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 sigradi2006_e028c
id sigradi2006_e028c
authors Griffith, Kenfield; Sass, Larry and Michaud, Dennis
year 2006
title A strategy for complex-curved building design:Design structure with Bi-lateral contouring as integrally connected ribs
source SIGraDi 2006 - [Proceedings of the 10th Iberoamerican Congress of Digital Graphics] Santiago de Chile - Chile 21-23 November 2006, pp. 465-469
summary Shapes in designs created by architects such as Gehry Partners (Shelden, 2002), Foster and Partners, and Kohn Peterson and Fox rely on computational processes for rationalizing complex geometry for building construction. Rationalization is the reduction of a complete geometric shape into discrete components. Unfortunately, for many architects the rationalization is limited reducing solid models to surfaces or data on spread sheets for contractors to follow. Rationalized models produced by the firms listed above do not offer strategies for construction or digital fabrication. For the physical production of CAD description an alternative to the rationalized description is needed. This paper examines the coupling of digital rationalization and digital fabrication with physical mockups (Rich, 1989). Our aim is to explore complex relationships found in early and mid stage design phases when digital fabrication is used to produce design outcomes. Results of our investigation will aid architects and engineers in addressing the complications found in the translation of design models embedded with precision to constructible geometries. We present an algorithmically based approach to design rationalization that supports physical production as well as surface production of desktop models. Our approach is an alternative to conventional rapid prototyping that builds objects by assembly of laterally sliced contours from a solid model. We explored an improved product description for rapid manufacture as bilateral contouring for structure and panelling for strength (Kolarevic, 2003). Infrastructure typically found within aerospace, automotive, and shipbuilding industries, bilateral contouring is an organized matrix of horizontal and vertical interlocking ribs evenly distributed along a surface. These structures are monocoque and semi-monocoque assemblies composed of structural ribs and skinning attached by rivets and adhesives. Alternative, bi-lateral contouring discussed is an interlocking matrix of plywood strips having integral joinery for assembly. Unlike traditional methods of building representations through malleable materials for creating tangible objects (Friedman, 2002), this approach constructs with the implication for building life-size solutions. Three algorithms are presented as examples of rationalized design production with physical results. The first algorithm [Figure 1] deconstructs an initial 2D curved form into ribbed slices to be assembled through integral connections constructed as part of the rib solution. The second algorithm [Figure 2] deconstructs curved forms of greater complexity. The algorithm walks along the surface extracting surface information along horizontal and vertical axes saving surface information resulting in a ribbed structure of slight double curvature. The final algorithm [Figure 3] is expressed as plug-in software for Rhino that deconstructs a design to components for assembly as rib structures. The plug-in also translates geometries to a flatten position for 2D fabrication. The software demonstrates the full scope of the research exploration. Studies published by Dodgson argued that innovation technology (IvT) (Dodgson, Gann, Salter, 2004) helped in solving projects like the Guggenheim in Bilbao, the leaning Tower of Pisa in Italy, and the Millennium Bridge in London. Similarly, the method discussed in this paper will aid in solving physical production problems with complex building forms. References Bentley, P.J. (Ed.). Evolutionary Design by Computers. Morgan Kaufman Publishers Inc. San Francisco, CA, 1-73 Celani, G, (2004) “From simple to complex: using AutoCAD to build generative design systems” in: L. Caldas and J. Duarte (org.) Implementations issues in generative design systems. First Intl. Conference on Design Computing and Cognition, July 2004 Dodgson M, Gann D.M., Salter A, (2004), “Impact of Innovation Technology on Engineering Problem Solving: Lessons from High Profile Public Projects,” Industrial Dynamics, Innovation and Development, 2004 Dristas, (2004) “Design Operators.” Thesis. Massachusetts Institute of Technology, Cambridge, MA, 2004 Friedman, M, (2002), Gehry Talks: Architecture + Practice, Universe Publishing, New York, NY, 2002 Kolarevic, B, (2003), Architecture in the Digital Age: Design and Manufacturing, Spon Press, London, UK, 2003 Opas J, Bochnick H, Tuomi J, (1994), “Manufacturability Analysis as a Part of CAD/CAM Integration”, Intelligent Systems in Design and Manufacturing, 261-292 Rudolph S, Alber R, (2002), “An Evolutionary Approach to the Inverse Problem in Rule-Based Design Representations”, Artificial Intelligence in Design ’02, 329-350 Rich M, (1989), Digital Mockup, American Institute of Aeronautics and Astronautics, Reston, VA, 1989 Schön, D., The Reflective Practitioner: How Professional Think in Action. Basic Books. 1983 Shelden, D, (2003), “Digital Surface Representation and the Constructability of Gehry’s Architecture.” Diss. Massachusetts Institute of Technology, Cambridge, MA, 2003 Smithers T, Conkie A, Doheny J, Logan B, Millington K, (1989), “Design as Intelligent Behaviour: An AI in Design Thesis Programme”, Artificial Intelligence in Design, 293-334 Smithers T, (2002), “Synthesis in Designing”, Artificial Intelligence in Design ’02, 3-24 Stiny, G, (1977), “Ice-ray: a note on the generation of Chinese lattice designs” Environmental and Planning B, volume 4, pp. 89-98
keywords Digital fabrication; bilateral contouring; integral connection; complex-curve
series SIGRADI
email
last changed 2016/03/10 09:52

