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 255

_id aa7f
authors Bollinger, Elizabeth and Hill, Pamela
year 1993
title Virtual Reality: Technology of the Future or Playground of the Cyberpunk?
doi https://doi.org/10.52842/conf.acadia.1993.121
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 121-129
summary Jaron Lanier is a major spokesperson of our society's hottest new technology: VR or virtual reality. He expressed his faith in the VR movement in this quote which appears in The User's Guide to the New Edge published by Mondo 2000. In its most technical sense, VR has attracted the attention of politicians in Washington who wonder if yet another technology developed in the United States will find its application across the globe in Asia. In its most human element, an entire "cyberpunk movement" has appealed to young minds everywhere as a seemingly safe form of hallucination. As architecture students, educators, and practitioners around the world are becoming attracted to the possibilities of VR technology as an extension of 3D modeling, visualization, and animation, it is appropriate to consider an overview of virtual reality.

In virtual reality a user encounters a computersimulated environment through the use of a physical interface. The user can interact with the environment to the point of becoming a part of the experience, and the experience becomes reality. Natural and

instinctive body movements are translated by the interface into computer commands. The quest for perfection in this human-computer relationship seems to be the essence of virtual reality technology.

To begin to capture the essence of virtual reality without first-hand experience, it is helpful to understand two important terms: presence and immersion. The sense of presence can be defined as the degree to which the user feels a part of the actual environment. The more reality the experience provides, the more presence it has. Immersion can be defined as the degree of other simulation a virtual reality interface provides for the viewer. A highly immersive system might provide more than just visual stimuli; for example, it may additionally provide simulated sound and motion, and simultaneously prevent distractions from being present.

series ACADIA
email
last changed 2022/06/07 07:52

_id 96a9
authors Mullet, Kevin and Sano, Darrell
year 1993
title Applying Visual Design: Trade Secrets for Elegant Interfaces Tutorials
source Proceedings of ACM INTERCHI'93 Conference on Human Factors in Computing Systems -- Adjunct Proceedings 1993 p. 230
summary Objective: This tutorial is designed to increase the participant's awareness of visual and aesthetic issues and provide practical techniques (not guidelines) for achieving elegant user interfaces, information displays, and data visualisations. The emphasis is on avoiding a number of mistakes seen repeatedly in commercial products. Content: This tutorial will focus on the core competencies or "tricks of the trade" that all visual designers internalise as part of their basic training. The tutorial is organised not along the traditional graphic design specialisations, such as typography or colour, but according to the design goals and familiar problems of real-world product development. Specific content areas will include elegance and simplicity; scale, contrast and proportion; organisation and visual structure; module and programme; image and representation; and style. The communication-oriented design aesthetic seen in graphic design, industrial design, and architecture can be applied very successfully to graphical user interfaces, data displays, and multimedia. Design rules provided will be illustrated with extensive visual examples drawn from the international design communities as well as from the HCI domain.
series other
last changed 2002/07/07 16:01

