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 ddssar0204
id ddssar0204
authors Asanowicz, A.
year 2002
title Evolution of Media for Early Design Stages
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary In this paper the evolution of media used at early design stages will be considered. In traditional methods of searching and presenting the design idea, the basic tool used was the graphic representation. Implementation of new digital techniques in 60s - 70s focused on the mathematical way ofrepresentation. These methods were “not architect friendly” (lack of graphic representation traditionally used by architects). As a result, the development of methods for digital support of form searching was terminated. The computer was used as a tool for drafting. Creative usage of computers for form searching through sketching on the display was extremely difficult. The computer could be described as an “incompatible pencil”. Only in recent years can we see new efforts in this area ofdesign methodology. Thanks to new technical possibilities we have a new chance for changing the process of designing. New kinds of software and hardware let us use the computer not as a pen, but as a medium. In this paper different new ways of form searching will be considered (from very simple method as the scansketches to very complicated ones, such as the generic algorithms). At the end, the influence of new media on the process of design will be presented.
series DDSS
last changed 2003/11/21 14:16

_id ddssar0227
id ddssar0227
authors Tomlinson, James D. and Holmes, Michael V.
year 2002
title Digital Representational Tools Impact on the Design Decision Process
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary This paper presents two pilot studies that explore the impact of virtual reality representations on the evaluative judgements of trained designers and design students. These projects are intended to explore several aspects of spatial perception as impacted by the representational media in an attempt to identify the potential impact of this media on the development of design solutions. The participants were exposed todifferent representational media and modes of representation or simulation: traditional “physical media” (plan, elevations, and model), physical place and projected computer generated media including flat screen animation and hemispherical corrected animation for display on the VisionDome. The 4-meter VisionDome is an immersive, multi-user, single projection virtual reality environment. The results of theseefforts potentially indicate that when trained designers view a simulation of a space their perception of the space is, to some degree, affected by the representational media. The walk-through mode emphasized theperceptual differences between traditional and computer generated representations. A low level of detail in a computer-generated “walk-through” simulation provides perceptual elements, which allow the viewer todevelop an understanding of the spatial relationships of the design.
series DDSS
last changed 2003/08/07 14:36

_id 6b70
authors Af Klercker, Jonas and Pittioni, Gernot
year 2002
title Architect and Structural Engineer in interactive design
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 386-389
summary We are convinced that an interactive design process involving engineers and architects will create values to a project. Looking back there have been some obstacles, like a week’s time for exchange of drawings with traditional postal services; manual calculation methods, which could not be spoiled on loose grounds like architect’s sketches; different media – architect’s drawings and engineer’s numbers in tables; attitudes and traditional roles, implemented already in education. Today most of these obstacles can be overcome and we have made a test. We have used ArchiCad by Graphisoft and FEM-design by SKANSKA IT Solutions to test to make an interactive design. Our conclusions are that exchange of information, drawings and other documents is more or less routine in praxis, and it works almost instantly. Computers make calculation faster and easier for the engineer. Though we would wish to have software which manages to do more rapid estimations. Even simulations such as of loads on a structure are practically possible. By using model based CAD the data can be used for transferring quantities for calculations as well as visualization of the design as a platform for collaborate analysis. The technique is developed and usable but to gain acceptance and make use of it is also a matter of attitudes and of application activities in education.
series eCAADe
type normal paper
email jonas.af_klercker@caad.lth.se
last changed 2013/02/04 05:50

_id caadria2006_597
id caadria2006_597
authors CHOR-KHENG LIM, CHING-SHUN TANG, WEI-YEN HSAO, JUNE-HAO HOU, YU-TUNG LIU
year 2006
title NEW MEDIA IN DIGITAL DESIGN PROCESS: Towards a standardize procedure of CAD/CAM fabrication
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 597-599
summary In 1990, due to the traditional architecture design and construction method difficult to build the complicated and non-geometry free-form Fish Structure in Barcelona, architect Frank Gehry started learn from the field of aerospace to utilize CAD/CAM technology in design and manufacture process. He created the free-form fish model in CAD system and exported the digital CAD model data to CAM machine (RP and CNC) to fabricate the design components, and finally assembled on the site. Gehry pioneered in the new digital design process in using CAD/CAM technology or so-called digital fabrication. It becomes an important issue recently as the CAD/CAM technology progressively act as the new digital design media in architectural design and construction process (Ryder et al., 2002; Kolarevic, 2003). Furthermore, in the field of architecture professional, some commercial computer systems had been developed on purpose of standardizes the digital design process in using CAD/CAM fabrication such as Gehry Technologies formed by Gehry Partners; SmartGeometry Group in Europe and Objectile proposed by Bernard Cache. Researchers in the research field like Mark Burry, Larry Sass, Branko Kolarevic, Schodek and others are enthusiastic about the exploration of the role of CAD/CAM fabrication as new design media in design process (Burry, 2002; Schodek et al., 2005; Lee, 2005).
series CAADRIA
email kheng@arch.nctu.edu.tw
last changed 2006/04/17 16:48