_id ddss9411
id ddss9411
authors Bouillé, Francois
year 1994
title Mastering Urban Network Intersection And Superimposition, in an Object-oriented Knowledge System Integrating Rules, Neurons and Processes
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Many networks cover the urban texture, either superimposed at a variable distance, or really intersecting, or even in interconnection. We briefly recall the HBDS model, working on persistent abstract data types associated to graphical representations and carrying algorithms expressing conditions to be verified and/or actions to be performed. HBDS is an integrated system too, including database, expert system dealing with fuzzy rules and facts, discrete simulation engine, and neural engine; it has a general purpose programming language. Any urban network is associated to a given prototype, according to the same scheme named prototype with more specific components. These prototypes allow to build the different thematic structures instantiations of the prototypes. All possible cases of arc intersection or "pseudo-intersection" (simple superimposition)or interconnection are obtained by, owing to new prototypes. Moreover, such (pseudo)-intersections are automatically recognized and processed without a human intervention, owing to classes ofconstraints and classes of rules. They deal with particular constraints concerning the location of some urban furniture, and rules concerning the way a cable or a pipe must follow according to thepre-existing other networks in a given area, the minimal distances, minimal or maximal depths, and some required equipments. Urban classes of (pseudo-)intersections inserted in the hyperciass"neuron", inheriting of neural features, may be used for automated learning of urban knowledge; owing to their "behavior", these neurons can communicate and perform actions on other components. Urban classes inserted in the hyperciass "process" may be used for building very large models simulating complex urban phenomenons, thus allowing a better understanding of the real phenomenons. As a conclusion, we emphasize the methodological aspects of object-oriented integration for an efficient processing of the urban context, based on prototyping and mixing rules, neurons and processes.
series DDSS
last changed 2003/08/07 16:36

