CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 5819

_id ecaade2008_153
id ecaade2008_153
authors Andrés, Roberto
year 2008
title Hybrid Art > Synthesized Architecture
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 267-274
doi https://doi.org/10.52842/conf.ecaade.2008.267
summary This paper investigates possible intersections between some contemporary artistic modalities and architectural practice. It observes the limits of looking at art as only ‘inspiration’ for architectural form and points to the necessity of surpassing this formal approach. It discusses then, the confluence of architecture, information and communication technologies. The architecture has historically mediated the way people interact, but this interaction now has been greatly changed by new technologies. Then, it analyses the hypothesis that the experiments with new media art can bring the field of architecture closer to information and communication technologies. An educational experience is presented, aiming to verify some points discussed on the text. Concluding with an exposition of the potentialities of some hybrid art modalities in qualifying architectural practices.
keywords Architecture, Information and Communication Technologies, Digital Art, Site Specific Art, Architectural Learning
series eCAADe
email
last changed 2022/06/07 07:54

_id ecaade2008_194
id ecaade2008_194
authors Brown, Andre; Winchester, Martin; Knight, Mike
year 2008
title Panoramic Architectural Art: Real-Digital Interaction as a Catalyst
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 751-756
doi https://doi.org/10.52842/conf.ecaade.2008.751
summary This paper describes an integrated cross-disciplinary project in which digital technologies have been used as a vehicle to bring together material, educators and students from a variety of backgrounds. A significant piece of new art, commissioned for the Capital of Culture year (2008) in Liverpool, has been the centre-piece and catalyst for the project.
keywords Art: Interactive: Education
series eCAADe
email
last changed 2022/06/07 07:54

_id ascaad2012_003
id ascaad2012_003
authors Elseragy, Ahmed
year 2012
title Creative Design Between Representation and Simulation
source CAAD | INNOVATION | PRACTICE [6th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2012 / ISBN 978-99958-2-063-3], Manama (Kingdom of Bahrain), 21-23 February 2012, pp. 11-12
summary Milestone figures of architecture all have their different views on what comes first, form or function. They also vary in their definitions of creativity. Apparently, creativity is very strongly related to ideas and how they can be generated. It is also correlated with the process of thinking and developing. Creative products, whether architectural or otherwise, and whether tangible or intangible, are originated from ‘good ideas’ (Elnokaly, Elseragy and Alsaadani, 2008). On one hand, not any idea, or any good idea, can be considered creative but, on the other hand, any creative result can be traced back to a good idea that initiated it in the beginning (Goldschmit and Tatsa, 2005). Creativity in literature, music and other forms of art is immeasurable and unbounded by constraints of physical reality. Musicians, painters and sculptors do not create within tight restrictions. They create what becomes their own mind’s intellectual property, and viewers or listeners are free to interpret these creations from whichever angle they choose. However, this is not the case with architects, whose creations and creative products are always bound with different physical constraints that may be related to the building location, social and cultural values related to the context, environmental performance and energy efficiency, and many more (Elnokaly, Elseragy and Alsaadani, 2008). Remarkably, over the last three decades computers have dominated in almost all areas of design, taking over the burden of repetitive tasks so that the designers and students can focus on the act of creation. Computer aided design has been used for a long time as a tool of drafting, however in this last decade this tool of representation is being replaced by simulation in different areas such as simulation of form, function and environment. Thus, the crafting of objects is moving towards the generation of forms and integrated systems through designer-authored computational processes. The emergence and adoption of computational technologies has significantly changed design and design education beyond the replacement of drawing boards with computers or pens and paper with computer-aided design (CAD) computer-aided engineering (CAE) applications. This paper highlights the influence of the evolving transformation from Computer Aided Design (CAD) to Computational Design (CD) and how this presents a profound shift in creative design thinking and education. Computational-based design and simulation represent new tools that encourage designers and artists to continue progression of novel modes of design thinking and creativity for the 21st century designers. Today computational design calls for new ideas that will transcend conventional boundaries and support creative insights through design and into design. However, it is still believed that in architecture education one should not replace the design process and creative thinking at early stages by software tools that shape both process and final product which may become a limitation for creative designs to adapt to the decisions and metaphors chosen by the simulation tool. This paper explores the development of Computer Aided Design (CAD) to Computational Design (CD) Tools and their impact on contemporary design education and creative design.
series ASCAAD
email
more http://www.ascaad.org/conference/2012/papers/ascaad2012_003.pdf
last changed 2012/05/15 20:46

