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Sökning: AMNE:(HUMANIORA Konst Arkitektur) > Hooshyar Yousefi Bahram 1977

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1.
  • Hooshyar Yousefi, Bahram, 1977-, et al. (författare)
  • Performing a Mini-Brainstorming Session on Architecture, Innovation and Creativity
  • 2016
  • Ingår i: DESIGNER. - 2008-9538. ; :12, s. 65-73
  • Tidskriftsartikel (populärvet., debatt m.m.)abstract
    • In an architectural judgment It is apparent that a mismatch between predicted and exercised conclusions of spatial design process could be recognized specially in the early phase of design; the figure which eventually we call architecture (or built environment) is deep-rooted in the programmatic approach to architectural design or the concepts. In spite of the development of design and documentations of construction arrangements which are normally follow the authorization/legislation organizations formats/templates, the conceptual part as a qualitative/spiritual issue, which is potentially shaping the illustrative/imaginative visual division of built object, seems has been considered as a part of architectural creativity; Traci Matthews (FDOT, 2003) defines process as "a sequence of activities executed by a human or machine, often with the goal of transforming a set of inputs into outputs. A complete description of a process includes naming of the steps within the process and using models of the system in various abstractions". He also adds about method: "A methodology is simply the implementation of a specific process..." Exploration of what –these days- has been calling "architectural concept" and "methods of architectural programming" and the issue of its interrelation to design process and exploration of the conceptual and historical structure that, hopefully, shapes current issues in architectural theories in addition with politics, ideology and, in a general view, the cultural context, whenever we make a revolutionary leap in personal development, scientific theory or any other qualitative or quantum shift of paradigm or framework, that to which subject becomes object for consideration could be considered as our perceptions and evaluations, those things that subject us to themselves, become things we can behold. As psychologist Robert Kegan (1982) has suggested, rather than be held by our perspective, we can hold it and choose our way of thinking. We can thus step back from patterns that bind and keep us in their hold, and instead choose whether to "hold" those ways or other ways. We can either be hold by a thinking pattern or choose to have the pattern. In fact, the space between architectural creativity and a managerial approach to the case of design must be filled with structural process-based components; here the main issue appears, how does this advent happen and how does this understanding occur? Loon (2008) is right when he is talking about computer dominance in architectural offices even in exploration of conceptual design possibilities; it is even overtaking the current methodologies. He believes that "the bridge between the non-cognitive intuitive design process and the ultra- systematic computer as a potential design medium is missing". Nowadays it is not hard to find many types of software which have been designed specifically in order to form generation in architecture; even there are some courses in architectural faculties just for working with form generating computer applications. Special processes like (Building Information Modeling) BIM have been developed just for dealing with building data during its design and construction life cycle. Collier (1995) like many architectural critics/theorists believe that the architecture must be technically/spiritually a value production activity; in the book of "Design, Technology and Development Process" by using a rich and diverse range of examples from different countries, cultures and historical periods, he explains his fundamental ideas. Collier firstly, sets the scene by exploring generation of buildings and types of architecture and structures to illustrate basic ideas that influence them and then, he discuss the nature of the development and analysis its process. Gaver & Martin (2000) have reported mapping a design space for a project on information appliances, "we produced a workbook describing about twenty conceptual design proposals. On the one hand, they serve as suggestions that digital devices might embody values apart from those traditionally associated with functionality and usefulness. On the other, they are examples of research through design, balancing concreteness with openness to spur the imagination, and using multiplicity to allow the emergence of a new design space..." (2000, p209). Tarrah [Designer Magazine] have had the opportunity to hold an mini-brainstorming [idea generation gaming] session in order to bring the creativity and innovation issues in accordance with architectural design up.1. Collier, Tonny. (1995). Design, Technology and the Development Process in the Built Environment (Ed.). New York: E&FN Spon.2. Florida Department of Transport. (2003). the report of "A Process Review and Appraisal of the Systems Engineering Capability for FDOT". Retrieved from: h​ttp://www.floridaits.com/SEMP/Files/PDF_Report/030220‐TMI‐V2.pdf3. GAVER, Bill & MARTIN H. (2000). Alternatives: Exploring information appliances through conceptual design proposals. In: CHI ’00: Proceedings ofthe SIGCHI Conference on Human Factors in Computing Systems, ACM Press, pp 209‐216. Retrieved from: http://www.cs.chalmers.se/idc/ituniv/kurser/04/projektkurs/artiklar/p209‐gaver.pdf4. Loon, P.P. (2008). A decision‐based design approach. Design Processes: What Architects & Industrial Designers can teach other about managing the design process. Delft: Delft University Press.5. Kagen, Robert. (1982). The Evolving Self. Boston: Harvard University Press.
