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 cf2011_p157
id cf2011_p157
authors Boton, Conrad; Kubicki Sylvain, Halin Gilles
year 2011
title Understanding Pre-Construction Simulation Activities to Adapt Visualization in 4D CAD Collaborative Tools
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 477-492.
summary Increasing productivity and efficiency is an important issue in the AEC field. This area is mainly characterized by fragmentation, heterogeneous teams with low lifetimes and many uncertainties. 4D CAD is one of the greatest innovations in recent years. It consists in linking a 3D model of the building with the works planning in order to simulate the construction evolution over time. 4D CAD can fill several needs from design to project management through constructivity analysis and tasks planning (Tommelein 2003). The literature shows that several applications have been proposed to improve the 4D CAD use (Chau et al. 2004; Lu et al. 2007; Seok & al. 2009). In addition, studies have shown the real impact of 4D CAD use in construction projects (Staub-French & Khanzode 2007; Dawood & Sika 2007). More recently, Mahalingam et al. (2010) showed that the collaborative use of 4D CAD is particularly useful during the pre-construction phase for comparing the constructability of working methods, for visually identifying conflicts and clashes (overlaps), and as visual tool for practitioners to discuss and to plan project progress. So the advantage of the 4D CAD collaborative use is demonstrated. Moreover, several studies have been conducted both in the scientific community and in the industrial world to improve it (Zhou et al. 2009; Kang et al. 2007). But an important need that remains in collaborative 4D CAD use in construction projects is about the adaptation of visualization to the users business needs. Indeed, construction projects have very specific characteristics (fragmentation, variable team, different roles from one project to another). Moreover, in the AEC field several visualization techniques can represent the same concept and actors choose one or another of these techniques according to their specific needs related to the task they have to perform. For example, the tasks planning may be represented by a Gantt chart or by a PERT network and the building elements can be depicted with a 3D model or a 2D plan. The classical view (3D + Gantt) proposed to all practitioners in the available 4D tools seems therefore not suiting the needs of all. So, our research is based on the hypothesis that adapting the visualization to individual business needs could significantly improve the collaboration. This work relies on previous ones and aim to develop a method 1) to choose the best suited views for performed tasks and 2) to compose adapted multiple views for each actor, that we call “business views”. We propose a 4 steps-method to compose business views. The first step identifies the users’ business needs, defining the individual practices performed by each actor, identifying his business tasks and his information needs. The second step identifies the visualization needs related to the identified business needs. For this purpose, the user’s interactions and visualization tasks are described. This enables choosing the most appropriate visualization techniques for each need (step 3). At this step, it is important to describe the visualization techniques and to be able to compare them. Therefore, we proposed a business view metamodel. The final step (step 4) selects the adapted views, defines the coordination mechanisms and the interaction principles in order to compose coordinated visualizations. A final step consists in a validation work to ensure that the composed views really match to the described business needs. This paper presents the latest version of the method and especially presents our latest works about its first and second steps. These include making more generic the business tasks description in order to be applicable within most of construction projects and enabling to make correspondence with visualization tasks.
keywords Pre-construction, Simulation, 4D CAD, Collaboration, Computer Supported Cooperative Work, Human-Computer Interface, Information visualization, Business view, Model driven engineering
series CAAD Futures
email conrad.boton@tudor.lu
last changed 2012/02/11 18:21

_id ecaade03_315_146_he
id ecaade03_315_146_he
authors He, Jie and Tsou, Jin-Yeu
year 2003
title GIS Support in a Visual Resource Management System for Visual Sustainability of Urban Natural Landscape in China
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 315-318
summary The proposed VLM system intends to facilitate the visual sustainability of urban natural landscape in China. In this system, GIS not only provides technologies for the inventory of landscape characteristics and the visual landscape evaluation, but also contributes to public or professional communication supporting through modeling and visualization. Therefore, GIS holistically acts as a fundamental support in this prototype system. Combining with psychophysical landscape evaluation (LE), photogrammetry and other digital 3D visualization, GIS provides quantitative data, scientific visualization and visual simulation for planning decision making.
keywords Geographic information system (GIS); visual resource management (VRM);natural landscape; urban planning
series eCAADe
email jinyeutsou@cuhk.edu.hk
more http://www.arch.cuhk.edu.hk/
last changed 2003/09/18 07:13

