteristics, economical and environmental aspects. However, one of the biggest challenges for natural materials to be used in computational designed is the control- lability due to its unevenness nature. The other gap is the lack of ma- terial parameters that might be bridged by analysing data acquired from conventional tests. This research studied the raw bamboo strip and its natural forming from bending, by using sampling points and curvature reconstruction. The parametric models of bamboo strips were then constructed to represent its material behaviours for form prediction, material selection, and simulation in parametric design. It also serves as an assistive method for material selection when crafting with bamboo bend.
keywords Bamboo; bending; material computation; digital crafting
series CAADRIA
email
last changed 2022/06/07 07:55

_id ijac201614103
id ijac201614103
authors Savov, Anton; Oliver Tessmann and Stig Anton Nielsen
year 2016
title Sensitive Assembly: Gamifying the design and assembly of fac?ade wall prototypes
source International Journal of Architectural Computing vol. 14 - no. 1, 30-48
summary The article describes a method for gamifying the design and assembly of computationally integrated structures built out of discrete identical blocks. As a case study, the interactive installation Sensitive Assembly was designed and built at the Digital Design Unit (Prof. Dr Oliver Tessmann) at the Technische Universita?t of Darmstadt and exhibited during the digital art festival NODE 2015 in Frankfurt in 2015. Sensitive Assembly invites people to play a Jenga-like game: starting from a solid wall, players are asked to remove and replace the installation’s building blocks to create windows to a nurturing light while challenging its stability. A computational system that senses the current state of the wall guides the physical interaction and predicts an approaching collapse or a new light beam breaking through. The installation extends the notion of real-time feedback from the digital into the physical and uses machine-learning techniques to predict future structural behaviour.
keywords Gamification, prediction, feedback, interaction, assembly
series journal
last changed 2016/06/13 08:34

_id sigradi2016_375
id sigradi2016_375
authors García Amen, Fernando; Payssé, Marcelo
year 2016
title La ciudad inteligente, un palimpsesto digital. El caso Fray Bentos [Smart City, a digital palimpsest. Case study Fray Bentos]
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.849-852
summary The aim of this paper is to present the partial results of the project "La ciudad inteligente; un palimpsesto digital", which is currently being developed. The project focuses into the emerging paradigm of Smart cities from a regional perspective, transcending the timeless notion of urban-rural dichotomy, to focus on the territory as an integral cultural landscape. Reflection, but also experimentation on specific social-based technological applications applied to territory studies, constitute an essential tool in building the reality of a smart city. From the design and implementation of a strategic action plan designed to be completed in four years, this paper shows objectives, theoretical basis, used tools and partial results of the experiment carried out in the Paisaje Industrial Fray Bentos, recently declared "World Heritage" by UNESCO.
keywords Empowering; heritage; Smart cities; cultural landscape; fray bentos
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2016_170
id ecaade2016_170
authors Hysa, Desantila and Özkar, Mine
year 2016
title Computation in Early Design Education as Investment in Attitudes
doi https://doi.org/10.52842/conf.ecaade.2016.1.357
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. 357-366
summary While education programs are generally defined in terms of learning outcomes known as knowledge, skills and attitudes, it is not always obvious how attitudes are to be gained. This study focuses on the formation of attitudes of accountability and sharing of knowledge in computational approaches to basic design education. We posit that computational thinking, even without computers, is supportive of both the reflective practice and the learning of such values in design education. We report on comparatively observed collaborative design processes of first year architecture students who externalized their thought processes through visual rules. While a reflection-in-action stage helps in learning the know-how, a second reflection on reflection-in-action deepens the understanding and initiates habits for how to think and act within and beyond the design domain, leading to attitude formation.
wos WOS:000402063700040
keywords design computation; attitudes; visual rules; learning outcomes; foundation design studios
series eCAADe
email
last changed 2022/06/07 07:50

_id cf2017_567
id cf2017_567
authors Kim, Ikhwan; Lee, Injung; Lee, Ji-Hyun
year 2017
title The Expansion of Virtual Landscape in Digital Games: Classification of Virtual Landscapes Through Five principles
source Gülen Çagdas, Mine Özkar, Leman F. Gül and Ethem Gürer (Eds.) Future Trajectories of Computation in Design [17th International Conference, CAAD Futures 2017, Proceedings / ISBN 978-975-561-482-3] Istanbul, Turkey, July 12-14, 2017, pp. 567-584.
summary This research established classification system which contains five principles and variables to classify the types of the virtual landscape in digital games. The principles of the classification are Story, Space Shape, Space and Action Dimension, User Complexity and Interaction Level. With this classification system, our research group found the most representative types of virtual landscape in the digital game market through 1996 to 2016. Although mathematically there can be 288 types of virtual landscape, only 68 types have been used in the game market in recent twenty years. Among the 68 types, we defined 3 types of virtual landscape as the most representative types based on the growth curve and a number of cases. Those three representative types of virtual landscapes are Generating / Face / 3D-3D / Single / Partial, Providing / Chain / 3D-3D / Single / Partial and Providing / Linear / 2D-2D / Single / Partial. With the result, the researchers will be able to establish the virtual landscape design framework for the future research.
keywords Digital Game, Virtual Landscape, Game Design, Game Classification
series CAAD Futures
email
last changed 2017/12/01 14:38

