CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 18 of 18

_id 0dc3
authors Chambers, Tom and Wood, John B.
year 1999
title Decoding to 2000 CAD as Mediator
doi https://doi.org/10.52842/conf.ecaade.1999.210
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 210-216
summary This paper will present examples of current practice in the Design Studio course of the BDE, University of Strathclyde. The paper will demonstrate an integrated approach to teaching design, which includes CAD among other visual communication techniques as a means to exploring design concepts and the presentation of complex information as part of the design process. It will indicate how the theoretical dimension is used to direct the student in their areas of independent study. Projects illustrated will include design precedents that have involved students in the review and assessment of landmarks in the history of design. There will be evidence of how students integrate DTP in the presentation of site analysis, research of appropriate design precedents and presentation of their design solutions. CADET underlines the importance of considering design solutions within the context of both our European cultural context and of assessing the environmental impact of design options, for which CAD is eminently suited. As much as a critical method is essential to the development of the design process, a historical perspective and an appreciation of the sophistication of communicative media will inform the analysis of structural form and meaning in a modem urban context. Conscious of the dynamic of social and historical influences in design practice, the student is enabled "to take a critical stand against the dogmatism of the school "(Gadamer, 1988) that inevitably insinuates itself in learning institutions and professional practice.
keywords Design Studio, Communication, Integrated Teaching
series eCAADe
email
last changed 2022/06/07 07:56

_id e1e2
authors Danahy, John
year 1988
title Engaging Intuitive Visual Thinking in Urban Design Modelling: A Real-Time Hypothesis
doi https://doi.org/10.52842/conf.acadia.1988.087
source Computing in Design Education [ACADIA Conference Proceedings] Ann Arbor (Michigan / USA) 28-30 October 1988, pp. 87-97
summary This paper will present prototypical software being used in the teaching of urban design to students and for use by professionals in the early stages of a project. The system is intended to support a heuristic approach to design. That is, it supports a process of refining ideas and understandings through a process of trial and error. The support or aid to design comes in the form of a didactic real-time programme. Its power lies in its ability to provide instantaneous response to operations on the data that can allow one to develop threedimensional spatial ideas in an intuitively driven manner. This condition appears to occur for both novice and expert computer operators.

The presentation will present our experience to-date in using conventional computer graphic tools to represent design ideas and contrast it with a video demonstration of our prototypical dynamic urban design modelling software for the Silicon Graphics IRIS computers.

series ACADIA
email
last changed 2022/06/07 07:55

_id c70a
authors Lindgren, Christina Axelsson
year 1988
title Forest Visual Variation as a Recreative Force
source Knowledge-Based Design in Architecture, Tips-88 (pre-proceedings) (1988 : Otaniemi). editors. John S Gero and T. Oksala. Espoo, Finland: Research Institute for Built Environment, Helsinki University of Technology, Department of Architecture, pp. 149-157. includes bibliography.
summary --- A revised version of this paper has been published in the Acta Polytechnica Scandinavica series. The article presents some findings concerning the importance of forest visual variation and the possibilities to create a Forest Visual Opportunity Spectrum. In the light of suggestions on theory of recreation and of the actual multiple use planning situation of forests, the possibilities and limits of empirical studies as a tool to receive knowledge of visual aspects of forests are discussed
keywords planning, knowledge, applications, landscape
series CADline
last changed 1999/02/12 15:09

_id 4744
authors Livingstone, Margaret and Hubel, David
year 1988
title Segregation of Form, Color, Movement, and Depth : Anatomy, Physiology, and Perception
source Science. May, 1988. vol. 240: pp. 740-750 : ill. some col. includes bibliography
summary Anatomical and physiological observations in monkeys indicate that the primate visual system consists of several separate and independent subdivisions that analyze different aspects of the same retinal image: cells in cortical visual areas 1 and 2 and higher visual areas are segregated into three interdigitating subdivisions that differ in their selectivity for color, stereopsis, movement, and orientation. The pathways selective for form and color seem to be derived mainly from the parvocellular geniculate subdivisions, the depth- and movement-selective components from the magnocellular. At lower levels, in the retina and in the geniculate, cells in these two subdivisions differ in their color selectivity, contrast sensitivity, temporal properties, and spatial resolution. These major differences in the properties of cells at lower levels in each of the subdivisions led to the prediction that different visual functions, such as color, depth, movement, and form perception, should exhibit corresponding differences. Human perceptual experiments are remarkably consistent with these predictions. Moreover, perceptual experiments can be designed to ask which subdivisions of the system are responsible for particular visual abilities, such as figure/ground discrimination or perception of depth from perspective or relative movement-functions that might be difficult to deduce from single-cell response properties
keywords color, theory, perception
series CADline
last changed 2003/06/02 10:24

