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 2068
authors Frazer, John
year 1995
title AN EVOLUTIONARY ARCHITECTURE
source London: Architectural Association
summary In "An Evolutionary Architecture", John Frazer presents an overview of his work for the past 30 years. Attempting to develop a theoretical basis for architecture using analogies with nature's processes of evolution and morphogenesis. Frazer's vision of the future of architecture is to construct organic buildings. Thermodynamically open systems which are more environmentally aware and sustainable physically, sociologically and economically. The range of topics which Frazer discusses is a good illustration of the breadth and depth of the evolutionary design problem. Environmental Modelling One of the first topics dealt with is the importance of environmental modelling within the design process. Frazer shows how environmental modelling is often misused or misinterpreted by architects with particular reference to solar modelling. From the discussion given it would seem that simplifications of the environmental models is the prime culprit resulting in misinterpretation and misuse. The simplifications are understandable given the amount of information needed for accurate modelling. By simplifying the model of the environmental conditions the architect is able to make informed judgments within reasonable amounts of time and effort. Unfortunately the simplications result in errors which compound and cause the resulting structures to fall short of their anticipated performance. Frazer obviously believes that the computer can be a great aid in the harnessing of environmental modelling data, providing that the same simplifying assumptions are not made and that better models and interfaces are possible. Physical Modelling Physical modelling has played an important role in Frazer's research. Leading to the construction of several novel machine readable interactive models, ranging from lego-like building blocks to beermat cellular automata and wall partitioning systems. Ultimately this line of research has led to the Universal Constructor and the Universal Interactor. The Universal Constructor The Universal Constructor features on the cover of the book. It consists of a base plug-board, called the "landscape", on top of which "smart" blocks, or cells, can be stacked vertically. The cells are individually identified and can communicate with neighbours above and below. Cells communicate with users through a bank of LEDs displaying the current state of the cell. The whole structure is machine readable and so can be interpreted by a computer. The computer can interpret the states of the cells as either colour or geometrical transformations allowing a wide range of possible interpretations. The user interacts with the computer display through direct manipulation of the cells. The computer can communicate and even direct the actions of the user through feedback with the cells to display various states. The direct manipulation of the cells encourages experimentation by the user and demonstrates basic concepts of the system. The Universal Interactor The Universal Interactor is a whole series of experimental projects investigating novel input and output devices. All of the devices speak a common binary language and so can communicate through a mediating central hub. The result is that input, from say a body-suit, can be used to drive the out of a sound system or vice versa. The Universal Interactor opens up many possibilities for expression when using a CAD system that may at first seem very strange.However, some of these feedback systems may prove superior in the hands of skilled technicians than more standard devices. Imagine how a musician might be able to devise structures by playing melodies which express the character. Of course the interpretation of input in this form poses a difficult problem which will take a great deal of research to achieve. The Universal Interactor has been used to provide environmental feedback to affect the development of evolving genetic codes. The feedback given by the Universal Interactor has been used to guide selection of individuals from a population. Adaptive Computing Frazer completes his introduction to the range of tools used in his research by giving a brief tour of adaptive computing techniques. Covering topics including cellular automata, genetic algorithms, classifier systems and artificial evolution. Cellular Automata As previously mentioned Frazer has done some work using cellular automata in both physical and simulated environments. Frazer discusses how surprisingly complex behaviour can result from the simple local rules executed by cellular automata. Cellular automata are also capable of computation, in fact able to perform any computation possible by a finite state machine. Note that this does not mean that cellular automata are capable of any general computation as this would require the construction of a Turing machine which is beyond the capabilities of a finite state machine. Genetic Algorithms Genetic algorithms were first presented by Holland and since have become a important tool for many researchers in various areas.Originally developed for problem-solving and optimization problems with clearly stated criteria and goals. Frazer fails to mention one of the most important differences between genetic algorithms and other adaptive problem-solving techniques, ie. neural networks. Genetic algorithms have the advantage that criteria can be clearly stated and controlled within the fitness function. The learning by example which neural networks rely upon does not afford this level of control over what is to be learned. Classifier Systems Holland went on to develop genetic algorithms into classifier systems. Classifier systems are more focussed upon the problem of learning appropriate responses to stimuli, than searching for solutions to problems. Classifier systems receive information from the environment and respond according to rules, or classifiers. Successful classifiers are rewarded, creating a reinforcement learning environment. Obviously, the mapping between classifier systems and the cybernetic view of organisms sensing, processing and responding to environmental stimuli is strong. It would seem that a central process similar to a classifier system would be appropriate at the core of an organic building. Learning appropriate responses to environmental conditions over time. Artificial Evolution Artificial evolution traces it's roots back to the Biomorph program which was described by Dawkins in his book "The Blind Watchmaker". Essentially, artificial evolution requires that a user supplements the standard fitness function in genetic algorithms to guide evolution. The user may provide selection pressures which are unquantifiable in a stated problem and thus provide a means for dealing ill-defined criteria. Frazer notes that solving problems with ill-defined criteria using artificial evolution seriously limits the scope of problems that can be tackled. The reliance upon user interaction in artificial evolution reduces the practical size of populations and the duration of evolutionary runs. Coding Schemes Frazer goes on to discuss the encoding of architectural designs and their subsequent evolution. Introducing two major systems, the Reptile system and the Universal State Space Modeller. Blueprint vs. Recipe Frazer points out the inadequacies of using standard "blueprint" design techniques in developing organic structures. Using a "recipe" to describe the process of constructing a building is presented as an alternative. Recipes for construction are discussed with reference to the analogous process description given by DNA to construct an organism. The Reptile System The Reptile System is an ingenious construction set capable of producing a wide range of structures using just two simple components. Frazer saw the advantages of this system for rule-based and evolutionary systems in the compactness of structure descriptions. Compactness was essential for the early computational work when computer memory and storage space was scarce. However, compact representations such as those described form very rugged fitness landscapes which are not well suited to evolutionary search techniques. Structures are created from an initial "seed" or minimal construction, for example a compact spherical structure. The seed is then manipulated using a series of processes or transformations, for example stretching, shearing or bending. The structure would grow according to the transformations applied to it. Obviously, the transformations could be a predetermined sequence of actions which would always yield the same final structure given the same initial seed. Alternatively, the series of transformations applied could be environmentally sensitive resulting in forms which were also sensitive to their location. The idea of taking a geometrical form as a seed and transforming it using a series of processes to create complex structures is similar in many ways to the early work of Latham creating large morphological charts. Latham went on to develop his ideas into the "Mutator" system which he used to create organic artworks. Generalising the Reptile System Frazer has proposed a generalised version of the Reptile System to tackle more realistic building problems. Generating the seed or minimal configuration from design requirements automatically. From this starting point (or set of starting points) solutions could be evolved using artificial evolution. Quantifiable and specific aspects of the design brief define the formal criteria which are used as a standard fitness function. Non-quantifiable criteria, including aesthetic judgments, are evaluated by the user. The proposed system would be able to learn successful strategies for satisfying both formal and user criteria. In doing so the system would become a personalised tool of the designer. A personal assistant which would be able to anticipate aesthetic judgements and other criteria by employing previously successful strategies. Ultimately, this is a similar concept to Negroponte's "Architecture Machine" which he proposed would be computer system so personalised so as to be almost unusable by other people. The Universal State Space Modeller The Universal State Space Modeller is the basis of Frazer's current work. It is a system which can be used to model any structure, hence the universal claim in it's title. The datastructure underlying the modeller is a state space of scaleless logical points, called motes. Motes are arranged in a close-packing sphere arrangement, which makes each one equidistant from it's twelve neighbours. Any point can be broken down into a self-similar tetrahedral structure of logical points. Giving the state space a fractal nature which allows modelling at many different levels at once. Each mote can be thought of as analogous to a cell in a biological organism. Every mote carries a copy of the architectural genetic code in the same way that each cell within a organism carries a copy of it's DNA. The genetic code of a mote is stored as a sequence of binary "morons" which are grouped together into spatial configurations which are interpreted as the state of the mote. The developmental process begins with a seed. The seed develops through cellular duplication according to the rules of the genetic code. In the beginning the seed develops mainly in response to the internal genetic code, but as the development progresses the environment plays a greater role. Cells communicate by passing messages to their immediate twelve neighbours. However, it can send messages directed at remote cells, without knowledge of it's spatial relationship. During the development cells take on specialised functions, including environmental sensors or producers of raw materials. The resulting system is process driven, without presupposing the existence of a construction set to use. The datastructure can be interpreted in many ways to derive various phenotypes. The resulting structure is a by-product of the cellular activity during development and in response to the environment. As such the resulting structures have much in common with living organisms which are also the emergent result or by-product of local cellular activity. Primordial Architectural Soups To conclude, Frazer presents some of the most recent work done, evolving fundamental structures using limited raw materials, an initial seed and massive feedback. Frazer proposes to go further and do away with the need for initial seed and start with a primordial soup of basic architectural concepts. The research is attempting to evolve the starting conditions and evolutionary processes without any preconditions. Is there enough time to evolve a complex system from the basic building blocks which Frazer proposes? The computational complexity of the task being embarked upon is not discussed. There is an implicit assumption that the "superb tactics" of natural selection are enough to cut through the complexity of the task. However, Kauffman has shown how self-organisation plays a major role in the early development of replicating systems which we may call alive. Natural selection requires a solid basis upon which it can act. Is the primordial soup which Frazer proposes of the correct constitution to support self-organisation? Kauffman suggests that one of the most important attributes of a primordial soup to be capable of self-organisation is the need for a complex network of catalysts and the controlling mechanisms to stop the reactions from going supracritical. Can such a network be provided of primitive architectural concepts? What does it mean to have a catalyst in this domain? Conclusion Frazer shows some interesting work both in the areas of evolutionary design and self-organising systems. It is obvious from his work that he sympathizes with the opinions put forward by Kauffman that the order found in living organisms comes from both external evolutionary pressure and internal self-organisation. His final remarks underly this by paraphrasing the words of Kauffman, that life is always to found on the edge of chaos. By the "edge of chaos" Kauffman is referring to the area within the ordered regime of a system close to the "phase transition" to chaotic behaviour. Unfortunately, Frazer does not demonstrate that the systems he has presented have the necessary qualities to derive useful order at the edge of chaos. He does not demonstrate, as Kauffman does repeatedly, that there exists a "phase transition" between ordered and chaotic regimes of his systems. He also does not make any studies of the relationship of useful forms generated by his work to phase transition regions of his systems should they exist. If we are to find an organic architecture, in more than name alone, it is surely to reside close to the phase transition of the construction system of which is it built. Only there, if we are to believe Kauffman, are we to find useful order together with environmentally sensitive and thermodynamically open systems which can approach the utility of living organisms.
series other
type normal paper
last changed 2004/05/22 14:12

