Dissertations / Theses on the topic 'Architecture Architectural design Architectural design Phenomenology'

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1

VonderBrink, David Thomas. "Architectural Phenomenology: Towards a Design Methodology of Person and Place." Oxford, Ohio : Miami University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=miami1185571813.

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Pino, Yancovic Marco. "Architectural Experience : A design exploration for a New School for the Blind." University of Cincinnati / OhioLINK, 2010. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1281451214.

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3

Al-Attili, Aghlab Ismat. "Factors affecting embodied interaction in virtual environments : familiarity, ethics and scale." Thesis, University of Edinburgh, 2009. http://hdl.handle.net/1842/4910.

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The thesis explores human embodiment in 3D Virtual environments as a means of enhancing interaction. I aim to provide a better understanding of embodied interaction in digital environments in general. 3D interactive virtual environments challenge users to question aspects of their embodiment by providing new modes for interacting with space. Designers are facing new challenges that require novel means of interacting with virtual environments that do not simply mirror the way we interact within physical environments. Much of the research in the field aims to show how such environments can be made more familiar and "realistic" to users. This thesis attempts to probe the unfamiliar aspects of the medium. In this thesis I explore the concept, image and object of intimate space. How can an understanding of intimate space inform embodied interaction with virtual environments? I also investigate the role of familiarity by analysing and testing it in two contrasting interactive virtual environments. My contribution is to provide an account of familiarity as the driver behind embodied interaction in virtual environments based on human experience (from a phenomenological standpoint). In order to enhance the process of design for human embodied interaction in 3D virtual environments or in physical environments, I will identify tangible and intangible elements that affect human embodiment in 3D virtual environments and space, such as ethics and scale. Both examples are explored in interactive 3D virtual environments corresponding to real physical environments by subjects who are the daily users of the real physical environments. The thesis presents scale as a tangible element and ethics as an intangible element of human embodied interaction in space in order to highlight the different aspects that affect human engagement with space, and therefore human perception of their space and their embodiment. The Subjects’ accounts contribute toward informing the design of interactive 3D virtual environments within the context of embodied interaction.
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Norouzi, Neda. "Intergenerational Facilities: Designing Intergenerational Space through a Human Development Lens." Diss., Virginia Tech, 2016. http://hdl.handle.net/10919/79848.

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The built environment can be structured to encourage or discourage social interaction and can have effects on children's cognitive, social, and emotional development as well as effects on elder's health and well-being. Knowing the profound influence of the built environment on elders (Garin, et al., 2014) and children (Bradford, 2012), the design of intergenerational spaces therefore has the potential to influence the interaction between elders and children engaged in intergenerational programming. Intergenerational care programs present opportunities for cooperation and exchange of skills, knowledge, and experience between people of different age groups (Bradford, 2012; Jarrott, 2011; Kaplan et al., 2002; Newman, 1997). Highlighting the common points and connections between architectural phenomenology and human development theories, this study presents the benefit of developmental theories being applied empirically in architectural design when creating intergenerational facilities in order to enhance the quality of intergenerational interactions. To address this goal, this study examines physical environments that can effectively and efficiently provide intergenerational services. The objectives of this study are to find out (1) whether or not the identification and adaptation of human development theories and architectural phenomenology inform the extension of normative design for intergenerational facilities and (2) in what ways do architectural conditions of an intergenerational space meet the needs of multiple age groups and facilitates interaction. The study uses grounded theory framework to develop a theory related to the influence of spatial design on the quality of intergenerational interactions. To accomplish this, a phenomenological description of different intergenerational spaces was conducted, followed by four to six hours of behavioral/observation mapping of the intergenerational space. The investigator interviewed the architect(s) to ascertain their main ideas and the purpose of designing the building, and the people (participants, educators, coordinators, and facilitators) involved with the intergenerational programs to indicate how the space influences intergenerational interaction. The result of reviewing and analyzing the collected data is a new model of design process grounded in theoretical tenets of personhood and contact theory and applicable for designing intergenerational facilities.<br>Ph. D.
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Gentille, Sanchez Piero Franco. "Centro Urbano Religioso de Huaycán." Bachelor's thesis, Universidad Peruana de Ciencias Aplicadas (UPC), 2021. http://hdl.handle.net/10757/656327.

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Este documento de tesis fue desarrollado con la intención de estudiar la propuesta de arquitectura religiosa desde un punto de vista fenomenológico y social. La propuesta toma como punto de partida a Huaycán, una zona de Lima con problemas sociales particulares, y se identifica a su comunidad franciscana y la falta de un centro social y religioso como el componente clave para el desarrollo de una identidad espiritual faltante en el lugar, pues a pesar de ser una zona rica, importante y compleja en historia y dinámica religiosa, no se haya como tal. Es así que la propuesta trata de aprender de las raíces prehispánicas del lugar sin desviarse de su identidad verdaderamente cristiana e incluso retomando tradiciones simbólicas de uso infrecuente.<br>This thesis was developed with the intention of studying the proposal of religious architecture from a phenomenological and social point of view. The proposal takes as its starting point Huaycán, an area of Lima with particular social problems, and identifies its Franciscan community and the lack of a social and religious center as the key component for the development of a missing spiritual identity in the location as despite it being a rich, important and complex area in history and religious dynamics, there is no such manifestation. Thus, the proposal tries to learn from the pre-Hispanic roots of the place without deviating from its truly Christian identity and even retaking symbolic traditions of infrequent use.<br>Tesis
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Altman, Andrew. "Branding Architectural Corporate Design." University of Cincinnati / OhioLINK, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1337362892.

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Hurst, Felicia. "Architectural participatory design methods." Online version, 2000. http://www.uwstout.edu/lib/thesis/2000/2000hurstf.pdf.

