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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_id c3c6
authors Bonetti, Máximo
year 1999
title Inventario Digital del Patrimonio Arquitectónico y Urbano Marplatense (Digital Inventory of the Architectural and Urban Patrimony of Mar del Plata)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 458-461
summary Assisting to the urgent necessity of documenting buildings, urban and rural spaces of our district and keeping in mind that, this patrimonial values represent a considerable proportion of the creative and constructive effort of the pioneers of this region and of our memory and identity, you urgent restitution the report of the examples that are still conserved. As well as the reconstruction, in the cases that it was necessary, of the missing patrimony that still stays in the collective memory. The construction of the digital inventory outlines, in a principle; to divide to the city in sectors of different urban-architectural importance the hills of. Santa Cecilia Stala Maris and Divino Rostro, those that still conserve numerous examples of architecture of the past, are an example of it. This documentation is carried out from the entity of culture of the municipality of the district of general Pueyrredón, in function of the activity developed in the area of patrimonial preservation. In what concerns to this work, previous antecedents don't exist in our means, being this the first time that is intruded in the land of the digital graph applied to the investigation and historical documentation.
series SIGRADI
email dibarros@mdp.edu.ar
last changed 2016/03/10 08:47

_id 875c
authors Bonta, Pedro
year 1999
title CAO - Centro Asistido Por Ordenador
source ACADIA Quarterly, vol. 18, no. 1, pp. 12-12
summary The formal education of future professionals requires training in four basic skills: abstraction, systemical thought, experimentation and collaboration. The capacity of abstraction allows to understand and manage realty in different ways in order to create opportunities to reinterpret and reorganize the information. The systemical thought promotes the distinction and the interpretation, teaching how they should be interpreted and how they can be refuted. They should learn how to analyze the reality from different points of view, under different conditions, which allows imagining new alternatives and possibilities. Through the experimentation we look for different possibilities and results and verify analogies and relevant differences, comparing with previous ideas. Another relevant aspect is the capacity of collaborating, sharing troubles and solutions, building new knowledge.
series ACADIA
email ebonta@interlink.com.ar
last changed 2003/11/21 14:16

_id 6ae4
authors Borde, A., Miyamoto, J., Barki, J., and Conde, M.
year 1999
title New Trends In Graphic Representation
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 501-506
summary In terms of graphic representation, architectural & urban study drawings present some fuzziness related to the multiplicity of scales, to the representation of the urban dynamic and to the means of communicating the contents of these studies for different publics, clearly divided among lay and specialists. Since the 16th century there have been certain stimulating propositions to this theme that have had an enormous, often unacknowleged, impact on the perception and construction of the built environment. Recent experiences in Rio, due to the series of urban projects that are being accomplished, is showing that some architecture offices are adopting new graphic trends in drawings conceived for preliminary studies, diagnoses and inventories. Due to the new possibilities offered by graphic computing they are developing, with diferent softwares, a sort of "patchwork” or "collage” and "sampling” technique for morphological analysis and representantion of places and buildings. This use of graphic computing, as an alternative to the usual realistic depictions that attempts to deal with prosaic simulations of an everyday experience, results in a different type of graphic expression that transcend literalism and appealls to the imagination of the general viewer. It is important to highlight that the analysis of these graphic solutions that attempts to turn visible design problems, could result in the development of new graphic tools that will help the creative design process.
keywords Graphic Representation, Architecture, Urbanism
series SIGRADI
email aborde@rio.com.br, jamesm@rio.com.br, zbki@openlink.com.br
last changed 2016/03/10 08:47

_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 7229
authors Brenner, C. and Haala, N.
year 1999
title Towards Virtual Maps: On the Production of 3D City Models
source GeoInformatics 2(5), pp. 10–13
summary The growing demand for detailed city models has stimulated research on efficient 3D data acquisition. Over the past years, it has become evident that the automatic reconstruction of urban scenes is most promising if different types of data, possibly originating from different data sources are combined. In the approach presented in this paper the geometric reconstruction of urban areas is based on height data from airborne laser scanning and 2D GIS, which provides the ground plan geometry of buildings. Both data sources are used to estimate the type and parameter of basic primitives which in turn are combined to obtain complex building structures. The final output consists of 3D CAD models for the buildings. Using the reconstructed geometry, terrestrial images are mapped onto building facades to generate virtual city models.
keywords 3D City modeling
series journal paper
last changed 2003/11/21 14:16