_id 2d03
authors Head, J., Hoag, R. and Brooks, K.
year 2002
title An Evaluation of Urban Simulation Processes for the Elumens Vision Dome
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 55-63
summary This paper reports an evaluation of the potential use and value of three digital urban simulationstechniques presented on a hemispheric display system made by Elumens®. The utility of this system toengage students and decision-makers in a process of envisioning alternative futures for a communitycollege campus in a Midwestern U.S. city is discussed. Visualization of alternative environments is acritical part of planning and design. The ability of designers, planners and their students to use media toengage and communicate proposals is essential to effective participatory design processes.
series ACADIA
email jeffhead@ksu.edu
last changed 2002/10/26 23:25

_id 998d
authors Lee, Alpha Wai Keung
year 2002
title Design Computing Education Software Development Integration of Scaffolding Strategies and Multiple Representations
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 140-143
summary Design Computing is an interdisciplinary field that centres on the intersection of design, computer science and linguistics. This multidimensional face of the new paradigm of design computing necessitates a mutual understanding of computing and designs as a whole, which are usually, conceived as separated stages of computed-mediated design. Based on cognitive and computational approach, with the integration of scaffolding strategies and multiple representations, an interactive and real-time design computing learning system is constructed. By interactively manipulating the various attributes, codes, parameters and digital media contents in a distributed system, learners are gradually exposed to the mutual relationship of representational digital multimedia and the underlining programming syntax in a collaborative environment. The author attempted the use of game programming technology in the development of the above system to support design learning and research in understanding design activities. The aim is to identify the design process that if taught well would address the core goals of design education.
series eCAADe
email alpha@arch.usyd.edu.au
last changed 2002/09/09 17:19

_id ga0227
id ga0227
authors Rafi, Ahmad
year 2002
title Creative Multimedia: The Commodity of the 21st Century
source International Conference on Generative Art
summary The Digital Revolution has turned individuals, institutions, and businesses into a new form of collective wealth and prosperity. This revolution has effected a creativity burst that goes far beyond an increase in the number of those involved in design tasks and challenges, in both professional and amateur settings. The Internet in particular are not only distributing media but most importantly it is a reference platform in which ideas, talents and capabilities emerge and are refined, enhanced and perfected through the inspiring interplay of collaboration and competition. This paper briefly examines the relationship between art and science through the ages, discusses their recent re-convergence, and examines their current relationship via real world applications and productions. The study of such productions, their successes and the impact they have had in the marketplace based on designs and aesthetics instead of advanced technology appear to support the argument. It also highlights the need for accelerating this process and suggests that the re-convergence is a result of new technologies adopted by practitioners that include the effective visualisation and communication of ideas and concepts. These elements are widely found today in multimedia, which offers increased power and new abilities to both scientists and designers. This paper also highlights the need for the employment of emerging computer-based interactive technologies which will enhance the design process, better decision-making, increase the quality of communication and collaboration, lessen the errors and reduce the design cycles. A Multimedia Palette is proposed as a design platform to expose one's imagination, creative and innovative ideas, and provide a richer and more creative multimedia content design and development. Following encouraging first round results, an expanded version of the suggested platform has been experimented in the Faculty of Creative Multimedia, Multimedia University for the last 5 years, in integrating design and computer skills in the teaching and learning projects.
keywords creativity, re-convergence, Multimedia Palette, Creative Multimedia
series other
email ahmadrafi.eshaq@mmu.edu.my
more http://www.generativeart.com/
last changed 2003/08/07 15:25

