CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 41 to 60 of 590

_id f288
authors Bille, Pia
year 1999
title Integrating GIS and Electronic Networks In Urban Design and Planning
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 722-728
summary In 1998 I undertook an inquiry into the use of information technology in Urban Design and Planning in Danish municipalities and among planning consultants. The aim was to find out who was working with the IT and for what purposes it was used. In education there seems to be barriers to a full integration of the new media, and I wanted to find out if that was also the case in the practise of architects and planners. Surprisingly I discovered that there was a computer on almost every desk, - but there were big differences in the use of the technology. The investigation described here is based on interviews with planners in selected municipalities and with urban planning consultants, and the results have been summarised in a publication.
keywords Urban Planning, Electronic Collaboration, GIS, Data Bases
series eCAADe
email pia.bille@a-aarhus.dk
last changed 2003/11/21 14:16

_id 7674
authors Bourdakis, Vassilis and Charitos, Dimitrios
year 1999
title Virtual Environment Design - Defining a New Direction for Architectural Education
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 403-409
summary This paper considers the design and development of virtual environments (VEs) and the way that it relates to traditional architectural education and practice. The need for practitioners who will contribute to the design of 3D content for multimedia and virtual reality applications is identified. The design of space in a VE is seen as being partly an architectural problem. Therefore, architectural design should play an important role in educating VE designers. Other disciplines, intrinsically related to the issue of VE design, are also identified. Finally, this paper aims at pointing out the need for a new direction within architectural education, which will lead towards a generation of VE architects.
keywords Virtual Environments, Architectural Design, Architectural Education
series eCAADe
email V.Bourdakis@prd.uth.gr
last changed 2003/11/21 14:16

_id f58e
authors Bugay, Edson Luiz and Ulbricht, Vania Ribas
year 1999
title Hipermidia para Ensino de Render no AutoCad 14 (Hypermedia for the Tachinf of Render 14 AutoCad)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 280-284
summary Hypermedia applications in education have grown very much and are nowadays available in a great variety of titles covering a major extension of topics. However most of these applications have not gathered too much pedagogic embodiment and when they do have it, it is rather nearly to the intuitive level than based on one or more pedagogic theories. This paper's objective is to provide a practical view of hypermedia directed to teaching which has formed the development basis of a prototype for teaching render in Autocad 14. The several stages' view of developing an hypermedia were considered in the process of the prototype's creation such as the theme's definition, the staffs composition, the metaphor's choice, and the pedagogic model are discussed in details, as well as the several stages that should be followed since the proposals beginning until the product's final distribution. The chosen metaphor is the one of an art study having in mind the meaning of the word "render" being "the artistic representation of a model" once defined the metaphor, the screen's graphical part were developed accordingly.
keywords Hypermedia, Rendering, Learning, Teaching
series SIGRADI
email elbugay@matrix.com.br, ulbricht@mbox1.ufsc.br
last changed 2016/03/10 08:47

_id 9aaf
authors Burrow, Andrew and Woodbury, Robert
year 1999
title Pi-Resolution in Design Space Exploration
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 291-308
summary In studying the phenomenon of design we use models to envision mechanisms by which computers might support design. In one such model we understand design as guided movement through a space of possibilities. Design space explorers embody this model as mixed-initiative environments in which designers engage in exploration via human computer interaction. Constraint resolution provides a formal framework for interaction in design space explorers. Rather than directly providing solutions to design problems, constraint resolution provides a mechanism for organizing construction. Therefore, we are less interested in the set of solutions to a constraint problem than the process by which intermediate steps are generated. Pi-resolution is one such mechanism applicable to design space explorers. It describes the solution, by recursive enumeration, of feature structure type constraints. During pi-resolution, satisfiers are constructed by the application of type constraints drawn from an inheritance hierarchy. This constructive process provides a strong model for design space exploration. The constraint solver does not do the work of the designer, but rather design efforts are situated in, and organized by, constraint resolution. Therefore, the efficiency of the recursive enumeration in finding solutions is not an issue, since non-determinism in the search is resolved by the human user as design space exploration.
keywords Design Space Explorers, Typed Feature Structures, Functional Decomposition, Mixed Initiative
series CAAD Futures
email rob_woodbury@sfu.ca
last changed 2006/11/07 06:22

