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 1 to 20 of 483

_id ecaade03_369_112_akgun
id ecaade03_369_112_akgun
authors Akgun, Yenal
year 2003
title An Interactive Database (HizmO) for Reconstructing Lost Modernist Izmir:
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 369-372
summary The research project in progress in the School of Architecture at the Izmir Institute of Technology includes documentation and reconstruction (by 3D modeling in electronic media) of damaged and lost early modern buildings in the Izmir region. The research aims to analyze the differences between Izmir modern buildings and Universal Modern Style, and preserve information on architectural heritage for future generations. The project is at the phase of developing an interactive web-based historical database (HizmO) that includes data (information, images, technical drawings, VRML models) and visualization of the findings. This database aims to be a pioneer in Mediterranean Region for exhibition of relations between traditional architecture (especially Mediterranean locality) and modernism, and organization of a network and off-campus learning activity for Mediterranean architecture that serve as a guide for students, researchers and architects. This paper aims at introducing this research and discussing the application of the database “HizmO,” its aims and potential effects on education in architectural history.
keywords E-learning, educational database, architectural history, VRML
series eCAADe
email yenalakgun@iyte.edu.tr
last changed 2003/11/22 08:50

_id ecaade03_195_52_delic
id ecaade03_195_52_delic
authors Delic, Alenka and Kincl, Branko
year 2003
title Architecture of the virtual in housing
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 195-198
summary Information and communication technologies (ICT) have brought about a revolution in architecture and urban planning; they are transforming learning and practice and presenting new challenges in our understanding of space, place and society. An entirely new world of architectural expression and experiment is opening up to us. At Faculty of Architecture in Zagreb a new optional course, Virtuality in Housing Architecture, has been proposed and is being taught for the first time. Subjects cover a wide area of use of ICT in housing architecture: research into the role of the computer in architecture as a creative discipline; encouragement of new challenges to the concept of the role of digital media in housing architecture through research of digital concepts such as computerization, information, electronic media, virtuality and cyberspace; themes related to development of intelligent environment and spaces, interactive buildings, virtual reality and cyberspace as directions of development. In our work we try to implement the method of e-learning, teamwork, communication and design through the Internet. Through experimental projects and research of new housing concepts, students create a basis for discussions on theoretical and practical solutions for the housing of the future, create new ways of presentation and open new fields of research. We shall here present the experience from our work.
keywords ICT, housing, virtuality, teamwork, e-learning
series eCAADe
email ad@grad.hr
more http://kdvlab6.arhitekt.hr
last changed 2003/09/18 07:13

_id a3ac
id a3ac
authors Kolravic, Branko (ed.)
year 2003
title ARCHITECTURE IN THE DIGITAL AGE: DESIGN AND MANUFACTURING
source Spon Press
summary Architecture in the Digital Age addresses contemporary architectural practice in which digital technologies are radically changing how the buildings are conceived, designed and produced. It discusses the digitally-driven changes, their origins, and their effects by grounding them in actual practices already taking place, while simultaneously speculating about their wider implications for the future. The book offers a diverse set of ideas as to what is relevant today and what will be relevant tomorrow for emerging architectural practices of the digital age.

The contents of the book brings together some of the leading international practitioners with the aim of providing informed views of what is seen as a critical juncture in architecture's evolving relationship to its wider cultural and technological context.

keywords Digital fabrication
series book
type normal paper
email branko@design.upenn.edu
last changed 2005/03/06 06:28

_id acadia03_045
id acadia03_045
authors Hoon, Michael and Kehoe, Michael
year 2003
title Enhancing Architectural Communication with Gaming Engines
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 349-355
summary This paper makes a case for exploring the feasibility of utilizing the advanced graphics and sound systems of contemporary gaming engines to promote architecturally relevant work. Gaming engines, while developed largely for the PC entertainment industry, have vast potential for application in architecture. This paper will explore the depth of this potential and will outline work demonstrating the advantages and the limitations of this technology. The supporting research and observations examine the technology and reveal its potential usefulness as an instructional or depictive authoring tool. Game engines were selected that had appropriate graphical prowess, but were customizable as to allow the removal of game-specific features (to create a “professional” user interface). Projects were authored that expressed complex building details using the engine for visual depiction. The details, which included constructional components, structural assemblies, or simple design nuances, were modeled with 3D geometry and realistically textured and lighted. The game engine allowed one user or many remote simultaneous users in the virtual environment to interactively explore the presentation in real time. Scripts were developed to encourage end-users to interactively disassemble or reassemble building components as desired. Audile and/or text-based information regarding the assembly sequence were provided by exploiting the game interface features. Furthermore, interactive object scaling was provided to facilitate analysis of component relationships.
series ACADIA
email hoon@njit.edu
last changed 2003/10/30 15:20

