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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Hits 1 to 20 of 11995

_id c96b
authors Sanchez del Valle, Carmina
year 1996
title Transformable, Folding Space
doi https://doi.org/10.52842/conf.acadia.1996.045
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 45-54
summary A group of architectural students in an advanced computer applications course were asked to design a folding or transformable personal space. They were to approach the design using two metaphors - Origami (or papiroflexia ) and Transformer robot toys - in a digital environment. These are familiar ideas evident in toys and furniture. Students found this way of thinking about architectural design foreign and unusual. The results were tentative, but insightful. New architectural forms emerged out of the plasticity, temporality, and speed of the digital medium. Origami and Transformer robots are more than toys. Through them, the Bauhaus notion of point transforms into line, line into plane, plane into solid can now be stretched to include space generated from motion.

The argument for conceptualizing and developing the design within a digital environment was that the operations implied by Origami and Transformers, can be carefully studied in this context. Both processes, or types of objects, are best understood in teens of change in time and space. Digital media offers the dynamic capabilities needed to study distortions, step transformations & movement.

series ACADIA
email
last changed 2022/06/07 07:56

_id acadia22_120
id acadia22_120
authors Sanchez, Jose
year 2022
title Entangled Simulations
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 120-127.
summary This paper aims to establish a critique of models of simulation that argue for an objec- tive reality and, in contrast, proposes the possibility of an entangled reading of simulation drawing from second-order cybernetics and Arturo Escobar’s definition of “Political Ontology.“ This framework is demonstrated in the development of Common’hood, a video game soft- ware simulation that combines narrative structures with system dynamics questioning the capacity of cognitive and aspirational imaginaries to distort the mathematical foundations of the software.
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_id acadia15_513
id acadia15_513
authors Sanchez, Jose
year 2015
title Temporal and Spatial Combinatorics in Games for Design
doi https://doi.org/10.52842/conf.acadia.2015.513
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 513-523
summary This paper will outline the techniques and language that games use to give design agency to a player. By identifying the discrete combinatorial ontology of games, as opposed to a continuous post-rationalistic approach from general design tools, we hope to develop a framework for the design of ‘games for design’, or sandboxes that allow players to develop an output that is unexpected to the game developer and contingent to a player. This research has been the foundation for the development of Block’hood, a city-building video game that explores ideas of ecology and generative urbanism.
keywords Combinatorics, city building game, game design, crowd-sourcing, ecology, learning, educational software
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id acadia14projects_95
id acadia14projects_95
authors Sanchez, Jose
year 2014
title Polyomino: Reconsidering Serial Repetition in Comibatorics
doi https://doi.org/10.52842/conf.acadia.2014.095
source ACADIA 14: Design Agency [Projects of the 34th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 9789126724478]Los Angeles 23-25 October, 2014), pp. 95-98
summary In the advent of the current energy crisis and technologies of distribution that allow crowd-sourcing as a design strategy, the ‘Polyomino’ project attempts to re-consider serial repetition through a framework of combinatorics and graph theory, one in which we consider geometry as a data structure for a plethora of design variations.
keywords combinatorics, voxel arrays, non-holistic systems, game mechanics, topology search, crowd source design.
series ACADIA
type Research Projects
email
last changed 2022/06/07 07:56

