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 69b3
authors Markelin, Antero
year 1993
title Efficiency of Model Endoscopic Simulation - An Experimental Research at the University of Stuttgart
source Endoscopy as a Tool in Architecture [Proceedings of the 1st European Architectural Endoscopy Association Conference / ISBN 951-722-069-3] Tampere (Finland), 25-28 August 1993, pp. 31-34
summary At the Institute of Urban Planning at the University of Stuttgart early experiments were made with the help of endoscopes in the late 1970’s. The intention was to find new instruments to visualize urban design projects. The first experiment included the use of a 16 mm film of a 1:170 scale model of the market place at Karlsruhe, including design alternatives (with trees, without trees etc). The film was shown to the Karlsruhe authorities, who had to make the decision about the alternatives. It was said, that the film gave a great help for the decision-making and a design proposition had never before been presented in such understandable way. In 1975-77, with the support of the Deutsche Forschungsgemeinschaft (German Research Foundation) an investigation was carried out into existing endoscopic simulation facilities, such as those in Wageningen, Lund and Berkeley. The resulting publication was mainly concerned with technical installations and their applications. However a key question remained: ”Can reality be simulated with endoscopy?” In 1979-82, in order to answer that question, at the Institute was carried out the most extensive research of the time, into the validity of endoscopic simulation. Of special importance was the inclusion of social scientists and psychologists from the University of Heidelberg and Mannheim. A report was produced in 1983. The research was concerned with the theory of model simulation, its ways of use and its users, and then the establishment of requirements for effective model simulation. For the main research work with models or simulation films, psychological tests were developed which enabled a tested person to give accurate responses or evidence without getting involved in alien technical terminology. It was also thought that the use of semantic differentials would make the work imprecise or arbitrary.

keywords Architectural Endoscopy
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id c4da
authors Rüdiger, Bjarne
year 1993
title The Masonry House as a Digital Model
doi https://doi.org/10.52842/conf.ecaade.1993.x.a8k
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary "The Masonry House" is an experimental building designed in connection with the building exhibition "Byggeri for Milliarder" ("Building for Billions") in Copenhagen. The house is intended as a collection of examples and did only exist during the week the exhibition was. "The Masonry House" contains examples of both old technology and attempts to show entirely new constructions and new ways of using masonry. The house is constructed as a combination of prefabricated elements, wall ribs, decks and walls, and of parts built on location, cupolas, stairs, etc. The building process with element assembling and construction had to be done in six days and demanded a precise Organization and coordination with use from shift work. The very house had been in process for quite a long time, but in connection with the carrying out and preparation of information materials the Datacentre at the School of Architecture was involved in the project. After having produced a spatial model of the house completed, the wish for describing the construction process arose; to produce a "spatial time schedule" for the use of workmen and to describe the process in an animation film for the spectators at the exhibition.

series eCAADe
email
last changed 2022/06/07 07:50

_id 50ce
authors Baker, R.
year 1993
title Designing the Future: The Computer Transformation of Reality
source Thames and Hudson, Hong Kong
summary A coffee table book on computer applications? Well, yes, because it does deal largely with matters of graphic design in architecture, fashion and textiles, painting, and photography; but it also has items which might be of interest in its sections on digital publication, typography, and electronic communication in general. It also seeks to discuss the way in which these applications may force us to change the way we think. Robin Baker writes in an unfortunately stiff and abstract manner about the impact computer programmes have had on the world of art and design, but the graphic images and extended picture captions help to keep the reader awake - even though the main text sometimes disappears for two or three double page spreads on end. There are also smatterings of pretentious art-world-speak about 'solving certain spatial problems' (in the design of curtain fabrics or teapots) and the introduction (inevitable?) of new jargon: 'shape grammar'(a list of so-called shape 'rules'), 'repurposing' (putting somebody else's work to new use) and 'genetic algorithms' (sculptural designs based on re-processed organic shapes - most of which look like stomach tumours). In his favour, Baker very generously credits students and commercial designers who have produced the effects he describes and illustrates so well. For writers, he sketches in the possibilities of Hypertext and Hypermedia and points to the future of Hyper publishing which he (and Rupert Murdoch)believes will be with us before the end of the century. He seems to have a good oversight of what is possible and practicable - though one wonders how up-to-date the view is when his book may have begun its life anything up to three years ago. He usefully points out that much new technology exists in or drags along with it the forms of earlier periods - so that in an age of electronic communication we still have printed books as a dominant cultural form. Maybe this is as it should be - but Baker makes a persuasive case for the claim that All This is Going to Change.
series other
last changed 2003/04/23 15:14

