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 ecaade2007_207
id ecaade2007_207
authors Sopeoglou, Eva
year 2007
title Seamless Architecture
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 805-811
doi https://doi.org/10.52842/conf.ecaade.2007.805
summary This paper considers the influence of digital fabrication (CAM) technologies with regards to the creative and creating processes and within the specific parameters of materials. Under the title seamless architecture this paper is seeking to study relationships (on a literal and conceptual level) with the existence or not in architecture of ‘seams’. This study draws inspiration from past and present architecture and also design fields such as textile and sailmaking, by examining types of ‘seamless envelopes’ which were only possible when advances in digital fabrication were met. Metal is currently widely used as cladding material. In antithesis to previous notions of steel being the ‘bones’ of architecture, expressing ‘strength’ and ‘sturdiness’, current use of metal as ‘skin’ material has revealed the ‘softer’, highly sculptural, almost textile quality of metal surfaces. Digital fabrication of sheet metals has contributed towards this shift. However, architectural metal skins presently lack this seamless quality of a ‘differentiated-single’ object. It’s capabilities as cladding material have not been fully utilized, in light of drastic developments in digital manufacturing. Design integration of aesthetic, structural and environmental considerations into the design of metal cladding systems is bound to develop in the future. Considering metals as textiles (in terms of architectural concept and manufacturing) can provide new insights to their utilization in architecture.
keywords CAD/CAM: fabrication, textiles, metals
series eCAADe
email
last changed 2022/06/07 07:56

_id ecaade2022_64
id ecaade2022_64
authors Sopher, Hadas and Dorta, Tomás
year 2022
title Using Social VR System in Multidisciplinary Codesign
source Pak, B, Wurzer, G and Stouffs, R (eds.), Co-creating the Future: Inclusion in and through Design - Proceedings of the 40th Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2022) - Volume 1, Ghent, 13-16 September 2022, pp. 547–556
doi https://doi.org/10.52842/conf.ecaade.2022.1.547
summary Social VR (SVR) systems are potentially adequate to support remote collaboration by allowing multidisciplinary students to codesign through an immersive shared display and 3D sketching. These characteristics become substantial for Multidisciplinary Codesign (MC) courses with the appreciation of the skills gained as knowledge is co-constructed. In codesign, participants ideate and develop together a design solution through verbal exchanges and design representations, relying on each participant’s expertise. Considering that non-design students lack design skills, design progress becomes highly challenging. Research focusing on how SVRs support MC is limited, what hinders integrating SVRs in these courses. Aiming to demonstrate how SVRs are used in MC courses, we monitored MC sessions involving three universities, from Industrial design, Ergonomics and Engineering. Data include three sessions of three remote multidisciplinary teams using three interconnected SVRs and three sessions involving collocated Industrial design students using a single SVR. The verbal and representational activities generated during the sessions were analysed, accounting for elements of collaborative ideation. Results showed a dominance of Industrial design students in generating representations and collaborative ideation. A rise in 3D representations in advanced MC sessions indicates the SVRs’ role in the process, understandings that enable the integration of SVRs in inter-university collaborations.
keywords Social VR, Multidisciplinary Codesign, Codesign Learning, Design Conversations, 3D Sketching, Immersive Learning Environments
series eCAADe
email
last changed 2024/04/22 07:10

_id ecaade2021_030
id ecaade2021_030
authors Sopher, Hadas and Gero, John S.
year 2021
title Effect of Immersive VR on Communication Patterns in Architectural Design Critiques
source Stojakovic, V and Tepavcevic, B (eds.), Towards a new, configurable architecture - Proceedings of the 39th eCAADe Conference - Volume 1, University of Novi Sad, Novi Sad, Serbia, 8-10 September 2021, pp. 123-130
doi https://doi.org/10.52842/conf.ecaade.2021.1.123
summary Immersive Virtual Reality (iVR) systems hold a promise to affect design behavior by allowing users to experience presence, as they are embodied in the digital display. However, the lack of research articulating how embodiment enabling media change design behavior limits integrating iVR systems in design pedagogy with a well-defined framework. This paper presents the preliminary results from a case study of a work in progress comparing the communication patterns of critique sessions in an architecture studio in two kinds of media: iVR and non-immersive desk-crits. We employed protocol analysis methods to track the distribution of conversational turns and the first occurrence of design issues emerging over the different media. Results show that compared to non-immersive critiques, the iVR had a lower number of conversational turns and an increase in the first occurrence generated by students, indicating support in a learner-centered activity. Elucidating the effect of the communication medium on design behavior provides an empirical foundation for its inclusion in a design theory that encapsulates embodied cognition.
keywords Immersive VR; Studio; Design cognition; Critique; Virtual Reality
series eCAADe
type normal paper
email
last changed 2022/06/07 07:56