_id c7e9
authors Maver, T.W.
year 2002
title Predicting the Past, Remembering the Future
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 2-3
summary Charlas Magistrales 2There never has been such an exciting moment in time in the extraordinary 30 year history of our subject area, as NOW,when the philosophical theoretical and practical issues of virtuality are taking centre stage.The PastThere have, of course, been other defining moments during these exciting 30 years:• the first algorithms for generating building layouts (circa 1965).• the first use of Computer graphics for building appraisal (circa 1966).• the first integrated package for building performance appraisal (circa 1972).• the first computer generated perspective drawings (circa 1973).• the first robust drafting systems (circa 1975).• the first dynamic energy models (circa 1982).• the first photorealistic colour imaging (circa 1986).• the first animations (circa 1988)• the first multimedia systems (circa 1995), and• the first convincing demonstrations of virtual reality (circa 1996).Whereas the CAAD community has been hugely inventive in the development of ICT applications to building design, it hasbeen woefully remiss in its attempts to evaluate the contribution of those developments to the quality of the built environmentor to the efficiency of the design process. In the absence of any real evidence, one can only conjecture regarding the realbenefits which fall, it is suggested, under the following headings:• Verisimilitude: The extraordinary quality of still and animated images of the formal qualities of the interiors and exteriorsof individual buildings and of whole neighborhoods must surely give great comfort to practitioners and their clients thatwhat is intended, formally, is what will be delivered, i.e. WYSIWYG - what you see is what you get.• Sustainability: The power of «first-principle» models of the dynamic energetic behaviour of buildings in response tochanging diurnal and seasonal conditions has the potential to save millions of dollars and dramatically to reduce thedamaging environmental pollution created by badly designed and managed buildings.• Productivity: CAD is now a multi-billion dollar business which offers design decision support systems which operate,effectively, across continents, time-zones, professions and companies.• Communication: Multi-media technology - cheap to deliver but high in value - is changing the way in which we canexplain and understand the past and, envisage and anticipate the future; virtual past and virtual future!MacromyopiaThe late John Lansdown offered the view, in his wonderfully prophetic way, that ...”the future will be just like the past, onlymore so...”So what can we expect the extraordinary trajectory of our subject area to be?To have any chance of being accurate we have to have an understanding of the phenomenon of macromyopia: thephenomenon exhibitted by society of greatly exaggerating the immediate short-term impact of new technologies (particularlythe information technologies) but, more importantly, seriously underestimating their sustained long-term impacts - socially,economically and intellectually . Examples of flawed predictions regarding the the future application of information technologiesinclude:• The British Government in 1880 declined to support the idea of a national telephonic system, backed by the argumentthat there were sufficient small boys in the countryside to run with messages.• Alexander Bell was modest enough to say that: «I am not boasting or exaggerating but I believe, one day, there will bea telephone in every American city».• Tom Watson, in 1943 said: «I think there is a world market for about 5 computers».• In 1977, Ken Olssop of Digital said: «There is no reason for any individuals to have a computer in their home».The FutureJust as the ascent of woman/man-kind can be attributed to her/his capacity to discover amplifiers of the modest humancapability, so we shall discover how best to exploit our most important amplifier - that of the intellect. The more we know themore we can figure; the more we can figure the more we understand; the more we understand the more we can appraise;the more we can appraise the more we can decide; the more we can decide the more we can act; the more we can act themore we can shape; and the more we can shape, the better the chance that we can leave for future generations a trulysustainable built environment which is fit-for-purpose, cost-beneficial, environmentally friendly and culturally significactCentral to this aspiration will be our understanding of the relationship between real and virtual worlds and how to moveeffortlessly between them. We need to be able to design, from within the virtual world, environments which may be real ormay remain virtual or, perhaps, be part real and part virtual.What is certain is that the next 30 years will be every bit as exciting and challenging as the first 30 years.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2c22
authors O'Neill, Michael J.
year 1992
title Neural Network Simulation as a Computer- Aided design Tool For Predicting Wayfinding Performance
source New York: John Wiley & Sons, 1992. pp. 347-366 : ill. includes bibliography
summary Complex public facilities such as libraries, hospitals, and governmental buildings often present problems to users who must find their way through them. Research shows that difficulty in wayfinding has costs in terms of time, money, public safety, and stress that results from being lost. While a wide range of architectural research supports the notion that ease of wayfinding should be a criterion for good design, architects have no method for evaluating how well their building designs will support the wayfinding task. People store and retrieve information about the layout of the built environment in a knowledge representation known as the cognitive map. People depend on the information stored in the cognitive map to find their way through buildings. Although there are numerous simulations of the cognitive map, the mechanisms of these models are not constrained by what is known about the neurophysiology of the brain. Rather, these models incorporate search mechanisms that act on semantically encoded information about the environment. In this paper the author describes the evaluation and application of an artificial neural network simulation of the cognitive map as a means of predicting wayfinding behavior in buildings. This simulation is called NAPS-PC (Network Activity Processing Simulator--PC version). This physiologically plausible model represents knowledge about the layout of the environment through a network of inter-connected processing elements. The performance of NAPS-PC was evaluated against actual human wayfinding performance. The study found that the simulation generated behavior that matched the performance of human participants. After the validation, NAPS-PC was modified so that it could read environmental information directly from AutoCAD (a popular micro-computer-based CAD software package) drawing files, and perform 'wayfinding' tasks based on that environmental information. This prototype tool, called AutoNet, is conceptualized as a means of allowing designers to predict the wayfinding performance of users in a building before it is actually built
keywords simulation, cognition, neural networks, evaluation, floor plans, applications, wayfinding, layout, building
series CADline
last changed 2003/06/02 13:58

