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 20 of 352

_id ddss9476
id ddss9476
authors Porada, Mikhael and Porada, Sabine
year 1994
title "To See Ideas" or The Visualizing of Programmatic Data Reading Examples in Architecture and Town Planning
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Whether images are still in the mind, metaphors, sketches or icons, they play a crucial role. They have always been the heuristic pivot around which the process of artefact design organizes itself, particularly in architecture and town-planning. "To see ideas" through computer ideograms is to experiment an interesting and new direction for "pictural approach" supported design. Cognitive psychology emphasizes the important part played by mental images in reasoning, imagination in the working of human intelligence and the construction of mental images as cognitive factors underlying reasoning. It also points out how close computerized objects and mental schemata are. "To reason over a situation is first to remember or build some mental models of this situation; second to make those models work or simulate them in order to observe what would happen in different circumstances and then verify whether they fit the experiment data; third to select the best model, a tool meant to sustain and amplify the elaboration of mental models, which is a spontaneous activity". We introduce our exploration of the direct transmission of mental models through computer ideograms. We study the "operative" and the "expressive" aspects, and this allows us to analyze how some aspects in a field of knowledge are represented by ideograms, schemata, icons, etc. Aid to imagination, reasoning and communication by means of a graphic language must be limited to some figurative relevant aspects of the domain considered; it should not aim at a realistic simulation. Therefore, the important role played by icons and the spatial schematic representation of knowledge is emphasized. Our hypothesis is that an architectural concept does not result from an inductive process, but rather is built to solve problems through the direct representation of ideas with ideograms. An experiment was conducted with a graphic language, a dynamic scenography and actor-objects. The language allows one to build and visualize models from the various domains of knowledge of the object. The dynamic scenography can explore and simulate kinetically those models by means of staging various narrations and visual scenarios. The actor-objects play various and complementary parts in order to make the image explicit and link it with the concept. We distinguish between two parallel levels of reality in computer ideographics: one concerns the model, it represents the visualization of a graphic model at a particular moment and according to a particular representation, the other concerns the ideogram.
series DDSS
last changed 2003/08/07 16:36

_id a887
authors Kaplan, Nancy and Moulthrop, Stuart
year 1994
title Where No Mind Has Gone Before: Ontological Design for Virtual Spaces Papers
source Proceedings of the ECHT'94 European Conference on Hypermedia Technologies 1994 pp. 206-216
summary Hypermedia designers have tried to move beyond the directed graph concept, which defines hypermedia structures as aggregations of nodes and links. A substantial body of work attempts to describe hypertexts in terms of extended or global spaces. According to this approach, nodes and links acquire meaning in relation to the space in which they are deployed. Some theory of space thus becomes essential for any advance in hypermedia design; but the type of space implied by electronic information systems, from hyperdocuments to "consensual hallucinations," requires careful analysis. Familiar metaphors drawn from physics, architecture, and everyday experience have only limited descriptive or explanatory value for this type of space. As theorists of virtual reality point out, new information systems demand an internal rather than an external perspective. This shift demands a more sophisticated approach to hypermedia space, one that accounts both for stable design properties (architectonic space) and for unforeseen outcomes, or what Winograd and Flores call "breakdowns." Following Wexelblat in cyberspace theory and Dillon, McKnight, and Richardson in hypermedia theory, we call the domain of these outcomes semantic space. In two thought experiments, or brief exercises in interface design, we attempt to reconcile these divergent notions of space within the conceptual system of hypermedia.
keywords Spatial Hypertext; Interface Design; Information Mapping; Navigation
series other
last changed 2002/07/07 16:01

