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 61 to 80 of 531

_id 2004_184
id 2004_184
authors Fatah gen. Schieck, Ava
year 2004
title Using Multiple Input Devices
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 184-194
summary The field of computer graphics has developed significantly over the last decade. However, most current CAD systems support only the two most common input devices: a mouse and a keyboard. In addition to that few, if any, systems make it easy for the user or the programmer to add and use new input devices. People tend to use both hands to manipulate 3D real world objects; one hand is used to orient the object while the other hand is used to perform some operation on it. The same thing could be applied to computer modelling in the conceptual phase of the design process. Accordingly, the 3D object can be easily and intuitively changed through interactive manipulation of both hands. This paper investigates the manipulation and creation of free form geometries through the use of interactive interfaces with multiple input devices. It demonstrates that using multiple input devices can offer many opportunities for form generation resulting in visually rich forms. However, the experimental results demonstrated that regulations are needed to avoid developing inefficient two-handed interfaces.
keywords Modelling Interactively, Architectural Design Tools at the Conceptual Phase, Affordable Low-Cost Solution, Multiple Input Devices MID
series eCAADe
last changed 2004/09/18 06:45

_id sigradi2004_206
id sigradi2004_206
authors Felipe Carrara Moura Pussente
year 2004
title Interfaces digitais para processo de projeto participativo: Estudo de caso com mutirões [Digital Interfaces for a Participatory Project: The Case Study of mutirões]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This research is applied to self-managed building, objecting housing construction projects and identifying the self-managed particularities to achieve a better quality in the architectural project and a better quality of life for its users. The digital training of a group of homeless people can expanded through the distribution of interfaces over the internet, developing methodological procedures at the process of conception, implementation and enlargement of housing construction in self-managed building. The making of interactive interface is analyzed through experimentation and workshops done with homeless people having the goal to be totally friendly to its user, not letting him become confused or bored.
series SIGRADI
email fcarrara01@yahoo.com.br
last changed 2016/03/10 08:51

_id sigradi2004_107
id sigradi2004_107
authors Gabriela I. Bustos López; Gonzalo Vélez Jahn
year 2004
title Alternativas de diseño: Museos virtuales de esculturas interactivas [Design Alternatives: Virtual Museums of Interactive Sculptures]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This article intends to discuss the application of Digital Interactive Panoramas within an academic research environment. The construction of the hyperdocument interface is critical to the process of demonstrating the actual experience in buildings or urban spaces. We assume that Digital Interactive Panoramas can bring significant contributions to architectural teaching, through an interactive interpretation of implicit and explicit information within the virtual space. Several techniques were applied in the interactive panoramas development in order to facilitate the learning experience and the essence understanding of the architectural object. Therefore, the user interaction with the interface provides meaningful possibilities, particularly if compared to traditional representation methods.
series SIGRADI
email thiagoleitao@brfree.com.br, natduffles@yahoo.com.br, josekos@ufrj.br
last changed 2016/03/10 08:52

_id sigradi2004_326
id sigradi2004_326
authors Gilberto Corso Pereira
year 2004
title Visualização e representação do espaço urbano [Visualization and Representation of Urban Space]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This project had as goal to investigate how an urban space can be represented, and how can we to present information that facilitated broad and interactive spatial analysis in an easy and friendly way. This target was reached trough the elaboration of a computer application that allowed urban information visualization about Salvador City. This tool let users to build thematic cartography, visualize interactive 3D models, images, etc. Project development already produced two different prototypes. First versions provide a great spatial analyze flexibility, but it interface founded in a workspace defined do not allow user to do all overlayer possible. In this case the tool was a kind of cartographic atlas. The actual version had as design presuppose, to give users more information, interactivity, power and flexibility, adopting new medias, new representation models, and presenting quantitative and qualitative information.
series SIGRADI
email corso@ufba.br
last changed 2016/03/10 08:52

_id eaea2003_17-gorczyca
id eaea2003_17-gorczyca
authors Gorczyca, A.
year 2004
title Modern Interface – Visible, Invisible or Virtual?
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. 85-90
summary The paper is a comparison of interface changes as a result of modern concepts and a new hardware development. It explains the notion ‘virtual’ and its application in a few generations of user interface. Modern interfaces are chained with simulation technology. The meaning of simulation is strictly related to the notions: possible, actual, potential force. All of them are ingredients of ‘virtual’. Finally interfaces bring to the point: what virtual is?
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 08:43