_id ecaade2017_215
id ecaade2017_215
authors Sopher, Hadas, Kalay, Yehuda E. and Fisher-Gewirtzman, Dafna
year 2017
title Why Immersive? - Using an Immersive Virtual Environment in Architectural Education
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 313-322
doi https://doi.org/10.52842/conf.ecaade.2017.1.313
summary Teaching the process of design is a primary objective of the architectural studio. Due to the complexity of the process, the studio encourages active learning and peer participation during crit sessions. This paper explores the potential of immersive virtual environments (IVEs) for enhancing architectural learning, and proposes a framework for evaluating its educational potential.We have developed a model for coding the three main activities of the architectural design process (analysis, synthesis and evaluation), along with their physical and social settings. The model comprises of units we call Knowledge Construction Activities (KCAs). We suggest that this model presents a detailed description of the environmental implications of each activity. Applying the KCA model to a studio course that used both a traditional classroom and an IVE revealed that the IVE increased the number of synthesis KCAs, and supported effective criticism. Though limited in scope, the results clearly indicate IVEs potential contribution to architecture pedagogy.
keywords Architectural education; Design process; Immersion; Virtual environments; Place
series eCAADe
email
last changed 2022/06/07 07:56

_id caadria2022_115
id caadria2022_115
authors Sopher, Hadas, Milovanovic, Julie and Gero, John S.
year 2022
title Exploring the Effect of Immersive VR on Student-Tutor Communication in Architecture Design Crits
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 315-324
doi https://doi.org/10.52842/conf.caadria.2022.2.315
summary Using digital tools like immersive Virtual Reality (iVR) reduce the carbon footprint by providing collocated and remote communication through virtual design studios. By providing a sense of presence in a digital display, iVR systems impact student-tutor communication during design critiques or crits. Research lacks studies articulating how iVRs change crits' communication to increase the ability to integrate iVRs as educational media and promote a quality education in inter-university studios. To this end, this study explores the cognitive structure of student-tutor communication during collocated architecture crits using iVR and non-immersive media. We employed protocol analysis to analyze divergent thinking by tracking the distribution of First Occurrences of design issues. Combining protocol analysis with Natural Language Processing, we explored the size of the design space generated during the crits. Results from a case study that includes twelve crits from three students show an increase in students‚ exploration of the design space and divergent thinking in the iVR crits, providing evidence that iVR enhances learners' communication. iVRs can be integrated to support remote design studios without the generation of carbon due to physical travel.
keywords Immersive VR, Design cognition, Architecture Studio, NLP, First occurrence, Design networks, SDG 4
series CAADRIA
email
last changed 2022/07/22 07:34