_id ecaade03_561_150_martens
id ecaade03_561_150_martens
authors Martens, Yuri and Koutamanis, Alexander
year 2003
title Realestate online information systems
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 561-567
summary Several commercial real-estate sites provide listings of available commercial property on the Internet. These listings are generated on the basis of selection criteria as floor area, price and location. Despite the obvious utility of the listings and their promise for the transaction process and market transparency, one third of commercial realestate listing sites went bankrupt in 2001 and 2002. To provide an explanation for the failure, 63 commercial real-estate sites were analysed and classified into three basic business models: the Research / Information model, the Marketing model and the Transaction model. A common success factor for all models is the functionality of the site, especially interaction between the user and the available information. The paper proposes that the transfer of existing architectural representations, information-processing instruments and decision-taking tools is an essential component of future development towards integrated services that accompany a building throughout its lifecycle. This transfer amounts to (1) the addition of building and contextual information from standard documentation and online information services, (2) the derivation and coherent description of programmatic requirements database, and (3) advanced user interaction with building information.
keywords e-commerce, human-computer interaction, building information systems,web-based communication
series eCAADe
email A.Koutamanis@bk.tudelft.nl
more http://www.re-h.nl
last changed 2003/09/18 07:13

_id caadria2003_c4-1
id caadria2003_c4-1
authors Santos, Eduardo T. and Derani, Luis A.
year 2003
title An Immersive Virtual Reality System for Interior and Lighting Design
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 593-596
summary We are developing an immersive virtual reality system for interior and lighting design where, inside a CAVE(r), one can change at will the color, texture and finishing of all elements in the simulated environment (walls, floor, furniture and decoration) as well as position, type, color and intensity of all light sources. Although the rendering algorithm used in the system is the ray tracing, preliminary results show we are able to achieve almost real time performance. The system is intended to both help architects to better communicate their design ideas to clients through an advanced visualization tool and also speed up the interior and lighting design processes.
series CAADRIA
email eduardo.toledo@poli.usp.br
last changed 2003/12/02 06:47

_id ecaade03_423_111_chen
id ecaade03_423_111_chen
authors Chen, Jia-Yih Joy
year 2003
title Space prototypes for achieving "Ubiquitous Computing": Reconfiguring the existing space with physical interactions
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 423-426
summary In this project, “Ubiquitous Computing” space prototypes with new embedment of context information are studied. Through the related theories, research models and experiments, the prototypes for future information space and user styles are proposed, including space modules, user behaviors with physical HCI interactions, and required information technology. Space prototypes for exhibition and lab areas with supported infrastructure and interface are tested in the experiments.
keywords Ubiquitous Computing, Interactive Space, Information Space Design
series eCAADe
email jiayihchen@pagic.net
last changed 2003/09/18 07:13

_id ijac20031308
id ijac20031308
authors Garcia Alvarado, Rodrigo; Baesler Abufarde, Felipe; Moreno, Pedro Rodriguez; Bravo, Mauricio Pezo
year 2003
title Modeling of Activities: an approach to the virtual representation of human behaviors in architectural spaces tested in emergency units
source International Journal of Architectural Computing vol. 1 - no. 3
summary Despite the increasing interest in the functionality and humanization of architecture, there are few studies covering the occupation of buildings and methods to represent activities in spaces. This article explores new software for simulating and virtual modeling in order to facilitate the analysis and visualization of events in buildings. Of particular importance is programming the behavior of 3D-characters according to the probabilistic evolution of activities, and producing animations and interactive models. This approach was tested in a study of three emergency units of hospitals in Chile. Although a full integration of software was not possible, the process developed (in particular the subjective tours) demonstrated that the technique can provide new information about the functioning and spatiality of the units. In addition, it suggested operative and architectural improvements supporting the management and design of facilities.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 06:08