_id ecaade2008_147
id ecaade2008_147
authors Gil, Jorge; Pinto Duarte, Jose
year 2008
title Towards an Urban Design Evaluation Framework
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 257-264
doi https://doi.org/10.52842/conf.ecaade.2008.257
summary The ‘City Induction’ research project aims to develop an urban design framework at the scale of site planning consisting of three modules: formulation, generation and evaluation. This paper presents the start of the on-going research on the evaluation module with the aim of identifying and discussing the assumptions behind its development. The evaluation module will be driven by sustainable urban development principles, which determine the design analysis criteria and benchmarks, and it will be structured around selected urban analysis and design methodologies. We discuss the challenges of bringing these two domains together, and propose to incorporate techniques of interaction and video game design towards a more meaningful and inspirational design experience.
keywords Parametric urban design, sustainable development, public space evaluation, design support tools, interaction design
series eCAADe
email
last changed 2022/06/07 07:51

_id ecaade2008_079
id ecaade2008_079
authors Hemmerling, Marco; Knaack, Ulrich; Schulz, Jens-Uwe
year 2008
title Complexity in Digital Architectural Design
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 85-90
doi https://doi.org/10.52842/conf.ecaade.2008.085
summary The association of complexity and geometry was the starting point for an academic project at the chair of Computer Aided Design in Detmold. The students were asked to analyze a complex structure - taken from nature, art, technology or society - regarding the underlying geometrical rules and principles. The translation of these abstract geometric principles (logarithmic spiral, polyhedron, rotational solids, mesh-work, double helix…) into a three-dimensional structure was then realized in Rhinoceros. The 3D-modeling was followed by a transformation- and optimization-process of the initial shape by using the evolutionary principles of mutation and selection. The set-up for these variations followed predefined rules and principles for the manipulation of the original structure.
keywords Geometry, Complexity, Computer Aided Design, Architecture
series eCAADe
email
last changed 2022/06/07 07:49

_id ecaade2008_163
id ecaade2008_163
authors Hemmerling, Marco; Lemberski, David
year 2008
title Anaglyph Representation as Medium for Spatial Design
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 209-214
doi https://doi.org/10.52842/conf.ecaade.2008.209
summary The paper discusses the use and possible applications of stereoscopic projection and anaglyph representation for the design-process and visualization of architectural spaces and three-dimensional objects. As the topic of stereoscopic vision is quiet broad and has a long tradition in various fields (photography, art, virtual reality) the paper focuses on the implementation of anaglyph representation in 3D-Modeling-Software as a tool to support spatial perception within the design process. Against this background and based on a test-series with 113 students the benefits and conditions of spatial perception, vision and sense using anaglyph representation are examined.
keywords stereoscopic vision, spatial perception, anaglyph representation
series eCAADe
email
last changed 2022/06/07 07:49

