Reutilizando códigos como mecanismo de información y conocimiento: Programación en arquitectura

2.50
Hdl Handle:
http://hdl.handle.net/10757/604769
Title:
Reutilizando códigos como mecanismo de información y conocimiento: Programación en arquitectura
Other Titles:
Reusing codes as a mechanism of information and cognition: Scripting in architecture
Authors:
Herrera Polo, Pablo C. ( 0000-0001-8535-2029 )
Publisher:
SIGraDi 2012
Issue Date:
Nov-2012
URI:
http://hdl.handle.net/10757/604769
Additional Links:
http://cumincad.scix.net/data/works/att/sigradi2012_235.content.pdf
Abstract:
Differently from other regions in the Planet, since 2010, in Latin America textual programming language (Rhinoscripting) is being replaced by its visual equivalent (Grasshopper). This is a consequence of our preference for an interactive platform, and because our design problems are not as complex, so we aim to control geometrical problems or aspects belonging to an product scale instead of an architectural one. Problems emerging when creating code could be improved by modifying and reusing existing solutions as a starting point, since learning would not be centered in the object but in the process of creating it, using a suitable instrument.
Type:
info:eu-repo/semantics/conferenceObject
Rights:
info:eu-repo/semantics/openAccess
Language:
spa
Keywords:
Visual Programming Language; Textual Programming Language; Scripting; Grasshopper; Rhinoscripting
Email:
pablo@espaciosdigitales.org

Full metadata record

DC FieldValue Language
dc.contributor.authorHerrera Polo, Pablo C.es_PE
dc.creatorUniversidad Peruana de Ciencias Aplicadas (UPC)es_PE
dc.date.accessioned2016-04-07T15:54:58Zes_PE
dc.date.available2016-04-07T15:54:58Zes_PE
dc.date.issued2012-11es_PE
dc.identifier.urihttp://hdl.handle.net/10757/604769es_PE
dc.description.abstractDifferently from other regions in the Planet, since 2010, in Latin America textual programming language (Rhinoscripting) is being replaced by its visual equivalent (Grasshopper). This is a consequence of our preference for an interactive platform, and because our design problems are not as complex, so we aim to control geometrical problems or aspects belonging to an product scale instead of an architectural one. Problems emerging when creating code could be improved by modifying and reusing existing solutions as a starting point, since learning would not be centered in the object but in the process of creating it, using a suitable instrument.es_PE
dc.formatapplication/pdfes_PE
dc.language.isospaes_PE
dc.publisherSIGraDi 2012es_PE
dc.relation.urlhttp://cumincad.scix.net/data/works/att/sigradi2012_235.content.pdfes_PE
dc.rightsinfo:eu-repo/semantics/openAccesses_PE
dc.sourceUniversidad Peruana de Ciencias Aplicadas (UPC)es_PE
dc.sourceRepositorio Académico - UPCes_PE
dc.subjectVisual Programming Languagees_PE
dc.subjectTextual Programming Languagees_PE
dc.subjectScriptinges_PE
dc.subjectGrasshopperes_PE
dc.subjectRhinoscriptinges_PE
dc.titleReutilizando códigos como mecanismo de información y conocimiento: Programación en arquitecturaes_PE
dc.title.alternativeReusing codes as a mechanism of information and cognition: Scripting in architecturees_PE
dc.typeinfo:eu-repo/semantics/conferenceObjectes_PE
dc.relation.referencesReferencias Andersen, P., Bennedsen, J., Brandorff, S., Caspersen, M., Mosegaard, J. 2003. Teaching programming to liberal arts students: a narrative media approach. ACM SIGCS, 35 (3), 109- 113. Burry, M. (2011). Scripting Cultures: Architectural Design and Programming. Sussex: John Wiley and Sons. Celani, G., Verzola, E. 2012. CAD Scripting And Visual Programming Languages For Implementing Computational Design Concepts: A Comparision From A Pedagogical Point of View. International Journal of Architectural Computing, 10 (1), 121-137. Converso, S. 2008. SHoP Works: Digital Constructive Collaborations. Roma: Edil Stampa. Davis, D., Burry, J., Burry, M. 2012. Understanding visual scripts: Improving collaboration through modular programming. International Journal of Architectural Computing, 9 (4), 361-375. Harrison, W. 2004. From the Editor: The Dangers of End-User Programming. Software IEEE, 21 (4), 5- 7. Herrera, P. 2011. Rhinoscripting y Grasshopper a través de sus instructores: un estudio de patrones y usos (pp. 180-183). Santa Fe: Universidad Nacional del Litoral. Kedan, E. 2012. Provisional: Emerging Modes of Architectural Practice USA. New York: Princeton Architectural Press. Leitao, A., Santos L., Lopes, J. 2012. Programming Languages For Generative Design: A comparative Study. International Journal of Architectural Computing, 10 (1), 139-162. Loukissas, Y., Sass, L. 2004. Rulebuilding: 3D Printing: Operators, Constraints, Scripts. (pp. 176-185). Ontario: University of Waterloo. McCauley, R., Fitzgerald, S., Lewandowski, G., Murphy, L., Simon, B., Thomas, L., et al. 2008. Debugging: A review of the literature from an educational perspective. Computer Science Education, 18 (2), 93-116. Mitchell, W. 2010. Foreward. En R. Krawczyk (Ed.), The Codewriting Workbook: Creating Computational Architecture in Autolisp (pp. 7-8). New York: Princeton Architectural Press. Nardi, B. 1993. A small Matter of Programming. Cambridge, MA: MIT Press. Lyon, A. 2007. Foro IV: Epistolar. Revista de arquitectura. 15 (1), 8-13. Reas, C., McWilliams, Ch., Barendsen, J. 2010. Form+Code in Design, Art, and Architecture. New Jersey: Princeton Architectural Press Robins, A., Rountree, J., Rountree, N. (2003) Learning and Teaching Programming: A Review and Discussion. Computer Science Education, 13 (2), 137-172es_PE
dc.description.noteProceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 74-78es_PE
dc.contributor.emailpablo@espaciosdigitales.orges_PE
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