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 0ec9
authors Agranovich-Ponomareva. E., Litvinova, A. And Mickich, A.
year 1996
title Architectural Computing in School and Real Designing
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 25-28
summary The existing system of architectural education ( including computer ) as has shown practice has appeared not absolutly perfect. It not capable to dynamic changes, active introduction of a new engineering and computer technologies, to realization about of the inquiries of a modern time. It suggest of a way of search of new models of computer training. The computer education is represented by us as certain a universal system, which permits to solve the problem of arcitectural education at a higher level. The opportunities of computers and computer technologies at such approach are used as means of increase of efficiency teaching and training. The orientation goes on final result: a opportunity to generate of the creative decisions by learnees, based on attraction of received knowledge and use for their realization of arsenal of practical skills and skills. The system represents not only certain set of experiences elements, necessary and final result sufficient for achievement, but also quite certain interrelation between them. It means, that the knowledge from a initial rate " The Introduction in computer training" must be secured and transformed for utilization in special rates and through them- in practice. The functional nucleus of the software package of such universal system is under construction as opened, apparatus an independent system. A central part of a system is a database, the structure of which is uniform for all other modules and side of enclosures. The conceptual model of a system is under construction on principles structure idea, visualization, multimedia. The listed principles are realized in model so that to encourage the user to independent creative work.

series eCAADe
last changed 2003/11/21 14:15

_id ascaad2014_026
id ascaad2014_026
authors Al-Barqawi, Wadia
year 2014
title Virtual Reality: an approach for building Makkah’s architectural identity
source Digital Crafting [7th International Conference Proceedings of the Arab Society for Computer Aided Architectural Design (ASCAAD 2014 / ISBN 978-603-90142-5-6], Jeddah (Kingdom of Saudi Arabia), 31 March - 3 April 2014, pp. 331-342
summary This paper explores a new approach in the architectural design process aiming to construct Makkah's architectural identity. Makkah, which is a city of unique sacred values, has been losing its battle to preserve it heritage buildings. Traditional districts with their heritage buildings have been cleared in order to construct skyscrapers to accommodate the increasing number of pilgrims. While some argue for preserving heritage buildings others insist in building more skyscrapers. Within these conflicting views, architects and urban designers use CAD software to document heritage buildings without informing the future architectural design process. This paper argues for adopting digital architecture as an approach for preserving the architectural heritage of Makkah by studying heritage buildings as systems that can be digitally represented in virtual world. This goes beyond the physical representation of heritage artefacts to investigate in depth the logic that guide the design process. The roushan, which is one of the unique heritage artefacts in Makkan's architecture can be an interface between reality and the virtual environment in the design process. This goes behind modeling the roushan, to employ the principle of virtual representation in the design process. The digital representation of heritage becomes the realm for research transforming the virtual into reality. The hope is to produce an architecture that is related to its local heritage, contemporary in design and responsive to its environment, as well as to advocate principles, references and techniques at the core of the design process, in an educational and professional context. In broader picture the goal is to achieve a city that is responsive to human activities adapted to changes, sustainable in physical forms and social relations and above all unique in design and identity.
series ASCAAD
last changed 2016/02/15 12:09

_id 2006_526
id 2006_526
authors Anay, Hakan
year 2006
title Creative use of Architectural Precedents in Design Education: A Framework for a Computational Model
source Communicating Space(s) [24th eCAADe Conference Proceedings / ISBN 0-9541183-5-9] Volos (Greece) 6-9 September 2006, pp. 526-531
summary Present study primarily aims to outline a theoretical framework for developing a computational model towards the creative use of architectural precedents in architectural design education. It departs from a short summary of the critical/formalist approach as the model that we adopt for the studio education, and goes on with a discussion on paradigms or precedents as the containers of knowledge and as the primary focus of the studio model as important elements of architectural design education. Prior to conclusion the study sets three important problem areas concerning the model, from the computational point of view, and investigates them while trying to outline a framework towards a computational model. As a conclusion it proposes two main areas that we can utilize computers for the creative use of architectural precedents in architectural design education, and discusses a possible studio implementation of the proposed framework as the next stage of the study.
keywords Architectural Design Theory; Design Methodology; Architectural Design Education
series eCAADe
last changed 2006/08/16 16:54

