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 10740

_id ascaad2009_c_tonn
id ascaad2009_c_tonn
authors Tonn, C.; Petzold, F. and Donath, D.
year 2009
title See-Through History: 3D augmented reality for the reconstruction of the Bauhaus director’s office reception area from 1923
source Digitizing Architecture: Formalization and Content [4th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2009) / ISBN 978-99901-06-77-0], Manama (Kingdom of Bahrain), 11-12 May 2009, pp. 259-267
summary Working in existing built contexts is an essential aspect of most architects’ activities. The development of a conceptual and technological basis for the digital support of design directly on site, with and within the existing building is the main focus of the research project "Spatial Augmented Reality for Architecture”. This article describes one part of the research project: the final evaluation of the technologies developed and the concepts applied for an architectural colour reconstruction scenario on site. This project is funded by the German Research Foundation (“DFG”).
series ASCAAD
email
last changed 2009/06/30 08:12

_id ecaade2012_025
id ecaade2012_025
authors Tonn, Christian ; Tatarin, René
year 2012
title Volume Rendering in Architecture: Overlapping and combining 3d voxel volume data with 3d building models
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 719-726.
doi https://doi.org/10.52842/conf.ecaade.2012.1.719
wos WOS:000330322400076
summary Volume rendering is an illustration technique for visualising different 3D measured data or 3D simulation data interactively on screen. This paper introduces a method that overlays several types of volume data on an architectural surface model. This complex calculation takes place on the graphics card using hardware-accelerated shaders. An implemented software prototype entitled “VolumeRendering” is introduced. In addition to interactive visualisation, the objective was to create a user-friendly interface. Synergies and new evaluation possibilities arise through the overlay, e.g. of different measuring techniques, with a surface model. Finally the use of the software prototype is illustrated using examples from our interdisciplinary research project.
keywords Multiple Volume Rendering; Overlay; 3D Surface Models
series eCAADe
email
last changed 2022/06/07 07:58

_id cf2015_358
id cf2015_358
authors Tonn, Christian and Bringmann, Oliver
year 2015
title Point Clouds to BIM: Methods for Building Parts Fitting in Laser Scan Data
source The next city - New technologies and the future of the built environment [16th International Conference CAAD Futures 2015. Sao Paulo, July 8-10, 2015. Electronic Proceedings/ ISBN 978-85-85783-53-2] Sao Paulo, Brazil, July 8-10, 2015, pp. 358-369.
summary New construction within existing buildings requires documentation of the existing buildings, in a form that one is familiar with from new construction or architectural design. Laser scanning is a powerful tool to survey the built reality. It provides a replica of the existing building in the form of a point cloud. The difficulty is to analyse the resulting amounts of data that has been generated and being able to interpret it as a Building Information Model (BIM). This article proposes a new generic approach for pattern recognition of architectural objects. The procedure is introduced through the use of two examples - polygon fitting, which is important for the generation of new building element classes and wall detection. The second part describes how individual components can be automatically connected to consistent networks. BIM systems walls should be aligned, within predefined limits of accuracy, either perpendicular to or in line with each other.
keywords point cloud, BIM, pattern recognition, components, wall alignment.
series CAAD Futures
email
last changed 2015/06/29 07:55

_id ecaade2017_174
id ecaade2017_174
authors Tonn, Christian
year 2017
title Designing Colour in Virtual Reality - Comparing a Virtual Reality based and a Screen based Colour Design Method
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. 721-728
doi https://doi.org/10.52842/conf.ecaade.2017.2.721
summary Designing colours for architecture with digital tools is still a challenging topic. Especially for customers and students the perception of a full-scale coloured interior room is hard to imagine. This paper presents a software prototype and a small user study, which addresses the colour design process with professional digital tools and a virtual reality head mounted device (Oculus Rift DK2). The user can navigate within an imported three-dimensional model freely and change colour, texture and light properties with a real-time updated radiosity visualization. The presented user study compares a screen based working method with the developed virtual reality based design support and interaction method.
keywords Virtual Reality; Colour; Design Support; Real-time; VR-glasses
series eCAADe
email
last changed 2022/06/07 07:58

