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

PDF papers
References

Hits 1 to 20 of 14689

_id ascaad2006_paper3
id ascaad2006_paper3
authors Luesche, Andreas and Salim Elwazani
year 2006
title Adapting Digital Technologies to Architectural Education Need
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Adapting digital technologies to architecture school settings is a topic of universal interest. Properly construed, adapting digital technologies to architectural education emanates from philosophical underpinnings. For architectural programs, the scientific-artistic attribute notion can be a powerful reference for mapping program mission, goals, and curriculum. A program plan developed with scientific-artistic attributes of performance in mind can tap on the use of digital media from the perspective that the media has scientific-artistic characteristics itself. Implementation of digital technologies adaptation can be challenged, among other things, by scarcity in resources. This paper focuses on the role of digital equipment resources in adaptation. A case in point is the use of digital technologies at the Architecture and Environmental Design Studies (Arch/EDS) Program of Bowling Green State University. The study considered the utilization by the third and fourth year design studio students of the digital resources at the Center for Applied Technology, a College based, but University wide serving unit. The objective of the study was to build up a theoretical understanding of the adaptation problem and come up with strategy guidelines for adapting digital media resources to architectural education. A survey of students and interviews with the Center’s personnel were methods used to collect data. The study has placed the adaptation problem in a philosophical context, turned out a set of theoretical generalizations about digital utilization, and suggested strategy adaptive guidelines. Beyond facilitating adaptation specific to the Arch/EDS Program, the results of the study are bound to affect digital adaptation in a general sense.
series ASCAAD
email
last changed 2007/04/08 19:47

_id acadia03_034
id acadia03_034
authors Luhan, G.A., Bhavsar, S. and Walcott, B.L.
year 2003
title Deep-Time ProbeInvestigations in Light Architecture
doi https://doi.org/10.52842/conf.acadia.2003.258
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 258-266
summary This paper presentation presents an interdisciplinary research project conducted by a design team comprised of faculty from the Colleges of Architecture, Engineering, and Astrophysics. The title of the project, Deep-Time Probe, Investigations in Light-Architecture, explores the use of an optically active-SETI experiment that centers on the thematic of time, vision, and movement through space. The realm of architecture was the digital glue that united the varied disciplines. The core of the project is broken down into three intrinsically linked components—data representation—collection, storage, and modulation; the Project Mission Wall; and the resultant Light Architecture or Deep-Time Probe. A small team of architecture students under the direction of one architecture faculty member designed the Mission Wall while the Robotics Department provided CNC machinery to digitally mill and fabricate its components. This same team assembled the 40’x60’x15’ structure in one day. The site of the launch created an adequate interface for the public art structure at the scale of an urban park. The scale of the Mission Wall addressed a variety of places, paces, and scales that mediated between the laser, the context of the surrounding plaza, and pedestrian and vehicular circulation, all while concealing the laser from direct view. The Mission Wall served three functions. It provided a housing for the Deep-Time Probe laser. It created windows and scaffolding for lighting. Moreover, it established a series of “View Corridors” that provided the onlooker with multiple vantage points and thus multiple-readings of information as architecture. Nearly fifty “Time Probe Reporters” gathered information through oral interviews. In addition to messages linked to the interviews, the Deep-Time Probe contained verbal and graphic information, images depicting the design and fabrication processes. At the time of the launch, the design team digitized, specially formatted, converted, and modulated the data into a special high-powered laser that was “launched” into space. An advanced civilization in the universe could theoretically receive and decode this information. The Deep-Time Probe project visualized the strengths of each profession, fostered the creative aspects of each team member, and resulted in a unique and dynamic experience. The deep time probe is right now passing through the Oort Cloud, the debris left over from the formation of our Sun and planets, present as a halo surrounding our solar system . . . a distance of nearly 1.5 trillion miles.
keywords Interdisciplinary Design Research, Information Visualization, and Fabrication
series ACADIA
email
last changed 2022/06/07 07:59

_id acadia03_060
id acadia03_060
authors Luhan, Greg A. (et al.)
year 2003
title Virtual Raves in Synthetic LandscapesHybrid Rave Space
doi https://doi.org/10.52842/conf.acadia.2003.x.f5t
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, p. 432
summary Project Description: The typology of public event spaces has transformed substantially over centuries. Ranges of spatial configurations have been developed with numerous instances and adaptations; many have occurred in our own century as the information needs of the modern society evolved. Bernard Tschumi denotes these phenomena as architectural urbanism where city-generators, functions, and programs combine and intersect in spaces of endless cross programming. Today, derelict industrial spaces [terrain vagues] have become social places that accommodate public activities. New technologies, particularly those associated with electronic media have radically influenced the program and typology of these event-spaces. Yet, in spite of social, technological, and material changes, the essence of the event-structure has not changed, it remains a place of interaction.
series ACADIA
email
last changed 2022/06/07 07:49

