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

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Hits 81 to 100 of 508

_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 ecaade2018_209
id ecaade2018_209
authors Lescop, Laurent and Suner, Bruno
year 2018
title 15 Years of Immersion - Evolution and assessment of a pedagogy
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 391-400
summary Since 2002, the Master's students at the Graduate School of Architecture of Nantes who are enrolled in the "Architecture in Representation" orientation have carried out a pioneering work in the use of digital tools. By adopting the most recent techniques and tools, they have transformed the architectural design approach, thanks to the integration of "narrative design". In fifteen years, students will have gone from the board to digital drawing, to immersion and virtual reality, including short films and interactive devices, without losing sight that the subject of the work is in fact the project, and not the tool. In doing so, they have questioned, led by their professors, the status of synthesis images, the challenges of interactive narrative and of the virtual world. Within the school, time was needed to accept these explorations; the use of digital tools, long criticised, was blocking the appreciation of the content and the students' experimental approaches. Nowadays, the experience from these past fifteen years lead us to ask this question: do digital tools renew the design paradigms, or are we only involved in the evolution of practices through the integration of other means?
keywords Representation; perspective; immersion; perception; 3D; VR
series eCAADe
email laurent.lescop@nantes.archi.fr
last changed 2018/07/24 10:23

_id c7e0
id c7e0
authors Maria Gabriela Caffarena Celani
year 2002
title BEYOND ANALYSIS AND REPRESENTATION IN CAD: A NEW COMPUTATIONAL APPROACH TO DESIGN EDUCATION
source Submitted to the Department of Architecture in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the field of Architecture: Design & Computation at the Massachusetts Institute of Technology
summary This thesis aims at changing students' attitude towards the use of computer-aided design (CAD) in architecture. It starts from the premise that CAD is used mostly for analysis and representation, and not as a real design aide, and that architecture students have a bias against learning computer programming. For this purpose, a prototypical instruction system that mixes computer-aided design and computational design theory was developed, based on a series of fundamental concepts that are common to both fields. This system was influenced by Mitchell's (1987) The Art of Computer Graphics Programming and Stiny's (1976) shape grammars. Despite being based on solid theoretical foundations, CAD has progressively become an exclusively practical tool, since its origins in the 50's and 60's, while computational design theories have been mostly restricted to the academic circles. This thesis proposes an inversion in the present situation: the study of CAD theory, and the application of computational design into practice. The system proposed provides a conceptual framework that can be adapted to different circumstances, including course formats and resources, as well as students' background and technical training. It is based on seven fundamental concepts from computational design theories that are also important to the study of shape grammars: symmetry, recursion, rule-based compositions, parameterization of shapes, generative systems, algorithmization of design procedures, and shape emergence. These concepts are introduced within a CAD context, where their practical implementation and experimentation are possible, focusing the understanding of the computational nature of design. During this research, the proposed system was tested in two case studies with students from schools that had contrary orientations in terms of the importance of CAD in the architectural curriculum. In these experimental courses, students' activities evolved from using a commercial CAD tool in an innovative way, to the use of programming techniques for creating meaningful tools. Despite not having a statistical reach, the fieldwork allowed drawing preliminary conclusions about the proposed system's efficacy, since virtually all the students reported changing their understanding of the role of CAD in architecture, while some also acknowledged a conceptual influence in other subjects and in the way they see architecture.
keywords Symmetry
series thesis:PhD
type normal paper
email celani@fec.unicamp.br
more http://www.fec.unicamp.br/~celani/
last changed 2004/11/17 19:51