_id f920
authors Lozano, E. E.
year 1988
title Visual needs in urban environments and physical planning
source Environmental aesthetics: Theory, research, and applications. J. Nasar. New York, Cambridge University Press, pp. 395-421
summary Contributed by Susan Pietsch (spietsch@arch.adelaide.edu.au)
keywords 3D City Modeling, Development Control, Design Control
series other
last changed 2001/06/04 20:41

_id 2e5a
authors Matsumoto, N. and Seta, S.
year 1997
title A history and application of visual simulation in which perceptual behaviour movement is measured.
source Architectural and Urban Simulation Techniques in Research and Education [3rd EAEA-Conference Proceedings]
summary For our research on perception and judgment, we have developed a new visual simulation system based on the previous system. Here, we report on the development history of our system and on the current research employing it. In 1975, the first visual simulation system was introduced, witch comprised a fiberscope and small-scale models. By manipulating the fiberscope's handles, the subject was able to view the models at eye level. When the pen-size CCD TV camera came out, we immediately embraced it, incorporating it into a computer controlled visual simulation system in 1988. It comprises four elements: operation input, drive control, model shooting, and presentation. This system was easy to operate, and the subject gained an omnidirectional, eye-level image as though walking through the model. In 1995, we began developing a new visual system. We wanted to relate the scale model image directly to perceptual behavior, to make natural background images, and to record human feelings in a non-verbal method. Restructuring the above four elements to meet our equirements and adding two more (background shooting and emotion spectrum analysis), we inally completed the new simulation system in 1996. We are employing this system in streetscape research. Using the emotion spectrum system, we are able to record brain waves. Quantifying the visual effects through these waves, we are analyzing the relation between visual effects and physical elements. Thus, we are presented with a new aspect to study: the relationship between brain waves and changes in the physical environment. We will be studying the relation of brain waves in our sequential analysis of the streetscape.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id 2a6e
authors McCullough, Malcolm
year 1988
title Representation in the Computer Aided Design Studio
doi https://doi.org/10.52842/conf.acadia.1988.163
source Computing in Design Education [ACADIA Conference Proceedings] Ann Arbor (Michigan / USA) 28-30 October 1988, pp. 163-174
summary Application of commercial computer aided design systems to schematic design in a studio setting in a professionally oriented university provides the opportunity for observation of extensive use of CAD by designers with little or no orientation toward computing. Within a framework of studios intended to contrast media and highlight the issue of design representation, the most encouraging applications of computing have involved dynamic visual design representation. This paper presents a case study of three studios at the University of Texas at Austin together with commentary on the place of computing in this essentially artistic environment. It presents, in slide form, a body of aesthetically oriented CAD work which signals the spread of computer aided design out of the hands of researchers and into mainstream architectural design, where development of the visual and dynamic aspects of the medium may prove to be primary routes to improvement of itS power and acceptance. Much like a first design project, this paper then presents a lot of observations without yet much rigorous development of any one. It asks implicitly whether application of software constitutes research.

series ACADIA
email
last changed 2022/06/07 07:58

_id 0350
authors Norman, Richard B.
year 1988
title The Role of Color in Architectural Pedagogy Computation as a Creative Tool
doi https://doi.org/10.52842/conf.acadia.1988.217
source Computing in Design Education [ACADIA Conference Proceedings] Ann Arbor (Michigan / USA) 28-30 October 1988, pp. 217-223
summary From among the possible ways of introducing graphic computing in the design studio, it is customary to develop an argument from point, to line, to shape and finally to colon The logic of this process is undeniable as technology and perhaps as history, but it should be questioned as pedagogy. A designer, tuned to the visual focus of the studio and searching for creative self-expression is not overly stimulated by drawing lines, at first laboriously, in imitation of what he can do by hand.