_id ascaad2007_036
id ascaad2007_036
authors Pratini, E.F.
year 2007
title Experimental Tools for the Teaching of Technical Graphics and Improving Visualization
source Em‘body’ing Virtual Architecture: The Third International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2007), 28-30 November 2007, Alexandria, Egypt, pp. 457-468
summary This paper presents an updated evaluation of an experience of applying computer graphics, virtual reality and Internet resources in the teaching of technical graphics at the University of Brasilia, Brazil. It differs from a previous paper (Pratini, 2004) for the addition of an overview of the course, the context and the new teaching methodology. It is an extended, more detailed paper, which includes examples, and closes with some results of surveys on the didactic material and the methodology. Our motivation for this experiment is the fact that most of the students have a lack of previous knowledge on the basis of drawings, resulting difficulties in both understanding and visualizing technical drawings. In this experiment, we introduced VRML 3D modeling in addition to CAD and regular pencil-and-paper drawings study and practice. To support the learning of this broad knowledge not present in the technical graphics bibliography, we first provided a website with animations and virtual reality resources. Since 2003 we are providing a CD-ROM containing all the former website material which is updated each semester. At the present time, the CD-ROM contains almost all the needed didactic material and software for the one semester technical graphics course. This experience was intended to improve and to support learning in a way that motivates the students, young people who are used to play video and computer games. Classes, website and CD-ROM material were conceived to take advantage of computers´ interactivity and animated resources. The use of computers´ technology and new media to support the learning resulted a new methodology and several new unanswered questions.
series ASCAAD
email pratini@unb.br
last changed 2008/01/21 21:00

_id eaea2003_11-bremer-sander
id eaea2003_11-bremer-sander
authors Bremer, S. and Sander, H.
year 2004
title View from the Road: Environmental Simulation for the Fractal City of Rhine Ruhr
source Spatial Simulation and Evaluation - New Tools in Architectural and Urban Design [Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7], pp. 43-47
summary Highway seems to be more an issue of traffic planning than of urban design. But the highway can be a very important factor for the modern city pattern. Highways shape the spatial form of the fractal city. The modern highway can define new cores outside and “interior edges” within the city. Seen as a planning tool, highways are the great neglected opportunity in city and regional design. The 1st Architecture Biennial, 1ab, taking place from May 2003 to July 2003 in Rotterdam, explores the creative potentials of modern highways worldwide. An international research team discovered the spatial functions of highways in modern agglomerations. This lecture will give an overview of the results of the worldwide analyses and the design projects that had been undertaken. Both authors are members of the German research team. The German team examined the A 42 running through the Ruhrgebiet, a former coal and steal area in western Germany. The Ruhr Area is converting from an industrially orientated region to an agglomeration of high technology and science. But the regional image remains the same due to the fact that the changes cannot be seen, neither physically, nor from the road. Here, the highway could be used as a catalyst supporting and structuring the spatial changes to make them more legible for the people of Rhine-Ruhr. The nature becomes the most important tool of highway design. Landscape forms a linkage between the different cities of the region. Together with the A 40 and other local highways the region becomes the most important (and largest) public space of the new Rhine-Ruhr. The highway seen as a work of urban art can be designed only from the perspective of the driving car.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 08:43

