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 60c9
authors Laurel, B.
year 1993
title Computer as Theatre
source Addison-Wesley Publishing Company
summary I used Aristotelian poetics as a way to look at how plays in particular are made and constructed and to figure out what their parts are and how they work together. So some of the ways, in which there is a relationship, is the idea of action as being the primary element of a play. Often in the old days in particular working with the computer we did not think of the user taking action or getting something done. We thought of the computer presenting information. In the early days it felt much more like television. The idea of taking action and make choices is a very important one in understanding the deepest potential of interactivity. That said I could have based that book on a dramatic theory of Bertolt Brecht for example. There are other consistent, systematic theories of drama you could use to model and interact the system. The only reason I checked Aristotelian poetics is because it seemed so fundamental to me.
series other
last changed 2003/04/23 15:14

_id 7475
authors Laurel, B., Strickland, R. and Tow, R.
year 1994
title Placeholder: Landscape and Narrative In Virtual Environments
source ACM Computer Graphics Quarterly Volume 28 Number 2 May
summary The idea of using virtual reality for entertainment purposes is actually quite recent in the history of VR technology. Early VR entertainment applications, appearing in the late 1980s, were extensions of the existing "serious" application of flight simulation training. The other branch of flight - simulator technology - motion platforms used in synchronization with motion video or animation - was much more amenable to the theme park environment. These systems, of which Star Tours is the best known, trade off individual viewpoint control and the sense of agency for thrilling, finely calibrated effects and the optimization of "throughput" - that is, getting the most people through the ride in the least time. Second to motion-platform rides in this regard are networked pods, as used in Virtual World Entertainment systems (previously Battletech). "Classic" virtual reality, with head-mounted displays and various forms of body tracking, are especially problematic in theme park environments for several reasons. It takes time to get the gear onto the participants. Only a handful of people can experience the attraction simultaneously (although a much larger audience might watch what the people "inside" the VR are doing). A hard-driving plot with distinct beginning, middle, and end is a great way to control how long an experience takes, but "classic" VR is inimical to this kind of authorial control - it works best when people can move about and do things in virtual environments in a relatively unconstrained way.
series journal paper
last changed 2003/04/23 15:50

_id 2c6d
authors Laurillard, D.
year 1993
title Rethinking University Teaching; A Framework for the Effective use of Educational Technology
source Routledge, London.
summary This book presents a clearly and soundly argued case for the integration of educational technology into university teaching where the primary focus is to enhance student learning. Different teaching media, including audio-visual, hypermedia, interactive, adaptive and discursive media are discussed in the light of research into student learning. Practical guidelines for designing educational technology are provided.
series other
last changed 2003/04/23 15:14

_id a760
authors Laurini, R.
year 2001
title Information Systems for Urban Planning
source Taylor & Francis London and New York
summary Urban planners who need to design information systems require an understanding of systems analysis, data acquisition and GIS. Planners have moved beyond drawing land use plans, to examining the evolution of urban activities to monitor and analyze urban societal and environmental problems. Novel tools, like using multimedia information systems and GIS, will become an increasingly important, eventually essential part of the job. Both practitioners and students will find this book useful, provided they have an adequate grounding in computing, data analysis and GIS and they are looking to use and design computer systems for developing maps and written statements for city planning.
series other
last changed 2003/04/23 15:14