_id db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id d7f7
authors Jeng, Hoang-Ell
year 1995
title A Dialogical Model for Participatory Design; A Computational Approach to Group Planning
source Delft University of Technology
summary In participatory design, design concepts are generated collectively through discussion, dialogical interactions, in which the interchange of normative and supporting factual descriptions builds a collective design discourse. The goal of this research is to develop a method for participatory design to support this collective, face-to-face design problem-solving, in order to increase the acceptability of the design product. Since the mid-1960s, there has been an important movement towards increasing the participation of citizens in determining their built environment. At first, the movement was associated with social-political ideologies and rhetoric. By the end of the 1970s, participatory design had become an accepted component of professional practice. The objectives of the movement became more pragmatically and more modestly focused on exchanging practical information, resolving conflicts, and supplementing design. Today, participatory design is in a new phase. Traditional participatory design methods are seen as insufficient to fulfill an increasing demand for dialogue. The point of departure of the study is the assumption that new information technologies can satisfy this demand. The method includes: (1) a group-reasoning model, (2) a dialogical system and (3) a framework for participation-based design guidelines. The group-reasoning model formulates the process of knowledge acquisition, the learning and sharing of belief systems, the generation of design alternatives and design evaluations--by which reasoning takes place dialogically. The dialogical system provides a clear description of how the information should be processed, what aspects should be paid attention to, what results can be anticipated, and when and how to control the process. The framework for participation-based design guidelines guides and structures the design process. It facilitates a reconstruction of the implicit cognitive structure which underlines dialogue and is generated through the discussion of a group.
series thesis:PhD
last changed 2003/02/12 22:37

