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 361

_id 06e1
authors Keul, Alexander
year 1996
title LOST IN SPACE? ARCHITECTURAL PSYCHOLOGY - PAST, PRESENT, FUTURE
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary A methodological review by Kaminski (1995) summed up five perspectives in environmental psychology - patterns of spatial distribution, everyday “jigsaw puzzles”, functional everyday action systems, sociocultural change and evolution of competence. Architectural psychology (named so at the Strathclyde conference 1969; Canter, 1973) as psychology of built environments is one leg of environmental psychology, the second one being psychology of environmental protection. Architectural psychology has come of age and passed its 25th birthday. Thus, a triangulation of its position, especially in Central Europe, seems interesting and necessary. A recent survey mainly on university projects in German-speaking countries (Kruse & Trimpin, 1995) found a marked decrease of studies in psychology of built environments. 1994, 25% of all projects were reported in this category, which in 1975 had made up 40% (Kruse, 1975). Guenther, in an unpublished survey of BDP (association of professional German psychologists) members, encountered only a handful active in architectural psychology - mostly part-time, not full-time. 1996, Austria has two full-time university specialists. The discrepancy between the general interest displayed by planners and a still low institutionalization is noticeable.

How is the research situation? Using several standard research data banks, the author collected articles and book(chapter)s on architectural psychology in German- and English-language countries from 1990 to 1996. Studies on main architecture-psychology interface problems such as user needs, housing quality evaluations, participatory planning and spatial simulation / virtual reality did not outline an “old, settled” discipline, but rather the sketchy, random surface of a field “always starting anew”. E.g., discussions at the 1995 EAEA-Conference showed that several architectural simulation studies since 1973 caused no major impact on planner's opinions (Keul&Martens, 1996). “Re-inventions of the wheel” are caused by a lack of meetings (except this one!) and of interdisciplinary infrastructure in German-language countries (contrary to Sweden or the United States). Social pressures building up on architecture nowadays by inter-European competition, budget cuts and citizen activities for informed consent in most urban projects are a new challenge for planners to cooperate efficiently with social scientists. At Salzburg, the author currently manages the Corporate Design-process for the Chamber of Architecture, Division for Upper Austria and Salzburg. A “working group for architectural psychology” (Keul-Martens-Maderthaner) has been active since 1994.

keywords Model Simulation, Real Environments
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2005/09/09 10:43

_id 48a7
authors Brooks
year 1999
title What's Real About Virtual Reality
source IEEE Computer Graphics and Applications, Vol. 19, no. 6, Nov/Dec, 27
summary As is usual with infant technologies, the realization of the early dreams for VR and harnessing it to real work has taken longer than the wild hype predicted, but it is now happening. I assess the current state of the art, addressing the perennial questions of technology and applications. By 1994, one could honestly say that VR "almost works." Many workers at many centers could doe quite exciting demos. Nevertheless, the enabling technologies had limitations that seriously impeded building VR systems for any real work except entertainment and vehicle simulators. Some of the worst problems were end-to-end system latencies, low-resolution head-mounted displays, limited tracker range and accuracy, and costs. The technologies have made great strides. Today one can get satisfying VR experiences with commercial off-the-shelf equipment. Moreover, technical advances have been accompanied by dropping costs, so it is both technically and economically feasible to do significant application. VR really works. That is not to say that all the technological problems and limitations have been solved. VR technology today "barely works." Nevertheless, coming over the mountain pass from "almost works" to "barely works" is a major transition for the discipline. I have sought out applications that are now in daily productive use, in order to find out exactly what is real. Separating these from prototype systems and feasibility demos is not always easy. People doing daily production applications have been forthcoming about lessons learned and surprises encountered. As one would expect, the initial production applications are those offering high value over alternate approaches. These applications fall into a few classes. I estimate that there are about a hundred installations in daily productive use worldwide.
series journal paper
email
last changed 2003/04/23 15:14