_id 24ff
authors Mark, Earl and Aish, Robert
year 2002
title Exploring New Pathways Between Physical and Virtual Models - The Vaults at Fountains Abbey
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. 464-470
summary The first generations of computer aided design systems were largely characterized by geometrical modeling software that could, in some applications, generate physical output in the form of computer aided manufacturing. More recently the technology has expanded to include a variety of ways to reverse direction, such that physical objects are captured and translated into computer graphics geometrical models. Laser surveying methods that produce point clouds are among the newer technologies that make this possible. The interpretation of the point clouds and translation of them into a computer graphics three-dimensional model can be subject to various mediation processes. This paper reports on a translation environment that interprets the point clouds so as to not just replicate the physical world, but rather encapsulates it towards the refinement and realization of geometry design objectives. A case study of Fountains Abbey, a Cistercian Abbey in the United Kingdom, serves as the basis for experimentation and control of surface geometry.
series eCAADe
email ejmark@virginia.edu
last changed 2002/09/09 17:19

_id 46a1
authors Maver, Tom W.
year 2002
title Sustainability: Real or Virtual?
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. 12-13
summary Sustainability in the built environment is difficult to define but easy to recognise. We can observe it in those buildings which have been with us for many decades, centuries, even millennia which have survived because they have proved to be fit-for-purpose(s), cost beneficial, environmentally friendly and culturally significant. The past’s relatively slow rate of change in building technology and social need allowed the evolutionary survival of buildings which are now our sustainability icons; but what of the future? How can we design for the future in a period of accelerating social, economic and technological change to secure a sustainable built environment which will be recognised and acknowledged by following generations.
series eCAADe
email t.w.maver@strath.ac.uk
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 63d1
authors Rapid Prototyping Group Rapid Design and Manufacture Centre (RDM), Ryder, G., Ion, B., Green, G., Harrison, D. and Wood, Bruce
year 2002
title Rapid design and manufacture tools in architecture
source Automation in Construction 11 (3) (2002) pp. 279-290
summary The continuing development of Rapid Prototyping technologies and the introduction of Concept Modelling technologies means that their use is expanding into a greater range of applications. The primary aim of this paper is to give the reader an overview of the current state of the art in Layered Manufacturing (LM) technology and its applicability in the field of architecture. The paper reports on the findings of a benchmarking study, conducted by the Rapid Design and Manufacturing (RDM) Group in Glasgow [G.J. Ryder, A. McGown, W. Ion, G. Green, D. Harrison, B. Wood, Rapid Prototyping Feasibility Report, Rapid Prototyping Group, Glasgow School of Art, 1998.], which identified that the applicability of LM technologies in any application can be governed by a series of critical process and application specific issues. A further survey carried out by the RDM group investigated current model making practice, current 3D CAD use and current use of LM technologies within the field of architecture. The findings are then compared with the capabilities of LM technologies. Future research needs in this area are identified and briefly outlined.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 19:23

_id ga0222
id ga0222
authors Rocha, A. Medero and Danckwardt, Voltaire
year 2002
title Projeto Missões, Computação Gráfica Multimídia da Reconstituição Computadorizada da Redução de São Miguel Arcanjo no Rio Grande do Sul - Brasil
source International Conference on Generative Art
summary The Design Missions - Graphical Computation, recoups in a graphical and digital the pictures of the Church and the Reduction of São Miguel Arcanjo, RS, Brasil, allowing to the public a virtual stroll through the set at the time of its foundation in 1687. Initiate in 1990, the design refers the appropriation and implementation of the new computational technologies. The 3D model allows the dynamic visualization of the set, through aerial sights and walkthrough animations into the main streets and the inward of the central ship of the church. For the generation of the model, it was followed the principles of the architectural composition to decompose the parts, to be shaped, defining the architectural and composition elements. This COMPACT DISC, is one of the some medias of the Design Missions - Graphical Computation. In this proposal, the music was developed especially for the COMPACT DISC, looks for to reflect the poetical aspect of the interaction between light, shadow, of the inwards and exteriors, attenuating the technology of a virtual environment. In the integration between the art and the technology its recovered virtually, the poetical way, the memory of one of the icons of the identity of the Rio Grande do Sul, with the objective to keep alive, for the new generations, a patrimony that practically in ruins would have the souvenir of its lost real picture in the time.
series other
email isabel@prisma.unisinos.br
more http://www.generativeart.com/
last changed 2003/08/07 15:25