_id ecaade2007_064
id ecaade2007_064
authors Tonn, Christian; Donath, Dirk; Petzold, Frank
year 2007
title Simulating the Atmosphere of Spaces
source Predicting the Future [25th eCAADe Conference Proceedings / ISBN 978-0-9541183-6-5] Frankfurt am Main (Germany) 26-29 September 2007, pp. 169-176
doi https://doi.org/10.52842/conf.ecaade.2007.169
summary At present more than half of all building activity in the German building sector is undertaken within existing built contexts. Work in existing building fabric is an essential aspect of most architects’ activities. The development of a conceptual and technological basis for the digital support of design directly on site, in and with the available architecture is the main focus of the research project “Spatial Augmented Reality for Architecture”. This article describes one part of the research project: the sampling of colours and materials at a scale of 1:1 using Augmented Reality technologies. This makes it possible to project the colour and material qualities of a design directly onto any surface within an existing building, geometrically corrected. A first software prototype SAR-CA has been developed and then assessed using a user study to obtain a first evaluation of the prototype to determine the direction of future research. Future research areas are discussed at the end of the paper.
keywords Augmented reality, design support, colour and material sampling
series eCAADe
email
last changed 2022/06/07 07:58

_id caadria2022_267
id caadria2022_267
authors Toohey, Gabrielle, Nguyen, Tommy Bao Nghi, Vilppola, Ritva, Qiu, Waishan, Li, Wenjing and Luo, Dan
year 2022
title Data-Driven Evaluation of Streets to Plan for Bicycle Friendly Environments: A Case Study of Brisbane Suburbs
source Jeroen van Ameijde, Nicole Gardner, Kyung Hoon Hyun, Dan Luo, Urvi Sheth (eds.), POST-CARBON - Proceedings of the 27th CAADRIA Conference, Sydney, 9-15 April 2022, pp. 243-252
doi https://doi.org/10.52842/conf.caadria.2022.1.243
summary Empirical cycling data from across the world illustrates the many barriers that car-dependent cities face when implementing cycling programs and infrastructure. Most studies focus on physical criteria, while perception criteria are less addressed. The correlations between the two are still largely unknown. This paper introduces a methodology that utilises computer vision analysis techniques to evaluate 15,383 Google Street View Images (SVI) of Brisbane City against both physical and perception cycling criteria. The study seeks to better understand correlations between the quality of a street environment and an urban area's 'bicycle-friendliness'. PSPNet Image Segmentation is utilised against SVIs to determine the percentage of an image corresponding with objects and the environment related to specific cycling factors. For physical criteria, these images are then further analysed by Masked RCNN processes. For perception criteria, subjective ranking of the images is undertaken using Machine Learning (ML) techniques to score images based on survey data. The methodology effectively allows for current findings in cycling research to be further utilised in combination via computer visioning (CV) and ML applications to measure different physical elements and urban design qualities that correspond with bicycle-friendliness. Such findings can assist targeted design strategies for cities to encourage the use of safer and more sustainable modes of transport.
keywords Bicycle-friendly, Quality Streetscapes, Active Living, Visual Assessment, Computer Visioning, Machine Learning, SDG 3, SDG 11
series CAADRIA
email
last changed 2022/07/22 07:34

_id ascaad2023_030
id ascaad2023_030
authors Topaloglu, Aysel; Gul, Leman
year 2023
title Bodily Interactions in Cultural Heritage Focused Extended Reality Studies
source C+++: Computation, Culture, and Context – Proceedings of the 11th International Conference of the Arab Society for Computation in Architecture, Art and Design (ASCAAD), University of Petra, Amman, Jordan [Hybrid Conference] 7-9 November 2023, pp. 568-584.
summary Today, Extended Reality (XR) technologies open up new possibilities in the cultural heritage domain by allowing the integration of digital content and new virtual layers onto cultural artifacts, as well as the facilitation of distinct interactive processes. XR environments, which encompass Augmented Reality (AR), Virtual Reality (VR), and Mixed Reality (MR), introduce new and intriguing experiences to the heritage field through multisensory and bodily interactions. This study aims to present a comprehensive state of the art regarding bodily interactions in cultural heritage-focused XR studies by reviewing and analyzing the existing literature. To do so, a systematic literature review protocol was adopted to understand how interactive experience is studied in the literature that involves body-related approaches and XR systems in cultural domains. A thorough examination of the literature was conducted using Elsevier's Scopus database, resulting in a dataset of 1063 records processed with VOSviewer. Within this dataset, the keyword co-occurrence analysis identified four cluster groups representing key themes in the literature that are related to bodily interactions in cultural heritage focused XR studies. These clusters were examined in more detail by empirically selecting literature samples. Network, density, and overlay visualizations were also created during the analysis to interpret and represent the results. This study contributes to a better understanding of the role of bodily interactions in XR and heritage studies in promoting cultural heritage preservation and dissemination.
series ASCAAD
email
last changed 2024/02/13 14:34