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8

Wiggins, Glenn E. "Methodology in architectural design." Thesis, Massachusetts Institute of Technology, 1989. http://hdl.handle.net/1721.1/14498.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1989.<br>Includes bibliographical references (leaves 173-174).<br>The act of designing in architecture is a complex process. Many designers, when probed for reasons to explain their actions, are either unable to answer questions, or provide explanations that are not true descriptions of their actions. Frequently the designer will answer that his or her reason for making a particular design decision is based on 'feeling' or 'intuition.' Under this model the design process assumes a 'mystical' aura. Architectural designers can create, yet are unable to say how they do so. Often that which can be explicitly discussed by the designer is the least significant part of his or her design process. It is unlikely that designers are 'channeling' information from cosmic sources. Rather, they are working with knowledge that is largely tacit. This thesis attempts to de-mystify the process of architectural design. Through a close scrutiny of existing literature, incorporation of personal experience as an architect, and testing of theories with lay, novice, and expert designers a theory of design methodology is proposed.<br>by Glenn E. Wiggins.<br>M.S.
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Riley, James Preston. "A paradigm for Kemetic architectural design : the beginnings of a Kemetic architectural design language." Thesis, Massachusetts Institute of Technology, 1996. http://hdl.handle.net/1721.1/69741.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1996.<br>Includes bibliographical references (p. 59-60).<br>Kemetic [Egyptian] architecture is highly recognizable. In particular, there was a distinct monumentality to its religious architecture. As well, familiar design characteristics permeated many of them. These edifices continue to be a source of discussion and debate. Opposing interpretations range in opinion; from traditional and conservative to embedded with scientific and mathematical knowledge. In this thesis, I investigate one facet of the Kemetic architectural tradition. I will first define tradition and architectural tradition. Second, I will identify the main themes. They include the Kemetic architectural continuity; the Kemetic architectural design principle; and, the determinants of the architectural design principle. The themes assist in further understanding underlying components of Kemetic architecture. To demonstrate these points, the Kemetic temple plan is used as a reference point for discussion. In the conclusion, it is my intention to bridge opposing areas of discussion to enhance them and advance the comprehension of Kemetic architecture.<br>by James Preston Riley, Jr.<br>M.S.
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Christodoulides, Marios Andreas. "Design heuristics : facilitating architectural thought." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/65239.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1997.<br>Includes bibliographical references (p. 48).<br>As D A Schon describes the problem space is not given with the presentation of the design task, but constructed by the designer as he/she invents the moves by which he/she attempts to find solutions. From such a design process two episodes emerge, the first one comprised of all the moves a designer makes to construct and organize a problem space, and the second one describing how a designer might navigate through such a problem space in his/her attempt to arrive at solutions. It is the methods which designers use in these episodes which I define as 'design heuristics'. These can facilitate the early stages of the design process in several ways. First they can help set up a platform upon which designers can begin to operate, and which can become the catalyst for further development and refinement to occur. Secondly, they help introduce into the problem space any concerns the designer chooses to address, whether those emerge from site, climate, or other potential factors. These help to complement programmatic concerns, set up hierarchies, and subsequently help the designer determine the important aspects of the problem he/she is attempting to address. Thirdly, the introduction of different 'design heuristics' in both episodes of the design process helps to limit the range of possible solutions, and therefore eliminate the need for exhaustive search. In this thesis an iterative process of investigation is carried out in order to gain a better understanding into the nature of different 'design heuristics' and examine the potential for the development of a tool that can facilitate their implementation. Different categories of rules are introduced in an attempt to create an environment where deSign operations, independent of particular design problems, can be identified. Rules such as the grid, line, and boundary are implemented to investigate concepts of alignment, articulation, and envelope respectively. A random generator is used upon which these rules are superimposed, allowing for a better understanding of the potential and limitations of single rules, or combinations of them. The careful evaluation of a series of experimental products gave rise to a series of concepts that could be critical in the development of an appropriate tool offering more insight as to how one should proceed next. Introducing 'flexibility' for each one of these rules allowed for the development of hierarchies of importance among the different heuristics a deSigner might choose to apply. 'Directional constraints' for each of the rules emerged as critical allowing the development of different variants from each one of the rules described above. The grid for example could have different constrains in anyone of its three axis. The 'sequence' by which these rules are applied emerged as important in the articulation of each one of these rules. The rule applied first would have to compromise the most following the application of subsequent rules. The careful study of products utilizing different variations of such concepts gave better insight as to how these concepts might be further developed and also allowed for new ones to emerge. Furthermore an attempt is made to address both episodes described above by defining a stage of 'generation' followed by a stage of 'post-generation control'. A collection of such concepts can begin to clarify some of the operations that are part of the design activity, setting up the ground for the development of a design tool that facilitates the application of heuristics in the early stages of the design process.<br>by Marios Andreasa Christodoulides.<br>M.S.
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Davidson, Bradley Ross. "Poetic intent in architectural design." Thesis, Georgia Institute of Technology, 1986. http://hdl.handle.net/1853/23392.

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Ricci, Natali. "The Psychological Impact of Architectural Design." Scholarship @ Claremont, 2018. http://scholarship.claremont.edu/cmc_theses/1767.

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The interplay between architectural design and human psychology is significant, yet it remains largely unnoticed or even ignored both in and outside the design industry. Moreover, the relationship between design and psychology is not only consequential, it is bidirectional. On the one hand, successful design has been shown to have clear psychological and physiological impacts; on the other, psychology, human experience, and the function of our neurological systems all play a significant role in what we perceive to be successful design. This thesis endeavors to create an understanding of how that complex relationship evolved and how it works in today's world. It does so by first exploring how the human brain and nervous system is structured and functions, how that structure and function benefited our human ancestors, and how modern society impacts that function. With that knowledge as a background, the interrelationship – both positive and negative – between design, psychology and our nervous system is explored. Successful design patterns are reviewed, including those that evoke the same sense of security sought by our human ancestors, as well as those whose specific patterns have a meaningful psychological basis. Similarly, reasons why some design forms and themes have not been successful are explored, as is the modern-day challenge of human stress that results from those poorly designed buildings and spaces. Finally, the importance of incorporating nature into the human built environment to take advantage of its positive psychological impact and restorative properties is explored.
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Sich, Mark John. "Articulating architectural design through computational media." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/70286.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1997.<br>Includes bibliographical references.<br>This thesis proposes the concept that computational tools can merge two high order cognitive operations for architectural designers. The first cognitive operation being the internalization of displacement (as defined by Kant and Piaget). The second being the construction of a mental Model (i .e. one that represents a tended external reality) . The existing computational tools allow for a new external representation that has a relationship with the internal representation in the designers mind . The conceptualization of complex systems is in a direct relationship with the designers ability to visualize infopro (information processing) paradigms. The designer must be afforded the opportunity to undergo the cyclic process of conjecture, reading and evaluation. How can an architects sensibility to physicality be integrated into computationally based modeling and representation. The larger contextual questions are; What are the inherent differences between actual physical models and computational models? What is lost and what is gained, and can they be reconciled with each other? What are the cognitive operations that are assisted through the use of these new computational models? As these questions are broken down, it becomes apparent that the difficulty of re-presenting the computational model back to the designer (and others) must be investigated . Interaction in virtual space is not new, but the investigation of an application using an architectural setting has not yet been explored. I propose the creation of an immersive tool that will allow for a phenomenological creation of a virtual model. The application will examine the interaction that occurs between "reality" and proposed reality. The addition of an abstractive navigation system will help facilitate the conceptualization of a congruent infopro model. When the program is completed (first 1/ 2 of the semester, different design approaches will be tested by different end users with different physical interaction models. The output that is generated will lead to the proposal a new typology of spatial forms . The proposed implementation will incorporate the presentation model, but only for reflection, the primary purpose is a computationally centric design process.<br>by Mark John Sich.<br>M.S.
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Colakoglu, M. Birgul (Meryem Birgul) 1966. "Design by grammar : algorithmic design in an architectural context." Thesis, Massachusetts Institute of Technology, 2000. http://hdl.handle.net/1721.1/8372.

