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 ascaad2004_paper3
id ascaad2004_paper3
authors Pratini, Edison
year 2004
title Modeling with Gestures: Sketching 3D Virtual Surfaces and Objects Using Hands Formation and Movements
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The 3D SketchMaker project has developed two prototypes for a gestural 3D sketching system to be used in the earliest phases of the design process. The goal of this ongoing research is to provide architects, and other designers involved in object conception, with a 3D gestural instrument that takes advantage of new virtual reality resources and is more natural than using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections. The system was conceived to assist or replace the first 2D drawing steps in the design process, generating rough 3D sketches that can be refined later using any 3D package. It is, in essence, a 3D modelling system directed to do sketching with hand movements and gestures in a virtual reality environment.
series ASCAAD
email
last changed 2007/04/08 19:47

_id f86b
authors Pratschke, A., Tramontano, M. and Dos Santos Moreira, E.
year 2000
title Designer Wanted! Interface Usuário-Computador,O design de um Diálogo
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 316-318
summary This paper discusses the designer’s role in the process of computer interfaces production. Understood as virtual spaces, they polarize the user’s attention as they are the vague and little known territory in which user and system can, finally, communicate. For so far, a parallel will be established between the architect’s education as a designer of concrete spaces, whose wideness qualifies him to dialogue with specialized engineers about technical construction matters, and the need of being formed a (new?) professional interface designer, able to dialogue with the experts of technological aspects concerning the building of virtual spaces. The paper also analyses the education of nowadays’ interface designers - computer scientists, web designers, writers, artists, architects and information architects -, searching to identify ways of potentializing their performance.
series SIGRADI
email
last changed 2016/03/10 09:58

_id sigradi2006_p010d
id sigradi2006_p010d
authors Pratschke, Anja and Peronti, Rodrigo
year 2006
title Olhares múltiplos, ou como conceber um espaço de conhecimento para a cidade de São Carlos [Multiple looks, or how to conceive a knowledge space for the city of São Carlos]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 377-380
summary The aim of the article is to present and analyse strategies for the conception of diverse computational interfaces designated to register and organize in an especially developed free software data-base, contends related to culture heritance of the city of São Carlos, situated in the State of São Paulo, Brazil. Part of a large research in public Politics financed by FAPESP, the interface is configured as a database integrator of some centers, patrimonies architectural and museums. Preoccupied to keep alive the data base after the end of the project, it aims to propose activities together with the local community, to promote the preservation and the physical and virtual access to such patrimonies, contribute for the valuation of the traditional cultures, and strengthen the identity and belonging feeling, guaranteeing consequently the permanence of this patrimony for the future generations.
series SIGRADI
email
last changed 2016/03/10 09:58

_id 1e36
authors Prensky, M.
year 2001
title Digital Game-Based Learning
source McGraw-Hill, New York
summary Digital Game-Based Learning, by Marc Prensky, is a strategic and tactical guide to the newest trend in e-learning - combining content with video games and computer games to more successfully engage the under-40 "Games Generations," which now make up half of America's work force and all of its students. The book fully explores the concept of Digital Game-Based Learning, including such topics as How Learners Have Changed, Why Digital Game-Based Learning Is Effective, Simulations and Games, How Much It Costs, and How To Convince Management. With over 50 case studies and examples, it graphically illustrates how and why Digital Game-Based Learning is working for learners of all ages in all industries, functions and subjects.
series other
last changed 2003/04/23 15:14

_id 2218
authors Preparata, Franco P.
year 1979
title A New Approach to Planar Point Location
source August, 1979. 21 [3] p. : ill. includes bibliography
summary Given a planar straight line graph G with n vertices and a point PO, locating PO means to find the region of the planar subdivision induced by G which contains PO. Recently, Lipton and Tarjan presented a brilliant but extremely complex point location algorithm which runs in time O(log n) on a data structure using O(n) storage. This paper presents a practical algorithm which runs in less than O(log 2n) comparisons on a data structure which uses O(n log n) storage, in the worst case. The method rests crucially on a simple partition of each edge of G into O(log n) segments
keywords algorithms, data structures, point inclusion, computational geometry, graphs
series CADline
last changed 2003/06/02 10:24

