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 sigradi2006_c093b
id sigradi2006_c093b
authors Sánchez Cavazos, María Estela
year 2006
title El Aprendizaje del Diseño Arquitectónico en el mundo digital [Architectural design learning in a digital world]
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 210-214
summary The background of this paper goes back to the yer 2000 when its autor realizad an investigation in the architecture workshops. In that same year she finished her master's thesis about the design process and continued with investigations observing the influence of the computer use in the process. The main goal of the paper is to determine if the digital mediums take an important role between the connection of knowledges, actitudes and habilites for the architectonic design. The methodology used for the data collection was trough participant observations, interviews and cuasiexperiments. The paper shows how the student takes elements from the knowledges, actitudes and habilities, and connects them to realize constructions of new schemes of knowledge in the architectonic design process; the use of old and new tools to design and how it influences the outcome is observed.
series SIGRADI
email mesanche@correo.uaa.mx
last changed 2016/03/10 09:01

_id c056
authors Tsou, Jin-Yeu and Chow, Benny
year 1999
title Team Orientated Knowledge Construction 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. 292-300
summary Information Technology is always more accessible when we trying to imagine what the IT could be actually used. This situation is even more noticeable in the architecture field, and there are various technologies that have failed on delivering urgent needed education quality. Meanwhile, the tradition architecture education is evolving rapidly under the concepts of problem-based approach, knowledge reconstruction, and self-guided learning. "Education without institutional boundary" happens everyday in the classroom, and multi-direction learning modes have replaced the traditional single-direction teaching approach. The role of IT in the curriculum of architectural design education has become a subject of debate, scrutiny and experimentation in architectural schools. This paper will first outline the theory of applying team-oriented knowledge construction approach into studio teaching, the setup of our integrated digital design media environment is introduced; organization issue regarding the team formation and studio coordination is discussed; case studies are illustrated for demonstrating the methodology applied; and the student feedback is summarized to analysis the effectiveness of the approach.
keywords Multimedia, CD-ROM, Problem-Based Learning, Team-Orientated Learning, Constructivist Learning
series eCAADe
email jinyeutsou@cuhk.edu.hk, kaming@cuhk.edu.hk
last changed 1999/10/10 12:53

_id 35d4
authors Tzonis, Alexander
year 2000
title Community in the Mind. A Model for Personal and Collaborative Design
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 1-14
summary The present paper will discuss a landmark historical change that occurred during the last decade redefining architecture from an insular, solitary, and private activity into a distributed, cooperative, and community-based one. It will inquire into the reasons for this shift and explore the need to develop a new framework for personal and collaborative design and the opportunities resulting from it. How do we reason together in design? What are the criteria for selecting the technology to be used? How is knowledge acquired in such interactive framework? What are the new problems that emerge out of Collaborative Design? What are the new criteria to be applied when evaluating new design methods in the new context of Design Community? The paper will also examine some ideas related to a model for Personal and Collaborative Design and explore cognitive aspects of Community in the Mind. It will raise some basic question concerning new directions for research: The relation between Collaborative Design model to the cross-cultural design practice and the relation between cognitive organization of the Design Mind and the social organization of the Design Community.
series CAADRIA
email a.tzonis@bk.tudelft.nl
last changed 2000/08/07 07:11

_id ddssar0030
id ddssar0030
authors Wilsing, Markus and Sonkan, Tijen
year 2000
title Rediscovering communication through representation
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Design is created or taught in the first step by the “internal” world of human beings, which is afterwards visualised or represented in the “external” one. The “external” world is a representation of the “internal” world, and the “internal world” is a representation of the “external” world. They both depend on each other and influence each other, and can be seen as an instrument of visual communication within and between domains. Man throughout the time stored information in his “inside” which can give us probably an answer to how the representation of our environment came out, and how it guides our lives, our behaviour and health. Many sciences have tried and are still trying to explore the “inside” of man to provide him with health, better satisfaction for his needs and desires. But although all sciences have the well being of human beings as a common aim they have also isolated themselves from each other. Due to this, it can be said that there is a lack of exchange of knowledge and it only shows that an interdisciplinary movement is necessary. In this paper, a research that was conducted at Bilkent University in the year 2000 will be utilised to clarify these statements about the perception and representation of space by the help of colours and forms.
series DDSS
last changed 2003/08/07 14:36