_id ijac20032107
id ijac20032107
authors Halin, Gilles; Hanser, Damien; Bignon, Jean-Claude
year 2004
title User Adaptive Visualization of Cooperative Architectural Design
source International Journal of Architectural Computing vol. 2 - no. 1
summary A cooperative design is a social activity inside a group. In this kind of activity, each actor plays a specific role. If each actor wants to realize the actions corresponding to his role, he needs some adaptive information about the cooperation context. The cooperation context of design project is a relational organization where each actor maintains specific relations with other people (designers, project managers, etc.) but also with documents and activities. Such a cooperation context exists in architectural cooperative design which is distinguished by a "mutual prescription" between actors. In architectural design we are in a network model of actors, instead of the hierarchical model that we can find in classical workflow tools. This organization has to be represented in the project management tool to give each user an adaptive vision of the project organization and evolution. The representation and the visualization of such a network, which characterizes each project, is the main objective of the "Relational Model of Cooperation" and the hypermedia view presented in this paper.
series journal
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 06:08

_id sigradi2017_082
id sigradi2017_082
authors Itao Palos, Karine; Gisela Belluzzo de Campos
year 2017
title A resiliência na tipografia digital: Interações propiciadas por programas generativos [Resilience in digital typography: Interactions provided by generative programs]
source SIGraDi 2017 [Proceedings of the 21th Conference of the Iberoamerican Society of Digital Graphics - ISBN: 978-956-227-439-5] Chile, Concepción 22 - 24 November 2017, pp.568-574
summary This article aims to describe the ephemeral qualities that typography acquires in the digital context, caused by the polyvalence of the algorithmic code, which, from generative programming, allows the user to interact with the typographic object. These reflection are realized through the study of four projects: “Lettree” (2004), “Pyrographie” (2005), “Falling in Love” (2016) and “He liked Thick Word Soup” (2014). The observations were made by drawing a comparison between the concept of “matter” in the computational scenario proposed by the design philosopher Vilém Flusser (2015) and the quality of “fluidity” observed in the images created by digital generative programs.
keywords Typography; Interaction; Generative Systems; Design; Resilience.
series SIGraDi
email Karineipa@hotmail.com
last changed 2018/07/27 08:08

_id 4b2a
id 4b2a
authors Jabi, Wassim
year 2004
title A FRAMEWORK FOR COMPUTER-SUPPORTED COLLABORATION IN ARCHITECTURAL DESIGN
source University of Michigan
summary The development of appropriate research frameworks and guidelines for the construction of software aids in the area of architectural design can lead to a better understanding of designing and computer support for designing (Gero and Maher 1997). The field of research and development in computer-supported collaborative architectural design reflects that of the early period in the development of the field of computersupported cooperative work (CSCW). In the early 1990s, the field of CSCW relied on unsystematic attempts to generate software that increases the productivity of people working together (Robinson 1992). Furthermore, a shift is taking place by which researchers in the field of architecture are increasingly becoming consumers of rather than innovators of technology (Gero and Maher . In particular, the field of architecture is rapidly becoming dependent on commercial software implementations that are slow to respond to new research or to user demands. Additionally, these commercial systems force a particular view of the domain they serve and as such might hinder rather than help its development. The aim of this dissertation is to provide information to architects and others to help them build their own tools or, at a minimum, be critical of commercial solutions.
series thesis:PhD
type normal paper
email jabi@njit.edu
last changed 2004/10/24 20:35

_id 513caadria2004
id 513caadria2004
authors Jaeho Ryu, Naoki Hashimoto, Shoichi Hasegawa, Makoto Sato
year 2004
title Multi-Projection Display System D-Vision for Architectural Design Evaluation
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 901-910
summary This is a paper about the introduction of architectural design evaluation application and pre-experience system of walkthrough situation in urban and street design. For this purpose, we developed a new multi-projection display system, D-vision, which has hybrid screens. D-vision is a kind of new virtual environment system that has high immersion and high resolution display performance with multi-modal interfaces. In our system, the user can experience the high sense of presence through the self-walking behavior to move and force feedback manipulation of objects with the high-resolution image created from the tiled-projection system that is composed of twentyfour projectors.
series CAADRIA
email jaehoryu@hi.pi.titech.ac.jp
last changed 2004/05/20 17:43