_id 5c5f
authors Jepson, W., Liggett, R. and Friedman, S.
year 1995
title An environment for real-time urban visualization
source Proceedings of the Symposium on Interactive 3D Gra hics, Monterey, CA
summary Drawing from technologies developed for military flight simulation and virtual reality, a system for efficiently modeling and simulating urban environments has been implemented at UCLA. This system combines relatively simple 3-dimensional models (from a traditional CAD standpoint) with aerial photographs and street level video to create a realistic (down to plants, street signs and the graffiti on the walls) model of an urban neighborhood which can then be used for interactive fly and walk-through demonstrations.The Urban Simulator project is more than just the simulation software. It is a methodology which integrates existing systems such as CAD and GIS with visual simulation to facilitate the modeling, display, and evaluation of alternative proposed environments. It can be used to visualize neighborhoods as they currently exist and how they might appear after built intervention occurs. Or, the system can be used to simulate entirely new development.
series other
last changed 2003/04/23 15:50

_id 3d4a
authors Kasprisin, Ronald J.
year 1995
title Visual Thinking For Architects And Designers: Visualizing Context In Design
source Van Nostrand Reinhold
summary Here at last is a book that will help architects and designers avoid the pitfall of creating buildings that battle aesthetically with everything within a three-block radius. In Visual Thinking for Architects and Designers, Ron Kasprisin and James Pettinari unveil a solution to designing for the complex urban landscape: visual thinking. A concept twenty-five years in the making, this integrative approach will help harried professionals prevent environmental disasters. The authors present three-dimensional drawing (visual thinking) as a communication and decision-making tool to be used during the design and planning process. Because architects, landscape architects, and urban designers often work independently, on different scales, and at different interludes, no one can truly envision the completed project. Visual thinking is a way of getting input from every member of the team. Here, you'll learn how to use graphics, whether hand-drawn or computer-generated, as a language to express complex systems, interrelationships, and environments. Using over 300 high quality drawings that are connected at many different scales; from aerial perspectives of entire regions to individual rooms and buildings-this groundbreaking book lays out an urban design process and methodology in a sequential and easily understood manner. The book is illustrated by the authors; own work, which has been recognized in national design competitions, and by the AIA, APA, and NEA. The authors masterfully cover the use of drawing to analyze and create spaces, drawing technique, and communicating complex information to the public. Case studies convincingly illustrate the authors; approach.
series other
last changed 2003/04/23 15:14

_id a900
authors Maver, Thomas W. and Petric, Jelena
year 1995
title Information Technology in the Service of Sustainable Architecture and Urban Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 181-185
summary The quality of the built environment depends critically on the concept of sustainability and, in particular, on designs which are energy efficient and environmentally friendly. This paper gives an account of the successful application of computer-based simulations of the physical environment made available to architects through an Energy Design Advisory Service and used parametrically within a research project carried out jointly with a design and build company. It goes on to indicate how emerging multi-media technology can be used to provide an explanation, particularly to those who are technically unsophisticated, of the complexity of the way in which design decisions impact upon the energy efficiency and environmental friendliness of buildings.
keywords Energy Efficiency, Computer Simulation, Multi-Media, Design Decisions
series CAAD Futures
email
last changed 2003/04/16 11:51

