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 caadria2008_69_session7a_572
id caadria2008_69_session7a_572
authors Lertlakkhanakul, Jumphon; Seoyoung Lee, Jinwon Choi
year 2008
title A Study of The Effects of Placeness on Collaborative Virtual Workplace
doi https://doi.org/10.52842/conf.caadria.2008.572
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 572-578
summary So far, there is no empirical study on how ‘placeness’ can affect virtual workplace model. This problem has continuously been overlooked. The research objectives are to verify the effectiveness of ‘workplace metaphor’ and to find out factors that constitute ‘placeness’, the properties of being a place, in collaborative virtual workplace. An experiment was conducted to test the framework. At the end, different virtual workplace settings can result in dissimilar user behavior in terms of teamwork and attitude toward the workplace as disparate settings imply different requirements on function, organizational culture, and social meaning. In conclusion, if architectural elements are carefully applied to the virtual office, it cans strengthen teamwork and enhances social interaction.
keywords Collaborative virtual workplace; collaborative virtual environments; office ecology; place metaphor; socio-spatial behavior
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2019_256
id caadria2019_256
authors Lertsithichai, Surapong
year 2019
title Augemented Architecture - Interplay between Digital and Physical Environments
doi https://doi.org/10.52842/conf.caadria.2019.2.353
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 353-362
summary In an increasingly connected world where computers are everywhere, surrounding us in embedded small portable devices, appliances and inside buildings, implementing these interconnected and embedded computers have now become common practice in the design of smart spaces and intelligent environments of today. Digital information is constantly being collected and distributed by a network of digital devices communicating with users and vice versa. New behaviors and activities that may have not been considered before in the design of architectural building types are now commonly found in public and private spaces throughout the world. In an attempt to explore and experiment with the concept of interplay between digital and physical environments, an option studio was proposed to 4th year architecture students to develop a new type of augmented architecture that corresponds to changes in human social behavior due to digital technologies. Five pilot projects are presented with experiments conducted to question three social activities commonly found in everyday lives using Arduino prototypes installed in real physical locations. The prototypes were then used as a basis for the development of large-scale projects proposed as augmented architecture.
keywords Human-Computer Interaction; Ubiquitous Computing; Virtual / Augmented Reality; Computational Design Research; IoT for Built Environments
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2020_146
id caadria2020_146
authors Lertsithichai, Surapong
year 2020
title Fantastic Facades and How to Build Them
doi https://doi.org/10.52842/conf.caadria.2020.1.355
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 355-364
summary As part of an ongoing investigation in augmented architecture, the exploration of an architectural facade as a crucial element of architecture is a challenging design experiment. We believe that new architectural facades when seamlessly integrated with augmented architecture, enhanced with multiple functionalities, interactivity and performative qualities can extend a building's use beyond its typical function and limited lifespan. Augmented facades or "Fantastic Facades," can be seen as a separate entity from the internal spaces inside the building but at the same time, can also be seen as an integral part of the building as a whole that connects users, spaces, functions and interactivity between inside and outside. An option design studio for 4th year architecture students was offered to conduct this investigation for a duration of one semester. During the process of form generations, students experimented with various 2D and 3D techniques including biomimicry and generative designs, biomechanics or animal movement patterns, leaf stomata patterns, porous bubble patterns, and origami fold patterns. Eventually, five facade designs were carried on towards the final step of incorporating performative interactions and contextual programs to the facade requirements of an existing building or structure in Bangkok.
keywords Facade Design; Augmented Architecture; Form Generation; Surface System; Performative Interactions
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2011_028
id caadria2011_028
authors Lesage, Annemarie and Tomás Dorta
year 2011
title Two conceptual design tools and an immersive experience: Beyond the pragmatic-pleasurable split in UX
doi https://doi.org/10.52842/conf.caadria.2011.291
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 291-300
summary In a recent study, we compared two conceptual design tools supporting collaboration, a whiteboard software accessed through Internet, and a hybrid immersive system, the Hybrid Ideation Space (HIS). The result of the study appeared to favour the HIS because of its immersive qualities. In this paper, we seek possible explanations as to why immersion delivered a better experience, by looking at the mental workload in relationship to the experience. For the workload we rely on Wickens’ four-dimensional multiple resource model, specifically processing codes (verbal/spatial) and visual channels; and for the experience, Csikszentmihalyi’s concept of flow and our own concept of Design Flow. The designers seemed to be responding to different styles of information processing required of them by each tool, one being more experiential and the other requiring a heavier mental workload. Insight in the cognitive underpinning of a strictly pragmatic immersive experience suggests that UX has also to do with how the information is received and processed by users, without isolating the functional from the rest of the experience.