_id 61a4
authors Parsons, Peter W.
year 1994
title Craft and Geometry in Architecture: An Experimental Design Studio Using the Computer
doi https://doi.org/10.52842/conf.acadia.1994.171
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 171-176
summary Craft is one of the main aspects of architecture that accounts for its strong corporeal presence. The Computer used as a geometry machine lacks such tectonics. The predominant means for bringing a sense of materiality to its geometric constructions is through rendering, and in this respect the computer is not significantly different from geometric drawing. One need only recall the beautifully rendered drawings of the Beaux-Arts for a comparison. With the rise of modern architecture such 'paper' architecture was voraciously denounced in the cause of relating architectural production more closely with crafted production. Even now the interest in craft has persisted despite postmodern criticism. Therefore, a means for bringing a greater sense of craft to computer-aided design seems desirable. The architectural studio discussed in this paper was initiated partly for this purpose by intentionally confronting the computer's proclivity to move its users away from craft toward geometry, while at the same time taking advantage of its capabilities as a geometry machine. Craft can best be understood by practicing it. Consider, for example, the use of a chisel in woodwork. As one applies force with it, one can feel the resistance of the material. Carving with the grain feels differently than carving against or across it. Carving a piece of maple feels differently than carving a piece of pine. If one presses too hard on the chisel or does not hold it at the precise angle, there is a great risk of creating an unwanted gouge. Gradually with practice the tool feels as if it is an extension of the hand that holds it. it becomes an extension of the body. One can feel the physical qualities of the wood through it. Like a limb of the body its presence can become transparent and one can learn about what one feels through it. It can imprint a memory in the mind that comes to the brain, not through the eyes alone, but through the tactile senses. On the other hand it is tiring to use a chisel for an extended period of time. One's body begins to ache and, as the body tires, the risks of making an unwanted mistake increase. Furthermore, because a tool becomes wedded to the body, it is almost impossible to use more than one tool at a time unless they are being used in conjunction with one another as one might use two limbs of the body together. On a computer one can never 'feel' an object, the image of which is on the screen, in the same manner that one can feel with a chisel the material upon which one is working. One becomes particularly aware of this when creating a 3D computer model of a hand tool. One wants to hold it, not just look at it. Thus the artifice of the object created by means of the computer becomes very apparent, because the 'tool' has not yet taken on the qualities of a tool, although it has taken on the appearance of one.
series ACADIA
last changed 2022/06/07 07:59

_id 5dff
authors Bricken, M.
year 1994
title Virtual Worlds: No Interface to Design
source Cyberspace - First Steps, M.Benedikt ed, MIT Press
summary In a virtual world, we are inside an environment of pure information that we can see, hear, and touch. The technology itself is invisible, and carefully adapted to human activity so that we can behave naturally in this artificial world. We can create any imaginable environment and we can experience entirely new perspectives and capabilities within it. A virtual world can be informative, useful, and fun; it can also be boring and uncomfortable. The difference is in the design. The platform and the interactive devices we use, the software tools and the purpose of the environment are all elements in the design of virtual worlds. But the most important component in designing comfortable, functional worlds is the person inside them. Cyberspace technology couples the functions of the computer with human capabilities. This requires that we tailor the technology to people, and refine the fit to individuals. We then have customized interaction with personalized forms of information that can amplify our individual intelligence and broaden our experience. Designing virtual worlds is a challenging departure from traditional interface design. In the first section of this chapter I differentiate between paradigms for screen-based interface design and paradigms for creating virtual worlds. The engineer, the designer, and the participant co-create cyberspace. Each role carries its own set of goals and expectations, its own model of the technology's salient features. In the second section of the chapter I address these multiple perspectives, and how they interrelate in the cooperative design process. In conclusion, I consider broader design issues, including control, politics, and emergent phenomena in cyberspace.
series other
last changed 2003/11/21 15:16