_id acadia16_44
id acadia16_44
authors Sanchez, Jose
year 2016
title Combinatorial design: Non-parametric computational design strategies
doi https://doi.org/10.52842/conf.acadia.2016.044
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. 44-53
summary This paper outlines a framework and conceptualization of combinatorial design. Combinatorial design is a term coined to describe non-parametric design strategies that focus on the permutation, combination and patterning of discrete units. These design strategies differ substantially from parametric design strategies as they do not operate under continuous numerical evaluations, intervals or ratios but rather finite discrete sets. The conceptualization of this term and the differences with other design strategies are portrayed by the work done in the last 3 years of research at University of Southern California under the Polyomino agenda. The work, conducted together with students, has studied the use of discrete sets and combinatorial strategies within virtual reality environments to allow for an enhanced decision making process, one in which human intuition is coupled to algorithmic intelligence. The work of the research unit has been sponsored and tested by the company Stratays for ongoing research on crowd-sourced design.
keywords non-parametric computational design strategies, permutations, combinatorics, building systems, game design, crowdsourcing, computation
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id acadia18_108
id acadia18_108
authors Sanchez, Jose
year 2018
title Platforms for Architecture: Imperatives and Opportunities of Designing Online Networks for Design
doi https://doi.org/10.52842/conf.acadia.2018.108
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. 108-117
summary The rise of platforms such as Facebook, YouTube, and Uber, initially celebrated as part of a disruptive new era of the internet, has slowly been reassessed as a problematic and unregulated form of twenty-first-century info-capitalism that contributes to inequality, mistrust, and user polarization. The internet has become a place for content creation, not only consumption, and the content freely created by the network of users has defined a self-organizing system of ad-hoc audiences following echo chambers organized through artificial intelligence, which amplifies previously identified trends. While a large portion of the content created by users seems to be aimed at personal forms of entertainment, a few remarkable projects, such as Wikipedia, have allowed hundreds of users to contribute to a collective goal. While we can observe that the platform model has appeared in diverse disciplines, allowing the creation of content from news articles to music, we have not seen the emergence of a robust design platform intended to proliferate and advance the discipline of architecture.

This paper makes the case that video game technology and its audiences have reached a state of technical capability that could allow for architectural platforms to emerge, one in which players could learn, create, and share architectural designs. Such a platform comes with a series of ethical imperatives, questions of value proposition, and liabilities, as well as a high potential to communicate and proliferate architectural knowledge and know-how. Common’hood, currently under development, will be used as a case study to engage the development of an ethical architectural platform that develops a proposition towards authorship, ownership, and collective engagement.

keywords full paper, platforms, capitalism, network, video game, combinatorics, information theory, entropy, co-ops, platform cooperativism, privacy, encryption
series ACADIA
type paper
email
last changed 2022/06/07 07:56

_id a8ff
authors Sanchez, Santiago, Zulueta, Alberto and Barrallo, Javier
year 1997
title CAAD and Historical Buildings: The Importance of the Simulation of the Historical Process
doi https://doi.org/10.52842/conf.ecaade.1997.x.u7b
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary The majority of the problems that CAAD deals with are located in contemporary buildings. But many other buildings of the historical heritage also need special attentions with their computer design prior to the restoration projects. Generally, in restoration work, hand drawing and artistic criteria have been more usual than work with precision topographic data and accurate technical plans.

But a very rigorous design is not always enough to start restoration work. The real state that presents a historical building could have been modified substantially from its original state due to previous interventions, wars, seismic movements, erosion, biological aggressions or any other historical event.

So, it is necessary to join CAAD tasks with a simulation of the historical process suffered by the building. Historical data and ancient cartography must be the basis of all the CAAD works, and the quality of the computer 3D model can be established comparing it with the original available maps.

This paper explains the CAAD works and the intervention proposals for the restoration of the City Walls of Hondarribia, a small Spanish village placed in the frontier between Spain and France. These Renaissance bastioned walls were partially destroyed throughout many wars with France. The exact knowledge of their original trace and dimensions only is possible comparing the real CAD models with the plans that exist in the Spanish Military Archives since the XVIth. century.

The digital store and index of all the historical information, their comparison with real photographs of the city walls, the creation of photo realistic images with the intervention proposals, and the influence of the structural repairs in the final project will be explained in the CAAD context.

keywords CAAD, Historical Buildings
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/barrallo/sanchez.htm
last changed 2022/06/07 07:50