_id 165b
authors Brenner, C. and Haala, N.
year 1999
title Rapid Production of Virtual Reality City Models
source GIS - Geo-Informationssysteme 12(3), pp. 22–28
summary The growing demand for detailed city models has stimulated research on efficient 3D data acquisition. Over the past years, it has become evident that the automatic reconstruction of urban scenes is most promising if different types of data, possibly originating from different data sources are combined. In the approach presented in this paper the geometric reconstruction of urban areas is based on height data from airborne laser scanning and 2D GIS, which provides the ground plan geometry of buildings. Both data sources are used to estimate the type and parameter of basic primitives which in turn are combined to obtain complex building structures. The final output consists of 3D CAD models for the buildings. Using the reconstructed geometry, terrestrial images are mapped onto building facades to generate virtual city models.
keywords 3D City modeling
series other
last changed 2003/11/21 14:16

_id 9e00
authors Bridges, Alan
year 1999
title Progress? What Progress?
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 321-326
summary This paper briefly reviews some of the history of computer graphics standardisation and then presents two specific case studies: one comparing HTML with SGML and Troff and the other comparing VRML with the Tektronix® Interactive Graphics Language implementation of the ACM Core Standard. In each case, it will be shown how the essential intellectual work carried out twenty years ago still lies at the foundations of the newer applications.
keywords SGML, HTML, VRML
series eCAADe
email a.h.bridges@strath.ac.uk
last changed 2003/11/21 14:16

_id 48a7
authors Brooks
year 1999
title What's Real About Virtual Reality
source IEEE Computer Graphics and Applications, Vol. 19, no. 6, Nov/Dec, 27
summary As is usual with infant technologies, the realization of the early dreams for VR and harnessing it to real work has taken longer than the wild hype predicted, but it is now happening. I assess the current state of the art, addressing the perennial questions of technology and applications. By 1994, one could honestly say that VR "almost works." Many workers at many centers could doe quite exciting demos. Nevertheless, the enabling technologies had limitations that seriously impeded building VR systems for any real work except entertainment and vehicle simulators. Some of the worst problems were end-to-end system latencies, low-resolution head-mounted displays, limited tracker range and accuracy, and costs. The technologies have made great strides. Today one can get satisfying VR experiences with commercial off-the-shelf equipment. Moreover, technical advances have been accompanied by dropping costs, so it is both technically and economically feasible to do significant application. VR really works. That is not to say that all the technological problems and limitations have been solved. VR technology today "barely works." Nevertheless, coming over the mountain pass from "almost works" to "barely works" is a major transition for the discipline. I have sought out applications that are now in daily productive use, in order to find out exactly what is real. Separating these from prototype systems and feasibility demos is not always easy. People doing daily production applications have been forthcoming about lessons learned and surprises encountered. As one would expect, the initial production applications are those offering high value over alternate approaches. These applications fall into a few classes. I estimate that there are about a hundred installations in daily productive use worldwide.
series journal paper
email brooks@ai.mit.edu
last changed 2003/04/23 13:14

_id aef9
authors Brown, A., Knight, M. and Berridge, P. (Eds.)
year 1999
title Architectural Computing from Turing to 2000 [Conference Proceedings]
source eCAADe Conference Proceedings / ISBN 0-9523687-5-7 / Liverpool (UK) 15-17 September 1999, 773 p.
summary The core theme of this book is the idea of looking forward to where research and development in Computer Aided Architectural Design might be heading. The contention is that we can do so most effectively by using the developments that have taken place over the past three or four decades in Computing and Architectural Computing as our reference point; the past informing the future. The genesis of this theme is the fact that a new millennium is about to arrive. If we are ruthlessly objective the year 2000 holds no more significance than any other year; perhaps we should, instead, be preparing for the year 2048 (2k). In fact, whatever the justification, it is now timely to review where we stand in terms of the development of Architectural Computing. This book aims to do that. It is salutary to look back at what writers and researchers have said in the past about where they thought that the developments in computing were taking us. One of the common themes picked up in the sections of this book is the developments that have been spawned by the global linkup that the worldwide web offers us. In the past decade the scale and application of this new medium of communication has grown at a remarkable rate. There are few technological developments that have become so ubiquitous, so quickly. As a consequence there are particular sections in this book on Communication and the Virtual Design Studio which reflect the prominence of this new area, but examples of its application are scattered throughout the book. In 'Computer-Aided Architectural Design' (1977), Bill Mitchell did suggest that computer network accessibility from expensive centralised locations to affordable common, decentralised computing facilities would become more commonplace. But most pundits have been taken by surprise by just how powerful the explosive cocktail of networks, email and hypertext has proven to be. Each of the ingredients is interesting in its own right but together they have presented us with genuinely new ways of working. Perhaps, with foresight we can see what the next new explosive cocktail might be.
series eCAADe
email andygbp@liv.ac.uk, mknight@liv.ac.uk, p.berridge@liverpool.ac.uk
more http://www.ecaade.org
last changed 1999/10/10 12:53