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2.
  • Hooshyar Yousefi, Bahram, 1977-, et al. (författare)
  • Toward a Supporting KM Model of Concept Generation in Small Architectural Firms
  • 2016
  • Ingår i: Revista Eletrônica Gestão & Sociedade. - : Federal University of Minas Gerais. - 1980-5756. ; 10:27, s. 1477-1500, s. 78-92
  • Tidskriftsartikel (refereegranskat)abstract
    • Design is an activity that formulates, physically and mentally, the “environment” of human (designer and user) and the “artifact” interaction. To develop the mentioned “interaction” it is vital to understand the mechanism of the design and designers’ behavior and approaches as a manageable knowledge-based outlook. According to our literature review, there is not any specific integrated model based on Knowledge Management (KM) and sharing information explaining the “Architectural Creation and Conceptualization”. In this paper, it has been emphasized that architectural design is a creative process of converting knowledge and information into products and/or services (Durst et al., 2014), based on requirements into an upper level of awareness as the product concept and capturing the new knowledge as the solutions which are complete, clear, and consistent. Regardless the normative considerations, an organizational framework based on knowledge for architecture SMEs, can improve the overall performance of the architecture design enterprises. The objective of this article is to propose the need of a new approach toward “Architectural Design Process Syntax” (Yousefi, 2014) based on the developing a KM visual system/model illuminating the managerial approach in the process. The final Visual KM model could be used as a conceptual reference for architectural design process in architectural small and medium offices (SMEs). The authors have mainly followed the literature study, task analysis based on interviews and questionnaires and also visual models, as the assessment and result methodology. This article also reflects the lack of application of the key knowledge management initiatives in architecture SMEs and highlights the essential of a managerial approach toward the question by presenting some potential line of research.
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3.
  • Chokhachian, Ata, 1988-, et al. (författare)
  • Toward Object-Oriented Knowledge-Based Parametric Design Thinking
  • 2015
  • Konferensbidrag (refereegranskat)abstract
    • The parameter, as a variable of differentiation, defines the limits and boundaries of a system and the conditions for its operation. It is through parameters that we are able to produce certain logical relationships between different parts in design procedure. Fundamental to this, however, is the assumption that the object or phenomenawe are modeling is in fact quantifiable. Advances in computational processing have promoted our capacity, and thus faith in the ability, to systematically classify and itemize the world around us. The Parametricism Manifesto concerns itself solely with appearance and arejection of the term Parametricism in certain levels could be clearly visible within the contemporary discourse of Object-oriented and knowledge-based approach that reflects the cognitive attitude of the designer/architect regarding the object-oriented reasoning and analogy. Moreover, instead of having parametric manifestation alternate terms such as digitally intelligent design , algorithmic design, object oriented design , Context-oriented design , Parametric thinking , and even postparametric design have arisen and could be used to describe this vastly differentiated field. What these design theories do share, however, is a predilection and belief in the tool. Nowadays the project fields are information-rich contexts and the tool sets for design are able to interpret, analyze, synthesize and realize these data into the design procedure. This research mainly aims to uncover potentialities of the existing enablers and assistive technologies in context-oriented design in order to have more content-embedded architectural conceptualization solutions.
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4.
  • Hooshyar Yousefi, Bahram, 1977-, et al. (författare)
  • Analysis of the Sociability Improvement as a Concept in Urban Spaces/Places : the Case of Miyar-Miyar in Tabriz
  • 2015
  • Konferensbidrag (refereegranskat)abstract
    • 's economy, as the most populated city in the Tabriz1 northwest of Iran and a major industry and trade hub, is gradually improving which causes dramatic effects in accordance with the urban/architecture cultural development. Architectural/urban aspects are very sensitive to the issue of the place perception; whether we are equipped to develop a confrontation strategy related to the different challenges of urban/architectural context or not, we have to deal with the social consequences. By definition if we consider a "social urban place" as an integrated object includes our memories and life courses. In a contextual point of view, we identify ourselves with social spatial memories provided by the place we have been experiencing; on the other hand, a ―place‖ without this potential would not respond the needs of the identical sociability and eventually the existence of urban places. In this study we developed identity- based approaches to explain an understandings of ―place‖ the urban area Miyar Miyar [Persian: میار میار [in Tabriz. We have examined the relationship between this public space and social aspects and developed a perceptional platform to analyse the characteristics of the place and place identity associated with the physical built environment. In order to achieve the mentioned platform, we have investigated different factors that have been affecting the formation of the place, mostly the qualitative components. The paper also contains an argument about the existing models and methods of recent changes in Miyar-Miyar and and analytical prospect toward the recent developments considering the Islamic/Iranian spatial forms and concepts/theories and the perception of the audience; then we mention the possibilities of the contribution of the perception to design a responsive environment as sustainable attitude.
