Keywords Abstract
"3D Visualization for environmental systems." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 818-823. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This work is the result of a research aiming to develop methodologies of study, representation and visualization of environmental systems from virtual standards of management and design. The idea is offering friendly interfaces allowing useful visualizations for researcher or planner dealing with environmental systems. The first step for creating a set of environmental, visual signs is clearly setting the concepts and terminology employed, as well as defining a set of premises for drawing and project, to which all the set of signs must be aligned. The second step is setting the “families”, representing the different visualization modalities. The third step is creating the signs and, finally, the tests of viability attempting to identify and isolate those more suitable to apply in the processes. As a result we have a set of symbols in 3D for using in studies and environmental designs at a network. [Full paper in Portuguese]
"4D /5D space: construction processes." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 219-224. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. It is presented a development of an exploratory experience about a hyper medial 4D and 5D space design workshop. The concept of 4D /5D space refers to a new representation order of the digital media that inserts space-time variables, where the subject’s action articulates the space. Directed by a group of professors, it was focused from different disciplines, and destined to a heterogeneous group of students. The work methodology recognizes and links the cyberspace, heterogenesis and morphogenesis concepts. As implications, it is observed the mutation of digital image-form creation, production, storage, interchange, interaction and social use, next to languages hybridation and representation systems. As conclusions, it is considered that the digital image-form is a random event, a result of an interrupted but not closed process where the creation vectors, procedures, direction variables and the subject prefiguration are the outstanding characteristics. [Full paper in Spanish]
"A Social and gendered analysis of the utilization of a VR planning tool for public participation." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 529-534. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The paper is a follow-up to earlier work investigating the research hypothesis that Virtual Reality (VR) is nowadays a maturetechnology, suitable for communicating planning ideas. A work in progress involving the redesign of two squares within the urbanfabric of a deprived Athenian neighbourhood is presented. A VR model of existing and proposed layouts was constructed, focusingon accuracy of visualisation, ease of navigation, online spatialized commenting mechanism and ease of access. User groups weresupported with appropriate training—researchers had the opportunity to observe the reactions of people and deliver questionnairesthat help identify problem areas related to technophobia, disbelief, past knowledge, communication skills, understanding of thevisualisation system used, usability of the navigation system as well as the commenting mechanism. Gender and social exclusionare key issues in this particular multicultural neighbourhood. Collecting demographic data on all participants (age, sex, educationlevel, employment, marital status, etc.) during the commenting process enables a series of analyses testing the ways the system isused.
"Abrigo Mínimo: architecture as process ." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 203-208. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Information and communication technologies bring together methods of organizing complex activities while questioning traditional ways of working, inviting to use complex approaches when it comes to design process, based on the fact that the media has the potential to alter the perceptions of whole factors involved. It enables the creation of networks, the rethinking of working methods, allowing an even more effective interaction between different actors and their activities. The starting point for the experimental exercise “Abrigo Mínimo” was to discuss a different approach of understanding the way architectural student design by including questions of context. It is proposed that, to understand the design process complexity, they should have a vision of site, subjects and design interrelations as processes rather than products and a conception of it as fields of relations rather than as arrangements of objects. This posture would change radically the students’ way of designing, providing a kind of orientation to act. [Full paper in Portuguese]
"Advanced techniques of design in support to medical science: Application to implantological treatments." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 811-817. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. At the present time the importance of the image of people plays a key role. Therefore many people who leave these standards wish to change their aesthetic face one, in occasions to look for characteristics that respond to the modern beauty, and in others, to try to solve a medical problem. In the work that is exposed here, the use of the present technological tools of design appears, like support to the scientific development that it makes possible an effectively learn more express and to the students of Odontolgy, improvement of the quality of the treatments of the doctors and help the patients to see beforehand the final results of the operations, avoiding to see disagreeable images. So, the support of the surgical procedures on systems CAD/CAM is making possible the enormous development of medical science, such form that are every time better, more comfortable to learn and are less traumatic for them. [Full paper in Spanish]
"Analysis and visualization of architecture projects in urban context." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 615-620. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper is the result of an experience at Mackenzie Computer Graphic’s Laboratory during the last three years. The students used the digital resources during their Final Project developing. We analyzed render images related to digital insertion of design projects in urban context at Sao Paulo and suburbs, with intend to explain the importance of this resource for visualization and evaluation of relationship between new building and real context. [Full paper in Portuguese]
"Analysis of the possibilities offered by the application of parametric modeling technologies in the design processes shared between architects and industrial designers: the prefabricated house case." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 300-303. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Traditionally, the teaching of digital design systems has been focused on the operative learning of software. However, this almost exclusively technical approach has leaded to a partial view of these systems, as well suited platforms to exploration of project’s possibilities. Consequently their relevance as a base for project representation and therefore as a useful instrument for conceptual exploration for design and experimental research of their processes have been undervalued. On the other hand, this restrictive perspective results in an important waste of the teaching possibilities lying in CAD software related with interdisciplinary teamwork. The following academic experience obeys to a new insight of how to teach these tools, based upon problem solving in Design by interdisciplinary students work teams from Architecture and Industrial Design. In this bet, the learning process is flexible, shared and collaborative, according to the requirements of each project, powered by the commitment of facing common goals. [Full paper in Spanish]
"Archigram: an analogical way of looking at the digital." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 453-458. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. In this article we investigate how the Archigram Group used computer logics and concepts as inspiration for architectural projects without ever actually using computers. By developing principles as varied and as pop as expendable architecture, customization, individualism, consumerism and mutation, the architects managed to work with concepts like software architecture, space of flux and dematerialization. When compared to the writings of contemporary theorists and designers of computer-mediated architecture, we see that the Archigram Group has been able to forecast much of the current concerns of the architecture that deal with digital and virtual spaces. Without literally digitalizing their projects or spaces, they have been able to achieve information-based architectural design. [Full paper in Portuguese]
"Architectural representation and new media." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 664-666. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This work has the objective of utilizing as a way of representation of architetonic projects, the interactive multimedia, that inserts in it’s universe ways of static and moviments expressions , images, animations, musics, videos, present elements in the experiencie of space, what facilitates the compreension of the object. More than knowning the multimedia tools, as a project is represented, you must fully study it, recognize its principal characteristics and how to treat them in a way that the spectator experiences it, as a room or as a town. [Full paper in Portuguese]
"Architectural space between reality and virtuality: simulation or reality?" In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 517-521. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This study was carried out under the Theory, Epistemology, and Philosophy principles, and is part of the PAAVI Project: The Architectural Design Process in Interactive Virtual Environments. The study presents part of the theory reference landmark that furnishes support in methodology and process approaches to the empirical research groundwork. The study also addresses the dimensions of architectural space and its representation in cyberspace. Comparisons are made between: static space/dynamic space – mathematical laws/architectural principles – interaction during the infographic process and formal manipulation of software – shape/form/function/space/void – distances/effects/rendering. The basic hypothesis is that the decisions made while solving architectural problems demand in-depth thought and ponderation. This is necessary in the light of the project theory, using the computer tools, electronic media, and concepts that structure different software. These software operations interfere in and interact with conception, appropriation, use and the esthetics of space and architectural form. [Full paper in Portuguese]
"Architectural visions and mediations of cyberspace." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 304-309. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The use and evolution of Information and Communication Technologies is widening not only the process of communicating architecture but also it is challenging what we design and also how we design. These technologies became infrastructures in a world that has acquired a digital or virtual layer that are affecting not only the professional practices of designers, but also, and more generally, our collective vision of spatiality and the way we communicate it. In order to adjust itself to this increasingly volatile world, architecture is recasting its boundaries, its essential codes and tools. This paper focuses on the application of these ideas into the theoretical and methodological structure of an undergraduate course held in the context of an international Virtual Design Studio between a French and a Canada school of architecture which general objective is to explore the associations between Forme, Information, Novation and Conception by designing Virtual Architectures (FINC-AV).
"Architecture and electronic music - body, image and time." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 390-393. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The attempts to correlate architecture and music are frequent and Schelling’s idea of architecture as fronzen music, although problematic, seems to prevail. This article proposes the update of these comparisons under the light of recent developments seen in the field of popular electronic music. Special considerations are made to the questions of authorship, the use of images and the bodily engagement of audiences. The immersive quality of both architecture and music is highlighted as one of the best possible grounds for comparing both disciplines. [Full paper in Portuguese]
"Architecture now! = contemporary imagination + new information technologies." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 459-462. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The development of the architectural project is conditioned and determined by the design process, in which the operative modalities have big influence. That is why we can dare say, that the use of digital media and new information technologies in the architectural design process open the way to a “new architecture”, an architecture that represents the Contemporary Imagination. A change has taken place in the traditional patterns of Architecture, from the way of thinking and conceiving a project to its representation and later materialization. This “Contemporary Architecture”, founded in the circumstances of contemporary society, is represented by three main architectural consequences: 1. The expansion of the Spatial Imagination; 2. The break regarding a lineal or hierarchical design process; 3. The introduction of different disciplines to the design process, relating the design immediately with its realization. [Full paper in Spanish]
"At Full-Scale | from Installation to Inhabitation." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 97-102. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. 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.
"Augmented Vision: Digital Devices and Post-processing for Experiential Learning." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 714-719. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Today, digital devices and post-processing provide for rich mediated observations of places. When we observe the natural world through a digital lens, it alters perception and augments our understanding. Digital devices affect the observing reality through a bias of digital laws, thus participating by revealing layers of information concealed within the captured scene. This paper outlines strategies for digitally augmenting our innate powers of observation and facilitating critical experiential learning through digital visual notation. Digitally augmented observation techniques were tested during student and professor related travel/study with Ball State University. Examples of time-based motion capture such as serial digital photography, post processed image manipulation, and digital video/still collage with multimedia narrative will be used to illustrate how digitally enhanced augmented vision techniques render observation of the everyday world in new terms. Additionally, the paper points to a trajectory for future digital notes scholarship by examining the potential for innovative new pedagogies, and situating the discourse in relation to an existing body of scholarship on traditional visual notes.