_id acadia03_016
id acadia03_016
authors Luhan, Gregory A.
year 2003
title Digital Curricula: Effective Integration of Digital Courses. Stitched-spaces and Digital Permutations
doi https://doi.org/10.52842/conf.acadia.2003.128
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 128-129
summary If, “the purpose of art is to awaken reality” as Paul Klee writes, what then, is the generative purpose of the digital as it relates to architecture? By uniting the traditional ways of knowing with the more contemporary and technologically advanced ways of knowing, the architect then would be able to develop the capacity to visualize and to understand unseen spatial relationships and exploit their latent characteristics. The computer consequently allows a direct synthesis to occur between the original idea and its formal application, in a sense providing new questions to old answers.
series ACADIA
email
last changed 2022/06/07 07:59

_id acadia06_000
id acadia06_000
authors Luhan, Gregory A., Anzalone, P., Cabrinha, M., Clarke, C. (eds.)
year 2006
title Synthetic Landscapes
doi https://doi.org/10.52842/conf.acadia.2006
source Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture, Louisville, KY USA, 12-15 October 2006/ ISBN 0-9789463-0-8, Library of Congress Control Number 2006934211
series ACADIA
email
last changed 2022/06/07 07:49

_id sigradi2005_097
id sigradi2005_097
authors Luhan, Gregory A.
year 2005
title At Full-Scale | From Installation to Inhabitation
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 97-102
summary In 1999, the University of Kentucky (then the College of Architecture, now the College of Design-School of Architecture) established a Digital Design Studio to combine the strong tradition of handcrafting in the existing design program with those technologically sophisticated tools shaping the profession for the 21st century. Over a six-year period, this all-digital design studio has developed from a pedagogical model for developing new different ways of seeing and making architecture to a proof-of-concept real-world experience to coalesce state-of-the-art visualization techniques with current expectations of practice. Creating dynamic links between students, industry, and the profession has enabled the School of Architecture to provide leadership for practicing architects, to create an effective dialogue between industrial and design professionals, and to incorporate successfully leading-edge design pedagogy with the more technological applications that will shape the future of architecture practice. The materials presented here reflect a sequence of comprehensive digital projects produced under my direction from 1999 through 2005.
series SIGRADI
email
last changed 2016/03/10 09:55

_id sigradi2005_133
id sigradi2005_133
authors Luhan, Gregory A.
year 2005
title From art to part | DL-1_Resonance house®
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 133-138
summary Moving from digital models and physical stereo lithographic models to hand-fabrication and digital assembly allowed the students to move from creation to completion. As part of our holistic design process, the studio fabricated almost all components for the project. These elements include the wood flooring and cantilevered staircase, the copper and wood skins, the building’s structural panels, and the two-story light vortex. This project—a single-family, in-fill house located within an historic downtown neighborhood—is subject to historic district zoning regulations, design guidelines, and Board of Architecture Review approvals. The students designed these areas through a series of two-dimensional plans and axonometric drawings, three-dimensional physical and digital models, and four-dimensional time-based animations. The building massing separates into two core elements: a gabled copper volume and a wood screen volume. The hinge point of the house is the light vortex. Photosensitive floor-mounted lights designed to augment the volume of natural light will provide a continuous light rendition on the sculpture. The project is scheduled for completion in October 2005.
series SIGRADI
email
last changed 2016/03/10 09:55

_id acadia06_064
id acadia06_064
authors Luhan, Gregory A.
year 2006
title Synthetic Making
doi https://doi.org/10.52842/conf.acadia.2006.064
source Synthetic Landscapes [Proceedings of the 25th Annual Conference of the Association for Computer-Aided Design in Architecture] pp. 64-67
summary Various approaches of virtual and physical modeling have led to a synthetic form of making that is plastic and scalable in nature. This shift from traditional forms of representing and generating architecture now offers a better possibility of full-scale construction and fabrication processes and links transparently to industry. Architects are beginning to dynamically inform the visioning processes of assemblies and design through a range of precise subassemblies. Further to this end, the synthetic techniques and materials are opening up avenues for designers to investigate a range of fibers and fabrics that radically transform light and color renditions, and texture. Investigations in the realm of traditional materials such as stone, wood, and concrete continue to evolve, as do their associated methods of making. As a result of synthetic technologies, architects today have the possibility to work along side industry engineers and professionals to design castings, moldings, patterns, and tools that challenge not only the architectural work of art, but industrial and product design as well. This cultural shift from physical space to virtual space back to physical space and the combination of hand-, digital-, and robotic-making offers a unique juxtaposition of the built artifact to its manufacturing that challenges both spatial conventions and also the levels of precision and tolerance by which buildings are assembled. Traditional forms of documentation for example result typically in discrepancies between the drawn and the actualized which are now challenged by the level of precision and tolerance at the virtual level. It is within this context that leading-edge architects and designers operate today. Yet, how the profession and the academy respond to these opportunities remains an open line of inquiry and addressing these concerns opens up the rich potential enabled through synthetic making.
series ACADIA
email
last changed 2022/06/07 07:59

