1,001 research outputs found

    Observar, explorar e representar

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    Rabo-de-Bacalhau building type morphology: data to a transformation grammar-based methodology for housing rehabilitation

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    This paper is done in the scope of a research in which a housing rehabilitation was methodology is developed to meet contemporary functional and ICT requirements. The methodological hypothesis is to use description grammars, shape grammars, and space syntax as tools for identifying and encoding the principles and rules underlying the adaptation of existing dwellings to meet new requirements. ‘Rabo-de-bacalhau’ building type was used to develop the transformation grammar-based rehabilitation methodology. This paper focuses on the characterization (functional, constructive, stylistic, and cultural) of the case study buildings at the time of construction and nowadays. The process to transform dwellings and the possibility of generating designed solutions that meet the user’s requirements is discussed at the end of the paper

    Mapping architecture through digital technologies

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    In this presentation I will present the research developed lately in ISTAR-IUL regarding the use of digital technologies, namely Augmented Reality (AR), Virtual Reality (VR) and Spatial Augmented Reality (SAR) to explore architecture contents, namely the ones focusing cultural tourism, through several perspectives. The goal of this research is to combine knowledge from several disciplines, including History of Architecture and the City, Architecture in the broadest sense, Information and Communication Technologies (with an emphasis on Computer Graphics) and Tourism studies. These fields have been integrated in the development of a common base of information on the architecture of cities. In general, the main goals of our research are: i) to create an information system that allows access to digital information useful for the understanding of the built and urban areas; ii) to increase the knowledge about the built environment through the use of more informational media; iii) to collaborate with IT researchers in the development of real VR and AR implementations for the city; iv) to enhance collaboration between education architecture and multimedia students through the use and development of new technologies and processes. In the book Theorizing Digital Cultural Heritage, Fiona Cameron and Sarah Kenderdine (2007), present a compilation of papers that discuss the mutual transformation that emerging digital technologies and heritage organizations cause on each others due the current trend of combining both. In this line of thinking the research we have been doing contributes to the discussion on the combination between the digital technologies and the elements and places they refer to. Both AR and VR tools have been developed by our team to enhance a better understanding of architecture, namely the cultural heritage, to students and the broad public. All these technologies have been presented in exhibitions on cultural heritage such as the “Escola de Chicago: arranha-céus digitais” exhibition in 2014 at ISCTE-IUL where digital technologies allowed visitors to observe the story of such period in an innovative way. In this exhibition several digital tools developed were presented. Semi-immersive Virtual Reality enabled participants to explore the downtown city of Chicago by navigating in a 3D model (Coroado, Pedro, D’Alpuim, Eloy, & Dias, 2015). Individual buildings representative of the period, as the Old Colony, were presented with an AR app (ARch) that enables users to navigate into these buildings using several functionalities as hide/show parts of the building (Mendonça, 2014). Spatial Augmented Reality was used to augment physical models at the scale 1:10 that were positioned in the exhibition as a complement to the ones digitally presented by AR (Velhinho, 2014). The mobility and ease of use enabled by the augmented reality apps lead us to continuing using this technology for creating solutions of visualization of cultural information targeting tourists. In this scope we developed an app to be used for the augmented visualization of paper maps (ARch4maps) (Gaspar et al., 2016). In this case the Lisbon map of the Prémios Valmor was used and the awarded buildings were mapped by AR in the physical map. SeeARch is a recent AR app developed to be use outside while e.g. a tourist is walking through the city and aims to acquire information on buildings and places. All the developed apps were tested (satisfaction and usability tests) and they use of digital visualization tools proved to be of outmost interest for linking city knowledge and visitors and therefore heritage and cultural tourism.info:eu-repo/semantics/acceptedVersio

    Inclusive e-learning to understand collective memories and identify new uses of African plantations heritage

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    Digital globalization has been changing and increasing the flow of information, reshaping perspectives, and actions worldwide, with countless benefits in socio-economic, political, environmental, and cultural realms. However, less-developed countries or historically areas subjected to foreign dependency, such as former colonies, have not benefited from sustainable economic development arising from digital globalization. Moreover, historical biases and underrepresented narratives should be also brought to light, especially in Europe. This ongoing project provides new insights on the Roças, which were built from the mid-19th century in São Tomé and Príncipe (STP) for the production of soft-commodities – mainly cocoa and coffee. This study tackles timely aspects about Roças and its ethical reanalysis by the transnational community. Then, it explores how audio-visual storytelling, serious board game or immersive authentic multisensory tools for visual and auditory stimuli, can be used for making accessible and preserving the value of African plantations heritage. Overcoming the difficulties to reach far and different communities, this project attempts to raise awareness on the tangible and intangible value worldwide. It proposes to pave the way for a dialogue among STP’s community (both local and now living in Portugal) with researchers, policy-oriented organizations, policymakers, local entrepreneurs, and archival curatorial staff. In fact, these groups are often disconnected from consuming and discussing the legacies of colonialism in their twofold aspects, as architectures of violence and as part of the most promising production system. This study offers the opportunity to use inclusive e-learning tools for promoting reflexivity and resilience of STP and European communities when addressing dichotomous values of built heritage. In line with recent research paths on digital cultural heritage conducted by ISTAR team, it is shown how mixed and augmented reality tools enable to convey both inclusive e-learning for a broad community and promote sustainable development.info:eu-repo/semantics/publishedVersio