_id 8802
authors Burry, Mark, Dawson, Tony and Woodbury, Robert
year 1999
title Learning about Architecture with the Computer, and Learning about the Computer in Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 374-382
summary Most students commencing their university studies in architecture must confront and master two new modes of thought. The first, widely known as reflection-in-action, is a continuous cycle of self-criticism and creation that produces both learning and improved work. The second, which we call here design making, is a process which considers building construction as an integral part of architectural designing. Beginning students in Australia tend to do neither very well; their largely analytic secondary education leaves the majority ill-prepared for these new forms of learning and working. Computers have both complicated and offered opportunities to improve this situation. An increasing number of entering students have significant computing skill, yet university architecture programs do little in developing such skill into sound and extensible knowledge. Computing offers new ways to engage both reflection-in-action and design making. The collaboration between two Schools in Australia described in detail here pools computer-based learning resources to provide a wider scope for the education in each institution, which we capture in the phrase: Learn to use computers in architecture (not use computers to learn architecture). The two shared learning resources are Form Making Games (Adelaide University), aimed at reflection-in-action and The Construction Primer (Deakin University and Victoria University of Wellington), aimed at design making. Through contributing to and customising the resources themselves, students learn how designing and computing relate. This paper outlines the collaborative project in detail and locates the initiative at a time when the computer seems to have become less self-consciously assimilated within the wider architectural program.
keywords Reflection-In-Action, Design Making, Customising Computers
series eCAADe
email mburry@deakin.edu.au
last changed 1999/10/10 12:52

_id c19d
authors Camara, Antonio S. and Raper, Jonathan (Ed.)
year 1999
title Spatial multimedia and virtual reality
source London: Taylor & Francis
summary The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation. The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field. ------------------------------------------------------------------------
series other
last changed 2003/04/23 13:14

_id 6e36
authors Castañé, Dora
year 1999
title Documentation and Patrimony. The Digital Era: A Channel for Memory Recovery
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 451-457
summary The end of the millennium with its new digital technology is contributing important tools to the area of documentation and historical patrimony those of us who support the preservation of memories think that a very important way of personalizing and strengthening our identity is to provide to those who inhabit the city with heightened awareness towards the values of our past. The revitalization requires that the patrimony in itself be valued. At the same time, it necessitates the preparation of a great amount of information utilizing cataloguing, research databases, and other materials be accessible to all citizens. This piece of work shares the different digital data base experiences that are being developed in the CEDODAL foundation art and latinamerican architecture (center for documentation), which is under the direction of the architect Ramon Gutierrez, a research services organization, and diverse higher education institutions (universities). Four bases are introduced, each with different thought and criterion structures in the definition of fields as well as in their dynamic visualizations. Each of them possesses great quantities of digital images, blue prints, and texts. In three of those bases, the data is the output from teams of researchers in different topics through special arrangements with Santa Fe's provincial water), Fonart, and city government. At the same time, the CEDODAL catalogues its documentaries with great quantities of photographic information, blue prints, research passages, and a library.
series SIGRADI
email dcastane@impsat1.com.ar
last changed 2016/03/10 08:48

_id 9cf4
authors Chan, C., Hill, L. and Cruz-Neira, C.
year 1999
title Is it Possible to Design in Full Scale? A CAD Tool in a Synthetic Environment
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 43-52
summary This project developed a Virtual Architectural Design Tool (VADeT) executed in the C2 Virtual Reality (VR) space. C2 is a synthetic CAVE environment providing a full-scale setting for image projection and perception. Applying this tool for design offers four advantages over other CAD systems. First, it enables navigation performing in full scale to create the sense of immersion and reflection of the seeing-as. Second, it allows the creation, modification, and editing of three-dimensional objects in a virtual space. Third, designs can be modified and viewed simultaneously inside or outside of the generated model to obtain the best design products. Fourth, the entire design process can be recorded and played back. Collectively, this tool serves the purposes of: (1) a three-dimensional sketching tool for manipulating 3-D objects, (2) a design study tool for transparently displaying the design processes, and (3) a design teaching tool to demonstrate the processes by which designers do design. Thus, design in a full-scale representation not only is possible but also is a new and unconventional mode that will heavily influence design thinking.
series CAADRIA
last changed 2000/09/11 07:39