_id 3151
authors Sanders, K.
year 1996
title The Digital Architect
source New York, NY, John Wiley &Sons
summary Written by an architect for design professionals, The Digital Architect is a gold mine of commonsense advice and guidance on the realities of using computer technology in design practice. Ken Sanders, AIA, takes you beyond the hyperbole to discover the practical reality of using computers today. He explains their strengths and weaknesses; what these tools do and what they don't do; and how they can be used strategically and tactically to improve quality, productivity, and profits in design firms of all sizes. Drawing on his own experiences and those of colleagues from across the nation whose comments appear throughout, he provides a wealth of valuable insights and advice on: * Choosing technology that leverages your professional value * Integrating technology seamlessly into your firm * Implementing cost-effective technology training and education * Managing the digital office, including liability, privacy, and security issues * Organizing the knowledge base of your firm * Using the Internet's World Wide Web as a global information resource * Hardware platforms, operating systems, and networks * Software tools and applications, including CAD, word processing, spreadsheets, multimedia, visualization, animation, virtual reality, on-line services, and more * The latest releases of major software products, including Windows 95TM and AutoCAD(r) Release 13(r) The only guide of its kind, The Digital Architect is a valuable tool for architects, engineers, designers, and all those who participate in creating the built environment.
series other
last changed 2003/04/23 15:14

_id acadia15_497
id acadia15_497
authors Sandoval Olascoaga, Carlos; Victor-Faichney, John
year 2015
title Flows, Bits, Relationships: Construction of Deep Spatial Understanding
doi https://doi.org/10.52842/conf.acadia.2015.497
source ACADIA 2105: Computational Ecologies: Design in the Anthropocene [Proceedings of the 35th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-53726-8] Cincinnati 19-25 October, 2015), pp. 497-512
summary The number of variables acting upon urban landscapes is numerous and interconnected, closely resembling complex systems in constant dynamic transformation. Current analytical methods and descriptions of the city are domain specific, limited in scope, and discretize the city into quantifiable individual representations, resulting in an equally limited urban policy and design. If we are to produce urban systems capable of contributing to the robustness and resiliency of cities, we ought to understand and represent the comprehensive network of actors that construct contemporary urban landscapes. On one hand, the natural sciences approach the analysis of complex systems by primarily focusing on the development of models capable of describing their stochastic formation, remaining agnostic to the contextual properties of their individual components and oftentimes discretizing the otherwise continuous relationships among parts. signers work in groups. They need to share information either synchronously or asynchronously as they work with parametric modeling software, as with all computer-aided design tools. Receiving information from collaborators while working may intrude on their work and thought processes. Little research exists on how the reception of design updates influences designers in their work. Nor do we know much about designer preferences for collaboration. In this paper, we examine how sharing and receiving design updates affects designers’ performances and preferences. We present a system prototype to share changes on demand or in continuous mode while performing design tasks. A pilot study measuring the preferences of nine pairs of designers for different combinations of control modes and design tasks shows statistically significant differences between the task types and control modes. The types of tasks affect the preferences of users to the types of control modes. In an apparent contradiction, user preference of control modes contradicts task performance time.
keywords Networks, graphs, web-mapping, GIS, urban mapping, spatial analysis, urban databases, visual representation, spatial cognition
series ACADIA
type normal paper
email
last changed 2022/06/07 07:56