_id caadria2008_45_session4b_364
id caadria2008_45_session4b_364
authors Muramoto, Katsuhiko; Sonali Kumar, Michael Jemtrud, Danielle Wiley
year 2008
title Participation, Intersubjectivity, And Presence In a Digitally Mediated Workspace: A Participatory Design Studio between Pennsylvania State University and Carleton University
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. 364-370
doi https://doi.org/10.52842/conf.caadria.2008.364
summary A paradigm shift in the world of architecture brought by the recent developments in visualization and communication technology not only offers us drastically different ways to collaborate, but also questions traditional location dependent collaborations. This new technology offers us new possibilities for a more phenomenologically rich mode of creative activity and participation. The goal of the Participatory Design Studio was to allow architecture students in multiple locations to collaborate in real-time by sharing computational resources, geometric datasets, and multimedia content including high-definition video. The technologies involved in this research include the National LambdaRail (layer 3, PacketNet with 1Gb/s connection) and CA*net 4 (Canadian broadband layer 2 with 10gb/s lightpath connectivity) allowing Standard Definition videoconference, utilization of Deep Computing Visualization, Remote Visual Networking (RVN) and Web Service access and control of the APN devices through the dashboard solution that makes integration seamless to the workflow and transparent to the user.
keywords design: collaboration; tele-presence; visualization; broadband
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2008_000
id ecaade2008_000
authors Muylle, Marc (ed.)
year 2008
title ARCHITECTURE ‘in computro’ - Integrating methods and techniques
source 26th eCAADe Conference Proceedings [ISBN 978-0-9541183-7-2], Antwerp (Belgium) 26-29 September 2008, 968 p.
doi https://doi.org/10.52842/conf.ecaade.2008
summary The presence of both visible and hidden digital resources in daily life is overwhelming and their presence continues to grow exponentially. It is surprising how little the impact of this evolution is questioned, especially in education. Reflecting on past experiences of this subject to learn for the future seems rarely to be done, and the sheer fact that a digital method exists is often seen as sufficient justification for its use. Are these the perceptions of serious misgivings or isolated views that circulate in the educational world and beyond? We would suggest that the eCAADe (Education and Research in Computer Aided Architectural Design in Europe) and its conferences provide the ideal forum to provide answers in this debate. For the first conference in what is to be the next quarter century of the existence of eCAADe, a theme was chosen that could easily include all aspects of this debate: ARCHITECTURE ‘in computro’ , Integrating methods and techniques It seems a bit vulgar to use a dog-Latin phrase ‘in computro’ for such a serious matter but at least it now has a place between ‘in vivo’ and ‘in vitro’. For more than 25 years CAAD has been available, and has been more and more successfully used in research and commercial architectural practice. In education, which by definition should prepare students for the future, the constantly evolving CAAD metaphor is provoking a challenge to cope with the ever expanding scope of related topics. It is not surprising that this has led to differing opinions as to how CAAD should be taught. Questions such as how advanced research results can be incorporated in teaching, or if the Internet is provoking self-education by students, are in striking contrast with the more fundamental issues such as the discussion on analogue versus digital design methods. Is CAAD a part of design teaching or is it its logical successor in a global E-topia? Although the E of education is a prominent factor in the ‘raison d’être’ of the organisation, the papers presented at this conference illustrate that eCAADe is open to all other relevant contributions in the area of computer-aided architectural design. It will be a fortunate coincidence that this exchange of knowledge and opinions on such state-of-the-art subjects, will be hosted by the The Higher Institute of Architectural Sciences, Henry van de Velde, located in the historical buildings of the Royal Academy of Fine Art established since the founding of the academy in 1662.
series eCAADe
type normal paper
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id ecaade2008_196
id ecaade2008_196
authors Rajendran, Puaneswaran M.; Rafi, Ahmad
year 2008
title Experiential Design of Space in Virtual Environment: Cubism as an Art Application
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 383-388
doi https://doi.org/10.52842/conf.ecaade.2008.383
summary This paper presents an experiential design concept as one of the approaches to design a good storytelling in VEs. We tested this concept and related it within cubism art to understand spaces based on its original form particularly the shapes, planes and volumes. This experiment revealed elements of expression and abstractions through layers of intrinsic knowledge within the VEs that were extremely difficult to understand when viewed in their original forms. New spaces were also discovered within the VEs thus suggesting evidence on the stories within the art form. This paper also suggested that VEs provide a better understanding of spaces and abstract spaces, scale through different depth of illusions and spatial representation.
keywords Experiential design, virtual environment, space design, navigation
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade2008_138
id ecaade2008_138
authors Sdegno, Alberto
year 2008
title Palladio’s Bridges: Graphic Analysis and Digital Interpretations
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 43-50
doi https://doi.org/10.52842/conf.ecaade.2008.043
summary The paper presents some results of a research on the digital reconstruction of some bridges designed by Andrea Palladio. The use of new technologies has enabled us to investigate the morphology of every single element and to be compared each other. Using the method of video animation, we have analyzed some of them in order to simulate the human perception and to understand their spatial configuration, but also to visualize the point of view of a man crossing a river or a canal. The last step was to prepare the models for producing some physical maquettes with the technique of rapid prototyping that have enabled us to verify the quality of the digital construction. Some different kinds of powder were used to identify the best one for the representation of architecture.
keywords Digital reconstruction, geometric analysis, unbuilt projects, video, rapid prototyping
series eCAADe
email
last changed 2022/06/07 07:59