_id ddssup0216
id ddssup0216
authors Saarloos, D.J.M., Arentze, T.A., Borgers, A.W.J. and Timmermans, H.J.P.
year 2002
title Towards a Local Planning Support System,Introducing the MASQUE Framework
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary Urban planning is an important instrument for improving the quality of life, but it is hampered by the fact that the effects of many decisions, to be made by the planner, are practically unknown or at best unclear. The high level of complexity, uncertainty and subjectivity involved in urban plan development is seriously troubling the planner. One way of facilitating the plan development process, and potentially improving the decision-making, is developing a Planning Support System (PSS) that combines artificialintelligence with a gamut of computational tools that support the process. At the Eindhoven University of Technology a research program is conducted to develop such a system for local urban planning in the Netherlands. The system, named MASQUE (Multi-Agent System for supporting the Quest forUrban Excellence), applies Multi-Agent technology to incorporate multidisciplinary expertise on both tools and domains as well as to enable intelligent guidance and assistance towards the user. Strong emphasis is put on the scenario-based way of working that is common in urban planning. This paper puts forward the difficulties faced in local planning practice and discusses the possibilities for computer-assistance. This finally resolves into the introduction of the MASQUE framework, describing how the system is organized and how the agents will be involved.
series DDSS
last changed 2003/08/07 14:36

_id sigradi2003_117
id sigradi2003_117
authors Sadonio, Adriana Corina
year 2003
title El concepto de tecnología como transversal al área artística (The concept of technologies as cross-sectional to the artistic field)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The present paper describes a research project of a subject in a Teaching Traninig Institute of Artistic Education in Santa Fe city, Argentina. This is an experience carried out with 8 people between 19 and25 years old, most of them with previous working references in the music area in Basic General Education, along two terms, trhoughout 2002, with the goal of renewing it according to the standards of the new national curricula (Basic Common Contents) for the last cycle of Basic General Education and High Schoo (Polimodal), at the specific area of: "Communication, Arts, and Design",-optimizes the pedagogical practice and gives the future music teachers, a perspective of technology as a transverse concept in art.
series SIGRADI
email coridonio@ssdnet.com.ar
last changed 2016/03/10 08:59

_id ga0231
id ga0231
authors Sparacino, Flavia
year 2002
title Narrative Spaces: bridging architecture and entertainment via interactive technology
source International Conference on Generative Art
summary Our society’s modalities of communication are rapidly changing. Large panel displays and screens are be ing installed in many public spaces, ranging from open plazas, to shopping malls, to private houses, to theater stages, classrooms, and museums. In parallel, wearable computers are transforming our technological landscape by reshaping the heavy, bulkydesktop computer into a lightweight, portable device that is accessible to people at any time. Computation and sensing are moving from computers and devices into the environment itself. The space around us is instrumented with sensors and displays, and it tends to reflect adiffused need to combine together the information space with our physical space. This combination of large public and miniature personal digital displays together with distributed computing and sensing intelligence offers unprecedented opportunities to merge the virtual and the real, the information landscape of the Internet with the urban landscape of the city, to transform digital animated media in storytellers, in public installations and through personal wearable technology. This paper describes technological platforms built at the MIT Media Lab, through 1994-2002, that contribute to defining new trends in architecture that mergevirtual and real spaces, and are reshaping the way we live and experience the museum, the house, the theater, and the modern city.
series other
email flavia@media.mit.edu
more http://www.generativeart.com/
last changed 2003/08/07 15:25

_id 9c70
authors Stouffs, R., Tunçer, B., Venne, R-F. and Sariyildiz, I.S.
year 2002
title InfoBase: A multimedia learning environment to support group work
source Proceedings of ITC@EDU 1st International Workshop on Construction Information Technology in Education, Portoroz, Slovenia, 12-13 September 2002
summary We are developing a multimedia learning environment to support group work and discourse. It aims to offer the student the means and tools to organize his or her learning activities in cooperation with oth-ers. The focus is on information and document management, presentation and publication, communication and discourse, and cooperation and group work. The design of this environment is considered in relationship to an educational process in which the student becomes familiar with the use of ICT for supporting communi-cation and cooperation. We believe that such an environment plays a vital role in the application of e-learning to the design context, and that it will facilitate the initiation of networks or working groups that serve as vir-tual centers of knowledge and experimentation.
series other
email R.Stouffs@bk.tudelft.nl
last changed 2003/04/23 13:50