_id 4c30
authors Aura, Seppo
year 1993
title Episode as a Unit of Analysis of Movement
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. 53-66
summary Everybody who has read his Gordon Cullen or his Edmund H. Bacon knows that movement has long been recognized as a factor in environmental planning in many ways. For example, in the traditional Japanese promenade garden the importance of movement has always been appreciated. The promenader gains an intense experience of the succession, variation and rhythm of the surrounding scene. The spaces and paths lead him from one stage to another. The spatial structure of the Japanese promenade garden, as well as of traditional Japanese architecture in general, is joined most intensively to time and motion. The environment is in relation to the flow of change in many sense, both concretely and existentially. Taking an example of western urban environment. Here perhaps the most marked sequential spaces are to be found in small medieval, mediterranean towns. Thanks to their organic growth, narrow and winding streets and the emphasis on public squares, most of them provide exciting experiences if the observer is only interested in seeing the townscape from the point of view of movement. There are also examples of this kind of environment in Finland. In old wooden towns like Porvoo and Rauma one can still find varied and rhythmic streetscapes and networks of streets and squares, together with a human scale and an almost timeless atmosphere. One could say that such an opportunity to experience spaces sequentially, or as serial visions, is an important dimension for us, especially as pedestrians. And as Gordon Cullen has shown there is in any urban environment much scope to heighten this experience. For example, by creating a sense of ’entering in’ some place, ’leaving for’, ’moving towards’, ’turning into’, ’walking through’ some place or ’following on’ the flow of spaces. Or, as Edmund H. Bacon has said, the departure point of good town planning should be that the successive towns spaces give rise to a flow of harmonic experiences: present experiences merge with earlier ones and become a step towards a future. Or, again in the words of Donald Appleyard, Kevin Lynch and John R. Myer: “The experience of a city is basically of a moving view, and this is the view we must understand if we wish to reform the look of our cities”.
keywords Architectural Endoscopy
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_id a927
authors Amirante, Isabella and Bosco, Antonio
year 1995
title Hypertext Between Research and Teaching: An Experience in a Didactic Building Technology Laboratory
doi https://doi.org/10.52842/conf.ecaade.1995.003
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 3-12
summary IPER (hypertext for the knowledge of building patrimony) is the result of a research developed with C.N.R. (National Research Institute). The aim of IPER is to provide the knowledge, the description and the management of one or more historical buildings for public or private institutions. IPER allowed us to improve our methodology of building analysis, covering various disciplinary fields, in two different systems. (1.) the first one, synthetic and suitable for a group of historical buildings, (2.) the second one, complex and particularly made for monumental buildings. // This experience is related to the new regulation of teaching architecture in Italy made in 1993. The main novelty is the introduction of the laboratories with the contemporary presence of two or three teachers of different disciplines, working together with the students on the same project with different approaches. This opportunity allowed us to introduce the "knowledge engineer" as a teacher in the laboratory of building technology. IPER is given to the students with the aim of experimenting and solving the theoretical and practical difficulties that students of different years may encounter in the knowledge and representation of buildings and in the organisation of all the data from the case study.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_1.htm
last changed 2022/06/07 07:54

_id ae19
authors Armstrong, Richard
year 1993
title On The Technical Features Of The Endoscope - OES Modelscope as a Case in Point
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. 153-156
summary The Olympus Optical Company of Japan was formed in 1919, with the introduction of the first generation single lens reflects camera, and soon after with the first microscope. Since that time, the organisation has developed and is now split into three main divisions: manufacturing and supplying cameras, microscopes and endoscopes. Other smaller specialist divisions exist suppling such products as dictaphones. Perhaps, rather surprisingly, the endoscope division is the largest part of the organisation. Through a world-wide organisation of four main business centers, Olympus Industrial, the name given to the industrial endoscope division, provides service and support to its customers. Each of the main business centers operates through agents and distributors. There are many different industries which gain the benefits of saved time and money provided by using endoscopes. To meet the needs of so many varied industries, there is a need to have a wide range of equipment. This includes light sources, to provide illumination, rigid borescopes, flexible fiberscopes, if views around corners are needed, and the new technology videoscopes. These instruments use the latest CCD technology with a small chip situated in the distal end of the scope, instead of fiberoptic image bundles used in fiberscopes.