_id sigradi2008_087
id sigradi2008_087
authors Lautenschlaeger, Graziele; Anja Pratschke
year 2008
title Electronic Art and Second Order Cybernetic: From Art in Process to Process in Art.
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The goal of the paper presented below is to discuss partial results of a research which has been financed by the state sponsored agency FAPESP since 2007. Inserted in the research line Design Process, it aims to analyse connections between design process in electronic art and architecture, concerning the creation of mixed media spatialities, as well as present how each field can get the benefits from this analyses. Based on Grounded Theory methodology, a method of qualitative research which aims to understand “reality” from the meanings attributed by people for their experiences, the research has been started collecting data from bibliographical references, interviews with media artists, theoreticians and curators of electronic art and visits to media labs. Interviews and visits of media centers were taken in Europe while the researcher was as an exchange student in the Interface Culture Department in Kunstuniversität Linz, from March to September of 2008. By crossing data collected from the interviews and visits, with the cybernetic social system theory by Niklas Luhmann, and the discussion of an example of mixed media spatiality creation in the art field, this paper analyses how creative processes in digital era depends on different interdisciplinary relationships and how collaborative approaches are needed nowadays in the arts and architectural areas, seeing that artworks are always being influenced by their respective specific “mediality”. The aim of this paper is to discuss the relevance of the use of the cybernetic theory in digital culture, when concepts like participation, interaction and communication are some of the keywords, towards a “collective and distributed authorship”, and their reflects in the contemporary spatiality. The special interest in the comparison of art experience and second order cybernetics as a reference to architecture field is one of the findings of the paper. And, concerning the practical implication, due to cybernetics’ constant questioning of viability, adaptability and recursion, it should be able to point some ways to architects and artists´ works, especially if we consider that they never work in “ideal” conditions.
keywords Electronic art. Design process. Second order Cybernetic. Niklas Luhmann.
series SIGRADI
email
last changed 2016/03/10 09:54

_id acadia11_144
id acadia11_144
authors Lavallee, Justin; Vroman, Rachel; Keshet, Yair
year 2011
title Automated Folding of Sheet Metal Components with a Six-axis Industrial Robot
doi https://doi.org/10.52842/conf.acadia.2011.144
source ACADIA 11: Integration through Computation [Proceedings of the 31st Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA)] [ISBN 978-1-6136-4595-6] Banff (Alberta) 13-16 October, 2011, pp. 144-151
summary Through the automation of folding of sheet metal components by a six-axis industrial robot we explored the integration of parametrically-driven design and fabrication tools and its real-world implementation. Developed out of research into new possibilities presented by direct programming of flexible, digitally-driven, industrial tools, this project intends to speculate about the future implementation of parametric modeling tools in the field of design, and associated new, parametrically variable, fabrication processes. We explored the relationship between designer and machine, between data and craft, and tested conjectures about scale of production, through the digital creation, physical cutting, mental tracking, robotic folding, manual riveting, and sometimes painful installation of five hundred and thirty two unique sheet metal components. Such evaluations give insight into possible trajectories for development of new models of fabrication processes, questioning the scale and intellectual scope appropriate for custom fabrication environments, and the implicit need to then evaluate the incorporation of digital craft in design pedagogy.
series ACADIA
type work in progress
email
last changed 2022/06/07 07:52

_id c125
authors LaViola, J., Holden, L.S., Forsberg, A.S., Bhuphaibool, D.S. and Zeleznik, R.C.
year 1998
title Collaborative Conceptual Modeling Using the SKETCH Framework
source Proceedings of IASTED International Conference on Computer Graphics and Imaging, 154-158
summary This paper introduces NetSketch, an application that supports distributed conceptual design by providing tools for modelessly creating, manipulating and viewing 3D models in a shared virtual space. Inherent problems exist with collaborative design tools because of the simultaneous group interaction required for users to smoothly and effectively work together in the same virtual space. With NetSketch, we provide solutions to these problems by providing a fast and direct gesture-based user interface, a set of visual effects that better enable a user's awareness of operations done by other participants, and a set of tools for enhancing visual communication between participants.
series other
last changed 2003/04/23 15:50

_id 0b53
authors Lawrence, Roderick J.
year 1992
title CHARACTERISTICS OF ARCHITECTURAL DESIGN-TOOLS
source Proceedings of the 4rd European Full-Scale Modelling Conference / Lausanne (Switzerland) 9-12 September 1992, Part B, pp. 7-14
summary The professional roles and fonctions of architects are linked to the societal context in which they practice. Furthermore, this context, which is not static, has a relationship to the ways in which institutions, groups and individuals are involved in processes for the design and construction of the built environment. This presentation illustrates how the roles and functions of architects, other professionals, their clients and the general public have a bearing on the tools and methods used by the architectural profession to simulate design projects. Traditionally, sketches, renderings and pattern books were used. Then, they were supplemented by axonometric and perspective drawings, written and diagrammatic specifications, photographs and small-scale models. In recent decades mathematical models of diverse kinds, simulation techniques -including small- and full-scale modelling kits -as well as computer aided design and drafting systems have been used. This paper briefly presents these kinds of tools and then presents a typology of them. In conclusion, possible applications for the future are discussed.
keywords Full-scale Modeling, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 15:39