_id f11d
authors Brown, K. and Petersen, D.
year 1999
title Ready-to-Run Java 3D
source Wiley Computer Publishing
summary Written for the intermediate Java programmer and Web site designer, Ready-to-Run Java 3D provides sample Java applets and code using Sun's new Java 3D API. This book provides a worthy jump-start for Java 3D that goes well beyond the documentation provided by Sun. Coverage includes downloading the Java 2 plug-in (needed by Java 3D) and basic Java 3D classes for storing shapes, matrices, and scenes. A listing of all Java 3D classes shows off its considerable richness. Generally, this book tries to cover basic 3D concepts and how they are implemented in Java 3D. (It assumes a certain knowledge of math, particularly with matrices, which are a staple of 3D graphics). Well-commented source code is printed throughout (though there is little additional commentary). An applet for orbiting planets provides an entertaining demonstration of transforming objects onscreen. You'll learn to add processing for fog effects and texture mapping and get material on 3D sound effects and several public domain tools for working with 3D artwork (including converting VRML [Virtual Reality Markup Language] files for use with Java 3D). In all, this book largely succeeds at being accessible for HTML designers while being useful to Java programmers. With Java 3D, Sun is betting that 3D graphics shouldn't require a degree in computer science. This book reflects that philosophy, though advanced Java developers will probably want more detail on this exciting new graphics package. --Richard Dragan Topics covered: Individual applets for morphing, translation, rotation, and scaling; support for light and transparency; adding motion and interaction to 3D objects (with Java 3D classes for behaviors and interpolators); and Java 3D classes used for event handling.
series other
last changed 2003/04/23 13:14

_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 1206
authors Cabezas, M., Mariano, C., Mitolo, S. and Oliva, S.
year 1999
title Transformaciones en el Proceso Enseñanza-Aprendizaje de la Geometría Descriptiva con la Apliacación de los Medios Digitales (Transformations in the Teaching/Learning Process of Descriptive Geometry with the Aplplication of Digital Media)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 347-348
summary The insert of the digital technologies in the atmosphere Áulico has left generalizing in a significant way. An example constitutes it the high percentage of students that they manifested general knowledge in the software handling in the introductory course of visual communication, as well as the voluntary presentation of practical works developed with digital means. The necessity of an answer to the requirements that arise of the students sinks to the certainty of a pedagogic compatibility among the matter to try and the teaching attended by the personal computer that would increase the Iconidad and the understanding of a topic of certain complexity like it is the geometry of the space. An educational program designed for the teaching of the Sistema Monge whose general characteristics were presented in the II Ibero-American Seminar of Digital Graph and that it will be applied as experience pilot in the course 2000, it will allow us to respond to the following queries: what place it will be given to the educational program in the formation process in connection with the other pedagogic means.
series SIGRADI
email mariadc@copetel.com.ar
last changed 2016/03/10 08:47

_id 92ce
authors Cabezas, M., Mariano, C., Mitolo, S. and Oliva, S.
year 1999
title Una Experiencia Docente sobre la Incorporación del Uso de la Informática en la Enseñanza-Aprendizaje de la Forma (An Educational Experience on the Incorporation of the use of Computing in the Teaching/Learning of Form)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 349-351
summary In this work an experience pilot is presented based on the study of the transformations of the teaching-learning process referred to the visual communication, specifically in the didactic units referred to the bi- and three-dimensional form, proposing to the student as an informatical user like a new alternative to the conventional form.
series SIGRADI
email mariadc@copetel.com.ar
last changed 2016/03/10 08:47