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6.
  • Hooshyar Yousefi, Bahram, 1977-, et al. (författare)
  • Mashrabiya Structural Element as a Pattern in Contemporary Architecture : نگاهی به عنصر کالبدی «مشربیه» در معماری و استفاده از آن در معماری امروز
  • 2016
  • Konferensbidrag (refereegranskat)abstract
    • چکیده: تجلی فرهنگ در معنای زندگی روزمره معمولا در ضرب المثل ها، سبک زندگی، اعتقادات و باورها و نهایتا ماهیت های مادی مردمان [همچون معماری] نمود می یابد. در این وادی مردمان شرق و در موضوع ما مردمان خاورمیانه و خاور نزدیک به اندازه ای دارای نمود مشترک فرهنگی هستند که بعضا میتوان از الگوهای مشترک توسعه ای برای ملت های مختلف بهره گرفت. در وادی معماری نیز الگوبرداری از عنصرهای هم سو با فرهنگ و هویت خود می تواند راه گشای خلاقیت و بهینه سازی رویکردهای توسعه ای بعدی و به اعتبار نتیجه به وجود آمدن معماری پایدار و هویت گرا باشد. در این بین شاید بتوان نور و مناسک و منازل آن را از جمله موضوعاتی دانست که در اکثر فرهنگ های تعالی گرا بدان توجه ویژه ای شده است. چرا که؛ نور جزو تاثیر گدارترین مولفه های محیطی شناخته میشود. ولی امروزه شاهد این مساله هستیم که گاهی با بالا رفتن آگاهی های علمی و رشد تکنولوژی همچنین در تنگنای معماری از پیش تعریف شده دوران مدرنیته، گاهی توجه به نور و ارزش های والای آن فراموش میشود. چنان چه به نظر میرسد گاهی حتی این عامل کارامد درک محیط و فضا دیگر کلیدی ترین عامل طراحی یک اثر نیست. در حالی که گذشتگان با بهره گیری از کمترین امکانات در حالی که از نور به بهترین نحو ممکن در ساخت فضای مصنوع خود یاری میجستند، بدون اینکه دانش آکادمیکی داشته باشند، در واقع معماری پایدار و هویت گرا و معنامند را به منصه اجرا میگزاردند. نمونه این استفاده را در مشربیه میتوانیم ببینیم. در این پژوهش با مطالعه عنصر کالبدی مشربیه و چیستی آن، نقش این عنصر در معماری عربی/اسلامی بررسی شده است. سپس ضمن ارائه الگوهایی نحوه استفاده و الهام گیری از این عنصر را در معماری هویت گرای امروزی بیان کرده و در پایان نتیجه میگیرد که مشربیه میتواند امروزه نیز الگوی مناسبی باشد برای طراحی معمارانه. چرا که؛ این الگو برخواسته از فرهنگ و هویت میباشد.
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7.
  • Hooshyar Yousefi, Bahram, 1977- (författare)
  • The Core of Design Thinking and its Architectural Application
  • 2016
  • Ingår i: DESIGNER. - Tehran. - 2008-9538. ; :12, s. 40-51
  • Tidskriftsartikel (refereegranskat)abstract
    • The term design thinking is used to refer to the study of the practices of working designers (Melles et al., 2006), the methods and processes for investigating challenges, acquiring information, analyzing knowledge, and positioning solutions in the design and planning fields (Meinel & Leifer, 2011) by combining “empathy, creativity, and rationality”. Architectural theory has evolved over time, to reflect the development of new materials, new construction, new structures, new philosophies, new socio-cultural contexts, new scientific findings, and, of course, new technology. As Dorst (2011) emphasises ‘Design Thinking’ has been part of “the collective consciousness of design researchers since Rowe used it as the title of his 1987 book and different models have emerged since then. Nowadays, “Design Thinking” is identified as an exciting new paradigm for adopting designerly practices dealing with complex problems to build up a “conceptual framework”. Architectural logic provides us with a various of approaches toward the reasoning in design exploring potential value of the design process. In this paper the author will move from the architectural process definitions to a broad descriptions of design thinking and its application in the architectural design process. Since the process of design and its logical principles look quite complex, an integral attitude has been introduced in order to elaborate multi-step process avoiding the natural paradox of the sense of a complex statement of Design Process and Design Thinking. It is on this particular aspect of the creative design that we position our work: how to design a software tool support, and even improve, creativity in the early stages of the design? We will restrict ourselves to this in a specific area, that architectural design that we describe in the next section.Dorst, K. (2011). The core of ‘design thinking’ and its application. Design Studies, 32(6), 521‐532.Meinel, C., & Leifer, L. (2011). Design Thinking Research. Design thinking understand ‐ improve ‐ apply (pp. 1‐12). Berlin: Springer.Melles, G., Howard, Z., & Thompson‐Whiteside, S. (2012). Teaching Design Thinking: Expanding Horizons in Design Education. Procedia ‐ Social and Behavioral Sciences, 31, 162‐166.