_id 4d18
authors Turkle, S.
year 1995
title Life on the Screen: identity in the age of the Internet
source New York: Simon & Shuster
summary Sherry Turkle is rapidly becoming the sociologist of the Internet, and that's beginning to seem like a good thing. While her first outing, The Second Self: Computers and the Human Spirit, made groundless assertions and seemed to be carried along more by her affection for certain theories than by a careful look at our current situation, Life on the Screen is a balanced and nuanced look at some of the ways that cyberculture helps us comment upon real life (what the cybercrowd sometimes calls RL). Instead of giving in to any one theory on construction of identity, Turkle looks at the way various netizens have used the Internet, and especially MUDs (Multi-User Dimensions), to learn more about the possibilities available in apprehending the world. One of the most interesting sections deals with gender, a topic prone to rash and partisan pronouncements. Taking as her motto William James's maxim "Philosophy is the art of imagining alternatives," Turkle shows how playing with gender in cyberspace can shape a person's real-life understanding of gender. Especially telling are the examples of the man who finds it easier to be assertive when playing a woman, because he believes male assertiveness is now frowned upon while female assertiveness is considered hip, and the woman who has the opposite response, believing that it is easier to be aggressive when she plays a male, because as a woman she would be considered "bitchy." Without taking sides, Turkle points out how both have expanded their emotional range. Other topics, such as artificial life, receive an equally calm and sage response, and the first-person accounts from many Internet users provide compelling reading and good source material for readers to draw their own conclusions.
series other
last changed 2003/04/23 15:14

_id avocaad_2001_16
id avocaad_2001_16
authors Yu-Ying Chang, Yu-Tung Liu, Chien-Hui Wong
year 2001
title Some Phenomena of Spatial Characteristics of Cyberspace
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary "Space," which has long been an important concept in architecture (Bloomer & Moore, 1977; Mitchell, 1995, 1999), has attracted interest of researchers from various academic disciplines in recent years (Agnew, 1993; Benko & Strohmayer, 1996; Chang, 1999; Foucault, 1982; Gould, 1998). Researchers from disciplines such as anthropology, geography, sociology, philosophy, and linguistics regard it as the basis of the discussion of various theories in social sciences and humanities (Chen, 1999). On the other hand, since the invention of Internet, Internet users have been experiencing a new and magic "world." According to the definitions in traditional architecture theories, "space" is generated whenever people define a finite void by some physical elements (Zevi, 1985). However, although Internet is a virtual, immense, invisible and intangible world, navigating in it, we can still sense the very presence of ourselves and others in a wonderland. This sense could be testified by our naming of Internet as Cyberspace -- an exotic kind of space. Therefore, as people nowadays rely more and more on the Internet in their daily life, and as more and more architectural scholars and designers begin to invest their efforts in the design of virtual places online (e.g., Maher, 1999; Li & Maher, 2000), we cannot help but ask whether there are indeed sensible spaces in Internet. And if yes, these spaces exist in terms of what forms and created by what ways?To join the current interdisciplinary discussion on the issue of space, and to obtain new definition as well as insightful understanding of "space", this study explores the spatial phenomena in Internet. We hope that our findings would ultimately be also useful for contemporary architectural designers and scholars in their designs in the real world.As a preliminary exploration, the main objective of this study is to discover the elements involved in the creation/construction of Internet spaces and to examine the relationship between human participants and Internet spaces. In addition, this study also attempts to investigate whether participants from different academic disciplines define or experience Internet spaces in different ways, and to find what spatial elements of Internet they emphasize the most.In order to achieve a more comprehensive understanding of the spatial phenomena in Internet and to overcome the subjectivity of the members of the research team, the research design of this study was divided into two stages. At the first stage, we conducted literature review to study existing theories of space (which are based on observations and investigations of the physical world). At the second stage of this study, we recruited 8 Internet regular users to approach this topic from different point of views, and to see whether people with different academic training would define and experience Internet spaces differently.The results of this study reveal that the relationship between human participants and Internet spaces is different from that between human participants and physical spaces. In the physical world, physical elements of space must be established first; it then begins to be regarded as a place after interaction between/among human participants or interaction between human participants and the physical environment. In contrast, in Internet, a sense of place is first created through human interactions (or activities), Internet participants then begin to sense the existence of a space. Therefore, it seems that, among the many spatial elements of Internet we found, "interaction/reciprocity" Ñ either between/among human participants or between human participants and the computer interface Ð seems to be the most crucial element.In addition, another interesting result of this study is that verbal (linguistic) elements could provoke a sense of space in a degree higher than 2D visual representation and no less than 3D visual simulations. Nevertheless, verbal and 3D visual elements seem to work in different ways in terms of cognitive behaviors: Verbal elements provoke visual imagery and other sensory perceptions by "imagining" and then excite personal experiences of space; visual elements, on the other hand, provoke and excite visual experiences of space directly by "mapping".Finally, it was found that participants with different academic training did experience and define space differently. For example, when experiencing and analyzing Internet spaces, architecture designers, the creators of the physical world, emphasize the design of circulation and orientation, while participants with linguistics training focus more on subtle language usage. Visual designers tend to analyze the graphical elements of virtual spaces based on traditional painting theories; industrial designers, on the other hand, tend to treat these spaces as industrial products, emphasizing concept of user-center and the control of the computer interface.The findings of this study seem to add new information to our understanding of virtual space. It would be interesting for future studies to investigate how this information influences architectural designers in their real-world practices in this digital age. In addition, to obtain a fuller picture of Internet space, further research is needed to study the same issue by examining more Internet participants who have no formal linguistics and graphical training.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 9c0c
authors Af Klercker, Jonas and HenrichsÈn, Jan
year 2001
title Can simulations in VE support architects in solving complex design problems?
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 77-82 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary Building design is facing development of industrialization of the production on the one hand and more complex 'One of a Kind' products on the other. This will be for rebuilding of a large stock of existing buildings and what can be left to new production. In both cases the results of the design process have to be solid to guarantee a successful product. In both cases an integrated and careful design process is absolutely crucial. The demands on the built environment make the systems of buildings more and more complex and have to be handled by a lot of different expertise. To avoid the 'Relay Race' of today the design teams of tomorrow must work much more integrated. To make integrated solutions, which means simultaneous constrains on all systems, the experts of different fields have to understand more of how all engaged systems relate and influence each other. Communication then consists of complex situations and processes that have to be understood and related to reality. In this aspect a multidimensional Virtual Environment interface has advantages and has been successfully used in design processes in other industries. In this paper the problems that have to be studied are for example Methodical, Conceptual, Technical and Process economical.
series other
email
last changed 2001/09/14 21:30