_id f168
authors Lawson, B. and Loke, S.M.
year 1997
title Computers, words and pictures
source Design Studies 18: 171-183
summary The paper discusses the problem of CAD in architectural design from the point of view of aiding creativity. It argues that so far there is no real evidence that this has been achieved. An explanation for this is offered and the authors suggest that more work needs to be done on how we hold conversations about design. The authors also conclude that, at least until design conversations are better understood, we should concentrate less on pictures and more on words. A first attempt to develop a computer-aided design conversation system is described.
series journal paper
email
last changed 2003/04/23 15:50

_id 8190
authors Lawson, B.
year 1986
title Teaching CAAD at Sheffield University
doi https://doi.org/10.52842/conf.ecaade.1986.078
source Teaching and Research Experience with CAAD [4th eCAADe Conference Proceedings] Rome (Italy) 11-13 September 1986, pp. 78-87
summary The University of Sheffield Department of Architecture has been using Computer Aided Architectural Design in its teaching now for over ten years. During that time there has also been a major research unit in CAAD working in the department and most of the software used in our teaching programme has originated in our own research unit. Our students have now got access to a wide range of CAAD programs including 2D draughting, 3D colour visualisation, environmental analysis, structural design and cost estimating. We have generated our own specialised systems of terrain modelling and intelligent building modelling which link to both the visualisation and environmental appraisal software. Students also have access to data base and word processing software. CAAD has been used in all five years of our course and we also have students working .with CAAD during their professional experience years. Over this ten year period we have gradually altered and refined our approach to the educational use of CAAD and this paper will describe this approach and present some of the lessons we have learnt. I want to organise the paper into two main sections; firstly what are we trying to achieve by teaching CAAD on our course, and secondly, how do we fit this into the curriculum and what effect does it have.
series eCAADe
last changed 2022/06/07 07:52

_id cbdd
authors Lawson, Bryan and Scott, Peter
year 1989
title An Intelligent Tutoring System for Teaching CAD
doi https://doi.org/10.52842/conf.ecaade.1989.x.r4f
source CAAD: Education - Research and Practice [eCAADe Conference Proceedings / ISBN 87-982875-2-4] Aarhus (Denmark) 21-23 September 1989, pp. 3.1.1-3.1.13
summary The paper raises some general problems concerning the teaching of CAAD both in schools of architecture and in practice. A new, less 'system-oriented' approach is suggested and some ideas for the design of a computer based intelligent tutoring system are advanced. Some prototype elements of the tutor will be described.
series eCAADe
last changed 2022/06/07 07:50

_id 67a9
authors Lawson, Stephen
year 1989
title In the Eye of the Beholder: A Proposal to Further the Critical Framework of Computer Graphics in Architectural Design
doi https://doi.org/10.52842/conf.acadia.1989.147
source New Ideas and Directions for the 1990’s [ACADIA Conference Proceedings] Gainsville (Florida - USA) 27-29 October 1989, pp. 147-157
summary This paper speculates on some of the inherent differences between computer graphics and conventional media when used in architectural design. It suggests that a lot of work and thought has gone into developing computer graphics as a medium for the development and expression of architectural ideas and examines some of the reasons that the fruits of this labor have been slow to fmd their way into the mainstream of the profession. This slowness to embrace rapidly developing technologies seems to be resulting in an ever widening gap between potential and the mainstream practice.
series ACADIA
last changed 2022/06/07 07:52

_id sigradi2005_085
id sigradi2005_085
authors Layne, Barbara
year 2005
title Twining
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 85-88
summary We are engaged in the process of exploiting gestural signs and pedestrian postures for the purpose of utilizing additional possibilities through the creation of a new Wearable Electronic Garment, as medium for inscription. Animated, cyber-performers move, deform, and re-arrange themselves, augmenting the dimensions of expressiveness/meaning during performance. The cognitive approach produced by thinking in/out of these bodies will similarly trigger changes in consciousness, affecting content and virtual story telling. Together we explore the interaction of text/gestures as movement—as in dance, human day- to-day postures, and our capacity to embody and generate meaning. Cyber dancers use gestures in order to cybernetically inscribe them. The composed gestures become the source of intention that relates to itself; its communicating environment becomes a visualization of the self-reflexivity of both the dance and consciousness. The dance is between worlds of humans, cyber-humans, and the source language as transforms into the domain of visible thought.
series SIGRADI
email
last changed 2016/03/10 09:54