_id ecaade03_083_03_dobson
id ecaade03_083_03_dobson
authors Dobson, Adrian and Lancaric, Peter
year 2003
title From Virtuality to Reality - Collaborative Digital Design in the Urban Environment
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 83-87
summary This paper describes work in progress on a collaborative project being undertaken by the Department of Art and Design at the University of Luton with the architecture and planning departments at Luton Borough Council and community participation. Focussing on the Plaiters Lea urban zone in Luton, the project uses a three-dimensional digital urban model of the townscape, as a collaborative design and communication tool for urban regeneration. The proposals being developed include elements of architectural and urban design, landscape design and public art. The philosophical motivation for the project is that of the community architecture and arts movements, in which a wide constituency of stakeholders is involved in the evolution of design proposals. The digital model is the key feature of a world-wide-web site that facilitates the exchange of design data between the participants. Digital modelling work has been used for undergraduate CAD skills development, and students are contributing design proposals as part of their studio work. Hence the project also has a pedagogic component.
series eCAADe
email adrian.dobson@luton.ac.uk
more http://www.luton.ac.uk
last changed 2003/09/18 07:13

_id ecaade03_427_177_gibson
id ecaade03_427_177_gibson
authors Gibson, Kathleen
year 2003
title Spatial Mapping: Connections between Virtual and Physical Navigation
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 427-432
summary Using Lynch’s (1960) treatise The Image of the City as a model, user navigation of e-retailing web sites was analyzed using defined categories: paths, districts, edges, nodes, and landmarks. Results from this study suggest that elements in the urban landscape and their use by individuals for way finding and legibility may be similar to those necessary for navigating the World Wide Web.
keywords Spatial mapping; way finding; e-retailing; built environment; world wideweb
series eCAADe
email kjg4@cornell.edu
more http://www.humec.cornell.edu/faculty/facultybio.cfm?netid=kjg4&facs=1
last changed 2003/09/18 07:13

_id 2004_024
id 2004_024
authors Holmgren, S., Rüdiger, B., Storgaard, K. and Tournay, B.
year 2004
title The Electronic Neighbourhood - A New Urban Space
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 24-34
summary During the event Cultural Market Days on 23 and 24 August 2003 at Noerrebro Park in Copenhagen, visitors could also enter the marketplace from their home via the Internet, as a digital 3D model had been constructed that showed the marketplace with all its information booths and activities. This virtual marketplace functioned as an extension of the urban space, allowing you to take part in the flow of information, activities and experiences that were offered in the marketplace. And this just by a click on the Internet address: http://www.e-kvarter.dk. Furthermore at certain times of the day you could chat with people from some of the many working groups of the urban regeneration project in Noerrebro. The digital 3D model is similar to the marketplace, but it creates its own universe in the green surroundings of Noerrebro Park. And now, when the Cultural Market Days are finished and the booths and people have gone, the Electronic Marketplace still remains on the Internet, with a potential for developing a new public space for information, dialogue and cooperation between the actors of the urban regeneration project. This paper presents the results of a 3-year research project, The Electronic Neighbourhood (2000-2004). Researchers have developed and tested a digital model of the urban area and other digital tools for supporting the dialogue and cooperation between professionals and citizens in an urban regeneration project in Copenhagen. The Danish Agency for Enterprise and Housing, the Ministry for Refugees, Immigration and Integration and Copenhagen Municipality have financed the research, which is planned to be published 2004. The results can also be followed on the Internet www.e-kvarter.dk.
keywords 3D Modelling; Virtual Environments; Design Process; Human-Computer Interaction; Collaborative Design; Urban Planning
series eCAADe
last changed 2004/09/18 06:45

_id fd5a
authors Snizek, Bernhard
year 2003
title 3dkroner.dk – An interactive, web based 4D public participation tool
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary In an intensive workshop from November 11th to November 18th 2002, five teams consisting of members of architectural offices, artists, planners, developers, citizens & students came forward with a series of ideas & designs at urban & landscape level for Trekroner Øst, a new neighbourhood in Roskilde, Denmark.. 3dkroner.dk1, an interactive, web based 4D public participation tool (PPT) was created and used for communicating the workshop’s results to a broader public on the one hand, and to start a two way communication process between planners and citizens on the other hand. In this paper I will rather describe the tool’s development, its implementation in the workshop and the experiences the project team made from this process than discuss public participation tools in general.
series other
email mail@metascapes.dk
more http://www.metascapes.dk
last changed 2003/03/11 19:39