_id sigradi2018_1402
id sigradi2018_1402
authors Presente de Souza, Marcio; Imai, César; Hidemi Azuma, Maurício
year 2018
title Immersive virtual reality device to support the housing design process
source SIGraDi 2018 [Proceedings of the 22nd Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Brazil, São Carlos 7 - 9 November 2018, pp. 854-859
summary This paper discusses the process of communication between designers and users during the initial stages of defining the housing design. The objective is to demonstrate the application of a three-dimensional device with virtual reality technology as a tool to facilitate communication between stakeholders in a participatory design context. The method consists of a simulation dynamics, and the application of cognitive walkthrough, verbal protocol and participant observation. The results showed that the simulation model can facilitate the user's understanding of the project represented, as well as stimulate productive discussions about their preferences, needs and wishes about the designed space.
keywords Simulation; Virtual reality; Participatory design; User
series SIGRADI
email
last changed 2021/03/28 19:59

_id 3186
authors Price, Nicholas E. and Noble, Douglas
year 1999
title Animation and Multimedia: Interviews at Five Large Los Angeles Firms
source ACADIA Quarterly, vol. 18, no. 3, pp. 1-3
doi https://doi.org/10.52842/conf.acadia.1999.001
summary Developments in digital media have created a myriad of tools to help architects communicate ideas. Three dimensional graphics software has revolutionized our ability to visualize our ideas. With the advent of animation and advanced methods of real time video presentation seem to have substantially upgraded the architects' tool chest. Significant advances have been made recently in bringing animation capabilities to the architectural desktop. To discover the level of integration of animation and multimedia in architectural firms, a series of interviews were conducted at five large Los Angeles firms. The interviews were structured with open-ended questions to allow the firms to emphasize their interests and capabilities. This document depicts the status of the current thinking at Gensler, Jerde, NBBJ, RTKL, and DMJM.
series ACADIA
email
last changed 2022/06/07 08:00

_id ascaad2007_029
id ascaad2007_029
authors Prichard-Schmitzberger, A.
year 2007
title Team-Working and Reverse Engineering: Teaching Methods for Complex Architecture
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 343-356
summary This paper contains research and details of a work in progress on the implementation of advanced 3D precision modelling in an undergraduate curriculum. Core to the investigation is the undergraduate course Digitally Enhanced Construction and Fabrication (D.E.C.A.F.) at the Department of Architecture, California State Polytechnic University Pomona. The course tests the application of Reverse Engineering (RE) in a team configuration, Hot-Swapping (HS), and precision modelling of complex geometries with minimal programming/scripting input, taking in consideration the limited resources common to small-scale architectural practices. Reverse Engineering particularly enables students to extract information building assembly and executed details with precision, based on existing documentation. It is conducted in teams not only to emphasize and investigate efficiency of protocols but also to observe problems in developing threads in digital modelling. Hot-Swapping identifies the principle of replacing components of a building during active design processes without altering its general appearance. As a teaching methodology, it allows the investigation of required modelling accuracy, creation of prototypes and various versions of assembly alternatives. The current paper focuses mainly on 1) engaged procedures in Reverse Engineering, 2) the educational aspects of such an approach, and 3) the advantages and disadvantages of conventional tools in a collaborative modelling exercise.
series ASCAAD
email
last changed 2008/01/21 22:00

_id 40
authors Prieto, Carlos and Serrentino, Roberto
year 1998
title Configuraciones Urbanas Recursivas (Recursive Urban Configurations)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 300-309
summary A method to develop skills using digital techniques in architectural and design fields is proposed. Recursive procedures in successive cycles of abstraction are used applied for the urban layout design process. Each configurational cycle (master plan, urban modules, buildings, habitational units) is separated and exaggerated to face the process with pedagogical goals. Urban factors that conform the city are identified in order to classify repetitive urban problems. A patch of the city, in which a master plan is developed, is isolated and is submitted the measurable tests related to the Architectural and Design projecting process, enfatizating the following aspects., its systemic structures, its geometry and its growing. Alometric concepts and growing form analogies are used as scale control method in transformations and in recursive cycles. Based in two potentially recursive theories, fractals and tessellation's theories, a pedagogic procedure oriented to the use of tessellations is proposed using CAD systems tools.
series SIGRADI
email
last changed 2016/03/10 09:58

_id sigradi2015_10.378
id sigradi2015_10.378
authors Primo, Lane; Ulbricht, Vânia; Vanzin, Tarcísio; Fadel, Luciane
year 2015
title Transmedia in Education – Link for Inclusion
source SIGRADI 2015 [Proceedings of the 19th Conference of the Iberoamerican Society of Digital Graphics - vol. 2 - ISBN: 978-85-8039-133-6] Florianópolis, SC, Brasil 23-27 November 2015, pp. 609-617.
summary This paper presents the results of a systematic review of the literature to identify how transmedia is used in Education. The motivation for this study arises from the observation of the growth of the participation of students with disabilities in distance learning courses, the projection of increased development of learning objects and multimedia for use in these courses, therefore, requiring care for accessibility.The information gathered reveal thoughts about student’s experience and have resulted in recommendations and proposals with a view to enhancing inclusion.
series SIGRADI
email
last changed 2016/03/10 09:58