_id sigradi2008_049
id sigradi2008_049
authors Benamy, Turkienicz ; Beck Mateus, Mayer Rosirene
year 2008
title Computing And Manipulation In Design - A Pedagogical Experience Using Symmetry
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary The concept of symmetry has been usually restricted to bilateral symmetry, though in an extended sense it refers to any isometric transformation that maintains a certain shape invariant. Groups of operations such as translation, rotation, reflection and combinations of these originate patterns classified by modern mathematics as point groups, friezes and wallpapers (March and Steadman, 1974). This extended notion represents a tool for the recognition and reproduction of patterns, a primal aspect of the perception, comprehension and description of everything that we see. Another aspect of this process is the perception of shapes, primary and emergent. Primary shapes are the ones explicitly represented and emergent shapes are the ones implicit in the others (Gero and Yan, 1994). Some groups of shapes known as Semantic Shapes are especially meaningful in architecture, expressing visual features so as symmetry, rhythm, movement and balance. The extended understanding of the concept of symmetry might improve the development of cognitive abilities concerning the creation, recognition and meaning of forms and shapes, aspects of visual reasoning involved in the design process. This paper discusses the development of a pedagogical experience concerned with the application of the concept of symmetry in the creative generation of forms using computational tools and manipulation. The experience has been carried out since 1995 with 3rd year architectural design students. For the exploration of compositions based on symmetry operations with computational support we followed a method developed by Celani (2003) comprising the automatic generation and update of symmetry patterns using AutoCAD. The exercises with computational support were combined with other different exercises in each semester. The first approach combined the creation of two-dimensional patterns to their application and to their modeling into three-dimensions. The second approach combined the work with computational support with work with physical models and mirrors and the analysis of the created patterns. And the third approach combined the computational tasks with work with two-dimensional physical shapes and mirrors. The student’s work was analyzed under aspects such as Discretion/ Continuity –the creation of isolated groups of shapes or continuous overlapped patterns; Generation of Meta-Shapes –the emergence of new shapes from the geometrical relation between the generative shape and the structure of the symmetrical arrangement; Modes of Representation –the visual aspects of the generative shape such as color and shading; Visual Reasoning –the derivation of 3D compositions from 2D patterns by their progressive analysis and recognition; Conscious Interaction –the simultaneous creation and analysis of symmetry compositions, whether with computational support or with physical shapes and mirrors. The combined work with computational support and with physical models and mirrors enhanced the students understanding on the extended concept of symmetry. The conscious creation and analysis of the patterns also stimulated the student’s understanding over the different semantic possibilities involved in the exploration of forms and shapes in two or three dimensions. The method allowed the development of both syntactic and semantic aspects of visual reasoning, enhancing the students’ visual repertoire. This constitutes an important strategy in the building of the cognitive abilities used in the architectural design process.
keywords Symmetry, Cognition, Computing, Visual reasoning, Design teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id 28dd
authors Bridges, Alan
year 1994
title Architectural Computing Education
doi https://doi.org/10.52842/conf.ecaade.1994.x.v5x
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, p. 226
summary Many papers at previous eCAADe conferences have discussed CAD curricula, but few have questioned the educational objectives of teaching CAD. I wish to use this short paper to discuss not only what should be taught but why and how it should be taught. Topics covered include: styles of teaching and learning; individual or group working; and principles versus practicalities.

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

_id 7d6c
authors Chapin, William L., Lacey, T. and Leifer, Larry
year 1994
title DesignSpace: A Manual Interaction Environment for Computer Aided Design DEMONSTRATIONS: Virtual Reality Multimedia
source Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems 1994 v.2 pp. 33-34
summary DesignSpace is a computer-aided-design (CAD) system that facilitates dexterous manipulation of mechanical design representations. The system consists of an interactive simulation programmed with a seamless extended model of the designer's physical environment and driven with continuous instrumentation of the designer's physical actions. The simulation displays consistent visual and aural images of the virtual environment without occluding the designer's sensation of the physical surroundings. Developed at Stanford University's Center for Design Research (CDR), DesignSpace serves as an experimental testbed for design theory and methodology research. DesignSpace includes significant contributions from recent CDR development projects: TalkingGlove, CutPlane, VirtualHand, TeleSign, and VirtualGrasp. The current DesignSpace prototype provides modeling facility for only crude conceptual design and assembly, but can network multiple systems to share a common virtual space and arbitrate the collaborative interaction. The DesignSpace prototype employs three head-tracked rear projection images, head-coupled binaural audio, hand instrumentation, and electromagnetic position tracking.
keywords Virtual Environment; Dexterous Manipulation; Interactive Simulation; Presence; Spatial Acoustics; Manual and Gestural Communication; Teleconference; Collaboration
series other
last changed 2002/07/07 16:01

_id ddss9420
id ddss9420
authors Christie, Colin Ian
year 1994
title User Interfaces and Systems for Remote Design Working on ISDN Systems
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper will discuss the requirements and possible configurations of user interfaces suitable for remote working multi-disciplinary design practices. Telecom companies throughout Europe are making heavy investments in digital communication technology (ISDN). The networks being created will form a standard method of high speed data transfer which can be readily accessed by any computer hardware platform. There are great opportunities for remote working by design groups, not simply sharing data but also interactive working and video communications. Digital communications provide the electronic arterial system to the new field of remote computing,whilst cheap and effective hardware and software support systems provide readily usable platforms on which to build remote multi-disciplinary design practices where the exploitation of specialistknowledge and skills is not limited by traditional methods of communication. ISDN networks allow real time video, voice and design software interaction - indeed, everything except the designer's physical presence. However as with all computer technology and indeed communications technology the user interface which gives access and control is vitally important. The user interface should provide the following features: be transparent to the user and simple and reliable to operate; allow an interactive window/s into the remote site's design information whatever the type of application being dealt with; carry out data compression, file transfer and file management procedures with minimum input from the user; cause no conflicts with design software or secondary applications;be able to access different platforms.
series DDSS
last changed 2003/08/07 16:36

