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_paper12
id ascaad2004_paper12
authors Al-Qawasmi, Jamal
year 2004
title Reflections on e-Design: The e-Studio Experience
source eDesign in Architecture: ASCAAD's First International Conference on Computer Aided Architectural Design, 7-9 December 2004, KFUPM, Saudi Arabia
summary The influence of digital media and information technology on architectural design education and practice is increasingly evident. The practice and learning of architecture is increasingly aided by and dependant on digital media. Digital technologies not only provide new production methods, but also expand our abilities to create, explore, manipulate and compose space. In contemporary design education, there is a continuous demand to deliver new skills in digital media and to rethink architectural design education in the light of the new developments in digital technology. During the academic years 2001-2003, I had the chance to lead the efforts to promote an effective use of digital media for design education at Department of Architecture, Jordan University of Science and Technology (JUST). Architectural curriculum at JUST dedicated much time for teaching computing skills. However, in this curriculum, digital media was taught in the form of "software use" education. In this context, digital media is perceived and used mainly as a presentation tool. Furthermore, Computer Aided Architectural Design and architectural design are taught in separate courses without interactions between the two.
series ASCAAD
email
last changed 2007/04/08 19:47

_id sigradi2004_047
id sigradi2004_047
authors Antonio Almagro Gorbea; Ana Almagro Vidal; José Antonio Fernández Ruiz; Miguel González Garrido
year 2004
title Madinat al-zahraí: Investigación y representación [Madinat al-Zahraí: Investigation and Representation]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The virtual reconstruction of the archeological site of Madinat al-Zahra. in Córdoba (Spain) has permitted a new approach to the study and comprehension of this palatine city as well as to the typologies of Islamic architecture in Al-Andalus during the 10th century. Starting from fieldwork and from a photogrammetric survey of the site, the digital model has become a highly qualified tool in the research process. Through virtual navigation, it allows to learn new aspects about spatial configuration of this characteristic constructions that configure the basis for the development of further architectures during the following centuries. Furthermore, being conscious that knowledge is basic for cultural heritage preservation, this 3D reconstruction model is an important instrument for general dissemination and for implementing a visit to this significant case of Islamic architecture in Spain.
keywords Islamic architecture, computer graphics, virtual reconstruction, 3D modeling
series SIGRADI
email
last changed 2016/03/10 09:47

_id acadia07_174
id acadia07_174
authors Bontemps, Arnaud; Potvin, André; Demers, Claude
year 2007
title The Dynamics of Physical Ambiences
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, 174-181
doi https://doi.org/10.52842/conf.acadia.2007.174
summary This research proposes to support the reading of physical ambiences by the development of a representational technique which compiles, in a numerical interface, two types of data: sensory and filmic. These data are recorded through the use of a portable array equipped with sensors (Potvin 1997, 2002, 2004) as well as the acquisition of Video information of the moving environment. The compilation of information is carried out through a multi-media approach, by means of a program converting the environmental data into dynamic diagrams, as well as the creation of an interactive interface allowing a possible diffusion on the Web. This technique, named APMAP/Video, makes it possible to read out simultaneously spatial and environmental diversity. It is demonstrated through surveys taken at various seasons and time of the day at the new Caisse de dépôt et de placement headquarters in Montreal which is also the corpus for a SSHRC (Social Sciences and Humanities Research Council) research grant on Environmental Adaptability in Architecture (Potvin et al. 2003-2007). This case study shows that the technique can prove of great relevance for POEs (Post Occupancy Evaluation) as well as for assistance in a new design project.
series ACADIA
email
last changed 2022/06/07 07:54