_id 76ff
authors Sorby, S.A.
year 1999
title Developing 3-D Spatial Visualization Skills
source Engineering Design Graphics Journal, vol. 63, no. 2 (Spring): 21-32
summary This article brings up the point that 3-D spatial visualization skills are vital to graphics education. Instructors of graphics education, even though they have highly advanced spatial skills, rarely have the proper training on what spatial skills are or how the development of spatial skills takes place. As a result one must try to have a better understanding of spatial abilities. There are many interpretations as to what spatial skills really are and there is in therefore no one universal definition. As a way to better understand spatial abilities, Maier places them into five categories. The categories are spatial perception, spatial visualization, mental rotations, spatial rotations, and spatial orientation. These categories are vast. As a result of their vastness many of the categories overlap. Another step towards better understanding spatial skills involves differentiating how spatial skills are used while completing a task. Tartre makes a classification for how spatial skills are used while performing a task. The spatial skills are either used as spatial visualization that involves mentally moving the object, or as spatial orientation, which involves mentally moving the object. If the task involves spatial visualization then mental rotation can take place, which involves the entire object, or mental transformation can occur, which only involves part of an object. Visual thinking is a way to understand spatial skills. McKim offers the viewpoint that visual thinking occurs by three kinds of imagery. They are what one sees, what one can imagine, and what one can draw. All of these images interact with one another. Spatial skills are developed primarily in three different stages. This can be see be Piaget's theory on development. In the first stage, two dimensional, topological, skills are acquired. In the second stage, an understanding of 3-D objects, projective skills, from different viewpoints is achieved. Finally in the third stage, there is an understanding of area, volume, distance, translation, rotation and reflection, which is combined with projective skills. Spatial skills are evaluated in a variety of ways. There are tests that assess a person's projective skill level. Examples of these would be the Mental Cutting Test and the Differential Aptitude Test: Spatial Relation. Other tests assess mental rotation. Examples of mental rotation tests are the Purdue Spatial Visualization Test and the Mental Rotation Test. Results of these evaluations show mixed results as to whether there are gender differences in spatial skills. In order to enhance spatial skills, one must not only work with 3-D images, but they must also use concrete models and sketching. Overall I thought this article was very informative. It presented the information in a clear and concise manner. I summarized the information that I thought was especially useful for this class. The article really made me think how important it is not only to have spatial skills, but also to have an understanding of them.
series journal paper
last changed 2003/04/23 15:14

_id ascaad2016_015
id ascaad2016_015
authors Sosa, Marco; Lina Ahmad
year 2016
title Integration of Digital Tools and Fabrication Methods for Learning CAAD - Innovative pedagogy methods applied in a design college in Abu Dhabi
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. 125-134
summary The interior design curriculum at the College of Arts & Creative Enterprises (CACE), Zayed University in Abu Dhabi, offers two CAAD courses; the first is concurrent with first-year Interior Design studio; the second is a year later. The objectives of the first is equip students with the tools needed to represent and communicate their designs, while the second looks in-depth into the process of documentations. This paper will focus on presenting our pedagogical approach in the first CAAD course, as well as tracing students implementation, knowledge utilization and how it is carried over into their main interior design studio. It will also shed light into CAAD influence on expanding student technical and material knowledge through direct space survey and documentation. The paper aims at presenting and reflecting upon a dynamic devised adaptable pedagogical method that identifies two student categories; those who learn how to ‘practice design’ (majority), and those who unfold the realm of ‘being a designer’ (minority). It is the latter few that continue their path, emerge into various international settings, and have a major influence on their local communities.
series ASCAAD
email
last changed 2017/05/25 13:31

_id caadria2014_069
id caadria2014_069
authors Sosa, Ricardo; Qinqi Xu and Rajesh Elara Mohan
year 2014
title The House That Roomba Built
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. 647–656
doi https://doi.org/10.52842/conf.caadria.2014.647
summary The "Roomba House" (RH) is a novel generative design approach based on robotic interaction with the physical environment in order to inductively identify design opportunities for improving the design of future robot-inclusive spaces and furniture. The paper presents the theoretical and technological details of this approach, an empirical study of a cleaning robot and sample results from an evolutionary system inspired by heuristics inductively derived from the study. RH is an informed provocation based on the recognition that increasingly widespread domestic robots that roam our living spaces will infer key features and help produce creative design solutions that maintain or improve user requirements while improving their inclusiveness in everyday life.
keywords Robots, evolutionary creativity, computational creativity
series CAADRIA
email
last changed 2022/06/07 07:56

_id caadria2006_585
id caadria2006_585
authors SOTIRIOS D. KOTSOPOULOS
year 2006
title A NOTE ON THE CONCEPTUAL BASIS OF DESIGNS
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 585-587
doi https://doi.org/10.52842/conf.caadria.2006.x.x0l
summary CAD systems have a strong influence on design theory and practice. But even though they were widely used in the process of design representation or execution, their acceptance as an aid in the creative process remains poor. Beginning from this problem the paper outlines a design framework with broader aim the use of computation in the studio.
series CAADRIA
email
last changed 2022/06/07 07:50