_id 503caadria2004
id 503caadria2004
authors Jin Kook Lee, Hyun-Soo Lee
year 2004
title HCIS: the Housing Context Inference System Model for Smart Space
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 759-776
summary This research is about the basic methods in making computers understand human behavior in an architectural space in regards to reaction to interaction between the machine and human. Its ultimate objective is to analyze the related technology making this series of works possible synthetically on the basis of information system within architectural territoriality. In the end it is expected to offer a theoretical basis to embody smart space, up-to-date and intelligent architectural space. There are two issues that motivate this research: what are the Housing Context and its Inference System, and how smart space can infer the Housing Context and react with proper response. The Husing Context consists of 1) state of user, 2) state of physical environment, 3) state of computational environment, 4) history of user-environment interaction and 5) architectural territoriality. Especially, spatial information of architectural territoriality is a significant key of HCIS. Spatial divisions and boundaries made of architectural elements or facilities determinate their own micro-territorialities. Ontologies are used to describe the Housing Context predicate. In this paper, we can say that the Housing Context and the Housing Log(history of user-environment interaction, a set of the Housing Context) written by ontologies can be a beneficial model of HCIS. Furthermore, we can develop the Housing Log Databases and its variable applications that have enabled to make simulating and analyzing tool of design, the Augmented Web Presence and the other helpful applications.
series CAADRIA
email scout@yonsei.ac.kr
last changed 2004/05/20 17:43

_id eaea2003_0
id eaea2003_0
authors Kardos, P. and Urland, U. (Eds.)
year 2004
title SPATIAL SIMULATION AND EVALUATION - NEW TOOLS IN ARCHITECTURAL AND URBAN DESIGN
source Proceedings of the 6th European Architectural Endoscopy Association Conference / ISBN 80-227-2088-7, 144 p.
summary The 5th eaea Conference in Essen yielded four principal findings: • After having been limited to endoscopic picture and film renderings of analog scaled models, the european architectural endoscopy association (eaea) first bridged the gap to digital environmental simulations at this conference. It is not about a better or correct method, but a suitable method of representing the planned reality of a particular project using ways that make sense. The combination of digital and analog simulation media is a source of impetus to the user of both methods. The future belongs to the casespecific application and the numerous integration possibilities of the two different media. • In investigating the perception of pictures produced in both analog and digital form, it was ascertained that it was only after greater effort that the same level of pleasing qualities were achieved in the digital world, compared to pictures of analog scaled models. It seems that for many planning phases model-based pictures are superior to digital photos – with regards to economy, quality of representation and imaginative attributes. This last point seems to be especially important in the draft planning stages: the less sharp a picture is, the more remaining room for viewer interpretation there is. In particular, the high degree of precision characteristic of digital simulations no longer allows room for imagination in the individual viewer. • 3D environmental simulations will increasingly be incorporated with success in architecture and urban design courses at universities and colleges both here in Germany as well as abroad. The further spread of these techniques to other universities and colleges is desirable. Over and above application as a pedagogic tool, the use of these simulations by architects and city planners, private planning agencies and municipal planning administrators will also be in evidence in the future – for checking designs, for informing the involved parties, for establishing the decisions of government bodies, for marketing the project. • Also, the interactive use of endoscopic simulation facilities continually opens new fields of research – whether it be for registering subjective distance perception, whether it be for determining orientation possibilities in open spaces.
series EAEA
type normal paper
email a_urland@yahoo.com
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 08:43

_id 502caadria2004
id 502caadria2004
authors Kirsty A. Beilharz
year 2004
title Designing Generative Sound for Responsive 3D Digital Environment Interaction
source CAADRIA 2004 [Proceedings of the 9th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] Seoul Korea 28-30 April 2004, pp. 741-758
summary This paper examines three key areas of responsive sound interaction in 3D Digital Environments: designing generative sound that derives its composition and relevance from social and physical human interaction within a digital environment; the relation of sonic structure to the digital visual and spatial experience; and responsive, reactive real time sound generation activated by environmental conditions and human behaviours. The primary purposes for responsive sound design are: (1) to provide navigational cues supporting way-finding and spatial orientation; and (2) to provide realtime generative environmental sound that reflects social behaviour in a way that is meaningful and recognisable. The applied contexts for navigational cues and environmental generative sound include online (multi-user), synchronous Virtual Environments and Digital Installation Spaces (e.g. intelligent rooms, virtual reality and immersive environments). Outcomes of responsive sound design include: a trigger system of aural alerts, warnings and guidance; a computational system for generating sound in real time activated by spatial location and social interaction; and an audio (non-visual) tool aiding spatial orientation and way-finding interaction in 3D immersive Digital Environments.
series CAADRIA
email kirsty@arch.usyd.edu.au
last changed 2004/05/20 17:43