_id ascaad2014_033
id ascaad2014_033
authors Al-Mousa , Sukainah Adnan
year 2014
title Temporary Architecture: An urban mirage
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 405-413
summary One of the emerging multidisciplinary contemporary art practices is interactive installation art, which is concerned with constructing a temporary artistic environment that is digital, responsive and engaging. It is usually displayed within existing architectural context whether indoor in a gallery space or outdoor in a public space. Recent examples of such art projects show that interactivity and illusion are effectively present and highly influential in the perception and memory of the place. A digital display on a building façade can remain attached to the history of the site in the spectator’s memory even after the display is removed. An interactive space that involves body response and emotional sensory interaction can determine the narrative perceived from the experience. These trends seemingly bring together the physical context and the digital space to contain the spectator. The two mediums are merged to provide a new genre of space, hence a new mode of perception where the art space mediates people’s movement and overlay the context with new meanings. Multiple backgrounds are involved in the creative process of interactive installation art, all of which involve examining various concepts through artistic engagement with temporary spaces. Here, particularly because of interactivity and immerseveness, the spectator becomes part of the performance (the subject); with his moving and reacting he activates the narrative and probably gives it its shape. This paper aims to explore the potentials of the digital spatial display to enhance or weaken our sense of belonging to the surrounding environments while creating an illusionary space within the real physical one. It also aims to discuss how this influence would affect the memory of the mixed experience; the installation being digital, temporary and illusive and the space being physical, permanent and real. What happens to the “spectator” when contained by the digital-interactive and the physical medium(s)?. In order to unfold the mentioned questions, the study uses theories of perception and performance reflected on live case studies of recent art projects where the researcher becomes a member of the audience and an observer at the same time in order to trace the journey inside this new medium. In an era where time is being more difficult to grasp and identities of visual culture is becoming more difficult to define, temporary responsive environments can provide some openings where space becomes durational, yet, influential, and where people’s movements become more meaningful in the visual terrain.
series ASCAAD
email
last changed 2016/02/15 13:09

_id ascaad2016_031
id ascaad2016_031
authors Amireh, Omar; Manal Ryalat and Tasbeeh Alaqtum
year 2016
title Narrative Architectural Fiction in Mentally Built Environments
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. 283-294
summary A thin line lies between reality and fiction; what is mentally imagined and what is visualized. It all depends on how ideas and images are perceived or what neurological activity is triggered in the user’s brain. Architects and designers spare no effort or tools in presenting buildings, architecture or designs in all forms or ways that would augment users’ experience whether on the perceptual or the cognitive level and in both the digital or the physical environments. In a progressive tendency they, the designers, tend to rely more and more on digitizing their vision and mission, which subsequently give them, impressive and expressive superiority, that would influence the users conscious on the one hand and manipulate their subconscious on the other. Within that process designers work hard to break any mental firewall that would prevent their ideas from pervading the space of any mental environment the user, build or visualize. In that context, to what extent such ways of mental entertainments used by architects, legitimize deception in design? What distinguishes employing the rhythmic simulation of the narrative fictional inceptions (virtual reality) from deploying the adaptive stimulation of the experience modeling conceptions. The difference between planting an idea and constructing an idea. It is not the intention of the paper to prove the failure of the computer aided design neither to stand against the digital architectural design media and applications development. It is rather to present a different way of understanding of how architectural design whether virtual, digital, or real can stimulates and induces codes and messages that is correlated to the brainwave cognitive attributes and can generate a narrative brain environment where the brain can construct and simulate its own fictional design. Doing so, the paper will review certain experimental architectural events and activities which integrate sound and sight elements and effects within some electronic, technical and digital environments.
series ASCAAD
email
last changed 2017/05/25 13:33

_id acfe
authors Archea, John
year 1985
title Architecture's Unique Position Among the Disciplines : Puzzle-Making vs. Problem Solving
source CRIT XV, The Architectural Student Journal. Summer, 1985. pp. 20-22
summary Most disciplines involved in the building process, i.e., programmers, space planners, and engineers work in what may be described as a problem solving mode. They state desired effects as explicit performance criteria before they initiate a decision process and test alternative solutions against those criteria until a fit is attained which falls within known probabilities of success. Architects, however are not problem solvers and they are not seeking explicit information when they design how buildings work. Architects are puzzle- makers, They are primarily concerned with unique design concepts. It is through the act of designing, or puzzle- making, that the architect learn what they want to accomplish and how. With regard to the making of buildings, places or experiences, the architect is a puzzle-maker surrounded by a group of problem solvers who address separate pieces of the puzzle
keywords puzzle making, design process, problem solving, architecture
series CADline
last changed 1999/02/12 15:07