"Between text and hypertext: a case in architectural theory." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 788-792. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper aims to analyze interactive multimedia and visualization techniques for architectural theory publications. Unfortunately, the available literature about multimedia, visualization, hypertext and related systems in this area is not consistent. The majority of articles present descriptions of ideas, designs, and prototype or working systems claimed to be advantageous on the basis of the author’s intuition and lacking useful evaluation on their utility and ease of use for their intended users. The paper reviews the features of a research project outcome, which investigates an iconic building of the late 1930’s in Brazil. It examines the differences and similarities between a hypertext/multimedia system – a CD-ROM – with a comparable non-hypertext or non-computer product – a book – that deals with a specific subject: Architectural Theory. [Full paper in Portuguese]
"Between the logic and the imaginary: reflections about the digital graphic in the process of architectural design conception." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 490-493. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Discussing a standpoint about the relations between the digital graphic and the process of architectural design conception and the role of the imaginary in this process is the goal of this paper. Design process is critically examined as a problem solving issue to conclude that it is in fact an ill-defined problem and to it are not applicable the traditional analysis and solution methods. As an ill-defined problem, it has some characteristics to which the traditional logics do not give answers, especially to the fact that there are many solutions for a design problem, in many cases, conflicting and contradictories solutions. Here the imagination has a huge role to play by generating the multiple solutions required for the design and the digital graphic can be (or cannot be) an important tool. [Full paper in Portuguese]
"Beyond HCI: Colaboratives graphic interfaces." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 773-777. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This article intends to present a research work in process which targets the production of design principles for multi-users graphic interfaces, allowing the creation of dialog spaces for a communitarian purpose, using the knowledge from system-user and user-interface interaction and from semiotic and cognitive psychology. It blends studies in both technological and perceptive fields, focusing on interfaces production with a non-linear structure, with an associative navigability, mostly commanded by signs and graphic elements of easy comprehension. The research goal is to understand how to allow users to build an individualized portion of cyberspace, where dialogs can be established with other community members. This work is part of Nomads.usp, Center for Habitation and Ways of Living Studies - University of São Paulo, that studies and produces criteria to rethink nowadays spaces design, considering its recent history, the transformations occurred in families groups, and its behavior tendencies. [Full paper in Portuguese]
"Beyond the static image: the digital graphic representation of spatial experience in architecture." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 371-376. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This work presents some theoretical reflections about the potentialities of digital tools in the graphic representation of architectonical space. Considering de sub-utilization of these tools in mimetic applications of manual graphic methods, it’ll be taken in Theory of Architecture the argumentations needed to justify the importance of 3D videogames technologies in the architectural graphic representation field. Inserting these reflections in the though line of Bruno Zevi, whom already alerted for the limitations of graphic representation in translating the architectonical space nature, it’s perceived that those technologies are capable to overcome them, offering the biggest qualitative gain in the field since the discover of perspective laws in the Renascence. So, it’ll be presented some digital models of projects used as didactic tools, that are capable to give a deeper understanding of built space from the graphic representation of the spatial experience virtually lived there, by allowing the user’s free movement. [Full paper in Portuguese]
"Building the look: methodology for architectural animations." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 659-663. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. It proposes a procedure to elaborate animated presentations of architectural designs based on perceptual properties, filmmaking practice and characteristics of digital systems. This approach set up four steps; preparation of narrative and visual content, elaboration or adjustment of digital modelling, production of animated views and final edition of presentation. Currently it works in the evaluation of this method making some examples and the computer implementation of several tasks. This work suggests specific features for architectural animations and its possibilities to express design issues, remarking the visual diversity and development of meanings. Encouraging architectural design focused in the living experience instead of formal arrangements. [Full paper in Spanish]
"Carioca urban waters: digital representations." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 535-539. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The main objective of this paper is to discuss the value of digital graphic representation as a tool to display research findings in Landscape Architecture and Urban Design. This is discussed through the presentation of a web site named Águas Urbanas Cariocas. The paper, after briefly presenting the research context, explains the process of the making of the site, highlighting its main aspects. It concludes arguing the value of graphic representation as one of the ways of interacting different knowledges. [Full paper in Portuguese]
"Cognitive environments for design: a relational study among traditional and digital media in the conception of the architectural project." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 377-384. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This research investigates the cognitive design processes used by architects in conceptualizing design ideas using traditional and digital media. Data were gathered from: an initial design process of two groups of individuals using both design media to complete two videotaped isomorphic tasks; questionnaires; analysis of the retrospective verbal protocols about these tasks. The results indicate that the traditional media still presents advantages against the digital media due to limitations on the state of the art of hardware and software and on the lack of understanding and well handling of the computer by the architects. Some advantages related to the use of traditional media were: it furnishes the architect with more comprehensive perception regarding the relationships between visual, spatial and organizational aspects of the design process, whilst stimulating the production of several alternative solutions, avoiding, therefore, premature crystallizations of design solutions, and a more comprehensive understanding of the design tasks. [Full paper in Portuguese]
"Communication processes in the new architectural discourse." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 522-528. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper offers a perspective on the changes in the rolls of the teacher and the apprentice in the architecture of postmodernity. A nonauthoritarian model sets out that by means of the use of new information technologies allows to do participates to the apprentice in the processes to know the architecture. Based on geometric and symbolic studies of a building of neoclassic style influenced by Neoplatonism, the new technologies allow us to extend the authoritarian limits of the classic architecture authors by means of the digital visualization and the hypertext. [Full paper in Spanish]
"Comparative Navigation System for Collaborative Architectural Design." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 293-299. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. As information technology continues to evolve, it is affecting all creative art forms by providing new tools and surroundings, such as virtual environments. 3D real-time simulation environments strongly support communication and navigation, enabling users to collaborate on designs using centralized or distributed environments. The persons concerned must understand the proposed design. Systems that help them gain this understanding are therefore required. An effective concept for gaining understanding is comparison. However, comparing one design proposal with another using existing systems is difficult because the users must consider their viewpoints separately. In this paper, we describe the concepts, strategies, and functions of a 3D virtual design environment for collaborative, real-time architectural design that is based on our 3D comparative navigation system and real-time simulation technology. We also evaluate the advantages and disadvantages of using this design environment to support collaborative architectural design.
"Computational design and AutoCAD: reading software as oral history." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 103-107. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Although the user interface and operation of AutoCAD may seem counter to architectural predilections, the software can be better understood in a historical context of themes of computational design, automated production drawings, and design graphics. Current interest in Building Information Modeling draws upon themes in architectural computing established 40 years ago and expressed in AutoCAD throughout its 25 year history.
"Computer City, 1994." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 463-467. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper is about an emblematic design of the sixties, Dennis Crompton’s Computer City, published in 1964 by Archigram Magazine. Besides other enterprises of its time, Archigram promoted a critical view over institutionalised post-war modernism for not being able to recognize the emergence of new social realities, identified with the new technologies of automation and information, the restructuring of capitalist fordism and the shift from a predominantly industrial culture to an electronic culture. This paper sustains that more than a direct translation of unquestionable technical necessities; it was a conscious attempt of producing a sort of representation of technology. Crompton’s design clearly demonstrates the actual change in the character of technology, when it is no longer primarily identified with artefacts and objects, as the machine, and seems to be progressively identified with abstract and ubiquitous systems and processes of control, as automation and information systems. [Full paper in Portuguese]
"Constructing a reflexive computational environment." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 214-218. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The learning of simple computer tools can represent an important resource to teach the complex design process in architecture. This article presents three didactic experiences that demonstrate certain design strategies normally used by architects and their relationship with the digital environment. By doing these design exercises, the students are invited to better understand the reflexive dialogue established with the design object. In these process notions as “references” and “sketches” should be approached. Instrumental resources are studied in parallel with epistemological reflection about the creative process. [Full paper in Portuguese]
"Creating Physical Models Using Virtual Reconstructions: Mixed CAM-techniques for a Viennese Synagogue Scale-model." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 108-113. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. In the framework of a preceding SiGraDi-conference the virtual reconstruction work of Viennese Synagogues was elaborated. The focus of this continued research project is laid on historic/reconstructive modeling, which has specific requirements towards the modeling and subsequent production of scale models. In this paper, the prerequisites of 3D-printing and lasercutting technology for model making will be presented. This includes aspects of scale and handling of individual building elements regarding the possibilities and limitations for each specific CAM-technique. Compared to the rendering models, the modeling procedures for scale-model fabrication had to be adjusted. For example, certain dimensions for details and the structural strength of 3D-printed parts have to be taken into account. Due to economical and constructional reasons as well the printing time involved, a scale-model should be created by means of mixed CAM-techniques; building components have to be split up and assigned accordingly.
"Data Architecture Studio: Premises, Pedagogy, and Results." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 720-724. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Information Visualization (InfoVis) is the field devoted to the study of methods for displaying data in information-rich domains. Although most of the InfoVis solutions have been developed by scientists and engineers, artists and designers have began to bring in their expertise to advance the state of the art. The role that architects may play in this development could be substantial. Yet, participating in this new design frontier means to master skills and knowledge not necessarily covered by traditional architectural education. This paper presents a four-year effort devoted to develop such InfoVis curricula in an architectural context. The course encodes knowledge harvested over almost 10 year of InfoVis research bridging 5 disciplines and delivering many successful academic, technological, and commercial products. In particular, the class investigates the use of architecture as (1) a fundamental data organizational device and (2) a research method of examination, response, and communication for InfoVis problems.
"DATABASE 3D. of the new form to the data processing." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 778-782. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The search by new architectural forms with digital media loses interest when its results become foreseeable and repetitive in the growth of the large cities. At present, the interest is greater by the processing and manipulation of digital databases as alternatives of the architectural project. The resultant architectures possess forms that contrast less but with greater diversity in their spatial relations. DATABASE 3D is presented like a formal proposal risked of investigation. The experiences of project explore the concepts of Collective Autor, digital database and Hipertexto. It accepts the construction of a diverse and complex reality conformed by fragmentary spatial systems from the adoption of the mosaic, collage, remix and the digital sampling. [Full paper in Spanish]
"Defining a process of design and learning of digital graphics by means of distance education." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 321-326. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper describes and analyses the teaching/learning approach which progressively is being established in the context of the Digital Graphics Post-Graduation Course. The method used has, basically, generated educational situations able to increase the self-learning capacity of the students; develop skills for collaborative activities to build the knowledge and overtake the limits of time and space imposed by traditional educational systems. The theoretical references adopted to draw the didactic situations are explained, these situations include more and more moments of distance learning, synchronous or asynchronous, redefining the attitude of lecturers and students. This work points out the introduction of a tutor, an agent to promote interactions among student/lecturer/object of knowledge; and the investment on production of didactic material specific to digital graphics is emphasized between lecturers and students, exploring collaborative activities to the distance learning modality. [Full paper in Portuguese]
"Design education, technology and visualization." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 749-754. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. University faculty -adult culture- work from the logic that goes through their speech, didactic model and strategies, providing special links with: the aim of knowledge, transmission mechanisms and technological medium. Students -young culture- receive and deal with knowledge mechanisms from a new logic. In a multimedia framework they establish interpretations using technological medium from semantic decodification. Young graduates, assistants, studio leaders -intermediate culture- coming from traditional learning models with acquired abilities in digital media, are a “potential interface” between both cultures. The impact between fields and cultures implies limitations and risks that may encourage change. A discourse about “new didactic configurations” from the point of view of these three cultures makes possible the exploration of other ways of teaching. Therefore the articulation of teacher-student interrelations and media promotes the development of teaching-learning techniques. [Full paper in Spanish]
"Design for manufacturing in architecture: mapping between the design and fabrication of curved surfaces." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 120-125. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper explores new ways to integrate manufacturing processes information in to design phases. Through the analysis of related fields and looking at the relations between its design methods and production processes, we analyze design processes and design representations that already have embedded in them specific ways to materialize through production the artifacts they define. Subsequently, we explore curved surface fabrication using cutting and bending technologies. As a summary, we conceptualize from this top-down development approach to design a framework that integrates design and construction in architecture, based on three possible applications fields: 1.) Design processes improvement; 2.) Building production process improvement; 3.) CAD-CAM Tools development. [Full paper in Spanish]
"Design for the environmental management: technological matter in participatory scenarios." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 552-557. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. In the necessity to fortify the inhabitants’ decisions in the transformation of their own habitats, it was opened an investigation line about design and production of cartographic maps and models as part of the participative management device in urban environmental projects. In that stage it worked with organizations orientated to improve socio-environmental situation in indigent neighborhoods and settlements. This investigation is part of the UBAC and T Project of the Science and Technique Secretariat of the University of Buenos Aires during the last four years, consisting in an exploration of new professional sceneries for the graphic design management. In this report we present a model in which it is explored the outstanding variables in the design of this elements and its interactions in the course of the project, specially, the decisions related to the technological matter. [Full paper in Spanish]
"Designing Continuous ComplexCurved Structures to be Fabricated from Standard Flat Sheets." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 114-119. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper explains how complex curved structures can be constructed from flat standard panels. The main objective is to link both design techniques and digital fabrication methods to solve a recurrent problem in contemporary architectural design, building double curved structures. Secondly, it achieves this by using regular fabrication methods and standard construction materials, available and affordable for Latin-American countries. It describes the processes of programming a set of computational tools to study and develop designs to fabricate continuous complex curved structures. I will describe this through a series of experiments, using parametric design environments and scripted routines for CAD software to implement certain techniques to fabricate these designs using rapid prototyping machines. I compare different fabrication methods using computer numerically controlled machines, used to process these flat panels to obtain certain properties, allowing them to bend, twist, fold or stretch achieving these complex forms.