_id 2004_210
id 2004_210
authors More, Gregory, Yuille, Jeremy and Burry, Mark
year 2004
title Designing Spatial Sounds for Spatial Information Environments
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 210-217
summary This paper reports on the design of spatial sounds for information environments. This research primarily relates to developing the sound component for a software prototype of a presentation environment that integrates realtime three-dimensional graphics with user interaction. For this project sound designers were engaged to examine the design of spatial sounds to examine the issues of dimensionality within presentation environments. The sound design work utilised a range of sound techniques: real world recording and modulation, static sound collections and DSP (Digital Signal Processing). The two main themes for the research were exploring sound as both thematic and navigational tools, utilising concepts that address the issues of multi-dimensionality within a time based presentation environment.
keywords Spatial Visualisation, Spatial Sound, Information Architecture, Sonification
series eCAADe
last changed 2004/09/18 06:45

_id sigradi2004_262
id sigradi2004_262
authors Pamela Valenzuela Aravena
year 2004
title Desmaterialización [Demateralization]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary Design is a discipline which not only generates material realities but also fulfils a communicative function. It creates something new as well as makes objects visible and intelligible and facilitates the communication process through the messages these new objects contains. The incorporation of new technologies has generated the dematerialization of high technological developed objects, understanding this concept as the lose of the value they have. Because of the miniaturization, their materiality cost is lower in contraposition to the big technological load they have, producing new communication criteria between these objects and the user. The general objective of this investigation is to decipher the language used by these new objects to communicate and understand the reading of a great quantity of information through a decreasing materiality.
series SIGRADI
email boo@esfera.cl
last changed 2016/03/10 08:57

_id ddss2004_ra-213
id ddss2004_ra-213
authors Penn, A., C. Mottram, A. Fatah gen. Schieck, M. Wittkämper, M. Störring, O. Romell, A. Strothmann, and F. Aish
year 2004
title AUGMENTED REALITY MEETING TABLE: A NOVEL MULTI-USER INTERFACE FOR ARCHITECTURAL DESIGN
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 213-231
summary Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559).
keywords Design Collaboration, Tangible Interface, Gesture, Agent Simulation, Augmented Reality
series DDSS
type normal paper
last changed 2004/07/03 21:11

_id ddss2004_d-49
id ddss2004_d-49
authors Polidori, M. and R. Krafta
year 2004
title Environment – Urban Interface within Urban Growth
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 49-62
summary This work presents the synthesis of a model of urban growth dedicated to accomplish simulations of urban spatial dynamics, based on integrated urban and environmental factors and promoting simultaneity among external and internal growth. The city and surrounding environment are captured and modeled in computational ambient, by application of the centrality / potential model (Krafta, 1994 and 1999), with support of graph theory, cellular automata, GIS and geocomputation. The model assumes the city as a field of opportunities for obtaining income, mediated by the space, which is composed of urban and environmental attributes, that work as attractors or as resistances for the urban growth. The space configuration and the distribution of those attributes generate tensions that differentiate qualitatively and quantitatively the space, through the centrality measure (built with the support of graphs techniques), coming to provoke growth in places with larger potential of development (built with the help of techniques of CA – cellular automata). Growths above environmental thresholds are considered problems, generated and overcome in the same process of production of the urban space. Iterations of that process offer a dynamic behaviour to the model, allowing to observe the growth process along the time. The model presents several possibilities: a) urban - natural environment integration; b) internal and external growth integration; c) variety in the scale; d) GIS integration and geocomputation; e) user interface; f) calibration; g) theoretical possibilities; and h) practical possibilities.
keywords Environment, Urban Growth, Urban Morphology, Simulation
series DDSS
last changed 2004/07/03 20:13

