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Titlebook: Creativity in the Age of Digital Reproduction; xArch Symposium Giancarlo Di Marco,Davide Lombardi,Mia Tedjosaputr Conference proceedings 20

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Challenges and Opportunities in Using Digital Pedagogy for Game-Based Architecture Education: A Caseg., virtual learning environments and digital media platforms) for inclusive and personalized learning and teaching. Applying DP appropriately can help teachers to shift from traditional instruction methods towards more interactive and engaging approaches for high-quality education. Under the umbrel
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Digital Creativity in Urban Interventions: Using Technology as an Engagement and Idea Inducing Tools. Automation is already reshaping infrastructure and urban ecosystems. This study seeks to reconciliate technological agency and creative research methods by utilising laser scanning technology to increase community participation in planning and speculate about urban possibilities of using walking
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Digital Hybridities: Theorising the ‘Social’ and the ‘Local’ of Fabrication Technologies in Craft Pry adoption in our sector is often reported from performance and efficiency perspectives, instead of its efficacy – its implementation and adoption in real-world design practices and cultures. In that context, this paper presents a theory framework to investigate the adoption of digital fabrication t
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Geometric Variability and Viability in Designing and Fabricating Concrete Façade Components–A Systemogies. Despite concrete’s versatility and durability, which make it a preferred material for parametric façade designs, a nuanced comprehensive understanding of balancing its geometric variability and viability is absent. This review investigates the interplay among digital geometric design and fabr
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Creativity in the Age of Digital Reproduction978-981-97-0621-1Series ISSN 2366-2557 Series E-ISSN 2366-2565
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Hypertext Markup Language (HTML)ulation and realization of 3D Moiré Animation installations. Setting-out from the technique of traditional 2D Moiré Animations, the authors developed tools to examine a novel approach which combines the depth of field and motion of the spectator to achieve large-scale, analogue animations in three d
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