_id a65f
authors Primrose, P.L., Creamer, G.D. and Leonard, R.
year 1985
title Identifying and Quantifying the Company-Wide Benefits of CAD Within the Structure of a Comprehensive Investment Program
source Computer Aided Design. Butterworth & Co. Pub., February, 1985. vol. 17: pp. 3-8 : ill. flow charts
summary This paper discusses the costs and benefits associated with introducing CAD. It is shown that by suitably defining the terms involved, all the so-called 'intangible benefits' can be quantified and used within a rigorous financial evaluation. Because 45 specific factors must be considered if a genuine investment appraisal of CAD is to be performed, a computer program has been specifically written to overcome the difficulties normally associated with the DCF evaluation of major projects. The results from the program demonstrate that not only are the benefits of CAD company-wide, but that when these benefits are quantified, the economic case for CAD is greatly strengthened. The problem of CAD systems being regarded as nothing more than a 'drawing office tool to make draftsmen redundant' is overcome. In particular, the use of the program within a number of major companies reveals that CAD systems not only give a much greater potential return on investment than has been suggested by previous authors, but that the greatest benefits accrue in areas outside the drawing office. This is illustrated by a case study
keywords CAD, evaluation, business, cost, practice, economics
series CADline
last changed 2003/06/02 13:58

_id bff9
authors Proctor, George (Ed.)
year 2002
title ACADIA 2002 [Conference Proceedings]
source Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X / Pomona (California) 24-27 October 2002, 446 p.
doi https://doi.org/10.52842/conf.acadia.2002
summary The 2002 ACADIA conference finds digital tec_nology ubiquitous as the Association for Computer Aided Design in Architecture moves into its third decade. The organization of ACADIA is on the threshold of restating its mission. After 20 years, many of the organization’s initial objectives have been achieved. ACADIA members have been instrumental in the development of design software, and in bringing computers and digital technology into architectural practice and design school curriculum. At first, ACADIAns faced the debate over the appropriateness and utility of digital technology in the disciplines of architecture, planning and building science. Today the use of computers and information technology is widely accepted by architects and CAAD and digital technology have brought profound change to design practice. The debate in ACADIA has long since moved from "should we use this technology" to "how", "for what" and "why". Now that many practitioners, learning institutions and professional organizations have taken up the call, ACADIA must restate its mission, if it wishes to remain “distinct”. This does not mean that the work of ACADIA is complete. Much remains to be done and much more needs to be improved. ACADIA’s Mission Statement places particular focus on “education and the software, hardware and pedagogy involved in education.” And “(t)he organization is also committed to the research and development of computer aides that enhance design creativity, and that aim at contributing to the construction of humane physical environments.” These are the areas that continue to evolve, grow and provide for ACADIA’s continued relevance. The ACADIA 2002 conference theme reflects the state of digital technology’s application to the discipline, as much as it refers to ACADIA’s future. With the general acceptance of digital technology and CAAD, we have arrived at a place where the work of great interest and relevance lies in the space between what is digital and what is analog. The environments of real space and cyberspace have in a very short time become so intertwined that the space between real and virtual (not to be confused with reality and fantasy) is becoming indistinguishable. You cannot eat, travel, use public utilities, bank, shop, vacation or recreate without at the very least coming into contact with or passing through information space. The landscape between these two environments has become a cultural phenomenon for those societies with access to the Internet and information networks. And while the computer and World Wide Web have empowered individuals, the collective impact of the technology holds all the potential and problems that similarly emerged in other technology induced landscapes. Consider this last point in the context of ACADIA’s stated mission to “enhance design creativity while contributing to the construction of humane physical environments.” And you can see why many of the 260 initial submissions to this conference were in the area of design artifacts and design methodology, providing evidence that ACADIA’s mission remains relevant and in accord with the trends of research and professional creative activity.
series ACADIA
email
last changed 2022/06/07 07:49

_id ebb2
authors Proctor, George
year 2000
title Reflections on the VDS, Pedagogy, Methods
source ACADIA Quarterly, vol. 19, no. 1, pp. 15-16
doi https://doi.org/10.52842/conf.acadia.2000.015.2
summary After having conducted a Digital Media based design studio at Cal Poly for six years, we have developed a body of experience I feel is worth sharing. When the idea of conducting a studio with the exclusive use of digital tools was implemented at our college, it was still somewhat novel, and only 2 short years after the first VDS- Virtual Design Studio (UBC, UHK et.al.-1993). When we began, most of what we explored required a suspension of disbelief on the part of both the students and faculty reviewers of studio work. In a few short years the notions we examined have become ubiquitous in academic architectural discourse and are expanding into common use in practice. (For background, the digital media component of our curriculum owes much to my time at Harvard GSD [MAUD 1989-91] and the texts of: McCullough/Mitchell 1990, 1994; McCullough 1998; Mitchell 1990,1992,1996; Tufte 1990; Turkel 1995; and Wojtowicz 1993; and others.)
series ACADIA
email
last changed 2022/06/07 08:00