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

_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 cf2011_p170
id cf2011_p170
authors Barros, Mário; Duarte José, Chaparro Bruno
year 2011
title Thonet Chairs Design Grammar: a Step Towards the Mass Customization of Furniture
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 181-200.
summary The paper presents the first phase of research currently under development that is focused on encoding Thonet design style into a generative design system using a shape grammar. The ultimate goal of the work is the design and production of customizable chairs using computer assisted tools, establishing a feasible practical model of the paradigm of mass customization (Davis, 1987). The current research step encompasses the following three steps: (1) codification of the rules describing Thonet design style into a shape grammar; (2) implementing the grammar into a computer tool as parametric design; and (3) rapid prototyping of customized chair designs within the style. Future phases will address the transformation of the Thonet’s grammar to create a new style and the production of real chair designs in this style using computer aided manufacturing. Beginning in the 1830’s, Austrian furniture designer Michael Thonet began experimenting with forming steam beech, in order to produce lighter furniture using fewer components, when compared with the standards of the time. Using the same construction principles and standardized elements, Thonet produced different chairs designs with a strong formal resemblance, creating his own design language. The kit assembly principle, the reduced number of elements, industrial efficiency, and the modular approach to furniture design as a system of interchangeable elements that may be used to assemble different objects enable him to become a pioneer of mass production (Noblet, 1993). The most paradigmatic example of the described vision of furniture design is the chair No. 14 produced in 1858, composed of six structural elements. Due to its simplicity, lightness, ability to be stored in flat and cubic packaging for individual of collective transportation, respectively, No. 14 became one of the most sold chairs worldwide, and it is still in production nowadays. Iconic examples of mass production are formally studied to provide insights to mass customization studies. The study of the shape grammar for the generation of Thonet chairs aimed to ensure rules that would make possible the reproduction of the selected corpus, as well as allow for the generation of new chairs within the developed grammar. Due to the wide variety of Thonet chairs, six chairs were randomly chosen to infer the grammar and then this was fine tuned by checking whether it could account for the generation of other designs not in the original corpus. Shape grammars (Stiny and Gips, 1972) have been used with sucesss both in the analysis as in the synthesis of designs at different scales, from product design to building and urban design. In particular, the use of shape grammars has been efficient in the characterization of objects’ styles and in the generation of new designs within the analyzed style, and it makes design rules amenable to computers implementation (Duarte, 2005). The literature includes one other example of a grammar for chair design by Knight (1980). In the second step of the current research phase, the outlined shape grammar was implemented into a computer program, to assist the designer in conceiving and producing customized chairs using a digital design process. This implementation was developed in Catia by converting the grammar into an equivalent parametric design model. In the third phase, physical models of existing and new chair designs were produced using rapid prototyping. The paper describes the grammar, its computer implementation as a parametric model, and the rapid prototyping of physical models. The generative potential of the proposed digital process is discussed in the context of enabling the mass customization of furniture. The role of the furniture designer in the new paradigm and ideas for further work also are discussed.
keywords Thonet; furniture design; chair; digital design process; parametric design; shape grammar
series CAAD Futures
email
last changed 2012/02/11 19:21

_id cb25
authors Benedikt, M.
year 1993
title Cityspace, Cyberspace, and The Spatiology of Information
source Boyer,C. & Gandelsonas.,M. The New Urbanism Princeton University Press
summary The concept of space has been critical to architectural theory for over seventy years now. It remains however, an elusive idea, on the one hand meaning and referring to everything, on the other hand meaning and referring to nothing. Why? Is it because "space," like "time," is a category outside of which thinking itself seems to be impossible, just as Kant asserted? Is it simply one of those irreducible, universal without which the world as such would cease to in any sense, let alone be of, or perceived by, sentient beings givens be thought Certainly to suggest that space itself is an active, causative agent of some sort risks opening that discussion up to universalizing of the most extreme and vacuous kind. For if I am not to be a dualist, positing a separate, a-spatial and a-temporal realm for thought and feeling, then what in the real world, I can easily ask, occupies neither space nor time? What is it that cannot be reduced, be analyzed, or be spoken of finally in the language of position, duration, connection, inclusion, transformation, and so forth? Nothing. If we wish to reach deeply into the "nature" of "space itself" then, I believe we must allow into it, as it were, of some sort: not the aether of Nineteenth century science perhaps, but a registering, tracing, questioning, remembering substance, spread as thinly as we can imagine but present nonetheless, and definitive of versus because of how it pools, how it vibrates, how it scatters difference, a substance here there difference.
series other
last changed 2003/11/21 15:16