_id ddss9415
id ddss9415
authors Cajati, Claudio
year 1994
title Innovative Expert Systems With Hypertextual User Interfaces: A Special Support for the Building Recovering Project
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In this paper, first of all a short account on the peculiarity of knowledge in the domain of Architectural and Building Project, particularly in the Building Recovering Project is given. Thatmeans to focus the concept of "degree of authority" of different types of knowledge with regard to project: regulations; specialist literature having in practice the value of self-regulation; technical updating; exemplary design cases; warnings; analysis methods; heuristics; orientating references. Consequently, the different roles of two basic design & decision support systems, that is expert systems and hypertexts, are considered. The former seem to be quite fit for representing information and knowledge linked to a clear "authority", the one of experts in a certain domain; the latter seem to be quite fit for illustrating the interdisciplinary complexity, different historicinterpretations, various analogous references, and so on. Afterwards, the limits of expert systems based on the logic "true-false" are underlined, and the perspective of expert systems based on more sophisticated and appropriate rules and metarules is proposed. At last, the possible structure of such an innovative expert system, with a hypertextual interface, in the domain of Building Recovering Project is exemplified.
series DDSS
email
last changed 2003/08/07 16:36

_id fc3c
authors Hoppe, H., DeRose, T.D., DuChamp, T., Halstead, M., Jin, H., McDonald, J., Schweitzer, J. and Stuetzle, W.
year 1994
title Piecewise smooth surface reconstruction
source A. S. Glassner, (ed), Computer Graphics (Siggraph'94 proc.), Annual Conference Series, pp 295-302, July 1994
summary We present a general method for automatic reconstruction of accurate, concise, piecewise smooth surface models from scattered range data. The method can be used in a variety of applications such as reverse engineering - the automatic generation of CAD models from physical objects. Novel aspects of the method are its ability to model surfaces of arbitrary topological type and to recover sharp features such as creases and corners. The method has proven to be effective, as demonstrated by a number of examples using both simulated and real data. A key ingredient in the method, and a principal contribution of this paper, is the introduction of a new class of piecewise smooth surface representations based on subdivision. These surfaces have a number of properties that make them ideal for use in surface reconstruction: they are simple to implement, they can model sharp features concisely, and they can be fit to scattered range data using an unconstrained optimization procedure.
series other
last changed 2003/04/23 15:50

_id ddss9446
id ddss9446
authors Horgen, Turid
year 1994
title Post Occupancy Evaluation as a Strategy to Develop an Improved Work Environment
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary A post-occupancy evaluation is a formal way of finding out whether a recently occupied, remodelled, or built environment is performing, as was intended in its programming or design, and a term which has been developed in the professional field in the United States over the last 20 years. The Scandinavian approach to the same question has emphasised surfacing the values of the users of the work environment as a tool for a more comprehensive approach to space planning and design. A recent case-study of the Taubman Building at Harvard University's John F. Kennedy School of Government was aimed at blending the two strategies for evaluation, defined postoccupancy evaluation as a dialogue with the client, as a process to help the client reflect on spatial and technological improvements, or alternate strategies for organisational locations in buildings, and offers an interesting example of a possible future direction for POE's. Sheila Sheridan, Director of Facilities and Services at the Kennedy School, commissioned the case-study, and has been using it result in her daily work. Jacqueline Vischer, who has developed a survey of seven key dimensions of work-place comfort for commercial office buildings throughout eastern North America, and Turid Horgen, who has developed tools for participatory environmental evaluation and programming, widely used in Scandinavia, carried out the study and facilitated the evaluation process. The study is also done in the context of the ongoing research on these issues in the design Inquiry Group at the School of Architecture and Planning at MIT, which is involved in a larger program for developing strategies and tools for more effective programming and management of corporate space. This research defines the workplace environment as the interaction between four dimensions: space, technology, organisation and finance. Our approach is to integrate programming and evaluation with organisational planning and organisational transformation.Post occupancy evaluation is seen as a way to inform the client about his organisational culture as he manages the fit between a facility and its uses, and as one of several tools to bridge the frameworks and viewpoints and the many "languages" which are brought into the decision making process of designing the built environment.
series DDSS
last changed 2003/08/07 16:36