_id 69f5
authors Chan, C., Maves, J. and Cruz-Neira, C.
year 1999
title An Electronic Library for Teaching Architectural History
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 335-344
summary This research project developed an electronic library of significant buildings chosen to represent seven selected periods of Western architectural history: Egyptian (Mortuary temple of Queen Hatshepsut), Greek (Parthenon), Roman (Pantheon), Romanesque (Speyer Cathedral), Gothic (Notre Dame Cathedral), Renaissance (Tempietto), and Modern (Des Moines Art Center). All buildings were reconstructed in their original or intended forms based on plans, drawings, photographs, and historical texts. Two products were generated by this project: (1) materials to be displayed on the World Wide Web, including rendered still images for perception, movies for a visual guide, and Virtual Reality Modeling Language (VRML) models for user navigation; and (2) virtual reality (VR) models to be displayed in the C2 (an improved version of the Cave Automatic Virtual Environment or CAVE facility). The benefits of these VR models displayed on the Web and in the C2 are their easy accessibility at any time from various geographic locations and the immersive experience that enhances viewersÌ understanding of the effects of spatial proportions on form and of colors on materials.
series CAADRIA
more http://archvr.design.iastate.edu/miller
last changed 2000/01/13 11:23

_id 90dc
authors Chen, C.
year 1999
title Information Visualisation and Virtual Environments
source Springer
summary Information Visualisation is a fast growing research field and an industry with tremendous potential. Virtual environments provide a unique medium for people to communicate and interact over computer networks. Information Visualisation and Virtual Environments links the two areas together and presents the latest research and development, highlighting the potential of information visualisation as an enabling technology in the design of new generations of virtual environments. This book will be an invaluable source of reference for courses in Information Visualisation, User Interface Design, Virtual Environments, HCI, and Information Retrieval, as well as being a useful resource for consultants and practitioners. The book contains 144 wonderful colour images of intriguing and influential works in information visualisation.
series other
last changed 2003/04/23 13:14

_id 5a10
authors Cheng, Nancy Yen-Wen
year 1999
title Playing with Digital Media: Enlivening Computer Graphics Teaching
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 96-109
summary Are there better ways of getting a student to learn? Getting students to play at learning can encourage comprehension by engaging their attention. Rather than having students' fascination with video games and entertainment limited to competing against learning, we can direct this interest towards learning computer graphics. We hypothesize that topics having a recreational component increase the learning curve for digital media instruction. To test this, we have offered design media projects with a playful element as a counterpart to more step-by-step descriptive exercises. Four kinds of problems, increasing in difficulty, are discussed in the context of computer aided architectural design education: 1) geometry play, 2) kit of parts, 3) dreams from childhood and 4) transformations. The problems engage the students in different ways: through playing with form, by capturing their imagination and by encouraging interaction. Each type of problem exercises specific design skills while providing practice with geometric modeling and rendering. The problems are sequenced from most constrained to most free, providing achievable milestones with focused objectives. Compared to descriptive assignments and more serious architectural problems, these design-oriented exercises invite experimentation by lowering risk, and neutralize stylistic questions by taking design out of the traditional architectural context. Used in conjunction with the modeling of case studies, they engage a wide range of students by addressing different kinds of issues. From examining the results of the student work, we conclude that play as a theme encourages greater degree of participation and comprehension.
series ACADIA
email nywc@darkwing.uoregon.edu
last changed 1999/12/10 12:50

_id 2690
authors Chiu, Mao-Lin
year 1999
title Design Navigation and Construction Simulation by Virtual Reality
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 31-41
summary This paper depicts the approach of constructing a virtual reality environment for simulating architectural design and construction operations. The virtual environment is established to demonstrate the spatial performance of design and constructability of construction operations. Particularly, the functions such as navigation of construction sites, simulation of construction operations, and evaluation of construction details will be critical to construction operations. The system shell is implemented by JAVA on the web and integrated with VRML for supporting the above functions. The study focuses on the needs for the system integration and interface design. Four modes of human computer interfaces are proposed, including the user, agent, monitor, and immersion modes. Finally, this paper provides demonstration of construction simulation in an office building project to highlight the above discussion. The operations of crane towers and curtain wall installation are also studied in the construction process. In conclusion, this paper demonstrates the potential uses and limitation of virtual reality in simulation of the built environment.
series CAADRIA
email mc2p@mail.ncku.edu.tw
last changed 2000/01/13 10:04

_id b4a0
authors Clayton, M.J., Johnson R.E. and Song, Y.
year 1999
title Downstream of Design: Web-based Facility Operations Documents
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 365-380
summary Intemet technologies provide opportunities for improving the delivery of facility information to building owners and operators. Discussions with facility operators have led to identification of problems in current practices of delivering facility information using as-built drawings. A Web-based software prototype illustrates how facility information can be automatically structured into documents that support specific facility operations tasks.
keywords Facility Management, Computer-Aided Design, Intranet, Information Delivery, Life Cycle Design, As-Built Drawings
series CAAD Futures
email mark-clayton@tamu.edu
last changed 2006/11/07 06:22