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8.
  • Hooshyar Yousefi, Bahram, 1977-, et al. (författare)
  • The Socio-Organic Movement of Information Age : Architecture Self Educating System in Post Professional Era
  • 2015
  • Ingår i: International Journal of Advanced Architectural research (IJAAR). - Iran. - 2476-3225. ; 1:1
  • Tidskriftsartikel (refereegranskat)abstract
    • In critical assessments of social change, terms like mediatization, globalization, commercialization and individualization are the pioneer ones; according to Friedrich Krotz, these terms are parallel "meta-processes" which influence of society, culture and related interactions with long term effects. This parallelogram could possibly generate a “mediated globalizational approach”, by means of local/global interactive reconsideration. Moreover, communication and information technology is a key factor in the so called consideration. “Mediatization” generates an environment of high degree of self-selective determination by the aid of social and cultural aspects of globalization. During the mentioned “ization-process”, the new term of “Mcdonaldization” represents another contemporary juxtaposition within globalization improvement; the metaphor of Mcdonaldization basically refers to the creation of a compact idea of education. The combination of 5 “ization”s and their structural relation opens up a new attitude toward the profession of architecture. This article will discuss the consequence of mentioned term (Globalization, Mediatization, Commercialization, Individualization And Mcdonaldization) in the lens of professionalism in architecture generates a valuable platform by means of systematic process and reflects itself on architecture education and practice. Mediated interpersonal communication, beside the interactive communicational facilities provided by internet such as weblogs (blogs) in the societies with barriers of communication has been developing new opportunities for self-determination and self-expression. As a case, this socio-organic movement could be evaluated as strategic approach to Globalization/Mediatization from a local/regional innovative job-oriented group with globalized attitudes. The main aim of this research is to enhance, evaluate and boost this movement based on its communicational advantages and by surveying the “Archi-Blog” (the terms is used to describe a blog which is about architecture profession and related issues) via the transformation toward "multicultural working environments" which is open to cultural innovative issues and proposes a systematic method of “Post-Professional” Education in “Architecture and Urban Studies”.
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9.
  • Hooshyar Yousefi, Bahram, 1977- (författare)
  • آسیب شناسی روند معماری امروز ایران
  • 2016
  • Ingår i: Honarmand Newspaper روزنامه هنرمند. - Tehran.