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Thesis (Ph.D.)--Massachusetts Institute of Technology, Dept. of Architecture, February 2001.<br>Includes bibliographical references (leaves 135-139).<br>An experimental study was performed to explore the practical applicability of the rule based design method of shape grammars. The shape grammar method is used for the analysis and synthesis of the hayat house type in a particular context. In the analysis part, the shape grammar method is used to extract basic compositional principles of the hayat house. In the synthesis part, first the evolution of a new hayat house prototype is illustrated. An algorithmic prototype transformation is considered. This transformation is achieved in two ways: by changing the values assigned to the variables that define the component objects of the form, and by replacing the vocabulary elements of the form with new ones. Then, the application of the rule based design method for housing pattern generation is explored. The design of a housing complex is illustrated using this method.<br>by M. Birgul Colakoglu.<br>Ph.D.
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Huang, Zhaoheng. "Landscape plants in architectural design." Virtual Press, 1992. http://liblink.bsu.edu/uhtbin/catkey/845986.

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This creative project has explored the design methods to integrate landscape planting materials and architectural elements. A demonstrative architectural design is proposed to apply these research methods. This report comprises two major sections: one is the description of landscape materials and their characteristics; the other is an architectural design to demonstrate the usage of these landscape materials. The first section of this report has emphasized on an inventory of landscape materials with the descriptions of their individual functions and characteristics in architectural design as well as the samples of those landscape elements in spatial organization. About 40 most popular plant materials were collected and their growing patterns and spatial geometries were integrated in various building typology. The case study has demonstrated the practical application of those landscape materials. The cultural and aesthetic values of plant materials were evaluated according to the cultural and historical background of selected prominent landscape designs. In the second section, a creative architectural design was developed based on a proposed Tree Museum located in Muncie, Indiana. The objective of this design was to apply the design principals developed in previous research, and to demonstrate how the landscape materials could be properly integrated with architectural design. As a trial approach, the tree museum has presented a unique perspective of architectural design in which the organizations of both building structures and plant elements are highly implemented.<br>Department of Architecture
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Smithwick, Daniel J. II (Daniel John). "Architectural Design 2.0 : An online platform for the mass customization of architectural structures." Thesis, Massachusetts Institute of Technology, 2009. http://hdl.handle.net/1721.1/57554.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, June 2010.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (p. 111-112).<br>Not only are there incredible inefficiencies in the current practice of design, fabrication and construction of architecture, but, until now these processes have been limited to costly design professionals, wasteful manufacturing facilities and labor-intensive site work. Architectural Design 2.0 is a vision for rethinking these processes in order to empower consumers and users of architecture with the tools and resources necessary that will enable them to design and produce their own mass customized architectural structures. Such a change will be achieved by integrating digital fabrication technologies with the massive shift in Internet usage behavior commonly known as Web 2.0. This thesis begins with an historical framework of user-generated design and production in architecture and follows with an introduction to a digital-to-physical translation procedure that harnesses digital fabrication with an online open-source design platform. Finally, this thesis provides evidence of a working model for Architectural Design 2.0 by delivering a set of user-generated, full-scale prototypes.<br>by Daniel J. Smithwick.<br>S.M.
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Welch, Jeffery D. "Architectural Elegance." University of Cincinnati / OhioLINK, 2014. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1409065637.

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Gibson, Janet Stedman 1942. "The biotechnology facility: Issues in architectural design." Thesis, The University of Arizona, 1990. http://hdl.handle.net/10150/291655.

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Successful architectural design of the biotechnology facility depends on a clear understanding of many critical issues which face the newly emerging industry. Research indicates that insight can be gained through three major areas of study. First, understanding of the biotechnology industry itself is encouraged through examination of industrial application, biotechnology phases, production processes, obstacles in biotechnology, company developmental stages, methods of company survival, organization/labor force characteristics, locational issues and regulatory issues. Second, familiarization with the biotechnology facility as a building type is provided through exploration of functional areas and the spaces which they require, beginning with research and continuing through production to final distribution of the marketed product. Finally, awareness of current viewpoints and widespread concerns which relate to the design of the biotechnology facility is provided through the examination of safety, human, flexibility, functional, operational/maintenance, master planning, security, litigation and energy conservation issues.
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Seely, Jennifer C. K. 1975. "Digital fabrication in the architectural design process." Thesis, Massachusetts Institute of Technology, 2004. http://hdl.handle.net/1721.1/27030.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2004.<br>Includes bibliographical references (leaves 60-62).<br>Digital fabrication is affecting the architectural design process due to the increasingly important role it has in the fabrication of architectural models. Many design professionals, professors, and students have experienced the benefits and challenges of using digital fabrication in their design processes, but many others in the field are not yet aware of the possibilities and drawbacks afforded by these technologies. The research presented here unveiled key issues on the matter through a series of interviews with twenty-five individuals, focusing on digital fabrication in their practices and schools, and through three experiments utilizing eight digital fabrication methods, such as three-dimensional printing, laser cutting, and desktop milling. The interviews and experiments form a basis for suggesting better ways to utilize current digital fabrication methods in design and for proposing future methods better suited for the architectural design process.<br>by Jennifer CK Seely.<br>S.M.
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Cohen, Zachary (Zachary Dan Abramson). "Hold up : machine delay in architectural design." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/120385.

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Thesis: S.M. in Architecture Studies, Massachusetts Institute of Technology, Department of Architecture, 2018.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>Includes bibliographical references (pages 138-140).<br>This thesis introduces an architectural design approach that is founded on working with digital fabrication machines, materials, and time: Machine Delay Fabrication (MDFab). MDFab is characterized by the materialization and manipulation of the time taken by digital fabrication machines to do work. MDFab contrasts with other approaches to digital fabrication that architectural design has appropriated from adjacent fields (for example, human-computer interaction and automated manufacturing). In particular, MDFab is a response to "real-time" digital fabrication techniques, which use embedded sensing to immediately interact with the designer, material, and/or environment. Real-time techniques have negatively distanced architectural designers from material, temporal, and instrumental understanding. Further, the current dependence on real-time points to a future of anti-anticipation: a time in which architectural designers--and human beings, in general-- will not have to anticipate what happens next. MDFab is an alternative to this future: it offers a way to interact with digital fabrication machines that enables architectural designers to advance the material thinking, improvisation, and speculation that are--and should always be--fundamental to the architectural design process. The first part of the paper is concerned with the historical, theoretical, and practical contextualization of MDFab. MDFab is situated within work in both the arts and sciences that has explored the productive potential of delay. These experiments in delay set up critiques of three contemporary architectural design approaches to digital fabrication. These critiques are supplemented by an examination of digital fabrication projects that have opened alternative contexts for architectural design research. The first part concludes with a discussion of the science and practice of curing in concrete fabrication. The second part of this paper is dedicated to the introduction of Machine Delay Fabrication. The foundational concept of MDFab, machine delay, is introduced. The conceptual design implications of MDFab are discussed. The method of 3D printing concrete that was invented to explore MDFab is presented through a detailed account of its design. The findings of the concrete 3D printing exploration are used to speculate on the aesthetic, constructive, and ethical possibilities of MDFab in architectural design. Finally, the work is recontextualized in terms of the not-so-distant future that awaits architectural design practice.<br>by Zachary Cohen.<br>S.M. in Architecture Studies
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Muslimin, Rizal. "EthnoComputation : on Weaving Grammars for architectural design." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/93018.