_id ddssar0031
id ddssar0031
authors Witt, Tom
year 2000
title Indecision in quest of design
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Designers all start with a solution (Darke, 1984), with what is known (Rittel, 1969, 1970). Hans Menghol, Svein Gusrud and Peter Opvik did so with the chair in the 1970s. Not content with the knowledge of the chair, however, they walked backward to the ignorance of the question that has always elicited the solution of chair and asked themselves the improbable question, “What is a chair?” Their answer was the Balans chair. “Until the introduction of the Norwegian Balans (balance) chair, the multi-billion dollar international chair industry had been surprisingly homogeneous. This chair is the most radical of the twentieth century and probably since the invention of the chair-throne itself (Cranz 1998). Design theorists have tried to understand in a measurable way what is not measurable: the way that designers think. Rather than attempt to analyze something that cannot be taken apart, I attempt to illuminate methods for generating new knowledge through ways of seeing connections that are not logical, and in fact are sometimes ironic. Among the possibilities discussed in this dialogue are the methodological power of language in the form of metaphor, the power of the imagination in mind experiments, the power of mythological story telling, and the power of immeasurable intangibles in the generation of the new knowledge needed to design.
series DDSS
last changed 2003/08/07 14:36

_id 7ee9
authors Wood, J. B. and Chambers, Tom
year 2000
title CAD - Enabled by the Organisation of Science and the Poetics of a Visual Language
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 327-329
summary CADET, CAD education and training, a research unit with the Department of Architecture and Building Science (Faculty of Engineering, University of Strathclyde) promotes an integrated approach to the built environment, seeking to bring together the rational and expressive modes of thought by teaching design through IT and CAD. In recent years this has been introduced as a pilot project within the primary and secondary school sector as well as Year 1 and Year 2 of the Building Design Engineering (BDE). The presentations discussed in this paper demonstrate recent projects in a social context - modelling possible spaces via virtual reality on behalf of clients in education and social work environments. The motivation for such a creative and participatory dialogue in a community context acknowledges that, in the wake of post industrialisation, the reconstruction of our urban environments demands that we develop the tools required for a meaningful participation in the design process. The nature of a participatory process demands a demystification of the design process, which is a reality made possible by CAD.
keywords Teaching, Organisation, Participation, Knowledge and Demystification
series eCAADe
email j.b.wood@strath.ac.uk
more http://www.uni-weimar.de/ecaade/
last changed 2002/11/23 05:59

_id 4cd1
authors Abdelmawla, S., Elnimeiri, M. and Krawczyk, R.
year 2000
title Structural Gizmos
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 115-121
summary Architects are visual learners. The Internet has enabled interactive learning tools that can be used to assist in visual thinking of structural concepts, especially at the introductory levels. Here, we propose a visual approach for understanding structures through a series of interactive learning modules, or ’gizmos’. These gizmos, are the tools that the student may use to examine one structural concept at a time. Being interactive, they offer many more possibilities beyond what one static problem can show. The approach aims to enhance students’ visual intuition, and hence understanding of structural concepts and the parameters affecting design. This paper will present selected structural gizmos, how they work, and how they can enhance structural education for architects.
series ACADIA
email krawczyk@iit.edu
last changed 2003/11/21 14:15

_id ddssar0001
id ddssar0001
authors Achten, Henri and Leeuwen, Jos van
year 2000
title Towards generic representations of designs formalised as features
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Feature-Based Modelling (FBM) is an information modelling technique that allows the formalisation of design concepts and using these formal definitions in design modelling. The dynamic nature of design and design information calls for a specialised approach to FBM that takes into account flexibility and extensibility of Feature Models of designs. Research work in Eindhoven has led to a FBM framework and implementation that can be used to support design.. Feature models of a design process has demonstrated the feasibility of using this information modelling technique. To develop the work on FBM in design, three tracks are initiated: Feature model descriptions of design processes, automated generic representation recognition in graphic representations, and Feature models of generic representations. The paper shows the status of the work in the first two tracks, and present the results of the research work.
series DDSS
last changed 2003/11/21 14:15

