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

PDF papers
References

Hits 1 to 20 of 542

_id 2004_218
id 2004_218
authors Silva, Gerardo
year 2004
title Productive 3D Building Modeling
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 218-221
summary There are some alternatives to do 3D digital building models. One of them is realized by using 3D blocks with additional information to the graphic content. This kind of 3D blocks is named „blocks with attributes“. These models allow an easy way of 2D plans generation and an easy calculation of material quantities involved in the project. Author claims to divulgate this practice introducing it at the first steps in architectural studies.
keywords 3D CAD; Quantities Estimations; Virtual Reality (VR); Virtual Environments (VE)
series eCAADe
last changed 2004/09/18 06:45

_id acadia04_186
id acadia04_186
authors Bell, Bradley
year 2004
title Digital Tectonics: Structural Patterning of Surface Morphology
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 186-201
summary The computer in architectural design has shifted from its role as a merely representational device to that of a tool for instrumentalized simulation and fabrication. The desire to make buildings look like a rendering, or to produce photo-realistic images and walkthroughs has given way to an opening of the potentials of software to assist the designer with managing complex geometries, parametric organizational diagrams, structural analysis, and integrated building systems. Simulation has become the means by which virtual space becomes more than just a mirror of reality. It becomes the space within which different potential realities can be tested and evaluated before they are materially implemented. In architecture, information derived from material constraints to site conditions can be constantly fed into the computer models to provide an accurate update, which in turn introduces feedback into the overall design, and change can then be registered in the detail.
keywords surface, patterns, structure, CAD/CAM, fabrication
series ACADIA
email bbell3@tulane.edu
last changed 2010/05/16 07:09

_id ijac20032109
id ijac20032109
authors Lang, Silke
year 2004
title Interactive Spaces for Advanced Communication using 3D Video
source International Journal of Architectural Computing vol. 2 - no. 1
summary Architects integrate more and more modern information technologies in their projects. Based on this background the use of 3D video in an architectural context is discussed. The combination of real-time 3D video and blue-c technology for a distributed shopping experience in shared virtual shops is described. IN: SHOP illustrates an approach to enhance physical environments in shopping areas and connects geographically distant persons. These technologies offer new architectural design possibilities. The traditional understanding of location, space, and time may be redefined. Interactive spaces are being designed, modified and experienced. We believe that information technologies have an impact on buildings and architecture.
series journal
email lang@arch.ethz.ch
more http://www.multi-science.co.uk/ijac.htm
last changed 2007/03/04 06:08

_id caadria2004_0
id caadria2004_0
authors Lee, Hyun Soo and Choi, Jin Won (Eds.)
year 2004
title CAADRIA 2004
source 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, 983 p.
summary Having as topic for the conference the tile with keywords such as culture, technology, and architecture, we were expecting to find out the relationships among those three domains, and how they are interrelated in this fast growing information society. This triangular relationship has been established based on the increasingly noticeable paradigm shift from traditional computer-aided design research in architecture to research in diverse areas such as virtual environments and communities and interactive smart spaces, including the consideration of sociocultural aspects along with the technological issues. Making virtual environments focuses on creating a new, yet virtual world where people can inhabit or visit for diverse purposes. The virtual architecture becomes a medium for diverse communications as well as digital contents for the new media industry. For example, virtual heritage projects introduce a new way of preserving historic buildings and sites. At the same time, interactive smart spaces often combine two different worlds: real and virtual worlds. Growing digital technologies enables us to create intelligent physical spaces where computers are ubiquitous and invisible in space, and thus human beings can interact with architectural spaces, not necessarily with computers directly. At this point, issues on virtual reality (VR) and human computer interactions (HCI) become architects' and designers' concerns in socio-cultural aspects. The proceedings of the Nineth International Conference on Computer-Aided Architectural Design Research in Asia, presents 74 papers which were selected from the 131 submissions through a blind review of 58 international reviewers. Each submission was reviewed by three reviewers and the final acceptance was based on their recommendations.
series CAADRIA
more www.caadria.org
last changed 2004/05/20 15:41