_id 536e
authors Bouman, Ole
year 1997
title RealSpace in QuickTimes: architecture and digitization
source Rotterdam: Nai Publishers
summary Time and space, drastically compressed by the computer, have become interchangeable. Time is compressed in that once everything has been reduced to 'bits' of information, it becomes simultaneously accessible. Space is compressed in that once everything has been reduced to 'bits' of information, it can be conveyed from A to B with the speed of light. As a result of digitization, everything is in the here and now. Before very long, the whole world will be on disk. Salvation is but a modem away. The digitization process is often seen in terms of (information) technology. That is to say, one hears a lot of talk about the digital media, about computer hardware, about the modem, mobile phone, dictaphone, remote control, buzzer, data glove and the cable or satellite links in between. Besides, our heads are spinning from the progress made in the field of software, in which multimedia applications, with their integration of text, image and sound, especially attract our attention. But digitization is not just a question of technology, it also involves a cultural reorganization. The question is not just what the cultural implications of digitization will be, but also why our culture should give rise to digitization in the first place. Culture is not simply a function of technology; the reverse is surely also true. Anyone who thinks about cultural implications, is interested in the effects of the computer. And indeed, those effects are overwhelming, providing enough material for endless speculation. The digital paradigm will entail a new image of humankind and a further dilution of the notion of social perfectibility; it will create new notions of time and space, a new concept of cause and effect and of hierarchy, a different sort of public sphere, a new view of matter, and so on. In the process it will indubitably alter our environment. Offices, shopping centres, dockyards, schools, hospitals, prisons, cultural institutions, even the private domain of the home: all the familiar design types will be up for review. Fascinated, we watch how the new wave accelerates the process of social change. The most popular sport nowadays is 'surfing' - because everyone is keen to display their grasp of dirty realism. But there is another way of looking at it: under what sort of circumstances is the process of digitization actually taking place? What conditions do we provide that enable technology to exert the influence it does? This is a perspective that leaves room for individual and collective responsibility. Technology is not some inevitable process sweeping history along in a dynamics of its own. Rather, it is the result of choices we ourselves make and these choices can be debated in a way that is rarely done at present: digitization thanks to or in spite of human culture, that is the question. In addition to the distinction between culture as the cause or the effect of digitization, there are a number of other distinctions that are accentuated by the computer. The best known and most widely reported is the generation gap. It is certainly stretching things a bit to write off everybody over the age of 35, as sometimes happens, but there is no getting around the fact that for a large group of people digitization simply does not exist. Anyone who has been in the bit business for a few years can't help noticing that mum and dad are living in a different place altogether. (But they, at least, still have a sense of place!) In addition to this, it is gradually becoming clear that the age-old distinction between market and individual interests are still relevant in the digital era. On the one hand, the advance of cybernetics is determined by the laws of the marketplace which this capital-intensive industry must satisfy. Increased efficiency, labour productivity and cost-effectiveness play a leading role. The consumer market is chiefly interested in what is 'marketable': info- and edutainment. On the other hand, an increasing number of people are not prepared to wait for what the market has to offer them. They set to work on their own, appropriate networks and software programs, create their own domains in cyberspace, domains that are free from the principle whereby the computer simply reproduces the old world, only faster and better. Here it is possible to create a different world, one that has never existed before. One, in which the Other finds a place. The computer works out a new paradigm for these creative spirits. In all these distinctions, architecture plays a key role. Owing to its many-sidedness, it excludes nothing and no one in advance. It is faced with the prospect of historic changes yet it has also created the preconditions for a digital culture. It is geared to the future, but has had plenty of experience with eternity. Owing to its status as the most expensive of arts, it is bound hand and foot to the laws of the marketplace. Yet it retains its capacity to provide scope for creativity and innovation, a margin of action that is free from standardization and regulation. The aim of RealSpace in QuickTimes is to show that the discipline of designing buildings, cities and landscapes is not only a exemplary illustration of the digital era but that it also provides scope for both collective and individual activity. It is not just architecture's charter that has been changed by the computer, but also its mandate. RealSpace in QuickTimes consists of an exhibition and an essay.
series other
email
last changed 2003/04/23 15:14

_id caadria2019_328
id caadria2019_328
authors Boychenko, Kristina
year 2019
title Agency of Interactive Space in Social Relationship
doi https://doi.org/10.52842/conf.caadria.2019.2.381
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 381-390
summary Embedded computation allows built space to be intelligent and get smarter, becoming interactive and gaining agency with ability not to merely adapt to changing conditions, but to process information and react, observe and learn, communicate and make decisions. The paper investigates agency of interactive space based on interpretation of input data, like users' response to the spatial agency, data from environment or other actors, and ability to change its performance accordingly. The research is focused on the role of interactive space as an active participant in social relationship communicating with users, constantly changing and having its' attitude. The research is aimed at defining social role of interactive environments and explains how they interact with users, what qualities are enabled by interactive behaviour and how do they influence space perception, revealing the significance of bi-directional communication between society and smart spaces. Interactive space does not just providing location for activities and facility for lifestyle, but influences these activities. Users and interactive space constitute one social network being constantly aware of each other establishing bi-directional communication.
keywords interactive architecture; computation; programmable; design; social
series CAADRIA
email
last changed 2022/06/07 07:54