_id ecaade2008_007
id ecaade2008_007
authors Serrato-Combe, Antonio
year 2008
title Digital Cocktail
source Architecture in Computro [26th eCAADe Conference Proceedings / ISBN 978-0-9541183-7-2] Antwerpen (Belgium) 17-20 September 2008, pp. 145-152
doi https://doi.org/10.52842/conf.ecaade.2008.145
summary Digital design education has become, in a way, quite similar to Mixology, the art and science of mixing great drinks. Gone are the days when digital design educators only had a handful of ingredients to prepare their educational recipes. Today there are simply too many recipes. So, what should the core elements of digital education be today? What ingredients should be discarded? In what way should educators mix the ingredients? This paper presents highlights of a process followed by an experimental architectural digital design studio where students were served a special digital design cocktail exploring a new way to approach digital education today framed within the constraints of a typical architectural curriculum.
keywords Digital design education, education process, education core, pedagogy, teaching, design process
series eCAADe
email
last changed 2022/06/07 07:57

_id ddss2008-46
id ddss2008-46
authors Sharma, Shrikant B. and Vincent Tabak
year 2008
title Rapid Agent Based Simulation of People Flow forDesign of SpacesAnalysis, Design and Optimisation
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary This paper presents a novel static-dynamic network based people flow simulation model applied to design optimisation of circulation spaces within buildings and urban areas. In the current state of art the majority of existing people flow simulation models are driven by analysis rather than design. This is fine for simpler, evacuation type scenarios where a single or a few analyses runs are sufficient to determine the evacuation time. For more complex scenarios such as crowd circulation with complex multi-directional flow, one is as interested in the sensitivity of various design and stochastic behavioural parameters, so the rapid modelling simulations together with design capability become important. This paper presents a simplified network based people flow model that enables rapid simulations and therefore iterative design optimization of circulation space. The work integrates the techniques of graph-theory based network analysis with an origin-destination matrix model of crowd flow, to provide a rapid, parametric model. The resulting model can be analysed in a static as well as dynamic state. In the static state, the model analyses space based on connectivity of nodes, superimposed with the origin-destination matrix of population to provide valuable information such as footfalls, density maps, as well as quasi-static parameters such as mean flow rates. In the dynamic state, the model allows time-dependent analysis of flow using a detailed agent based simulation that also incorporates dynamic route-choice modelling, agent behaviours and interaction, and stochastic variations. The paper presents the integrated modelling technique and its implementation into simulation software SMART Move.
keywords People Flow, Pedestrian, Agent Based Simulation, Evacuation, Network, Optimisation
series DDSS
last changed 2008/09/01 17:06