_id sigradi2013_41
id sigradi2013_41
authors Luhan, Gregory A.; Robert Gregory
year 2013
title Across Disciplines: Triggering Frame Awareness in Design Education
source SIGraDi 2013 [Proceedings of the 17th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Chile - Valparaíso 20 - 22 November 2013, pp. 619 - 623
summary Tacit knowledge is paradoxical: something we know yet don't know we know, knowledge we sense but can't articulate. In Polanyi’s definition of tacit knowledge, “we know more than we can say" (1966/2009; Scott, 1985; Gelwick, 1977). It's important to see that tacit knowledge is part of a sequence; mental structures, in awareness when first learned, eventually become tacit, operating thenceforth as unquestioned assumptions. These tacit structures pose a problem for professional education in disciplines that encourage creativity. This paper examines the design and re-design of an interdisciplinary course intended to help make these tacit structures visible, to trigger frame awareness.
keywords Tacit knowledge; Design thinking; Sustainability; Systems thinking; Frame reflection
series SIGRADI
email
last changed 2016/03/10 09:55

_id f109
authors Luis Fernando Borrero
year 2001
title Deliver E room : a new physical space for the residential units to come
source University of Washington, Design Machine Group
summary The need to allocate vendors of the 13th century castles gave origin to a large hall where all could gather,work and sleep.The need of ice boxes to be constantly replenished in the early 20th century gave origin to the ice/service entrance in many houses.In the 1950 ’s the milkman model brought also the milk- box,a unit to be installed or built into customer’s homes. Once again,deliveries will influence the architecture of the households,fueled this time by the e-commerce economy. Soon, a new appliance that will enable the unattended delivery of physical goods is going to be part of future households,and architects will have to plan ahead in order to accommodate this necessity of the Internet world. The space for this appliance, the deliver Eroom,will have to be accessible from the interior and exterior of the house, allow enough capacity for the appliance that must accommodate most if not all deliveries,and access to it will most probably be controlled through the Net.
series thesis:MSc
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 19:12

_id sigradi2004_078
id sigradi2004_078
authors Luisa Rodrigues Félix; Adriane Borda Almeida da Silva; Neusa Mariza Rodrigues Félix
year 2004
title Entre béziers e nurbs: Ensino de formas livres no contexto arquitetônico [Between Béziers and Nurbs: Teaching Free Forms in an Architectural Context]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This work intends to contribute to the use of techniques to represent free forms in didactic activities. It enlarges a previous study using only one technique to represent parametric curves and surfaces. It includes the NURBS technique, without discharging the BEZIER technique used before. Some exercises were structured using both techniques to model a representative example of Architecture: the Ronchamp Chapel . architect Le Corbusier. The tasks were compared to highlight the knowledge elements existing in both activities and its necessity of enlargement to move from one to another. Its is observed that the use of different techniques, as NURBS and Bezier, emphasize the specific characteristics of the geometric entities, establishing the control of parameters for free forms in the context of architectural graphics.
series SIGRADI
email
last changed 2016/03/10 09:55

_id caadria2018_083
id caadria2018_083
authors Luo, Dan, Wang, Jinsong and Xu, Weiguo
year 2018
title Robotic Automatic Generation of Performance Model for Non-Uniform Linear Material via Deep Learning
doi https://doi.org/10.52842/conf.caadria.2018.1.039
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 1, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 39-48
summary In the following research, a systematic approach is developed to generate an experiment-based performance model that computes and customizes properties of non-uniform linear materials to accommodate the form of designated curve under bending and natural force. In this case, the test subject is an elastomer strip of non-uniform sections. A novel solution is provided to obtain sufficient training data required for deep learning with an automatic material testing mechanism combining robotic arm automation and image recognition. The collected training data are fed into a deep combination of neural networks to generate a material performance model. Unlike most traditional performance models that are only able to simulate the final form from the properties and initial conditions of the given materials, the trained neural network offers a two-way performance model that is also able to compute appropriate material properties of non-uniform materials from target curves. This network achieves complex forms with minimal and effective programmed materials with complicated nonlinear properties and behaving under natural forces.
keywords Material performance model; Deep Learning; Robotic automation; Material computation; Neural network
series CAADRIA
email
last changed 2022/06/07 07:59