"Designing with Sounds." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 405-409. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The emotion of the data and the data of the emotion. The application of the Technologies of Information and Communication (TIC) in the processes of architectural design has expanded the spectrum of what can be observed from human living and habitable space. This way the average digital medium allows us to know more about our daily life; not only in the functional or productive moment but also in the nonfunctional and specifically emotional instances. This new media allows us to observe with more precision the human practices in their diverse states of mobility: rest, leisure, entertainment, distraction, etc. These observed and decoded qualities can be carried into data and then integrate it into the act of design as a fresh piece of information that can organize matter. To undertake this theme I present subsequently a process of design with 4 themes related digitally. Designing with Sounds, Digital Production, The house Messenger, Hardware and Software. [Full paper in Spanish]
"Desktop virtual environments in construction education." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 725-730. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. In construction science, classroom oriented education remains the preferred mode of teaching. Alternative methods such as field trips, use of 3D drawings, and physical models often supplement and enhance the understanding of students. In addition to the risks involved with field trips, designated sites may not be at the particular stage of construction during the academic semester, or the construction sequence may not be fast enough to demonstrate the multiple facets during field visits. Considerable pedagogical advantages can be achieved by the integration of IT and visualization tools in teaching construction engineering/technology. The objective of this research was to develop a desktop virtual environment using 3D, animations, virtual reality and walkthrough of construction processes of steel, concrete, and lightwood structures. These visualization techniques can be valuable aids not only in teaching in the classroom but also an effective self-directed tool for open learning via the web.
"Development of 3Dblog: VR-blog system which supports network collaboration." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 327-332. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. We developed a “3Dblog” system which cooperated seamlessly with various media, such as a 3-dimensional virtual space (3DVS) showing environmental design, and texts and pictures expressing concepts relevant to a design, incidental information, and the minutes, etc. This system is one in which the weblog (blog) and Virtual Reality (VR) were combined smoothly. It is possible to peruse information relevant to a space or to comment in articles written using the blog serving as a 3-dimensional icon, and displaying in 3-dimensional virtual space. In this research, the system was applied to the design of a city square in Japan in which the persons involved in various positions participated with systems development.
"Diagram as media of design speculation. the productive ambiguity of Voronoi diagram." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 394-399. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. In contrast to the traditional models of design processes based on the abstract manipulation of objects, the new digital media arena provides to architecture an interesting territory of experimentation characterized by non-linear design processes capable to articulate spatial requirements and social organizations on time. In this sense, the speculation through a diagrammatic system proposes a change focused on design as a network of processes. According to this, this paper purpose is to investigate the validity of these arguments through the use of Voronoi Diagram as design tool into the context of Create_Space research agenda of the AAD[R]L 2004-2005.
"Diagraphics: an exposé of visual expression." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 400-404. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This exposé introduces preparations for a publication based on what I have found to be a ‘missing link’ in the library of educational source materials. The skills necessary to record and interpret the complexity of the architectural design process are often illusive. The sophistication of computer modeling and graphics applications only adds to the dilemma of making clear and concise decisions about how to communicate the essence of one’s design intent. The publication will define and illustrate five Diagraphic models of analysis. Each offers ways of seeing and understanding the idiosyncrasies of recording the design process. Gestures, Traces, Pulls, Morphs and Transits exemplify specific modes of visual expression and integrate both their diagrammatic and graphic nature. The distinctive aspects of each model enable the student of architecture to choose appropriate and meaningful techniques for visual expression. The publication will also illustrate current and historically relevant examples of diagrammatic expression. These examples show how diagrams have been flexible over time in adapting to the needs of newly forming conceptual models, spatial analysis and belief systems.
"Didactic Design: light and optics for preschool level." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 731-737. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Since 2003, we have been developing a pedagogic proposal and didactic material for teaching Light and Optics to kindergarden children that enhances the construction of the first scientific thinking schemes. The design (industrial and graphic) applied to this project has generated an educational product composed of 44 objects. These materials allow teaching concepts such as: combination of colors, light indispensable to see, formation of shadows and images are not objects. These have been developed as inciters of curiosity, capable to awake the innate restlessness of children, achieving to stimulate their creativity. The purpose is to explore knowledge and construct their own ideas; enrich their experiences and inquire a reality that was drawn grey and tedious, generating a process of manipulation-action and then representation-conceptualization. This product has been successfully used as a pilot test in a kindergarden, reflecting significant gains in students’ science learning. [Full paper in Spanish]
"Diffusion of research and development (RD) results with the help of new information and communication technologies (NICT)." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 42-47. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This work has the objective to post some discussions about the usage of media and communication technologies with respect to dissemination, diffusion and commercialization of RD products. With the help of a documented analysis, a system is proposed for the research and diffusion of the products generated by IDEC, to allow these products transfer, commercialization and appropriation on the part of users, in order to improve the conditions of habitability, quality of life and sustainability applicable to the construction techniques of the users own houses. Part of the concept is that the NICT are not good per se, but because of their potential to create powerful institutional, economic and social networks. Within this context, this work presents the advances achieved so far with respect to: 1. Analysis of production and information processes used for the diffusion of researches and development; 2. Current importance and limitations of intelligent systems of information diffusion; 3. Its application. " [Full paper in Spanish]
"Digital architecture - Towards a new Discourse." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 473-477. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Discourse in digital architecture has begun to occupy new design concepts related to digital design. Design concepts are now becoming integrated into the general architectural discourse. This research investigated this process, the emergence, migration, and crystallization of a new conceptual content under the influence of digital design. In order to demonstrate this shift, significant projects were selected to represent features of the expression that reflects the changes and evolution of conceptual content that underlie digital design. This analysis was accomplished employing the ICF analytical framework. Our findings demonstrate the change in the conceptual structure in digital architecture. Certain expressions that are related to digital technology have moved up from a low level descriptive level to a significant conceptual role in formulating current ideational content. The methodology findings and the contribution to the definition of the conceptual content of contemporary discourse in digital architecture are described and presented in this paper.
"Digital Cities - a Collection of Resources." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 546-551. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The present contribution discusses various selected concepts and criteria of “Digital Cities” which have been worked out by the scientific community. CUMINCAD (see http://cumincad.scix.net) provides an excellent resource of contributions which have been discussed within the scientific community throughout many years and is being used as main source for distilling various ideas and concepts of “Digital Cities”. Additionally the Austrian CORP-database (see http://www.corp.at) was used as a data source. This (small) “collection of resources” shall contribute to further the discussion and the development of useful concepts and standards concerning “Digital Cities” resp. “Virtual City Models”.
"Digital divide: analysis of experiences in space referenced communities." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 52-57. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The main focus of this research is the analysis of experiences that use the current information and communication technologies, and basically the Internet, in order to promote digital inclusion in communities in Brazil and all over the world. Concrete communities communicating in the virtual space will be referred. It is intended to analyze the model of the digital inclusion through telecenters, widely used in some countries, and of some significant experiences that exceed this model. Beyond, the research tries to understand the mechanisms of the so-called digital inclusion, its links with social inclusion and the ways to promote it, for example, the use of free software and the development of simple and accessible technologies. [Full paper in Portuguese]
"Digital graphic in architecture: from nowadays education to the future of its application." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 230-234. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This study intends to show the curricula of digital graphic in seven schools of Architecture from the State of S. Paulo, Brazil, verifying if they have been following the evolution of the Information and Communication Technologies. [Full paper in Portuguese]
"Digital Historic Heritage: documenting of Pelourinho, Salvador - Bahia, Brazil, with 3D laser scanning technology." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 673-678. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper describes the Pelourinho Project realized past July in Salvador, during the 1st International Conference on 3D Laser Scanning for Heritage Documentation. The Pelourinho located at the historic center of Salvador, is an impressive wide set of buildings listed by UNESCO as World Heritage. The text contains a quickly overview about the 3D laser scanning technology, shows how data are captured and what they stored and what they means. The 3D laser scanning model, another kind of 3D geometric model is called point cloud and represents an excellent way to store data of some particular constructions. Because its irregular shapes it is very arduous to survey and represent these constructions by any other method. The point cloud model is an excellent way to represent with integrity and accuracy these particular complex shapes like the colonial baroque churches in Brazil. [Full paper in Portuguese]
"Digital interface for autonomous production of dwellings." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 793-798. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper describes the theoretical and technological parameters for a digital interface, in development by MOM/LOW (Morar de Outras Maneiras/ Living in Other Ways), intended at the autonomous production of dwelling. It introduces the current formal and informal processes of production of dwelling arguing for the need of an instrument to enable both the distribution of alternative building components and user participation. It discusses the main questions on agency and machine intelligence as to show the need to take human-machine asymmetry into account in interface design. It also points out the main problems regarding the current technology for creating 3D digital interactive interfaces, and indicates one possible way to use the available technology and locate agency in the event. It concludes by showing that interface design can take advantage of human dialogical ability and of the machine’s capacity to offer material for that dialogue, without humanising the machine or preconditioning human responses. [Full paper in Portuguese]
"Digital Reconstructions: Confidence and AmbiguitY." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 640-644. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Digital representations have progressed tremendously from the earliest wireframe images to realistic ray-traced renderings that are often indistinguishable from real-life. Yet, in many cases, in the fooling of the eyes, one should not also fool the brain. Especially in the reconstruction of the past, it may be useful for the visualization to also contain information about the certainty of the result. Methods exist to show what data was missing and is now restored and the confidence level of the reconstruction. This in-progress summary paper will discuss the overall usefulness of many of these techniques and list methods from architecture, archaeology, and other fields towards providing information beyond the visualization.
"Digital visualization and new intellectual associations among language - music - architecture." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 438-443. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Throughout history, architecture has transposed contributions bound to structuralist focus or to musical composition. This is from linguistic and music respectively. New visualization systems show the possibility to give transpositions a new meaning, form the potentialities of hypermedia; locking for new projects parameters. This papers will show experimental workshop results developed within CI+D 2000 “New speeches and design process”. They study links and explore our work interrelating word – music and image. These processes are developed by people coming from literature, visual arts, music, and architecture areas. Lastly, the first results will be shown. Since parameters were transposed from music, by using NURBS forms, space prefiguration is tried out. [Full paper in Spanish]
"Digital windows: enhancing spatial experiences with digital technology." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 645-648. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Understanding the emotional effects that images have in human behavior, this paper explores the effect of digital visualization in enhancing the comprehension and inhabitation of physical spaces. Similarly to the ephemeral character of an advertisement campaign, it is possible to continuously mutate selected surfaces of contained environments, creating digital windows. What is being digitally projected onto these surfaces can be programmed to respond to specific therapeutic, functional or aesthetic parameters. Digital windows are dynamic in nature and are free of capturing solely limited portion of a surrounding landscape. They do not, however, replace physical windows or the connection with the physical world, but rather are meant to complementing them and augment spatial experiences.
"Digital-Media Impact on the Decision-Making Capability of Architects." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 478-482. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005.