_id ddss9851
id ddss9851
authors Torre, Carmelo and Selicato, Francesco
year 1998
title Consequences of Interdisciplinary Approaches in the Construction ofKnowledge-Bases
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 character of interdisciplinarity in planning approaches create a new, intriguing, emerging complexity (Funtowitcz and Ravetz, 1994) in problems and in knowledge-structuring of contexts of planning practices. The key-role played by information systems (IS) implicates a re-consideration ofcharacter of knowledge to be used in knowledge-bases. The necessity of considering knowledge domains coming from social, cultural, economical, technical, physical and naturalistic approaches means dealing with different scales of value, with non homogenous parameters. The necessity ofmanaging flexible knowledge rises on the fore as fundamental issue for future information system oriented to supporting decisions. Might information systems be useful in this interdisciplinary approach ? It is necessary to contain in a knowledge-base both quantitative and qualitativeinformation ? Three alternatives are available for a conceptual discussion :the possibility of identify new approaches, in order to develop information systems able in managing new knowledge; the necessity of adding new support systems oriented to manage soft knowledge, to traditionalgeographic information systems (GIS); the possibility of non using support systems coming from a technological vision of problem for nontechnical knowledge (Latouche 1996). The first two paragraphs are due to F. Selicato. The third and the fourth paragraph are due to C. Torre.
series DDSS
last changed 2003/08/07 16:36

_id ecaadesigradi2019_201
id ecaadesigradi2019_201
authors Torreblanca-Díaz, David A., Pati?o, Ever, Valencia-Escobar, Andrés and Urdinola, Diana
year 2019
title Form-finding methodology as strategy for formative research in industrial design education - Experimental techniques for the early creative phases of the product design process
source Sousa, JP, Xavier, JP and Castro Henriques, G (eds.), Architecture in the Age of the 4th Industrial Revolution - Proceedings of the 37th eCAADe and 23rd SIGraDi Conference - Volume 1, University of Porto, Porto, Portugal, 11-13 September 2019, pp. 45-54
doi https://doi.org/10.52842/conf.ecaade.2019.1.045
summary The experimental work of Antoni Gaudí and Frei Otto have been the precedents of what is currently called form-finding, a methodology based on rules and physical forces of nature that promotes principles of transformation as a result of the relationship between form, material and structure. This text shows the first results of the research titled as Form-finding methodology as strategy for formative research in industrial design education, with an empirical-analytical approach through action-research based method and using collaborative-participatory tools. As a result of the analysis of different cases in the first stage of the research, a basic methodological proposal is made, this methodological proposal is aimed to find new research possibilities for the identification of morphological characteristics to be used in design projects in the early creative phases (ideation and experimentation); the methodological proposal stages are the following: selection of technique, design of the experimentation, experimentation, analysis and discussion.
keywords Form-finding; Experimental morphology; Industrial design education; Formative research; Action-research
series eCAADeSIGraDi
email
last changed 2022/06/07 07:58