_id eaea2003_15-breen
id eaea2003_15-breen
authors Breen, J. and Giro, H.
year 2004
title The DXI Experience. Ten Years of Design Visualization Developments in an Educational Laboratory Context
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 71-77
summary Design visualisation is an essential aspect of virtually every form of design enquiry. The effects of potential environmental interventions may be simulated in order to gain the types of insights, which cannot be acquired easily from two-dimensional notations. Three-dimensional representations may be generated for very different reasons. The most direct form of design imaging is traditionally for the benefit of the designer him/herself, in order to test whether the working concepts offer fitting solutions to the complex array of design conditions such as context, programme and feasibility. Alternately, images may be generated for the benefit of communication, in order to offer insights into the expected workings of a particular proposal (possibly including alternatives). This may lead to greater understanding and possibly to reaching consensus amongst different ‘actors’ involved in the design and realisation process. In many cases the results of such visualisation studies contribute to ‘bridging the gap’ between the professionals and other parties involved more indirectly in design decision-making or the appraisal of the proposals. Designers can use distinctly different methods when going about such imaging procedures. Their choices for particular techniques may depend on their familiarity or the availability of certain media devices. Being confronted with new modelling and/or visualisation instruments can stimulate the interest in fresh approaches. In this respect, the design education environment can play an important role in not only teaching ‘proven’ applications to future designers, but also in creating a platform for the active development of innovative approaches to the design visualisation practices: education as a ‘laboratory’ for new insights and potentially a ‘breeding ground’ for the extension of the designer’s instrumentation. This contribution documents the experiences gained in some ten years within an educational application, involving active use of design driven media applications. The emphasis lies on the evolvement of techniques for eye-level imaging, whereby use can be made of different types of models: physical scale models as well as digital, virtual models. Changing attitudes towards dynamic and serial vision are considered, whereby storyboard approaches on the level of integral presentation are considered. By analysing a selection of cases and their underlying approaches an indication is given of the changing attitudes and combinations of multimedia techniques, which offer opportunities to design visualisation and communication.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id eaea2003_25-ws-breen
id eaea2003_25-ws-breen
authors Breen, J.
year 2004
title Towards a Virtual Design Media Museum. Identifying, Structuring and Presenting Design and (Re) Presentation Media Artifacts
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 122-132
summary Designing is largely a process of (inter)active imaging. The evolvement of a design concept from preliminary design proposal towards spatial and material environment generally follows an uncertain path through uncharted landscape; a journey of exploration which requires both rational and creative consideration, frequently involving the interchange of information within a design team and collaboration with representatives from different contributing disciplines. Designs are conceived, worked out and specified step by step (roughly speaking from ‘rough to fine’) in iterative design ‘loops’. All the time the designer tries to determine which ‘course’ should be taken, by considering reference material, by reflecting on conceptions developed previously and by generating specific options aimed at furthering the ‘concretisation’ of the end product. In the course of such a trajectory, visual information is continually being developed, selected, tested, and subsequently either discarded or perfected. From early times architects have been considered not only as knowledgeable ‘experts’ in the field of building as a craft, but also as ‘creative directors’ of such development processes. The architect should be capable of not only conjuring up visions of the future spatial and material form of the building, but also of conveying these to the other ‘actors’ involved in the initiation and building process. Such ‘sharing’ of information is necessary in order to generate sufficient understanding, consensus, enthusiasm, as well as means. To become more than ‘figments of the imagination’, the designer’s ideas need to be ‘pinned down’ (even if they are not yet entirely finished) and communicated by using some form of reliable – and preferably readable – ‘language’ for design development and communication.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id 2004_530
id 2004_530
authors Breen, Jack
year 2004
title Changing Roles for (Multi)Media Tools in Design - Assessing Developments and Applications of (Multi)Media Techniques in Design Education, Practice and Research
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 530-539
doi https://doi.org/10.52842/conf.ecaade.2004.530
summary This contribution explores the continued evolvement of the instruments of design in relation to practice and education (and potentially: research) and attempts to characterize the effects brought about by recent media ‘shifts’. For this purpose a framework has been established to identify and ‘map’ relevant design media. The relationships between various ‘traditional’ media and computer based applications are scrutinized and characterized and the opportunities which they offer are compared. The underlying conceptual framework was recently put before a group of professionals in the in the course of an experimental workshop concerning the potentials of a virtual design media ‘museum’. In the following step an attempt is made to identify changing media roles, whereby the opportunities of the educational environment – as a ‘laboratory’ for emerging developments – is stressed. Some specific tendencies are identified, notably: the combined application of different sorts of design media; the surfacing of imaginative new working methods inspired by ‘classic’ media techniques and various new ways of escaping the serious limitations of traditional computer interfaces. These developments, making use of various types of computer platforms, may be expected to contribute to more structured – and imaginative – approaches to professional design as well as to architectural education and research.
keywords Computer Support For Learning; The Changing Role of the Design Studio; Educational Methodologies
series eCAADe
email
last changed 2022/06/07 07:54