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Thesis: Ph. D. in Architecture: Design and computation, Massachusetts Institute of Technology, Department of Architecture, 2014.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 169-174).<br>The aesthetic, structural, and functional aspects of weaving are parallel to the ideal Vitruvian model of an architecture that expresses an inclusive aesthetic, resonating from the logic of the design, structure and construction process. However, despite the strong historical connection between weaving and architecture at their earliest inception, the ideal model of weaving does not fully translate into most of today's architecture. In a quest to reinvent architectural weaving, the conception of weaving is challenged, reconfigured, and reformulated through in situ observation and computational design formulation. This dissertation proposes methodologies to interpret tacit knowledge in traditional weaving through an EthnoComputation lens and to reinvent architectural weaving with two Weaving Grammars.<br>by Rizal Muslimin.<br>Ph. D. in Architecture: Design and computation
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Gardner, Janet Elizabeth. "Computers and video : coincidental in architectural design." Thesis, Massachusetts Institute of Technology, 1987. http://hdl.handle.net/1721.1/73759.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1987.<br>Includes bibliographical references (leaves 92-94).<br>This thesis proposes a new tool for the designer that acts as an Intelligent adjunct In the design process. Architects express abstract concepts in physical concrete realities. The tools of the trade act as a medium through which to express these concepts; pencil. paper. models. Yet these tools do not allow for any intelligent discourse. While translating an abstract Idea into a physical object. a designer must keep track of complex associations between various elements within a design. As an idea becomes further developed. the associations between elements become more difficult to manage. On occasion matrices are employed to maintain a consistent relational system. yet complexity often forces design concepts to get distorted or lost. This thesis provides one solution; a method for to the management of this barrage of associative information. while still providing a stimulating design environment. With the proposed tool. a designer can use numerous media simultaneously; for our purposes digital video and an object-oriented graphics editor. The video environment acts as an analysis tool for exploring existing archetypes. In search of inherent themes. The graphics editor is a tool for synthesizing objects. creating a whole from a series of parts discovered in the video environment. The key to this tool is its ability to retain knowledge while acting as an intelligent adjunct in the design process. The designer operates with objects. These objects "know" what their behavior Is. and how to perform certain operations. Other attributes and relationships can also be attached to objects. or classes of objects. Compilation of both environments Is possible. due to a central knowledge base that maintains all the information from all objects. This single knowledge base allows objects In one environment to be shared by the other. creating an interactive environment between two Independent media. computers and video. and eliminating the bold line that separates the two.<br>by Janet Elizabeth Gardner.<br>M.S.
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Jones, Nathaniel Louis. "Validated interactive daylighting analysis for architectural design." Thesis, Massachusetts Institute of Technology, 2017. http://hdl.handle.net/1721.1/111461.

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Thesis: Ph. D. in Building Technology, Massachusetts Institute of Technology, Department of Architecture, 2017.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 139-152).<br>The conventional approach to predicting interior illumination and visual discomfort in buildings is to run a ray tracing simulation with high accuracy settings, wait while the simulation processes, and repeat as necessary with modifications to the scene and settings. This workflow lacks interactivity and usually occurs late in the design process to validate a completed design, if at all. For architecture to benefit from daylight as a practical, glare-free alternative to electric lighting, daylighting simulation and visual discomfort predictions must be available in real time during design. This thesis describes three innovations towards this goal: development of a parallel ray-tracing engine, validation against high dynamic range (HDR) photography and annual simulations, and human subject tests with interactive progressive rendering. Lighting simulation can be sped up more than an order of magnitude by running it in parallel on readily available graphics processing units (GPUs). Accelerad is a GPU-accelerated version of RADIANCE synthetic imaging software for global illumination simulation developed by the author, introducing a novel method for parallel multiple-bounce irradiance caching. In validation studies comparing simulated and measured luminance and visual discomfort, Accelerad achieves similar accuracy to RADIANCE at a speedup of 16 to 44 times. Applied to annual simulation methods to calculate climate based daylighting metrics such as daylight autonomy and annual sun exposure, Accelerad is 10 times faster than DAYSIM and 25 times faster than the five-phase method. Additionally, a progressive path tracing option is explored that calculates glare probability in seconds and enables interactive visual discomfort simulation. By providing accurate lighting simulation results to designers in real time, this information is expected to inform the design process in ways not previously possible. In human subject tests, the availability of realtime feedback was associated with increased exploration of the design space, higher confidence in proposed designs, higher satisfaction with the design task, and better performing designs with respect to daylight autonomy and daylight glare probability. This supports the theory that system response time affects users' cognitive states and suggests that designers will be more likely to adopt building performance simulation tools if they produce reliable results at interactive speeds.<br>by Nathaniel Louis Jones.<br>Ph. D. in Building Technology
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Tyler, Kenneth Ronald Jr. "Impressionism as architecture : an investigation of design principles." Thesis, Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/24132.

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Yuncu, Onur. "Research By Design In Architectural Design Education." Phd thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/12610061/index.pdf.