_id 0e89
authors Bradford, J.W., Cheng, N. and Kvan, Thomas
year 1994
title Virtual Design Studios
doi https://doi.org/10.52842/conf.ecaade.1994.163
source The Virtual Studio [Proceedings of the 12th European Conference on Education in Computer Aided Architectural Design / ISBN 0-9523687-0-6] Glasgow (Scotland) 7-10 September 1994, pp. 163-167
summary Beginning in 1993, small groups of students of architectural design at different institutions around the world participated in collaborative design projects using a variety of tools, including CAD, Internet and teleconferencing. This programme, known as the "Virtual Design Studio" (VDS), allows students to work collectively with colleagues from different cultures and climates who are thousands of kilometres and in different time zones. Most recently, in February 1994, four institutions in N. America, one in Europe, and one in S E Asia participated in VDS’94. This paper explains the operation of the VDS and explores the future of the VDS as a potential tool for architectural design education. In particular, we review what we have learned in employing computer tools to extend the teaching in design studios into a "virtual" experience.
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id 7fe0
authors Castleman, Kenneth R.
year 1993
title Digital image processing
source California Institute of Technologie
summary Digital image processing has experienced explosive growth over the past two decades. Public awareness has increased by way of video games, digital video special effects used in the entertainement industry, as well as articles in the mainstream press. However, the most significant impact of digital image processing in the 90s will be in the area of applications of real world problems. To help readers keep pace, author Kenneth R. Castleman concentrates on those techniques that have proven most useful in practice. Part I presents several important concepts that can be developed without detailed mathematical analysis for a basic understanding. Part II addresses techniques that rely more on mathematics and eaborates analytically on certain concepts introduced in Part I. Part III covers specific application aread that are particularly in industry, science, and medicine. Contents: Preface; Images and Digital Processing; Digitizing Images; Digital Image Display; Image Processing Software; The Gray Level Histogram; Point Operations; Algebraic Operations; Geometric Operations; Filter Design; Wavelet Transformations; Image Restorations; Image Compression; Three Dimensional Image Processing; Appendices; Index.
series other
last changed 2003/04/23 15:14

_id 0b24
authors Chilton, J.C., Wester, T. and Yu, J.
year 1993
title Exploring Structural Morphology Using CAD
doi https://doi.org/10.52842/conf.ecaade.1993.x.d1k
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary Often in the design process the student's imagination is restricted by their inability to visualise, model or accurately sketch ideas for innovative structural systems. By using CAD as a design tool it is possible to explore the morphology of complex structures and to be able to produce perspective drawings of them with relative ease. Within AutoCAD there is a small library of standard three-dimensional objects and surfaces that can be called upon to generate more complex forms. However, to further facilitate the architectural design process, an extended library of innovative structural forms would allow the professional designer, or student, greater design freedom and any increase in the palette of structural forms available should stimulate creativity. As practical examples, the paper describes how students have been encouraged to experiment with the use of structures which can only be physically modelled with difficulty and which are also difficult to represent on the two- dimensional surface of the drawing board unless the geometry has previously been determined by the methods described. These are (i) Reciprocal Frame three-dimensional beam grillage structures and (ii) plate domes created from lattice structures by point-to- plane duality. The problem, of representation of these structures has been overcome, in the first case, by generating AutoLISP procedures to draw the complex three-dimensional geometrical form automatically in AutoCAD and, in the second case, by the development of the computer program CADual.

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

_id 08fc
authors Darken, R.P. and Sibert, J.L.
year 1993
title A toolset for navigation in virtual environments
source Proceedings of the ACM User Interface Software and Technology, pp.157-165
summary Maintaining knowledge of current position and orientation is frequently a problem for people in virtual environments. In this paper we present a toolset of techniques based on principles of navigation derived from real world analogs. We include a discussion of human and avian navigation behaviors and show how knowledge about them were used to design our tools. We also summarize an informal study we performed to determine how our tools influenced the subjects' navigation behavior. We conclude that principles extracted from real world navigation aids such as maps can be seen to apply in virtual environments.
series other
last changed 2003/04/23 15:14

