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 4cc0
authors Bouchlaghem, N., Khosowshahi, F. and White, J.
year 2000
title Virtual reality as a visualisation tool: Benefits and constraints
source CIDAC, Volume 2 Issue 4 November 2000 pp. 216-224
summary The benefits and applications of virtual reality (VR) in the construction industry have been investigated for almost a decade. However, the practical implementation of VR in the construction industry has yet to reach maturity owing to technical constraints. The need for effective information management presents challenges: both transfer of building data to, and organisation of building information within, the virtual environment require consideration. This paper reviews the applications and benefits of VR in the built environment field and reports on a collaboration between Loughborough University and South Bank University to overcome constraints on the use of the overall VR model for whole lifecycle visualisation. The work at each research centre is concerned with an aspect of information management within VR applications for the built environment, and both data transfer and internal data organisation have been investigated. In this paper, similarities and differences between computer-aided design (CAD) and VR packages are first discussed. Three different approaches to the creation of VR models during the design stage are identified and described, with a view to providing sharing understanding across the interdiscipliary groups involved. The suitable organisation of building information within the virtual environment is then further investigated. This work focused on the visualisation of the degradation of a building, through its lifespan, with the view to provide a visual aid for developing an effective and economic project maintenance programme. Finally consideration is given to the potential of emerging standards to facilitate an integrated use of VR. The convergence towards similar data structures in VR and other construction packages may enable visualisation to be better utilised in the overall lifecycle model.
keywords Virtual Reality, Information Management, Data Exchange, 3D Modelling, 4D Visualisation
series journal paper
last changed 2003/05/15 19:23

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email J.P.v.Leeuwen@tue.nl
last changed 2005/09/09 08:48

_id 0594
authors Kazakeviciute, G., Cinelis, G. and Kamaitis, Z.
year 2000
title Forming and automated energy analysis of integrated models of the public buildings and their enclosing structures
source Civil Engineering, 6(3), pp. 147-157
summary The article concerns the modelling and energy analysis problem of the spatial and structural solutions of newly designed buildings or those under renovation. The results of that task serve as a base for defining thermal indices of the project on different design stages. The core of the developed automated system is formed of integrated graphical digital spatial models of the parts of buildings. These models include different kind of structured geometric and non-geometric (physical, economical) information about the object. The proposed method could be used by interested experts as a tool for controll thermal and energy indices at various design stages, searching for rational architectural forms and structural solutions. It takes into account the latest requirements of Lithuanian building regulations concerning heating energy saving.
series journal paper
last changed 2003/04/23 13:14

_id b352
authors Kilkelly, Michael
year 2000
title Off The Page: Object-Oriented Construction Drawings
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. 147-151
summary This paper discusses methods in which inefficiencies in the construction documentation process can be addressed through the application of digital technology. These inefficiencies are directly related to the time consuming nature of the construction documentation process, given that the majority of time is spent reformatting and redrawing previous details and specifications. The concepts of objectoriented programming are used as an organizational framework for construction documentation. Database structures are also used as a key component to information reuse in the documentation process. A prototype system is developed as an alternative to current Computer-Aided Drafting software. This prototype, the Drawing Assembler, functions as a graphic search engine for construction details. It links a building component database with a construction detail database through the intersection of dissimilar objects.
series ACADIA
last changed 2002/08/03 05:50

_id ga0008
id ga0008
authors Koutamanis, Alexander
year 2000
title Redirecting design generation in architecture
source International Conference on Generative Art
summary Design generation has been the traditional culmination of computational design theory in architecture. Motivated either by programmatic and functional complexity (as in space allocation) or by the elegance and power of representational analyses (shape grammars, rectangular arrangements), research has produced generative systems capable of producing new designs that satisfied certain conditions or of reproducing exhaustively entire classes (such as all possible Palladian villas), comprising known and plausible new designs. Most generative systems aimed at a complete spatial design (detailing being an unpopular subject), with minimal if any intervention by the human user / designer. The reason for doing so was either to give a demonstration of the elegance, power and completeness of a system or simply that the replacement of the designer with the computer was the fundamental purpose of the system. In other words, the problem was deemed either already resolved by the generative system or too complex for the human designer. The ongoing democratization of the computer stimulates reconsideration of the principles underlying existing design generation in architecture. While the domain analysis upon which most systems are based is insightful and interesting, jumping to a generative conclusion was almost always based on a very sketchy understanding of human creativity and of the computer's role in designing and creativity. Our current perception of such matters suggests a different approach, based on the augmentation of intuitive creative capabilities with computational extensions. The paper proposes that architectural generative design systems can be redirected towards design exploration, including the development of alternatives and variations. Human designers are known to follow inconsistent strategies when confronted with conflicts in their designs. These strategies are not made more consistent by the emerging forms of design analysis. The use of analytical means such as simulation, couple to the necessity of considering a rapidly growing number of aspects, means that the designer is confronted with huge amounts of information that have to be processed and integrated in the design. Generative design exploration that can combine the analysis results in directed and responsive redesigning seems an effective method for the early stages of the design process, as well as for partial (local) problems in later stages. The transformation of generative systems into feedback support and background assistance for the human designer presupposes re-orientation of design generation with respect to the issues of local intelligence and autonomy. Design generation has made extensive use of local intelligence but has always kept it subservient to global schemes that tended to be holistic, rigid or deterministic. The acceptance of local conditions as largely independent structures (local coordinating devices) affords a more flexible attitude that permits not only the emergence of internal conflicts but also the resolution of such conflicts in a transparent manner. The resulting autonomy of local coordinating devices can be expanded to practically all aspects and abstraction levels. The ability to have intelligent behaviour built in components of the design representation, as well as in the spatial and building elements they signify, means that we can create the new, sharper tools required by the complexity resulting from the interpretation of the built environment as a dynamic configuration of co-operating yet autonomous parts that have to be considered independently and in conjunction with each other.   P.S. The content of the paper will be illustrated by a couple of computer programs that demonstrate the princples of local intelligence and autonomy in redesigning. It is possible that these programs could be presented as independent interactive exhibits but it all depends upon the time we can make free for the development of self-sufficient, self-running demonstrations until December.
series other
more http://www.generativeart.com/
last changed 2003/08/07 15:25