_id 12d9
authors Anumba, C.J., Ugwu, O.O., Newnham, L. and Thorpe, A.
year 2002
title Collaborative design of structures using intelligent agents
source Automation in Construction 11 (1) (2002) pp. 89-103
summary The construction industry has a long tradition of collaborative working between the members of a construction project team. At the design stage, this has traditionally been based on physical meetings between representatives of the principal design disciplines. To aid these meetings, the information and communications technologies that are currently available have been utilised. These have yielded some success but are hampered by the problems posed by the use of heterogeneous software tools and the lack of effective collaboration tools that are necessary to collapse the time and distance constraints, within which increasingly global design teams work. In particular, there are very few tools available to support distributed asynchronous collaboration. Distributed artificial intelligence, which is commonly implemented in the form of intelligent agents, offers considerable potential for the development of such tools. This paper examines some of the issues associated with the use of distributed artificial intelligence systems within the construction industry. It describes the potential for the use of agent technology in collaborative design and then goes on to present the key features of an agent-based system for the collaborative design of portal frame structures. An example is presented to demonstrate the working and benefits of the prototype system, which makes a significant contribution by allowing for peer to peer negotiation between the design agents.
series journal paper
last changed 2003/05/15 19:22

_id acadia07_025
id acadia07_025
authors Ascott, Roy
year 2007
title Architecture and the Culture of Contingency
source Expanding Bodies: Art • Cities• Environment [Proceedings of the 27th Annual Conference of the Association for Computer Aided Design in Architecture / ISBN 978-0-9780978-6-8] Halifax (Nova Scotia) 1-7 October 2007, 25-31
summary A culture is a set of behaviours, attitudes and values that are shared, sustained and transformed by an identifi able community. Currently, we are bound up in a culture of consumerism, and of terror; there are also retro cultures and utopian cultures. What’s happening now that’s interesting is that many, if not all of these diff erent tendencies, tastes and persuasions are being re-aligned, interconnected and hybridised by a vast global community of online users, who are transdisciplinary in their approach to knowledge and experience, instinctively interactive with systems and situations, playful, transgressive and enormously curious. This living culture makes it up as it goes along. No longer do the institu- tions of state, church or science call the tune. Nor can any architectural schema contain it. This is a culture of inclusion and of self-creation. Culture no longer defi nes us with its rules of aesthetics, style, etiquette, normalcy or privilege. We defi ne it; we of the global community that maps out the world not with territorial boundaries, or built environments, but with open-ended networks. This is a bottom-up culture—non-linear, bifurcating, immersive, and profoundly human. Who needs archi- tecture? Any structural interface will do. Ours can be described as a contingent culture. It’s about chance and change, in the world, in the environment, in oneself. It’s a contingent world we live in, unpredictable, unreliable, uncertain and indeterministic. Culture fi ghts back, fi ghts like with like. The Contingent Culture takes on the contingency of life with its own strategies of risk, chance, and play. It is essentially syncretic. People re-invent themselves, create new relationships, new orders of time and space. Along the way, they create, as well as accommodate, the future. This culture is completely open-ended, evolving and transforming at a fast rate—just as we are, at this stage of our evolution, and just as we want it to be. Human nature, unconstrained, is essentially syncretic too.
series ACADIA
last changed 2007/10/02 06:11

_id ff1d
authors Barki, José
year 2000
title Representação Digital e Projeto de Arquitetura (Digital Representation and Architectural Design)
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 120-122
summary The paper is focused around a critical discussion of the digital representation and the architectural design process. Digital technology is now widely accepted and computers are causing a profound impact in the way reality and artificial objects are described and represented. Computers are now transforming skills, design processes, production processes and organizations. However, the evidence suggests that there are no fundamental changes in the architectural design process. It is acknowledged that the design process in architecture goes through representations and entails two altering phases: one generating tentative possibilities and hypothesis, and another of testing and evaluation. Based on this discussion a new way of using digital technology in architectural conception and design is suggested.
series SIGRADI
last changed 2016/03/10 08:47

_id 7da7
authors Benedetti, Cristina and Salvioni, Giulio
year 1999
title The Use of Renewable Resource in Architecture: New Teaching Methodologies
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 751-756
summary The program is organized into four parts. Each is very much connected, both logically and methodologically, so that the unit as a whole consists of a content and method of access that are not divided up. This method is not in a chronological order that simply goes in one direction, rather it allows the user to "refer back", in real time and in different directions. For the simple purpose of explanation, the sections of the program are listed as follows: (-) "Basic information" concerns the basics of bioclimatic and timber architecture. Without this knowledge, the other two sections would be difficult to understand; (-) "Actual buildings throughout the world"; give examples of architectural quality; they concretize the basics of bioclimatic and timber architecture; (-) "Students' Masters Theses", that follow on from the basic information and the learning experience "in the field", and guided by the lecturer, have a critical approach to actual buildings throughout the world. (-) A multimedia data-sheet organized to ensure a clear and straightforward presentation of information about the construction products. It relies on a tab-based navigation interface that gives users access to eight different stacked windows.
keywords Architecture, Multimedia, Timber, Bioclimatic, Classification
series eCAADe
last changed 2003/11/21 14:16