_id ddss9422
id ddss9422
authors Daru, Roel and Snijder, Philip
year 1994
title Sketch-Trigger: A Specification for a Form Generator and Design Analysis Toolbox for Architectural Sketching
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary In order to develop design and decision support techniques in the early sketch design phases, weshould (1) experience and (2) observe real behaviour in practice, (3) transform observations intoideas for improvement, (4) develop behaviour models to explain the sketch design activities and(5) to evaluate between the proposals, (6) decide between the alternatives, (7) implement theselected option in a supporting tool. Our paper reports about the results of step 3 in particular inthe first phase of a Ph D project, started this year. Our main objective is to amplify the effects ofthe sketch as a very effective instrument to generate original forms and to stimulate the mind to discover new shapes and meanings in the roughly sketched patterns. Instead of considering the sketch only as a representation of what the designer has in mind as is usually assumed in CAD systems, we see sketching as form activation. Thus, we want also to offer triggering images to spark off the imagination of the designer while generating images which are practically impossibleto create by hand and certainly not at short notice. The main improvement proposed is the use of an evolutionary form breeding system: one or more sketched parent images (either ready-made'partis' or basic schemes drafted by the designer) presented in the centre of the screen, will generate surrounding mutated children as defined at random but constrained by default or customization of the available transformations. By selecting one or more children a next generation will be produced in the same way. At all times the designer can introduce or reduce constraints. To complete the usually offered 'classical' symmetrical, spatial and logical operations,we want to introduce dis-functional operations like dislocation, explosion, deformation, anti-logic etc, in short all kinds of antagonistic operations, among them the transformations applied indeconstructionist and post-modern design. Our expectation is that these operations will correspond roughly to the 'move' pertaining to a design entity as the operational unit most appropriate for design behaviour research, in particular the analysis of the chunking and parsing behaviour of the designer. The applicability of the 'move' approach has been shown experimentally by Habraken and others. Goldschmidt has abandoned the usual typology approach of protocolanalysis based on moves and concentrated on the linking of moves, but has been hampered by the lack of a good representational instrument. This brings us to the representation of moves and linkages as a research instrument. The 'linkograph' approach as proposed by Goldschmidt is a first step towards a graphical representation of the designers associative reasoning mode, necessary for tracking the heuristics of designers at the most basic level, but its practical implementation remained as yet incredibly laborious. What is proposed here is an instrument and approach which makes such registration and analysis possible within a structured software environment.
series DDSS
email
last changed 2003/08/07 16:36

_id 8822
authors Jakimowicz, Adam
year 1994
title Abstract Modelling - Forming and Exploring
doi https://doi.org/10.52842/conf.ecaade.1994.x.o5l
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. 214
summary Architectural design is always concerned with form to things. It is the sphere or action where meanings are to be expressed and further on - received (by a receiver), felt, understood. "Meanings" mean not only rational information. The matter is to reach the essence and to master ways appropriate to expose and interprete it. Quality of the form decides whether architectural or any work is worth attention or not and to what degree. Form is an attribute of a thing. It is form that "speaks". This linguistic metaphore shows one of natural, inborn features of things and states. However, questions appear: 1. Does everything have form? 2. Is the form an objective term? 3. What limitations of the definition of the form to accept- if any? The friendly environment for creating form consists of conscious intentions plus open mind. Rules are certain, but liquid. Every formal communication system may be widened individually. The only limitation is to be received according to intentions. So, incredibly, the infinite number of combinations, even within one system, may be possible.