_id 625d
authors Liapi, Katherine A.
year 2001
title Geometric Configuration and Graphical Representation of Spherical Tensegrity Networks
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. 258-267
summary The term “Tensegrity,” that describes mainly a structural concept, is used in building design to address a class of structures with very promising applications in architecture. Tensegrity structures are characterized by almost no separation between structural configuration and formal or architectural expression (Liapi 2000). In the last two decades structural and mechanical aspects in the design of these structures have been successfully addressed, while their intriguing morphology has inspired several artists and architects. Yet, very few real world applications of the tensegrity concept in architecture have been encountered. The geometric and topological complexity of tensegrity structures that is inherent to their structural and mechanical basis may account for significant difficulties in the study of their form and their limited application in building design. In this paper an efficient method for the generation of the geometry of spherical tensegrity networks is presented. The method is based on the integration of CAD tools with Descriptive Geometry procedures and allows designers to resolve and visualize the complex geometry of such structures.
keywords Tensegrity Networks, Visualization, Geometric Configuration
series ACADIA
email kliapi@mail.utexas.edu
last changed 2002/04/25 17:30

_id 0995
authors Liapi, Katherine A.
year 2000
title Computer Simulation and Visualization of Geometrically Changing Structures
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. 267-271
summary The design of building structures that change shape and form to adapt to different functions or weather conditions requires the application of innovative building technologies, as well as the invention of a new architectural morphology. This morphology is directly related to the kinematic conception of the structure. A computer simulation of the motion of the structure and the display of the structure as an animation of moving parts can identify problems in its initial geometric and kinematic conception. It can also assess the effect of the changing geometry of the structure on space definition, building morphology, and functionality.
series ACADIA
last changed 2002/08/03 05:50

_id 01a5
authors Willer, B.
year 2000
title Lightweight Structures in Technical Engineering
source ACADIA Quarterly, vol. 19, no. 3, pp. 16-17
summary The model of the space shuttle was a precendent study given to help understand light weight structures and technical engineering and how they might be later applied to the design of a building. The project requested a three-dimensional model of the problem and further research into the technical matters of the problem. Structural analysis was requested both through the use of the model as a visual tool and in depth research as its counter. Materials and construction types were all looked at and researched for the precendent study, as well as, spacial relationships.
series ACADIA
last changed 2002/12/14 08:21

_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 e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email h.h.achten@bwk.tue.nl
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 63cb
authors Ai, J., Tang, H. and Chen, Y.
year 2000
title An Approach to Generate 3D Animation by Integrating Building Model into Site Pictures
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. 433-439
summary The paper deals with a simple and cheap solution to represent 3Danimation of a future building at its actual site scenery. It is hopeful to be used in small or middle projects in order to get satisfy effect and save design cost.
series CAADRIA
email aijixi@yahoo.com.cn, webmouse@cool.com.cn
last changed 2003/11/21 14:15