_id 864a
authors Senagala, Mahesh and Masden, Kenneth
year 2002
title Interrupted Interface - On the Cybernetics of Digital Design Process
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 168-172
summary From the viewpoint of Batesonian cybernetics, ‘conscious purpose’ and ‘artistic process’ are distinct ends of a spectrum of the functioning of ‘self’. The conceptual stage of the design process is essentially an artistic activity unencumbered with accuracy, dimensionality, scale, program or even tectonics, albeit all of these maybe tacitly present at the ‘back of a designer’s mind’. Artistic activities involve broad mental processes that are beneath the stratum of consciousness. By definition, consciousness is selective awareness; it is linear in execution and limited in its capability to synthesize complex parameters. One of the central questions of this paper is “if artistic process requires one to abandon, or relinquish conscious purpose at the time of the generation of the work of art, and if the early stages of artistic process is a result of a vast number of ‘unconscious’ forces and impulses, then how can the computer, which demands (and thus propagates) geometric precision, focused operation and rational execution, be part of that process?” This paper will explore how, cybernetically, the computer can be ‘coupled’ with ‘self’ (via a visual interface) and the artistic process. Three specially devised conceptual design exercises•namely BurrDesign, BlinDesign, and BlitzDesign•and three corresponding “interruptive” computer interface modifications were deployed in an introduction to digital media course. The results of this study are now under consideration for their effectiveness in promoting conceptual design using the computer, and how the ‘self’ might form a cybernetic whole with the machine. The findings could have implications in design pedagogy, informatics and interface design.
series eCAADe
email msenagala@satx.rr.com
last changed 2002/09/09 17:19

_id 1083
authors Wu, Rui
year 2002
title Computer Aided Dimensional Control in Building Construction
source Eindhoven University of Technology
summary Dimensional control in the building industry can be defined as the operational techniques and activities that are necessary, during the construction process of a building, for the assurance of the defined dimension quality of a building (Hoof, 1986). Efficient and precise dimensional control of buildings under construction is becoming ever more important because of changes in the construction industry. More prefabricated components are used; more regulations appear; newly designed buildings have more complex shapes, and building construction is speeding up. To ensure the predefined dimensional quality, a plan of dimensional control must be designed, on the basis of building drawings and specifications delivered by architects, before the building is constructed. The dimensional control plan must provide site personnel with adequate information on, among others, setting out and assembling building components, which can often be done by means of Total Stations. The essence of designing a dimensional control plan is to find out which points should be used as positioning points, which points should be set out in advance or controlled afterwards, and not to forget why. In an effort to contribute to the improvement of the dimensional control of on-site construction projects, this research tries to capture the knowledge required to design an adequate dimensional control plan and make that knowledge more generally available, and build a digital connection between CAD systems and Total Stations, focusing on prefabricated concrete building structural elements. The instrument developed in this research for capturing of essential dimensional control information and knowledge makes use of Product Data Technology (PDT) and Knowledge Technology (KT). The chosen solution supports the stochastic analysis of optimal positioning points taking account of various sorts of deviations and their mutual relationships. The resulting information model has been written in a standardized information modelling language called UML (Unified Modelling Language). The model has been implemented in a Dimensional Control System (DCS) and applied in the “La Tour” construction project in Apeldoorn, the Netherlands. The DCS provides a digital way to bridge the floor plan design with dimensional control, predict dimensional deviation limits and output the data needed for a Total Station. The case study of “La Tour” tests the UML model and prototype of the DCS. The results prove that direct positioning of objects (by putting reflectors on the objects and using a Total Station and by inputting coordinates extracted and calculated from the AutoCAD drawings) provides higher speed, accuracy and reliability. It also shows a way to (pre)position free form objects in 3D where traditional methods cannot. In conclusion: (1) it seems to be justified to expect that the application of the DCS will contribute to increased confidence in dimensional control and the reduction of costs of failure, which potentially could support the increased use of cheaper construction methods, and will also contribute to the improvement of building design and construction process. (2) the scientific contribution of this research is a first step towards providing dimensional quality in a construction process covered by stochastic dimensional uncertainty, even for positioning of free form objects.
keywords Construction Management; Constructional Engineering; Computer Applications
series thesis:PhD
last changed 2003/02/12 21:37