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Research by design refers to the design of architectural research as an integral part of architectural design processes. In 1980s, it emerged as a third way in design research that was dominated until then by the methods of natural sciences and humanities. With this new formulation of design research, a methodological and epistemological transformation occurs, leading to the integration of practical knowledge into architectural research. The primary epistemological question transforms from knowing what design is and knowing how to design to knowing what through the act of design. The integration of the act of design in research transforms the status of design in design research from being an object of inquiry to being a research approach. In the literature on research by design, this transformation is often related with Donald Sch&ouml<br>n&rsquo<br>s conceptualization of &ldquo<br>reflective practice.&rdquo<br>The main discussion of reflective practice is primarily methodological rather than epistemological. Although it provides methodological insights, it is not sufficient to constitute an epistemological basis for research by design. Thus, the epistemological basis of research by design has not yet been adequately defined. In this study, the notion of &ldquo<br>reflective practice&rdquo<br>is investigated in a broader context relating it to its sources in the concepts of &ldquo<br>tacit knowledge&rdquo<br>and &ldquo<br>action research.&rdquo<br>A conceptual framework for research by design is constructed by relating these concepts with the discussions on research by design and with practical philosophy, the implications of which has remained rather uninvestigated in this context. Aristotle&rsquo<br>s elaboration of knowledge generation in action and the concept of phron&amp<br>#275<br>sis (practical knowledge, prudence, or practical wisdom) constitute the underpinning of this conceptual framework. The conceptual framework that is constructed on the basis of the key concepts in practical philosophy is discussed in the context of architectural design education. When architectural design education is formulated as a process of research by design within this framework, knowledge generated in the educational design processes promises not only to improve the particular educational context and architectural education but eventually to contribute to architectural knowledge.
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Pickersgill, Robert Sean, and sean pickersgill@unisa edu au. "Architecture and Horror: Analogical Explorations in Architectural Design." RMIT University. Architecture and Design, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20090525.162052.

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This thesis examines the relationship between the practice of architectural design and the media through which it is represented. It makes a consistent critical appraisal of the philosophical presumptions under which architectural theory is made, in particular, the relationship between theories of expression and representation. The thesis presents seven distinct projects by the author which developmentally explore the degree to which architecture is able to represent the sublime - in particular through the concept of horror. In this instance horror emerges as a category of excess that supervenes the uses of the term in the genres of film and literary studies. Within the thesis horror describes an (impossible) objective for representation The thesis argues that the environment within which these philosophical questions of 'effect' may most resonantly be explored is, ultimately, digital media. The author draws on contemporary commentary by Jacques Derrida and Georges Bataille, in particular Derrida's discussion of the Parergon and contemporary discussion of l'informe, the informal to support these arguments. It is within the apparently 'real' environments of virtual reality that the presentation of the mise-en-scene of horror may be explored. Immersive digital environments, it is argued, provide an appropriate level of freedom and direction for the exploration of the spatial experience of the abyss. The thesis concludes by presenting observations on the antinomy of aspirations that any materialist theory of architectural practice must attend to when working within digital media.
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Chase, Davis William. "Architectural design principles as evidenced in Gothic architecture." Thesis, Virginia Polytechnic Institute and State University, 1985. http://hdl.handle.net/10919/53714.

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Three specific architectural design principles are identified and documented through a study of gothic architecture. The comparative method is used to show progressive change in gothic architecture and to illustrate how these design principles are evident in this change.<br>Master of Science
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Masojada, Janina Ewa. "Reactive and interactive architectural form : a design exploration." Thesis, Massachusetts Institute of Technology, 1989. http://hdl.handle.net/1721.1/79001.

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Thesis (M. Arch.)--Massachusetts Institute of Technology, Dept. of Architecture, 1989.<br>The site is a dense urban row-house residential fabric. Mass. Ave. roars along one side heavily trafficked and fast moving. Major public buildings are interspersed along its edges. A lineal pedestrian parkway moves through the residential fabric. crosses the site and continues through Boston on the other side of Mass. Ave. The site is at a point of transition between singular public buildings and small repetitive residential buildings. The thesis is the design a public building that attempts to connect. through its form. with the residential fabric. and in a similar manner as the pedestrian parkway is an extension of backyards and becomes a playground. a place for all to hang-out. offer a built environment that can be that too. This thesis looks at public and private definition of space. the building of large and small dimensions in such a way that a variety of uses and definitions may coexist within a formally legible and coherent structuring of form. generating interaction between the users and the form and the building of form that is contextually reactive and interactive. expressive of the difference of its use by the continuation and / or transformation of existing patterns. Access and structure are the generators of definitions that realize public access. collective and more specific use space that are built in spatial continuity. It is an 'open' building. optional a collage of spaces. with layers of definition. It should offer a site for what you want to be doing, or not doing. and to change with the changing. always having something going on with which to participate. Concerts, kite-flying, school a palm-tree, motor- car mechanics, dancing, books, and light. canolis and coffee. stuff about computers. walls on which to paint. Palm reading ... etc.<br>by Janina Ewa Masojada.<br>M.Arch.
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Simondetti, Alvise. "Rapid prototyping in early stages of architectural design." Thesis, Massachusetts Institute of Technology, 1997. http://hdl.handle.net/1721.1/70287.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1997.<br>Includes bibliographical references (leaves 59).<br>This thesis shows how architects can use Rapid Prototyping and what the advantages and disadvantages are in different manipulations of the tool. Chapter two attempts to chart a road map of the rapid prototyping media. The data were drawn from a number of first hand experiments conducted by the author as well as by colleagues in MIT School of Architecture and Harvard Graduate School of Design, and in actual practice. The whole research lies on the boundary between virtual and real, on physical prototyping from a digital file. Digital prototyping and manual prototyping are mentioned only as references. The research offers examples of manipulations of the media and conclude that rapid prototyping in preliminary stages of design is most appropriate when used in what is defined as Direct CAD (Computer Aided Design) with Direct CAM (Computer Aided Manufacturing). Furthermore, it identifies Semi -Direct CAD with Direct CAM as the manipulation most commonly used by architects. This manipulation is useful for presentation models but not very useful in early stages where ideas are less definite. This is the reason why rapid prototyping is generally considered inappropriate for early stages of architectural design. Instead of analyzing Rapid Prototyping technology this work concentrates on the process that involves Rapid Prototyping in new ways in design . It aims to stimulate the designer's imagination when thinking about three -dimensional design, design in motion and design at the interface between people and architecture, for example, chairs and kitchens. In this context Rapid Prototyping becomes merely a vehicle by which the architect explores the design process. Rapid Prototyping is proposed as a media to escape the limitation imposed by flat screen representation in what is defined as true three dimensional digital design. This technology was invented in engineering to increase design and manufacturing process performances.<br>by Alvise Simondetti.<br>M.S.
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Cheung, Kenneth Chun-Wai. "Understanding behavior with ubiquitous computing for architectural design." Thesis, Massachusetts Institute of Technology, 2007. http://hdl.handle.net/1721.1/39306.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2007.<br>Includes bibliographical references (p. 77-81).<br>Understanding the relationship between workplace environment and behavior is an important concern for designers. We report on a pilot study where ubiquitous computing was used to examine workplace activity quality in a commercially designed workplace environment. Data were collected from twelve adult participants in the same professional workplace, for twenty-one workdays during one month. The data collection system was composed of small wireless infrared motion sensors, a Bluetooth-based positioning system using mobile phones, and a context-sensitive self-report survey administered on the mobile phones. Participants were automatically queried about their work practices and their environment via these mobile phones, every time they changed their locations in the workplace. Questions were also asked during the remainder of the day, albeit less frequently. We describe how software visualization tools were developed to visualize the data collected during the experiment, and we report on some of the attributes of subjects' behaviors that can be observed using the tools. Implications of these results with respect to research methods and enabled design methods are discussed.<br>by Kenneth Chun-Wai Cheung.<br>S.M.
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Vellenga, Amber Hollis. "Taking the First Step: The Labyrinth and the World of Landscape Architecture." Thesis, Virginia Tech, 2001. http://hdl.handle.net/10919/33332.