_id 6d22
authors Bermudez, J., Agutter, J., Syroid, N., Lilly, B., Sharir, Y., Lopez, T., Westenskow, D. and Foresti, S.
year 2002
title Interfacing Virtual & Physical Spaces through the Body: The cyberPRINT Project
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 395-400
summary The cyberPRINT is a fully immersive, interactive virtual environment that is being generated in rea-timebased on physiological data readings of a human body. In other words, the cyberPRINT is based oncreating interfaces between physical and digital spaces and between biology and informationtechnologies. The cyberPRINT is also an event, wherein a performer is connected to the cyberPRINTgenerator to create a self-sustaining feedback mechanism. Although using the body to electronicallydrive music and media events is not new, most of these works have paid little or no attention to thepotential of interactive 3D virtual environments. Nor have they been so technologically advanced,interdisciplinary intensive (involving architecture, choreography, modern dance, music, bioengineering,medicine and computer science), or architecturally focused as the cyberPRINT.This project covers a wide and fertile territory that goes from the very technical and design oriented tothe very theoretical and interdisciplinary. This paper is intended to (1) expand what has been alreadypublished about this project (Bermudez et al 2000a) and (2) establish potential areas for discussionbefore and after the performance
series ACADIA
last changed 2003/11/21 14:16

_id sigradi2005_749
id sigradi2005_749
authors Bessone, Miriam; Susana Garramuño de Galuzzi
year 2005
title Design education, technology and visualization
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 2, pp. 749-754
summary University faculty -adult culture- work from the logic that goes through their speech, didactic model and strategies, providing special links with: the aim of knowledge, transmission mechanisms and technological medium. Students -young culture- receive and deal with knowledge mechanisms from a new logic. In a multimedia framework they establish interpretations using technological medium from semantic decodification. Young graduates, assistants, studio leaders -intermediate culture- coming from traditional learning models with acquired abilities in digital media, are a “potential interface” between both cultures. The impact between fields and cultures implies limitations and risks that may encourage change. A discourse about “new didactic configurations” from the point of view of these three cultures makes possible the exploration of other ways of teaching. Therefore the articulation of teacher-student interrelations and media promotes the development of teaching-learning techniques. [Full paper in Spanish]
series SIGRADI
last changed 2016/03/10 08:47

_id 2cb4
authors Bille, Pia
year 1992
title CAD at the AAA
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 279-288
summary Teaching computer science at the Aarhus School of Architecture goes back as far as to the beginning of the 80’s, when a few teachers and students were curious towards the new media seeing its great developing perspectives and its possible use in the design of architecture. The curiosity and excitement about technology continued, although the results were modest and the usefulness not a dominant aspect in this early period. In the middle of the 80’s the School of Architecture was given the opportunity by means of state funding to buy the first 10 IBM PC's to run AutoCad among other programmes. Beside this a bigger CAD-system Gable 4D Series was introduced running on MicroVax Workstations. The software was dedicated to drafting buildings in 2 and 3 dimensions - an important task within the profession of architects.

series eCAADe
last changed 2003/11/21 14:16

_id 63ea
authors Brown, A.G.P., Berridge, P. and Mackie, D.
year 1997
title Gaming as a Vehicle for Collaborative Designcollaborative design
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary This paper outlines one approach to addressing the problem of participation in a properly understood process and goes on to show how the principles used are being reinforced by an interactive computer based application.
keywords Collaborative Design
series eCAADe
last changed 2001/08/17 13:11