_id ecaade03_029_203_kieferle
id ecaade03_029_203_kieferle
authors Kieferle, Joachim and Wössner, Uwe
year 2003
title Combining Realities - Designing with Augmented and Virtual Reality
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 29-32
summary Augmented Reality (AR), the layering of reality and virtuality, can be used as a tool in architecture in model scale as well as in 1:1 scale on site. By combining real architecture models with virtual representations like e.g. wind simulation an intensive understanding for impacts can be observed. Coupling AR with further virtual environments (AR and Virtual Reality) in one scenario makes AR a tangible interface for VR and on the other hand supports the group discussion of distributed teams.
keywords Augmented Reality, Virtual Reality, Visualization, Interaction, Simulation
series eCAADe
email kieferle@architektur.fh-wiesbaden.de
more http://www.architektur.fh-wiesbaden.de
last changed 2003/09/18 07:13

_id ijac20031109
id ijac20031109
authors Liu, Yu-Tung; Shen-Kai, Tang
year 2003
title Space, Place and Digital Media:Towards a Better Simulation of a City that has now Disappeared
source International Journal of Architectural Computing vol. 1 - no. 1
summary Digital media enable researchers and designers to derive better informed processes in solving problems of historical architectural restoration and virtual archaeology. However, recently insufficiencies have been found in the main technologies often applied in such techniques, such as 3D modeling, high-quality rendering and animation. Given these problems, this paper attempts to explore a digital reconstruction procedure for historical architecture and cities using 3D scanning, Virtual Reality cave technology and motion capture technology. This case study is based on a collaborative project in conjunction with the National Palace Museum, Taiwan, and the China Times, Taiwan.The five steps involved in this project include data collection and analysis, three-dimensional digital inferences, digital reconstruction of static and moving models, scenario dynamics (by integrating the two kinds of models), and visual-spatial immersion using a VR-cave representation. Finally, a preliminary digital reconstruction procedure is presented.
series journal
email aleppo@arch.nctu.edu.tw
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 06:08

_id 1373
authors Pfaffenbichler, Paul C. and Emberger, Günter
year 2003
title Are European cities becoming similar?
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The paper discusses city specific development patterns to overcome todays transport problems. The results are based on recent andongoing research activities at TUW-IVV and ITS. At previous CORP-conferences, we presented the basics and the development of aplanning support tool to find optimal policy packages in urban transport and land use (Emberger, 1998), (Pfaffenbichler, Emberger, 2001). The core of this planning support tool is a dynamic land use and transport interaction model. This model, which we refer to as Sketch Planning Model (SPM), is embedded into an appraisal and optimisation framework. The SPM and this framework were developed in the recently finished European Union funded research project PROSPECTS1. Case studies with this planning supporttool were performed within PROSPECTS for the cities Edinburgh, Helsinki, Madrid, Oslo, Stockholm and Vienna. These cities are principally comparable in regards of their status (capitals and major business and education centres), but different in their size, population density, transport system etc. A set of policy instruments like public transport improvements, car traffic restrictions, and infrastructure provision was available to formulate strategies to reduce negative impacts of transport and to increase welfare. The overall objective was a sustainable development of the city. Although the instruments and the goals are similar in all investigatedcites, different solutions were adequate. The solutions vary in regard of spatial implementation, implementation time and level of implementation. The paper will highlight some reasons for the different development paths of the cities. As well the comparison of the do nothing scenario as the comparison of the most feasible policy strategies shows that European cities are different, need different solutions for their problems and will stay different in the future.
series other
email paul.pfaffenbichler@tuwien.ac.at
last changed 2003/03/11 19:39