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Having historical, cultural, and religious roots, humans have been walking the path of the labyrinth for centuries. From seashores to cathedral floors, the labyrinth is seen as a symbolic search for oneâ s center. The labyrinth has experienced a revival in modern life, showing up everywhere from rehabilitation centers and hospitals, to prisons and backyard landscapes across this country. The labyrinth has emerged as a form that can help humans find their internal center and place of emotional stability. Having walked the labyrinth and believing in its healing properties, I became interested in the symbol itself. I was intrigued by the way the symbol was actually an architectural element that told the narrative of the culture that built it. While the labyrinth was on church floors in medieval times, its revival in modern times seems to be located in the outdoor environment. Since Landscape Architecture is a field based on the creation of safe and pleasing outdoor environments for humans, I chose the labyrinth as a way of looking at â experienceâ and â contemplationâ in the landscape, and how the design(the creation of form) of this object contributes to the analysis. Wanting to complete this analysis by actually building a labyrinth, I was approached by the Sanctuaries Unique Garden Center in Richmond, Virginia, and asked to design and build a labyrinth. Providing Sanctuaries with conceptual designs of one way paths, a final design was settled on and the project was built. The thesis will highlight the theory, design, and construction surrounding the object called a â labyrinth.â<br>Master of Landscape Architecture
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Morelock, Mark Geoffrey. "A multimedia information system for architectural design." Thesis, Georgia Institute of Technology, 1992. http://hdl.handle.net/1853/21604.

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Ames, John Clinton. "A path to Heidegger's "Releasement" in architectural design." Thesis, Georgia Institute of Technology, 1990. http://hdl.handle.net/1853/23428.

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Nikolic, Bojana. "Light art in Contemporary Architectural Lighting Design." Thesis, KTH, Ljusdesign, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-208660.

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This research focuses on understanding the relationship betweenlight art and architectural lighting design and determining towhat extent can aspects of light art be used when designingfunctional lighting for architecture.The first part of this paper looks into the historical applicationof light as a material. Light has been an important element inart even prior to the introduction of artificial light sources, butthe exploration of light as an independent material throughinstallation art only developed in the last century. Similarly inarchitecture, the impact of light on creating and shaping spaceshas been recognized since ancient times, yet it was much longerbefore the development of lighting design as an autonomousdiscipline.In recent years there is an increased need for creative expressionfrom lighting designers who are pushing the boundaries ofcommunication through light. In order to understand the extentto which successful innovative lighting schemes can drawinspiration from artwork, this research further analyses keyvisual and emotional properties of light art, as well as potentialconstraints of functional spaces. Distinction of roles of the artistand designer as well as the conditions in which they work withthe medium of light pose a challenge in relating these twodisciplines.Findings from first two parts of this research are further used toanalyse an example of an architectural lighting project, to drawconclusions about light art’s applicability to functional lighting.
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Ng, Kal, and 吳家龍. "Architectural cinema: a theory of practice for digital architectural animation." Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 2009. http://hub.hku.hk/bib/B4308574X.

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Todd, Laura Ruth. "Spin-offs in the architectural design process." Thesis, Georgia Institute of Technology, 1985. http://hdl.handle.net/1853/21763.

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Andrade, Monica Raposo. "Performance of networks in architectural and urban design." Thesis, University of Cambridge, 1992. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.357742.

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Mitsogianni, Vivian, and Vivian Mitsogianni@rmit edu au. "white noise PANORAMA: Process-based Architectural Design." RMIT University. Architecture and Design, 2009. http://adt.lib.rmit.edu.au/adt/public/adt-VIT20091218.111942.

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This PhD by project is an examination of process-based architectural design. It offers an examination of one approach to undertaking process-based experimentation in architecture - based on reflection of my own practice and body of work - through which I have been able to consider a complex array of questions and issues that are associated with working in this way. By
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Cheng, Kwai-wai. "A collaborative design tool for virtual design studios /." Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B20971497.

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Anay, Hakan. "Two Evolutionary Models For Reconceptualizing Architectural Ideas And The Architectural Design Process." Phd thesis, METU, 2008. http://etd.lib.metu.edu.tr/upload/3/12610023/index.pdf.

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This study puts forward two complementary evolutionary models and explores the potential of the proposed models and the related theses by employing two case studies. The theoretical/conceptual framework of the study refers to architectural theory, design research, and evolutionary epistemology. The study mainly involves application of some key ideas from evolutionary epistemology, Popper&amp<br>#8217<br>s three-world ontology, and the theory of evolution to the field of architecture. The first model is about the nature of the architectural ideas or thought contents and it introduces the idea of conceptual inheritance and an evolutionary conception of architectural ideas. The model proposes a framework that offers an understanding of the life and existence of architectural ideas and their inheritance. It also puts forward an expanded view of architectural ideas that conceives all the thought contents, which architectural designs (or works) and the architectural design process might concern, as architectural ideas. In order to illustrate and discuss the model, some of the architectural ideas carried by Mario Botta&amp<br>#8217<br>s single-family house in Breganzona are selected and the evolutionary lineage of these ideas have been identified and examined in their instances in some of Botta&amp<br>#8217<br>s own designs and in some designs from architectural tradition. The second model is an evolutionary model of the architectural design process. While emphasizing the evolutionary or selectionist character of architectural design in terms of process and inner dynamics, the model conceives architectural design as a process consisting of the two stages of forming/making, and evaluation/selection where in the first stage formative ideas, in the second, selective conditions are operational. In order to illustrate the potentialities of the model, the sketches and the drawings produced during the design process of Mario Botta&amp<br>#8217<br>s single-family house in Breganzona are examined.
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Anderson, Curtis Warren. "The relationship between design theory and architectural practice." Thesis, Georgia Institute of Technology, 1985. http://hdl.handle.net/1853/23406.

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Gonçalves, Marcelo Benites. "Supporting architectural design of acknowledged SoS." Universidade de São Paulo, 2016. http://www.teses.usp.br/teses/disponiveis/55/55134/tde-11012017-162252/.