_id ecaade2023_156
id ecaade2023_156
authors Luo, Ruizhe, Zhang, Xingzhao, Yang, Luqiao, Yang, Ruyi, Zhang, Fazhuo, Zhang, Ding, Huang, Chenyu and Yao, Jiawei
year 2023
title Predicting the Environmental Effects of Urban Morphology and Greenery Using Deep Generative Models
doi https://doi.org/10.52842/conf.ecaade.2023.2.307
source Dokonal, W, Hirschberg, U and Wurzer, G (eds.), Digital Design Reconsidered - Proceedings of the 41st Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2023) - Volume 2, Graz, 20-22 September 2023, pp. 307–316
summary The increasing urbanization process has led to greater thermal stress on pedestrians, and greenery arrangement can provide an effective mitigation strategy. However, evaluating the environmental impact of different urban morphologies and greenery arrangements using traditional methods requires time-consuming simulations. To address this challenge, we utilized a deep generative model to predict outdoor environmental indicators influenced by greenery and urban morphology. By creating a dataset of Universal Thermal Climate Index, wind speed, temperature, mean radiant temperature, and relative humidity from Envi-met simulations of three building morphologies with randomly distributed greenery arrangements, we found that Building Shadow Exposure (BSE) and Frontal Area Index, as well as BSE and Porosity, had strong interactions. Our study demonstrates that a pix2pix model trained on this dataset can accurately predict the outdoor environment in seconds (R2 > 0.80), making it a promising tool for sustainable urban planning. Thus, our research suggests that deep generative models can accelerate simulation processes and enable more comprehensive studies to support sustainable urban planning in the future.
keywords Outdoor Environment, Urban Greenery, Urban Morphology, Deep Generative Model
series eCAADe
email
last changed 2023/12/10 10:49

_id ecaade2017_305
id ecaade2017_305
authors Luther, Mark B.
year 2017
title The Application of Daylighting Software for Case-study Design in Buildings
doi https://doi.org/10.52842/conf.ecaade.2017.1.629
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 1, Sapienza University of Rome, Rome, Italy, 20-22 September 2017, pp. 629-638
summary The application of different software, whether simple or complex, can each play a significant role in the design and decision-making on daylighting for a building. This paper, discusses the task to be accomplished, in real case studies, and how various lighting software programs are used to achieve the desired information. The message iterated throughout the paper is one that respects, and even suggests, the use of even the simplest software, that can guide and inform design decisions in daylighting. Daylighting can be complex since the position of the sun varies throughout the day and year as well as do the sky conditions for a particular location. Just because we now have the computing capacity to model every single minute of a day throughout a year, doesn't justify its task. Several projects; an architecture studio, a university office building, a school library and a gymnasium all present different tasks to be achieved. The daylighting problems, the objects and the software application and their outcomes are presented in this paper. Over a decade of projects has led to reflecting upon the importance of computing in daylighting, its staged approach and the result that it can achieve if properly applied.
keywords Daylighting Design; Daylighting Analysis; Radiosity; Ray-tracing
series eCAADe
email
last changed 2022/06/07 07:51

_id 3849
authors Luttermann, H. and Grauer, M.
year 1999
title VRML History: Storing And Browsing Temporal 3DWorlds
source Proceedings of the fourth symposium on the virtual reality modeling language, ACM Press, pp. 153-160
summary Spatio-temporal data are presented and explored by VR-based visualization systems which offer 3D-navigation and time-navigation for better immersion and analysis. If the visualization results are disseminated on the WWW, they are mostly transformed into videos or, recently, into animated VRML-files which neither support 3D-navigation nor time navigation nor a time-referenced data representation. In this paper, the script language VRML History is proposed which supports the description of spatio-temporal worlds on the internet by conceptually extending VRML with a new time dimension. This is realized by a set of new nodes representing temporal geometries and time references, and a set of Java-classes extending standard VRML-browsers to perform time navigation.
series other
last changed 2003/04/23 15:14