_id 42ab
authors Dagit, Charles E.
year 1993
title Establishing Virtual Design Environments in Architectural Practice
source CAAD Futures ‘93 [Conference Proceedings / ISBN 0-444-89922-7] (Pittsburgh / USA), 1993, pp. 513-522
summary This paper attempts to specify the ideal computerized architectural design tool and outlines steps that are being taken to make this ideal a reality. Section 2 offers a user-centered assessment of the way technology is currently implemented in the design professions. Section 3 describes the state-of-the-art in high-end CAAD applications, including computer rendering, walk-through displays, and expert diagnostic sysWins. Section 4 details work in progress at Worldesign, Inc., a virtual worlds systems integration firm, which is developing Virtual Design Environment (VDE) systems.
keywords Computer-Aided Architectural Design (CAAD), Computer-Aided Engineering (CAE), Virtual Worlds Technology, Visualization, Computer Generated Environments, Computer Modeling, Virtual Reality, Information Systems, Information Design
series CAAD Futures
last changed 1999/04/07 12:03

_id ddss9217
id ddss9217
authors Kim, Y.S. and Brawne, M.
year 1993
title An approach to evaluating exhibition spaces in art galleries
source Timmermans, Harry (Ed.), Design and Decision Support Systems in Architecture (Proceedings of a conference held in Mierlo, the Netherlands in July 1992), ISBN 0-7923-2444-7
summary There are certain building types in which movement of people is the most significant evaluation factor. Among these are art galleries and museums. Unlike other building types, which are often explicated by investigating the relationship between people and people, and between people and the built environment, art galleries and museums are a building type in which the social relationship between people hardly exists and peoples movement through space, that is, the functional relationship between people and space, is one of the most significant factors for their description. The typical museum experience is through direct, sequential, and visual contact with static objects on display as the visitor moves. Therefore, the movement pattern of the visitors must exert a significant influence on achieving the specific goal of a museum. There is a critical need for predicting the consequences of particular spatial configurations with respect to visitors movement. In this sense, it is the intention of this paper to find out the relationship between the spatial configuration of exhibition space and the visitors' movement pattern.
series DDSS
last changed 2003/08/07 16:36

_id 612c
authors Madrazo, Leandro
year 1998
title Computers and Architectural Design: Going Beyond the Tool
doi https://doi.org/10.52842/conf.acadia.1998.044
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 44-57
summary More often than not, discussions taking place in specialised conferences dealing with computers and design tend to focus mostly on the tool itself. What the computer can do that other tools cannot, how computers might improve design and whether a new aesthetic would result from the computer; these are among the most recurrent issues addressed in those forums. But, by placing the instrument at the center of the debate, we might be distorting the nature of design. In the course KEYWORDS, carried out in the years 1992 and 1993 at the ETH Zurich, the goal was to transcend the discourses that concentrate on the computer, integrating it in a wider theoretical framework including principles of modern art and architecture. This paper presents a summary of the content and results of this course.

series ACADIA
email
last changed 2022/06/07 07:59

_id 80b9
authors Madrazo, Leandro
year 2000
title Computers and architectural design: going beyond the tool
source Automation in Construction 9 (1) (2000) pp. 5-17
summary More often than not, discussions taking place in specialised conferences dealing with computers and design tend to focus mostly on the tool itself. What the computer can do that other tools cannot, how computers might improve design and whether a new aesthetic would result from the computer; these are among the most recurrent issues addressed in those forums. But, by placing the instrument at the center of the debate, we might be distorting the nature of design. In the course KEYWORDS, carried out in the years 1992 and 1993 at the ETH Zurich, the goal was to transcend the discourses that concentrate on the computer, integrating it in a wider theoretical framework including principles of modern art and architecture. This paper presents a summary of the content and results of this course.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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