_id 9a1e
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo
year 1999
title Stumbling, Backtracking, and Leapfrogging: Two Decades of Introductory Architectural Computing
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 151-158
summary Our collective concept of computing and its relevance to architecture has undergone dramatic shifts in emphasis. A review of popular texts from the past reveals the biases and emphases that were current. In the seventies, architectural computing was generally seen as an elective for data processing specialists. In the early eighties, personal computers and commercial CAD systems were widely adopted. Architectural computing diverged from the "batch" world into the "interactive" world. As personal computing matured, introductory architectural computing courses turned away from a foundation in programming toward instruction in CAD software. By the late eighties, Graphic User Interfaces and windowing operating systems had appeared, leading to a profusion of architecturally relevant applications that needed to be addressed in introductory computing. The introduction of desktop 3D modeling in the early nineties led to increased emphasis upon rendering and animation. The past few years have added new emphases, particularly in the area of network communications, the World Wide Web and Virtual Design Studios. On the horizon are topics of electronic commerce and knowledge markets. This paper reviews these past and current trends and presents an outline for an introductory computing course that is relevant to the year 2000.
keywords Computer-Aided Architectural Design, Computer-Aided Design, Computing Education, Introductory Courses
series eCAADe
email mark-clayton@tamu.edu
last changed 1999/10/10 12:52

_id ga0020
id ga0020
authors Codignola, G.Matteo
year 2000
title [Title missing]
source International Conference on Generative Art
summary This paper is a summary of my last degree in architecture (discussed in December 1999) with Prof. Celestino Soddu and Prof. Enrica Colabella. In this work I had the possibility to reach complexity by a generative approach with the construction of a paradigm that organizes the different codes of project identity. My general objective was to design shape complexity in variable categories : 3d space surfaces, 2d drawings and 2d textures. I was to discover the identity of one of my favourite architects of the 20th century : Antoni Gaudì, by constructing codes relative to shape complexity. I defined my particular objective in the possibility to abduct from Gaudì's imaginary reference the generatives codes that operate in the logical processing I use to create a possible species project. The next step was to verify the exact working of the new generative codes by means of 3d scenaries, that are recognizable as "Antoni Gaudì specie's architecture". Whit project processing on the generative codes and not on a possible resulting shape design, I was able to organize by my general paradigm the attributes of the project's species : different shapes, different attributes (color, scale, proportion), to get to possible and different scenarys, all recognizable by the relative class codes. I chose three examples in Barcellona built during the period 1902 to 1914 : The Parco Guell, Casa Batllò and Casa Milà are the three reference sceneryes that I used to create the generative codes. In the second step I defined different codes that operate in sequence (it is defined in the paradigm) : The generatives codes are only subjective; they are one possible solution of my interpretation of Antoni Gaudì's identity. This codes operate in four differents ways : Geometrical codes for 2d shapes Geometrical codes for interface relations Spatial codes for 3d extrusion of 2d shapes Geometrical codes for 2d and 3d texturing of generated surfaces. By a stratified application of this codes I arrived at one idea for all the generative processes but many different, possible scenaryes, all recognizable in Gaudì's species. So, my final result has made possible sceneryes belonging to related species defined previously. At the end of my research I designed a project by combination : using Antoni Gaudì's generative codes on a new 3d scenary with a shape catalyst : the Frank Lloyd Wright Guggenheim Museum of New York. In this process I created a "hybrid scenary" : a new species of architectural look; a Guggenheim museum planned by Wright with a god pinch of Gaudì.
series other
email coddoc@tin.it
more http://www.generativeart.com/
last changed 2003/08/07 15:25

_id 84e8
authors Cohen, J.M., Markosian, L., Zeleznik, R.C., Hughes, J.F. and Barzel, R.
year 1999
title An Interface for Sketching 3D Curves
source ACM Symposium on Interactive 3D Graphics, pp. 17-22 (April 1999). ACM SIGGRAPH. Edited by Jessica Hodgins and James D. Foley
summary The ability to specify nonplanar 3D curves is of fundamental importance in 3D modeling and animation systems. Effective techniques for specifying such curves using 2D input devices are desirable, but existing methods typically require the user to edit the curve from several viewpoints. We present a novel method for specifying 3D curves with 2D input from a single viewpoint. The user rst draws the curve as it appears from the current viewpoint, and then draws its shadow on the oor plane. The system correlates the curve with its shadow to compute the curve's 3D shape. This method is more natural than existing methods in that it leverages skills that many artists and designers have developed from work with pencil and paper.
series other
last changed 2003/04/23 13:14