  • Tidskriftsartikel (populärvet., debatt m.m.)abstract
    • بناها نوعا یکی از ماندگارترین و از نظر اقتصادی گران قیمت‌ترین محصولات تمدن ها به شمار می آیند؛ در گذشته، حداکثر توان انسانی و سرمایه اقتصادی، صرف ساخت بناهایی عظیم برای رقابت و ماندگاری شده، درطی تمدن‌هایی نظیر ایران و مصر قدیم و امپراتوری روم، ابرسازه‌هایی منجر به شهرت رسیدن و در معنایی فناناپذیری شده است. حاکمان گذشته به صرف هزینه‌هایی هنگفت دست زده‌اند و حتی سیاق زندگی خود و جامعه را در سازه های انسان ساخت منعکس ساخته اند. به نظر می رسد معماران قرون و ادوار گذشته، همواره بناها را آن‌طور که از آن‌ها انتظار می‌رفت، به خوبی به مرحله ظهور رسانده‌اند و یا با توجه به آثار باقی مانده، اینطور به نظر می رسد. در رابطه با جنبه‌های مفهومی و عملکردی معماری نیز با توجه به غایت فناوری های در دسترس، بناهای گذشته، انسان‌ها را از شرایط طبیعی در امان نگاه ‌‌داشته‌، به سیاقی هوشمندانه گرمایش و سرمایش مناسب در فصول مختلف را تامین کرده اند (در مورد معماری ایران، بسیاری در تایید این موارد پژوهیده اند). از لحاظ دیگر ابعاد فرهنگی و هنری نیز ما میراثدار و وامدار بستری از معماری هستیم که سوالات نظیر را بی پاسخ رها نکرده است؛ پاسخ هایی محیط بر احساسات انسانی و نمایانگر و ارتقادهنده فرهنگ و هنر رایج در هر دوره… . نکته جالب توجه اما این است که در حالی که ساخت و ساز بناها در یک دوره درگیر بسیاری از جنبه‌های فرهنگی، سیاسی و اجتماعی بوده، نوعا قادر است تا با نوعی سازماندهی و راهبرد با مردم آن زمان و دوره‌های بعد از آن ارتباط برقرار کند و پاسخی درخور و قابل ثنا را ارئه دهد. این موضوع غیرقابل انکار است که اگرچه بناهای فاخر گذشته زیبا و الهام بخشند، اماهمواره جنبه‌های سیاسی و اقتصادی در ساخت آن‌ها مداخله داشته‌اند. در این مقال طبیعتا نگارنده قصد ورود به جنبه‌های دیگری نظیر فن ساخت و استحکام را ندارد، هرچند به اعتبار نتیجه قابل رصد، در این عرصه نیز سنگی تمام گزارده شده است. در نهایت زیبایی بنا برآیند از تمامیت جنبه‌های مورد مطالعه در مورد بنا است؛ این نوع نگرش حتی در مورد بیشتر بناهای معمولی و با مصالح بومی و در بستر فرهنگی موجود در هر دوره و برای تامین نیازهای عمومی آن دوره نیز در بسیاری موارد مصداق داشته است. تاریخ معماری در اصل داستانی است پیرامون سبک‌های مختلف در قالب  تسری اشکالی و احجامی که به تدریج در طول زمان به تغییر کرده، امکاناتی را فراهم آورده‌اند در تلاش برای بهبود. این رویکرد به اشتغال ذهنی برای تجزیه و تحلیل سبک‌ها و اشکال و فضا (و در دوران معاصر نقادی آنها) منجر شده و طبیعتا شاهدی است بر اینکه روابط و ضوابطی منطقی در پیدایش یک بنا همواره اهمیت داشته است.
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10.
  • Hooshyar Yousefi, Bahram, Senior Lecturer, 1977-, et al. (författare)
  • از پایبست علوم شناختی تا یک پلتفرم بازی بنیان: = From Cognitive Science Basics to the Game-based Platforms : مقدمهای بر استخراج پتانسیل بازیوارسازی در آموزش طراحی معماری = An Introduction to the Gamifying Potential in Architecture Design Training
  • 2019
  • Ingår i: City & Landscape. ; 7:39, s. 98-111
  • Tidskriftsartikel (refereegranskat)abstract
    • The importance of the Games has already been perceived for more than three decades by the use of computers in education as an aid in the process of knowledge construction. In Gamification, the game is dislocated from the distraction function, since it has influence in the sensory and cognitive development of the individual. The elements of the Gamification do not follow a specific rule or a standard, and can be applied in whole or in part of an educational process, remodeling of existing procedures in both theoretical tasks or practical procedures. Developing a gamification platform will depend on the purpose, available resources and cognitive pedagogical bases, since the concept tends to redefine the learning process, rescuing the interest and participation with a view to intellectual growth. The current architectural education methods in Iranian universities suffer from lack of coverage of methods both artistically and technologically; the mentioned methods are mostly following the traditional teacher-focused trainings.. Nowadays, considering the advancement of new educational technologies, one of the most fundamental issues facing the current educational systems would be the contextual innovation which seems to change the learning methods both in content and method. The new processes and methods have formed a new playground which makes it possible to take the next step and make a decision on the set of new tools, educational goals and quality of the courses in the discipline architecture. The method of teaching based on the gamification approaches is more effective than other educational methods but there must be a comprehensive platform accordingly. The current study extends the authors' prior work examining the possibility of the formulating a model-based integration of architectural design education with a gamified platform based on the associated literature and resulting in a comprehensive understanding of role games and serious games in the overall educational field. Finally, we have tried to shape the conceptual model of the platform as a framework for creating a followable pattern for regenerating a game-based architecture design education.
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