_id sigradi2003_002
id sigradi2003_002
authors Argumedo, Cristina and Paganini, Ana
year 2003
title Diseño Digital. Estudio Exploratorio de caso (Digital Design. Exploratory study of a case)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary After the passage of the mechanical era to the digital era, the design must respond with increasing complexity of the technique, together with the plurality of expectations. Design education is sustained in conceptual instrumentation; it implies to recognize problematics that surpass the possibilities of an isolated or self-sufficient discipline; transdiscipline becomes essential for the understanding of the subjects.The porpuse is to generate new instruments for perception of space, combined with new visualization technologies. Anyway we must speak of all the design areas. The use of computer science has a specificity applications that are proper to each area. New technologies and the role of the new graphs in the design process, generate a new aesthetic.
series SIGRADI
last changed 2016/03/10 08:47

_id acadia03_044
id acadia03_044
authors Bermúdez, Julio and Foresti, Stefano
year 2003
title Information Visualization
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, p. 346
summary Digital visualization addresses representational challenges from within and without architecture. ‘Disciplinary’ digital visualization is used to explore, understand and communicate architectural information associated with the production of buildings. 3D modeling, rendering, animation and VR as well as the power of digital media to permit the seamless integration of various data types are unleashing completely new ways to display architecture. As digital power continues to increase and get cheaper, portability and wi-fi networks take root, and visualization work becomes even more main stream, we can expect growing changes in the way the design process is conducted, buildings are presented and documented, and the public and 3rd party’s demands from professional services. This demands a more conscious research/pedagogies aimed at developing new representation conventions.
series ACADIA
email bermudez@arch.utah.edu
last changed 2003/11/27 14:22

_id ea0f
authors El Araby, Mostafa and Okiel, Ahmed
year 2003
title The Use of Virtual Reality in Urban Design: Enhancing the Image of Al-Ain City, UAE
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary This study aims at exploring the rapid growth of the use of Virtual Reality techniques in the field of Urban Design with application to the Al-Ain City. Currently, Virtual Reality and Virtual Environments are the most growing fields of information technology and have a great media attention. There is evidence to suggest that the use of such technology will enhance conceivable image of any proposed project at any urban setting for users, designers and clients. Therefore, city officials and administrators (clients) and the public (users) can reach better decisions regarding proposed projects within their towns and cities. Because of the limited time and resources, this study examines the visual quality of Downtown Al Ain, UAE, specifically, the Khalifa street (major shopping street). A basic VRmodel to the street was constructed. Modifications to the basic model were made to examine how changes in buildings’ heights and street vegetation affect the visual quality of the street. Results of this study showed that urban visualization is proving to be a valuable tool for designers and planners. Increasing the heights of buildings in the mid-street and on the edges, along with enforcing distinctive architectural styles for the proposed buildings will enhance the overall quality of the street. Furthermore, decreasing the intensity of current vegetation and tree heights will increase the imaginable quality of the street. Nevertheless, the built of a comprehend VR model needs more time, resources and facilities that were not available to this study. This model, if completed, tothe whole downtown area can be used both to identify existing problems and to quickly evaluate alternative solutions to those problems.
series other
email melaraby@uaeu.ac.ae
last changed 2003/03/11 19:39

_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 ijac20031206
id ijac20031206
authors Glaser, Daniel; Peng, James
year 2003
title On Classifying Daylight for Design
source International Journal of Architectural Computing vol. 1 - no. 2
summary In this paper, we present LiQuID, a tool for clustering lighting simulation data. Photographs are useful vehicles for both describing and making assessments of architectural lighting systems. A significant barrier to using photographs during the design process relates to the sheer volume of renderings that needs to be analyzed. Although there have been efforts to produce novel visualization systems to manage large sets of photographs, this research aims to reduce the complexity by classifying data into representative prototypes.A hypothetical case study is discussed.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 06:08