_id 9cab
authors Coomans, M.K.D.
year 1999
title A Virtual Reality User Interface for a Design Information System, CCAI: the Journal for the Integrated Study of Artificial Intelligence
source Cognitive Science and Applied Epistemology, Rijks Universiteit Gent
summary The computer is a tool, a complex artefact that is used to extend our reach. A computer system can provide several kinds of services, but against these services stands a supplementary task that the user must deal with: the communication with the computer system. We argued that Virtual Reality (VR) can fundamentally improve the user interface by rendering on the common experiential skills of all users. We present the theoretical basis for this, referring to Donald Norman's theory. We show that VR provides at least theoretically, the means to take a big step in the direction of an ideal user interface. As an example of a innovative application of VR in user interface design, we presented the VR-DIS system; an interdisciplinary design system for the building and construction industry. We discuss the issues underlying the design of its VR interface.
series other
last changed 2003/04/23 13:50

_id 85ab
authors Corrao, Rossella and Fulantelli, Giovanni
year 1999
title Architects in the Information Society: The Role of New Technologies
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 665-671
summary New Technologies (NTs) offer us tools with which to deal with the new challenges that a changing society or workplace presents. In particular, new design strategies and approaches are required by the emerging Information Society, and NTs offer effective solutions to the designers in the different stages of their professional life, and in different working situations. In this paper some meaningful scenarios of the use of the NTs in Architecture and Urban Design are introduced; the scenarios have been selected in order to understand how the role of architects in the Information Society is changing, and what new opportunities NTs offer them. It will be underlined how the telematic networks play an essential role in the activation of virtual studios that are able to compete in an increasingly global market; examples will be given of the use of the Web to support activities related to Urban Planning and Management; it will be shown how the Internet may be used to access strategic resources for education and training, and sustain lifelong learning. The aforesaid considerations derive from a Web-Based Instruction system we have developed to support University students in the definition of projects that can concern either single buildings or whole parts of a city. The system can easily be adopted in the other scenarios introduced.
keywords Architecture, Urban Planning , New Technologies, World Wide Web, Education
series eCAADe
email rcorrao@itdf.pa.cnr.it, fulantelli@itdf.pa.cnr.it
last changed 1999/10/10 12:52

_id 7dcd
authors Cotton B. and Oliver, R.
year 1999
title Understanding Hypermedia
source Phaidon Press Ltd, London
summary Understanding Hypermedia 2,000 is a wonderful read. It takes you on a journey tracing the origins of hypermedia from its very early beginings way back in the 1700's with the birth of print, all the way through to the modern new media revolution. It charts the developments in technology, culture, science and the arts to give you a very broad understanding of just what hypermedia is and where it came from. Looking to the future, Understanding Hypermedia looks at the components of hypermedia - interface design, typography, text, animation, video, vrml, etc -, the processes of designing and building new media projects - including examples from the web, cdrom and kiosks - and the future of the medium. From the hypermedia innovators to the visionaries of cyberspace. This book is a wonderful, rich and fasinating source of information and inspiration for anyone interested in or working with new media today.
series other
last changed 2003/04/23 13:14

_id sigradi2016_499
id sigradi2016_499
authors Crivelli, Juliana de Mello; Vizioli, Simone Helena Tanoue
year 2016
title Gamificaç?o na educaç?o patrimonial: Escola Álvaro Gui?o (SP-BR) [Gamification in patrimonial education: Escola Álvaro Gui?o (SP-BR)]
source SIGraDi 2016 [Proceedings of the 20th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-7051-86-1] Argentina, Buenos Aires 9 - 11 November 2016, pp.860-864
summary This article integrates works developed in the Núcleo de Apoio em Pesquisa em Estudos de Linguagem em Arquitetura e Cidade (N.elac) of the Instituto de Arquitetura e Urbanismo da Universidade de S?o Paulo, and aims to evaluate the contribution of the game as an auxiliary instrument to the patrimonial education (Horta, Grunberg & Monteiro, 1999). Games present themselves as one of the constitutive elements of culture, and many are the authors that discuss the theme. Between them, Huizinga, 2000; Callois, 1990 and Broug?re, 2004. The developed game is an interactive narrative inside a building listed as herritage by the Conselho Municipal de Defesa do Patrimônio Histórico, Arquitetônico, Artístico e Turístico (CONDESPHAASC): the Escola Estadual Dr. Álvaro Gui?o.
series SIGraDi
email juliana.crivelli@usp.br
last changed 2017/06/21 12:19

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