_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 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 1f5c
authors Beesley, Philip and Seebohm, Thomas
year 2000
title Digital Tectonic 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. 287-290
summary Digital tectonic design is a fresh approach to architectural design methodology. Tectonics means a focus on assemblies of construction elements. Digital tectonics is an evolving methodology that integrates use of design software with traditional construction methods. We see digital tectonic design as a systematic use of geometric and spatial ordinances, used in combination with details and components directly related to contemporary construction. The current approach will, we hope, lead to an architectural curriculum based on generative form making where the computer can be used to produce systems of forms algorithmically. Digital design has tended to remain abstract, emphasizing visual and spatial arrangements often at the expense of materials and construction. Our pursuit is translation of these methods into more fully realized physical qualities. This method offers a rigorous approach based on close study of geometry and building construction elements. Giving a context for this approach, historical examples employing systematic tectonic design are explored in this paper. The underlying geometric ordinance systems and the highly tuned relationships between the details in these examples offer design vocabularies for use within the studio curriculum. The paper concludes with a detailed example from a recent studio project demonstrating particular qualities developed within the method. The method involves a wide range of scales, relating large-scale gestural and schematic studies to detailed assembly systems. Designing in this way means developing geometric strategies and, in parallel, producing detailed symbols or objects to be inserted. These details are assembled into a variety of arrays and groups. The approach is analogous to computer-aided designÕs tradition of shape grammars in which systems of spatial relationships are used to control the insertion of shapes within a space. Using this approach, a three-dimensional representation of a building is iteratively refined until the final result is an integrated, systematically organized complex of symbols representing physical building components. The resulting complex offers substantial material qualities. Strategies of symbol insertions and hierarchical grouping of elements are familiar in digital design practice. However these strategies are usually used for automated production of preconceived designs. In contrast to thsse normal approaches this presentation focuses on emergent qualities produced directly by means of the complex arrays of symbol insertions. The rhyth
keywords 3D CAD Systems, Design Practice, 3D Design Strategies
series eCAADe
email tseebohm@fes.uwaterloo.ca
more http://www.uni-weimar.de/ecaade/
last changed 2003/11/21 14:16

_id c42a
authors Bermudez, J., Agutter, J., Brent, L., Syroid, N., Gondeck-Becker, D., Westenskow, D., Foresti, S. and Sharir, Y.
year 2000
title Cyberprint: Toward an Architecture of Being
source ACADIA Quarterly, vol. 19, no. 3, pp. 8-12
summary This project involves the design, construction and performance of an “architecture of being” that expresses selfhood in virtual space and real time using: (1) physiological data as its building material, (2) architectural design as its expressive intent, (3) digital space as its medium, (4) screen projection as its enveloping and viewing technique, (5) user interactivity and performance as its partner, and (6) interdisciplinary collaborations among Architecture, Choreography, Modern Dance, Music, Bioengineering, Medicine and Computer Science as its creative and technical contexts. The paper presents the implementation of the cyberPRINT during a series of techno-media performances at the Rose Wagner Performing Art Center in Salt Lake City, USA, in May 2000. This work is believed to be the first of its kind in the world. The cyberPRINT is building a new area of creative inquiry in Architecture by means of collaborations with the Arts and Sciences.
keywords Performance; Data Visualization; Interdisciplinary; Virtual; Architecture
series ACADIA
email bermudez@arch.utah.edu
last changed 2003/11/21 14:16

_id 95b0
authors Bermudez, J., Agutter, J., Lilly,. B., Syroid, N., Westenskow, D., Gondeck-Becker, D. Foresti, S. and Sharir, Y.
year 2000
title CyberPRINT: Hacia una Arquitectura del Ser (CyberPRINT: Towards an Architecture of the Being)
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. 220-223
summary This project involves the design, construction and performance of an “architecture of being” that expresses selfhood in virtual space and real time using: (1) physiological data as its building material, (2) architectural design as its expressive intent, (3) digital space as its medium, (4) screen projection as its enveloping and viewing technique, (5) user interactivity and performance as its partner, and (6) interdisciplinary collaborations among Architecture, Choreography, Modern Dance, Music, Bioengineering, Medicine and Computer Science as its creative and technical contexts. // The paper presents the implementation of the cyberPRINT during a series of techno-media performances at the Rose Wagner Performing Art Center in Salt Lake City, USA, in May 2000. This work is believed to be the first of its kind in the world. The cyberPRINT is building a new area of creative inquiry in Architecture by means of collaborations with the Arts and Sciences.
series SIGRADI
email bermudez@arch.utah.edu, agutterja@arch.utah.edu
last changed 2016/03/10 08:47

_id 5227
authors Bessone, Miriam and Mantovani, Graciela
year 2000
title Procesos Proyectuales Alternativos: em el Inicio del Aprendizaje del Diseño Arquitectonico (Alternative Design Processes: At an Early Stage in the Learning of Architectural Design)
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. 364-366
summary Building of knowledge and the traditional methods to approach it are changed by new technologies. The coexistence of two cultures, one of them based on written text and the other multitextual, are presented as an interesting exploring field. Accordingly, improvement in building of design learning, “new logics of perception” and “new projectable logics, are the main challenges to be addressed in a Research - Action Programme in harmonious interaction between both cultures and their instruments (analogous and digitals). Recognizing the existence of fields teachers are not trained in, an interaction teacher - pupil in didactic strategies is considered to be necessary.
series SIGRADI
email mbessone@fadu.unl.edu.ar, gmantova@fadu.unl.edu.ar
last changed 2016/03/10 08:47

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