Dragonfly: An Ecological Approach to Digital Architectural Design
Published in ACADIA 2011: Integration Through Computation, ed. by J.M. Taron, V. Parlac, B. Kolarevic and J.S. Johnson, pp.178-186. Stroughton, WI: The Printing House, 2011.
(Co-authored with Daniel Hambleton)
In his keynote address delivered to The American Society for Esthetics in 1976, James J. Gibson wrote, “Architecture... more
In his keynote address delivered to The American Society for Esthetics in 1976, James J. Gibson wrote, “Architecture and design do not have a satisfactory theoretical basis.” He then asked, “Can an ecological approach to the psychology of perception and behavior provide it?” (1976, p. 413) We believe that it can, at least in part. In this paper, we expand upon Gibson’s insights into the nature of perceptual experience by applying the concept of “affordances” to the design of architectural objects in general, and to the domain of digital architectural design in particular. On our account, the affordance-concept supplies a useful theoretical basis for conceptualizing the relationship between environments and occupants with respect to the form and behavioral meaning of geometrically constructed layouts.
Donald Norman (1988) first introduced affordances to interaction design theorists, as a conceptual tool for predicting how agents will interact with a given product. The extensive body of literature that has since emerged, from human-computer-interaction studies (Ackerman, 1996; Conn, 1995; Moran, 1997; Norman, 1999) to architectural theory and practice (Koutamanis, 2006; Maier and Fadel, 2009), has followed Norman’s lead in defining affordances, somewhat amorphously, as whichever action-related properties of objects are sufficient to elicit the intended forms of behavioral interaction between the agent and object. However, while this is correct, it is only half the story. It leaves unexplained how human perceivers detect and “pair down” on the potentially vast range of possible affordances (at a given time), to select the ones that will be relevant to the coordination and guidance of the targeted actions. Call this the “selectivity problem,” a proper treatment of which is missing from the literature. This is no small matter. If the theory of affordances is to be useful to architects and designers, if it is to have explanatory and predictive power over how perceivers will interact with their surroundings, then some account of the cognitive procedure by which affordances are selected for the deployment of specific behaviors is necessary. Otherwise, it is unclear what the theory hopes to predict or explain.
To this end, we maintain that the couching of affordances in a framework of human intentionality is not only consistent with Gibson’s theoretical views (i.e., the action-oriented definition of the concept of affordances not only suggests an intentional perspective), indeed, such a perspective is necessary if we are to succeed in implementing the affordance-concept into an architectural design context in a way that addresses the selectivity problem. This is one of the goals of “Dragonfly,” a first attempt at implementing the affordance-based control of perceptually guided-action into a digital design simulation. Dragonfly enables human interaction with geometry by encoding the basic principles of ecological psychology (including a rudimentary form of intentionality) into an interactive CAD environment. New vistas for future research and interdisciplinary approaches to design are then discussed, with a special emphasis on their applicability to architecture.
The Geometric Fundamentals of Design
In Gli spazi e le arti, quarto volume dell'appendice XXI Secolo della Enciclopedia. vol. 4, pp.299-306. Istituto della Eciclopedia Italiana Fondata da Giovanni Treccani, 2010.
Descriptive geometry has a historically consolidated relationship with the art and the construction in general, and it... more
Descriptive geometry has a historically consolidated relationship with the art and the construction in general, and it could therefore not fail to be affected by the technological evolution we mentioned earlier. The classical corpus of texts on the discipline, based first of all on the representation methods, understood as the theories of the construction of the encoded image, appeared to be completely inadequate compared with the contemporary project procedure and, what is worse, it seemed unrelated to the new representation techniques of the space, while these last, at the same time, did not seem to have a basis theory of general character, but only the algorithms that permit to solve this or that particular problem.