Using color is among the more difficult of traditional studio chores -- it is not difficult on a computer. The manipulation of color can be a simple task if one is given reasonable software and a good graphic computer. Once introduced to students, the techniques for coloring elements on a computer find acceptance as a design tool. Methods can be quickly found for modifying the perception of space and form through the use of colon

Modern architecture is rooted in the study of color as a generator of form. This idea permeated the teachings of its founders. Yet modernist concern for color has over time evolved into a pedagogy of space and form at the exclusion of color, so much so that the modern movement today stands accused by its detractors as being formed in many shades of grey.

Modern architecture is not grey! This paper will illustrate how, using the modern graphic computer, color may be introduced to the studio and discovered as an element of design and as the substance of architectural form giving.

series ACADIA
email
last changed 2022/06/07 07:58

_id 11cb
id 11cb
authors Oguzhan Özcan
year 2004
title MATHEMATICS AND DESIGN EDUCATION
source Proceedings of the Fourth International Conference of Mathematics & Design, Special Edition of the Journal of Mathematics & Design, Volume 4, No.1, pp. 199-203.
summary Many people believe that mathematical thought is an essential element of creativity. The origin of this idea in art dates back to Plato. Asserting that aesthetics is based on logical and mathematical rules, Plato had noticed that geometrical forms were “forms of beauty” in his late years. Unlike his contemporaries, he had stressed that the use of geometrical forms such as lines, circles, planes, cubes in a composition would aid to form an aesthetics. The rational forms of Plato and the rules of geometry have formed the basis of antique Greek art, sculpture and architecture and have influenced art and design throughout history in varying degrees. This emphasis on geometry has continued in modern design, reflected prominently by Kandinsky’s geometric classifications .

Mathematics and especially geometry have found increasing application in the computer-based design environment of our day. The computer has become the central tool in the modern design environment, replacing the brush, the paints, the pens and pencils of the artist. However, if the artist does not master the internal working of this new tool thoroughly, he can neither develop nor express his creativity. If the designer merely learns how to use a computer-based tool, he risks producing designs that appear to be created by a computer. From this perspective, many design schools have included computer courses, which teach not only the use of application programs but also programming to modify and create computer-based tools.

In the current academic educational structure, different techniques are used to show the interrelationship of design and programming to students. One of the best examples in this area is an application program that attempts to teach the programming logic to design students in a simple way. One of the earliest examples of such programs is the Topdown Programming Shell developed by Mitchell, Liggett and Tan in 1988 . The Topdown system is an educational CAD tool for architectural applications, where students program in Pascal to create architectural objects. Different examples of such educational programs have appeared since then. A recent fine example of these is the book and program called “Design by Number” by John Maeda . In that book, students are led to learn programming by coding in a simple programming language to create various graphical primitives.

However, visual programming is based largely on geometry and one cannot master the use of computer-based tools without a through understanding of the mathematical principles involved. Therefore, in a model for design education, computer-based application and creativity classes should be supported by "mathematics for design" courses. The definition of such a course and its application in the multimedia design program is the subject of this article.