_id 01ef
authors Cajati, Claudio
year 1994
title From Real to Virtual Building Behaviours: “Expert Hypertexts” in the Design Studio
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. 243
doi https://doi.org/10.52842/conf.ecaade.1994.x.w5v
summary Starting from the refuse of the most impressive, on fashion performances of the so called Virtual Reality, I hypothize for the architectural education of the next decade a strategy based on the following scenario: ()- as regards the form of the virtual studio, it should result from the synergy of many moments and opportunities: telematic interaction; students working at home; students training through assistant design tools in the university venue, with or without teachers’ supervision; informal discussion teachers-students about such training; traditional teachers’ lectures as introductions or resumes; (-) as regards the function of the virtual studio, it should realize the awareness of building behaviours, by teaching architectural design through the critical analysis of positive and - even more important - negative “precedents”.
series eCAADe
email
last changed 2022/06/07 07:50

_id 0e58
authors Campbell, D.A. and Wells, M.
year 1994
title A Critique of Virtual Reality in the Architectural Design Process, R-94-3
source Human Interface Technology Laboratory, University of Washington, Seattle, USA, http://www.hitl.washington.edu/publications/r-94-3/: 23 May 2001
summary An addition to a building was designed using virtual reality (VR). The project was part of a design studio for graduate students of architecture. During the design process a detailed journal of activities was kept. In addition, the design implemented with VR was compared to designs implemented with more traditional methods. Both immersive and non-immersive VR simulations were attempted. Part of the rationale for exploring the use of VR in this manner was to develop insight into how VR techniques can be incorporated into the architectural design process, and to provide guidance for the implementers of future VR systems. This paper describes the role of VR in schematic design, through design development to presentation and evaluation. In addition, there are some comments on the effects of VR on detailed design. VR proved to be advantageous in several phases of the design. However, several shortcomings in both hardware and software became apparent. These are described, and a number of recommendations are provided.
series other
email
last changed 2003/04/23 15:50

_id ee50
authors Campioli, Andrea and Talamo, Cinzia
year 1994
title IPERTEC: Hypertext Information System for Dry-assembled Building Elements
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. 239
doi https://doi.org/10.52842/conf.ecaade.1994.x.b3p
summary The experience presented concerns the study of advanced information tools for design disciplines teaching. The objectives pursued are: on one hand self-teaching according to methods that go beyond traditional technical manuals and specialized texts and that give a systemic view of the strict connections between technological culture and design poetics; on the other hand assistance during design exercises as far as references assumption and deep analysis of technical and architectural topics are concerned. The result of the research is the information system Ipertec, a hypertext handbook with didactic purposes allowing students to approach executive techniques of dry assembly.
series eCAADe
last changed 2022/06/07 07:50

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id e751
id e751
authors Clayton, M.J., Kunz, J.C., Fischer, M.A. and Teicholz, P.
year 1994
title First Drawings, Then Semantics
source Reconnecting [ACADIA Conference Proceedings / ISBN 1-880250-03-9] Washington University (Saint Louis / USA) 1994, pp. 13-26
doi https://doi.org/10.52842/conf.acadia.1994.013
summary The Semantic Modeling Extension (SME) prototype implements a unique approach to integrated architectural CAD that places the drawing act first in the design process. After drawing a design idea using a computer graphic system, the designer interprets the design, providing semantic content to the graphic entities. An interpretation expresses the meaning of the design with respect to a particular issue, such as structural sufficiency, energy consumption, or requirements for egress, and provides reasoning to evaluate the design addressing that issue. A design may have many interpretations to express the multiple issues that are relevant in a design project. The designer may add or delete interpretations of the design as issues change during the course of the project. Underlying the SME prototype are the concepts of form, function and behavior. In the prototype, evaluation of a design is done by deriving behavior from the graphically represented forms and relating the behavior to stated functions or requirements. The concepts of interpretations and form, function and behavior together establish a virtual product model for design. In contrast to component based approaches to product modeling that tightly bind form representations to their behavior and function, a virtual product model allows the designer to manipulate the relations among these three descriptors of a design, and thus manipulate the semantics of the design entities. By distinguishing between the act of proposing a design by drawing the conceived form and the act of assigning meaning to the form, the virtual product model approach supports both graphic thinking for design synthesis and symbolic reasoning for design evaluation. This paper presents a scenario of the use of the SME prototype in building design; provides an analysis of the design process and computational support described in the scenario; contrasts a virtual product model approach with a component-oriented product model approach; describes the software implementation of SME; and presents implications and conclusions regarding design process and technical integration.
series ACADIA
email
last changed 2022/06/07 07:56