_id ecaade2023_52
id ecaade2023_52
authors Le, Thanh-Luan and Kim, Sung-Ah
year 2023
title Game-based Platform for Daylight Analysis using Deep Learning
doi https://doi.org/10.52842/conf.ecaade.2023.2.481
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 481–490
summary Daylight analysis is not easy and requires skills in specific software and techniques and significant computation time. These skills are necessary for architecture education, but some students may find them challenging. For this reason, a software-free and simulation-free approach that quickly calculates daylight performance may be a more effective way for students to learn and practice architecture design. From these ideas, a game environment, which is familiar to the young generation, may enhance the excitement and engagement of education in this field. The development of a cubic builder game platform that utilizes the Deep Learning Model (DLM) to help users learn about daylight analysis within the game environment is currently underway. This paper presents the preliminary results of this study that focused on exploring methods for implementing and using DLM to predict daylight performance in a game environment. Using a drawing canvas, users can give design inputs in this environment. A framework involving three steps has been developed to combine data from the design and gaming environments. First, small-scale building models with specific design contexts and simulation data were created in Rhino and Grasshopper using LadyBugs and HoneyBee. Second, a DLM was trained on these data to make predictions. Last, developing the game environment with the well-trained DLM in Unity3D. Through analysis, the DLM's performance in game environments confirmed the potential of this approach. A building system will fully implement the game environment in future research. The DLM's predictive performance will be enhanced using more extensive and diverse data sets.
keywords Daylight Simulation, Architecture Education, Game-based, Unity3D, Deep Learning
series eCAADe
email
last changed 2023/12/10 10:49

_id 7e69
authors Lea, R., Honda, Y, and Matsuda, K.
year 1997
title Virtual Society: Collaboration in 3D Spaces on the Internet
source Computer Supported Cooperative Work (CSCW) 6(2): 227-250; Jan 1997
summary The Virtual Society (VS) project is a long term research initiative that is investigating the evolution of the future electronicsociety. Our vision for this electronic society is a shared 3D virtual world where users, from homes and offices, canexplore, interact and work. Our first implementation of an infrastructure to support our investigation is known asCommunityPlace and has been developed to support large-scale shared 3D spaces on the Internet using the Virtual RealityModeling Language (VRML). Obviously, such an ambitious project cuts across many different domains. In this paper weoutline the goals of the Virtual Society project, discuss the architecture and implementation of CommunityPlace withparticular emphasis on Internet related technologies such as VRML and present our views on the role of VRML and theInternet to support large-scale shared 3D spaces.
keywords Distributed Virtual Environment; Internet; Collaboration; Consistency; VRML
series other
email
last changed 2002/07/07 16:01

_id 2c5b
authors Leach, Neil
year 2002
title Designing for a Digital World
source John Wiley & Sons Ltd., New York
summary This volume brings together some of the world's leading voices from digital theory, technology and design to address this question. Offers a snapshot of informed opinion at a crucial juncture in the history of the discipline.
series other
last changed 2003/04/23 15:14