series other
type normal paper
email
last changed 2005/04/07 15:36

_id eaea2005_151
id eaea2005_151
authors Ohno, Ruyzo
year 2006
title Seat preference in public squares and distribution of the surrounding people: An examination of the validity of using visual simulation
source Motion, E-Motion and Urban Space [Proceedings of the 7th European Architectural Endoscopy Association Conference / ISBN-10: 3-00-019070-8 - ISBN-13: 978-3-00-019070-4], pp. 151-163
summary Public squares are shared by people who use them for various purposes. When people choose seats in a square, they unconsciously evaluate not only the physical characteristics of the space but also the distribution of others already present (Hall, 1966; Sommer, 1969; Whyte, 1988). Knowing the hidden rules of this behaviour will be important in designing squares that remain comfortable even in crowded situations. Most past studies of seat choice preference have reported on statistical tendencies derived from observations of subject behavior in actually existing sites (i.e., Abe, 1997; Imai, 1999; Kawamoto, 2003). However, they provide no clear theoretical model for explaining the basic mechanisms regulating such behaviour. The present study conducts a series of experiments in both real and virtual settings in order to extract quantitative relationships between subjects’ seat preferences and the presence of nearby strangers and to clarify what factors influence their seat choices.
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id 404e
authors Oksala , T.
year 1988
title Logical Models for Rule-based CAAD
source CAAD futures ‘87 [Conference Proceedings / ISBN 0-444-42916-6] Eindhoven (The Netherlands), 20-22 May 1987, pp. 107-116
summary The aim of this paper is to present the basic results of a theoretic approach to represent architectural individual forms in CAD systems. From the point of view of design methodology and problem solving these descriptions might be conceived' as parts of possible environments satisfying the laws of some design theory in logical sense. This paper describes results in a series of logical studies towards rule and knowledge based systems for design automation. The effective use of programming languages and computers as design aids in architecture presupposes certain capabilities to articulate built environment logically. The use of graphic languages in the description of environmental items e.g. buildings might be theoretically mastered by formal production systems including linguistic, geometric, and spatio-material generation. The combination of the power of formal mechanisms and logical individual calculus offers suitable framework to generate arbitrary e.g. free spatial compositions as types or unique solutions. In this frame it is natural to represent in a coherent way very complex hierarchical parsing of buildings in explicit form as needed in computer implementations. In order to simulate real design work the individual configurations of possible built forms should be designed to satisfy known rules. In the preliminary stage partial solutions to design problems may be discussed in mathematical terms using frameworks like lattices, graphs, or group theoretical considerations of structural, functional, and visual organization of buildings. The capability to produce mathematically sophisticated geometric structures allows us to generalize the approach further. The theoretical design knowhow in architecture can be partly translated in to some logic and represented in a knowledge base. These rules are used as selection criteria for geometric design candidates in the sense of logical model theory and mathematical optimization. The economy of the system can be developed by using suitable conduct mechanisms familiar e.g. from logic programming. The semantics of logic offers a frame to consider computer assisted and formal generation in design. A number of semantic and pragmatic problems, however, remain to be solved. In any case conceptual analyses based on logic are applicable in order to rationally reconstruct architectural goals contributing to the quality of environmental design, which should be the main goal in the development of design systems in near future.
series CAAD Futures
last changed 1999/04/03 17:58

_id 7d26
authors Pearson, D.G., Alexander, C. and Webster, Robin
year 2001
title Working Memory and Expertise Differences in Design.
source J. S. Gero, B. Tversky and T. Purcell (eds), 2001, Visual and Spatial Reasoning in Design, II - Key Centre of Design Computing and Cognition, University of Sydney, Australia
summary The Creative Synthesis task devised by Finke and Slayton(1988) has been widely used as an experimental measure of mentalsynthesis, but previous studies have often failed to demonstrate anysignificant benefits of external support on participants’ performance.This paper discusses a study that examined novice and expert drawers’performance of synthesis using a modified stimuli set that was designedto increase the load on visuo-spatial working memory. The resultsshowed a significant increase in Transformational Complexity(Anderson & Hesltrup, 1993) of patterns produced by the expert groupwhile using sketching. It is argued that experts are more effective atusing sketching interactively to increase complexity, while novices relymore on using it as a simple memory aid.
series other
email
more http://www.arch.usyd.edu.au/kcdc/conferences/vr01/
last changed 2003/05/02 11:14

_id ea5c
authors Purcell, P.
year 1988
title The Role of Media Technology in the Design Studio
source CAAD futures ‘87 [Conference Proceedings / ISBN 0-444-42916-6] Eindhoven (The Netherlands), 20-22 May 1987, pp. 179-187
summary This paper refers to a program of work, which aims to integrate a range of computer-based multi-media technologies which has the overall goal of enhancing the processes of education in the design studio. The individual projects describe the development of visual information systems and intelligent design systems. The framework of support for much of the work is Project Athena, a campus wide initiative to apply new technology towards enhancing the educational process project.
series CAAD Futures
last changed 1999/04/03 17:58

_id e05e
authors Schon, Donald A. and Wigging, Glenn
year 1988
title Kinds of Seeing and Their Functions in Designing
source November, 1988. 31 p. : ill
summary Architectural designing is described as a kind of experimentation that consists in reflective 'conversation' with the materials of a design situation. A designer sees, moves and sees again. Working in some visual medium -- drawing, in the article examples -- the designer sees what is 'there' in some representation of a site, draws in relation to it, and sees what has been drawn, thereby informing further designing. In all this 'seeing' the designer not only visually registers information but also constructs its meaning -- identifies patterns and gives them meaningsÔ h) 0*0*0*°° ÔŒ beyond themselves. Words like 'recognize,' 'detect,' 'discover' and 'appreciate' denote variants of seeing, as do such terms as 'seeing that,' 'seeing as' and 'seeing in.' The purpose here is to explore the kinds of seeing involved in designing and to describe their various functions. At local and global levels, and in many different ways, designing is an interaction of making and seeing, doing and discovering. On the basis of a few minuscule examples, the authors suggest some of the ways in which this sort of interaction works. Some conditions that enable it to work are described. And some of its consequences for design education and for the development of computer environments useful to designers are drawn
keywords design methods, education, architecture, cognition, perception, design process, semantics, protocol analysis
series CADline
last changed 2003/06/02 13:58