_id sigradi2017_077
id sigradi2017_077
authors Soto Muñoz, Jaime; Jesús Pulido Arcas, Rodrigo García Alvarado, Gastón Arias Aravena
year 2017
title La implementación de la Metodología Building Information Modeling (BIM) para edificios existentes en Chile [La implementación de la Metodología Building Information Modeling (BIM) para edificios existentes en Chile]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.528-533
summary BIM technology is currently being implemented in the construction industry, though it is still underdeveloped in relation to Facility Management (FC) of extant buildings. There is a strong potential for future development due to the visualization and data analysis capabilities of this technology, amongst others (Becerik-Gerber, Jazizadeh, Li, & Calis, 2012). This research investigates how BIM can be implemented in existing buildings currently in operation. Using a public facility at the University of Bio-Bio as a case study, conclusions are drawn with respect the capabilities of BIM in order to optimize maintenance and operation of existing buildings.
series SIGRADI
email
last changed 2021/03/28 19:59

_id sigradi2013_244
id sigradi2013_244
authors Soto, Carolina
year 2013
title Innovación por el usuario en la construcción y el diseño digital: La relación entre herramientas BIM standard y requerimientos específicos de los usuarios [User Innovation in Digital Design and Construction: The Relation Between Standard BIM Tools and Specific User Requirements]
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. 274 - 278
summary BIM tools are being adopted in many different countries, in a wide range of types of projects, and by professionals from different disciplines. Consequently, the requirements of its users are becoming heterogeneous, hindering the development of BIM tools that can satisfy all of them. Utilizing the user innovation theory as the framework of analysis, the paper examines whether and how BIM users are adapting the technology to their requirements. Through the study of eight cases from different contexts of use, the work analyzes the process of user innovation in BIM with two main objectives: first, to recognize whether there is that type of innovation, and second, to understand how it is developed.
keywords BIM; User Innovation; Adaptation; Customization; Context of use
series SIGRADI
email
last changed 2016/03/10 10:00

_id sigradi2013_248
id sigradi2013_248
authors Soto, Carolina; Moa Carlsson
year 2013
title Object Interaction Query: A Context Awareness Tool for Evaluating BIM Components’ Interactions
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. 269 - 273
summary During the creative process, designers constantly evaluate the relations between objects in space. BIM aids this process by providing a modeling platform where objects are embedded with information, which can be extracted on demand. The object Interaction Query (oIQ) proposes a novel way to query BIM models, not only for geometric properties and dimensions, but also about the relations among the components. By including the queried objects’ context and interrelations as part of the computation, the prototype tool is able to provide feedback on complex interactions and conflicts in the design environment. The oIQ approach and its implementation are developed as integral parts of the design process, allowing users to perform customized queries through a GUI in which users can apply their knowledge and design preferences to the model’s evaluation.
keywords BIM; Object interaction; Context awareness; Rule-based system
series SIGRADI
email
last changed 2016/03/10 10:00

_id 65bb
authors Soufi, Bassel and Edmonds, Ernest
year 1995
title A Framework for the Description and Representation of Emergent Shapes
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 411-422
summary This paper is concerned with the computational modelling of emergent shapes in design. The categorisation of emergent shapes, and the development of a framework capable of modelling different types of emergent shapes are of particular interest. A scheme is propose for the description of emergent shapes. Four different types of emergent shapes are described. A framework based on multiple shape representations is then presented. The operation of the framework is illustrated using a worked example.
keywords Creative Design, Emergence, Categorisation Of Emergent Shapes, Multiple Shape Representations, Description-Representation Framework.
series CAAD Futures
last changed 1999/08/03 17:16