_id acadia16_344
id acadia16_344
authors Leach, Neil
year 2016
title Digital Tool Thinking: Object-Oriented Ontology versus New Materialism
doi https://doi.org/10.52842/conf.acadia.2016.344
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. 344-351
summary Within contemporary philosophy, two apparently similar movements have gained attention recently, New Materialism and Object Oriented Ontology. Although these movements have quite distinct genealogies, they overlap on one key issue: they are both realist movements that focus on the object. In contrast to much twentieth-century thinking centered on the subject, these two movements address the seemingly overlooked question of the object. In shifting attention away from the anthropocentrism of Humanism, both movements can be seen to subscribe to the broad principles of Posthumanism. Are these two movements, however, as similar as they first appear? And how might they be seen to differ in their approach to digital design? This paper is an attempt to evaluate and critique the recent strain of Object Oriented Ontology and question its validity. It does so by tracing the differences between OOO and New Materialism, specifically through the work of the neo-Heideggerian philosopher Graham Harman and the post-Deleuzian philosopher Manuel DeLanda, and by focusing on the question of the ‘tool’ in particular. The paper opens up towards the question of the digital tool, questioning the connection between Object Oriented Ontology and Object Oriented Programming, and introducing the theory of affordances as an alternative to the stylistic logic of ‘parametricism’ as a way of understanding the impact of digital tools on architectural production. The paper concludes that we need to recognize the crucial differences between the work of DeLanda and Harman, and that—if nothing else—within progressive digital design circles, we should be cautious of Harman’s brand of Object Oriented Ontology, not least because of its heavy reliance on the work of the German philosopher, Martin Heidegger.
keywords digital tools, obect-oriented ontology, new materialism, sensate systems
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id acadia18_20
id acadia18_20
authors Leach, Neil
year 2018
title We Have Never Been Digital
doi https://doi.org/10.52842/conf.acadia.2018.020
source ACADIA // 2018: Recalibration. On imprecisionand infidelity. [Proceedings of the 38th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-17729-7] Mexico City, Mexico 18-20 October, 2018, pp. 20-29
summary The recent debate about the nature of the “postdigital” prompts the question as to whether we have ever been digital. This article looks at Bruno Latour’s book We Have Never Been Modern (1993) and questions whether its logic could not also be transferred to the realm of the digital. The issue is not so much that much of what is called “digital” in fact refers to analog processes that are simply controlled by the digital. Nor is it simply that we are often not aware of what has been “digitally” produced. Rather, the issue is that many of our operations within the digital realm are still controlled by the designer and do not operate within an autonomous realm. The notion of a purely objective digital operation without any subjective intervention on the part of the designer is something of a myth. The paper concludes that we have never been digital, just as we have never been modern. As such, we might argue that the term “postdigital” makes little sense, in that we have never been digital in the first place.
keywords full paper, hybrid practices, history/theory of computation, design history and theory
series ACADIA
type paper
email
last changed 2022/06/07 07:52

_id acadia19_298
id acadia19_298
authors Leach, Neil
year 2019
title Do Robots Dream of Digital Sleep?
doi https://doi.org/10.52842/conf.acadia.2019.298
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 298-309
summary AI is playing an increasingly important role in everyday life. But can AI actually design? This paper takes its point of departure from Philip K Dick’s novel, Do Androids Dream of Electric Sheep? and refers to Google’s DeepDream software, and other AI techniques such as GANs, Progressive GANs, CANs and StyleGAN, that can generate increasingly convincing images, a process often described as ‘dreaming’. It notes that although generative AI does not possess consciousness, and therefore cannot literally dream, it can still be a powerful design tool that becomes a prosthetic extension to the human imagination. Although the use of GANs and other deep learning AI tools is still in its infancy, we are at the dawn of an exciting – but also potentially terrifying – new era for architectural design. Most importantly, the paper concludes, the development of AI is also helping us to understand human intelligence and 'creativity'.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id acadia23_v2_34
id acadia23_v2_34
authors Leach, Neil; Kaur, Bhavleen; Melnyk, Virginia; Alfonso Rincon, Gustavo
year 2023
title DigitalFUTURES: A New Educational Initiative in an Era of Scarcity and Abundance
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 2: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-0-3]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 34-42.
summary This paper highlights the growing inequalities within our present academic environment, whereby students and academics from certain backgrounds are significantly disadvan- taged compared to others. It calls for imaginative new initiatives that seek to redress this imbalance, and points towards the example of an online para-educational platform, DigitalFUTURES (DF) sees education as a basic human right and tries to democratize archi- tectural education. The paper describes how DF evolved, what principles it adheres to, and what strategies it has adopted. It argues, however, that such initiatives need to be backed up by other measures. It concludes by calling upon the Association for Computer Aided Design in Architecture (ACADIA) to introduce new measures in order to make its events more accessible to those from less-advantaged backgrounds.
series ACADIA
type paper
email
last changed 2024/12/20 09:12

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