_id b605
authors Tang, Shen-Kai and Liu, Yu-Tung
year 2002
title A Digital Reconstruction Procedure for a Disappeared City Space and Its Activities
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. 603-608
summary Graduate Institute of Architecture, National Chiao Tung University, Hsinchu, 30050, TAIWAN Computer simulation technology was used well in virtual archaeology during the past five years but will be insufficient gradually in the future, just because the simulations have extended from static issues, such as implements, architectures and a whole city, to motional issues, such as cultural activities in a city. This paper developed a digital reconstruction procedure that integrated three main technologies including 3D scanner, motion capture and virtual reality cave (VR Cave), and implemented it to virtually reconstruct Chang-an City that existed 1400 years ago but disappeared now. The results of the simulations are not only realistic enough to being inside but also highly approved by archeologists, art historian and architects.
series eCAADe
email aleppo@arch.nctu.edu.tw
last changed 2002/09/09 17:19

_id 156e
authors Tsou, J.-Y., Chow, B. and Lam, S.
year 2002
title Performance-Based Simulation for the Planning and Design of Hyper Dense Urban Habitation
source CAADRIA 2002 [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, pp. 249-256
summary The rapid development of the economy and urbanization create great pressure on population of Hong Kong, China and other developing countries. This not only brings great changes on the form and style of the urban sphere, but also, challenges to the natural environment and resources to support urban habitation. Regarding the process of urbanization, the development of the housing industry becomes the focus to resolve the need of materialization for urban living. For this reason, from time to time, technical and economical considerations are always prior to the significance of human settlement environment, humanity, and sustainable development. Considering the deficiency in urban human settlements environment, especially in responsiveness to the natural environment. Information technology (IT) undoubtedly can help to promote and assess the design and planning quality in both environmental and regional microenvironment aspects. A research project-Environmental Responsible Architecture and Urban Design (ERAU)-is established to support urban scale planning, information processing, and computer-aided performance evaluation on both micro and macro building design and planning efficiency.
series CAADRIA
email jinyeutsou@cuhk.edu.hk
last changed 2002/04/25 17:26

_id 2d44
authors Tsou, Jin-Yeu and Chow, Benny
year 2002
title Integrating Scientific Simulation with Rapid-Prototyping Modeling for Design Curriculum Development
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. 548-551
summary Although Computer-Aided Architectural Design tools have been introduced to studios for design visualization and communication, tangible models constructed by cardboard or other modeling materials still play an important role in assisting students on developing their conceptual framework related to spatial organization. A Rapid Prototyping (RP) system could provide a paradigm shift from the existing workflow of hand-made architectural model into an automated computer-aided manufacturing (CAM) environment. The introduction of computer controlled manufacturing technology will not limit the use of current conventional model making, and it will provide new capabilities for precise scaled model making and the possibility to generate free-form surface models for design representation. Because the technical capabilities of RP system could dramatically change the design workflow, the computer-aided manufacturing approach for architectural design has been adopted by overseas and local academic institutions. In this paper, we report the findings of a pilot study that applied rapid prototyping technology in architectural design education for helping students exploring an automated computer-aided manufacturing environment during early stage of design development.
series eCAADe
email jinyeutsou@cuhk.edu.hk
last changed 2002/09/09 17:19