_id ascaad2021_045
id ascaad2021_045
authors Soulikias, Aristofanis; Carmela Cucuzzella, Firdous Nizar, Morteza Hazbei, Sherif Goubran
year 2021
title We Gain a Lot…But What are We Losing? A Critical Exploration of the Implications of Digital Design Technologies on Sustainable Architecture
source Abdelmohsen, S, El-Khouly, T, Mallasi, Z and Bennadji, A (eds.), Architecture in the Age of Disruptive Technologies: Transformations and Challenges [9th ASCAAD Conference Proceedings ISBN 978-1-907349-20-1] Cairo (Egypt) [Virtual Conference] 2-4 March 2021, pp. 293-305
summary In the field of architecture, new technologies are enabling us to promptly simulate, quantify, and compare multitudes of design alternatives and consider an ever more expanding list of environmental and economic parameters within the early design phases of projects. However, architecture today veers further towards non-neutral technologies, changing our culture, introducing new values, and (re)shaping our social ideals. The change of media, from the manual to the digital, has deeply transformed architecture and city design. There is undoubtedly progress, but what are we losing in this automation, virtualization and over-digitalization? Are architects—creators of space, human experience, and cultural capital—starting to occupy the role of technicians? Sustainable architecture is a field that is already experiencing tensions between the quantitative and the qualitative, the optimum and the ethical, and the parametric and haptic methods. Yet the rapidly evolving CAAD technologies overlook many of the non-quantifiable values of these binaries. Gains in speed and efficiency in the design process with the help of parametric design may be challenging the designer’s reflection-in-action process required for critical architecture while ethical, cultural, and human dimensions can hardly be modelled algorithmically. Similarly, computational thinking and digitalization in architectural education, have yet to come to terms with the loss of analogue ways of learning that favour a more diverse and inclusive classroom environment. Instead of keeping the analogue and the haptic practices away from the immaculate realm of CAAD, this paper argues for hybrid technologies that recognize these practices and their value in sustainable design and incorporate them. Film animation, as a branch of architecture’s most expressive means, film, can serve as a paradigm of a feasible disruptive technology, but most importantly, as an indicator of the hybridity between the handmade and the digital and its effectiveness in expressing vital elements of sustainability that are otherwise dismissed.
series ASCAAD
email
last changed 2021/08/09 13:11

_id caadria2016_735
id caadria2016_735
authors Sousa, Jose Pedro; Pedro Martins and Pedro De Azambuja Varela
year 2016
title The CorkCrete Arch Project: The digital design and robotic fabrication of a novel building system made out of cork and glass-fibre reinforced concrete
source Living Systems and Micro-Utopias: Towards Continuous Designing, Proceedings of the 21st International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2016) / Melbourne 30 March–2 April 2016, pp. 735-744
doi https://doi.org/10.52842/conf.caadria.2016.735
summary The CorkCrete arch is a 1:1 scale construction aiming at testing the use of robotic fabrication technologies in the production of a novel building system made out of two different materials – cork and concrete (GRC). The combination of these materials is promising since it merges the sustainable and performative properties of first with the structural efficiency of the second one. The result is a materi- al system suited for customized prefabrication and easy on-site instal- lation. The current paper describes the design and fabrication process of the arch, which employed a single parametric design environment to bridge design and fabrication, and an innovative sequence of differ- ent robotic processes. The success of this experience invites the team to continue this research into the future construction of larger scale applications.
keywords Cork; concrete; computational design; digital fabrication; robotics
series CAADRIA
email
last changed 2022/06/07 07:56

_id ecaade2016_234
id ecaade2016_234
authors Sousa, José Pedro and Martins, Pedro Filipe
year 2016
title The Robotic Production of the GRC Panels in the CorkCrete Arch Project - A stratified strategy for the fabrication of customized molds
source Herneoja, Aulikki; Toni Österlund and Piia Markkanen (eds.), Complexity & Simplicity - Proceedings of the 34th eCAADe Conference - Volume 1, University of Oulu, Oulu, Finland, 22-26 August 2016, pp. 153-160
doi https://doi.org/10.52842/conf.ecaade.2016.1.153
wos WOS:000402063700017
summary The CorkCrete Arch was an experimental prototype built in the scope of a research project concerning the use of robotic fabrication technologies for non-standard solutions in architecture. It combined 2 materials, cork and GRC into a self-supporting lightweight building system, designed to explore the integration of different robotic fabrication technologies in one constructive solution. This paper is focused in providing a detailed description and analysis of the robotic fabrication process used in the production of the GRC components. The presented solution integrated robotic milling and hot-wire cutting technologies with a stratified mold design strategy that allowed for overcoming the limitations of each and enabled a time and cost efficient production process.
keywords Robotic Hot-Wire Cutting; Digital Fabrication; Glass Fiber Reinforced Concrete; Computational Design; Corkcrete
series eCAADe
email
last changed 2022/06/07 07:56