In the academic circles, the architects who, due to changing historical events, today are the repository of the discipline of descriptive geometry, have finally seized the wish for renewal that came above all from the youth, faced, on the one hand, with a theory that does not seem to have any more applications and, on the other, with a technique that is incomprehensible, precisely because it is lacking the general concepts of a theory; now, finally, is ongoing a process of revision and renewal of the classic descriptive geometry, which is based on new definitions of the fundamentals and fulfilled through integrations and transformations of the corpus of texts on the discipline.
As we will see in a while, the integrations concern, essentially, the representation methods, while the transformations involve above all the construction procedures of the geometric shapes.
The representation methods, in general, are distinguishable for two essential reasons: the first, and the most important, is that each of the methods is able to record the characteristics of the shape and the dimension of an object in the space and, at the same time, it is able to transfer the object back into the space once it has been represented. A method, to be considered as such, must be able to perform this path, in both directions, autonomously, that is, without turning to other methods. The second reason that permits to distinguish the methods, the one from the other, concerns the use of each of them within the planning activity: the metric control, as in the case of the representation in plan and elevation, or the formal and perceptual control, as in the case of the perspective.
The information systems make use, basically, of two digital representation methods that have been called: mathematical representation and numerical or polygonal representation.
The digital representation methods have some other extremely innovative characteristics, which have remarkable impacts on the planning as well as on the theoretical evolution of descriptive geometry and these are: the accuracy and the spatiality.
This modality of the geometric expression, which uses the analogy to describe the result of a digital process, may appear to be hybrid, too, and not purely geometric. But, as a matter of fact, we are simply dealing with the fulfilment of one of Monge’s wishes, the synergies between analysis and synthesis, between symbolic languages and graphic languages, which the French mathematician already clearly expressed in the first edition of his most famous work (1798): the analytic geometry and descriptive geometry should be ‘cultivated’ together, since in this way the descriptive geometry would bring its own evidence into the most complex analytical processes and, in turn, the analysis would bring the generality and accuracy of the results to the descriptive geometry. After all, Monge’s idea has not been abandoned: this way of making research, open-minded, deliberately disrespectful of the fences that surround the disciplinary fields of mathematics, has illustrious supporters: from Guido Castelnuovo (1903) to Harold Scott Mc Donald Coxeter (1961). In former times, when electronic computers were still unknown or had far from reached their present-day world-wide distribution, the schools of mathematics have created a rich selection of three-dimensional models, maquettes in plaster, wood and other materials very similar to those which decorate the studio of an architect or a designer. Recently these collections have been subject to studies and additions carried out, precisely, with virtual models. René Thom (1977), while on the one hand he considers the descriptive geometry as an obsolete science, and affirms that he would like to free himself from the manipulation of the Euclidean three-dimensional bodies of the space, on the other hand he recognizes to the qualitative sciences the capability to construct models that are the only ones able to explain our surrounding world, even if they cannot give quantitative results. So, it really looks like as if the synergy hoped for by Monge, and today fully expressed by the union between the concise reasoning of the geometry and the electronic calculation, is able to create a synthesis between quantity and quality, producing results that, while they describe with audacious analogies and with great immediacy the reality of a phenomenon, they also allow a quantitative analysis with controlled accuracy.
Structured modelling for aesthetic design'
In Proceedings of the International Conference on Computer Graphics, pp.267-274, 2000 - with C. Catalano, M. Meirana
Nowadays, it is very common that the same company produces the mechanical and electrical parts of a product also for... more Nowadays, it is very common that the same company produces the mechanical and electrical parts of a product also for competitor trademarks. The differences in products are mainly given by shape details and then the choice of the customer results strongly affected by aesthetic aspects (color, shape, and so on). These ones are not so conditioned by technology as in the past because of the availability of new materials and tools, able to render very complex shapes and to provide a greater freedom to the stylist creativity. In this paper, the introduction and the study of high-level modeling entities is attained. From the one hand, these elements would improve the CAS design, bringing the computer way of operating nearer to the stylist way of thinking. The analysis focalizes on possible shape modification techniques, which take into account the emotional impact. From the other hand, the adoption of the feature-based concept is introduced for allowing the reuse of already existing models for obtaining new, but aesthetically similar, products.