_id sigradi2022_220
id sigradi2022_220
authors Torreblanca-Díaz, David A.
year 2022
title Biodigital Product Design Through Additive Fabrication Technologies: Beer Tap Handles Project
source Herrera, PC, Dreifuss-Serrano, C, Gómez, P, Arris-Calderon, LF, Critical Appropriations - Proceedings of the XXVI Conference of the Iberoamerican Society of Digital Graphics (SIGraDi 2022), Universidad Peruana de Ciencias Aplicadas, Lima, 7-11 November 2022 , pp. 1225–1236
summary Biomimicry is a new transdisciplinary science that studies the models of nature to solve human problems with a systemic approach; design based on nature has had a significant evolution in recent decades thanks to digital technologies advantage, especially digital fabrication and parametric software. This text presents the process of design, experimentation and fabrication of beer tap handles series based on morphological patterns from nature. The project followed this methodological sequence (1) Design problem (2) Selection of biological referents (3) Morphologic synthesis (4) Analysis of thicknesses and stress (5) Detailed design (6) Fabrication of 1:1 scale prototype through Fused Deposition Modelling technology -FDM- (7) User testing (8) Conclusions and improvement proposal. The digital design and fabrication process were effective, the prototypes worked and reached the project goals, the users perceived that the beer tap handles are comfortable, functional and have an attractive appearance.
keywords Biomimicry, Bio-informed disciplines, Parametric design, Additive fabrication technologies, Fused deposition modelling technology
series SIGraDi
email
last changed 2023/05/16 16:57

_id sigradi2023_327
id sigradi2023_327
authors Torreblanca-Díaz, David A.
year 2023
title Biodigital Product Design: An Emerging Project Approach
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1287–1298
summary BioDigital architecture and design is a fusion of biological and digital domains. Qualitative research project is proposed, aiming to collect information about the theoretical body, key concepts and cases of BioDigital product design. Books, papers, websites and digital platforms (CumInCAD and Scopus) were reviewed, and the professor Alberto T. Estévez was interviewed, one of the main promoters of this proposal. Most information found was focused on the BioDigital architecture, the professor Alberto T. Estévez defines the foundations and methods of BioDigital proposal, who outlines biodigital product design basis, other references are Claudia Pasquero and Marco Poletto and the professor Marcos Cruz. Cases of biodigital product design were found at different complexities and approaches, mostly from the U.S. and Europe and few cases from Latin America. It is concluded that is an emerging and avant-garde approach field with little information available and it opens new perspectives for product design.
keywords Biodigital design, Biodigital architecture, Genetic architecture, Biolearning, Product design.
series SIGraDi
email
last changed 2024/03/08 14:08

_id ijac202322102
id ijac202322102
authors Torreblanca-Díaz, David A.; Juan Pablo Velásquez Pena and Pablo Banda
year 2024
title Biodigital stool series: Nature-based growing morphologies through additive manufacturing and generative design
source International Journal of Architectural Computing 2024, Vol. 22 - no. 1, 1-19
summary Biodigital Architecture and Design emerges in the intersection between nature-based design and digital technologies. This article presents the results of a project that aimed to integrate three-dimensional growth patterns from nature into a stool design series through Computational Design and Additive Manufacturing methods. The project methodology includes (1) Pattern from nature selection, (2) Generative design, (3) 3D printing, including scale models and prototypes, (4) Compression tests, and (5) Generative optimization. Findings indicate that the branching pattern was the lightest-weight pattern while showing the highest specific resistance compared to the other models evaluated. Branching pattern also took the least amount of time and material to print, these findings contribute to the decision-making process for future work. Regarding computational design method, it resulted in several design alternatives, with complex, unpredictable and efficient mechanical behavior geometries. Future work would include to a variety of patterns from nature, generative design, optimizations, and prototypes.
keywords Additive manufacturing technologies, biodigital design, computational design, design for additive manufacturing, finite element method, fused deposition modeling, generative design, topological optimization
series journal
last changed 2024/07/18 13:03

_id sigradi2020_441
id sigradi2020_441
authors Torreblanca-Díaz, David A.; Valencia Cardona, Raúl Adolfo; Perafán Lopez, Juan Carlos ; Sevilla Cadavid, Gustavo Adolfo
year 2020
title A methodology for the evaluation, analysis, and selection of bioinspired textures, using Computational Fluid Dynamics (CFD) and wind tunnel for aerodynamic improvements in sports design
source SIGraDi 2020 [Proceedings of the 24th Conference of the Iberoamerican Society of Digital Graphics - ISSN: 2318-6968] Online Conference 18 - 20 November 2020, pp. 441-448
summary Sports disciplines have evolved in recent decades to improve the performance of athletes, as a result of interdisciplinary convergence. Computational Fluid Dynamics (CFD) and wind tunnel have gained relevance in sports design to predict the aerodynamic behavior. On the other hand, Bio-informed disciplines study nature to solve human problems, in order to generate innovation with or without sustainable results. This text presents a first proposal of a methodology oriented to the evaluation, analysis, and selection of bioinspired digital textures, in order to improve the aerodynamic performance in sports product design, through the integration of CFD and wind tunnel testing.
keywords Aerodynamics, Bio-informed disciplines, Computational Fluid Dynamics (CFD), Sports Engineering, Computer Aided Engineering (CAE)
series SIGraDi
email
last changed 2021/07/16 11:49

