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 c16c
authors Kühn, Christian and Herzog, Marcus
year 1991
title A "Language Game"
doi https://doi.org/10.52842/conf.ecaade.1991.x.o6t
source Experiences with CAAD in Education and Practice [eCAADe Conference Proceedings] Munich (Germany) 17-19 October 1991
summary This paper examines the role of natural language in architectural design methods. It first investigates the role of language in decomposition and synthesis of architectural design problems giving special attention to Christopher Alexander’s theories. Then the notion of ideal types in architectural design is compared with empirical typologies that regard types as groupings of objects which have certain attributes in common. It is shown that Ludwig Wittgenstein’s game theory of language may serve as a method to cope with an underlying paradoxon of this empirical approach. Finally we present an attempt to use the "language-game " approach to describe and analyze architectural types.
series eCAADe
email
last changed 2022/06/07 07:50

_id 5bc7
authors Prestinenza, Luigi
year 1999
title Hyperarchitecture: Spaces in the Electronic Age
source Birkhauser
summary In an age dominated by the Internet and electronic media it is becoming increasingly clear that our perception of space is also undergoing a profound transformation. The author takes the reader on a fascinating journey, revealing who has played a part in this transformation. Avant-garde artists, including Boccioni, Duchamp and Kandinsky, the architect Gropius, philosophers such as Wittgenstein and psychoanalysts like Carl Gustav Jung all contributed to this development. Today, our awareness of traditional architectural space is changing; buildings are being rendered transparent, fleeting and intangible, enhanced by virtual potential. The author looks at works by Rem Koolhaas, Jean Nouvel, Frank Gehry, Zaha Hadid, James Wines, Daniel Libeskind, Toyo Ito, which reflect building in an age of virtual realism.
series other
last changed 2003/04/23 15:14

_id 8401
authors Puglisi, Luigi P.
year 1999
title Hyper Architecture. Spaces in the Electronic Age
source Birkhauser Basel. p. 6
summary In an age dominated by the Internet and electronic media it is becoming increasingly clear that our perception of space is also undergoing a profound transformation. The author takes the reader on a fascinating journey, revealing who has played a part in this transformation. Avant-garde artists, including Boccioni, Duchamp and Kandinsky, the architect Gropius, philosophers such as Wittgenstein and psychoanalysts like Carl Gustav Jung all contributed to this development. Today, our awareness of traditional architectural space is changing; buildings are being rendered transparent, fleeting and intangible, enhanced by virtual potential. The author looks at works by Rem Koolhaas, Jean Nouvel, Frank Gehry, Zaha Hadid, James Wines, Daniel Libeskind, Toyo Ito, which reflect building in an age of virtual realism.
series other
last changed 2003/04/23 15:14

_id sigradi2005_257
id sigradi2005_257
authors Sánchez Cavazos, Ma. Estela; Adolfo Benito Narváez Tijerina
year 2005
title The digital visualization of the future architecture and the intellectual operations
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 257-263
summary It is sustained here that the designer before carrying out any trace (digital or similar) on the architectural design to solve, the person carries out a series of intellectual operations that allow him/her to carry out this traces with more precision, delimitation, knowing the space that will be realized in future. This work explains how the digital visualization of the architecture will be carried out in a future, based on the construction of the knowledge that Piaget proposes about the cognitive structures and the significant learning, as well as the metacognición that Vygotsky and Ausubel; the topic of the language is also approached, because it is thought that the language is very related with the figuration element that is presented in the document as one of the intellectual operations and the pattern that Wittgenstein exposes in its book “Tractatus, logical-philosophicus”, where he explains how the figuration is given by means of the interrelation among the elements of the figure and how it comes from the linguistic question. This helps to understand the design process in its initial stage (mayeutic) and has a pedagogic application. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 10:01

_id ecaade2009_196
id ecaade2009_196
authors Sönmez, N.Onur; Erdem, Arzu
year 2009
title Design Games as a Framework for Design and Corresponding System of Design Games
doi https://doi.org/10.52842/conf.ecaade.2009.119
source Computation: The New Realm of Architectural Design [27th eCAADe Conference Proceedings / ISBN 978-0-9541183-8-9] Istanbul (Turkey) 16-19 September 2009, pp. 119-126
summary Borrowing from Wittgenstein, we devised a concept of ‘design games’, for a better understanding of the design process. A design game is the elusive basic unit of a design process. When we characterize design process with blurry components and indefinite stages, we can model design as a complex, collaborative process, where the designers’ biological states lose importance. This approach, may give rise to a better conception of design, where human-human, human-machine, machine-machine, or process to process interactions are inevitable, thus a thorough framework of collaboration might be defined. Moreover, if we start from this conception to produce a design framework, we may obtain a model for design automation studies. The loose pattern of design games, when combined with the possibility of all the agents’ being non-humans, seems us to indicate the road to ‘creative design automation’.
wos WOS:000334282200014
keywords Language games, design games, collaborative design, agent-based design, design automation
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2013_068
id caadria2013_068
authors Pedersen, Jens and Andy VanMater
year 2013
title Resource Driven Urban Metabolism – How Can Metabolic Scaling be Used in Urban Design?
doi https://doi.org/10.52842/conf.caadria.2013.561
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 561-570
summary City scale projects are complex multivariable problems and have previously been addressed using a variety of organisational principles, whether it be the infrastructural grid, used by Ludwig Hilbersheimer in his project “Hochhausstadt” or the spinal organisation of the Tokyo Masterplan done by Kenzo Tange and the Metabolist Movement. This project strays from traditional methods of structuring a city and investigates a novel self-engineered anticipatory model, which focuses on the use of generative and genetic algorithms to develop a new associative system to develop coastal cities in arid climates. The system functions as a negative feedback loop, analysing existing conditions, and by a series of mathematical functions, projecting the new growth patterns for major components of a city, such as building envelopes, road networks, canal networks and public space distribution as a result of the cities internally generated resources.  
wos WOS:000351496100055
keywords Computational design, Generative & evolutionary design, Tooling, City modelling, Urban metabolism 
series CAADRIA
email
last changed 2022/06/07 07:59

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