_id ecaade03_199_196_gatermann
id ecaade03_199_196_gatermann
authors Gatermann, Harald and Czerner, Juergen
year 2003
title Modular E-Learning-Environment for Architecture
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 199-202
summary IMLAB (Interdisciplinary Modular Learning System for Architecture and Building Science) is a project, startet by three schools of architecture in Germany: a modular, digital and online-based system, which has the aim to collect and improve teaching elements from architectural schools around the world. The development of digital teaching materials at every single university is very expensive - so the idea is to motivate schools all over the world to contribute their teaching materials and teaching moduls. It could work like an architectural ""napster"". The initial development of this kind of teaching community was funded by the German Federal Ministry of Research as a research project. The momentary state of work is documentated on the following website: www.imlab.de. Unfortunately all the information is in German up to now - we will develop the english version as soon as possible. We do have interactive workshops and design-projects beetween different universities up to now (in Germany) and several contacts to international partners. We would like to use eCAADe 2003 as a platform for multiplying this idea and finding more partners from all over the World.
keywords e-learning, modular, synchronous, asynchronous, knowledge-base
series eCAADe
email harald.gatermann@fh-bochum.de
last changed 2003/09/18 07:13

_id 6648
authors Issa, Rajaa
year 2003
title Cellular Texture Generator for Architectural Models
source University of Texas at Arlington, Department of Computer Science and Engineering
summary Cellular materials are used extensively in architectural settings. These materials usually have well defined geometry such as brick, stone and tiles. Patterns created with cellular materials are mostly the product of an intuitive design process that goes through cycles of synthesis and reflection until reaching final solution. Therefore interactivity is critical to intuitive designs. This paper presents a system that enables interactive creation of 3D cellular textures. It recognizes critical design areas that can have special design consideration such as edges. The system makes use of existing graphic engines and provides an intuitive interface to create patterns interactively. Rendering time is also considered through defining multiple levels of details for cells so it looks convincing in different scales. The paper presents results with an implementation of cellular texture generation system. It also shows some examples of brick walls generated with this implementation.
series thesis:MSc
email rmi7372@omega.uta.edu
last changed 2003/04/25 05:20

_id acadia16_140
id acadia16_140
authors Nejur, Andrei; Steinfeld, Kyle
year 2016
title Ivy: Bringing a Weighted-Mesh Representations to Bear on Generative Architectural Design Applications
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 140-151
summary Mesh segmentation has become an important and well-researched topic in computational geometry in recent years (Agathos et al. 2008). As a result, a number of new approaches have been developed that have led to innovations in a diverse set of problems in computer graphics (CG) (Sharmir 2008). Specifically, a range of effective methods for the division of a mesh have recently been proposed, including by K-means (Shlafman et al. 2002), graph cuts (Golovinskiy and Funkhouser 2008; Katz and Tal 2003), hierarchical clustering (Garland et al. 2001; Gelfand and Guibas 2004; Golovinskiy and Funkhouser 2008), primitive fitting (Athene et al. 2004), random walks (Lai et al.), core extraction (Katz et al.) tubular multi-scale analysis (Mortara et al. 2004), spectral clustering (Liu and Zhang 2004), and critical point analysis (Lin et al. 20070, all of which depend upon a weighted graph representation, typically the dual of a given mesh (Sharmir 2008). While these approaches have been proven effective within the narrowly defined domains of application for which they have been developed (Chen 2009), they have not been brought to bear on wider classes of problems in fields outside of CG, specifically on problems relevant to generative architectural design. Given the widespread use of meshes and the utility of segmentation in GAD, by surveying the relevant and recently matured approaches to mesh segmentation in CG that share a common representation of the mesh dual, this paper identifies and takes steps to address a heretofore unrealized transfer of technology that would resolve a missed opportunity for both subject areas. Meshes are often employed by architectural designers for purposes that are distinct from and present a unique set of requirements in relation to similar applications that have enjoyed more focused study in computer science. This paper presents a survey of similar applications, including thin-sheet fabrication (Mitani and Suzuki 2004), rendering optimization (Garland et al. 2001), 3D mesh compression (Taubin et al. 1998), morphin (Shapira et al. 2008) and mesh simplification (Kalvin and Taylor 1996), and distinguish the requirements of these applications from those presented by GAD, including non-refinement in advance of the constraining of mesh geometry to planar-quad faces, and the ability to address a diversity of mesh features that may or may not be preserved. Following this survey of existing approaches and unmet needs, the authors assert that if a generalized framework for working with graph representations of meshes is developed, allowing for the interactive adjustment of edge weights, then the recent developments in mesh segmentation may be better brought to bear on GAD problems. This paper presents work toward the development of just such a framework, implemented as a plug-in for the visual programming environment Grasshopper.
keywords tool-building, design simulation, fabrication, computation, megalith
series ACADIA
type paper
email ksteinfe@berkeley.edu
last changed 2016/10/24 11:12