_id ecaade2017_202
id ecaade2017_202
authors Sollazzo, Aldo, Trento, Armando and Baseta, Efilena
year 2017
title Machinic Agency - Implementing aerial robotics and machine learning to map public space
source Fioravanti, A, Cursi, S, Elahmar, S, Gargaro, S, Loffreda, G, Novembri, G, Trento, A (eds.), ShoCK! - Sharing Computational Knowledge! - Proceedings of the 35th eCAADe Conference - Volume 2, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 611-618
doi https://doi.org/10.52842/conf.ecaade.2017.2.611
summary The research presented in this paper is focused on proposing a new digital workflow, involving unmanned aerial vehicles (UAV) and machines learning systems, in order to detect and map citizen's behaviors in the context of public spaces.Novel machinic abilities can be implemented in the understanding of the human context, decoding, through computer visions and machine learning, complex systems into intelligible outputs (Olson, 2008), mapping the relationships of our reality. In this framework, robotic and computational strategies can be implemented in order to offer a new description of public spaces, bringing to light the hidden forces and multiple layers constituting the urban habitat. The presented study focuses on the development of a methodology turning video frames collected from cameras installed on drones into large datasets used to train convolutional networks and enable machines learning systems to detect and map pedestrians in public spaces.
keywords mapping; drones; machine learning; computer vision; city
series eCAADe
email
last changed 2022/06/07 07:56

_id eb51
authors Coyne, Richard
year 1996
title CAAD, Curriculum and Controversy
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 121-130
doi https://doi.org/10.52842/conf.ecaade.1996.121
summary This paper brings some of the debate within educational theory to bear on CAAD teaching, outlining the contributions of conservatism, critical theory, radical hermeneutics and pragmatism. The paper concludes by recommending that CAAD teaching move away from conservative concepts of teaching, design and technology to integrate it into the studio. In a highly illuminating book on education theory, Shaun Gallagher (1991) outlines four current views on education that correspond to four major positions in contemporary social theory and philosophy. I will extend these categories to a consideration of attitudes to information technology, and the teaching of computing in architecture. These four positions are conservatism, critical theory, radical hermeneutics, and pragmatism. I will show how certain issues cluster around them, how each position provides the focus of various discursive practices, or intellectual conversations in contemporary thinking, and how information technology is caught up in those conversations. These four positions are not "cognitive styles," but vigorously argued domains of debate involving writers such as Gadamer, Habermas and Derrida about the theory of interpretation. The field of interpretation is known as hermeneutics, which is concerned less with epistemology and knowledge than with understanding. Interpretation theory applies to reading texts, interpreting the law, and appreciating art, but also to the application of any practical task, such as making art, drawing, defining and solving problems, and design (Coyne and Snodgrass, 1995). Hermeneutics provides a coherent focus for considering many contemporary issues and many domains of practice. I outline what these positions in education mean in terms of CAAD (computer-aided architectural design) in the curriculum.

series eCAADe
email
more http://www.caad.ac.uk/~richard
last changed 2022/06/07 07:56

_id 22ed
authors Glaser, Migges M.
year 1989
title ART + COM Lab Report - BERKOM Project "New Media in Urban Planning"
source CAAD: Education - Research and Practice [eCAADe Conference Proceedings / ISBN 87-982875-2-4] Aarhus (Denmark) 21-23 September 1989, pp. 6.1.1-6.1.6
doi https://doi.org/10.52842/conf.ecaade.1989.x.l1t
summary The highly developed glasfiber technology of the Berlin ISDN-B prototype network will make it possible to test a future benefit of the possibilities of real time visual communication for architects and planers in their home office. In the project an external user will be able to share high end visual outputs of a Service Center for Visualisation with his own low end CAAD workstation via ISDN-B. The capabilities of these services will range from a still picture archive, real time access to video film archive, a variety of conventional database services to special postproduction for his own 3D data models. The transferred 3D model can be rendered an animated on the Center's systems, if requested also integrated into a video background film. The production will than be available on his workstation screen. These new means will be evaluated in the view of the architects new possibilities for the design process.
keywords Multimedia, CAAD Services, Computer Animation
series eCAADe
last changed 2022/06/07 07:50