_id 3918
authors Proctor, George
year 2000
title Comments on Low-Polygon Modeling
source ACADIA Quarterly, vol. 19, no. 4, pp. 26-27
doi https://doi.org/10.52842/conf.acadia.2000.026
summary The readers of this journal no doubt have a strong understanding of the variety and range of modeling and imaging tools available to architects and designers. Clearly the ability to use these tools often requires a substantial time investment to produce usable results. Modeling, constructing scenes, adjusting lights and materials, setting up camera angles and so forth can often amount to several hundred person-hours. Even with the shift to digital media in professional practice, the time required to model and create scenes for presentation purposes not to mention for design study and analysis is frequently not budgeted.
series ACADIA
email
last changed 2022/06/07 08:00

_id 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
doi https://doi.org/10.52842/conf.ecaade.2001.192
summary Design educators attempt to train the eyes and minds of students to see and comprehend the world around them with the intention of preparing those students to become good designers, critical thinkers and ultimately responsible architects. Over the last eight years we have been developing the digital media curriculum of our architecture program with these fundamental values. We have built digital media use and instruction on the foundation of our program which has historically been based in physical model making. Digital modeling has gradually replaced the capacity of physical models as an analytical and thinking tool, and as a communication and presentation device. The first year of our program provides a foundation and introduction to 2d and 3d design and composition, the second year explores larger buildings and history, the third year explores building systems and structure through design studies of public buildings, fourth year explores urbanism, theory and technology through topic studios and, during the fifth year students complete a capstone project. Digital media and CADD have and are being synchronized with the existing NAAB accredited regimen while also allowing for alternative career options for students. Given our location in the Los Angeles region, many students with a strong background in digital media have gone on to jobs in video game design and the movie industry. Clearly there is much a student of architecture must learn to attain a level of professional competency. A capacity to think visually is one of those skills and is arguably a skill that distinguishes members of the visual arts (including Architecture) from other disciplines. From a web search of information posted by the American Academy of Opthamology, Visual Acuity is defined as an ability to discriminate fine details when looking at something and is often measured with the Snellen Eye Chart (the 20/20 eye test). In the context of this paper visual acuity refers to a subject’s capacity to discriminate useful abstractions in a visual field for the purposes of Visual Thinking- problem solving through seeing (Arnheim, 1969, Laseau 1980, Hoffman 1998). The growing use of digital media and the expanding ability to assemble design ideas and images through point-and-click methods makes the cultivation and development of visual skills all the more important to today’s crop of young architects. The advent of digital media also brings into question the traditional, static 2d methods used to build visual skills in a design education instead of promoting active 3d methods for teaching, learning and developing visual skills. Interactive digital movies provide an excellent platform for promoting visual acuity, and correlating the innate mechanisms of visual perception with the abstractions and notational systems used in professional discourse. In the context of this paper, pedagogy for building visual acuity is being considered with regard to perception of the real world, for example the visual survey of an environment, a site or a street scene and how that visual survey works in conjunction with practice.
keywords Curriculum, Seeing, Abstracting, Notation
series eCAADe
email
last changed 2022/06/07 08:00

_id caadria2016_239
id caadria2016_239
authors Prohasky, Daniel J.; Rafael Moya Castro, Simon Watkins and Jane Burry
year 2016
title Design Driven Physical Experimentation: A flexible wind sensing platform for architects
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. 239-248
doi https://doi.org/10.52842/conf.caadria.2016.239
summary Architectural design in this ‘digital age’ is becoming more embedded within virtual computer aided design environments. This study expands this virtual design environment back into physical realms through the use of microelectronic wind sensing technology. An interactive and flexible wind sensing system (open source minia- ture portable wind tunnel and wind sensors) was evaluated for its abil- ity to simulate and measure the effects of wind. Physical models of four high-rise buildings were constructed to evaluate ground level pe- destrian comfort resulting from the degree of torsional twist in the building form. The model investigation formed a case study for evalu- ating of the low-cost miniature portable wind tunnel and microelec- tronic wind sensing system for comparison with an industrial aeronau- tical wind tunnel and high precision wind sensors.
keywords Architectural wind tunnel; microelectronic wind sensing; twisted building; wind visualisation
series CAADRIA
email
last changed 2022/06/07 08:00