_id cdrf2023_3
id cdrf2023_3
authors Sandra Manninger, Matias del Campo
year 2023
title Deep Mining Authorship
doi https://doi.org/https://doi.org/10.1007/978-981-99-8405-3_1
source Proceedings of the 2023 DigitalFUTURES The 5st International Conference on Computational Design and Robotic Fabrication (CDRF 2023)
summary Considering the emerging field of architecture and artificial intelligence, it might be necessary to contemplate the remodeling of the concept of authorship entirely. The invention of authorship is a complex historical process that can be traced back to the emergence of print culture in Europe in the 15th century. Prior to this period, most literary and artistic works were created anonymously or attributed to collective or anonymous sources, such as folklore or religious traditions. However, with the rise of printing, texts became more easily reproducible and marketable, and there emerged a need for individual authors to take credit for their works. The notion of authorship was closely tied to the idea of originality and ownership, as authors sought to assert their exclusive rights to their works and to distinguish themselves from other writers. This was supported by the development of copyright law, which granted legal protection to authors and their works, and helped to establish a market for literary and artistic works. The idea of the author as a singular, autonomous figure gained further prominence in the 18th and 19th centuries, with the emergence of romanticism and the cult of the individual. This period saw the rise of the idea of the artist as a genius, whose works were the product of their own unique creativity and imagination. This idea was further reinforced by the rise of literary criticism, which focused on the interpretation and analysis of individual works and their authors. However, as Michel Foucault and other scholars have argued, the notion of authorship is not a universal or timeless concept, but rather a historically contingent and culturally specific one. Different societies ad cultures have different understandings of authorship, and these have shifted over time in response to changes in technology, culture, and social values. As it stands now, authorship in its traditional form can hardly be applied in a context where automated collaborations provide more than 50% of the generated material. This is true for multiple art fields. Visual Arts (Mario Klingemann, Sofia Crespo, Memo Atken, Ooouch, etc.), Music (Dadabots, YACHT, Holly Herndon), Literature, etc. Very soon this will also be true for Architecture. The consequence is also an entire rethinking of the concept of the sole genius. This notion, developed by German Romanticists in the early 19th century, is, in the current context of AI-assisted creativity, completely obsolete, as we are drawing from the genius of hundreds of thousands of artists and artworks in order to interrogate the latent space for unseen artistic opportunities. More akin to an archeological dig leading to the discovery of a next-generation jet fighter plane.
series cdrf
email
last changed 2024/05/29 14:04

_id acadia07_242
id acadia07_242
authors Sanguinetti, Paola; Abdelmohsen, Sherif
year 2007
title 242 On the Strategic Integration of Sketching And Parametric Modeling in Conceptual Design
doi https://doi.org/10.52842/conf.acadia.2007.242
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 242-249
summary Architects perform problem-solving tasks while designing through various externalization modes. Among the architectural community sketching is associated with conceptual design, and parametric modeling is seen as a tool for detailed design development. However, parametric modeling is increasingly being used for exploring design concepts. We propose that sketching and parametric modeling can be integrated strategically as alternate externalization modes to support problem solving in conceptual design. With sketching, architects are able to externalize their ideas quickly and effortlessly, as the flexible structure of sketching provokes multiple interpretations through continuous refl ection. With parametric modeling, architects must define a set of parameters and rule-based constraints. By modeling design objects as parametric, multiple design variations can be generated, modifi ed, and evaluated. In this paper we describe an efficient process of problem-solving by studying the strategic use of sketching and parametric modeling in conceptual design. We conduct an experiment to explore the processes involved in both modes. Digital sketching is recorded by the Logitech io2 personal digital pen, and parametric modeling using Digital Project software is recorded by screen video capturing software, followed by a retrospective analysis. The ACADIA 2007 competition brief is used as the design task.
series ACADIA
email
last changed 2022/06/07 07:56

_id sigradi2021_69
id sigradi2021_69
authors Sansao, Marcos Marciel, Rebelo, Jucimara, Werlich dos Passos, Fernanda, Freitas Klein, Marina and Vaz, Carlos Eduardo Verzola
year 2021
title Hybrid Spaces in the Context of the Pandemic: Evaluating Home Environment Support for the Creative Process
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 1041–1052
summary This article addresses the development and experimentation of a remote application method to help users in social distancing to assess the quality of their creative environments. Therefore, theoretical and practical procedures were adopted to understand the metrics that enhance the creative performance and well-being of environments, and their implementation for spatial analysis through digital instruments and processes. As a result, a set of semi-autonomous and self-applicable tools was developed for collection, processing, visualization and interaction of information regarding the user experiences and environment, making it possible to easily identify problems and potentialities for the elaboration of interventions suited to each situation.
keywords Design metrics, Human-centric analysis, Computational tools, Remote activities, Creative environments.
series SIGraDi
email
last changed 2022/05/23 12:11

_id c7aa
authors Sanseverino, Carlo
year 1994
title The Virtual Laboratory: A New Environment for Education
doi https://doi.org/10.52842/conf.ecaade.1994.x.u6q
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, p. 218
summary When an Information Laboratory (IL) is designed there are some questions that need to be answered: they concern, for example, the equipment (hardware, operation systems, software...), methodologies (self-education, aided practice, integration between traditional methodologies and new equipment ...) and disciplinary contents to tranfert into a Computer Aided Education laboratory. In consideration of the fact that it appears absolutely necessary to assume equipment and organization together a research is being developed about both the logistic configuration of educational environments and the methodology for education by information medium.