_id ae61
authors Af Klercker, Jonas
year 1999
title CAAD - Integrated with the First Steps into Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 266-272
summary How and when should CAAD be introduced in the curriculum of the School of Architecture? This paper begins with some arguments for starting CAAD education at the very beginning. At the School of Architecture in Lund teachers in the first year courses have tried to integrate CAAD with the introduction to architectural concepts and techniques. Traditionally the first year is divided by several subjects running courses separatly without any contact for coordination. From the academic year 96/97 the teachers of Aplied aestetics, Building Science, Architectural design and CAAD have decided to colaborate as much as possible to make the role of our different fields as clear as possible to the students. Therefore integrating CAAD was a natural step in the academic year 98/99. The computer techniques were taught one step in advance so that the students can practise their understanding of the programs in their tasks in the other subjects. The results were surprisingly good! The students have quickly learned to mix the manual and computer techniques to make expressive and interesting visual presentations of their ideas. Some students with antipaty to computers have overcome this handicap. Some interesting observations are discussed.
keywords Curriculum, First Year Studies, Integration, CAAD, Modelling
series eCAADe
email jonas.af_klercker@caad.lth.se
last changed 2003/11/21 14:15

_id 01c0
authors Af Klercker, Jonas
year 2000
title Modelling for Virtual Reality in Architecture
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 209-213
summary CAAD systems are using object modelling methods for building databases to make information available. Object data must then be made useful for many different purposes in the design process. Even if the capacity of the computer will allow an almost unlimited amount of information to be transformed, the eye does not make the transformations in the same “simple” mathematical way. Trained architects have to involve in an inventive process of finding ways to “harmonize” this new medium with the human eye and the architect’s professional experience. This paper will be an interimistic report from a surveying course. During the spring semester 2000 the CAAD division of TU-Lund is giving a course “Modelling for VR in Architecture”. The students are practising architects with experience from using object modelling CAAD. The aims are to survey different ways to use available hard- and software to create VR-models of pieces of architecture and evaluate them in desktop and CAVE environments. The architect is to do as much preparation work as possible with his CAAD program and only the final adjustments with the special VR tool.
keywords CAAD, VR, Modelling, Spatial Experience
series eCAADe
email jonas.af_klercker@caad.lth.se
more http://www.uni-weimar.de/ecaade/
last changed 2003/11/21 14:15

_id 9b44
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Importance of Virtual Environments in the Design of Electronic Games and Their Relevance to Architecture
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 181-185
summary Ever increasing complexity in architectural design and the need to deliver a cost effective solution requires the employment and adoption of innovative design methods. Although technological changes have entered the field of architecture at a slower pace, the recent adoption of 3D modelling, Virtual Environment and multimedia represent significant changes in architectural design, visualisation and presentation. These now include tools for conceptualisation, design synthesis, design presentation, desktop publishing, animation, Internet and hypermedia authoring. Uddin argues that the major activities involved in the creative and dynamic process of architectural design deal with conceptualisation, visualisation and expression of alternative ideas through two-dimensional and three-dimensional model. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through better decision-making, higher quality communication and collaboration, error reduction, spatial awareness, interactive design and real-time visualisation.
keywords CAD, Game Design, Virtual Reality, Virtual Environments, Virtual Prototyping, Internet Technologies, Architecture
series eCAADe
email ahmadrafi.eshaq@mmu.edu.my
more http://www.uni-weimar.de/ecaade/
last changed 2003/11/21 14:15

_id b0e7
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Re-Convergence of Art and Science: A Vehicle for Creativity
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 491-500
summary Ever-increasing complexity in product design and the need to deliver a cost-effective solution that benefits from a dynamic approach requires the employment and adoption of innovative design methods which ensure that products are of the highest quality and meet or exceed customers' expectations. According to Bronowski (1976) science and art were originally two faces of the same human creativity. However, as civilisation advances and works became specialised, the dichotomy of science and art gradually became apparent. Hence scientists and artists were born, and began to develop work that was polar opposite. The sense of beauty itself became separated from science and was confined within the field of art. This dichotomy existed through mankind's efforts in advancing civilisation to its present state. This paper briefly examines the relationship between art and science through the ages and discusses their relatively recent re-convergence. Based on this hypothesis, this paper studies the current state of the convergence between arts and sciences and examines the current relationship between the two by considering real world applications and products. The study of such products and their successes and impact they had in the marketplace due to their designs and aesthetics rather than their advanced technology that had partially failed them appears to support this argument. This text further argues that a re-convergence between art and science is currently occurring and highlights the need for accelerating this process. It is suggested that re-convergence is a result of new technologies which are adopted by practitioners that include effective visualisation and communication of ideas and concepts. Such elements are widely found today in multimedia and Virtual Environments (VEs) where such tools offer increased power and new abilities to both scientists and designers as both venture in each other's domains. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through real-time prototyping and visualisation, better decision-making, higher quality communication and collaboration, lessor error and reduced design cycles. Effective employment and adoption of innovative design methods that ensure products are delivered on time, and within budget, are of the highest quality and meet customer expectations are becoming of ever increasing importance. Such tools and concepts are outlined and their roles in the industries they currently serve are identified. Case studies from differing fields are also studied. It is also suggested that Virtual Reality interfaces should be used and given access to Computer Aided Design (CAD) model information and data so that users may interrogate virtual models for additional information and functionality. Adoption and appliance of such integrated technologies over the Internet and their relevance to electronic commerce is also discussed. Finally, emerging software and hardware technologies are outlined and case studies from the architecture, electronic games, and retail industries among others are discussed, the benefits are subsequently put forward to support the argument. The requirements for adopting such technologies in financial, skills required and process management terms are also considered and outlined.
series CAADRIA
email ahmadrafi.eshaq@mmu.edu.my, karboulonis@clara.co.uk
last changed 2003/11/21 14:15