_id ecaade2023_281
id ecaade2023_281
authors Prokop, Šimon, Kubalík, Jiøí and Kurilla, Lukáš
year 2023
title Neural Networks for Estimating Wind Pressure on Complex Double-Curved Facades
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. 639–647
doi https://doi.org/10.52842/conf.ecaade.2023.2.639
summary Due to their complex geometry, it is challenging to assess wind effects on the freeform, double-curved building facades. The traditional building code EN 1991-1-4 (730035) only accounts for basic shapes such as cubes, spheres, and cylinders. Moreover, even though wind tunnel measurements are considered to be more precise than other methods, they are still limited by the number of measurement points that can be taken. This limitation, combined with the time and resources required for the analysis, can limit the ability to fully capture detailed wind effects on the whole complex freeform shape of the building. In this study, we propose the use of neural network models trained to predict wind pressure on complex double-curved facades. The neural network is a powerful data-driven machine learning technique that can, in theory, learn an approximation of any function from data, making it well-suited for this application. Our approach was empirically evaluated using a set of 31 points measured in the wind tunnel on a 3D printed model in 1:300 scale of the real architectural design of a concert hall in Ostrava. The results of this evaluation demonstrate the effectiveness of our neural network method in estimating wind pressures on complex freeform facades.
keywords wind pressure, double-curved façade, neural network
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2012_209
id ecaade2012_209
authors Prousalidou, Elena
year 2012
title A Digital Model for Fabric Formwork Panels: Using Physical Data to Train the Digital Model
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 2 / ISBN 978-9-4912070-3-7, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 159-167
doi https://doi.org/10.52842/conf.ecaade.2012.2.159
wos WOS:000330320600016
summary In the context of a wider inquiry on the integration of material properties and construction processes in computational models, this paper proposes a digital model for fabric formwork panels. Plaster cast in different types of fabric can produce a significant variation of resulting forms. The aim is to investigate whether data retrieved from physical models with 3D scanning techniques can improve the accuracy and efficiency of a simulation based on geometric principles, and better predict the behaviour of cast material in relation to the type of fabric. Setting up the computational model and choosing its parameters and constraints is based on the physical construction process, highlighting the relationship between material and form. As part of the cyclical exchange, evaluation of the digital model with physical testing demonstrates that the simulation can actually be trained by reducing the physical/ digital discrepancies.
keywords Fabric formwork; simulation; dynamic relaxation; 3d scanning; kinect
series eCAADe
email
last changed 2022/06/07 08:00

_id 50eaea2001
id 50eaea2001
authors Przybilla, Heinz-Jürgen
year 2002
title A Process of Generating City Models by Means of Digital Photogrammetry
source Environmental Simulation - New Impulses in Planning Processes [Proceedings of the 5th European Architectural Endoscopy Association Conference / ISBN 3-922602-85-1]
summary The paper gives an overview of procedures used to generate city models on the basis of photogrammtric techniques. The Phaust software system, developed by the laboratory of photogrammetry of University of Essen, together with a software company situated in Essen, is presented. Some actual examples, including video and internet presentation on the basis of virtual reality modelling language (VRML), are shown.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id acadia18_30
id acadia18_30
authors Przybylski, Maya
year 2018
title Critical Computational Literacy: A Call for the Development of Socially Aware, Ethically Minded Research within ACADIA
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. 30-35
doi https://doi.org/10.52842/conf.acadia.2018.030
summary As computational design matures and strives to move out of the studio/lab and into the real world, multiple dimensions of literacy, valuing the social, the political, and the ethical as well as the technical and the creative, must be acknowledged and supported. This paper evaluates the presence of research advancing socially aware, ethically minded issues currently found in ACADIA’s body of research and offers a strategy for shaping future work in this area. First, data from the CumInCAD index is used to provide a quantitative understanding of the degree to which these issues are represented in ACADIA’s history, with particular focus on the last decade. The paper goes on to articulate key offerings from the field of Software Studies to motivate and identify possible entry points for computational designers to further engage the social and ethical agencies tied to their work. Within this context, the paper argues that the set of lenses used to understand a project's digital components expands to include social, cultural, political, and ethical effects in addition to the technical realities of implementation. The analytical methods presented are intended to support a preliminary survey of ACADIA's literature and serve as a first step in identifying avenues for pursuing socially aware, ethically minded computational design research.
keywords work in progress, design theory & history, history/theory of computation, hybrid practices, ethics
series ACADIA
type paper
email
last changed 2022/06/07 08:00

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