_id caadria2003_b6-3
id caadria2003_b6-3
authors Petric, Jelena and Lindsay, Malcolm
year 2003
title Digital Prototyping
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 837-852
summary This paper summarises existing technologies for both visual and physical prototyping of buildings. It recounts the R+D carried out in the ABACUS Group at the University of Strathclyde to secure the seamless transition of a digital prototype for a building from a PC model to a Virtual Environment Laboratory, for interactive immersive viewing, and subsequently to a Rapid Prototyping facility, for the creation of a physical scale model. Examples are drawn from architecture practice and from architectural education..
series CAADRIA
email j.petric@strath.ac.uk, malcolm@strath.ac.uk
last changed 2003/12/02 06:47

_id caadria2003_a4-2
id caadria2003_a4-2
authors Yeo, W., Lou, C., Kaga, A., Sasada, T., Byun, C. and Ikegami, T.
year 2003
title An Interactive Digital Archive for Japanese Historical Architecture
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 513-522
summary Digitization of cultural assets is crucial in preserving, restoring, reproducing and publicizing information on valuable cultural assets through the use of up-to-date technologies. These materials can be used as educational material for future generations. This study proposes and demonstrates a new method of creating a multi-purpose interactive digital archive, which makes use of a 5-story pagoda in the Kyouou-gokoku-ji Temple in Kyoto, Japan.
series CAADRIA
email yeo@env.eng.osaka-u.ac.jp
last changed 2003/12/02 06:47

_id ecaade03_381_134_fischer
id ecaade03_381_134_fischer
authors Fischer, Michal
year 2003
title Digital Czech Cubism
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 381-386
summary Cubism is one of the great phenomena of Czech architecture and the use of digital technology opens up a new aspect of its significance. Digital models of both realised and unrealised buildings are becoming an important aid for research into the history of architecture and the teaching of this subject. The very process of the creation of the models enables deeper understanding of the principles of Cubist architecture.
keywords 3D modelling; Virtual architecture; history research
series eCAADe
email mfischer@iol.cz
more http://web.cvut.cz/fa/u516/
last changed 2003/09/18 07:13

_id acadia03_052
id acadia03_052
authors Juyal, M., Kensek, K. and Knowles, R.
year 2003
title SolCAD: 3D Spatial Design Tool Tool to Generate Solar Envelope
source Connecting >> Crossroads of Digital Discourse [Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8] Indianapolis (Indiana) 24-27 October 2003, pp. 411-419
summary In this research the concept of Solar Envelope has been used to develop a 3D Spatial Design Tool tool, SolCAD, for generating an envelope over a given site based on various design parameters. The solar envelope can be imagined as a container, whose boundaries are derived from the sun’s relative motion. Buildings within this container will not overshadow their surroundings during critical periods of solar access for passive and low-energy architecture. The solar envelope is a space-time construct. Its spatial limits are defined by the parameters of land parcel size, shape, orientation, topography and latitude. It also depends on the time or the period of the time for which it is designed. Its time limits are defined by the hours of each day and the season for which solar access is provided to the land parcel (Knowles 1981). This tool intends to generate an envelope over a site of any shape, size and orientation and for different boundary and height conditions of shadow lines. It is suitable for initial stages of building design process to determine the shape of the building even before the design has been conceptualized.
series ACADIA
email manu.juyal@asu.edu
last changed 2003/10/30 15:20

_id acadia03_000
id acadia03_000
authors Klinger, Kevin (Ed.)
year 2003
title Connecting >> Crossroads of Digital Discourse
source Proceedings of the 2003 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-12-8, Indianapolis (Indiana) 24-27 October 2003, 436 p.
summary Architecture is presently engaged in an impatient search for solutions to critical questions about the nature and the identity of the discipline. Meanwhile, evolving digital technology continues to serve as a key agent for prevailing innovations and new ideas in architecture. Still, this feels familiar, as technology has always been a catalyst for new ideas in architecture. A positive digital future in architecture requires a clearer definition of principles and skills necessary to maintain a rigor in emerging digital projects/projections. At the same time, recognition about the significance of the already existing digital scholarship in architecture must be connected with emerging lines of inquiry evolving within the discipline. Healthy disciplines remain tolerant of a state of flux by constantly questioning the inclusion|exclusion, import|export, and collaboration|isolation to|from new ideas, new techniques, new disciplines, and new technology. At the perimeter of this nebulous exchange, an innovative new digital discourse is emerging that offers some unexpected new conduits to an attentive discipline of architecture. Topic nodes have evolved which augment this discourse with overlapping issues, as well as a particular set of important distinctions from one another: Digital Pedagogy, Digital Tools, Digital Production/ Fabrication, Digital Visualization, Digital Projects, Digital Design, Digital Representation, Digital Thinking, and Digital Practice.
series ACADIA
email krklinger@bsu.edu
more www.acadia.org
last changed 2003/10/30 15:20