_id 508caadria2004
id 508caadria2004
authors Tomas V. Dorta
year 2004
title Drafted Virtual Reality - A New Paradigm to Design with Computers
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. 829-844
summary This paper proposes a new technique for designing spaces, called Drafted Virtual Reality (DVR), to be used in interior, architectural or industrial design. It proposes the construction of virtual panoramic environments through the QuickTime VR (QTVR) Panorama platform (Apple), starting from sketches made by hand using traditional pen-on-paper techniques. To construct these drawings, the designer uses the computer to build a graphic panoramic template. Using this technique, the designer takes advantage of both approaches, the capacities and possibilities of the computer using VR (3D environments, interaction and real-time), and those of free-hand sketches (abstraction, inaccuracy and ambiguity). These last elements are essential for the first steps of the design process in contrast to the conventional techniques of 3D modeling interacting with mouse and menus. In the development of design computer solutions, it is important to know the user well. However, most researchers propose systems very different than how designers actually work. The DVR doesn’t try to simulate analog tools by computers (digital pens), but takes advantage of hand drawn sketches created using analog techniques that are already known by designers and improved by VR visualization. A review of the implication of this technique on the design process. Not only is the technique fast and easy to learn, the results show that the designer can express their individuality and the idiosyncrasies of their personal sketches; important elements hard to achieve with conventional 3D modeling techniques. Finally, this technique can be perceived as a new paradigm in the way we work with computers in design. The limitations of interfaces and usage of current technology are seen when the designer outputs information from the system to process using other analog techniques. The proposed solution marries the existing competencies and techniques of the designer with the advantages of the computer processing. The quality of the virtual experience of this technique is consistent with current designer’s intentions within the traditional design process.
series CAADRIA
email tomas.dorta@umontreal.ca
last changed 2004/05/20 17:43

_id 2004_624
id 2004_624
authors Schink, Claus-Jürgen
year 2004
title The GISMO Project - Complete Integration of Renovation and Refurbishment of Occupied Buildings
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 624-629
summary This paper discusses the current proceedings in a joint research project, focused on a complete integration of all tasks involved in a refurbishment under use. All relevant matters have to be modeled in a common internet system, developed by a company for internet based project management. A special focus is lead on - the integration of the needs of lodgers. - the quantification of ecological impacts. - the optimization of the refurbishment process with an integrated scheduling method. - the development of database elements, consisting of information for invitation of tenders, ecological benchmarking, time, cost, exposures for the renovation tasks. It is a work in progress article.
keywords Refurbishment, Internet Based Project-Management, Operations Research, Process Modeling in the Building Industry
series eCAADe
email claus.schink@ifib.uni-karlsruhe.de
last changed 2004/09/18 06:45

_id ecaade2010_054
id ecaade2010_054
authors Wurzer, Gabriel; Fioravanti, Antonio; Loffreda, Gianluigi; Trento, Armando
year 2010
title Function & Action: Verifying a functional program in a game-oriented environment
source FUTURE CITIES [28th eCAADe Conference Proceedings / ISBN 978-0-9541183-9-6] ETH Zurich (Switzerland) 15-18 September 2010, pp.389-394
summary The finding of a functional program for any kind of building involves a great amount of knowledge about the behavior of future building users. This knowledge can be gathered by looking at relevant building literature (Adler, 1999; Neufert and Neufert, 2000) or by investigating the actual processes taking place in similar environments, the latter being demonstrated e.g. by (Schütte-Lihotzky, 2004) or new functionalist approaches of the MVRDV group (Costanzo, 2006)). Both techniques have the disadvantage that the architect might assume a behavior which is seldom experienced in real life (either through lack of information or by failing to meet the building user’s expectations). What is needed is a verification step in which the design is tested on real users. We have devised a game-like environment (Figure 1a) in which it is possible to capture the behavior of future building users in order to verify the relevance of the design even at a very early stage. As result of applying our approach, we can find previously overlooked usage situations, which may be used to further adapt the design to the user’s needs.
wos WOS:000340629400041
keywords Requirements checking; Participative design
series eCAADe
email wurzer@iemar.tuwien.ac.at
last changed 2016/05/16 09:08