_id 2004_387
id 2004_387
authors Cheng, Nancy
year 2004
title Stroke Sequence in Digital Sketching
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 387-393
doi https://doi.org/10.52842/conf.ecaade.2004.387
summary This paper explains how to use animated drawings created with a commercial portable pen to understand and teach design process. By recording and replaying pen strokes, the Logitech Io digital pen allows us to examine the drawing process. We have been using the pen to collect expert drawings, analyse the techniques and then teach drawing strategies. The software’s animation timeline engages viewers by giving narrative sequence to a drawing, revealing sub-steps of the design or drawing process for interactive examination and discussion. The timeline allows viewers to pull apart layers of information, revealing initial strokes of complicated drawings, separating overlaid corrections and facilitating stroke counting for protocol analysis. In the classroom, students can see a variety of expert drawing techniques, use the pen in class and then immediately compare animated versions of their own efforts and expert examples. The ease of collecting new examples makes it possible to widen the range of examples to unconventional techniques.
keywords Drawing, Design Process And Media, Digital Design Tools, Teaching
series eCAADe
type normal paper
email
last changed 2022/06/07 07:55

_id 310caadria2004
id 310caadria2004
authors Chi Hsiang Lin, Yu Lin Hsu
year 2004
title The Influence of Digital Architecture on Virtual Furniture Design
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 493-504
doi https://doi.org/10.52842/conf.caadria.2004.493
summary This exploration attempts to address a new concept, a condition in which digital architecture has started to have a significant impact on the ways in which we live and design. Working practices, social interaction and many other facets of contemporary life have been radically changed. As a time when architecture is becoming digital through the use of computers in the design process and the architecture has became digital through an increasing application of three-dimensional simulated environments to understand and navigate digital information in space. The digital and architecture are being invisibly integrated in a process that is not even apparent to most architects. It makes us aware of the many opportunities that exist between these two design approaches. Instead of trying to validate conventional design thinking in a different realm, the strategy should be to infiltrate design with other media and disciplines to produce a new crossbreed profession. Through an exploration of outstanding digital architecture the detail of generative form, sculptural and curvaceous form, and zoomorphic form, which will have a significant impact on virtual furniture design, can be discovered.
series CAADRIA
email
last changed 2022/06/07 07:55

_id 0131
id 0131
authors Chiarella, Mauro
year 2004
title GEOMETRY AND ARCHITECTURE: NURBS, DESIGN AND CONSTRUCTION
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 135-139.
summary Geometry regarded as a tool for understanding is perhaps the part of Mathematics which is the most intuitive, concrete and linked to reality. From its roots as a tool to describe and measure shapes, geometry as ‘the space science’ , has grown towards a theory of ideas and methods by means of which it is possible to build and study idealised models, not only from the physical world but also from the real world. In graphic architecture thought, geometry usually appears as an instrumental support for project speculation. Geometric procedures are presented as representational resources for the graphic testing of reflection and for the exposition of ideas in order to build a logical order as regards representation and formal prefiguration. The fast rise of computing in the last decades has made it possible for architects to work massively and in a graphic and intuitive way with mathematical representations of tridimensional geometry, such as the NURBS . These organic surfaces of free shapes defined by vectorial curves have allowed access to a rapid generation of complex shapes with a minumum amount of data and of specific knowledge.

The great development of modelling achieved by the digital media and the limitations in the technical and building areas and in the existence of materials which are coherent with the resultant shapes reveal a considerable distance between the systems of ideation and simulation characteristic of the computing era and the analogous systems of production inherited from the slow industrial development. This distance has been shortened by CAD/CAM systems, which are, however, not very accessible to the architectural field. If we incorporate to the development of these divergent media the limitations which are distinctive of the material resources and procedures of the existent local technology, the aforementioned distance seems even greater.