_id sigradi2016_381
id sigradi2016_381
authors Langenhan, Christoph; Petzold, Frank
year 2016
title Views on architecture: Different abstraction layers of building information imply special working methods and interaction metaphors to support a variety of courses of action
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.584-589
summary In the early design phases, designers usually only have a vague idea of the building they are designing. Different aspects of potential design variants need to be tested, assessed and compared with one another. The ability to consider design variants in different ways – based on floor plan, schematic concept, section or 3D visualization, for example – helps to identify problems as well as reveal areas of potential. This paper describes software prototypes developed to help designers input and present different levels of abstraction. The transformations between these levels of abstraction reveal new solutions and make designers aware of issues that need to be considered during the design process.
keywords Semantic fingerprint, Building Information Modeling, HCI, retrieval
series SIGRADI
email
last changed 2021/03/28 19:58

_id ecaade2016_111
id ecaade2016_111
authors Passaro, Andrés Martin, Henriques, Gonçalo Castro and Paraizo, Rodrigo Cury
year 2016
title Sensitive Shelters: Poetics of Interaction
doi https://doi.org/10.52842/conf.ecaade.2016.1.537
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. 537-548
summary This paper describes and reflects about a workshop activity in the field of Digital Manufacturing technologies to build responsive shelters that interact with their users and the environment. It addresses a teaching strategy intended to overcome tooling or the simple use of instruments and proposes instead to frame the production of objects using a new language, or a new operative strategy, directly linked to the production of the objects. It addresses a teaching strategy behind the workshop two main levels: first, by the development of technical skills by means of an operative action directly linked to the production of the object, and not apart from the action of making it (as in learning first and applying later). And second - and no less important -, it helped foster the maturation of critical thinking arising from the creation of a dynamic object of architecture - with moving parts and programmed to respond to its users.
wos WOS:000402063700059
keywords Digital Fabrication; Parametric Design; Responsive Architecture; Sensitive Shelters
series eCAADe
email
last changed 2022/06/07 07:59

_id sigradi2016_729
id sigradi2016_729
authors Peronti, Gabriela Gonzalez; Silva, Adriane Almeida Borda da; Veiga, Mônica
year 2016
title A representaç?o do espaço de arquitetura por meio de dispositivos táteis: uma revis?o conceitual e tecnológica [The representation of architectural space through haptic devices: a conceptual and technological review]
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.561-566
summary This study presents preliminary results of an experiment of production and use of tactile models to explain the form of an architectural space for visually impaired people. As part of a literature review, it explores the digital manufacturing technologies such as laser cutting and 3D printing to generate representations. The review uses a case study representing a house-museum and the experiments are based on a partnership with a school for a visually impaired people. The collaborative process has contributed to learning and explanation of multi-sensory characteristics of the constructed spaces and reinforced the need for a revision of educational processes for the architectural project regarding the habit of prioritizing essentially the aesthetic and visual aspects. The universal design concept gives grounds for each action.
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2016_560
id sigradi2016_560
authors Rodríguez Barros, Diana; Mandagarán, María
year 2016
title Dise?o especulativo, Co-creación y Casa del Puente. Un caso de prácticas didácticas en entorno post-digital en la carrera de Arquitectura [Speculative Design, Co-Creation and Casa del Puente. A case of teaching practices in post-digital environment in the career of Architecture]
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.194-200
summary The creation can be considered as co-creation in both shared operations from interventions linked to the presence of the other. In virtual environments and interconnected in the Web, post-digital environments, these activities are provided in a unique way. Certain proyectual practices framed in Design Thinking, are stimulated by a proactive action in this direction. In particular, as in the case of Speculative Design, which explores implications of what is not reality yet, and links new technologies, scientific applications and aesthetic trends. In this direction we present teaching practices, next to Media-Labs modalities. They were realized by architecture students. They were focused in re-inserts, re-functionalizations and re-significations of the Casa del Puente, Mar del Plata, emblematic building of latin american modernism. The experience, with mostly positive result, was analyzed and evaluated according to co-creativity indicators. We conclude that these experiences rub the expressive and creative disciplinaries boundaries of Architecture career, and are close to transdisciplinar concept of Art Thinking.
keywords Didactic practice; Architecture; Speculative design; Co-creation; Bridge’s house/Casa del Puente
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2016_694
id sigradi2016_694
authors Santos, Denise Mônaco dos; Martinez, Andressa Carmo Pena; Souza, Douglas Lopes de; Brinati, Paôla de Moraes
year 2016
title Interfaces em Aç?o: sobre interaç?es e layers comunicacionais nas práticas de projeto remoto [Interfaces in action: about interactions and layers of communication in remote design practices]
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.129-135
summary This paper explores two communication processes involved in making remote projects: (i) the process related to the intervention and interaction (direct and exclusive) with the digital models jointly made; and (ii) the process that takes place between members of the project team. It discusses the qualities of collaborative interactions in remote design processes based on the analysis of practical experience of three Brazilian research groups working collaboratively: the NÓ.Lab UFV, the Nomads.usp USP and Algo+Ritmo UFMS.
keywords Online Collaboration; Virtual Design Studio; Parametric Modeling, Hybrid Model of Interaction, CSCW
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2016_498
id sigradi2016_498
authors Santos, Gabriela Bonifacio dos; Raposo, Marinah; Matta, Roberto Da; Cavalcanti, Caio
year 2016
title Tecnologia no Desenvolvimento da Arte Interativa [Technology in the Development of Interactive Art]
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.326-330
summary This article is the result of a project that has been developed in ten days during an academic workshop. The goal was to overcome the force of gravity by producing an environment sensitive to human actions. The action indicated to the group, “soil peeling”, was conceptually idealized by creating an atmosphere that had the ability to subvert the force of gravity. The premise of the project was to support a critical attitude towards anthropocentric movement by emphasizing the individualistic character inherent to contemporary human being. This attitude has been represented by reversing the forces hierarchy. The power to control gravity was then assigned to the agent and, while they were in touch with the installation, they would have full control over a natural phenomenon and could handle it in their favor.
keywords Parametric design; Digital manufacturing; Responsive environment; Rapid prototyping; Anthropocene
series SIGRADI
email
last changed 2021/03/28 19:59