_id sigradi2004_353
id sigradi2004_353
authors Alice Theresinha Cybis Pereira; Berenice Santos Gonçalves
year 2004
title O ambiente virtual de aprendizagem em arquitetura e design da UFSC - Do projeto à realidade [The Virtual Learning Environment in Architecture and Design at UFSC – From Project to Reality]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This article presents the theoretical basis and the structure that supports the virtual learning process on a collaborative environment for Architecture and Design: VLE-AD. The virtual environment is modelled based on the presuppositions of the Problems Based Learning (PBL) and on the distance collaboration based with the fundamentals of constructivism and socio-interacionism. A specific environment for problems resolution is offered together with syncronic and assyncronic communication tools. The site is structured with learning activities in several modalities: contents, exercises and problems. The evaluation was preformed with the on-line course .Color applied in Graphical Design..The results has proven to be very positive for design and architecture distant learning in applying the tripod: Communication and Information Technology, Theoretical contents and Problems. The online participation and the resolution steps of the problems has been highlighted as a main factor to improve learning and avoid the ghost of loneliness pointed by students from some distant learning courses and responsible for the high number of abandonment.
series SIGRADI
email alice@ava.egr.ufsc.br, berenice@ava.egr.ufsc.br
last changed 2016/03/10 08:47

_id eaea2003_25-ws-breen
id eaea2003_25-ws-breen
authors Breen, J.
year 2004
title Towards a Virtual Design Media Museum. Identifying, Structuring and Presenting Design and (Re) Presentation Media Artifacts
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. 122-132
summary Designing is largely a process of (inter)active imaging. The evolvement of a design concept from preliminary design proposal towards spatial and material environment generally follows an uncertain path through uncharted landscape; a journey of exploration which requires both rational and creative consideration, frequently involving the interchange of information within a design team and collaboration with representatives from different contributing disciplines. Designs are conceived, worked out and specified step by step (roughly speaking from ‘rough to fine’) in iterative design ‘loops’. All the time the designer tries to determine which ‘course’ should be taken, by considering reference material, by reflecting on conceptions developed previously and by generating specific options aimed at furthering the ‘concretisation’ of the end product. In the course of such a trajectory, visual information is continually being developed, selected, tested, and subsequently either discarded or perfected. From early times architects have been considered not only as knowledgeable ‘experts’ in the field of building as a craft, but also as ‘creative directors’ of such development processes. The architect should be capable of not only conjuring up visions of the future spatial and material form of the building, but also of conveying these to the other ‘actors’ involved in the initiation and building process. Such ‘sharing’ of information is necessary in order to generate sufficient understanding, consensus, enthusiasm, as well as means. To become more than ‘figments of the imagination’, the designer’s ideas need to be ‘pinned down’ (even if they are not yet entirely finished) and communicated by using some form of reliable – and preferably readable – ‘language’ for design development and communication.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 08:43

_id ddss2008-33
id ddss2008-33
authors Charlton, James A.; Bob Giddings and Margaret Horne
year 2008
title A survey of computer software for the urban designprocess
source H.J.P. Timmermans, B. de Vries (eds.) 2008, Design & Decision Support Systems in Architecture and Urban Planning, ISBN 978-90-6814-173-3, University of Technology Eindhoven, published on CD
summary Urban design is concerned with the shape, the surface and the physical arrangement of all kinds of urban elements, the basic components that make up the built environment, at the level of buildings, spaces and human activities. It is also concerned with the non-visual aspects of the environment, such as noise, wind and temperature and humidity. The city square is a particular urban element which can take many forms and its geometrical relationships such as maximum dimensions, ratio of width to length and building height to length have been analysed for centuries (Alberti 1475), (Vitruvius 1550), (Sitte 1889), (Corbett 2004). Within the current urban design process there are increasing examples of three dimensional computer representations which allow the user to experience a visual sense of the geometry of city squares in an urban landscape. Computer-aided design and Virtual Reality technologies have recently contributed to this visual assessment, but there have been limited attempts at 3D computer representations which allow the user to experience a greater sense of the urban space. This paper will describe a survey of computer tools which could support a more holistic approach to urban design and which could be used to simulate a number of urban texture and urban quality aspects. It will provide a systematic overview of currently available software that could support the simulation of building density, height, colour and style as well as conditions relating to noise, shading, heat, natural and artificial light. It will describe a methodology for the selection and filtering of appropriate computer applications and offer an initial evaluation of these tools for the analysis and representation of the three-dimensional geometry, urban texture and urban quality of city centre spaces. The paper is structured to include an introduction to the design criteria relating to city centre spaces which underpins this research. Next the systematic review of computer software will be described, and selected tools will undergo initial evaluation. Finally conclusions will be drawn and areas for future research identified.
keywords Urban design, Software identification, 3D modelling, Pedestrian modelling, Wind modelling, Noise mapping, Thermal comfort, VR Engine
series DDSS
last changed 2008/09/01 15:06