_id ga9906
id ga9906
authors Caglioti, Giuseppe
year 1999
title Ambiguity in Art and Science
source International Conference on Generative Art
summary Ambiguity can be defined as the coexistence and/or coalescence of two incompatible aspects in the same reality. Ambiguity manifests itself * in pathologic processes occurring in matter, e.g. at the critical state of the solid ¬ ® liquid phase transformation. * during the process of measurement of quantum structures: a process formally very similar to the process of perception. * Systematically, in our mind, during the process of perception - especially during visual perception of paintings or acoustic perception of music.Therefore ambiguity is an intrinsic feature of the process of perception and an intriguing step in the way toward the formation of thought. Ambiguity is continuosly experienced in our mind: every act of perception culminates into the critical state of a dynamic instability of the interiorized image, where the incoherent heap of sensory stimuli merges into coherent visual or auditive thinking. In turn, since perception is essential for life, we should look at ambiguity not so much as to a fastidious travel companion, but rather as to a fixed course toward perception itself, scientific thought and aesthetic emotion: ambiguity is a permanent cultural value.
series other
email Caglioti@polimi.it
more http://www.generativeart.com/
last changed 2003/08/07 15:25

_id b4d2
authors Caldas, Luisa G. and Norford, Leslie K.
year 1999
title A Genetic Algorithm Tool for Design Optimization
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 260-271
summary Much interest has been recently devoted to generative processes in design. Advances in computational tools for design applications, coupled with techniques from the field of artificial intelligence, have lead to new possibilities in the way computers can inform and actively interact with the design process. In this paper we use the concepts of generative and goal-oriented design to propose a computer tool that can help the designer to generate and evaluate certain aspects of a solution towards an optimized behavior of the final configuration. This work focuses mostly on those aspects related to the environmental performance of the building. Genetic Algorithms are applied as a generative and search procedure to look for optimized design solutions in terms of thermal and lighting performance in a building. The Genetic Algorithm (GA) is first used to generate possible design solutions, which are then evaluated in terms of lighting and thermal behavior using a detailed thermal analysis program (DOE2.1E). The results from the simulations are subsequently used to further guide the GA search towards finding low-energy solutions to the problem under study. Solutions can be visualized using an AutoLisp routine. The specific problem addressed in this study is the placing and sizing of windows in an office building. The same method is applicable to a wide range of design problems like the choice of construction materials, design of shading elements, or sizing of lighting and mechanical systems for buildings.
series ACADIA
email lcaldas@mit.edu
last changed 1999/12/02 07:48

_id ga9915
id ga9915
authors Calio, F. and Marchetti, E.
year 1999
title Linear algebra and creative process
source International Conference on Generative Art
summary Mathematical methods providing metamorphosis of three-dimensional objects are considered. Linear algebra is the basic tool : precisely linear transformations depending on a parameter are the way to produce the basic surface, moreover logic rules of manipulation of its parametric equations allow the realization of the generative process. We think that mathematical methods introduced into a generative approach can increase the performances in the designing evolution. This paper illustrates an example realized by modifying mathematically a three-dimensional form, whose initial idea is recognisable at every step.
series other
email fracal@mate.polimi.it
more http://www.generativeart.com/
last changed 2003/08/07 15:25

_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 ga9924
id ga9924
authors Cardalda, Juan Jesus Romero J.J.
year 1999
title Artificial Music Composer
source International Conference on Generative Art
summary Traditional Musical Computation Systems had to face the differences between the computational techniques and the characteristics of musical creation. Characteristics such as a high degree of subjectivity, a great irrational component, and a learning process based on the use of examples and environmental absorption, have made music difficult to be formalized through algorithmic methods or classical Artificial Intelligence methods such as Expert Systems. We propose the creation of a cybernetic model of a human composer in a primeval stage of human musical evolution, following a paradigm of cognitive complex models creation, based on the use of the human reference, not only in a static point of view but also considering its evolution through time. Therefore, the proposed system simulates musical creation in one of the first stages of musical evolution, whose main characteristics are the percussive and choral aspects. The system is based on Genetic Algorithms, whose genetic population is integrated by several tribes. This model carries out the task of musical composition, led by the user who expresses his/her musical taste assigning a punctuation to each tribe. The GA selects the worse tribes as individuals to be eliminated. In order to select those tribes which are going to be used as parents, a random function is used, having each tribe a probality proportional to its punctuation. The new tribe is produced by crossing the parent tribes in each individual. Afterwards, mutation takes place in the created individuals. The experiments carried out with this system have proved its functionality in the composition of rhythmic patterns. It is intended to enlarge the experiment's scope by communicating the system via Internet. This would enable its use by users of different musical cultures, taking into account that the system is user-friendly, since it requires no musical knowledge.
series other
email jj@udc.es
more http://www.generativeart.com/
last changed 2003/08/07 15:25

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