keywords User experience; immersion; flow; mental workload; Hybrid Ideation Space
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia19_188
id acadia19_188
authors Leschok, Matthias; Dillenburger, Benjamin
year 2019
title Dissolvable 3DP Formwork
doi https://doi.org/10.52842/conf.acadia.2019.188
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 188-197
summary Additive manufacturing technology frees the designer and manufacturer from the constraints for creating formwork for castable materials. However, the removal of formwork remains a challenging task for specific geometric features such as undercuts and hollow parts. The entire formwork needs to be reachable by humans or machines to be broken, which poses a great risk of damaging the final concrete surface or destroying intricate details. This paper focuses on the development of a sustainable FDM 3D printed formwork system, enabling the casting of components at an architectural scale, without creating material waste. It does so by combining a minimal 3D printed shell with additional geometrical formwork features. Furthermore it proposes the usage of an alternative formwork material, Poly Vinyl Alcohol (PVA). PVA is water dissolvable, non-toxic, and biodegradable. Introducing water dissolvable 3D printed formwork allows designers to exploit in full the advantages of additive manufacturing technologies and the formability of castable materials. Concrete can be cast to fabricate one of a kind, full-scale, structural components without compromising the complexity of form, while at the same time, reducing the amount of material waste drastically.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id acadia22_356
id acadia22_356
authors Leschok, Matthias; Dillenburger, Benjamin
year 2022
title 3D Printed Formwork for Mycelium Bound Composites
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 356-365.
summary This paper presents investigations on 3D printed formwork for MBC using different polymers. The method is demonstrated via two large-scale prototypes, and major findings are critically discussed. It is shown that different polymer materials can be used for growing MBC, and that the choice of material affects the final component. The research aims to promote the creation of low-embodied energy and fully biodegradable building components by exploring 3D printed formwork for mycelium-bound composites.
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_id ecaade2018_209
id ecaade2018_209
authors Lescop, Laurent and Suner, Bruno
year 2018
title 15 Years of Immersion - Evolution and assessment of a pedagogy
doi https://doi.org/10.52842/conf.ecaade.2018.1.391
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 391-400
summary Since 2002, the Master's students at the Graduate School of Architecture of Nantes who are enrolled in the "Architecture in Representation" orientation have carried out a pioneering work in the use of digital tools. By adopting the most recent techniques and tools, they have transformed the architectural design approach, thanks to the integration of "narrative design". In fifteen years, students will have gone from the board to digital drawing, to immersion and virtual reality, including short films and interactive devices, without losing sight that the subject of the work is in fact the project, and not the tool. In doing so, they have questioned, led by their professors, the status of synthesis images, the challenges of interactive narrative and of the virtual world. Within the school, time was needed to accept these explorations; the use of digital tools, long criticised, was blocking the appreciation of the content and the students' experimental approaches. Nowadays, the experience from these past fifteen years lead us to ask this question: do digital tools renew the design paradigms, or are we only involved in the evolution of practices through the integration of other means?
keywords Representation; perspective; immersion; perception; 3D; VR
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2020_333
id ecaade2020_333
authors Lescop, Laurent and Suner, Bruno
year 2020
title Designing Intradiegetic and Extradiegetic Spaces for Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2020.2.545
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 545-554
summary Fictions for virtual reality are mostly conceived either in an entirely virtual environment or in a real environment with very little transformation. It is infinitely rare to find examples of sets designed and built specifically for a 360° experience. Building, rather than remaining purely virtual, raises complex questions about the organization of a "space to play" and therefore how to produce a narrative for immersion and create a 360° film grammar.We thus have created a first 360° set for the famous director Marc Caro, for whom the question of off-screen raised a very complex technical problem regarding lighting, visual effects, staging, blocking and acting. In this contribution we will show how this was solved and why the definition of a 360° narrative grammar is crucial. These are important intricacies that place the user-spectator in the optimal conditions to appreciate the experience.
keywords 360° cinema; Virtual Reality; Methodology and pedagogy; narrative grammar; Set construction; Isovist 3D
series eCAADe
email
last changed 2022/06/07 07:52