_id sigradi2005_806
id sigradi2005_806
authors Torres, Gerson J. M
year 2005
title Modeling and visualizing the architectural project and their relationship with the nature and the environment using Biocad and CAACD: Computer Architectural Aided Climatic Design
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 806-810
summary Architecture is built in artificial and natural environments, some are real others are virtual. Until now, CAAD, CAD, and 3D modeling and simulation software have not included the environment and are therefore limited to imprecise representations. This challenges the algorithmic complexity of the software that simulates elements of nature, air, natural and artificial light using techniques of radiosity and raytracing. Today, CAACD (Computer Architectural Aided Climate Design) software needs information like geographic location, atmospheric and climatic conditions of the place to use it in conceptual decisions during the design process and to be able to guarantee environmental comfort in the project. This situation has provided me, together with professors and postgraduate students in the discipline of landscape architecture, with the fundamental framework for my study, namely: The virtual construction of a region, including digital representation of the built environment and the tropical flora. This paper describes the basic methodology used in such a process. [Full paper in Spanish]
series SIGRADI
email
last changed 2016/03/10 10:01

_id ga0110
id ga0110
authors Torriani, Franco
year 2001
title Organic-inorganic - The body: the displaced interface
source International Conference on Generative Art
summary Our body, as for other living creatures, is a set of organs, of elements pertaining to life. The Greek organikos, what serves as organon, is also an element of a working system, of an organisation. The body is an articulation of the environment, a link with what populates and forms it, a node of anindependent collective entity with which it establishes a relation, building artificial realities and symbols, thus something that represents something else. As an interface the body travels between adjoining areas extending the existing - creating... I share with Margaret A. Boden the thesis thatcreativity is not a natural category, remembering that her starting question: "what is creativity?" concerns the relation between the latter and the use of the computer
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id sigradi2021_358
id sigradi2021_358
authors Tosello, Maria Elena, Mines, Patricia, Jereb, Marcelo, Rainaudo, Verónica, Longoni, Agustín, Carboni, Lucía, Saucedo, Santiago and Picco, Camila
year 2021
title Designing (at) the Edges: Urban Interfaces and Hybrid Habitats
source Gomez, P and Braida, F (eds.), Designing Possibilities - Proceedings of the XXV International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2021), Online, 8 - 12 November 2021, pp. 1359–1370
summary This interdisciplinary work, which integrates teaching, research and extension, incorporated students from 5 Latin American universities of Architecture and different Design Degrees. The experience that was developed in the first semester of 2021, during the Covid-19 pandemic, deals with the contribution that design and digital media can make to the social problems of local communities. Through the collaborative design of artifacts, interfaces, spaces and representations that articulate the natural, the artificial and the digital, the objective was to value and make visible the natural and cultural heritage of "La Boca", a coastal neighborhood of the city of Santa Fe, located in the flood valley of the Paraná River. Innovative ideas were provided to drive sustainable development processes through proposals that rescue the knowledge and resources of the place using digital mediations. The article analyzes the conceptual bases, methodology and results of this difficult but original experience.
keywords collaborative design, digital media, community tourism, technopolitics
series SIGraDi
email
last changed 2022/05/23 12:11