_id 9c41
authors Ahmad Rafi, M.E., Chee W.K., Mai, N., Ken, T.-K. N. and Sharifah Nur, A.S.A. (Eds.)
year 2002
title CAADRIA 2002 [Conference Proceedings]
source Proceedings of the 7th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 983-2473-42-X / Cyberjaya (Malaysia) 18–20 April 2002, 370 p.
summary Evolution of trends in the realm of computer aided architectural design (CAAD) has seen the convergence of technologies – complementing traditional tools with emerging sciences like Information Technology (IT) and multimedia applications. This appliqué of technologies has not just expanded the scope and enhanced the realm of CAAD research and practice, but is also breaking new frontiers. This creative nexus will be realised at the 7th International Conference on Computer Aided Architectural Design Research In Asia (CAADRIA 2002) to be held at the Faculty of Creative Multimedia, Multimedia University, Malaysia, between 18th-20th April, 2002. CAADRIA 2002’s theme, "Redefining Content", seeks to recognise and infuse these emerging components in the field of architecture and design with a holistic approach towards online, digital and interactive systems. The 41 papers compiled were selected through a blind review process conducted by an international review panel. To reflect the multi-disciplinary nature of this year's conference, the chapters are arranged topically to facilitate the in-depth study of key components. The component sessions include: // Web Design, Database and Networks // CAD, Modelling and Tools // Collaborative Design, Creative Design and Case Reasoning // Simulation and Prototyping // Virtual Environment and Knowledge Management // Design Education, Teaching and Learning /// We believe that this specialised approach will provide a deeper and more illuminating feel of the various components and their critical convergence in the field of architecture and design.
series CAADRIA
email ahmadrafi.eshaq@mmu.edu.my
more www.caadria.org
last changed 2002/04/25 17:26

_id 6d22
authors Bermudez, J., Agutter, J., Syroid, N., Lilly, B., Sharir, Y., Lopez, T., Westenskow, D. and Foresti, S.
year 2002
title Interfacing Virtual & Physical Spaces through the Body: The cyberPRINT Project
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 395-400
summary The cyberPRINT is a fully immersive, interactive virtual environment that is being generated in rea-timebased on physiological data readings of a human body. In other words, the cyberPRINT is based oncreating interfaces between physical and digital spaces and between biology and informationtechnologies. The cyberPRINT is also an event, wherein a performer is connected to the cyberPRINTgenerator to create a self-sustaining feedback mechanism. Although using the body to electronicallydrive music and media events is not new, most of these works have paid little or no attention to thepotential of interactive 3D virtual environments. Nor have they been so technologically advanced,interdisciplinary intensive (involving architecture, choreography, modern dance, music, bioengineering,medicine and computer science), or architecturally focused as the cyberPRINT.This project covers a wide and fertile territory that goes from the very technical and design oriented tothe very theoretical and interdisciplinary. This paper is intended to (1) expand what has been alreadypublished about this project (Bermudez et al 2000a) and (2) establish potential areas for discussionbefore and after the performance
series ACADIA
email bermudez@arch.utah.edu
last changed 2003/11/21 14:16

_id 63c3
authors Burdi, Luciana
year 2002
title Evaluating the Use of a Web-Based Collaborative Interactive Digital Model (CollABITA) in Supporting the Urban Design Approval Process1
source UMDS '02 Proceedings, Prague (Czech Republic) 2-4 October 2002, III.1-III.15
summary This research, after analyzing the Urban Development Approval Process in its functionalities and methodologies, is showing the key points at which the process might be supported by new computer technologies, and it establishes a web-based Collaborative Interactive Digital Model (CollABITA Model) that relates and facilitates the graphical representation of the urban design process with some elements of the methodological approach. The CollABITA Model will dramatically facilitate the idea of broadening public participation, and indirectly by this, also collaboration. This new web-based support tool, is focusing on how new Informative Computer Technologies can be used in order to have a more co-operative design process. By utilizing the enormous potential of Internet for informing the process, and software for visualizing its products, the Model will provide an effective support, which will be able to deliver information in various forms to the Designers, Developers, Decision Makers, Agencies and the final user (the Citizens). The Model is concerned with the big challenge of supporting the urban design approval process itself, by exploring different kind of visualizations and communication tools, rather than producing a guide for carrying out the design. CollABITA Model is based on the existent framework structure of the extranet tool already available. Then, more then those, CollABITA Model will try to solve, by adding technical and collaborative functionalities, those issues that are characteristics in the urban design process and that are not jet solved by using one of the software .
keywords 3D City modeling
series other
email lburdi@gsd.harvard.edu
more www.udms.net
last changed 2003/03/29 09:43