series eCAADe
last changed 2022/06/07 07:50

_id sigradi2007_af40
id sigradi2007_af40
authors Santamaría Sánchez, Noriel
year 2007
title Vernacular heritage and digital graph. The reconstruction of Varadero Nautical Club [Patrimonio vernáculo y grafica digital. La reconstrucción del Club Náutico de Varadero]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 345-349
summary The work shows the process of digital reconstruction of a timber vernacular construction, the Varadero Nautical Club, of high patrimonial value, at the present time missing. The general consideration that motivated the investigation; the search and prosecution of primary information and procedure for the creation of virtual model, as well as for the digital file (multimedia), are exposed. The use in the community is also approached: schools, computer science club and municipal museum, of the elaborated multimedia and their incorporation to the process of learning of the local history and the valuation of the built patrimony.
keywords Vernacular heritage; digital reconstruction; multimedia
series SIGRADI
email
last changed 2016/03/10 09:59

_id sigradi2016_479
id sigradi2016_479
authors Santana Neto, Ernesto José de; Silva, Robson Canuto da
year 2016
title Computaç?o material: um estudo sobre a atualizaç?o geométrica de elementos vazados na arquitetura [Material computation: a study about the geometric updating of screenwalls in architecture]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.42-49
summary This paper deals with geometric update strategies of cobogós, aiming to expand its energy efficiency based on material computation, a design approach that seeks to achieve greater architectural performance through the investigation of material properties, comprising four aspects that structure the paper: materiality, material structure, material performance and materialisation. Analysis in ceramic, the most common material in the manufacturing of cobogós, showed voronoi microstructure geometry in the material. Incorporating this logic to the development of a new geometry of cobogó results a slight increase of its thermal performance comparing with commercial cobogós.
keywords Material computation; Cobogó; Energy efficiency
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2012_87
id sigradi2012_87
authors Santiago, Zilsa Maria Pinto
year 2012
title Prática docente e experiências no atelier de desenho e projeto [Teaching practice and experience in drawing and design studio]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 290-293
summary The present work aims to bring reflections on teaching practice in drawing and design studio and various activities that teachers and students participating in the context of academic life that guides from the segments: research, teaching and extension. Intends to contribute to the discussion on curriculum and teaching practice on a course whose specificities of teaching-learning process in nature and the essence of the action runs between technique and art curriculum, theory and practice, taking note of how the complexity of pedagogical work and their interactive processes.
keywords prática docente; ateliê de desenho e projeto; aprender-fazendo
series SIGRADI
email
last changed 2016/03/10 09:59

_id ecaade2010_110
id ecaade2010_110
authors Santo, Yasu; Frazer, John Hamilton; Drogemuller, Robin
year 2010
title Co-Adaptive Environments: Investigation into computer and network enhanced adaptable, sustainable and participatory environments
doi https://doi.org/10.52842/conf.ecaade.2010.677
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.677-686
wos WOS:000340629400073
summary This paper presents research in response to environmental concerns we face today. In a search for a better method to manage spaces and building resources consumed excessively through traditional top-down architectural solutions, the research began by speculating that the building spaces and resources can be managed by designing architectural systems that encourage a bottom-up approach. In other words, this research investigates how to design systems that encourage occupants and users of buildings to actively understand, manage and customise their own spaces. Specific attention is paid to the participation of building users because no matter how sophisticated the system is, the building will become as wasteful as conventional buildings if users cannot, or do not want to, utilise the system effectively. The research is still in its early stages. The intension of this paper is to provide a background to the issue, discuss researches and projects relevant to, but not necessarily about, architecture, and introduce a number of hypothesis and investigations to realise adaptable, participatory and sustainable environments for users.
keywords Adaptive; Interactive; Participatory; Tangible; Ubiquitous
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2013_95
id sigradi2013_95
authors Santos de Andrade, Ludmila; Neander Furtado Silva; Ecilamar Maciel de Lima; Igor Monteiro
year 2013
title Os Sistemas BIM e a Redução de Inexatidões e Tempo nas Obras Públicas Brasileiras [BIM Systems and Reducing Inaccuracies and Time in the Brazilian Public Infrastructure]
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 284 - 287
summary The creation of an algorithm that will allow the quantitative accuracy of inputs, related to the Brazilian reality, inside the BIM platform will cause a decrease of the public costs of work. However, in this article only focus on how you can modify internally the BIM system platform for achieving the quantitative goals in planning materials. The new tool of construction planning and scheduling when using BIM systems's contribution, through the external database, will provide the construction control based on composition of inputs along the time that will allow a more economical execution to ensure the efficiency of public buildings.
keywords Algorithm; Accuracy of inputs; BIM; Database; Planning; Scheduling; Public buildings
series SIGRADI
email
last changed 2016/03/10 09:59