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

_id ddss9448
id ddss9448
authors Kane, Andy and Szalapaj, Peter
year 1994
title Intuitive Analysis as Mediator Between Concept and Representation
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Representation in Computer Aided Architectural Design Systems has to date largely focused on the presentation of the end product of design activity, namely the ultimate built form. In thisrespect, 3-dimensional representations traditionally associated with CAAD visualization have relied heavily upon verisimilitude for their efficacy, and have therefore necessitated high levels of dimensional accuracy together with exhaustive description, both of which are absent in the early stages of design formulation. This paper investigates the desired structure of a computational design formulation system which is based, not upon the representation (or presentation) of ultimate form, but instead upon the representation of architectonic ideas resident in the designer's mind, which are central to the organization and generation of proposals. These ideas are of two kinds: conceptual generators, both poetic and architectonic, and the organizational parti or schematic proposals, which embody them. The representation of ideas rather than end form has two primaryobjectives. Firstly, it enables the designer's realization and clarification of concept or parti, and secondly, but most importantly, it enables the designer to critically assess these ideas in relation tothe contextual situation and brief. The computational representation must be structured in a manner which supports the designer's intuitive critical assessment of it, to in turn induce a modification and development of the initial design ideas. Repeated transformation, representation, and intuitive analysis, can then continue in a cyclical manner until an end proposal is achieved. Intuitive analysis, which becomes the mediator between idea and representation, is itself computationally supported by the dual methodologies of comparative and modal superimposition. Superimposition of previous with present representation (either in two or three dimensions)enhances comparative assessment of design developments. Modal analysis, on the other hand, facilitates the superimposition of schematic representations of modes of design thought (circulationpattern with volumetric arrangement, say) in order to intuitively assess their interaction or conflict.
series DDSS
email
last changed 2003/08/07 16:36

_id da35
authors Liu, Y.T.
year 1994
title Some Phenomena of seeing shapes in design
source Design Studies, v 16, n 3, pp. 367-385
summary This paper is a look at some of the pyschological results that suggest how shape emergence manifest itself in the human mind. The first interesting result goes back to top down expectation guiding recognition. Some experimental suggest that it is easier (quicker) to recognize shapes which we have some alternate mental familiarity. (I.E. verbal, structural descriptions). So if we can easily say a shape then we can easily discern it as an emergent shape. The paper then goes on to discuss the definition of emergent subshapes and gives various authors definitions of what makes up and emergent shape. One interesting classification is the difference between explicit and implicit emergent shapes made by Mitchell. This difference amounts to a fine line between imagination and emergence. The results of an experiment between experienced and in-experienced designers is discussed. The results suggest that experienced designers are able to find more emergent shape than non experienced designers. From these results and from the opinions of others, the author goes on to specify 3 phenomena related to emergent recognition. The first is as above that it is easier to see shapes with which we are familiar. Second from this, the harder shapes are found after the initial period. Third, from the first two, time is required to find more subshapes. The author then searches for an explanation of this phenomena. He suggests that the underlying cause is related to an experience person having a lower threshold of what it is to be a member of a shape. When seeing an L shape the experienced design is likely to consider it also a square, because his requirement for the set of features which must be present for some object to be a considered a square is a smaller set than the inexperienced. While the author suggests that this is a phenomena it is actually an hypothesis. An alternate hypothesis may be that top down inhibitions effect the bottom up performance of the inexperienced design more because of different representation.
series journal paper
email
last changed 2003/04/23 15:14

_id abb0
authors Sabater, Txatxo and Gassull, Albert
year 1994
title On Digital Press
doi https://doi.org/10.52842/conf.ecaade.1994.121
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. 121-126
summary Our contribution paper is divided in two parts, the first one is about our experience in building up a CD ROM on Cerda's theory, and the second is a daring -corresponding to our ignorance-, is a suggestion. To publish on a digital support it is necessary to clear one's mind. On Production. The nature of the documents, its origin. Order and division of labour. Some notes about the way to produce it. General documentation management. On critical paths. Digital Press. Towards an ECAADE Digital Press?