_id 0f8b
authors Wang, Yufei and Duarte, José Pinto
year 2002
title Automatic generation and fabrication of designs
source Automation in Construction 11 (3) (2002) pp. 291-302
summary A framework for the generation and fabrication of architectural massing designs is presented. The framework consists of a computer program, which generates designs based on shape grammars, and rapid prototyping technologies that produce physical models of generated designs. The goal is to illustrate how geometrically complex designs, difficult to produce by hand, can be generated based on a few basic shapes and rules. The software developed uses Java, Open Inventor and cutting-edge 3D graphics technology. The extension of the proposed framework to one using the World Wide Web is briefly discussed.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 19:23

_id ga0234
id ga0234
authors Yingfei, W., Mingxi, T., Frazer, J.H., Shouqian, S. and Yunhe, P.
year 2002
title A collaborative platform supporting graphic pattern design and reuse of design knowledge
source International Conference on Generative Art
summary A pattern generation system based on an object-oriented pattern knowledge representation method developed previously in Zhejiang University is introduced. We evaluate the effectiveness of this system from authors’ current new research perspective in the Design Technology Research Centre of the Hong Kong Polytechnic University. We then put forward a new platform model to support graphical pattern design emphasising ethnic minority culture. The purpose of building this new platform is to increase the ability of the system in supporting collaborative design. New methods are developed for representing patterns as well as the knowledge about how they can be reused in design applications. In this paper the method for element dynamic classification, knowledge representation of pattern design and the system architecture are introduced.
series other
email sdwyf@polyu.edu.hk
more http://www.generativeart.com/
last changed 2003/08/07 15:25

_id 3545
authors Önder, Ö.O, Burak, P. and Erdem, A.
year 2002
title Fluxxoid v.4.1 “the liquified being of space”
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. 556-559
summary Fluxxoid is an experimental virtual media project created for Computational Design Studio Project (ITU Institute of Science and Technology Graduate Program of Design Computing) , which is an interactive model contains physical space representations and cyberspace structures. The main function of the project is a virtual art and performance museum. (still photo, streaming media and designed 3d environments) The dimension of fluxxoid creates an alternative discourse for parallel universe and gives the opportunity of being virtual in a custom designed dimension. The approach addresses the cyberphysical concepts of the virtual object / space design and configuring the mixture of alternative media technologies as well as the material (code) and function relationship in cyberspace dimension.
series eCAADe
last changed 2002/09/09 17:19

_id c8cc
authors Berridge, Philip and Brown, Andre
year 2002
title A Touring Machine
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. 488-493
summary Contemporary developments in wireless communication and increases in the power and connectivity of hand-held devices present us with increasing opportunities to provide access to computing resources irrespective of geographical location. This increase in portability opens up a range of opportunities to allow access to important data on site. The work described here aims to increase the accessibility of data relating particularly to cities by integrating a palmtop device into a complementary suite of web-based tools. Central to the project are a database of underlying city data and a 3D model of the city.
series eCAADe
email p.berridge@liverpool.ac.uk
last changed 2003/11/21 14:16

_id 046e
authors Burry, Mark
year 2002
title Rapid prototyping, CAD/CAM and human factors
source Automation in Construction 11 (3) (2002) pp. 313-333
summary CAD/CAM techniques for rapid prototyping, profile cutting, and form sculpting/routing/moulding are well-advanced for the vehicle and manufacturing industries. Although their migration to the building sector is readily achievable as a substitution for much of traditional construction, there are factors that work against this. Apart from the singular `one-off' nature of most architectural projects that limits ready exploitation of techniques derived in the main for mass-manufacture, there remains the problem of apprenticeship, and how to maintain a healthy lineage of skills for work otherwise less readily taken-up using automated manufacturing procedures. Continuing construction for Gaudí's Sagrada Família Church in Barcelona has provided a fertile test-bed for integrating rapid prototyping and CAD/CAM production where appropriate. Nevertheless, human factors such as maintaining the status quo with regard to apprenticeship and maintaining the skill lineage have provided some healthy insights into both the risks as well as the opportunities for greater involvement with CAD/CAM, and in particular, rapid prototyping in the building construction sector. This paper reports on and discusses the findings of case studies from the Sagrada Família Church project.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 19:22

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