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System-of-Systems (SoS) refer to complex, large-scale, and sometimes critical software-intensive systems that has raised as a promising class of systems in several application domains. In parallel, software architectures play a significant role in the development of software-intensive systems, dealing with both functional and non-functional requirements. In particular, systematic processes to design SoS software architectures can tackle challenges from SoS development, including to handle collaboration of independent constituent systems with different owners, missions, and interests. Despite the relevance and necessity of software-intensive SoS for diverse application domains, most of their software architectures have been still developed in an ad hoc manner. In general, there is a lack of structured processes for architecting SoS, hindering the secure adoption of SoS, reducing possibilities of sharing common architectural solutions, and negatively impacting in the success rate for these systems. This thesis presents SOAR (\\General Process for Acknowledged SoS Software Architectures\") that supports the establishment of architectural design processes for acknowledged SoS. Conceived to provide different levels of support according to each SoS development context, it comprises a high level kernel that describes what must be done when architecting SoS and also three practices with specific activities and work products to guide how to perform architectural analysis, synthesis, and evaluation. To evaluate SOAR, three surveys, a viability study, and an experiment were conducted. Results achieved in these evaluation studies indicate that SOAR can positively support the instantiation of architecting processes for acknowledged SoS and, as a consequence, contribute to the development and evolution of these complex, software-intensive systems.<br>Sistemas-de-sistemas ou SoS (do inglês, \"Systems-of-Systems\"), são sistemas complexos de larga escala e, algumas vezes, críticos e intensivos a software que têm se mostrado uma classe de sistemas promissora em vários domínios de aplicação. Em paralelo, arquiteturas de software têm um papel importante no desenvolvimento de sistemas intensivos a software, tratando requisitos funcionais e não-funcionais. Processos sistemáticos para o design de arquiteturas de software de SoS podem lidar com desafios do desenvolvimento desses sistemas, incluindo a promoção da colaboração de sistemas constituintes independentes, envolvendo diferentes proprietários, missões e interesses. Embora SoS intensivos a software sejam relevantes e necessários em diversos domínios de aplicação, a maior parte de suas arquiteturas tem sido desenvolvidas de forma ad hoc. Há uma ausência de processos estruturados para arquitetar SoS, dificultando a adoção segura de SoS, reduzindo possibilidades de compartilhamento de soluções arquiteturais para problemas comuns e impactando negativamente no sucesso desses sistemas. Esta tese apresenta um processo geral para SoS reconhecidos chamado SOAR (do inglês, \"General Process for Acknowledged SoS Software Architectures\") que dá suporte ao estabelecimento de instâncias de processos para o design arquitetural desses sistemas. Concebido para prover diferentes níveis de suporte de acordo com o contexto de desenvolvimento de cada SoS, o SOAR é constituído por um kernel de alto nível que descreve o que precisa ser feito para arquitetar SoS e também por três práticas que descrevem atividades e produtos de trabalho para guiar como conduzir a análise, a síntese e a avaliação arquitetural. Na avaliação do SOAR, foram realizados três surveys, um estudo de viabilidade e um experimento. Os resultados obtidos indicam que o SOAR pode oferecer um suporte positivo na instanciação de processos para o design de SoS reconhecidos e, como consequência, contribuir para o desenvolvimento e a evolução destes sistemas complexos intensivos a software.
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Williams, Malachy Marie. "Sacred space God's architectural design for God-centered worship /." Theological Research Exchange Network (TREN), 2004. http://www.tren.com.

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Choi, Joshua. "Democratic Play : crowd-sourcing through games for architectural design." Thesis, Massachusetts Institute of Technology, 2014. http://hdl.handle.net/1721.1/87135.

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Thesis: M. Arch., Massachusetts Institute of Technology, Department of Architecture, 2014.<br>This electronic version was submitted by the student author. The certified thesis is available in the Institute Archives and Special Collections.<br>Cataloged from student-submitted PDF version of thesis.<br>This thesis presents a system that uses games. It allows people to participate in the process of designing an architectural space. The site for the design project of this experimental methodology is a courtyard on MIT campus. The games are initially prepared by the architect through sampling various objects, materials, lighting, and figures from different media such as photogrammetric models around the building site and other relevant 3D modeling/animation contents. The goal of this design system is to collage those components into a final architectural form through a democratic process. The games are distributed to students, faculty and staff who will be the users of the space being designed. Through playing these games, they provide preference about the architectural program and various design decisions regarding formal composition, details, and finishes. This crowd-sourcing occurs both implicitly and explicitly while the game is being played, and the collected feed-back informs the architect about design development. This thesis questions the role of the architects in a democratic process of design: Are we the designer of the space, or creator of a system that controls the design process?<br>by Joshua Choi.<br>M. Arch.
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45

Phillips, Jason Patrick 1973. "The convergence of sustainable technologies and architectural design expression." Thesis, Massachusetts Institute of Technology, 2003. http://hdl.handle.net/1721.1/69447.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Architecture, 2003.<br>Includes bibliographical references (leaves 114-119).<br>In recent years an unprecedented ecological awareness has taken hold, not only within the discipline of architecture, but throughout our society as well. No longer are we, as a culture, accepting of the long established traditions of buildings holding dominion over nature at all cost and without consequence. Today there is concern with bringing mankind and all things manmade into a benign harmony with our natural environment. Architects can no longer be content with simply satisfying basic requirements of health, safety and welfare in their buildings. More esoteric investigations into the poetics of space, theoretical experimentation, or symbolic reference also are not enough. A new layer of expertise and understanding is now required of our discipline. The pursuits of design expression must now work in tandem with the advancement of sustainable technologies to achieve an architecture that responds in a positive and sensitive way to the environment in which it resides. Sustainable issues have become a significant participatory, yet not dominate, element within architectural design. It is the position of this thesis that there is a recent- and widespread--convergence of sustainable technologies and design expression that is occurring and affecting the entire discipline of architecture. The logical synthesis of technology and design is fundamentally altering not only what is built, but also how it is built. The physical implications of this convergence on contemporary architecture are that it is creating a new formal vocabulary never seen before. In many cases, a new typology is emerging. This thesis is primarily focused on identifying the physical architectural evidence associated with this convergence. The physical manifestation of the synthesis of sustainable technologies and design expression can be seen in a wide range of projects throughout the discipline and is bound by no aesthetic or formal category. These concerns have seemingly transcended all formal categorization, and are affecting architecture regardless of function, style, or theoretical position. Whereas once sustainability was relegated to its own category, today it has become apart of all categories. It is important to identify this phenomenon; understand how it is affecting the discipline of architecture; and to realize where the industry is going as a result.<br>by Jason Patrick Phillips.<br>S.M.
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Vien, Therese. "Investigation of an integrated computer system for architectural design." Thesis, Massachusetts Institute of Technology, 1985. http://hdl.handle.net/1721.1/78799.