_id 8326
authors Diessenbacher, Claus and Rank, Ernst
year 1993
title Teaching Design with CAD?
doi https://doi.org/10.52842/conf.ecaade.1993.x.i1h
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary Abstract as well as functionally dependant design exercises are essential components of an architectural education at nearly every university. Their goal is to provide architect students with a feeling for proportions, colours, materials etc., and to teach and train them in threedimensional thinking. Pictures and concepts, developed by the designer are materialized by various technologies such as with pencil and paper in the traditional two-dimensional techniques or with clay, wood, paper etc. in three-dimensional modeling. Now the computer and the CAD-system join the palette of the designers available resources in presentation as both a two-dimensional and a three-dimensional medium. Although CAD is often considered and taught to be only a better drafting tool, the educational goal of our group at the University of Dortmund is to employ CAD as a design support medium. The prerequisites for work with the computer and the CAD system are provided in a compulsory two semester undergraduate subject. Basic programming, work with spreadsheets etc. are some exemplary themes provided in the form of lectures and practical exercises. A main emphasis of this instruction is the mastery of three-dimensional working technology with a comprehensive CAD-System. In cooperation of our computer science group and architecture chairs, seminars involving the use of CAD as a three-dimensional design tool, are offered as graduate courses. The seminars consist of loops of modeling and evaluating objects in a three-dimensional space. With this, the most possible realistic studies in colour, light and proportion take place exclusively on the computer.
series eCAADe
last changed 2022/06/07 07:50

_id ddss9206
id ddss9206
authors Drach, A., Langenegger, M. and Heitz, S.
year 1993
title Working with prototypes: from cad to flexible tools for integrated building design
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 The formulation of design knowledge as concepts, goals and rules cannot be captured in fixed and valid statements. The dynamic modelling of concepts and goals is, on the contrary, part of the design process itself. Tools that effectively support architects in their design should therefore never use predefined mechanisms, but must be definable interactively according to design specifications. We propose the concept of prototypes as a cognitive model to represent and structure design knowledge. Prototypes incorporate an individual view of design in a synthetic and organizational model for a defined area of interest. They actively control and guide design processes in supporting the organizational concepts for solutions. The a+Tool implements these concepts on the basis of a modelling language. It provides a dynamic toolkit and user interface to support design as well as knowledge modelling.
series DDSS
last changed 2003/08/07 16:36

_id db3b
authors Faugeras, O.
year 1993
title Three-dimensional computer vision, a geometric viewpoint
source MIT press
summary This monograph by one of the world's leading vision researchers provides a thorough, mathematically rigorous exposition of a broad and vital area in computer vision: the problems and techniques related to three-dimensional (stereo) vision and motion. The emphasis is on using geometry to solve problems in stereo and motion, with examples from navigation and object recognition.
series other
last changed 2003/04/23 15:14

_id 5df5
authors Fournier, A., Gunawan, A. and Romanzin, C.
year 1993
title Common Illumination between Real and Computer Generated Scenes
source Proceedings Graphics Interface '93, pp. 254-262, 1993
summary The ability to merge a real video image (RVI) with a computer- generated image (CGI) enhances the usefulness of both. To go beyond "cut and paste" and chroma-keying, and merge the two images successfully, one must solve the problems of common viewing parameters, common visibility and common illumination. The result can be dubbed Computer Augmented Reality (CAR). We present in this paper techniques for approximating the common global illumination for RVIs and CGIs, assuming some elements of the scene geometry of the real world and common viewing parameters are known. Since the real image is a projection of the exact solution for the global illumination in the real world (done by nature), we approximate the global illumination of the merged image by making the RVI part of the solution to the common global illumination computation. The objects in the real scene are replaced by few boxes covering them; the image intensity of the RVI is used as the initial surface radiosity of the visible part of the boxes; the surface reflectance of the boxes is approximated by subtracting an estimate of the illuminant intensity based on the concept of ambient light; finally global illumination using a classic radiosity computation is used to render the surface of the CGIs with respect to their new environment and for calculating the amount of image intensity correction needed for surfaces of the real image. An example animation testing these techniques has been produced. Most of the geometric problems have been solved in a relatively ad hoc manner. The viewing parameters were extracted by interactive matching of the synthetic scene with the RVIs. The visibility is determined by the relative position of the "blocks" representing the real objects and the computer generated objects, and a moving computer generated light has been inserted. The results of the merging are encouraging, and would be effective for many applications.
series other
last changed 2003/04/23 15:50