_id f11d
authors Brown, K. and Petersen, D.
year 1999
title Ready-to-Run Java 3D
source Wiley Computer Publishing
summary Written for the intermediate Java programmer and Web site designer, Ready-to-Run Java 3D provides sample Java applets and code using Sun's new Java 3D API. This book provides a worthy jump-start for Java 3D that goes well beyond the documentation provided by Sun. Coverage includes downloading the Java 2 plug-in (needed by Java 3D) and basic Java 3D classes for storing shapes, matrices, and scenes. A listing of all Java 3D classes shows off its considerable richness. Generally, this book tries to cover basic 3D concepts and how they are implemented in Java 3D. (It assumes a certain knowledge of math, particularly with matrices, which are a staple of 3D graphics). Well-commented source code is printed throughout (though there is little additional commentary). An applet for orbiting planets provides an entertaining demonstration of transforming objects onscreen. You'll learn to add processing for fog effects and texture mapping and get material on 3D sound effects and several public domain tools for working with 3D artwork (including converting VRML [Virtual Reality Markup Language] files for use with Java 3D). In all, this book largely succeeds at being accessible for HTML designers while being useful to Java programmers. With Java 3D, Sun is betting that 3D graphics shouldn't require a degree in computer science. This book reflects that philosophy, though advanced Java developers will probably want more detail on this exciting new graphics package. --Richard Dragan Topics covered: Individual applets for morphing, translation, rotation, and scaling; support for light and transparency; adding motion and interaction to 3D objects (with Java 3D classes for behaviors and interpolators); and Java 3D classes used for event handling.
series other
last changed 2003/04/23 13:14

_id c8a8
authors Cajati, Claudio
year 1986
title A Fully Integrated Use of Available Media and of Computer Technology for Up-to-date Educational Tools in Architecture
source ACADIA Workshop ‘86 Proceedings - Houston (Texas - USA) 24-26 October 1986, pp. 129-147
summary In this paper no general or specific forecast is- made about what is going to happen in the next decade in architectural education. No extrapolation and projection in the future, through more or 1e33 sophisticated technique3, of plausible trends is attempted. Such an effort goes beyond the competence and inteffectual force of the author.
series ACADIA
last changed 2003/05/15 19:17

_id 42eb
authors Chastain, Th., Kalay, Y.E. and Peri, C.
year 2002
title Square peg in a round hole or horseless carriage? Reflections on the use of computing in architecture
source Automation in Construction 11 (2) (2002) pp. 237-248
summary We start with two paradigms that have been used to describe the relationship of computation methods and tools to the production of architecture. The first is that of forcing a square peg into a round hole –– implying that the use of a tool is misdirected, or at least poorly fits the processes that have traditionally been part of an architectural design practice. In doing so, the design practice suffers from the use of new technology. The other paradigm describes a state of transformation in relationship to new technology as a horseless carriage in which the process is described in obsolete and `backward' terms. The implication is that there is a lack of appreciation for the emerging potentials of technology to change our relationship with the task. The paper demonstrates these two paradigms through the invention of drawings in the 14th Century, which helped to define the profession of architecture. It then goes on to argue that modern computational tools follow the same paradigms, and like drawings, stand to bring profound changes to the profession of architecture as we know it.
series journal paper
last changed 2003/05/15 19:22

_id ad51
authors Chastain, Th., Kalay, Y.E. and Peri, Ch.
year 1999
title Square Peg in a Round Hole or Horseless Carriage? Reflections on the Use of Computing in Architecture
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 4-15
summary We start with two paradigms that have been used to describe the relationship of computation methods and tools to the production of architecture. The first is that of forcing a square peg into a round hole — implying that the use of a tool is mis-directed, or at least poorly fits the processes that have traditionally been part of an architectural design practice. In doing so, the design practice suffers from the use of new technology. The other paradigm describes a state of transformation in relation-ship to new technology as a horseless carriage in which the process is described in obsolete and ‘backward’ terms. The impli-cation is that there is a lack of appreciation for the emerging potentials of technology to change our relationship with the task. The paper demonstrates these two paradigms through the invention of drawings in the 14th century, which helped to define the profession of Architecture. It then goes on to argue that modern computational tools follow the same paradigms, and like draw-ings, stand to bring profound changes to the profession of architecture as we know it.
series ACADIA
last changed 1999/12/02 07:48

_id 9a97
authors Chen, Zhuo F. and Brown, David C.
year 2002
title Explorations of a Two-Layer A-Design System - The Influence of New Agents on a Design System
source Gero JS and Brazier FMT (eds) (2002) Agents in Design 2002. Key Centre of Design Computing and Cognition, University of Sydney, pp. 249-256
summary This paper presents the architecture of a two-layer A-design system. It then goes on to use that system in an example configuration design problem. Two-layer A-Design limits the bias of selecting the most commonly used components by having the ability to introduce new components.
series other
last changed 2003/05/10 08:16