_id cf2015_331
id cf2015_331
authors Brodeschi, Michal; Pilosof, Nirit Putievsky and Kalay, Yehuda E.
year 2015
title The definition of semantic of spaces in virtual built environments oriented to BIM implementation
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 331-346.
summary The BIM today can be a provider of inputs to performance analysis of different phenomena such as thermal comfort, energy consumption or winds. All these assessments are fundamental to the post occupation of the building. The attainment of approximate information of how the future building would behave under these conditions will reduce the waste of materials and energy resources. The same idea is used for evaluating the users occupation. Through simulation of human behavior is possible to evaluate which design elements can be improved. In complex structures such as hospital buildings or airports is quite complex for architects to determine optimal design solutions based on the tools available nowadays. These due to the fact users are not contemplated in the model. Part of the data used for the simulation can be derived from the BIM model. The three-dimensional model provides parametric information, however are not semantically enriched. They provide parameters to elements but not the connection between them, not the relationship. It means that during a simulation Virtual Users can recognize the elements represented in BIM models, but not what they mean, due to the lack of semantics. At the same time the built environment may assume different functions depending on the physical configuration or activities that are performed on it. The status of the space may reveal differences and these changes occur constantly and are dynamic. In an initial state, a room can be noisy and a moment later, quiet. This can determine what type of activities the space can support according to each change in status. In this study we demonstrate how the spaces can express different semantic information according to the activity performed on it. The aim of this paper is to simulate the activities carried out in the building and how they can generate different semantics to spaces according to the use given to it. Then we analyze the conditions to the implementation of this knowledge in the BIM model.
keywords BIM, Virtual Sensitive Environments, Building Use Simulation, Semantics.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id e513
authors Chaikin, George
year 1998
title The Computer and the Studio
doi https://doi.org/10.52842/conf.ecaade.1998.051
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 51-54
summary The studio is the primary place of architectural education - the place where the warp of representation and the weft of technique are woven together. Architecture is taught as a domain of ideas, ideas about how and why buildings are built, about the dialectic between concept and materiality. To the architectural student, the drawing is the exemplar of the quality of work he or she will expect in the final construction process. As such, it is very important that the student appreciate the "materiality" of the work to be realized, and this is best done through the education of the whole person, of the entire cognitive mechanism, which most certainly includes the hands. We feel strongly that the student must engage in the creative process in a profoundly physical way, must learn the art and joy of making things, and only then can she or he appreciate the representational abstraction offered by the computer.
series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:55

_id ascaad2022_086
id ascaad2022_086
authors Chehab, Aya; Nakhal, Bilal
year 2022
title Exploring Virtual Reality as an Approach to Resurrect Destroyed Historical Buildings: An Approach to Revive the Destroyed "Egg Building" through VR
source Hybrid Spaces of the Metaverse - Architecture in the Age of the Metaverse: Opportunities and Potentials [10th ASCAAD Conference Proceedings] Debbieh (Lebanon) [Virtual Conference] 12-13 October 2022, pp. 609-631
summary An important part of a city, that gives it a sense of community and character, is its history. One way of acknowledging this heritage is by preserving historic building and structures. Old buildings are witnesses to the aesthetic and cultural history of a city, helping to give people a sense of place and connection to the past. Unfortunately, despite their importance within the city, historical buildings are most of the time subject to demolition and to be replaced- leaving behind stories told and untold of what use to be. The paper, therefore, aims to explore the capability of the metaverse, using virtual reality touring, to revive the memory of historical buildings that are subject to fade. Where preserving historical buildings can not only act as a symbol of grandeur but is also vital for reviving the community’s collective memory. The case study focused upon in the research paper shows a first step in the development of an immersive virtual tour for the significant building of “The Egg” or “Beirut City Center” in Downtown- which is a building that witnessed a series of unfortunate events that lead to destruction, erasure, and demolition of the building. Therefore, examining the recovery and revival of this unique historic site in an unconventional way which is in the metaverse, specifically the Virtual Reality (VR). The paper assumes that virtual reality, as the main metaverse approach, would help people ‘remember’ and ‘mentally revive’ the destroyed historical buildings that once acted as the building blocks in the impacted city. To prove this hypothesis, two different methodologies will be used, by theorical analysis and literature review, such as analyzing the main keyword, and analyzing datum from previous works. The second method will rely on the physical methodology, where virtual 3D Models will be built in a computer software, Autodesk Revit, then imported within a VR experience for an enhanced experience within the historical site to preserve the historic buildings and revive the collective memory within the community, enabling people to view how these historic sites once were and how they have now become.
series ASCAAD
email
last changed 2024/02/16 13:29

_id caadria2014_029
id caadria2014_029
authors Devilat, Bernadette and Stephen Gage
year 2014
title The Role of the Record and the Paradox of the Original
doi https://doi.org/10.52842/conf.caadria.2014.317
source Rethinking Comprehensive Design: Speculative Counterculture, Proceedings of the 19th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2014) / Kyoto 14-16 May 2014, pp. 317–326
summary Earthquakes have progressively destroyed the Chilean built heritage over the years, not only due to the initial devastation they produce, but also as a result of the applied reconstruction approaches that follow. The design of reconstruction projects has usually aimed to re-establish the previous built form of historic buildings; generating new ‘heritage’ constructions that try to imitate only the appearance of previous ones rather than understanding that heritage, in the case studied, includes a sustainable mode of construction. This issue occurs in places where previous records are sometimes non-existent, which poses the question of authenticity. Considering the regularity of earthquakes in Chile, the role of accurate recording technologies, such as 3D laser scanning, becomes relevant. Their implications for new and existing architectures in the re-construction process include being a virtual database for demolition, retrofitting, intervention or replica. This paper examines the survey of the church of San Lorenzo de Tarapacá obtained in January 2013, and discusses how this, in conjunction with previous records, might impact on what is considered heritage and the design of future reconstructions.
keywords Earthquakes; 3D scanning; heritage intervention; replica; Tarapacá
series CAADRIA
email
last changed 2022/06/07 07:55

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