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Thesis (M.S.)--Massachusetts Institute of Technology, Dept. of Architecture, 1985.<br>MICROFICHE COPY AVAILABLE IN ARCHIVES AND ROTCH.<br>Includes bibliographical references (leaves 100-103).<br>The objective of this study is an attempt t.o define a new design method merging the introduction and continuous development of computer technology in the field of building construction. The project will introduce an integrated computer system based on current state-o f-the-art technology and implementation of it through two case studies which illustrate different applications. In addition this thesis will demonstrate the potentials of the system as an analytic tool and a drawing aid for teaching architectural design as well as for the professional practitioner. The proposed system combines essentially a drafting system, a data base processing system and a visual information system, which together furnish cross-referenced graphic and numeric information of any entity (buildings, sites, technical specifications, land use information,etc.). More than a design aid, the system proposes through suitable information sources, retrieval and visualization of images stored in a. relational data base, using state-of-the-art emerging video and computer technologies.<br>by Therese Vien.<br>M.S.
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Liu, Jenny S. B. Massachusetts Institute of Technology. "Inclusive : a human centered approach to accessible architectural design." Thesis, Massachusetts Institute of Technology, 2018. http://hdl.handle.net/1721.1/118700.

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Thesis: S.B., Massachusetts Institute of Technology, Department of Architecture, 2018.<br>Cataloged from PDF version of thesis.<br>Includes bibliographical references (pages 72-74).<br>Architecture is about creating spaces for people to live their best lives, yet architecture can be disconnected from the people most directly impacted by its work. According to a survey in 2015, only 2.6% of non-architects feel that the profession does an excellent job of understanding the needs and desires of those living and working in our buildings. As such, occupants suffer spaces that are uncomfortable and sometimes unusable; in particular, people with disabilities are often restricted to certain spaces because most places are designed without any consideration of their needs.. Universal design, a new concept in architecture, asks how can we design in a way that makes life easier, healthier, and friendlier for all by putting people with disabilities on an equal playing field with other types of users. Universal design draws from accessibility standards and design principles to create environments that can be used by as many as possible without specialized design accommodations. Integrating accessibility and universal design principles in architecture could enrich our understanding of a space and add a new layer of spatial experience for everyone. The purpose of this thesis is to investigate what makes spaces inclusive and usable for those with disabilities, how we can design for a broader population, and whether we should embrace universal design ideas. This thesis will use a review of the history and current practices of universal and accessible design and precedent studies to inform a design process focused on understanding the users and their experiences in order to maximize usability. Then, this thesis will apply this knowledge by assessing the MIT Stratton Student Center and the Ray and Maria Stata Center using observations and surveys to find the gap between their designs and universal design principles. This analysis will provide findings and recommendations of how universal design can be better incorporated in public spaces on MIT's campus.<br>by Jenny Liu.<br>S.B.
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Gabriel, Gerard Cesar. "COMPUTER MEDIATED COLLABORATIVE DESIGN IN ARCHITECTURE: THE EFFECTS OF COMMUNICATION CHANNELS ON COLLABORATIVE DESIGN COMMUNIATION." University of Sydney, 2000. http://hdl.handle.net/2123/3961.

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Doctor of Philosophy (PhD)<br>Up till now, architects collaborating with other colleagues did so mostly face-to-face (FTF). They had to be in the same space (co-located) at the same time. Communi-cation was ‘spontaneous’ and ideas were represented, whether verbal or non-verbal, by talking and using ‘traditional drawing tools’. If they were geographically displaced, the interaction was then space affected as well as the probability of being time affected. In this case communication was usually mediated through the tele-phone, and graphically represented ideas were sent by Fax or posted documents. Recently, some architectural firms started using modems and Internet connections to exchange information, by transferring CAD drawings as well as design informa-tion, through e-mail and file transfer protocol (FTP). Discussing ideas in architecture, as a more abstract notion, is different from discuss-ing other more concrete arguments using video conferencing. It is more important to ‘see’ what is being discussed at hand than ‘watch’ the other person(s) involved in the discussion. In other words the data being conveyed might be of more impor-tance than the mode of communication. Taking into consideration recent developments in computer and communication technologies this thesis investigates different communication channels utilised in architectural collaboration through Computer Mediated Collaborative Design (CMCD) sessions as opposed to FTF sessions. This thesis investigates the possi-ble effects these different channels have on collaborative design in general and col-laborative design communication in particular. We argue that successful CMCD does not necessarily mean emulating close prox-imity environments. Excluding certain communication channels in a CMCD envi-ronment might affect the flow and quantity of synchronous collaborative communica-tion, but not necessarily the quality and content of mutually communicated and rep-resented design ideas. Therefore different communication channels might affect the type of communication and not necessarily the content of the communication. We propose that audio and video are not essential communication channels in CMCD environments. We posit that architects will collaborate and communicate design representations effectively although with some differences, since those two chan-nels might cause interruptions and successful collaborative sessions can take place without them. For this purpose we conducted twenty-four one-hour experiments involving final year architecture students all working to the same design brief. The experiments were divided into three categories, FTF, full computer mediated collaborative design sessions (CMCD-a; audio-video conferencing plus whiteboard as a shared drawing space) and limited computer mediated collaborative design sessions (CMCD-b; with Lambda MOO used as a chat medium plus whiteboard as a shared drawing space). The experiments were video and audio taped, transcribed and coded into a custom developed coding scheme. The results of the analysed coded data and observations of the videotapes provided evidence that there were noticeable differences between the three categories. There was more design communication and less communication control in the CMCD-b category compared to the FTF and CMCD-a categories. Verbal communi-cation became shorter and straight to the point in CMCD-b as opposed to spontane-ous non-stop chat in the other two categories. Moreover in CMCD-b the subjects were observed to be more reflective as well as choosing and re-examining their words to explain ideas to their partners. At times they were seen scrolling back through the text of the conversation in order to re-analyse or interpret the design ideas at hand. This was impossible in FTF and CMCD-a sessions, since the sub-jects were more spontaneous and audio representations were lost as soon as they were uttered. Also the video channel in the CMCD-a category was ignored and hardly used except for the first few minutes of the experiments, for a brief exchange of light humour on the appearance of each subject. The results obtained from analysing the experiments helped us conclude that differ-ent communication channels produce different collaborative environments. The three categories of communication for architectural collaboration explored in our ex-periments are indicative of the alternatives available to architects now. What is not clear to architects is why they would choose one category over another. We pro-pose that each category has its own strengths and difficulties for architectural col-laboration, and therefore should be selected on the basis of the type of communica-tion considered to be most effective for the stage and tasks of the design project.
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Sheeks, Andrew V. "Scripted Narratives as Architectural Process." University of Cincinnati / OhioLINK, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=ucin1384849920.

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Yuen, Siu-hei Lawrence. "Sustainability refines architecture : a demonstration project in Wanchai /." Hong Kong : University of Hong Kong, 2001. http://sunzi.lib.hku.hk/hkuto/record.jsp?B25947278.

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