_id 8cc7
authors Chen, Julie
year 2002
title DAM: Digital Animation Museum
source University of Washington, Design Machine Group
summary The interaction of architecture and technology is, to many, simply a relationship between a building and the materials from which it is constructed. This thesis, however, explores the notion that architectural spaces and forms are influenced not only by construction technology, but also by everyday technology that we use to better our lives, and particularly focuses on the potential impact of wireless information technology on architecture. This thesis asserts that the implementation of information technology in architecture encourages greater interactivity between building and visitor and also increases flexibility in spatial programming. By incorporating wireless information technology as an essential design element of a museum, traditional notions of control points can be eliminated, and the building experience may be manipulated in a variety of ways to interact with and respond to visitor interests and preferences. In this way, both building and visitors are able to collaborate to produce a unique and individualized experience of the building space.
series thesis:MSc
email ix@u.washington.edu
more http://dmg.caup.washington.edu/xmlSiteEngine/browsers/stylin/publications.html
last changed 2004/06/02 17:12

_id 1804
authors Chitchian, D. and Bekkering, H.
year 2002
title An Urbanistic Design Tool
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 339-344
summary The existing CAD and CAAD programs and design applications hardly support the urbanistic designactivities. Although those applications are useful means to be utilized generally in design tasks, they arenot suitable tools as urbanism community needs. Most existing CAD programs are based on thearchitectural design process and therefore not suitable for urbanistic design. The conceptual differencebetween architecture and urbanism necessitates developing new CAD software based on the urbanisticdesign process. We believe that our developed Urban-CAD system assists designers with urbanisticdesign activities and overcomes the limitations of the already existing CAD applications.
series ACADIA
email d.chitchian@bk.tudelft.nl
last changed 2002/10/26 23:25

_id fe60
authors Cumming, Michael
year 2002
title Flexible and distributed coordination models for collaborative design
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 268-275
summary Designers working in collaborative design situations, attempt to plan or anticipate their activities, such that their work progresses in an orderly manner, according to technical demands of their domain. Designers, and the organizations that employ them, often attempt to formally represent such plans using process representations, such critical path diagrams, or Petri nets. Such process articulation and formalization can have benefits for designers and organizations, such as standardization and improvement of work practices, and improved collaboration and coordination between design parties. In addition to plan making, designers also try to coordinate their actions with the actions of others on the design team. This coordination, which often takes place in real time, is a process that is necessarily social, interactive, and iterative. Here the formulation of suitable process representations is more difficult, due to the dynamic and complex nature of social interactions. How to represent and design such coordination processes, is a continuing research question in the process modeling community. It is possible there exists general coordination mechanisms that could be useful in a variety of domains. Possibilities for distributed methods of design process coordination are examined. A coordination method is proposed that involves the exchange of design process models, represented as Petri nets. Rather than concentrating on the specific content of these models - which is assumed to vary considerably between design domains - general coordinating mechanisms are proposed. One such mechanism involves the communication of social commitments to process models, in addition to communication of the content and authorship of these models.
series eCAADe
email m.cumming@bk.tudelft.nl
last changed 2002/09/09 17:19

_id aef5
authors De Paoli, Giovanni and Léglise, Michel
year 2002
title Architectural Design Education and Digital Technologies: Toward a Multinational Research Observatory
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 56-63
summary New visions that do not confine the computer to strictly technical and representation functions have appeared in schools of architecture over the past few years. The use of new information and communication technologies (NICT), in the field of design education in particular, have allowed the creation of innovative teaching tools and teaching configurations that are operational in certain European and North American schools. Unfortunately, the comparison of experiences is rare, and it would be beneficial to facilitate educational exchanges on a scientific basis. It is clear, now, that the general use of NICT will have to promote educational programs that are evaluated scientifically, that are “efficient” and that are occasionally multinational, even if the cultural differences make the task difficult. These considerations have lead us to the proposal of recommendations for the creation of a multinational observatory for the teaching of design that could benefit from the presence of researchers from European countries and from North America already implicated in activities in our laboratories. This observatory is conceived as a depository of pedagogical works serving as observation material destined for scientific research. As such, it would act as an observation site for research in didactics of design. It would allow for a new understanding of the opportunities and limitations derived from the emerging globalisation of distributed design education and offer new challenges for architectural schools. This article describes the beginnings of this observation system and underscores its potential to produce results in the future.
series eCAADe
email michel.leglise@toulouse.archi.fr
last changed 2002/09/09 17:19