The underlying assumption of the research is that media the representational environments of architects’ design thoughts, have impact on the way by which architects practice design and develop their design capabilities. This research aims at exploring the interrelationship between the media used by the architect and the development that might occur in the Decision-Making capability.The role of digital media in the architectural design process has become exploration and suggestion of what is being made, rather than, illustration of what has been already made. Depending on primary data (a global questionnaire) and secondary data (synthesis of the previous research), the results have substantiated the observation that there has been positive impact of digital media settings on the Decision-Making capability of architects. The analysis reveals some detailed findings, which provide a better understanding of the subject matter.

"Digital-Media Impact on the Representation Capability of Architects." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 483-489. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005.

Architects draw to define design problems, to construct concepts, or to explore ideas. Representation not only connects various design activities and tasks, but also is utilized inside all these activities and tasks. Within the context of this research, the Design Capabilities of architects are defined as the skills used during the design process, including Conceptualization, Representation, Form Giving, Knowledge Building and Retrieving, and Decision-Making. Using representational techniques introduced by digital media during design development has altered what we can represent, perceive, and therefore conceive and imagine. Depending on primary data (a global questionnaire) and secondary data (synthesis of previous researches), the results of this investigation have substantiated that there has been a positive impact of digital media settings on the output of Representation capability of architects. The analysis reveals some detailed findings, which provide a better understanding of the subject matter.

"Digitally Documenting D-Day: the use of Close Range Digital Photogrammetry at Pointe du Hoc." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 634-639. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper describes the progress of a multi-disciplinary team from Texas A&M University to digitally document the command post at one of the most significant historic sites of the D-Day landings: Pointe du Hoc. The methods used to collect survey data for both the production of 2D Historic American Building Survey drawings and for the 3D digital model are described. The processes used to produce the 3D digital model involves collecting survey data using digital photogrammetry and then applying surfaces to that model using modeling software. The results of the first season’s survey work are described and illustrated. Finally, the problems encountered with lighting and the digital photogrammetry processing are discussed and recommendations made for future work.
"Dinamic architecture: the inclusion of digital media in architectural design process. a new reality?" In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 385-389. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Until some years ago the discussion about the role of technology inside architecture was centered almost exclusively in the constructive environment. However with the development of digital technology, an impact has been generated on operations, design methods and working methodology, besides offering new possibilities to the architectural imagination. The technology of information has not only incorporated a series of new instruments but also an arsenal of methodological support resources to the designer, modifying the working model, it ways to perceive, anticipate and conceive an architectural project as it was traditionally made during centuries. Within this scenario, the changes hat would be taking place due to the inclusion of the digital media in the architectural enviroment, as much as in the “project language” as in the project process structure, integrating such concepts as movement, time and information, constitute the main reason of this investigation. [Full paper in Spanish]
"Dismissible packings of this atomic and electronic age." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 558-563. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Discuss concepts of urban nomadic and the revision of the contemporary habitation, from the reading of recent architectural proposals. It presents alterations of the international architecture after years 60, as the introduction of new medias in the domestic space and the life in society – the television, the radio, the communications for satellite and the computer – and boom technological with the production of new materials for the civil construction – the mega-structures in steel, new types of plastic, etc… - and the consequent unfoldings in the contemporary architecture. Analyze two works of the English group Archigram, (middle of 60), relating them with the production of three European offices in activity today. It concludes pointing future trends in the conception and production of the habitation, as the real necessity of its plastic, programmatical and technician-constructive rediscussion, searching to take care of the real necessities of its user, through special flexibility and plurifuntionality, beyond the incorporation of new technologies. [Full paper in Portuguese]
"Douglas Darden s "Sex Shop": Digital Reconstructions of the Situation of Architecture's Dreams." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 649-654. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper explores Sex Shop, a work by Douglas Darden. Darden’s work is grounded in the tradition of the architectural fantasy and its special drawings that no longer simply represent architecture, but are the architectural experiences in and of themselves. Darden’s drawings for Sex Shop construct the project’s unique imaginative space by intensifying the terms, techniques and technologies of that tradition. The paper initially describes Darden’s practice of using a complex figural and verbal montage to construct his projects. It then discusses the drawings of the project in the context of his unique practices. It finally uses unique capacity of the digital technologies to show the transparency, simultaneity and immediacy of the layers of the figural and conceptual montage and that allow one to inhabit and experience the project in the way that Darden intended: through the mind’s dreaming eye that calls forth the impossible situation of our dreams.
"Education and innovation: present and future of teacher s practice in digital graphic." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 225-229. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This is a qualitative research about the “educative training process” of Digital Graphic students, in the Architectural Department of Nordeste University- Argentina. The specific aim is “to know in depth the elements that influence in the educative training process in digital graphics”, to guide the propose of new teaching strategies to make better the teaching- learning process. The studied universe includes two architecture -students groups that are coursing first and second year of the career, since 2004. The first analysis categories, allow us to find out the meaning that pupils give to the facts, to build the training process dialectic. [Full paper in Spanish]
"Educational hypermedia: designing with confusion, discovery and video games." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 240-244. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The aim of this work is to present some reflexions raised when designing teaching materials in hypermedia formats for architecture. We plan to work with the essential notions for design, creation and use of hypermedia technology in either traditional and/or distance learning. While doing this, we will go deep in the use of some tools of hypermedia design. We will go from formal models such as abstraction, taking as an example the use of video games, to interface elements. We will present different concepts that should be applied in the design of hypermedia; they help in assisting the user to discover and to increase his knowledge. We intend to promote an effective user. We aim to assess design emphasizing the ludic experience, according to what exists in the market and to the two works on hypermedia design from the author." [Full paper in Spanish]
"Educational Parcours for Architectural Photography." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 738-742. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Our didactical concept is based on the idea of simulating photographical techniques by using a set of mock-up situations, created with a common CAAD- and visualisation-software (Artlantis).The didactic program (and the mock-up-“parcours“) starts with a two-dimensional object, found on different places in the city or on the campus: an „advertising panel“. With any kind of camera it is possible to take a picture of sufficient quality. When taking the real photo, students have to deal with different points of view, different inclinations of the camera and different zoom-adjustments. When they present their results in digital form, they also have to deal with disappointments in form of distortions of their lenses. The CAD-model of the same situation (professional photographers use the terminus, mock-up“) shows parallels in using different points of view, different zoom-adjustments. Our experience in using this kind of mock-up-simulation is very positive: students develop a new sight to things and procedures which intensifies their consciousness and their knowledge of photographical and architectural situations.
"Electronic Chimera: visual memes and the evolutionary genetic design process." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 410-415. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Evolutionary approaches to complex quantifiable design problems are becoming common, but the possibilities of using subjective functions in an evolutionary process are just beginning to be explored. Three subjective operations are presented that mimic simple models of biological evolution and genetics, but are based on visual memes as units of transmission: phenotypic blending, memetic meiosis, and meme splicing. The untapped strength of evolutionary design is the ability to unify both objective and subjective criteria in a single method, which will enable it to become the preferred generative process of architecture.
"Electronic interaction in the government of Rio de Janeiro." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 58-62. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The purpose of the study is to examine the relations established between the state and the society by interventions of information technologies by the electronic government of the city of Rio de Janeiro. The methodological option was to realize a research that had by objective elevated the processes and procedures, by electronically mediation that is utilized by the government of the city. The results of the investigation reveal that the virtual governments reproduce by mimic the structure of traditional government. That makes us understand that the technological possibilities given by the information technologies to communicate “all with all”, are not applied and so remains the forms of communication “one for all,” and traditional forms of government are maintained. [Full paper in Portuguese]
"Emotional posturing for imaging characters." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 48-51. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. How do character traits influence viewer emotion and identity perception about images? Investigating past trends of iconic characters we will evaluate traits that inspire sustainable impressions of a figure. Examples of various formal techniques will demonstrate methods for creating character empathy, including stylistic strategies for influencing a Viewers emotion. Viewing a variety of characters we will observe engaging and immersive qualities, including posture exaggeration traits for personifying happiness, sorrow, anger, and fear. Examining characters spanning a wide range of emotional attributes, I will show how characters have a particular emotional gravity, personality, and identity that are formed over time. Through this discussion I hope to give artists and viewers a different perspective about their relationship to the past, present, and future of characters.
"Ethnomethodology and experience design." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 89-94. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Through a reading of the work of David Carson, this article seeks to shed light on certain contributions from ethnomethodology to experience design. Looking form better ways of communicating, Carson – himself a member of the skater and surfer communities with whom he wanted to communicate – advanced a new manner of doing graphic design, effectively challenging established paradigms of visual communication. In our view, Carson made use of ethnomethodology in a special way, based on intuition. [Full paper in Portuguese]
"Evaluation of parametric models: Two Provisos for the Sagrada Familia columns." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 126-132. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper presents a research in progress in the development of parametric models for geometric manipulation of complex shapes, and introduces a methodology for evaluation of the design instances of a parametric model. The research presents a case study on the designs of the Spanish architect Antonio Gaudi, and takes on the fundamental rules of the form generation of the nave columns of the Expiatory Temple of the Sagrada Familia in Barcelona. The evaluation is done applying two provisos that determine if a shape is part of the design language and is an instance of the parametric model is a Gaudinian design.
"Formal investigation and explorations in the contemporary city." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 570-574. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The dynamics of the city today, their conceptual changes and physical migrations place us in front of an indicial rather than symbolic phenomenology where the visuality of the of the image requires to rethink the conceptual categories for the projectual action. As architects, professors and investigators we find ourselves in front of the necessity to focus from the environment of the investigations of the coetaneous city, the system of the diverse morphologic assemblies of the urban condition, the different intervening graphologic entities and the textualities of the image in the configuration of the urbanity. It is proposed to give continuity to the presentations of investigative short essays of Sigradi 2003 and inquires of the communicational sense approached in 2004, introducing in this event schemes of investigation-teaching, exhibiting proposals of objects and designs in urban environment of the Laboratory of Formal Explorations, emphasizing the revaluation of the areas of obsolescence, the insertion of the novel outdoor public spaces and new emergent forms of the dispersion and territorial decentralization." [Full paper in Spanish]
"From art to part | DL-1_Resonance house®." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 133-138. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. 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.
"From participation to collaboration: structuring digital knowledge environments." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 315-320. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper discusses ways to structure digital knowledge environments as process environments, tracing a parallel between participatory design processes, developed in the disciplinary area of architecture, and collaborative contemporary processes. These processes are supported by new information and communication technologies. At this context the key-words are interaction and auto-organization. The discussion draws on relations between the auto-organization model and the use of mnemonic techniques. These techniques of data organization – related to spatial structures, may constitute the informational organization rules: structuring the flow, storage and access, making auto-organization possible [Full paper in Portuguese]
"Geographic information website: the GeoPortal project." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 580-585. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper presents a project that had as objective to complete a conceptual design of a Geographical Information portal for Bahia State, in Brazil. The GeoPortal is an important Spatial Data Infrastructure component that fairly diffuses the spatial data and geographical information that government and private sector collect and maintain. Nowadays Internet is the best way to give visibility to efforts to know and deal with events and objects that occurs in the geographical space. The portal has to convey information about spatial data (metadata) and to provide links to distributed spatial databases and all geodata site producers. It is showed here technological solutions proposed. The geoportal has been designed as a way to lay prime foundations to the Bahia State Spatial Data Infrastructure by improving geographical data and information visibility. Additionally it will offer new e-Government services in the future. [Full paper in Portuguese]
"Georeferenced information system for graphical analyses of biodiesel production in Brazil." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 597-602. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper presents methods and results of a locational research using graphics interface and GIS (Georeferenced Information System). The location model performs a hierarchical analysis on activities related to the Biodiesel production cycle, based on castor oil (Ricinus communis L.). The case study is the Brazilian Northeast region, and indicates properly selected counties for Biodiesel major stages: planting, crushing and oil processing. The research uses a large set of administrative, economical, social, environmental and agricultural data. Final results were obtained with graphical and query methods for selecting and editing data. A fuzzy set program imports territorial offer data and exports location indicators to database. The indicators produced thematic maps containing hierarchical location data, organized to perform a Biodiesel stages zone classification based on graphical analysis. [Full paper in Portuguese]
"Group design evaluation." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 333-337. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Architectural visualization refers not only to the bulk of documents produced in the externalization of design representations but also to a major component of design communication and decision-taking. The paper focuses on the use of visualization in group design processes, i.e. processes typically involving the issues of common authorship, multi-actor design and intensive interaction between different aspects. It proposes that effective group design visualization requires hybrid environments that combine digital and analogue media in unobtrusive and efficient support structures. Registration of design information in group visualization refers primarily to two complementary dimensions: the syntagmatic (the sequence of actions that produce an image) and the paradigmatic (the collection of graphic primitives in the image). Recording syntagmatic information (i.e. who drew what and when) is essential for disentangling the usually dense results of group visualization and for distinguishing between actors, aspects and alternatives.