Assuming the metaphor of living at the threshold of two ages (industrial-computing, analogical-digital, material-virtual) and the challenge of the new conceptual and operational tools in our field, we work in the mixture, with no exclusions or substitutions, proposing (by means of the development of informational complements) some alternatives of work to approach the issue under discussion from the Architecture Workshop.

keywords Geometry, Design, NURBS, Unfolding, Pedagogy
series other
type normal paper
email
last changed 2005/04/07 12:51

_id 316caadria2004
id 316caadria2004
authors Chor-Kheng Lim
year 2004
title A Revolution of the Design Process
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 571-583
doi https://doi.org/10.52842/conf.caadria.2004.571
summary Along with the development of computer technologies and CAD/CAM, digital tools are increasingly adapted in architectural design. Developed thus far, functions of digital tools are no long limited to two-dimensional drafting or final presentation; they have become tools that can assist design thinking. Because of the involvement of digital tools, the design process has been greatly affected; or, one may say that digital tools liberated the confines of forms and structuring of architectures. This research aims to explore the procedures in the design process using digital tools. In the conclusion, we found that in an attempt to abridge the gap between design ideas and actual implementation, the designer used the digital reality simulation function very frequently to assist in decision making, and in order to process more complex and freer forms, the designer relied on the 3D design environment to carry out his thinking process and amendments. In addition, the digital design process is mainly conducted through the methods of 1, 3D modeling, 2, Simulation, 3, Generation, and 4, Fabrication. The steps and methods in the digital design process are obviously different from the traditional ones, which focus mainly on mass-production of 2D drawings; therefore, it is certain that the new tools will change the outcome of the designs.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 2004_459
id 2004_459
authors Cinelis, Gintaris and Scevinskas, Kestutis
year 2004
title Education of Professional Computing Competence in University
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 459-465
doi https://doi.org/10.52842/conf.ecaade.2004.459
summary Developments in the field of computer science and architecture are leading to the new relationships between these two areas, which influence architectural education, and practice. The contemporary architectural design process in its individuality and uncertainty is characterized by the integration of different media and design instruments. There is an urgent need for architecture schools to recognize the value and use of the computer as an essential tool in the teaching and practicing architects’ activities. This paper describes the results of experiment, which concerns new policy and objectives for teaching CAAD. The experiment also outlines relationship between the lecturing in CAAD and the use of CAAD in architectural projects. We discuss the problems and opportunities in teaching architecture students the CAAD and with the CAAD.
keywords Computer Aided Architectural Design, Architectural Education, Professional Computing Competence
series eCAADe
last changed 2022/06/07 07:52

_id sigradi2006_e183a
id sigradi2006_e183a
authors Costa Couceiro, Mauro
year 2006
title La Arquitectura como Extensión Fenotípica Humana - Un Acercamiento Basado en Análisis Computacionales [Architecture as human phenotypic extension – An approach based on computational explorations]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 56-60
summary The study describes some of the aspects tackled within a current Ph.D. research where architectural applications of constructive, structural and organization processes existing in biological systems are considered. The present information processing capacity of computers and the specific software development have allowed creating a bridge between two holistic nature disciplines: architecture and biology. The crossover between those disciplines entails a methodological paradigm change towards a new one based on the dynamical aspects of forms and compositions. Recent studies about artificial-natural intelligence (Hawkins, 2004) and developmental-evolutionary biology (Maturana, 2004) have added fundamental knowledge about the role of the analogy in the creative process and the relationship between forms and functions. The dimensions and restrictions of the Evo-Devo concepts are analyzed, developed and tested by software that combines parametric geometries, L-systems (Lindenmayer, 1990), shape-grammars (Stiny and Gips, 1971) and evolutionary algorithms (Holland, 1975) as a way of testing new architectural solutions within computable environments. It is pondered Lamarck´s (1744-1829) and Weismann (1834-1914) theoretical approaches to evolution where can be found significant opposing views. Lamarck´s theory assumes that an individual effort towards a specific evolutionary goal can cause change to descendents. On the other hand, Weismann defended that the germ cells are not affected by anything the body learns or any ability it acquires during its life, and cannot pass this information on to the next generation; this is called the Weismann barrier. Lamarck’s widely rejected theory has recently found a new place in artificial and natural intelligence researches as a valid explanation to some aspects of the human knowledge evolution phenomena, that is, the deliberate change of paradigms in the intentional research of solutions. As well as the analogy between genetics and architecture (Estévez and Shu, 2000) is useful in order to understand and program emergent complexity phenomena (Hopfield, 1982) for architectural solutions, also the consideration of architecture as a product of a human extended phenotype can help us to understand better its cultural dimension.
keywords evolutionary computation; genetic architectures; artificial/natural intelligence
series SIGRADI
email
last changed 2016/03/10 09:49