series eCAADe
last changed 2022/06/07 07:56

_id cc19
authors Glennie, William L.
year 1994
title Europe '94 - A Visitor's Report on the State of CAAD in Education
doi https://doi.org/10.52842/conf.ecaade.1994.x.s5h
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. 262
summary During May, June and July of this year, I had the pleasure of visiting twelve institutions across Europe where computers are being used in the teaching of Architecture. There are as many different approaches to the incorporation of computers in the curriculum as there are places, and they all have some degree of success. My greatest surprise was the large size of these Schools, even in relatively small countries. Dealing with a huge number of students makes any kind of mandatory computer instruction almost impossible. In spite of all difficulties, enthusiasm and willingness to work directly with students was the single most important characteristic in the faculty and staff who are having the greatest success. Support staff dedicated to the maintenance of equipment and software were provided at most of the institutions. For those who do not have this benefit it is critical to relieve the teaching and research faculty of the need for these time-consuming tasks. Formal research activities are not essential to effective education. The process of setting up such efforts is again a distraction from the more important job of teaching. If research projects grow naturally out of the curriculum, they may be pursued without impeding instruction. Most serious of all, there is a substantial lack of communication and cooperation among these schools, and by implication, among all of the other schools in Europe. The mechanism of annual conferences held by ECAADE is insufficient to exchange information and interests. There were several occasions when I mentioned work that was being carried out at one place that would match very nicely with efforts at another. However, it is clearly impossible for any one school to spearhead this kind of collection and coordination of activities. The only appropriate organisation for this kind of exchange would be a centralised service initiated and maintained by the European Community. It is very important that such a body does not attempt to limit or direct the work of individual schools, rather simply serves as a clearinghouse through which the various groups can benefit from each other's work, to the mutual benefit of all.
series eCAADe
email
last changed 2022/06/07 07:50

_id ddss9441
id ddss9441
authors Hammond, Barbara
year 1994
title Computer Aided Urban Design
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary The product of the Urban Design process in the public sector in the UK is usually a briefing document of some kind which communicates design ideas in outline both to the lay public and to private developers. The problem with briefing effectively is that outline expression of ideas does not provide a strong basis for negotiation with developers; the temptation therefore is to work up one proposal in detail and to present it as the only option. This type of prescriptive briefing may be successful in situations where the public body has control over the land, the economy is buoyant and the site has a simple context. Its problems are that it is labour intensive, so some areas are covered in detail, others not at all; it is seen as restrictive by developers, so may create a climate of conflict rather than certainty; it is not responsive to change; it covers specific sites thoroughly but does not deal well with large, complex areas; on large sites it tends towards a homogeneous environment whereas the nature of towns and cities is pluralistic and heterogeneous; it confines the Urban Designer to site specific work rather than allowing concentration on the whole urban system. Urban Designers at the London Docklands Development Corporation felt that CAD might present some answers to these problems in facilitating an iterative, interactive briefing process which could respond quickly to change; whereby varying options for development could be investigated fully but quickly and resource-efficiently; which could be used to communicate design ideas effectively to non-professionals; which could help to make negotiation with developers more effective, less confrontational; which could deal with large, complex sites effectively. The idea was that a piece of city could be modeled on the computer and an urban design study would then be carried out on it which would test varying options for development, resulting in an outline, but three dimensional, model for an area which could be used in three ways: as a briefing tool, as part of a marketing exercise and as a tool to aid effective negotiation and consultation at the planning stage. A pilot project was carried out on a set of development sites at East India Dock and, following the success of this, a full study was carried at Surrey Quays Centre. The paper describes these projects and discusses both their products and their effect on the developmentprocess as aids in decision making.
series DDSS
last changed 2003/08/07 16:36