_id 310caadria2004
id 310caadria2004
authors Chi Hsiang Lin, Yu Lin Hsu
year 2004
title The Influence of Digital Architecture on Virtual Furniture Design
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. 493-504
summary This exploration attempts to address a new concept, a condition in which digital architecture has started to have a significant impact on the ways in which we live and design. Working practices, social interaction and many other facets of contemporary life have been radically changed. As a time when architecture is becoming digital through the use of computers in the design process and the architecture has became digital through an increasing application of three-dimensional simulated environments to understand and navigate digital information in space. The digital and architecture are being invisibly integrated in a process that is not even apparent to most architects. It makes us aware of the many opportunities that exist between these two design approaches. Instead of trying to validate conventional design thinking in a different realm, the strategy should be to infiltrate design with other media and disciplines to produce a new crossbreed profession. Through an exploration of outstanding digital architecture the detail of generative form, sculptural and curvaceous form, and zoomorphic form, which will have a significant impact on virtual furniture design, can be discovered.
series CAADRIA
email ddes5168@yahoo.com.tw
last changed 2004/05/20 17:39

_id sigradi2004_175
id sigradi2004_175
authors Diana Rodríguez Barros
year 2004
title Modelos urbanos virtuales y lecturas hipermediales [Virtual Urban Models and Hypermedia Readings]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary The urban virtual models are complex environments where interactive modelization and visualization systems have developed high advances, making possible they applications in many different purposes, by expert and non-expert users. Is interesting, in hypermedial reading, to recognise and to evaluate the advantages and obstacles to examine a 2D-3D-4D-5D model. In that direction is presented an exploratory study of preexperimental design, in which is investigated the impacts and influences in non-expert users, that the presence and use of interactive strategies of navigation, selection and manipulation, produces in the results and affects the attitudes with regard to the possibilities of understanding and integration of information and in the confusion and cognitive overflow. The objective is to contribute in the definition and systematization of methodologys and design patterns about interfaces and interactions in three-dimensional hypermedia, from theoretical, operating and pedagogical approach.
keywords Hypermedial / virtual model /interaction/ interface / exploratory study
series SIGRADI
email dibarros@mdp.edu.ar
last changed 2016/03/10 08:50

_id sigradi2004_169
id sigradi2004_169
authors Edison Pratini
year 2004
title An experience on supporting the learning of technical graphics and improving visualization
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This paper presents an experience of applying computer graphics, virtual reality and Internet resources in the teaching of technical graphics in engineering and design courses at the University of Brasilia, Brazil. Our motivation was 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. As an experimental method, we introduced VRML 3D modeling in addition to CAD and regular pencil-and-paper drawings study and practice. To better support learning, we first provided a website with animations and virtual reality resources, avoiding the usual textbook metaphor. Since 2003 we are providing a CD-ROM containing all the former website material which is updated each semester. This experience is intended to improve the learning in a way that motivates the students. Classes, website and CD-ROM material was conceived to take advantage of computers´ interactivity and animated resources.
keywords Distance learning, interactivity, Internet, technical graphics, 3D modeling
series SIGRADI
email pratini@unb.br
last changed 2016/03/10 08:51

_id 2004_396
id 2004_396
authors Fischer, Thomas
year 2004
title Microcontroller - Enhanced Physical Models for Architectural and Product Design
source Architecture in the Network Society [22nd eCAADe Conference Proceedings / ISBN 0-9541183-2-4] Copenhagen (Denmark) 15-18 September 2004, pp. 396-403
summary Electronic sensors, controllers, displays and actuators can significantly enhance the value of physical models as processes of use, interaction and transformation take center stage in various fields of design. These technologies allow the development of novel computer interfaces for new kinds of interaction with virtual models, and in the future they will allow new types of active building components and materials for automated construction and dynamic runtime adaptations of inhabitable environments. However, embedding programmed logic into physical objects seems to confront designers and model makers with a steep learning curve outside the domains of their traditional expertise. The variety of alternative technologies and development tools in this area has a particularly disorienting effect on novices. Some early experiences however suggest that mastery of this learning curve is easily within reach, given some basic introduction, guidance and support. It is the purpose of this paper to provide designers with a starting point for explorations into this area, to give orientation and to demonstrate some possible development approaches and results.
keywords Interaction, Process, High-Fidelity Models, Microcontrollers, Electronics
series eCAADe
last changed 2004/09/18 06:45