_id ijac20097405
id ijac20097405
authors Derix, Christian
year 2009
title In-Between Architecture Computation
source International Journal of Architectural Computing vol. 7 - no. 4, 565-586
summary In-Between Architecture Computation describes the evolution of the Computational Design approach at the AedasR&D Computational Design and Research group founded in 2004 at Aedas architects in London. The approach has transformed itself from an academic inspired thinking about computing media to a more flexible model of design heuristics and search algorithms that finally start to produce new hybrid design workflows in the industry while also swimming against the industry trend of super-integration software. Only if computing is not exclusively defined through architectural design intent or purely computing logic, does computational design explore new design thinking.
series journal
last changed 2010/09/06 08:02

_id ddss2004_ra-33
id ddss2004_ra-33
authors Diappi, L., P. Bolchim, and M. Buscema
year 2004
title Improved Understanding of Urban Sprawl Using Neural Networks
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 14020-2408-8, p. 33-49
summary It is widely accepted that the spatial pattern of settlements is a crucial factor affecting quality of life and environmental sustainability, but few recent studies have attempted to examine the phenomenon of sprawl by modelling the process rather than adopting a descriptive approach. The issue was partly addressed by models of land use and transportation which were mainly developed in the UK and US in the 1970s and 1980s, but the major advances were made in the area of modelling transportation, while very little was achieved in the area of spatial and temporal land use. Models of land use and transportation are well-established tools, based on explicit, exogenouslyformulated rules within a theoretical framework. The new approaches of artificial intelligence, and in particular, systems involving parallel processing, (Neural Networks, Cellular Automata and Multi-Agent Systems) defined by the expression “Neurocomputing”, allow problems to be approached in the reverse, bottom-up, direction by discovering rules, relationships and scenarios from a database. In this article we examine the hypothesis that territorial micro-transformations occur according to a local logic, i.e. according to use, accessibility, the presence of services and conditions of centrality, periphericity or isolation of each territorial “cell” relative to its surroundings. The prediction capabilities of different architectures of supervised Neural networks are implemented to the south Metropolitan area of Milan at two different temporal thresholds and discussed. Starting from data on land use in 1980 and 1994 and by subdividing the area into square cells on an orthogonal grid, the model produces a spatial and functional map of urbanisation in 2008. An implementation of the SOM (Self Organizing Map) processing to the Data Base allows the typologies of transformation to be identified, i.e. the classes of area which are transformed in the same way and which give rise to territorial morphologies; this is an interesting by-product of the approach.
keywords Neural Networks, Self-Organizing Maps, Land-Use Dynamics, Supervised Networks
series DDSS
last changed 2004/07/03 22:13

_id sigradi2004_289
id sigradi2004_289
authors Fabiana Amélio Faleiros; José Neto de Faria
year 2004
title Pix-me: hibridizações do humano com a máquina [Pix Me: Hybridization of Human Being with Machine]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This project intends to realize an experimentation and reflexion about the convergence and threshold between the public and private space in cyberspace, in a representative way, traspassing the game of visibility and contemporary surveillance to an interactive interface environmented on internet as a digital portifólio, besides to establish a hybrid condition between the human and computer through metaphors of interface and navegation. Moreover to realize a short analysis of this new paradigms establishes by digital media, Pix-me: hybrid of the human and machine, as an artistic pretension, get the signs of this new senses currented on cyberspace and bring it again to this place in a representive way of this context that we are living in. Playing with the game of visibility in a media, the portifolio, that was created, essencially, to make people visible.
keywords Cyberspace, visibility, surveillance, relation human-computer
series SIGRADI
email
last changed 2016/03/10 09:51