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Seen by:Hyper [DM] Process. Emerging Conditions for Digital Design and Manufacturing in Architecture
> Co-authored with:
Marta Malé-Alemany
> Published in:
Proceedings of the 20th Conference on Education in Computer Aided Architectural Design, eCAADe 2003 (pp. 343-346), Graz
> Year:
2004
This paper participates in the current digital architecture debate taking into account the introduction of CAD-CAM... more This paper participates in the current digital architecture debate taking into account the introduction of CAD-CAM technologies in architecture and focusing on the way this could further change the process of architectural production. It proposes a mode of integration based on associative parametric environments and explains that new conditions for developing architectural projects indeed emerge from this digital framework. Finally, the research developed at DAw is presented as an academic laboratory where the arguments of this paper have been tested and timulated.
Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design
Citation:
Michele Fiorentino, Raffaele de Amicis, Giuseppe Monno, Andre Stork, "Spacedesign: A Mixed Reality Workspace for Aesthetic Industrial Design," ismar, pp.86, International Symposium on Mixed and Augmented Reality (ISMAR'02), 2002
Spacedesign is an innovative Mixed Reality (MR) application addressed to aesthetic design of free form curves and... more Spacedesign is an innovative Mixed Reality (MR) application addressed to aesthetic design of free form curves and surfaces. It is a unique and comprehensive approach which uses task-specific configurations to support the design workflow from concept to mock-up evaluation and review. The first-phase conceptual design benefits from a workbench-like 3-D display for free hand sketching, surfacing and engineering visualization. Semi-transparent stereo glasses augment the pre-production physical prototype by additional shapes, textures and annotations. Both workspaces share a common interface and allow collaboration and cooperation between different experts, who can configure the system for the specific task. A faster design workflow and CAD data consistency can be thus naturally achieved. Tests and collaborations with designers, mainly from automotive industry, are providing systematic feedback for this on-going research. As far as the authors are concerned, there is no known similar approach that integrates the creation and editing phase of 3D curves and surfaces in Virtual and Augmented Reality (VR/AR). Herein we see the major contribution of our new application.
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Seen by: and 1 moreTangible digital master for product lifecycle management in augmented reality
this is a manuscript and for evaluating\students\research purpouse
We present a novel approach, called tangible digital master (TaDiMa), based on a flexible access to Product Lifecycle... more We present a novel approach, called tangible digital master (TaDiMa), based on a flexible access to Product Lifecycle Management (PLM) database using a tangible/graphical user interface and augmented reality. We developed and tested a technical drawing template with automatically embedded markers for augmentation. We embedded the Mozilla FireFox engine into our annotation system for the integration of web 2.0 applications in the AR environment. We also extended the concept of web feed to PLM for notification of technical contents. We implemented a dynamic labelling management with view-driven filtering and placement. We also present a tangible management for layers visualization and users access by marked tokens. We validated the TaDiMa approach in a selection of possible scenarios for different PLM applications. The main benefit of the TaDiMa system is the easy and low-cost integration in the product lifecycle process.
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Seen by:MozArt: An Immersive Multimodal CAD System for 3D Modeling
Published in proceedings of ACM IndiaHCI 2011 (Work in progress)
3D modeling has been revolutionized in recent years by the
advent of computers. While computers have become much... more
3D modeling has been revolutionized in recent years by the
advent of computers. While computers have become much more affordable and accessible to the masses, computer modeling remains a complex task involving a steep learning curve and extensive training. In this paper we describe the MozArt Table, our effort to redefine the interface for computer modeling to make it more accessible to lay users. We have explored both the hardware and software aspects of the interface, specifically, the use of intuitive speech commands and multitouch gestures on an inclined interactive surface. The paper describes our approach,
hardware setup and the technology used to make it work.