_id sigradi2004_185
id sigradi2004_185
authors Fábio Araújo; Jose dos Santos Cabral Filho
year 2004
title Espacialização de ambientes virtuais de imersão ñ convergência entre arquitetura real e digital [Spatialization of Immersive Virtual Environments - The Convergence between Real and Digital Architecture]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This research paper deals with the Information Technology and its close and increasing relation with the dwelling spaces in search for new and more accurate environments in real, tectonics spaces in architecture promoting new ways of living and dealing with space. This work has great importance since it is generally noticed straight convergence between architecture and the state of the art digital medias. Working through interactive digital media system attached to physical environments the paper also discuss the real sense of production and insertion of these new medias in the architecture environs and which kind of qualification is gained in these spaces through out this event.
keywords Information technology, physical (real) spaces, interactivity
series SIGRADI
email faraujo21@ig.com.br, jcabral@arq.ufmg.br
last changed 2016/03/10 08:52

_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 acadia04_220
id acadia04_220
authors Harfmann, Anton
year 2004
title Implementation of Component Based Design: A Pedagogical and Actual Case Study
source Fabrication: Examining the Digital Practice of Architecture [Proceedings of the 23rd Annual Conference of the Association for Computer Aided Design in Architecture and the 2004 Conference of the AIA Technology in Architectural Practice Knowledge Community / ISBN 0-9696665-2-7] Cambridge (Ontario) 8-14 November, 2004, 220-229
summary This paper explores pedagogical and practical ramifications of implementing the component-based design paradigm through the actual construction process of a simple wood frame house for Habitat for Humanity. The house was digitally-modeled as part of an elective construction class, then physically constructed by students and faculty of the College of DAAP at the University of Cincinnati as part of a community service exercise. The digital model and a detailed database of individual components were mined in order to explore and exploit the complete and accurate electronic modeling of building, prior to actual construction.
keywords Product Design, Component Design, Single Model, Virtual Construction
series ACADIA
email anton.harfmann@uc.edu
last changed 2010/05/16 07:09

_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 sigradi2004_162
id sigradi2004_162
authors Isabel Amalia Medero Rocha
year 2004
title A concepção arquitetônica em ambiente computacional, a ferramenta como fator interveniente durante a geração de idéias Paavi-projeto de arquitetura em ambientes virtuais interativos [The Conception of Architecture in a Computational Environment - The Tool as an Intervening Factor during the Generation of Ideas (Paavi- Architectural Project in Interactive Virtual Environments)]
source SIGraDi 2004 - [Proceedings of the 8th Iberoamerican Congress of Digital Graphics] Porte Alegre - Brasil 10-12 november 2004
summary This study presents the results obtained as of the teaching of architectural project at a digital workshop using the WEB environment and its graphic and textual interaction tools. Sketches and external and internal 3D modeling of the architectural object formed the corpus of this investigation. The architectural concept phase (generation of ideas) was given pedagogical emphasis, based on a core concept established by conceptual images and to which space, software and formal construction elements are subordinated. The computational tool was seen to become one of the agents in the idea generation process by assisting in the arrangement of the designer.s initial ideas and by establishing project procedures that use computer-based operations. These project procedures reconstruct the object perceived as architectural concept. The central notion in the architectural proposition is the decisive element in the choice and use of the graphic software in the design process, considering its different steps.
series SIGRADI
email isabel@portoweb.com.br, isabel@prisma.unisinos.br
last changed 2016/03/10 08:53

_id 509caadria2004
id 509caadria2004
authors Jaewook Lee, Yongwook Jeong, Seung Wook Kim, Yehuda E. Kalay
year 2004
title Intelligent Behavior Control of 3D Objects in Virtual Environments
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. 845-856
summary Cyberspace is more malleable than a physical environment, so it can afford much wider range of responsiveness. By applying the concept of place-making, we are experimenting virtual environments which are responsive to their users’ context-specific needs. Since objects are essential components that anchor the users’ various activities, having interactive objects in a 3D virtual environment is a major design concern for developing a dynamic and experience-rich virtual environment. We propose a layered agent model for intelligent behavior control of 3D objects, based on constraint solving process.
series CAADRIA
email kalay@socrates.berkeley.edu
last changed 2004/05/20 17:43

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 27HOMELOGIN (you are user _anon_728257 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002