"Group GRAFICA LIVRE: a collaborative work of analysis and enhancement of Open Source Software to distance learning on Digital Graphics." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 338-343. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This work deals with the process of exploiting the potentialities of Open Source software to promote distance learning of Digital Graphics. It is considered that this modality of study should offer flexibility in terms of software choices. The GRAFICA LIVRE group emerges with an interdisciplinary character to establish collaborative space of work between students and lecturers from Computer Science Course and Digital Graphics Post-Graduation Course. The hypothesis of this study refers to the possibility of identification and development of procedures to create virtual environments using open source software. The activities defined lead to the implementation of three-dimensional multi-user environment based on open source software in both senses, used to the construction of the environment and to the development of activities to distance learning on Digital Graphics. This paper describes the methodology to structure didactic material to be accessed remotely focusing on identification and enhancement of tools to develop specific activities. [Full paper in Portuguese]
"HABITARES: design processes of hybrid spaces." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 655-658. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper presents some results of an ongoing research work which aims at analyzing a set of architectural selected projects, categorizing the design process of their authors. Some main concepts are described and discussed, in order to sketch some preliminary conclusions the role of the architect in the construction of so-called hybrid spaces. This study is undergoing within the Nomads.usp Centre for Housing and Ways of Living Studies, of the University of Sao Paulo, Brazil (www.eesc.usp.br/nomads) [Full paper in Portuguese]
"ICHTYOMORPH - Design and development of a fish-skin double façade system for freeform super tall buildings using Parametric Design Tools." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 144-149. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Parametric design implies a whole new paradigm of non standard design through the propagation of the difference, the repetition of variation. The ability to control variation and adaptation to local conditions allows more precise yet complex designs. This paper describes a research project designing double skin façade systems for tall buildings using a parametric approach. These designs are tested later through rapid prototyping techniques. This research aims its design towards an adjustable façade structure, articulated according to various complex geometrical conditions on the façade of a building. The skin is conceived as a light, flexible, reconfigurable composition responding to different criteria regarding the design, its environment or the program. It achieves this through different levels of control on different scales of the project, by embedding several layers of parametric features, which are nested one inside the other, in order to produce the overall rainscreen surface of the tower.
"ICT Curriculum Integration on Craftsmanship Teaching." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 245-250. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005.

Based on a model of curriculum integration of ICT, we expected to evaluate teaching of craftsmanship in Architecture and Design workshops, during the first two years of the professional curricula at Universidad de Chile. Qualitative methods allowed us to define categories on these concepts. A quantitative survey permitted measurement of curriculum integration of ICT, according to faculty members’ opinion, allowing us to build an index of ICT integration. The results indicate higher integration in design than in architecture teaching. The year was of the workshop teaching not a meaningful variable. We suggest more attention is paid to curriculum planning because teachers’ individual initiatives are not enough. This study may be extended to all years of these careers with an improved methodology. [Full paper in Spanish]

"Influences of the digital media in architectonic codification." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 494-498. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This work considers affectation produced in disciplinarian codes by digital image, understood as a sign, and its influence in social codes in context of a hyper communicated macro society. Disciplinarian codes construct the significant structure of environment; affect behaviors in the identity sense, making comprehensive the habitable shapes and the individual and collective mechanisms of attribution of significance. The architect operates above them and in a dialectic action, connecting social and disciplinarian codes. The conformation of formal laws, generated in the context of the virtuality and the image, proposes to architects a renewal of language, working in a synthetic and ambiguous world. This paper adds to the theoretical frame of a current investigation, and its objective is to contribute to comprehension of modes in which, the electronic paradigm has been installed, in the relationship between the different actors that update the codes and ratify its dynamic role. [Full paper in Spanish]
"Information design, multimedia comunication and seismic prevention." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 783-787. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This Project Intends to promote preventive behavior in people who live in areas which pose seismic risk, though the development of multimedia systems which show the consequences of a destructive earthquake. The objective is to illustrate such effects, both rationally and emotionally, though an adequate combination of computing resources, so that our message can reach those people, independently from the strategy used to process the information. Communication through visualization doesn’t mean watching in the computer screen what has already been seen on paper. The information itself is not enough to promote preventive behavior. Before, it is necessary to contextualize that information into communication strategies oriented to specific groups so that this contribution can be culturally integrated. " [Full paper in Spanish]
"Integral envelopes." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 150-154. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The objective of this research is the artificial distinction between skin and structure through the development of an envelope System that integrates structural and Environmental performances. The envelope will be highlighted as a filter mediating micro and macro environmental conditions. The starting point will be the observation of a natural/ biological example in which the distinction between structure and skin is dissolved, using it in a new instrumental way. Furthermore, it will be developed a new generative System through the application of parametric design. The new design will be constructed through the use of CNC machinery (CAD-CAM). [Full paper in Portuguese]
"Interactive virtual art." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 37-41. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The interactivity presumes behavior action events exercised mutually between machines, between digital information and persons, between two or more persons, machines and digital information in real time. Nelson Max presented in Paris the first interactive landscape in 1983. The pioneer of scientific image was Ivan Sutherland, researcher of Massachusetts Institute of Technology (MIT). Another fundamental reference is Sonia Sheridan that invented a system where the user could modify the original image and visualize the result in real time. In Brazil, as well as in the outside, artists in assembly with scientists, see developing works computacionais with resorts of immersion and interatividade. Like this, in that search of new references, the text presents initially the main concepts about interactive virtual art and analyzes two important expositions: Emoção Art.Ficial 2.0 and Maior ou igual a 4D: computer art interactive. [Full paper in Portuguese]
"Introduction to the visualization in the computer through the teaching of the modern movement." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 251-256. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The paper makes reference to issues of communication and architectural visualization by means of computers in education. It also addresses issues of representation and the necessity for ethics and esthetic in the digital visualization of architecture. The presence of ethical issues in the architectural discourse of the modern movement, offers a fundamental framework for addressing the education on digital architectural representation. Objectives: 1. Use the architectural framework of rules generated by the modern movement and their representations, as a means for systematically explore the CAD language; 2. Study the visualization of architectural space through the visualization of modern space as for instance in the case of modern pioneers of the didactic model. // Observations: This educational strategy is not exclusive and does not resign to our present condition. It finds in the scope of the modern movement a suitable field of experimentation. Let us take advantage of our study of the modern pioneers as a safeguard on our sense of esthetic and ethics. [Full paper in Spanish]
"Kinetic, Responsive and Performative: a Complex-Adaptive approach to Smart Architecture." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 505-510. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Smart architecture is fast becoming a buzzword in architecture and related disciplines. However, it is not entirely clear what constitutes smart architecture and how relates to or differs from such closely related camps as responsive architecture, performative architecture, kinetic architecture, and adaptive architecture. This paper poses the essential and critical questions about smart architecture from a complex-adaptive systems point of view. The paper also illustrates the attributes of smart architecture with a number of seemingly disparate, yet conceptually connected design developments.
"Learning of digital tools trough its concurrent utilization: game design." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 209-213. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This educational experience intends to show that the concurrent application of the digital tools in a project of design permits a better learning of these, by means of an environment of collaborative work and utilizing tools of e-learning next to traditional systems of teaching. As a consequence of this experience we have the possibility to outline a methodology that already is being applied in our institution. [Full paper in Spanish]
"Lindenmayer Systems - Experimenting with Software String Rewriting as an Assist to the Study and Generation of Architectural Form." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 161-166. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. In 1968 Aristid Lindenmayer proposed a series of mathematical constructs as a foundation for an axiomatic theory of form development. Since that time, Lindenmayer Systems or L-systems have evolved and found many practical applications in the computer visualization area. Generation of fractal imagery, realistic modeling and high quality visualization of organic forms and even music generation are now possible with the assistance of L-systems. But, is it possible to use L-systems in architectural design? Why would anyone use L-systems in architectural design? How would one use them? What could one expect from their use?
"Linespace: an automated generation of the 19 spaces with 1 axis of growth." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 155-160. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The structures of 3-dimensional spaces with one axis of growth are discussed in detail. The mathematical structure of all 19 possible patterns is briefly discussed and a computational framework to generate these spaces is presented in the end.
"Looking at CAD from Morphology." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 433-437. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Our knowledge on Morphology of Industrial Design was increased through its relation to CAD systems. It was not just a functional change, because there was an integration of conceptual and operational morphological knowledge with 3D modelling systems. Over almost ten years of research we identified three different stages: exploration, surpassing of restrictions and expansion. We worked mainly in the generative systems of curve spatial surfaces and on their determination and communication, combining both digital and analogous resources. Throughout these stages we were able to understand CAD systems as instruments of inquiry that enable morphological explorations that would be unfeasible without them. If we can look beyond their visualizing faculties we can enter this challenging research area that will allow us to broaden the vision and scope of our discipline. [Full paper in Spanish]
"Lúxive." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 63-68. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The subject of this digital art project is the process of erosion-sedimentation in general, and the leaching (process of separation of a contained soluble substance in an insoluble compound) in individual. In the name of the project one includes the light, since it is possible to ask themselves if there is a luminance erosion-sedimentation-leaching, or to try to establish an analogy between the natural leaching of the ground and the luminance radiations. Lúxive tries to generate a dialectic one with the process reality of the natural phenomenon, an atmosphere based on the time: it demands the apprehension of his temporary reality to be able to translate it from the imaginative activity. Lúxive does not try to imitate the erosion of the light, but to take elements from his to occur for reconstruct itself in forms to see and listen, from elements that conform the atmosphere in tacit form. [Full paper in Spanish]
"Man and machine: ideation and Making." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 511-516. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The realization of architecture, that is the building of the physical artifact, requires numerous collaborative participates that requires a communication network in order to realize the vision. All efforts to communicate a design idea prior to physical realization, that is manufacturing or construction, are forms of visualization (i.e. representation). Herein lies the fundamental problem, the designer(s) must en-vision, and communicate that which is to BE ... physical, yet is NOT... physical. In this paper, we will review the emerging Human-Computer-Interface and technology influences on process and product; here we find the “humanistic” component is a critical factor in the success of “digital” strategies.