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id abaf
authors Veenstra, Jack and Ahuja, Narendra
year 1988
title Line Drawings of Octree- Represented Objects
source ACM Transactions on Graphicsò January, 1988. vol. 7: pp. 61-75 : ill. includes bibliography.
summary The octree structure represents the space occupied by an object as a juxtaposition of cubes. The octree structure is highly sensitive to object location and orientation, and the three-dimensional shape of the represented object is obscured. It is helpful to be able to see the actual object represented by an octree, especially for visual performance evaluation of octree algorithms. This paper presents a display algorithm that helps visualize the three-dimensional space represented by the octree. Given an octree, the algorithm produces a line drawing of the object represented by the octree, using parallel projection, from any specified viewpoint with hidden lines removed. Example of some line drawing produced by the algorithm are given. The complexity of the algorithm is also discussed
keywords hidden lines, drawings, solid modeling, representation, octree, display, computer graphics
series CADline
last changed 2003/06/02 13:58

_id 98bd
authors Pea, R.
year 1993
title Practices of Distributed Intelligence and Designs for Education
source Distributed Cognitions, edited by G. Salomon. New York, NY: CambridgeUniversity Press
summary v Knowledge is commonly socially constructed, through collaborative efforts... v Intelligence may also be distributed for use in designed artifacts as diverse as physical tools, representations such as diagrams, and computer-user interfaces to complex tasks. v Leont'ev 1978 for activity theory that argues forcibly for the centrality of people-in-action, activity systems, as units of analysis for deepening our understanding of thinking. v Intelligence is distributed: the resources that shape and enable activity are distributed across people, environments, and situations. v Intelligence is accomplished rather than possessed. v Affordance refers to the perceived and actual properties of a thing, primarily those functional properties that determine how the thing could possibly be used. v Norman 1988 on design and psychology - the psychology of everyday things" v We deploy effort-saving strategies in recognition of their cognitive economy and diminished opportunity for error. v The affordances of artifacts may be more or less difficult to convey to novice users of these artifacts in the activities to which they contribute distributed intelligence. v Starts with Norman's seven stages of action Ø Forming a goal; an intention § Task desire - clear goal and intention - an action and a means § Mapping desire - unable to map goal back to action § Circumstantial desire - no specific goal or intention - opportunistic approach to potential new goal § Habitual desire - familiar course of action - rapidly cycle all seven stages of action v Differentiates inscriptional systems from representational or symbol systems because inscriptional systems are completely external, while representational or symbol systems have been used in cognitive science as mental constructs. v The situated properties of everyday cognition are highly inventive in exploiting features of the physical and social situation as resources for performing a task, thereby avoiding the need for mental symbol manipulations unless they are required by that task. v Explicit recognition of the intelligence represented and representable in design, specifically in designed artifacts that play important roles in human activities. v Once intelligence is designed into the affordances properties of artifacts, it both guides and constrains the likely contributions of that artifact to distributed intelligence in activity. v Culturally valued designs for distributed intelligence will change over time, especially as new technology becomes associated with a task domain. v If we treat distributed intelligence in action as the scientific unit of analysis for research and theory on learning and reasoning... Ø What is distributed? Ø What constraints govern the dynamics of such distributions in different time scales? Ø Through what reconfigurations of distributed intelligence might the performance of an activity system improve over time? v Intelligence is manifest in activity and distributed in nature. v Intelligent activities ...in the real world... are often collaborative, depend on resources beyond an individual's long-term memory, and require the use of information-handling tools... v Wartofsky 1979 - the artifact is to cultural evolution what the gene is to biological evolution - the vehicle of information across generations. v Systems of activity - involving persons, environment, tools - become the locus of developmental investigation. v Disagrees with Salomon et al.'s entity-oriented approach - a language of containers holding things. v Human cognition aspires to efficiency in distributing intelligence - across individuals, environment, external symbolic representations, tools, and artifacts - as a means of coping with the complexity of activities we often cal "mental." "
series other
last changed 2003/04/23 15:14

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