_id cf2b
id cf2b
authors Pranovich, Sviataslau
year 2004
title STRUCTURAL SKETCHER: A TOOL FOR SUPPORTING ARCHITECTS IN EARLY STAGES
source PhD thesis, Technische Universiteit Eindhoven, The Netherlands
summary Traditionally, architects use pen and paper for the early stages. Architects have great expertise in drawing, their use is simple and has low overhead, and a high precision is not required, and even counterproductive. The last decades many systems to support architects have been developed. These are primarily suited for the production of final technical drawings. Architects do not use them in the early phases, because they do not offer the freedom, speed, and ambiguity needed there. Nevertheless, the use of a computer could offer benefits, such as ease of modification and editing as well as higher level support. The aim of the project described in this thesis was to develop a computer-sketching tool to support architects in the early design stages.
keywords user interface, early architectural design process, drawing system, design support, computer graphics
series thesis:PhD
type normal paper
email spranovich@wpsrd.nl
more http://www.win.tue.nl/~spranovi/Publications/Thesis.pdf
last changed 2004/09/18 17:04

_id ddss2004_d-177
id ddss2004_d-177
authors Rafi, A., T. Hoai Nam, K. Jin Woo, and W. Lau
year 2004
title InnotiveBrowser
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 177-191
summary This paper explains the results of a collaborative research project between Multimedia University (Malaysia) and Innotive Corporation (Korea) to manage, design a multimedia archiving system and visualising knowledge for the students or the users in the Faculty of Creative Multimedia, Multimedia University. This research introduces InnotiveBrowser technology, a high performance multimedia display software that enhances the ability of user to search and discover digital content. The unique result of this method is that the images to be viewed are not limited to available RAM, instead the content utilises the available storage directly from the disk (hard drives). In other words, the larger the size of the hard disk, the greater the number of content information can be stored and displayed. This system is employed with Virtual Reality (VR) techniques particularly imparting viewing technology (pixel-ondemand) and navigation strategy to increase the viewing speed of multimedia information in real-time over the Internet, broadband and even via PDA platforms. This research hopes to set the benchmark for multimedia archiving system that can be applied in other CAD, CAAD or most of the design or production-based teaching and learning environment. The early findings of this research have been patented and this paper will demonstrate the research ideas and explain how we implement and customise the technology and content development in the Faculty of Creative Multimedia, Multimedia University.
keywords InnotiveBrowser, Digital Asset Management, Multimedia Archiving, VR Technology
series DDSS
last changed 2004/07/03 20:13

_id sigradi2004_132
id sigradi2004_132
authors Renata La Rocca; Anja Pratschke
year 2004
title Estruturando o inestruturável: A metáfora do teatro da memória de giulio camilo na construção do espaço virtual [Structuring the Unstructural: The Metaphor of the Theater of the Memory from Giulio Camilo in the Construction of Virtual Space]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The subject of this article starts from studies that come being developed regarding the use of Mnemonic structures in relation to the conception of spaces, architectural projects, and its correlations with the images languages and the signs and its occurrences, applications and uses in spacial uses. Great part of the current examples of memorization structures applications in spacialities design are related to experimental virtual environments, mainly tied with the artistic production and/or the studies of design of user-computer interfaces. Our research suggests a new look at this subject, considering to investigate, beyond the virtual spacialities, applications in the concrete and hybrid spaces. In this article we propose to argue the subject from two metaphors related to the theater: the metaphor proposal for Brenda Laurel in Computer as a Theatre and the boarding of Giulio Camilo [ 1480-1544 ] in its Theater of the Memory.
keywords Mnemonic structures; conception of space; virtual environments; Computer as a Theatre; Theater of the Memory
series SIGRADI
email complexus@complexus.com.br, anjaprat@sc.usp.br
last changed 2016/03/10 08:58

_id 2004_159
id 2004_159
authors Seichter, Hartmut and Kvan, Thomas
year 2004
title Tangible Interfaces in Design Computing
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 159-166
summary Sensorial richness is essential in the design process, yet digital design tools do not respond to this need. Tangible interfaces offer an opportunity for interaction with design computing systems to explore means of supporting a wider range of experiences. In this paper we look at implementations of tangible interfaces through a framework based on the concept of affordance. We conclude with a brief introduction to experimental tangible interfaces that have been developed in order to carry out collaborative user evaluations in a design studio setting and evaluate these in the same framework.
keywords Augmented Reality; Tangible Interfaces; HCI; Design Computing
series eCAADe
last changed 2004/09/18 06:45

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