_id acadia16_440
id acadia16_440
authors Clifford, Brandon
year 2016
title The McKnelly Megalith: A Method of Organic Modeling Feedback
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 440-449
summary Megalithic civilizations held tremendous knowledge surrounding the deceivingly simple task of moving heavy objects. Much of this knowledge has been lost to us from the past. This paper mines, extracts, and experiments with this knowledge to test what applications and resonance it holds with contemporary digital practice. As an experiment, a sixteen-foot tall megalith is designed, computed, and constructed to walk horizontally and stand vertically with little effort. Testing this prototype raises many questions about the relationship between form and physics. In addition, it projects practical application of such reciprocity between architectural desires and the computation of an object’s center of mass. This research contributes to ongoing efforts around the integration of physics-based solvers into the design process. It goes beyond the assumption of statics as a solution in order to ask questions about what potentials mass can contribute to the assembly and erecting of architectures to come. It engages a megalithic way of thinking which requires an intimate relationship between designer and center of mass. In doing so, it questions conventional disciplinary notions of stasis and efficiency.
keywords rapid prototyping, design simulation, fabrication, computation, megalith
series ACADIA
type normal paper
more admin
last changed 2016/10/24 12:18

_id 5fee
authors Corso Pereira, Gilberto
year 1999
title Visualizacao de Informacoes Urbanas atraves de Multimidia (Visualization of Urban Information by Means of Multimedia)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 239-243
summary Visualization is a tool that can aid understanding of phenomenon, process and spatial structures. Another important function is communication, in urban applications case, between planners, technicians, administrators, researchers and citizens. Recent technological development applied to visualization area increments analyze and interpretation capacity. The word visualization used here, is related with the use of computation for data exploration in a visual form, helping comprehension. It is a process of transformation of raw data in images, in information and visual communication. GIS and cartography precede computers. In it development GIS benefited from information technologies development and in this process emphasis goes from treatment of great amount of data to analyze of that data. Computer graphics make possible process and present visually great volume of data, thing that was not possible by conventional methods. Digital data are the key for the plain utilization of potential already available with geoprocessing technologies. Information that interest urban planners came from several sources and information technologies beside integration and manipulation permit visual analyze of spatial data in diverse aspects, from witch the most evident but not less effective a map, tool that let us correlate a great variety of qualitative and quantitative data, for organization, interpretation, presentation and communication. In digital cartographic basic elements of cartographic science were preserved, but through new products, each one execute one of the roles that traditional map plays in different ways. Database replace paper map as way of geographical information storage and cartographic visualization replaces a second role - understanding and explanation - that was satisfied by printed maps. Salvador is one of the most important brazilians metropolis. The project that we discuss have as targets construction of salvador database to permit understanding of urban space through use of thematic cartography. Several steps of project include data acquisition, database formation using data conversion and results visualization through interactive, hypermedia and thematic cartography.
series SIGRADI
last changed 2016/03/10 08:49

_id sigradi2003_010
id sigradi2003_010
authors Curcio, Esteban
year 2003
title Projekct Uno - De Bono y el Rinoceronte (Project One - Of Bond and the Rhino)
source SIGraDi 2003 - [Proceedings of the 7th Iberoamerican Congress of Digital Graphics] Rosario Argentina 5-7 november 2003
summary Information Technologies are part of our daily lives - use of terminologies, interphases, interactions, etc -. By the time a student goes into university has a potential, intuitive, dispersed and none valued knowledge on the matter. Using this as a starting point, the experience related below has an equipment of first year students"of" Industrial Design as protagonists, gathered in order to learn 3D modeling, simultaneously to the implementation of project methodologies and techniques of creativity for the development of concepts and ideas.
keywords Technological project, Innovation, Modeled 3D
series SIGRADI
last changed 2016/03/10 08:49

_id 19ea
authors Dallhammer, Erich
year 2003
title The IKEA Factor - Driving elements of the development of shopping centresat the edges of European metropolitan regions
source CORP 2003, Vienna University of Technology, 25.2.-28.2.2003 [Proceedings on CD-Rom]
summary A house and a garden in the suburb, a car for each adult and a TV set with minidish. On weekdays mum and dad work, the children go to school or kindergarten. On Saturdays (or Sundays) the family goes shopping to the shopping centre, where they buy what they need, have a cheap meal and can see a film or just pass the time. That seems to be the way of life for a typical middle class family in the so-called western world, or at least what sitcoms, comics, adverts and films make people believe what it normally should be. That propagated way of living strongly influences people’s and especially consumers’ behavioural patterns and consequently spatialdevelopments, which are the present challenges for urban and regional planners.
series other
last changed 2003/03/11 19:39

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