_id 0726
authors Kadysz, Andrzej
year 1994
title CAD the Tool
doi https://doi.org/10.52842/conf.ecaade.1994.x.k7r
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. 212
summary What is the role of CAAD as a tool of architectural form creation ? We used to over-estimate the role of computer as significant factor of design process. In fact it serves only to produce technical documentation and to visualise designed buildings. We usually use CAAD to record ideas, not to create designs. We use it like more complex pencil. But it is unsuitable for conceptual design , with imperceptible influence on idea definition. Its practical usefulnes is limited. I would like to consider and find out reasons of that state, present some conclusions and ideas on computer aided architectural form creation. Many tools were invented to extend posibilities of human body or intellect. Microscop and telescop are extensions of human eye. Which organ is extended by computer (especially by CAAD)? CAAD with high developed function of visualising of the object beeing designed seems to be an extension of architect's imagination. It is beeing used to foresee visual efects, to check designed forms, to see something what we are not able to imagine. It performes the role of electronic modeler. Real model and virtual model - the medium of presentation is diferent but ways of using them are similar . Dislocation of place where we build model is not a big achievement, but potential possbilities of CAAD in modeling are almost unlimited (?). What are special features of CAAD as a modeling tool? First we have to consider what is indispensible when building a model: to embody idea. To do this we need space, substance and tools. In architectural design practice space is a real site with definite climate, neigbourhood, orientation. Substance that we shape is an archiectural form composed of many difrent elements: walls, windows, roof, entry, ... , proportions, rhythm, emotions, impresions... The tool is: our knowledge, imagination, talent, experience, norms, law and drawing equipment. Working with the computer, making virtual model, we have many of mentioned elements given in structure of CAAD program and interpreted by it. But many of them have different character. Making traditional dummy of building we operate on reality which is manually accessible. In case of computer model we operate on information. Space, substance and tool (- program) are informations, data. Human being is not an abstract data processor, but creature that lives non stop in close, direct, sensual contact with nature. By this contact with enviroment collects experiences. Computer can operate on digital data that is optionally selected and given by user, independent upon enviromental conditions. Usually architecture was created on basis of enviroment, climate, gravity. But these do not exist in CAAD programs or exist in the symbolic form. Character of these conditions is not obvious. We can watch demeanour of objects in gravity but it can be also antigravity. In theory of systems everything is considered as a part of biger system. In "virtual" reality (in computer space) we deal with accurences which are reduced to abstract level, free upon terms or connections. We work with our CAAD software using geometric space whithout any other principle.

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

_id 2292
authors Kühn, Christian and Herzog, Marcus
year 1994
title On the Role of Hypermedia in Architectural Design Education
doi https://doi.org/10.52842/conf.ecaade.1994.115
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. 115-120
summary Teaching architectural design is not primarily concerned with presenting a body of knowledge analytically, but rather with influencing the way students act in a design situation. Previous design cases play an important part in this process, as they provide students with sets of objectives and corresponding solution patterns. Nevertheless, one of the main problems with using precedents in the design studio is that students take them rather as models to be copied than as starting points for their own research. To overcome this problem, the representation of design cases has to be improved. Our thesis is that in architectural design the structure of a case base of design precedents relies to a large extent on the various, and often conflicting, interpretations of precedents that are provided by architectural theory and discourse. Within a theory of design where exploration is the dominant strategy, we propose a method of using design cases and design theories in an integrated way. Through the use of hypermedia as a medium for representation of design cases, the process of looking for information can be based on the same metaphor as the design process itself.
series eCAADe
last changed 2022/06/07 07:52

_id 7475
authors Laurel, B., Strickland, R. and Tow, R.
year 1994
title Placeholder: Landscape and Narrative In Virtual Environments
source ACM Computer Graphics Quarterly Volume 28 Number 2 May
summary The idea of using virtual reality for entertainment purposes is actually quite recent in the history of VR technology. Early VR entertainment applications, appearing in the late 1980s, were extensions of the existing "serious" application of flight simulation training. The other branch of flight - simulator technology - motion platforms used in synchronization with motion video or animation - was much more amenable to the theme park environment. These systems, of which Star Tours is the best known, trade off individual viewpoint control and the sense of agency for thrilling, finely calibrated effects and the optimization of "throughput" - that is, getting the most people through the ride in the least time. Second to motion-platform rides in this regard are networked pods, as used in Virtual World Entertainment systems (previously Battletech). "Classic" virtual reality, with head-mounted displays and various forms of body tracking, are especially problematic in theme park environments for several reasons. It takes time to get the gear onto the participants. Only a handful of people can experience the attraction simultaneously (although a much larger audience might watch what the people "inside" the VR are doing). A hard-driving plot with distinct beginning, middle, and end is a great way to control how long an experience takes, but "classic" VR is inimical to this kind of authorial control - it works best when people can move about and do things in virtual environments in a relatively unconstrained way.
series journal paper
last changed 2003/04/23 15:50