_id sigradi2003_037
id sigradi2003_037
authors Klinger, Kevin R.
year 2003
title Digitalfutures: defining digital discourse
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary In order to configure a necessary infrastructure for discourse on digital futures, we must engage in the hard work of clarifying emergent trends in architecture directly resulting from the influences of digital technology. This paper aims at addressing the necessity for a rigorous and clearly defined infrastructure in the emerging area of digital architecture. A series of critical interrogations results from an examination of relevant literature of which it is intended to frame the discourse on the subject of digital architecture. Some final questions and projections will be offered as a call for future research and pedagogical strategies amongst digitally minded organizations.
keywords (digital)discourse, (digital)architecture, (digital)design, (digital)skills, (digital)principles
series SIGRADI
email krklinger@bsu.edu
last changed 2016/03/10 08:54

_id caadria2003_c3-4
id caadria2003_c3-4
authors Maneesatid, Preecha and Szalapaj, Peter
year 2003
title The Role of CAD in Environmental Building Science
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 487-502
summary The fundamental requirement of all building design is the provision of shelter from the external climate and, if possible, the modification of environmental factors generated by this climate to create an internal environment suitable for human comfort. The environmental design strategies of modifying climate derive from the requirements of creating human comfort in buildings, using the elements of the natural climate which vary throughout the year depending upon the prevailing climatic conditions. Environmental Building Science (EBS) research and practice has investigated various techniques to increase architects' performance in environmental building design. These technical design options are also available to architects to take advantage of the external environment. Most environmental design techniques rely on convectional forms of passive environmental design, and building material and system. But it hardly begins to address the more complex demands of environmental building design issues in the buildings. Particularly, testing environmental design techniques against physical models requires much input data which is not available in the early design stages, and is time consuming to use. This forces architects to work with many design parameters that are not compatible with their activities. It is consequently difficult to observe the interrelation of design techniques with design development. The most important role of Computer Aided Design (CAD) is to integrate wider varieties of input data requirements, modelling with EBS properties, output representations with EBS knowledge and assistance tools for optimisation tasks in environmental design issues.
series CAADRIA
email Arp00pm@sheffield.ac.uk, P.Szalapaj@sheffield.ac.uk
last changed 2003/12/02 06:47

_id sigradi2003_035
id sigradi2003_035
authors Payssé, M., Portillo, J., Barneche, V., Carmona, L., Cardozo, J., Luna, F., Sánchez, A., Agriela, V. and Scarpatti, M.
year 2003
title La Muy Fiel y Reconquistadora Ciudad de San Felipe y Santiago de Montevideo (Virtual) (The Very Faithful and Re-conquering City of San Felipe and Santiago of Montevideo (Virtual))
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary The Project is about virtual reconstruction of the City of Montevideo (Uruguay), around the year of 1807 (during the English Invasions time), based in all the available graphic and chronical material. Images and movies are focused to remind this time and provide architectonic and urbanistic value to the elements still standing or which might be discovered. The idea is to create useful knowledge for the subjects related to this discipline and be able to take the right decisions about future actions on the area being studied.
keywords Digital reconstruction, city planning, virtual heritage, preservation
series SIGRADI
email paysse@farq.edu.uy,
last changed 2016/03/10 08:57

_id ijac20031107
id ijac20031107
authors Berridge, Philip; Koch, Volker; Brown, Andre G.P.
year 2003
title Information Spaces for Mobile City Access
source International Journal of Architectural Computing vol. 1 - no. 1
summary This paper describes two complementary European research projects that share common interests and goals.The work described is intended to facilitate city analysis and support decision-making. The first project focuses on the distribution, access and ease of use of city data. The system allows access to historical data concerning key buildings in Liverpool, England, via a suite of web-based tools and a palmtop device. The second project looks at extending the functionality of traditional computer aided design (CAD) software to enable geometric and semantic data to be combined within a single environment. The system allows those involved in city planning to better understand the past and present development pattern of an area so that their decisions on future proposals are better informed.The paper concludes by describing a system that integrates particular aspects of the two projects, and the potential that this integration can bring.This new work provides mobile access to historical city development data, current city information and tools to support urban project development.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 06:08

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