_id eaea2015_t1_paper04
id eaea2015_t1_paper04
authors Lesko, Thomas M.
year 2015
title Adaptive Interventions: Lessons learned from the Parlor City
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.49-60
summary This paper explores the historic, sustainable, physical and economic aspects of the architectural adaptation of an important heritage district of a once vibrant, light manufacturing, Victorian era urban environment. The focus is on the cultural heritage center of that area, at the crossroads of rail and water transportation, so fundamental to the area’s development and to the immigrant eastern-european workers who found a new home there.
keywords adaptive intervention; architecture; preservation
series EAEA
email
last changed 2016/04/22 11:52

_id caadria2020_060
id caadria2020_060
authors Lesna, Joanna Maria and Nicholas, Paul
year 2020
title De gradus - Programming heterogeneous performance of functionally graded bio-polymers for degradable agricultural shading structures.
doi https://doi.org/10.52842/conf.caadria.2020.2.383
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 383-392
summary This paper presents an holistic approach to the digital design and fabrication of fungi- and algae-based biopolymers, based on studies and simulations of material properties and post-fabrication behavior. The research is motivated by the problem of plastic waste, the need to create more sustainable manufacturing processes, and the opportunity for material composition and organization to be informed by performance, leading to homogenous, complex and integral architectural elements for temporary architecture of agricultural shading systems. The paper details design and specification methods for functionally graded biopolymer panels, as well as fabrication methods through the making of prototypical built elements. The research details parallel trajectories of: material exploration made out of renewable and biodegradable resources available and abundant in every habitat on the earth; advancement in tools and methods for in-situ robotic additive manufacturing of viscous bio-polymers; development of the strategy for functional grading of the material properties to optimize site specificity and material distribution, and to reduce building material waste. It presents comparative material characterizations, an integrated simulation-based approach to support the process of programming localized performance, and architectural application tested via full-scale prototypes.
keywords functionally graded material; bio-polymer; programmable matter; robotic farbication; multiscale modeling
series CAADRIA
email
last changed 2022/06/07 07:52

_id 1b04
authors Leu, S.-S., Yang, C.-H. and Huang, J.-C.
year 2000
title Resource leveling in construction by genetic algorithm-based optimization and its decision support system application
source Automation in Construction 10 (1) (2000) pp. 27-41
summary Traditional analytical and heuristic approaches are inefficient and inflexible when solving construction resource leveling problems. A computational optimization technique, genetic algorithms (GAs), was employed in this study to overcome drawbacks of traditional construction resource leveling algorithms. The proposed algorithm can effectively provide the optimal or near-optimal combination of multiple construction resources, as well as starting and finishing dates of activities subjected to the objective of resource leveling. Furthermore, a prototype of a decision support system (DSS) for construction resource leveling was also developed. Construction planners can interact with the system to carry out ad hoc analysis through "what-if" queries.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id caadria2021_124
id caadria2021_124
authors Leung, Pok Yin Victor, Apolinarska, Aleksandra Anna, Tanadini, Davide, Gramazio, Fabio and Kohler, Matthias
year 2021
title Automatic Assembly of Jointed Timber Structure using Distributed Robotic Clamps
doi https://doi.org/10.52842/conf.caadria.2021.1.583
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 583-592
summary This paper presents a novel robotic assembly method for timber structures with integral timber joints, specifically, crossed-half-lap joints. The proposed method uses a set of custom-built, remote-controlled, high-force robotic clamps to operate in collaboration with an industrial robotic arm to overcome challenges of robotic timber joint assembly, such as providing large assembly forces and correcting misalignments. This method enables automatic assembly of non-repetitive and spatially connected timber structures. We developed custom software for modelling, visualization and feasibility-checking for structures compatible with the proposed assembly method. As a proof of concept, we designed and robotically assembled a spatial frame structure (4.8 x 3.0m footprint, 3.4m tall) comprising 40 pieces of 100x100mm profile timber elements.
keywords Robotic Assembly; Spatial Timber Structure; Wood Joints; Distributed Robots
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia23_v3_189
id acadia23_v3_189
authors Leung, Pok Yin Victor; Huang, Yijiang
year 2023
title Task and Motion Planning for Robotic Assembly
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary When programming robotic assembly processes, it is often necessary to create a sequential list of actions. Some actions are robotic motions (requiring motion trajectory), and some are for controlling external equipment, such as grippers and fastening tools. The act of planning these actions and motion trajectories is called Task Planning and Motion Planning. Existing literature in robotics explored many different planning algorithms for planning a single trajectory to planning a complete sequence of tasks where continuity is maintained [Garrett et al, 2021]. Many application literature focused on the TAMP for service robots, medical robots, and self-driving cars, while there are few examples for architectural applications. For digital fabrication and automated construction, the planning method has to be adapted to the needs of architectural assemblies and the scale of construction [Leung et al, 2021]. Some of the unique challenges are the highly bespoke workpiece and assembly geometry, the large workpiece (e.g., long beams), and a dense collision environment. This three-day hybrid workshop addressed the needs of the architectural robotics community to use industrial robotic arms to assemble highly bespoke objects. The objects do not have any repetitive parts or assembly targets. The workshop leaders shared their experiences using industrial robots to construct large-scale timber structures. One of the most useful techniques is the recently published “Flowchart Planning Method,” where task sequence is planned using a flowchart, and motion trajectories are planned in a second pass [Huang et al, 2021].
series ACADIA
type workshop
last changed 2024/04/17 14:00