_id 8708
authors Fernández, A., Bustinza, J. and Aranda, E.
year 1994
title The Electronic Aleph: Borges on the Virtual Studio
doi https://doi.org/10.52842/conf.ecaade.1994.x.g7d
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, p. 216
summary Current design process and communication in architecture are being challenged by the use of computing techniques.
series eCAADe
last changed 2022/06/07 07:50

_id de4c
authors Flemming, U., Coyne, R. and Snyder, J.
year 1994
title Case-based design in the SEED system
source K. Khozeimeh ed., Computing in Civil Engineering, Volume 1, Proceedings of the First Congress held in conjunction with the A/E/C Systems `94, Washington, DC, June 20-22, 1994, New York: American Society of Civil Engineers
summary We present the requirements for case-based design in a software environment to support the early phases in building design and outline an approach to satisfy them. We briefly discuss implementation issues and the larger information management context for the work.
series other
email
last changed 2003/04/23 15:50

_id a378
authors Friedell, M., Kochhar, S., Marks, J., Sistare, S. and Weitzman, L.
year 1994
title Cooperative design, Human-computer interaction, Interaction techniques, Graphical user interfaces, Design automation, Design methodologies, Automated design of graphical displays, Computer-aided design
source Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems 1994 v.2 pp.187-188
summary Computer-aided-design (CAD) systems are now used to design all kinds of artifacts, from jet fighters to works of art. A major challenge in the design of a CAD system itself is the user interface (UI). Developing the UI to a CAD system raises myriad questions about input devices and techniques, display devices and techniques, and the details of the dialogue that relates the two. But these questions are ancillary to one central question: what is the fundamental nature of the interaction between human and computer in the design process supported by the CAD system? Is the design activity essentially manual, with the computer playing the role of passive tool, like a pen or paintbrush? Or is the computer augmenting the human designer by actively restricting available design choices, or by playing the role of critic or "improver"? Or maybe the interaction paradigm is one of "interactive evolution," in which the computer is responsible for generating design alternatives, with the human merely choosing among choices suggested by the machine. Or perhaps the computer performs the design process completely automatically, with a final acceptance check being the only human contribution? The panelists will describe these different paradigms for human-computer cooperation in a set of related CAD systems and prototypes and discuss the conditions under which each paradigm might be most useful.
series other
last changed 2002/07/07 16:01

_id d7f4
authors Gross, M.D.
year 1994
title Roles for Computing in Schools of Architecture and Planning
source Journal of Architectural Education, Sep. 94, pp. 56-64
summary A successful effort to incorporate computing in a school of architecture and planning must satisfy varying student objectives and encompass a range of computing roles. This article reviews these roles and presents a case study of computing at the College of Architecture and Planning (formerly Environmental Design) at the University of Colorado at Boulder. Three categories of instruction make up the curriculum: Tool-using courses teach specific applications, tool-building courses focus on developing new design software, and design theory and methods courses provide rationale for specific computational approaches. Finally, strategies employed in developing this curriculum are discussed.
series journal paper
email
last changed 2003/04/23 15:14

_id d5b3
authors Knight, Michael and Brown, Andre
year 1999
title Working in Virtual Environments through appropriate Physical Interfaces
doi https://doi.org/10.52842/conf.ecaade.1999.431
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 431-436
summary The work described here is aimed at contributing towards the debate and development relating to the construction of interfaces to explore buildings and their environs through virtual worlds. We describe a particular hardware and software configuration which is derived by the use of low cost games software to create the Virtual Environment. The Physical Interface responds to the work of other researchers, in this area, in particular Shaw (1994) and Vasquez de Velasco & Trigo (1997). Virtual Evironments might have the potential to be "a magical window into other worlds, from molecules to minds" (Rheingold, 1992), but what is the nature of that window? Currently it is often a translucent opening which gives a hazy and distorted (disembodied) view. And many versions of such openings are relatively expensive. We consider ways towards clearing the haze without too much expense, adapting techniques proposed by developers of low cost virtual reality systems (Hollands, 1995) for use in an architectural setting.
keywords Virtual Environments, Games Software
series eCAADe
email
last changed 2022/06/07 07:51