_id 7475
authors Laurel, B., Strickland, R. and Tow, R.
year 1994
title Placeholder: Landscape and Narrative In Virtual Environments
source ACM Computer Graphics Quarterly Volume 28 Number 2 May
summary The idea of using virtual reality for entertainment purposes is actually quite recent in the history of VR technology. Early VR entertainment applications, appearing in the late 1980s, were extensions of the existing "serious" application of flight simulation training. The other branch of flight - simulator technology - motion platforms used in synchronization with motion video or animation - was much more amenable to the theme park environment. These systems, of which Star Tours is the best known, trade off individual viewpoint control and the sense of agency for thrilling, finely calibrated effects and the optimization of "throughput" - that is, getting the most people through the ride in the least time. Second to motion-platform rides in this regard are networked pods, as used in Virtual World Entertainment systems (previously Battletech). "Classic" virtual reality, with head-mounted displays and various forms of body tracking, are especially problematic in theme park environments for several reasons. It takes time to get the gear onto the participants. Only a handful of people can experience the attraction simultaneously (although a much larger audience might watch what the people "inside" the VR are doing). A hard-driving plot with distinct beginning, middle, and end is a great way to control how long an experience takes, but "classic" VR is inimical to this kind of authorial control - it works best when people can move about and do things in virtual environments in a relatively unconstrained way.
series journal paper
last changed 2003/04/23 15:50

_id sigradi2007_000
id sigradi2007_000
authors Maganda Mercado, Adriana Gómez (et. al)
year 2007
title Sigradi 2007: Communication in the Visual Society [La Comunicación en la Comunidad Visual]
source Proceedings of the 11th Iberoamerican Congress of Digital Graphics Graphics / ISBN 13 978-968-7451-15-2] México D.F. - México 23-25 October 2007, 467 p.
summary In a simple communication model we must talk about the understanding between participants. This is the result of a continuing connection and a dialog of agreements and disagreements in order to arrive at sharing an idea. However, society today is in an evolutionary lapse at an accelerated pace that interjects itself in this process. It is here where social forces distend and generate important ruptures between generations and individuals that fight to prevail or impose new languages and lifestyles. Today's society has become a visual society whose effect has been reinforced through technology in the devices that we use on a daily basis. The daily use of technology and its new languages has marked a disconnection between individuals that must be closed by using a new acculturation and teaching models. Disconnection is a omnipresent modern phenomenon that can be felt as the main effect in what specialists call the digital gap. This gap not only separates generations, but also ideologies with respect to the form in which we perceive, transmit and teach in our society today. This disconnection can be easily understood through a school system that has been designed for a manufacturing and agricultural world. However, many sectors within our society have been in state of constant change and evolution. This situation generates many opportunities where an agile society is required in response to these new local and global challenges. The students of today have, for example, multi-tasking abilities that better assimilate these changes. The researchers, Ian Jukes and Anita Dosaj refer to this disconnection as the result of poor communication between digital natives (our present-day students) and digital immigrants (many present-day adults). This phenomenon results in the fact that parents and educators speak the digital dialect as a second language, and because of that are lacking in their models of communication. For example, digital natives prefer a variety of sources with rapid access, while the digital immigrants prefer slower, more controlled sources that are limited and regulated. Nowadays, our educational or production activities in which we find ourselves immersed on a daily basis cause us to participate in a wide range of processes of production, dissemination and analysis of visual forms as part of our final product or service. Much of the work that we elaborate in movies, video and photography explore meaning, perception and communication in context as well as anthropological and ethnographic themes. Using this framework for our society today, the importance of the search for the promotion of the study of visual representation and the media for the greatest development and generation of benefits is brought to the fore. Through the use of images we can describe, analyze, communicate and interpret human behavior. All these settings, full of digital disconnections and reencounters, impact on all the visual aspects of culture, including art, architecture and material objects, influencing the bodily expressions of human beings. We have created a visual society when we put emphasis on the meaning and interpretation of all we receive through our visual sense. Wherever we look, we find objects that have been modified beyond their primary function to communicate messages. In this ecosystem we are consumers and suppliers. The communication and research needed to achieve reconnection, as well as the creation of new forms of production and visual understanding, are the themes on which the works contained in this edition are centered.
series SIGRADI
type normal paper
more http://www.sigradi.org
last changed 2016/03/10 09:55