_id 47b3
authors Gruen, A., Steidler F. and Wang, X.
year 2003
title Generation and visualization of 3D-city and facility models using CyberCity Modeler (CC-Modeler)
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary The efficient generation of data for 3-D city models and their handling in Spatial Information Systems has become feasible. The derivation of this data from aerial and terrestrial images with semi-automated techniques constitutes the most powerful tool currently available to fulfill this task. Semi-automated object extraction has become a viable concept for the generation of 3-D city models. CyberCity-Modeler (CC-Modeler) has been developed with the aim of creating not only buildings, but also other objects pertaining to a city model efficiently and with a high degree of flexibility concerning the level of detail. In its commercial implementation, CCModeler has been confronted with a number of user requirements which needed to be observed. This led to some extensions in functionality, which are addressed in this paper: Geometrical regularization of buildings, editing functions for topology adjustment, integration of facades and other vertical walls and modeling of overhanging roofs. These extensions of the original concept make CyberCity-Modeler an even more powerful tool for 3-D city modeling.
series other
last changed 2003/03/11 19:39

_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 acadia03_034
id acadia03_034
authors Luhan, G.A., Bhavsar, S. and Walcott, B.L.
year 2003
title Deep-Time ProbeInvestigations in Light Architecture
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. 258-266
summary This paper presentation presents an interdisciplinary research project conducted by a design team comprised of faculty from the Colleges of Architecture, Engineering, and Astrophysics. The title of the project, Deep-Time Probe, Investigations in Light-Architecture, explores the use of an optically active-SETI experiment that centers on the thematic of time, vision, and movement through space. The realm of architecture was the digital glue that united the varied disciplines. The core of the project is broken down into three intrinsically linked components—data representation—collection, storage, and modulation; the Project Mission Wall; and the resultant Light Architecture or Deep-Time Probe. A small team of architecture students under the direction of one architecture faculty member designed the Mission Wall while the Robotics Department provided CNC machinery to digitally mill and fabricate its components. This same team assembled the 40’x60’x15’ structure in one day. The site of the launch created an adequate interface for the public art structure at the scale of an urban park. The scale of the Mission Wall addressed a variety of places, paces, and scales that mediated between the laser, the context of the surrounding plaza, and pedestrian and vehicular circulation, all while concealing the laser from direct view. The Mission Wall served three functions. It provided a housing for the Deep-Time Probe laser. It created windows and scaffolding for lighting. Moreover, it established a series of “View Corridors” that provided the onlooker with multiple vantage points and thus multiple-readings of information as architecture. Nearly fifty “Time Probe Reporters” gathered information through oral interviews. In addition to messages linked to the interviews, the Deep-Time Probe contained verbal and graphic information, images depicting the design and fabrication processes. At the time of the launch, the design team digitized, specially formatted, converted, and modulated the data into a special high-powered laser that was “launched” into space. An advanced civilization in the universe could theoretically receive and decode this information. The Deep-Time Probe project visualized the strengths of each profession, fostered the creative aspects of each team member, and resulted in a unique and dynamic experience. The deep time probe is right now passing through the Oort Cloud, the debris left over from the formation of our Sun and planets, present as a halo surrounding our solar system . . . a distance of nearly 1.5 trillion miles.
keywords Interdisciplinary Design Research, Information Visualization, and Fabrication
series ACADIA
email galuhan@uky.edu
last changed 2003/10/30 15:20

_id autcons0926580503000529
id autconS0926580503000529
authors Maver, T.; Petric, J.
year 2003
title Sustainability: real and/or virtual?
source Automation in Construction, 12(6), November 2003, pp. 641–648
summary The starting point for this paper is the identification of the four necessary and sufficient conditions which a building should exhibit to be judged to be sustainable; fitness-for-purpose, cost effectiveness, environmental friendliness, and cultural significance. The contribution which the current generation of CAD tools is making to the complex human activity of designing sustainable buildings is then discussed under the headings of widening the search for solutions, integrating the decision-making process, improving design insights, differentiating objective/subjective issues and photorealistic visualization. The paper then describes developments in the next generation of IT tools, based on virtual reality, which will allow multiple designers, working in distributed locations and on different computer platforms, to design from within the virtual world.
keywords Sustainability; Virtual reality; Computer-aided design; Virtual environments
series journal paper
type normal paper
email t.maver@gsa.ac.uk
last changed 2013/09/20 17:05

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