_id 1838
authors Akleman, E., Chen, J. and Meric, B.
year 2000
title Intuitive and Effective Design of Periodic Symmetric Tiles
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 123-127
summary This paper presents a new approach for intuitive and effective design of periodic symmetric tiles. We observe that planar graphs can effectively represent symmetric tiles and graph drawing provides an intuitive paradigm for designing symmetric tiles. Moreover, based on our theoretical work to represent hexagonal symmetry by rectangular symmetry, we are able to present all symmetric tiles as graphs embedded on a torus and based on simple modulo operations. This approach enables us to develop a simple and efficient algorithm, which has been implemented in Java. By using this software, designers, architects and artists can create interesting symmetric tiles directly on the web. We also have designed a few examples of symmetric tiles to show the effectiveness of the approach.
series ACADIA
last changed 2003/11/21 14:15

_id sigradi2004_027
id sigradi2004_027
authors Alfredo Stipech
year 2004
title Enseñanza de la representación manual y digital, para arquitectos y diseñadores [Teaching Hand and Digital Representation to Architects and Designers]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The supremacy of the digital means of representation and communication and the resulting shift of the manual means in the field of design and architecture, have engendered multiple opinions and literature. They focus and analyze the virtues and risks, the losses and substitutions, and the different expressive, productive and conceptual results of their leading role in the creative process. Furthermore, if we consider both as two extremes, apparently opposed, a broad panorama of combinations and additions are produced by the emerging group of hybrid practices. This motivated the development of a research project in the Universidad Nacional del Litoral de Santa Fe, Argentina, under the Program CAI+D 2000 dealing with Design and the Analog – Digital Means. From this project emerged a collection of conceptual speculations and experimentations in the extended field of representation, extended by the incorporation of new means and hybridations, searching for new parameters and methods for professional training and practice. Key words: analog, digital, graphics, means, representation.
series SIGRADI
email astipech@fadu.unl.edu.ar
last changed 2016/03/10 08:47

_id 456a
authors Alvarado, R.G., Parra, J.C., Vergara, R.L. and Chateau, H.B.
year 2000
title Architectural References to Virtual Environments Design
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 151-155
summary Based on a comparison between the perception of digital and real construction, the development of virtual systems and the review of additional sources, this paper states some differences between the design of virtual environments and architectural spaces. Virtual-reality technologies provide advanced capabilities to simulate real situations, and also to create digital worlds not referred to physical places, such as imaginary landscapes or environments devoted to electronic activities, like entertainment, learning or commerce. Some on-line services already use 3D-stages, resembling building halls and domestic objects, and several authors have mentioned virtual modeling as a job opportunity to architects. But it will argue in this paper that the design of those environments should consider their own digital characteristics. Besides, the use of virtual installations on networks impells a convergence with global media, like Internet or TV. Virtual environments can be a 3Devolution of communicational technologies, which have an increasing participation in culture, reaching a closer relationship to contemporary architecture.
keywords Virtual Environments, Spatial Perception, Design Methodology
series eCAADe
email rgarcia@ubiobio.cl
more http://www.uni-weimar.de/ecaade/
last changed 2003/11/21 14:15