_id ddss9462
id ddss9462
authors Liggett, Robert S. and Jepson, William H.
year 1994
title Implementing an Integrated Environment for Urban Simulation CAD, Visualization and GIS
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Using technology which has been adapted from military flight simulation hardware and software, researchers at UCLA's Graduate School of Architecture and Urban Planning are currently developing an integrated computing environment for Urban Simulation which includes a high-level visual simulation package, an industry standard CAD system, and a traditional two dimensional geographic information system and data bases. The focal point of the integrated system is a visual simulation engine which has been developed using Silicon Graphics' IRIS Performer application development environment. With this system, aerial photographs can be combined with street level video to efficiently create a realistic (down to plants, street signs and the graffiti on the walls) model of an urban neighbourhood which can then be used for interactive fly and walk-through demonstrations. Links have been established between this visual simulation system and AutoCAD to allow models (at varying levels of detail) to be generated using the CAD system and translated into the form required for the visualization system. Links between the GIS system (in this case ARC/INFO and ARCVIEW) and the visual simulation system provide the capability for dynamic query and display of information from the GIS data base in a real-time 3-dimensional format. Links between the CAD and GIS systems allow common base maps to be used for the GIS and modelling systems as well as automatic generation of 3-d form. While an earlier paper by the authors discussed proposed strategies for such an Urban Simulation System, this paper focuses on the results of actual implementation of these strategies, as well as the use of the system for modelling, exploration and display of alternative physical environments.
series DDSS
email
last changed 2003/08/07 16:36

_id e5d0
authors Lowe, John P.
year 1994
title Computer-Aided-Design in the Studio Setting: A Paradigm Shift in Architectural Education
doi https://doi.org/10.52842/conf.ecaade.1994.x.g6j
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, p. 230
summary The introduction of the personal computer in 1982 set forth a revolution that will continue to transform the profession of Architecture. Most architectural practices in America have embraced this revolution realizing the potentials of the computer. However, education seems to have been slower accepting the potentials and challenges of computers. Computer technology will change the design studio setting and therefore the fundamental way architects are educated. The Department of Architecture at Kansas State University has made a commitment to move toward a computer based design studio. In the fall of 1990, discussions began among the faculty to search for the placement of a computer studio within the five year program. Curriculum, staffing, and funding were issues that had to be overcome to make this commitment work. The strategy that was adopted involved placing the computer studio at the fourth year level in phase one. Phase two will progress as more staff are trained on the computer and course work was adapted to accommodate other year levels for a computer based design studios. Funding was a major obstacle. The decision was made to move from a position of being the primary suppliers of computing technology to one of support for student purchased computers. This strategy alleviated the department from maintaining and upgrading the technology. There was great enthusiasm and support from the faculty as a whole for the use of computers in the studio setting. However, the pedagogical impacts of such a change are just beginning to be realized.

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

_id ad0e
authors Mullet, Kevin E. and Sano, Darrell K.
year 1994
title Applying Visual Design: Trade Secrets for Elegant Interfaces TUTORIALS
source Proceedings of ACM CHI'94 Conference on Human Factors in Computing Systems 1994 v.2 pp. 353-354
summary This tutorial describes a number of fundamental techniques applied routinely in communication-oriented visual design. The orientation, process, training, and culture of the visual design disciplines (graphic design, industrial design, interior design, architecture) are essential components of effective interface design. Unfortunately, few software developers or human factors engineers receive any training in these disciplines. This tutorial describes important design rules and techniques internalized by every visual designer through coursework and studio experience. While mastery will indeed require extended practice, the techniques we describe are not difficult to understand and can be immediately applied to real-world problems. We draw our background, training, and influence from the rational, functional, information oriented perspective of the Modernist design ethic. Because all graphical user interfaces are communication systems, we believe their design should reflect these same values. Our tutorial is organized not along the traditional subdisciplines of color, typography, or ideation, but along the problems of graphical interface design as experienced in commercial software development. We describe basic design principles (the what and why), common errors, and practical techniques (the how) for each of the six major areas outlined below. (1) Elegance and Simplicity (2) Scale, Contrast and Proportion (3) Organization and Visual Structure (4) Module and Programme (5) Image and Representation (6) So What About Style?
series other
last changed 2002/07/07 16:01

_id 25f4
authors Reisman, S.
year 1994
title Multimedia computing: preparing for the 21st century
source Idea Group Publishing, Harrisburg, USA
summary Four sections sketch the main themes in multimedia: technology; application and use; application and development; end users. Each main theme is explained in a small collection of essays by different authors. Many of these essays present specific projects, whilst others simply sketch principal lines of development. The following topics are dealt with, for example: intellectual property, entrepreneurship and quality management in multimedia. Chapter 11 applies concepts from film theory to both video games and multimedia.
series other
last changed 2003/04/23 15:14