_id b74f
authors Dijkstra, Jan and Timmermans, Harry
year 2002
title Towards a multi-agent model for visualizing simulated user behavior to support the assessment of design performance
source Automation in Construction 11 (2) (2002) pp. 135-145
summary We introduce the outline of a multi-agent model that can be used for visualizing simulated user behavior to support the assessment of design performance. We will consider various performance indicators of building environments, which are related to user reaction to design decisions. This system may serve as a media tool in the design process for a better understanding of what the design will look like, especially for those cases where design or planning decisions will affect the behavior of individuals. The system is based on cellular automata and multi-agent simulation technology. The system simulates how agents move around in a particular 3D (or 2D) environment, in which space is represented as a lattice of cells. Agents represent objects or people with their own behavior, moving over the network. Each agent will be located in a simulated space, based on the cellular automata grid. Each iteration of the simulation is based on a parallel update of the agents conforming local rules. Agents positioned within an environment will need sensors to perceive their local neighborhood and some means with which to affect the environment. In this way, autonomous individuals and the interaction between them can be simulated by the system. As a result, designers can use the system to assess the likely consequences of their design decisions on user behavior. We think that the system provides a potentially valuable tool to support design and decision-making processes, related to user behavior in architecture and urban planning.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 19:22

_id f6d6
authors El Araby, Mostafa
year 2002
title Possibilities and Constraints of using Virtual Reality in Urban Design
source CORP 2002, Vienna, pp. 457-463
summary This study aims at exploring the rapid growth of the use of Virtual Reality techniques in the field of Urban Design. Currently, VirtualReality —the ultimate representation— and Virtual Environments are the most growing fields of information technology and have agreat media attention. This research discusses the possibilities and limitations of applying Virtual Reality (VR) technology inenvironmental simulations for urban design practice. There is evidence to suggest that the use of such technology will enhanceconceivable image of any proposed project at any urban setting for users, designers and clients. Therefore, city officials andadministrators (clients) and the public (users) can reach better decisions regarding proposed projects within their towns and cities.Specifically, this research structured in several interdependent parts: the first part is concerned with the definition of VR as well as abackground of its history and current achievements. Types and components of VR systems are described and traditional simulationtechniques are reviewd. In addition, a discussion of current attempts in incorporating VR in urban design disciplines are presented.This discussion raises the question of appropriateness of the VR techniques in urban design projects. An assesment of both potentialsand limitations of aplying this technique, i.e. VRML (Virtual Reality Modelling Language), are discussed. This study definespotentialities, constraints and problems of using this technique, and recommends future research efforts in the field of using theVirtual Reality as a medium for delivering real content for those interested in the design of the built environment.
series other
email melaraby@aueu.ac.ae
more www.corp.at
last changed 2002/12/19 11:19

_id 2c3e
authors Estévez, Alberto T.
year 2002
title El nuevo proyectar cibernético-digital y El nuevo proyectar ecológico-medioambiental [The new cyber-digital project and the new ecological-environmental project.]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 10-13
summary “Genetic architectures”, not only like a metaphorical name. New materials and new tools give a new architecture. Up to now the human being had to conform with acting only at the superficial level of objects. Now, it’s possible to think further away and descend to actions at the molecular level, influencing on genetic design and on programming chains which are then developed by themselves as artificial computing elements and natural live elements. It’s time to apply all these to architecture, when these can become an integrating part of architecture. These should include an advanced contemporary architecture versus (and basing itself on) the use of the computer as a mere substitute of manual drafts while improving pintoresque ecology: “the new cibernetic-digital architectural design & the new ecological-environmental architectural design”. Not building in the nature, building with the nature, building the nature self. The utopy of today is the reality of tomorrow.
series SIGRADI
email estevez@unica.edu
last changed 2016/03/10 08:51

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email tfowler@calpoly.edu
last changed 2002/10/26 23:25

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