_id acadia13_397
id acadia13_397
authors Luzar, Brigitte
year 2013
title Sheltering the Permeable Body
doi https://doi.org/10.52842/conf.acadia.2013.397
source ACADIA 13: Adaptive Architecture [Proceedings of the 33rd Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-926724-22-5] Cambridge 24-26 October, 2013), pp. 397-398
summary The house provides an urban refuge from electro pollution produced by mechanical equipment, wiring, electrical power distribution lines (extremely low frequency) and wireless communication networks (microwaves).
keywords Next Generation Technology, Complex Systems, Social Forms, Theory and Culture
series ACADIA
type Design Poster
email
last changed 2022/06/07 07:51

_id ecaaderis2023_55
id ecaaderis2023_55
authors Lykouras, Ioannis, Prilenska, Viktorija, Kuusemets, Jaan, Linask, Esther and Sooväli-Sepping, Helen
year 2023
title Reflections on Practice at RIS 2023
source De Luca, F, Lykouras, I and Wurzer, G (eds.), Proceedings of the 9th eCAADe Regional International Symposium, TalTech, 15 - 16 June 2023, pp. 197–200
summary The practice panel of the RIS 2023 aimed to illuminate how the knowledge generated by a community such as eCAADe is applied in the realms of architecture, planning, and policy in the Estonian context. Touching upon different aspects of practice, the presentations highlighted three main directions towards regenerative design: facilitating participatory processes, augmenting creativity by incorporating performance simulations into the early design stages and harnessing digital technologies to manage complex problems. Besides its value as a case study of the Estonian context, the practice panel can serve as an inspiration for a more complex – and messy – understanding of performance.
keywords Practice, Regenerative Design, Performance, Participatory Processes, Digital Twin, Wicked Problems, Transdisciplinarity.
series eCAADe
email
last changed 2024/02/05 14:28

_id 0320
authors Lynn, G.
year 1998
title Animate Form
source Princeton Architectural Press, New York
summary Animate Form is a book and interactive CD-ROM of recent architectural projects designed by Form, the office of Greg Lynn. The projects documented here explore the potential of time-based animation techniques to inform architectural design. Historically, architecture has been considered static, fixed, and inert. Through the use of state-of-the-art animation and special-effects software, Lynn transforms space and form into highly plastic, flexible, and mutable entities. He uses topological geometries to bend, twist, deform, and differentiate structure, creating unprecedented departures from preconceived notions of architecture. In experimenting with these new methods and media, Lynn has charted an innovative direction in design. The book provides a theoretical context for the experimental projects through a collection of texts by Lynn, extensively illustrated in color. The CD-ROM is an interactive hypertext environment that fully documents the design processes used to generate the projects through animations, renderings, model photographs, videos, and texts. Using a virtual 3D interface, the viewer is able to navigate through space and select objects and animations to view at different scales.
series other
last changed 2003/04/23 15:14

_id cf6a
authors Lynn, G.
year 1998
title Folds, Bodies and Blobs – Collected Essays
source La Lettre Volee, Brussels
summary Again we should be amazed at these wonderful algorithmic creatures that have continued to sprawl for the last half a century or more. The innovation about this type of experimentation if at all it is anymore should lie on the reality and materiality of the projects. We cannot let technology invent architecture but to at least keep up if not produce it. Lynns dialogues will only be convincing if the show doesnt end up or formulate by gyp board.
series other
last changed 2003/04/23 15:14

_id ijac20053304
id ijac20053304
authors Lyon, Eduardo
year 2005
title Autopoiesis and Digital Design Theory: CAD Systems as Cognitive Instruments
source International Journal of Architectural Computing vol. 3 - no. 3, 317-334
summary In contrast to traditional models of design process fundamentally defined by the abstract manipulation of objects, this study recognizes that the resources available for rethinking architecture are to be found in a reformulation of its theory and practice. This reformation should be based on non-linear design processes in which dynamic emergence and invention take the place of a linear design process fixed on a particular object evolution. Advances in computation thinking and technology have stimulated the design and formulation of a large number of design software. Its elaboration supposes a new conceptualization of our discipline's knowledge, in a body of principles and regulations, which commands the artifact's design and its realization; therefore, it constitutes a preliminary datum for its comprehension, and thereby is of theoretical importance. Despite the continuous increment of power in computers and software capacities, the creative space of freedom defined by them acting as cognitive instruments remains almost unexplored. Therefore, we propose a change from a design knowledge based on objects to one focused on design as a network of processes. In addition, this study explores the concept of Distributed Cognition in order to redefine the use of digital tools in design process as Cognitive Instruments.
series journal
more http://www.ingentaconnect.com/search/expand?pub=infobike://mscp/ijac/2005/00000003/00000003/art00005
last changed 2007/03/04 07:08

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 734HOMELOGIN (you are user _anon_576494 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002