_id 6cb4
authors Leupen, B., Grafe, C., Körnig, N., Lampe, M. and De Zeeuw, P.
year 1997
title Design and Analysis
source New York: Van Nostrand Reinhold
summary Design and Analysis by Bernard Leupen, Christoph Grafe, Nicola Körnig, Marc Lampe, and Peter de Zeeuw Design and Analysis is an insightful, interdisciplinary exploration of the diversity of analytic methods used by architects, designers, urban planners, and landscape architects to understand the structure and principles of the built environment. Developed by a team headed by Bernard Leupen at Delft University of Technology, The Netherlands, Design and Analysis defies borders of history, geography, and discipline, tracing the evolution of design principles from ancient Greece to the 20th century. "Only methodical analysis gives us an insight into the design process," states architect Bernard Tschumi. Using historical examples from architecture, urban design, and landscape architecture, Design and Analysis defines an ordered system that enables the design student or professional to identify the factors that influence designers' decisions, and shows how to relate them to the finished project. Design and Analysis is organized into six chapters that correspond to these factors: order and composition, functionality, structure, typology, context, and analytical techniques. The authors introduce the analytical drawing as a time-tested means to obtaining insight into the design process. Over 100 line drawings are featured in all. Using contemporary architectural examples to teach ancient design principles, Design and Analysis is more than just an introduction to analytical methods. The authors give an outline of space design as a whole, from individual buildings to urban and landscape ensembles. Though primarily intended for design students to help them appreciate many of the issues that they will face as professionals, Design and Analysis's broad, easy-to-read approach makes it an invaluable handbook for designers of all disciplines.
series other
last changed 2003/04/23 15:14

_id ddss9861
id ddss9861
authors Leusen, M. van and Mitossi, V.
year 1998
title A practical experiment in representation and analysis of buildings
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary The TYPOLOGY project was set up by the Dutch Government Building Agency (GBA) to explore computerised representations of buildings that allow analysis of various aspects of their performance. So far this project produced the RF-model, an abstract computerised representation.Physical elements of the building are not represented as such, only individual spaces and boundary segments along which they are adjacent are represented explicitly. Spaces can have any number of functional properties such as the general category of floor area they are included in, the activities they accommodate, or the particular safety compartment or circulation system they belong to. Similarly, boundary segments may, for example, provide access or view, may be included in a particularcategory, such as interior walls, or in a safety or security barrier.The RF-model enabled the presentation and quantitative analysis of design proposals for large and complex buildings such as courts of justice and prison buildings. The model is also used in a multiaspect analysis of a series of recently erected Dutch prison buildings. We expect that these first results will develop into a rich and professional precedent-based system, to be used in the early stages of design. The strategic goal of the project is to derive from the accumulated models and their analysis a more general understanding of the relations between a building’s actual characteristics and various aspects of its performance.
series DDSS
last changed 2003/08/07 16:36

_id dks_1994
id DKS_1994
authors Leusen, M. van
year 1994
title A Computational Representation of the Spatial Organization of Residential Buildings
source Delft University of Technology [ISBN 90-5269-145-2]
series thesis:PhD
last changed 2004/09/18 19:35