_id sigradi2005_394
id sigradi2005_394
authors Flores Reyes, Maria Loreto
year 2005
title Diagram as media of design speculation. The productive ambiguity of Voronoi diagram.
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 394-399
summary In contrast to the traditional models of design processes based on the abstract manipulation of objects, the new digital media arena provides to architecture an interesting territory of experimentation characterized by non-linear design processes capable to articulate spatial requirements and social organizations on time. In this sense, the speculation through a diagrammatic system proposes a change focused on design as a network of processes. According to this, this paper purpose is to investigate the validity of these arguments through the use of Voronoi Diagram as design tool into the context of Create_Space research agenda of the AAD[R]L 2004-2005.
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2004_185
id sigradi2004_185
authors Fábio Araújo; Jose dos Santos Cabral Filho
year 2004
title Espacialização de ambientes virtuais de imersão ñ convergência entre arquitetura real e digital [Spatialization of Immersive Virtual Environments - The Convergence between Real and Digital Architecture]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This research paper deals with the Information Technology and its close and increasing relation with the dwelling spaces in search for new and more accurate environments in real, tectonics spaces in architecture promoting new ways of living and dealing with space. This work has great importance since it is generally noticed straight convergence between architecture and the state of the art digital medias. Working through interactive digital media system attached to physical environments the paper also discuss the real sense of production and insertion of these new medias in the architecture environs and which kind of qualification is gained in these spaces through out this event.
keywords Information technology, physical (real) spaces, interactivity
series SIGRADI
email
last changed 2016/03/10 09:52

_id sigradi2004_339
id sigradi2004_339
authors Guto Requena
year 2004
title Habitação e novas mídias: Equipamentos e seus usos no habitar contemporâneo [Dwelling and New Media: Equipment and its Uses in Contemporary Dwelling]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The residential automation seems to be one more of the characteristics from the influence of new media in the domestic daily. The research .Habitation and New Medias: Equipment and its uses in contemporary dwelling. searched to understand the situation of the residential automation in Brazil, looking for indications of transformations in the space of the habitation contemporary and in the society.s ways of life, establishing a critical vision on the technological euphoria and new happened paradigms of the conceptual universe of the virtuality.
keywords Residential automation, domestic space, virtuality, new media
series SIGRADI
email
last changed 2016/03/10 09:53

_id 2004_500
id 2004_500
authors Hanzl, Malgorzata and Wrona, Stefan
year 2004
title Visual Simulation as a Tool for Planning Education - Computer Aided Participation Support
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 500-507
doi https://doi.org/10.52842/conf.ecaade.2004.500
summary Contemporary computer techniques offer many new opportunities to engage citizens into the planning process. There are new possibilities of interaction, introducing an observer into the “game”. The research project presented in the paper assumes the use of a visual 3D language which consists of a series of schematic types of buildings. They form a language which is easy to understand both by professionals and by laymen. Understanding is the very first step towards getting convinced by the ideas presented. The next step is interaction - the user’s action induces the response of the system. The solution proposed by the user meets an evaluation from the part of the system which evokes the user’s interest - in the case presented here the evaluation introduces the simulation of future state of the site. The problem posed is to find out the best way to convince people that some places are less or more suitable for settlement, depending on the media present there, distance from the urban areas and the environment protection. The attempt to create a tool which could be helpful in an educational process is described in the paper. The idea is to prepare a form of a master plan record which uses the visual 3D language and may be accessed via World Wide Web pages. The paper formulates the assessments for the software described above and examines the possibility to create an application. The trial to prepare a web based service using the flash and shockwave technology is presented.
series eCAADe
email
last changed 2022/06/07 07:49

_id cf2009_poster_09
id cf2009_poster_09
authors Hsu, Yin-Cheng
year 2009
title Lego Free-Form? Towards a Modularized Free-Form Construction
source T. Tidafi and T. Dorta (eds) Joining Languages Cultures and Visions: CAADFutures 2009 CD-Rom
summary Design Media is the tool designers use for concept realization (Schon and Wiggins, 1992; Liu, 1996). Design thinking of designers is deeply effected by the media they tend to use (Zevi, 1981; Liu, 1996; Lim, 2003). Historically, architecture is influenced by the design media that were available within that era (Liu, 1996; Porter and Neale, 2000; Smith, 2004). From the 2D plans first used in ancient egypt, to the 3D physical models that came about during the Renaissance period, architecture reflects the media used for design. When breakthroughs in CAD/CAM technologies were brought to the world in the twentieth century, new possibilities opened up for architects.
keywords CAD/CAM free-form construction, modularization
series CAAD Futures
type poster
last changed 2009/07/08 22:12

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