_id ecaade2016_048
id ecaade2016_048
authors Abramovic, Vasilija and Achten, Henri
year 2016
title From Moving Cube to Urban Interactive Structures - A case study
doi https://doi.org/10.52842/conf.ecaade.2016.1.661
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. 661-668
summary When thinking about the future vision of a city, having in mind recent development in digital technologies and digital design tools we are inclined to expect new building structures which incorporate this technology to better help us manage the complexity of life, and to simplify our daily lives and tasks. The idea behind this research paper lies in design of such structures, which could be put inside an urban context and engage in creating a built environment that can add more to the quality of life. For us Interactive architecture is architecture that is responsive, flexible, changing, always moving and adapting to the needs of today. The world is becoming more dynamic, society is constantly changing and the new needs it develops need to be accommodated. As a result architecture has to follow. Spaces have to become more adaptive, responsive and nature concerned, while having the ability for metamorphosis, flexibility and interactivity. Taken as a starting point of this idea is a specific module from graduation project in 2014 "The Unexpected city", where it was possible to test out first ideas about interactive and flexible objects in an urban environment.
wos WOS:000402063700071
keywords Flexible architecture; Interactive architecture; Responsive systems
series eCAADe
email
last changed 2022/06/07 07:54

_id sigradi2016_564
id sigradi2016_564
authors Alló, Leticia; Pazmino, Ana Veronica
year 2016
title Design de Contrabaixo Elétrico e Aplicaç?o da Prototipagem 3D [Electric Bass Design and Application of 3D Prototyping]
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.986-990
summary The objective of this study is to show the development of a bass with the application of rapid prototyping and manufacturing process. During the development of the product was used Solid Works software to model instrument, which was subsequently embodied in a 3D printer. The article presents the iterative development that involves: test, analyze and improve the prototypes. As a result the article presents a bass model with some requirements such as innovation, customization, acoustics and ergonomics
keywords Prototyping; Contrabass; 3D printing.
series SIGRADI
email
last changed 2021/03/28 19:58

_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 ecaadesigradi2019_561
id ecaadesigradi2019_561
authors Cress, Kevan and Beesley, Philip
year 2019
title Architectural Design in Open-Source Software - Developing MeasureIt-ARCH, an Open Source tool to create Dimensioned and Annotated Architectural drawings within the Blender 3D creation suite.
doi https://doi.org/10.52842/conf.ecaade.2019.1.621
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 621-630
summary MeasureIt-ARCH is A GNU GPL licensed, dimension, annotation, and drawing tool for use in the open source software Blender. By providing free and open tools for the reading and editing of architectural drawings, MeasurIt-ARCH allows works of architecture to be shared, read, and modified by anyone. The digitization of architectural practice over the last 3 decades has brought with it a new set of inter-disciplinary discourses for the profession. An attempt to utilise 'Open-Source' methodologies, co-opted from the world of software development, in order to make high quality design more affordable, participatory and responsible has emerged. The most prominent of these discussions are embodied in Carlo Raitti and Mathew Claudel's manifesto 'Open-Source Architecture' (Ratti 2015) and affordable housing initiatives like the Wikihouse project (Parvin 2016). MeasurIt-ARCH aims to be the first step towards creating a completely Open-Source design pipeline, by augmenting Blender to a level where it can be used produce small scale architectural works without the need for any proprietary software, serving as an exploratory critique on the user experience and implementations of industry standard dimensioning tools that exist on the market today.
keywords Blender; Open-Source; Computer Aided Design ; OSArc
series eCAADeSIGraDi
email
last changed 2022/06/07 07:56

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