_id 8246
authors Rios-Castro, Lorena Itzel
year 2000
title Cybrid Tectonics: A Panama Canal Exhibition
source ACADIA Quarterly, vol. 19, no. 2, pp. 15-16
doi https://doi.org/10.52842/conf.acadia.2000.015
summary This article is a summary of a thesis project directed under the supervision of Wassim Jabi and Mehrdad Hadighi] This thesis is based on the premise that space can be created by the interaction of physical and ephemeral elements with the human body. The physical elements create a frame on which the ephemeral rely, but it is the interaction between them that produces a distinct experience of space and place. Extensive and diverse preliminary explorations range from the use of digital media in the design process, video and multimedia as a revolutionary element in 20th century art and light as a way of expression for architectural installations exploring new media. From this body of information it was conceived that certain new media add an important and particular dimension to the traditional physical medium of architecture. This constitutes a controversial and innovative approach to the creation of space and most importantly to the experience of place.
series ACADIA
last changed 2022/06/07 07:56

_id ga9919
id ga9919
authors Strehlke, Kai
year 1999
title xWORLDS, the implementation of a three-dimensional collaborative sketch tool within the context of a third year design course
source International Conference on Generative Art
summary This work is the result of a postgraduate thesis done at the chair for Architecture and CAAD at the ETH in Zurich Switzerland. It proposes a prototype for a three-dimensional modelling tool in a networked environment. The work is composed of two distinct parts. (1) A modeling tool to create three-dimensional objects in an intuitive and interactive manner. (2) A database component to store and retrieve the objects. This modeller has been implemented for the first time in a design course, where students where using the modeller to sketch and interact within a large group to formulate aspects of their design. The Paper focuses on the modeller and on the experience from a one week workshop.1. Modelling Tool. The modeling tool operates in two different modes: (A). Composing cubic forms within a limited cubic space. (B). Deforming the composition of boxes by means of their interaction with a separate volume. For the composition of cubes, the user has to drag a cube with the mouse to continue placing cubes in space. Furthermore, he can move and delete the placed cubes. Simple and complex objects can be created this way, in an easy and intuitive manner. For the second mode, the forms are generated by intersecting a volume with an object created previously in the first mode. The volume can be scaled and moved. The part of the existing object located outside the volume remains unchanged, while the part that lies inside it is transformed in the same way as the volume. Complex forms can be created in this way with simple transformations. 2. Database Storage and Retrieval.The created objects can be stored in a database. Other users can access the objects stored in the database and continue working on them in the same modeling environment. There are two ways to interact with objects from the database. On one side it is possible to substitute the composition of cubes, and keep the distorted framestructure of the currently active object unchanged. On the other side it is possible to initiate a morphing process between the currently active framestructure and the framestructure of an object from the database. This process can be stopped at any time. It is always possible to switch back in the modeling modus and continue work on the object.3. Workshop at the the School of Design at the Hong Kong Polytechnic University.A Group of over 100 students were using the tool in a second year design course. The tool has been implemented as part of a workshop in the second half of the design studio. The workshop lasted for one week in which a collective dataset of over 1000 models has been created by the students. Afterwards, a possibility was given to the students to retrieve models from the database and to process them in different software packages or have them physically built by a 3D printer, and then continue working on the physical model.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id sigradi2003_009
id sigradi2003_009
authors Giordano, R., Falco, C., Pieragostini, P. and Osella, M.
year 2003
title Migración Digital y Transformación Curricular en la Enseñanza del Diseño y del Arte (Digital Migration and Curricular Transformation in the Teaching of Design and Art)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The National University of the Litoral UNL, Santa Fe, Argentina, through its policies of Distance Education at the moment has the possibility of approaching novel educative strategies taking advantage of the satellite technology, the telematics networks, the television, the cd-rom, the electronic mail, computer science, elearning, the video, among other resources. This way, they harness and they assure realization of learning and education processes, the development of capacities and competitions, and the update of knowledge to people who do not need to attend an educative centre; what avoids the uprooting and increases the possibilities of access to the world of the work within its own community.
series SIGRADI
email
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