    The right to choose democratising older people's housing design trhough mass customisation

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    This paper presents the topic of non-institutional old-age housing responding to the needs of older people craving both community and independence. This is done in the context of the potential transformation of existing Slovenian single-family houses into co-housing units for community-based ageing that promotes socialising, resource sharing, and reciprocity. The proposal responds to the need to address a universal issue of our ageing population in their largely maladjusted, privately-owned housing, considering a factor that is often neglected – the need for personalisation. To guide this architectonic adaptation, we present a design-driven research method, based on a mass customization approach, used as a tool for tackling a socially prevalent problem. The tool employed was a formalised design method that can cater both to the demands of mass, large scale problems and equally, to personalised needs, and deliver a large number of design solutions that meet diverse requirements; a transformation shape grammar.info:eu-repo/semantics/publishedVersio

    Customized housing design: Tools to enable inhabitants to co-design their house

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    In architecture, the individual needs and preferences of the end users need to be achieved in order to ensure a successful design. Standardized houses have been for long the reason for inhabitants' lack of satisfaction. The participation of inhabitants in the design process of their own houses is a crucial aspect to address housing customization, however there is a lack of effective tools to help inhabitants co-design their houses. Generative design solutions seem to be an effective way to address mass customization problem. In this paper we present a literature review on computer aided design systems that allow inhabitants to design, or partially design, their own houses. Existing solutions are classified in several categories (as generation process, target users, type of outcome, type of interaction, availability) regarding to what they accomplish and then analysed.info:eu-repo/semantics/publishedVersio

    How non-designers understand the architecture design project: a comparative study using immersive virtual reality

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    This study focusses on how people who are not familiar with the traditional methods used to represent architecture understand architecture design projects. The main objective of the study was to assess the client's level of comprehension of a design project presented using traditional representation methods in comparison with a method based on the use of immersive virtual reality. Two experiments were conducted, involving architects, design projects and real clients. In both experiments an architecture design project was presented using two different methods: i) the traditional method, ii) the immersive method, using virtual reality, viewed by means of a Head Mounted Display. The results were used to address the questions posed during the study regarding comprehension of architecture design projects. They confirmed the hypothesis that individuals who are not familiar with architectural representations have a better and more accurate perception of a project after viewing it using immersive virtual reality rather than looking at technical drawings, renders and scale models.info:eu-repo/semantics/publishedVersio

    Transforming housing typologies. Space syntax evaluation and shape grammar generation

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    This paper focuses on the transformation of housing typologies by using a grammar-based methodology assisted by the use of space syntax measures. In this paper we start by describing three different types of housing buildings regarding their functionality by using syntactic measures. The studied buildings were constructed in Lisbon from the 18th to the 20th century and are representative repetitive cases in the city. The buildings’ descriptions are then used as part of the systematization of rehabilitation principles for the transformation grammar. We concluded that the particular characteristics of those buildings enable specific rehabilitation strategies to be carried out and that those different strategies may be integrated in the general grammar framework but defining specific sub-grammars.info:eu-repo/semantics/publishedVersio

    Architecture for community-based ageing – A shape grammar for transforming typical single-family houses into old people's cohousing

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    In Slovenia, the existing organised housing infrastructure for people over 65 years of age is in-sufficient and lacks diversification. Older people are often homeowners, many of whom dwell in large, underused single-family houses that require adaptations. Some have the potential to be transformed into small co-housing communities of 3–6 older people. The houses in question are mostly pattern-book houses of various types, built in the first decades after WWII. To approach the problem of converting this mass resource while providing enough flexibility for individual customisation, a shape grammar was proposed, with the intension of expanding the range of design variations for the transformation of single-family houses and presenting them to both users and architects for further assessment. The shape grammar was inferred based on a corpus of case studies developed by architecture students across two weeklong workshops. Three general strategies emerged—splitting the house vertically (according to sleeping/private and liv-ing/communal functions), horizontally, or with the maximum number of sleeping/private spaces. Essential spaces were catalogued to determine the conditions and requirements for assigning every transformation rule. The result was a simple, yet versatile composition generator. Through the development of a user-friendly interface, this resource could be used to empower potential inhabitants in the transformation design process.info:eu-repo/semantics/publishedVersio

    Towards effective city rejuvenation with ICT: Web-based shape grammar supported refurbishment design

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    In this paper we consider the architectural task of the rejuvenation of cities consisting of the large scale renovation of regular apartment buildings. It is argued that ICT, and specifically shape grammar systems, provide the means to take up this task by refurbishing the apartments in these buildings in an individualized way, thus avoiding large scale demolishment in cities. We give this argument for the specific case of Rabo-de-bacalhau apartment buildings in the city of Lisbon by sketching a shape grammar system for the refurbishment of these apartments that can be made available as a web tool directly to the apartment inhabitants.info:eu-repo/semantics/acceptedVersio
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