"Methodology for the bioclimatic design: computer sustain for election of guidelines and strategies." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 799-805. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. After numerous studies and practical of use, field and laboratory measurements, carried out among the years 1994 and 1999, we arrived to the elaboration and presentation of a methodology for the bioclimatic design and energetically sustainable that already takes two books publications. With the support of more than 600 figures that facilitate the understanding of the concepts explained in the books and 26 computer software and databases, that are attached to the second book, the work is facilitated so that designers of buildings that have not been never in contact with a certain climate, or that they don’t have sufficiently assumed by means of the observation of the particularities of a certain climatic situation, to understand the form in that the climate influence their design, condition or determine the design solutions and averge strategies that will choose when carrying out an architecture work. [Full paper in Spanish]
"Modeling and visualizing the architectural project and their relationship with the nature and the environment using Biocad and CAACD: Computer Architectural Aided Climatic Design ." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 806-810. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. 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]
"Multi-user virtual worlds: 3D interactive visualization in synthetic environments for design workshops." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 344-349. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The goal of this research is to describe a methodology of architectural design by using digital technology with three-dimensional interactive simulation in multi-user virtual worlds. In addition, this study will focus on the application of this method in the workshops at the School of Architecture in the University of Zulia. With this proposal, it is possible to integrate many users, in real time, from different locations on the same virtual world in Internet. In the same way, each visitor is able to interact and modify the virtual world using virtual menus while sharing ideas or modifications regarding the design of the project. This strategy allows modeling, visualizing, developing and evaluating the designed projects during the conceptual and parametric phase in the process of design. This application is a powerful tool to develop creativity and skills of spatial perception among the students. [Full paper in Spanish]
"Multimedia Panorama: tool for the development of the design discipline." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 760-764. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This article intends to investigate the use of Multimedia-Panorama as a tool within the design studios in schools of architecture. We assume that Multimedia-Panorama can bring significant contributions to design studios. It can follow all design process stages: the recognition and analysis of the site and surrounding landscape; the organization of references; the first idea and its conception; the development of the project; and its final presentation. The strenght of panoramas in design studios is particularly enhanced by interactivity. This paper aims to demonstrate new possibilities in the association of panorama’s space recognition characteristic to the architecture design process. [Full paper in Portuguese]
"New enchantments: design, hypermedia, and motivation." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 69-74. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. From the analogy between computer and theater, such as proposed by Brenda Laurel, this paper aims to introduce a discussion on the possibility of contemporary dramaturgies’ contributions to the project of hypermedia interfaces that are able to motivate the users action. Some of Bertolt Brecht’s concepts, although namely opposed to Aristotle´s poetics, are briefly introduced as they refer to the idea of commitment with audience motivation. This approach requires the presentation of some key issues regarding the idea of engaging human-computer experiences. These issues evolve from Laurel’s theory, published in the early 1990s and focussed in the computer as a medium for action representation, to contemporary concerns that start to address the urge for new study fields related to the design of human-computer activities. [Full paper in Portuguese]
"New processes of digital design: intelligent skin." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 167-172. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The project consists of the generation of a bioclimatic architectonic skin that acts like a living creature, responding in real time to environmental conditions, allowing a greater inner comfort by means of the regulation of factors like temperature, radiation, humidity and illumination. It starts with the study of a vegetal epidermis (interface between the environment and the alive organism), transposing this information on the behavior of a living creature front to environmental factors, creating an architectonic skin that acts in the same way. Environmental data are incorporated soon in the computer and will be the digital tool the one in charge of interpolating such, generating a non predictable result. A project of these characteristics is inserted in diverse fields within the new architectonic tendencies: the intelligent architecture, of data, biomimetic, sustainable and bioclimatic. [Full paper in Spanish]
"New Territories: the digital model as a shape-laboratory in architectural education." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 264-269. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. New digital technologies allow architecture students to explore architectural shape freed of many of the formal and physical constraints implicit in traditional analog representation technologies. We believe that this will allow for a greater understanding of the origin of architectural form and the emergence of new project methodologies, informed by current day developments in digital art and visualization systems. Ultimately, the new generation of architects should be able to select, adapt and create digital tools that allow them to process, manipulate and give form to wide-ranging and complex data sets. [Full paper in Spanish]
"Occupation strategies in vertical contexts: anchorages, connections, bonds and other hybrid operations on urban preexistences. Vertical development of flexible domestic programs in surfaces, interstices or grounds." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 564-569. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Vertical development of flexible domestic programs in surfaces, interstices or grounds. The studio explores several possibilities on coupling, adherence, or hybridation as a method of strategies of urban occupation and urban preexistences. The main subject centers its intentions on sustentation of an architectonic device and evaluates in them the conditions to implement a program domestic servant of extreme survival. Its focuses in the development of structural systems and process of adaptation and in the construction of dwellings devices with transformable components and technical details brought from them specially characteristics in operative furniture as an articulator of the house daily use. [Full paper in Spanish]
"On the ways of expression in present architecture." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 679-683. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper aims at introducing the main aspects of a research on architectural representation and the usage of new technologies in the process of development of an architectural project, which has been conducted at a department of Graphical Expression. The authors of this paper would like to outline the most excellent and innovating aspects introduced by a number of architectural proposals which involve actively the application of these techniques. The chosen case studies for this paper are among the European contemporary architectural panorama. The authors will analyze some projects of architectural studios which were involved in the urban transformation brought about by celebration of the Forum of the Cultures 2004. These new ways of architectural representation have had, in this specific case, a significant effect within the context of a technological revolution that allows the conception of new forms and textures and the reflection on the increasingly complex processes to generate architectural space. [Full paper in Spanish]
"Otra Andria' e-learning environment for the architectural designing workshop." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 350-354. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This work describes results obtained from a test over an experimental prototype “Otra Andria” (OA1) designed by the investigation team of “Obra Abierta: Over the construction of an investigating and learning system in virtual environments”. OA1 is a basic tool. It show us: three simultaneous screens with editing tool bars, an integrated chat for publication and discussion, images and texts, all this in synchronized time. Tools are simultaneously accessible from all boards by the teacher, the students or between pupils. There is a web log, a personal web, and an activities’ organization space for the professors. This experience was helpful to understand the actual needs for virtual environment applications as well as e-learning problems in such cases where the know-how is not available to every attendant to the course. That means we must begin working on hyper-medial language diffusion among all teachers who want to use the ICT in all its actual potentiality. [Full paper in Spanish]
"Panoramics of a multiple Santiago." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 667-672. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The main purpose of the presentation has a triple value: the architectural and urban heritage of the city of Santiago, Chile; the panorama as means of representation; and to enhance the Santa Lucia hill, as a place that has formed part of the collective memory of its habitants, since its foundation. [Full paper in Spanish]
"Parametric urban simulation: digital modeling system for building codes." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 591-596. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Urban building codes include a series of abstract geometric and mathematical prescriptions whose final built result is not easily visualized by non-technical users. This makes an informed public debate about the proposed regulations difficult and leaves the final definition of the exact ratios and formulas in the hands of local governments’ technical consultants. Even these experts usually have only gross numerical approximations, photomontages and other non-rigorous representations of the final built environment on which to base their decisions. We propose a system which, taking as its inputs the roads and lots of the area under consideration, as well as the proposed building codes, generates a detailed three dimensional model that gives neighbors, users and authorities’ access to a common, objective preview of the foreseeable result of the codes under consideration. We believe this will lead to a greater transparency and participation in building code definition and approval processes. [Full paper in Spanish]
"Perception of representation space for present forms of art." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 75-79. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Contemporaneus art constructs its own space: interactive, multiple, eidetic, heterogenous, discontinuous and subjective: essence, forms and idea of a heterotopic at the same time atopic space, that arises at the moment of the intelligible apprehension of the work. This work sets out to study the construction codes of that space from the spectator point of view, for whom the history is the sum of histories narrated by the space, the scenery, stage scene, choreography, dances, hairdos, accessories, make-up, clothes, illumination, music, sounds, songs, word, performance, gestures etc., for which sets out the analysis from the perceived, analyzed and interpreted images by the spectator. It will be exemplified from the Dogville film, of Lars Von Traer (2004), using the qualitative research method, where the speaker meaning is introduced: the creator intentionality of those spaces, but is inescapable who arises the “interpretation” from the observer. [Full paper in Spanish]
"Performing Palladio." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 80-84. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The idea of harmonic ratios in Renaissance architecture has been a highly debated subject in the realm of architectural theory and criticism. Palladio’s Villa Capra has been used extensively as an example to test these ideas. This paper describes four mathematical mappings of space to sound and color to bring forward these relationships and provides a brief account of their computer implementation with game engines technology. The modeling of these spaces along with their corresponding sounds and colors suggests a whole new range of interpretations of Palladio’s work as well as new and diverse performances of Palladian spaces.
"Proyecto Red Alfa T-Game L3: Teaching Computer Graphics And Multimedia, Long-Life Learning - Gestión Institucional Interdisciplinaria De Servicios De Extensión Universitaria." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 355-361. Vol. 1. SIGraDi 1. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The T-GAME L3 project intends to establish the possibility of cooperation within institutions focusing activities in the realm of continuous development in the area of Digital Graphics by making use: of new technologies, methods and learning processes related to half-time distance and total distance teaching. The programs offered will be customized to each particular country and academic environment by sharing the digital teaching resources of the network members. This will allow an academic program of formative continuity. Based on the seminar’s subject, our visualization sense will be a basic component for a massive training of an educational program, proposing a model of institutional outreach university service. This will allow for the presentation of contents oriented to distance learning in the field of Architecture. [Full paper in Spanish]
"Real Time Visualizing Tools: Description of an experience where game engines and Internet browsers are used as means of exhibition at an archaeological site." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 689-694. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper presents the use of Virtual Reality (VR) environments as didactic means of exhibition. It approaches VR field by non traditional tools of visualization -as game engines- and describes the process and particular issues faced during its development. The examples shown in this document are part of an archaeological project under current development which faced budget solutions for equipment and its maintenance. The lack of experience outside the traditional VR field (SGI), lead the research team to try different game engines and VRML format in explore solutions to issues as performance, complexity, appearance, visualization, different needs of programming skills, file format compatibility, archiving and promotion applications. The experience delivered to replicate the process for other cultural projects can be useful also to architects and designers that are willing to experiment with VR as means of visualization during different stages of their projects.