_id sigradi2012_257
id sigradi2012_257
authors Sousa, José Pedro; Duarte, José Pinto
year 2012
title Repensando a Cortiça em Arquitetura através do uso de Tecnologias CAD/CAM [Rethinking Cork in Architecture through the use of CAD/CAM Technologies]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 673-676
summary In contemporary architecture there is a growing interest in exploring unique forms and constructive solutions, which could hardly be conceived and materialized until recently. Operating in this context, the construction industry has tried to innovate by inventing new materials aside with rethinking existent ones. In this second scenario, given that the use of CAD/CAM technologies have opened new possibilities for traditional materials, it becomes important to ask if cork could face similar innovative opportunities. The present paper synthesizes some of the main arguments, experiments and results obtained in a PhD thesis about that question.
keywords Cortiça; CAD/CAM; Fabrico Digital; Personalização em série; Geometria
series SIGRADI
email
last changed 2016/03/10 10:00

_id sigradi2015_3.345
id sigradi2015_3.345
authors Sousa, José Pedro; Xavier, Jo?o Pedro
year 2015
title Robotic Fabrication in Architectural Education: An Experience on the Design and Construction of Brick Structures
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 1 - ISBN: 978-85-8039-135-0] Florianópolis, SC, Brasil 23-27 November 2015, pp. 143-147.
summary In the last decade, architectural researchers have demonstrated the potential of using robots to design and construct in novel ways. However, the integration of such practices in architectural education has been difficult and the examples are rare. By analyzing this context, this paper describes a teaching experience at FAUP where robotic technologies were introduced to the Master students for the first time. The assignment consisted in the production of a brick structure and ended up with the construction of a 1:1 scale installation. With this experience, this paper wants to contribute for the dissemination of robotic technologies in architectural curriculums.
keywords Architectural Education, Digital Fabrication, Robotics, 3D Printing, Brick Construction
series SIGRADI
email
last changed 2016/03/10 10:00

_id ecaadesigradi2019_001
id ecaadesigradi2019_001
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 2
source Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 2, University of Porto, Porto, Portugal, 11-13 September 2019, 872 p.
doi https://doi.org/10.52842/conf.ecaade.2019.2
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

_id ecaadesigradi2019_002
id ecaadesigradi2019_002
authors Sousa, JP, Xavier, JP and Castro Henriques, G (eds.)
year 2019
title Architecture in the Age of the 4th Industrial Revolution, Volume 3
source Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 3, University of Porto, Porto, Portugal, 11-13 September 2019, 374 p.
doi https://doi.org/10.52842/conf.ecaade.2019.3
summary Going back in history, the 1st Industrial Revolution occurred between the 18th and 19th centuries, when water and steam power led to the mechanization period. By then, social changes radically transformed cities and, together with manufactured materials like steel and glass, promoted the emergence of new building design typologies like the railway station. In the end of the 19th century, the advent of electrical power triggered mass production systems. This 2nd Revolution affected the building construction industry in many ways, inspiring the birth to the modern movement. For some, standardization emerged as an enemy of arts and crafts, while, for others, it was an opportunity to embrace new design agendas, where construction economy and quality could be controlled in novel ways. More recently, electronics and information technology fostered the 3rd Revolution with the production automation. In architecture, the progressive use of digital design, analysis and fabrication processes started to replace the traditional means of analogical representation. This opened the door for the exploration of a higher degree of design freedom, complexity and customization. The rise of the Internet also changed the way architects communicated and promoted the emergence of global architectural practices in the planet. Today, in the beginning of the 21th century, we are in a moment of profound and accelerated changes in the way we perceive and interact with(in) the world, which many authors, like Klaus Schwab, do not hesitate to call as the Fourth Industrial Revolution. Extraordinary advancements in areas like mobile communication, artificial intelligence, big data, cloud computing, blockchain, nanotechnology, biotechnology, facial recognition, robotics or additive manufacturing are fusing the physical, biological and digital systems of production. Such technological context has triggered a series of disruptive concepts and innovations, like the smart-phone, social networks, online gaming, internet of things, smart materials, interactive environments, personal fabrication, 3D printing, virtual and augmented realities, drones, selfdriving cars or the smart cities, which, all together, are drawing a radically new world.
series eCAADeSIGraDi
last changed 2022/06/07 07:49

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