_id ddss9461
id ddss9461
authors Leusen, Marc van
year 1994
title System of Types in the Domain of Residential Buildings
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary At the early stages of the architectural design process, general decisions are made with respect to a building's spatial organization. These concern its overall shape and size, as well as its internal organization. Characteristics of a building's spatial organization, however vaguely and incomplete-ly described at those stages, may have serious consequences for various aspects of its performan-ce. Those consequences are often difficult to determine in advance and emerge only during time-consuming elaboration of the design or even not before the actual building is in operation. A designer's ability of foreseeing them is much dependent on his knowledge of existing buildings. More particularly, it depends on his understanding of the performances of types rather than specific precedents. In general terms, the present study aims at supporting design decisions at the early stages by improving the awareness and understanding of types. Many architectural handbooks particularly those in the domain of housing attempt to support access to and acquisition of such knowledge through so-called typologies, in which types are described by means of graphical descriptions, and illustrated with one or more precedents. The effectiveness of such books as design supporting tools is limited by the fact, among others, that type descriptions are not based upon a well-defined representation of spatial organization. This leads to uncertainty as to the handbook's completeness and to unreliability of performances associated with types. The present study explores the possibilities of dealing with these shortcomings. It is limited to the domain of the complex residential building. After a review of existing work in the area of housing typology, the study presents and discusses the following products: (i) a type-representation of basic arrangements of dwellings, that is, a representation which retains only the most general characteristics of spatial organization, (ii) a demonstration of the potential of this representation; this demonstration involves the enumeration and limited exploration of certain ranges of type descriptions.
series DDSS
last changed 2003/08/07 16:36

_id 888b
authors Levin, Joshua
year 1976
title A Parametric Algorithm for Drawing Pictures of Solid Objects Composed of Quadric Surfaces
source Communications of the ACM. October, 1976. vol. 19: pp. 555- 563. includes bibliography
summary An algorithm for drawing pictures of three-dimensional objects, with surfaces made up of patches of quadric surfaces, is described. The emphasis of this algorithm is on calculating the intersections of quadric surfaces. A parametrization scheme is used. Each quadric surface intersection curve (QSIC) is represented as a set of coefficients and parameter limits. Each value of the parameter represents at most two points, and these may easily be distinguished. This scheme can find the coordinates of points of even quartic (fourth-order) intersection curves, using equations of no more than second order. Methods of parametrization for each type of QSIC are discussed, as well as surface bounding and hidden surface removal
keywords algorithms, curves, curved surfaces, intersection, hidden surfaces, parametrization, computational geometry
series CADline
last changed 1999/02/12 15:09

_id ijac20031301
id ijac20031301
authors Levy, Adrian J.
year 2003
title Real and Virtual Spaces Generated By Music
source International Journal of Architectural Computing vol. 1 - no. 3
summary The main objective of this research work is to explore a new digital design process. This new method for the creation of spaces (referred to as Data Representation Architecture) entails the choice of any element from the everyday world, and the creation, by means of a digital a process, of either a real or a virtual space. In this particular case, the real element is music. Various melodies, some of them famous and some of them new or specially composed for the project, materialize their basic information and generate novel spaces. For each musical composition, many instruments were played, and the sound of each of them was then materialized in the final space. This is how alternative design processes are born, and a completely new architecture defined. In order to accomplish this research work, it was necessary to combine knowledge from different fields; namely, architecture, music, mathematics and computer science.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 07:08

_id sigradi2009_143
id sigradi2009_143
authors Levy, Adrian Jose; Rivka Oxman
year 2009
title Architects of information: Designing Architectural metaphors
source SIGraDi 2009 - Proceedings of the 13th Congress of the Iberoamerican Society of Digital Graphics, Sao Paulo, Brazil, November 16-18, 2009
summary Recently, the handling of information design by architects was motivated by the progress and exploration of digital technologies. They began to experiment with the use of informational metaphors and their application in virtual environments. This paper presents these new experimentations in 3D information visualization designed by architects interested in experimentation with digital media as information environments in design. The examples presented in this paper attempt to demonstrate the design of information and aim to illustrate approaches to the representation of the structure and relationships within abstract datasets. The architectural exploitation of metaphors may constitute unique formulations of knowledge structures capable of communicating information in unique ways.
keywords architectural metaphors; information visualization; data structure; information representation; visual metaphor
series SIGRADI
email
last changed 2016/03/10 09:54

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