"Representation of the urban space in time." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 609-614. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This study is part of a research project that investigates forms of visualization and representation of the urban space. The focus is to represent part of the city of Salvador – the port area – that permits the understanding of what this area is today and what it was in the past. Therefore, the problem is to represent an urban area in different times. It will be used several instruments and media to build this representation, which will have as a standard support the interpretation of historic iconography. Besides it will also need other devices as the actual digital cartography available, historic maps, e.g. The final objective is to integrate the new models within a three-dimensional model of the city of Salvador, built in a previous project and through an interactive application that will permit the user navigates in the urban space within time. [Full paper in Portuguese]
"Robot toys, complexity, and computation: for a transformable architecture." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 499-504. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. In this paper we describe and discuss a course aimed towards developing 3D digital modeling skills focused on the exploration of an architecture that behaves like a dynamic complex integrated system. It crosses knowledge domains to consider the mechanisms that transform energy, adaptive systems, kinetics, and cybernetics. It uses the metaphor of transformable robot toys not only for their correspondence with the ideas explored, but because of their immediacy and physicality. It argues architecture must urgently break with the processes of destruction. [Full paper in Spanish]
"Salvador from the digital networks perspective." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 586-590. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper is part of a research study on the spatial distribution of Information and Communication Technologies in the city of Salvador. The purpose is to analyze the new tendencies in the configuration of the urban space. It intends to present the issue from a broader viewpoint and specifically analyze two Internet connection services offered in various public areas: Infocentros installed by Programa de Inclusão Digital do Estado da Bahia; and hotspot Internet connection services offered by private corporations. It is verified that the localization of such services reinforces the patterns of current spatial dispersion or concentration in the city. [Full paper in Portuguese]
"Science teaching with technology (ECIT)." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 743-748. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. There is an evident need to improve the teaching of sciences. Therefore the ECIT Web page has been designed to assist the teaching of physics, chemistry and biology to secondary students. Considering technology as a mean and not as an end for teaching, the “ECIT Model” was developed following pedagogic as well as design criteria. Its’ implementation requires a specific classroom outline, the use of certain technological tools and an efficient interface, to achieve a working environment (not only digital) of action and learning. The application has been successful and progress has been remarkable in students´ conceptual development in all the subjects. [Full paper in Spanish]
"Shadow and digital system: digital techniques and architecture." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 427-432. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The system proposes to apply the results of the investigation in the task of architecture de-structurizing the idea in order to free the capacity of thought. One works in a three-dimensional way with models built, using discarded material. It is processed by means of digital media, giving a series of images which have been selected. One uses on them different systems of lighting changing the number of lights, the position in space and the distances. Like that one obtains different shadows on a surface; those shadows work in similar form with “eyes” of possible architectural forms. They are digitally processed according to the desired objectives. Several of them are combined adding and removing elements, which makes them dynamic in time. This technique tries to develop a new tool for students who may find the idea spontaneously, with the freedom of thought in three-dimensions like a new form of looking at architecture. [Full paper in Spanish]
"Sketch as sketch can or model as model can?" In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 270-274. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper reports about an ongoing experience for the use of computers in the early design stages. It tries to evaluate how recent software developments in the field of CAAD will influence the way architects design and how we teach them architectural design. There is now doubt to us that the ongoing change in the technology will influence the way we work in future when we do architectural design. It is an important question for every school of architecture what effect these developments will have on our teaching and curricula. We use an ongoing educational project to try to find some answers to these questions.
"Strong-rooms project: sizing and calculation of components." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 173-177. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper deals with a project that has been done to Aceco TI Ltda`s company. It is about a software development, in AutoLisp programming language (under AutoCAD´s platform), which helps to the project and calculation of strong-rooms components. Those rooms are completely sealed, making use of high technologies materials as sealing, allowing computational equipments and enclosed information to be protected. The developed programme contains routines that allow the precise dimension of structural component, as floors, walls, doors and ceilings. Therefore, it is possible to fabricate special pieces with accuracy. Moreover, the programme calculates a series of other components as friezes, drips, luminaries, sealing tapes and silicone conduits. Then, yonder saving time on project, this system allows, on the one hand, each piece to be produced in factory with exactness accuracy, making assembly easier. On the other hand, allows assembly to be started with all necessary elements, reducing time and costs. [Full paper in Portuguese]
"Synthesis of cutting-edge technologies and miniature tooling in the physical modelling of architectural objects designed on CAD." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 178-183. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Developments made in the Rapid Prototyping and CAD/CAM (including CNC and Laser) Technologies are giving designers the advantage of building physical realities, at whatever scale, directly and automatically from computer files, with the explicit implications of speed, precision and flexibility. Yet there are modeling details that can only be solved through the use of specialized materials, accessories and miniature tools which neither fall under the CNC, laser or rapid prototyping categories, but complement them. The most emphatic aspect of this research is to show how technical expertise, craftsmanship and detailing in the making of physical models require the intervention of not-so-well-known tools and machines. In the absence of an ideal technology to convert all 3-d digital models into physical models, and despite the advent of CAD-CAM and Rapid Prototyping, the combination of high technology and miniature tooling becomes the ultimate way to go in order to solve many modeling requirements.
"Teaching 3D Software in a big class: the Method and the statistical analysis in 3D education." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 280-285. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper introduces an experimental course to teach 3D software for more than 200 students at the same time in a semester, and discusses about the quality of results and the statistical analysis. The results are shown as the 3D rendered images made by the students in the general education course. Based on the statistical data from the course, the correlations between the score of students and several factors, such as, access number to online discussion board, gender, software-purchased, degree program, etc. are analyzed.
"Territorial diagrams." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 540-545. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The goal of his work is to establish the foundation for several lines of research that derive from the study of spatial conducts, also from the relation between private and public and from the exploration of jeans of representation employed for this purpose. Three lines of research were explored according to two scales. The first one is called Major Narrative: its cognitive procedure is historical and generalizing. The other is called Minor Narrative and its cognitive procedure is particular and autobiographical. In both scales the exploration was organized through the conjunction of words and diagrams. By this method a permanent interaction was sought between written thought and spatial thought represented by images. The main conclusion obtained was that the conjunction between word and image produces new tools for spatial knowledge. Those can generate new ways for the understanding of territorial reality. This understanding can not be obtained by traditional architectural representations. [Full paper in Spanish]
"The 3D visualization of the architecture undergraduate course final thesis: where we went wrong? - or - why students are paying for their 3D models?" In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 709-713. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper describes recent research developed at FAU-UnB that asks why students don’t incorporate the 3D digital modeling skills acquired during their course for use in the design process. It speculates that it’s not only the computer graphics courses fault, but the design/studio courses might also be responsible for that. [Full paper in Portuguese]
"The acts of showing and demonstrating and their connections with visual and quantitative facts in architecture ." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 416-420. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper attempts to clarify the limits between the act of conceiving architecture and the act of designing architecture. The main argument turns around the idea that the output of conception is just a definition used uncompromisingly as evidence, whereas the design tasks are directed to demonstrate the possibilities the defined ideas have to be actualized. Graphic expression is the vehicle used by conception to present ideas synthetically. On the other hand, design tasks are sustained by analytical and quantitative evaluations that validate the conceived proposal. Thus the final presentation of an architectural project is a mixture of written expressions (calculations, texts, figures) and graphic expressions. This paper has no intention of demonstrate but to show one of the possible approaches concerning the relations between conception, design and their respective means of expression. [Full paper in Spanish]
"The construction of urban heritage narratives in hyperdocuments." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 623-627. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper studies mechanisms involved in various kinds of interaction in urban heritage cybertexts – grouped in navigational spaces, including computer games, databases and hyperdocuments – in order to reflect on how they can be improved both from the point of view of interaction. Therefore it also helps to contribute to the development of a laguage able to describe more accurately the works within the field of urban heritage digital representation. Also the production of such works is examined for improvement, especially the activity of writing the script, considering that this author is seldom involved in the programming and modeling. [Full paper in Portuguese]
"The continuity style in architectural dynamic visualization." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 468-472. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The term “continuity style” in cinema refers to a collection of cinematic conventions aiming at a realistic viewing experience without drawing attention to the elements of illusion used in the representation of 3D space on 2D film. The continuity style underlies the majority of narrative films produced to date and has had a significant influence on other genres, including documentaries. Despite the similarities in purpose, architectural filmmaking owes little to the cumulative knowledge of filmmaking encapsulated in the continuity style. While narrative films focus on the viewing experience, architectural animation tends to be dominated by integral 3D building models. We propose that key elements of the continuity style could be applied to architectural dynamic visualization in order to enhance both lay perception of architectural space and professional analysis of design intentions. These elements refer to four primary areas of architectural dynamic visualization: narrative, camera use, lighting and model structure.
"The Convergence of Local and Global Contexts - Innovative Applications of CNC Wood Fabrication Technologies." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 184-189. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Contemporary building technologies have the potential to contribute to regional building practices. With a focus on the cultural context in British Columbia, Canada, this paper explores how CNC timber framing technology can influence the generation of a regional building culture in the Pacific Northwest. Student projects serve as examples of creative applications of CNC timber framing technology sensitive to the complex conditions of our surroundings.
"The digital architecture of tomorrow." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 190-193. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper presents an ongoing research project about the development of the materials and fabrication techniques for a fundamentally new class of architectural composite. This type of composite, which is a representative example of an even broader class of smart architectural material, has the potential to change the design and function of an architectural structure or living environment. As of today, this kind of composite does not exist. Once completed, this will be the first technology on its own. We believe this study will lay the fundamental groundwork for a new paradigm in surface engineering that may be of considerable significance in architecture, building and construction industry, and materials science.
"The digital image in the mediation between architect and user." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Digital mediation is considered to facilitate architect-user understanding, in order to enlarging the communicative competition, causing an involved attitude in the receptor. This paper proposes the study and analysis of the new communicative situation with the purpose of evaluate the impact of digital mediation in the understanding between producer and user. The investigation is focused as a comprehensive qualitative study. The process begins when the receptor contacts to media and then, it is able to observe attitudes and communicative competitions that play in the relationship. Variables involved in defi nition of digital mediation are: content, consumption ways, structures, digital image and alternative means. Observable attitudes of the receiver are organized in three categories: cognition, perceptive and emotive. Functional methodological tools are hoped to be found in order to evaluate the reach and infl uence of DM in the producer-user communication.
"The digital visualization of the future architecture and the intellectual operations." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 257-263. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. It is sustained here that the designer before carrying out any trace (digital or similar) on the architectural design to solve, the person carries out a series of intellectual operations that allow him/her to carry out this traces with more precision, delimitation, knowing the space that will be realized in future. This work explains how the digital visualization of the architecture will be carried out in a future, based on the construction of the knowledge that Piaget proposes about the cognitive structures and the significant learning, as well as the metacognición that Vygotsky and Ausubel; the topic of the language is also approached, because it is thought that the language is very related with the figuration element that is presented in the document as one of the intellectual operations and the pattern that Wittgenstein exposes in its book “Tractatus, logical-philosophicus”, where he explains how the figuration is given by means of the interrelation among the elements of the figure and how it comes from the linguistic question. This helps to understand the design process in its initial stage (mayeutic) and has a pedagogic application. [Full paper in Spanish]
"The drawing of architecture and its drawing in time." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 421-426. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The project of architecture involves several phases, to knowledge: outline, ante-project, executive project and project of presentation. And, this last, the presentation of the project of architecture is the objective of this I study; therefore he represents the expression of the idea in its totality. Also, healthy in these drawings that are implicit the paradigms inherent to its output. Therefore, the methodology consisted of raise facts in several springs for that could be drawn a profile of the evolution of the Presentation of the Project of Architecture to the long one of all the history of the humanity what implicit study the variables: event, author, kind of representation, technical, local, year, period, context and contribution. [Full paper in Portuguese]
"The dynamics of elaborating and presenting architectural projects." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 628-633. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The intention in this work is focused on checking if, with the introduction of informatics in architectural offices, how graphic representation has changed mainly on matters of presentation drawings of the architectural object, which makes communication possible between the designer and user. The research is based on qualitative approach and the methodological procedures adopted consisted of the bibliographical revision that supported all the theoretical body of the research, the subjects of the research – presentation images of Architectural Projects, the field survey and the instruments of data collection. The relationships between professional graduation, drawing teaching and learning, project methodologies, using of digital resources, types and resources of Project Presentation, interface between the language resources used and interface with the user have been studied. The results lead to the changes occurred on the presentation of architectural projects. [Full paper in Portuguese]
"The Holy light: a comparison of natural and artificial light in a sacred setting." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 695-699. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The design of sacred settings can attempt to enrich the inner spiritual experience of the Lord being the Light. It provides natural light to connect to the divine and artificial light to highlight the rituals associated with this connection. The paper attempts to compare these light effects in a sacred setting; and to utilize popular commercial graphic software in the analyses of these effects. Specifically, AutoCAD and Forum Z are utilized to investigate these differences in viewing the dome's fresco in the historic Church of St. Themonianos in Lysi, Cyprus and in the Byzantic Fresco Chapel in Houston, Texas. The study includes three parts: recreation of a digitized model of the historic church in Cyprus; analyses of light effects in both churches; and a comparison of light effects along accepted lighting guidelines. The conclusion of this examination is that both sources of light complement each other in their effects in sacred settings.