_id sigradi2023_143
id sigradi2023_143
authors Tosello, Maria Elena, Rodríguez, Guillermo, Jereb, Marcelo, Esquivel, Isidro, Rainaudo, Verónica and Sklate, Florencia
year 2023
title Transmedia Bestiary. Dialogic design between universities in the Litoral region.
source García Amen, F, Goni Fitipaldo, A L and Armagno Gentile, Á (eds.), Accelerated Landscapes - Proceedings of the XXVII International Conference of the Ibero-American Society of Digital Graphics (SIGraDi 2023), Punta del Este, Maldonado, Uruguay, 29 November - 1 December 2023, pp. 1337–1348
summary This work was conceived from the common interests and objectives of two universities in the Argentine Littoral region, who have been addressing problems of the communities of the insular micro-region for several years. The methodology included physical and virtual meetings in the activities of both chairs to create a Transmedia Bestiary of imaginary animals of the Litoral, defining the guidelines to work on the technical characteristics, both physical and digital, that would be applied to the final production. The results were diverse. Each group of students generated its own Transmedia Narrative including proposals with Artificial Intelligence, illustrations, websites, video games, augmented reality, etc. In the analog medium, they generated 2D and 3D prints and built prototypes with different techniques, which made it possible to apply autonomous movement to the designed animals. Different evaluation methods focused on learning were used and reflections on the value of inter and transdisciplinary experiences were elaborated.
keywords Transmedia Design, STEAM, Manufacturing, Fab Lab, Curriculum Articulation
series SIGraDi
email
last changed 2024/03/08 14:08

_id sigradi2014_334
id sigradi2014_334
authors Tosello, Maria Elena; Maria Georgina Bredanini Colombo
year 2014
title Espacios-interfaz para una educación post-digital. Estrategias, instrumentos y recursos para propuestas didácticas innovadoras [Interface-spaces for a post-digital education. Strategies, instruments and resources for innovative didactic proposals]
source SiGraDi 2014 [Proceedings of the 18th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-9974-99-655-7] Uruguay - Montevideo 12 - 14 November 2014, pp. 290-293
summary In the current sociotechnical scenario, university education must adapt imaginatively its objectives and methods, integrating educational networks in hybrid spaces, starting from a model oriented to contextual learning by a distributed system of building knowledge, stimulating the development of interpersonal skills and abilities for collaborative problem solving. The course “Educational Interfaces. Strategies, Instruments and Spaces for Innovative Didactic Proposals “, intended for professors of design disciplines, sought to motivate novel educational processes which integrate the potentialities of digital media, through blended learning methodologies that complement face-to-face classes with resources and activities in space-interfaces, to offer more opportunities of learning.
keywords Interface-Space; Design Education; Blended Learning; Moodle; Open Access
series SIGRADI
email
last changed 2016/03/10 10:01

_id 394e
authors Tosello, María Elena
year 2002
title El Ambiente Digital Vacío y Multiplicidad [The digital and empty atmosphere, and multiplicity]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 43-46
summary Although some authors sustain that postmodern culture, and particularly science, is in conflict with myths, from another perspective certain concepts, which come from philosophy, are still supporting cultural phenomenons that comes from new sciences, and particularly, from the new technological impact. The following concepts are brief comments about big themes, that will take us closer to delineating the actual cultural character, and to defining a few fundamental philosophical questions which are useful to the purposes of this article. The principal ideas of this paper come from applying philosophical concepts to the new design processes that involve digital media. After establishing the main hypothesis, the demonstration will be developed through the extensive explanation of concepts such as rhizome, emptiness and simulacra, and the characteristics that link them to digital environment, objects and processes.
series SIGRADI
email
last changed 2016/03/10 10:01

_id ijac201715304
id ijac201715304
authors Tosello, María Elena and María Georgina Bredanini
year 2017
title A personal space in the Web. Bases, processes and evaluation of a collaborative digital design experience for significant learning
source International Journal of Architectural Computing vol. 15 - no. 3, 230-245
summary We live constantly networked, performing multiple activities in virtual spaces which are intertwined with physical space, shaping an augmented and symbiotic chronotope. Considering that personal space is an area surrounding individuals that provides a framework for developing activities wouldn’t it be necessary to count on a virtual personal space? This article presents the bases, processes, and results of a didactic experience which purpose was to imagine and design a personal space in the Web, representing its properties and characteristics through a transmedia narrative unfolded through diverse languages and media. Three cases are presented, selected because they propose different strategies to approach the problem. In order to perform a comparative analysis of the results, the categories were defined based on the triadic structure of Peirce’s Theory of Signs, which in turn were divided into sub-categories that incorporate the Principles of Design and Evaluation of Interface-Spaces.
keywords Personal space, transmedia storytelling, parametric design, video games, interface-space
series journal
email
last changed 2019/08/07 14:03

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