_id ebb2
authors Proctor, George
year 2000
title Reflections on the VDS, Pedagogy, Methods
doi https://doi.org/10.52842/conf.acadia.2000.015.2
source ACADIA Quarterly, vol. 19, no. 1, pp. 15-16
summary After having conducted a Digital Media based design studio at Cal Poly for six years, we have developed a body of experience I feel is worth sharing. When the idea of conducting a studio with the exclusive use of digital tools was implemented at our college, it was still somewhat novel, and only 2 short years after the first VDS- Virtual Design Studio (UBC, UHK et.al.-1993). When we began, most of what we explored required a suspension of disbelief on the part of both the students and faculty reviewers of studio work. In a few short years the notions we examined have become ubiquitous in academic architectural discourse and are expanding into common use in practice. (For background, the digital media component of our curriculum owes much to my time at Harvard GSD [MAUD 1989-91] and the texts of: McCullough/Mitchell 1990, 1994; McCullough 1998; Mitchell 1990,1992,1996; Tufte 1990; Turkel 1995; and Wojtowicz 1993; and others.)
series ACADIA
email
last changed 2022/06/07 08:00

_id ca57
authors Reid, Elizabeth
year 1994
title Cultural formations in text-based virtual realities
source University of Melbourne
summary Beginning with an understanding of virtual reality as an imaginative experience and thus a cultural construct rather than a technical construction, this thesis discusses cultural and social issues raised by interaction on 'MUDs', which are text-based virtual reality systems run on the international computer network known as the Internet. MUD usage forces users to deconstruct many of the cultural tools and understandings that form the basis of more conventional systems of interaction. Unable to rely on physical cues as a channel of meaning, users of MUDs have developed ways of substituting for or by-passing them, resulting in novel methods of textualising the non- verbal. The nature of the body and sexuality are problematised in these virtual environments, since the physical is never fixed and gender is a self-selected attribute. In coming to terms with these aspects of virtual interaction, new systems of significance have been developed by users, along with methods of enforcing that cultural hegemony through power structures dependent upon manipulation of the virtual environment. These new systems of meaning and social control define those who use MUDs as constituting a distinct cultural group.
keywords Subject Social Evolution; Virtual Reality; Interactive Multimedia; Internet
series thesis:MSc
email
last changed 2003/02/12 22:37

_id 8ea2
authors Simondetti, Alvise
year 2002
title Computer-generated physical modelling in the early stages of the design process
source Automation in Construction 11 (3) (2002) pp. 303-311
summary This paper illustrates some of the opportunities arising from the introduction of computer-generated physical modelling1 in the early stages of the architectural design process. The use of this technology in the design process differs from previous research and practise in that it looks at the use of computer-generated physical modelling recursively in design process rather than as a means to create a final presentation model [W.J. Mitchell, M. McCullough, Digital Design Media, Van Nostrand Reihnold, New York, 1994]. Previous research in the field by the author identified recursive strategy in the design process as the area in which computer-generated physical modelling offers unique opportunities to the designer. Three unique advantages in the use of computer-generated physical modelling technology are illustrated by three case studies. These advantages are: (1) understanding kinetic design, (2) understanding design involving complex geometry and (3) understanding design at the interface with the human body.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:23

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