_id 28f3
authors Alvarado, R.G., Vildósola, G.V., Parra, J.C. and Jara, M.R.
year 2000
title Creacion/Creatividad: Evaluando Diseños Arquitectónicos con Realidad Virtual (Creation/Creativity: Evaluating Architectural Designs by means of Virtual Reality)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 243-246
summary ¿Can the computer improves the architectural creativity? This question is explored through a Virtual-Reality system developed for the modeling of timber structures, based on parametric elements, constructive programming and immersive visualization on real-time. Making experiences of evaluation with advanced students of architecture, whose use the system in the beginning of projects, compared with other group use not the system. This research faces the possibilities to rationalizate part of the creative process in architecture, broading the role of computer and its contribution to quality of design, and extending the possibilities to teach and share the creation of project. It is argue that major potential in this field is the swiftness, formal variety and spatial living of design, challenging the differences between objective and subjective.
series SIGRADI
email rgarcia@ubiobio.cl
last changed 2016/03/10 08:47

_id 9d10
authors Anders, Peter and Livingstone, Daniel
year 2001
title STARS: Shared Transatlantic Augmented Reality System
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 350-355
summary Since October 2000 the authors have operated a laboratory, the Shared Transatlantic Augmented Reality System (STARS), for exploring telepresence in the domestic environment. The authors, an artist and an architect, are conducting a series of experiments to test their hypotheses concerning mixed reality and supportive environments. This paper describes these hypotheses, the purpose and construction of the lab, and preliminary results from the ongoing collaboration.
keywords Mixed Reality, Cybrid, Art, Cyberspace, CAiiA-STAR
series ACADIA
email ptr@mindspace.net
last changed 2003/11/21 14:15

_id fbcb
authors Anders, Peter
year 2000
title Places of Mind: Implications of Narrative Space for the Architecture of Information Environments
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 85-89
summary Virtual reality and cyberspace are extended spaces of the mind different from, yet related to, the spaces of fiction and ancient myth. These earlier spaces reveal how electronic media, too, may come to define our selves and our culture. Indeed, a better understanding of how we use space to think can lead to the design of better information environments. This paper will describe a range of traditional narrative spaces, revealing their varied relationships with the physical world. It will demonstrate the purposes of such spaces and how their function changes with their level of abstraction. A concluding review of current technologies will show how electronic environments carry on the traditions of these spaces in serving our cultural and psychological needs.
keywords Cyberspace, Narrative, Space, Anthropic Cyberspace, Cybrids
series ACADIA
email ptr@mindspace.net
last changed 2003/11/21 14:15

_id ddssar0002
id ddssar0002
authors Aoki, Yoshitsugu and Inage, Makoto
year 2000
title Linguistic Operation System for Design of Architectural Form
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary In a process of architectural design, an architect not only draws by himself/herself but also lets another person modify a design by given a linguistic instruction expressing how the design ought to be. In the case of utilization of CAD systems, it is useful if the system modifies the design according to the linguistic instruction. On the other hand, because of the recent increase of the opportunities of designing a building whose roof has complicated curved surface, it extremely takes labor to change the design. This paper proposes a linguistic operation system that modifies a design according to the linguistic instruction of the modification by the user to support design of a complicated form with curved surface. The proposed system is expected to be integrated with a CAD system. First, the system presents a perspective sketch of a designed form. From the values of the design variables that characterize the form in the system, the system calculates the position of the form in “the association image space.” Second, the designer puts a linguistic instruction i.e., words as like as “let it be more light” to modify the form. The words used for the instruction have the position in the association image space. In the association image space, the system moves the position of the form to a new position that gets to be near the position of the given word. The system calculates the values of the design variables of the form corresponding to the new position. We need a mapping from every vector representing the position of the changed form in the association image space to the corresponding vector representing the values of the design variables. To find the mapping, we construct a neural network system with three levels. Finally, the system presents a perspective sketch of changed form using the calculated values of design variables.
series DDSS
last changed 2003/11/21 14:15

_id 22f5
authors Ataman, Osman
year 2000
title STUDIO@TEMPLE
source ACADIA Quarterly, vol. 19, no. 2, pp. 16-18
summary This paper describes our approach to the first year design studio and the way we employ, utilize and integrate digital media in the Architecture Program at Temple.
series ACADIA
email oataman@uiuc.edu
last changed 2003/11/21 14:16

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