_id sigradi2007_af95
id sigradi2007_af95
authors Santos de Oliveir, Beatriz; Erivelton Muniz da Silva; Ana Tereza Ferreira Buarque Guimarães; Cesar Augusto Moutella Jordão; Lia Soares Guerra; Luana Pereira Salgado; Luisa Moreira Bogossian; Marta Cristina Ferreira Buarque Guimarães; Patricia Malhão Arruda; Renata Barbosa Lacerda
year 2007
title From press media to digital media: An archive of Brazilian houses of the XXth century [Do meio impresso ao meio digital: O banco de dados Casas Brasileiras do Século XX]
source SIGraDi 2007 - [Proceedings of the 11th Iberoamerican Congress of Digital Graphics] México D.F. - México 23-25 October 2007, pp. 359-363
summary The database of Residential Brasilian Architecture Publications belongs to the research Project Brazilian Houses of the XXth Century from the School of Architecture and Urbanism of the Federal University of Rio de Janeiro. It’s the result of an extensive work of collection, organization and indexation of reviews about Brazilian houses published at specialized magazines, as well as the set of theorical-critical writings produced about Brazilian architects and their work through the last century. The archive allows the access to information that helps the understanding of Brazilian architectural thinking and, more specifically, to project and construction of single-families habitations and its evolution on that period.
series SIGRADI
email
last changed 2016/03/10 09:59

_id ecaade2023_37
id ecaade2023_37
authors Santos Pereira, Susana Alexandra, Figueiredo, Bruno and Mendonça, Paulo
year 2023
title Performance-Based Design: Report of an academic workshop with energy efficiency simulation tools
doi https://doi.org/10.52842/conf.ecaade.2023.2.137
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. 137–146
summary This article presents the results of a Seminar / Workshop named “Energy Modelling: Preliminary Analysis of an Architecture Project”, organised at the University of Minho's School of Architecture, Art and Design, located in Guimaraes. The Seminar / Workshop aimed to teach students on the use of simulation tools that evaluate the energy performance of building's architectural design. It demonstrates the importance of simulation software as a tool to design energy-efficient architecture in the early stages of a project. The Seminar / Workshop introduced students to fundamental notions of simulation related to thermal and natural lighting comfort, like modelling methods, interpreting the obtained results and procedures for improving the results. Despite presenting different simulation software during the workshop, the exercises proposed to the students focused on using Climate Studio because of its versatility and compatibility with different architectural modelling software. The software is relatively recent and can be adapted in different project phases. The students learned the benefits of using simulation software to obtain information for further improving an architectural project. The simulation helped students understand the passive design strategies that can improve thermal comfort in the building. Like making the best use of the landscape, the shape of the building and its position and not just by increased insulation in the envelope, well-oriented glazing, optimised thermal mass, controlled ventilation or shading. Therefore, the students learn that simulation tools allow for optimising the passive strategies to their limits in the design stage.
keywords Multi-criteria Simulation, Functional Analysis, Economic Analysis, Parametric Design
series eCAADe
email
last changed 2023/12/10 10:49

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