"The integration of Cinema in the Digital Design Studio." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 286-290. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The appropriation of cinematic techniques into the computer-design interface allows immersion in the virtual model using the camera view. This paper describes three approaches to film in the early stages of design in fourth year architecture studios.
"The poetic of sight: eye-driven landscapes." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 575-579. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper is based on the phenomenological approach of the imagination and poetic image of the philosopher Gaston Bachelard (1957, 1960), through a discussion of the role played by imaginary impulse in the comprehension and representation of urban nature. Our aim is to explore the epistemological potential of a poetic interpretation of eye-driven landscapes by an ontology of sight. We will do so by exploring two topopoetics themes given by Bachelard`s phenomenology, such as a blue sky deepness e o movement of intimate immensity, from which Win Wenders`s cinematic urban spaces will be analyzed. We believe the poetic contemplation of film framing would be a way from where the city and its eye-driven landscapes would meet their full human destiny. [Full paper in Portuguese]
"The visual singularity and representation in Zaha Hadid works." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 684-688. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. One of the architectural positions characterized by a visual singularity, it has been that of Zaha Hadid. It will be their particular contribution to the renovation of the architectural representation, through different graphic techniques, analogical and digital, and scale models. Hadid has created its own visual code in which the configuration of the shape and the representation are inseparable, standing out the generating role of the architecture on the part of the representation, beyond its instrumental role, with their peculiar paintings, drawings, scale models and their sophisticated renderings. By analyzing the graphic strategies in relation to the intentions or architectural contents along several proposals, it will conclude showing, through their special graphic style, their contribution to the innovation of the expression of the contemporary project. [Full paper in Spanish]
"To visualize through origami 3D and real time rendering engines." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 444-450. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. With the persistent stimulation of the immediate virtual environment our vision of reality, very often, is enriched by forms lucubrated in imaginary worlds, but we run into the difficulty of bringing them to the real world. If we channel this internal vision combining 3D origami techniques and digital visualization we could transform this difficulty into an opportunity of expression, materialization. With the main objective of structuring a new learning environment to approach an architectonic theme in virtual environments and with the correspondent theoretical support, sequences of immersive experiences are trialed delimiting techniques and methods. 3D origami techniques are applied to build-represent a new form and architectonic space and trough real time rendering engines, presentation, surfing the created model and its debate in net. The results obtained show a possible way to expand to the limit our threshold of vision and visualization that allows to emerge a new perception and to represent architectonic spaces. [Full paper in Spanish]
"Toward an autopoietical model of formation for analog digital competences in architecture." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 765-770. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. In the frame of the educational polities, the architecture renews your manners and methods of education, emphasizing a formation based more on competition that in knowledge. Our discipline possesses an important tradition in, your pedagogy based on the didactics of the project. The today challenge is your update, considering the incorporation, systematic and validated, of the tools Analogous Digital (AD), orientated - more than to the representation, to the action proyectual. Based on works of J. Bermúdez, and others presented by these researchers in other Sigradi’s versions, tries to demonstrate that the interactive analogous use of analog-digital tools in the education of the project stimulates the increase of information and the actions of communication that favor the quality of the learnings and the management of the information. Your impact will be studied, both in the Pedagogic Practices of the teachers and in the Processes of the students in the Action Proyectual (AP). [Full paper in Spanish]
"Towards a non-standard architecture: design and manufacture as it relates to information systems." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 139-143. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The development of computer programs has brought about a new trend for architects and designers. Topology, splines, nurbs and the use of sophisticated computer programs, which were formerly possible only to be executed on powerful computers, have triggered an interest in architects. Ten years ago, computers started to replace traditional drawing tools. Nowadays it is possible to develop the whole architectural process in three dimensions (project and manufacturing), reaching certain proposals that otherwise would be impossible or very tedious and time-consuming to carry out. Information technology proposes a new architectonic language, already experimented in a virtual way, but one that can be made real by means of the computer numeric control. [Full paper in Spanish]
"Towards a self-made digital platform." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 235-239. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. In the superior education, the repercussions of the new technologies, has becoming a irreversible process, who engages all the aspects of it. E-learning, Chat, Forums, Blogs, etc, are concepts handled by all the students and academic community of our universities, this discussion and it matters has even becoming a national debate. In this paper we will talk about the decisions for adopt and develop an e-learning platform more conveniently to the necessity of the students and the academic purposes of the Faculty of Architecture and Urbanism of the University of Chile. [Full paper in Spanish]
"Transversal design workshop: uncentering the digital." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 275-279. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The transversal design implies to explore “rizomatic” ways to enter upon the design process, nourishing itself of different artistic expressions, not only to stimulate and unlash the heuristic process, but to found the project´s decisions. In this workshop we encourage the students to understand creative processes from an integrative scope, combining different methods of plastic experimentation, enhanced from digital environment, and different design scales; using digital media as the tool of production and communication. This is an interdisciplinary workshop since it was led by architects, an actress and a literature professor; and it was directed to architecture and visual communication design students. The experience was very exciting, mainly for the students, they responded with enthusiasm to the professors´ proposals. The relationship between teachers was founded in the fact of sharing conceptual basis and pedagogical objectives, and the respect of particular concerns. Interdisciplinary work opens rich possibilities of interchange, knowledge and intellectual growing. [Full paper in Spanish]
"Twining." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 85-88. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. We are engaged in the process of exploiting gestural signs and pedestrian postures for the purpose of utilizing additional possibilities through the creation of a new Wearable Electronic Garment, as medium for inscription. Animated, cyber-performers move, deform, and re-arrange themselves, augmenting the dimensions of expressiveness/meaning during performance. The cognitive approach produced by thinking in/out of these bodies will similarly trigger changes in consciousness, affecting content and virtual story telling. Together we explore the interaction of text/gestures as movement—as in dance, human day- to-day postures, and our capacity to embody and generate meaning. Cyber dancers use gestures in order to cybernetically inscribe them. The composed gestures become the source of intention that relates to itself; its communicating environment becomes a visualization of the self-reflexivity of both the dance and consciousness. The dance is between worlds of humans, cyber-humans, and the source language as transforms into the domain of visible thought.
"Urbamedia: the design of an integrated system of urban-building visualization and communication ." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 603-608. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper presents the advancements of the Urbamedia project which was designed as part of a research program at the Center CAO (Creation computer assist), School of Architectural Design and Urbanism, University of Buenos Aires, which was led by the valued master and advisory professor Architect Arturo F. Montagu. This proposal of the city of Buenos Aires on the Mayo Avenue expands the original historical fragment presented between the following two referenced representative landmarks: The Two Congresses Square and the Mayo Square. It continues with the advancement of methodologies and techniques implemented in a system of “integrated visualization and communication” for the development of a VRML (Virtual Reality Modeling Language) 3D virtual non-immersive and interactive vision. It also incorporates the development of a “foundation of digitally integrated knowledge” with fragments of central areas from other surrounding cities as well as interfaced phenomenological situations. The application of digital VRML technology has allowed for thoroughly researching the processes through dynamic simulation of specific urban fragments (Mayo Avenue within Buenos Aires) and the cities that are also participating in the project. [Full paper in Spanish]
"Virtual design studio: Vygostky and virtual interaction." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 310-314. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. As the Web grows in the Education area, the new Information and Communication Technologies have been introduced to improve quality in remote education, and more interaction among students through a collaborative environment that helps the learning process. In architecture, many experiences have occurred among schools, giving their students the opportunity to experience this new reality. Like a virtual “field trip”, students with different cultures and oriented under different methodologies, have the opportunity to be part of an inter-institutional group to design together. The social-history theories of Lev Vygotsky (1896-1934), Russian psychologist that dedicated his life to education, seams to fit the new forms of virtual interaction among students. The aim of this article is to introduce the Vygotsky´s theories and its suitability as a pedagogical support to the Virtual Design Studios in architectural schools. [Full paper in Portuguese]
"Virtual unreality." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 755-759. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. What will be waiting for the man of a virtual, parallel world, conceived by another man? Inasmuch as a virtual atmosphere does not possess weather, there is no day or nights, simply there is no sky, and if there is neither sky nor ground it does not have an above or below and of course there is no gravity. In such case why would we need walls and windows? Would we need streets to circulate? Why would we walk or fly? Today, digital media bring the necessary tools to shape, to represent and to live impossible experiences within a world where all imaginable phenomena is possible. Our experience aims to explore an approach of the student towards the new processes of design in order to contrive new spaces, taking care of not falling in an exclusively aesthetic objective but reflecting on the characteristics and qualities that a virtual space and its matter must have. In order to be able to conceive them we must use and teach digital media stimulating the students to harness its “non-reality”. [Full paper in Spanish]
"Vision or retrospection into the past: scientific visualization in the recovery of patrimonial urban spaces." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 700-706. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. This paper shows the use of digital means in the presentation and relation between the perception of those who have walked by in the past and circulate at present through the Baralt Square space, at specific historic periods, with the purpose of reconstructing the different urban scenarios, and foresee their future, through the use of scientific visualization. The digital reconstruction of the square, of colonial origin, is a complex process. This multifunctional space represented forms and types of societies, as the various actors participated with perceptions and perspectives which were apart from reality, imposing their vision and interests, defining themselves in the materialization of the space-site. This research originates the urban analysis and the interpretation of the public space with the help of input devices and real-time visualizers. Interaction, virtual surroundings and mixed reality technologies may contribute in designing tools for the recovery of patrimonial surroundings. [Full paper in Spanish]
"Visualizing Revisions: Representation Implications of Digital Fabrication." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 194-200. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. Digital architecture contingent upon a conversation between digital visualization and digital production deploys an iterative and seamless process-oriented design development. Feedback loops are integral to this process/product, and thus require extensive management of complex visual and data related information. While much attention has been paid to fabrication and serial customization of digital architecture, very little discussion has been forwarded about innovations in visualizing and representing the design data integral in this feedback loop. This paper will examine innovative representational devices such as the matrix, sectioning, layering, and bracketing as new forms of organizing and visualizing complex data intent upon communicating multiple levels of operations during the fabrication process.
"“User Controlled LightPath” Enabled Participatory Design Studio: first steps." In Vision and Visualization: Proceedings of the 9th Iberoamerican Congress of Digital Graphics, 362-368. SIGraDi. Limá, Peru: Universidad Peruana de Ciencias Aplicadas, 2005. The technical scheme and creative scenario of a new media-based “User Controlled Lightpath Provisioning” (UCLP) enabled “Participatory Design Studio” will be elaborated. This practical collaborative work environment model represents a technologically robust and sophisticated means of communication and sharing of resources that stands to radically transform design processes. UCLP technology is a fibre based software solution designed to enable end-users to create their own discipline or application-specific IP network whose topology and architecture is optimized for their particular applications needs and requirements. A distinction between “task-based collaboration” found in conventional “Virtual Design Studios” and the heterogeneous nature of the “participatory” work environment will be made. UCLP technology provides a secure, large bandwidth, low latency network that can accommodate up to 10Gbps. This capability creates an environment which is not dependent upon traditional low bandwidth requirements for communication, visualization, and production therefore allowing a greater range of desired tools for creative activity.