_id ddss9207
id ddss9207
authors Gauchel, J., Hovestadt, L., van Wyk, S. and Bhat, R.R.
year 1993
title Modular building models
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 The development and implementation of a modular building model appropriate for computer aided design is described. The limitations of a unified building model with regard to concurrence and complexity in design is discussed. Current research suggests that to model real-world complexity, one must trade centralized control for autonomy. In this paper we develop a modular approach to building modelling that is based on object-oriented autonomy and makes it possible to define these models in a distributed concurrent manner. Such a modular and autonomous implementation brings inherent uncertainty and conflict which cannot be determined a priori.
series DDSS
last changed 2003/08/07 16:36

_id c7c1
authors Glennie, William L.
year 1993
title The Future of CAAD Education
doi https://doi.org/10.52842/conf.ecaade.1993.x.r9o
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
summary The field of Computer-Aided Architectural Design (CAAD) is composed of two main threads of development, Academic and Professional, and can be described in three decades, which correspond roughly with three generations of computer systems. This paper presents a brief description of the entire period of school- and practice-based research and development on the applications of computers in Architectural design, and shows how these efforts have and have not been relevant to students' future experiences. Educators must take a fresh look at their current courses and research programs to make sure that they are relevant in the rapidly changing world of professional practice. With limited human and financial resources at most institutions, it is critical to make the best possible choices for the immediate and long-term benefit of today's students. While it is not appropriate for Schools of Architecture to operate strictly at the behest of the profession, we must prepare our students for the world in which they will practice. Therefore, I believe that it is important for the faculty at each School to consider the following questions: (-) Are our students prepared to enter realistic positions as soon as they graduate? (-) Do they have the background necessary to use computers effectively in the future? (-) Do our research efforts have results that designers are likely to use today or any time soon to make better buildings or to make buildings better?

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

_id 412e
authors Gross, M.D., Do, E. and McCall, R.J.
year 1997
title Collaboration and Coordination in Architectural Design: approaches to computer mediated team work
source TeamCAD 97, 17-23
summary In 1993 and 1994, instructors and students of architecture at several universities around the world* collaborated briefly on two "virtual design studio" projects. Using off-the-shelf technology of the time-email, CU-See-Me internet video, international conference calls, and exchange of CAD drawings, images, and Quicktime animations-this ambitious project explored the possibility of bringing together diverse members of an international design team together to collaborate on a short term (two week) project. Central to the "Virtual Design Studio" was a 'digital pinup board', an area where participating designers could post and view drawings and textual comments; video links and email exchange provided the media for direct communication media about designs. A report on the project [21] makes clear that the process was not without technical difficulties: a significant amount of communication concerned scheduling and coordinating file formats; disappointingly little was devoted to discussions of design issues. Although it's clear that many of the minor technical problems that inevitably plague a forward-looking effort like the Virtual Design Studio will be solved in the near term, the project also reveals the need for research on software and design practices to make computer mediated design collaboration realize its attractive promise.
series journal paper
email
last changed 2003/04/23 15:50

_id caadria2007_675
id caadria2007_675
authors Huang, Joseph Chuen-Huei
year 2007
title Decision Support System for Modular Houses
doi https://doi.org/10.52842/conf.caadria.2007.x.x9q
source CAADRIA 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Research in Asia] Nanjing (China) 19-21 April 2007
summary Presently, only a small percentage of people in the world typically hire an architect to design and build a home which is tailored to their preference. Besides the architect’s fee, clients also need to wait an interminable time for design and construction. Factory-made prefabricated housing systems tried to solve this problem previously. However, most pioneers failed to address the issues of variability and individual needs (Kieran & Timberlake, 2004). Plants closed because they produced more than the market demand, and prefabricated housing provided less flexibility than the traditional stick-built housing. The advanced digital technology makes it possible to communicate design ideas and concepts to others more effectively. The project delivery process leads itself to customization, embodying principles of lean production (Pine, 1993), flexible computer-integrated design interaction with clients, and reduced cycle times; all effecting rapid response between consumers and producers.
series CAADRIA
email
last changed 2022/06/07 07:50

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 12HOMELOGIN (you are user _anon_811530 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002