_id 1408
authors Resnick, M.
year 1994
title Turtles, Termites, and Traffic Jams: Explorations in massively parallel microworlds
source The MIT Press, Cambridge, MA
summary Mitchel Resnick's book is one of the very few in the field of computing with an interdisciplinary discourse that can reach beyond the technical community to philsoophers, psychologists, and historians and sociologists of science. -- Sherry Turkle, Professor, Program in Science, Technology, and Society, Massachusetts Institute of Technology "Resnick's work provides a rare glimpse of what I am sure will become a new paradigm for research in education." -- Seymour Papert How does a bird flock...
series other
last changed 2003/04/23 15:14

_id ddss9482
id ddss9482
authors Schmitt, Gerhard N.
year 1994
title Interaction with Architectural Cases in a Virtual Design Environment
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The prime business of architecture is change through design. While most architects will welcome any tool which supports this activity with minimal effort, they will not embrace a tool which either seems to automate design or requires major efforts to understand and use. Conventional databases - be it in the form of books or computer applications - are normally in a serving function to support the activity of design and to provide reference. Visual databases have a long history in architecture in the form of drawings, photographs and, more recently, computer-captu-red or computer-generated images. Whereas the first computer-based image libraries closely followed the existing paradigm of existing paper-based libraries, new developments both in software and in computing media offer different opportunities. Knowledge-based and case-based descriptions of architectural features increasingly replace the traditional, passive representations. While in the past these images were subject to more or less random interpretations, the new computer-based images are only one representation of a model which includes many other aspects. The visual aspects of a building are thus no longer restricted to the finished drawing, but new representations of the abstractions of a building become possible. True and direct interaction with visually presented objects thus becomes a reality. The paper presents a prototype of a visual database in a virtual design environment in its critical aspects: (i) the architectural content and representation of such a database and the criteria for the cases in it, (ii) the enabling computing and software environment, and (iii) three practical applications. The prototype is presently being implemented in the Architectural Space Laboratory (ASL) in the Department of Architecture at ETh Zurich.
series DDSS
email
last changed 2003/08/07 16:36

_id f10f
authors Shiffer, M. J.
year 1994
title A Geographically-Based Multimedia Approach to City Planning
source Human Factors in Computing Systems. C. Plaisant. New York, Association for Computing Machinery, pp. 265-266
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 6058
authors Smulevich, Gerard
year 1994
title The Electronic Bauhaus
doi https://doi.org/10.52842/conf.acadia.1994.197
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 197-208
summary This paper describes the use of electronic space in a fourth year undergraduate architectural design studio. It attempts to address the importance of developing a design process that is redefined by the use of computing, integrating concept and perception. This goal is set in the studio exercise, an international student design competition to design an addition to the school of architecture at the original Bauhaus/Weimar. The studio involved re-evaluating the Bauhaus principles of integrating the artist and the craftsman, but in contemporary or post-industrial terms. In 1989 the Wall came down. Seamless access of western telecommunications and media became greatly responsible for the crumbling of the rigid machine-age soviet technocracy; and with it, the former east German city of Weimar, home to the first Bauhaus, was once again a living part of architectural history. When the Association of Collegiate Schools of Architecture announced an international student competition to design a new addition to the school of architecture at the original Bauhaus/Weimar, we immediately decided that this should be an Electronic Bauhaus.
series ACADIA
email
last changed 2022/06/07 07:56

_id 952f
authors Soloway, E., Guzdial, M. and Hay, K.
year 1994
title Learner-Centered Design: The Challenge for HCI in the 21st Century
source Interactions , no. April (1994): 36-48
summary In the 1980's a major transformation took place in the computing world: attention was finally being paid to making computers easier-to-use. You know the history: in the 1970's folks at Xerox were exploring so-called personal computers and developing graphical, point-and-click interfaces. The goal was to make using computers less cognitively taxing, there- by permitting the user to focus more mental cycles on getting the job done. For some time people had recognized that there would be benefits if users could interact with computers using visual cues and motor movements instead of testu- al/linguistic strings. However, computer cycles were costly; they could hardly be wasted on supporting a non-textual interface. There was barely enough zorch (i.e., computer power, measured in your favorite unit) to simply calculate the payroll.
series journal paper
last changed 2003/04/23 15:50

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