_id cf2009_585
id cf2009_585
authors E. Swarts, Matthew; A. Sheward, Hugo
year 2009
title Using multi-level virtual environments as a medium for conducting design review through a shared IFC dataset
source T. Tidafi and T. Dorta (eds) Joining Languages, Cultures and Visions: CAADFutures 2009, PUM, 2009, pp. 585- 597
summary For a long time the Architecture-Engineering-Construction (AEC) community has had difficulty in communicating the content of their work, not only the various specialties involved, but also to their clients. Studies (Doorst and Cross 2001; Bakhtin 1994) suggest the importance of multi-role collaborative environments in supporting design processes. We are developing a Multi Level Design Review Tool for the AEC industry which allows multiple actors to congregate and interact as agents around a central Building Model. It merges real-time virtual 3D visualization technologies with Industry Foundation Classes (IFC) to support both high levels of semantic content and seamless interoperability.
keywords Design review, virtual environment, interoperability
series CAAD Futures
email
last changed 2009/06/08 20:53

_id 6572
authors Fioravanti, A., Le Rose, L. and Sgueglia della Marra, C.
year 1994
title KAAD: A Didactical Experience
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. 257
doi https://doi.org/10.52842/conf.ecaade.1994.x.w3w
summary Students in the last year of their course in Building Engineering in the "La Sapienza" University of Rome study questions of architectural design of considerable complexity, since they are characterised by a marked degree of multi-disciplinary work. In the preceding years, the students acquire specialist notions in the fields of thermal behaviour of buildings, technological equipment, static security, architectural composition, programming and costs, technical and constructional details, and so on. However, there is a need for integration at design level of the disciplines learned. At the CAAD Laboratory of the Department of Technical Architecture and Town-planning Technique, with the contribution of the National Research Council, a software known as KAAD (Knowledge-based Assistant for Architectural Design) has been devised, with the aim of providing an effective aid to the activity of design.
series eCAADe
last changed 2022/06/07 07:50

_id da71
id da71
authors Horne, Margaret
year 2004
title Visualisation of Martyr’s Square, Beirut
source CONVR2005 5th Conference of Construction Applications of Virtual Reality, ADETTI/ISCTE, Durham, UK, 12-13 September 2005
summary Solidere, a Lebanese joint-stock company, was created by government decree in 1994 to reconstruct Beirut city-centre. The company, a form of public-private partnership, has a majority share holding of former owners and tenants of city-centre property. Several projects are underway, including the redevelopment of Place des Martyrs, once the bustling heart of Beirut but badly damaged during the war. Urban planners in Beirut have recently developed a 3D computer model to visually describe the spatial characteristics of Martyr’s Square and its context, prior to inviting design proposals for an international competition. This paper describes issues pertaining to the development of the model to meet the needs of urban designers and town planners. It also considers potential future uses of the simulation, outlining areas for further research and development.
keywords Beirut, 3D Modelling, Visual Simulation, Town Planning
series other
type normal paper
email
last changed 2006/06/08 22:10

_id 0726
authors Kadysz, Andrzej
year 1994
title CAD the Tool
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
doi https://doi.org/10.52842/conf.ecaade.1994.x.k7r
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 a43d
authors Kim, Inhan
year 1994
title Unified Data Organization and Management in an Integrated Design Environment
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. 254
doi https://doi.org/10.52842/conf.ecaade.1994.x.k7n
summary The architectural design process is very complex and it is not easily confined to a single design environment. As the design process gets more complex due to the technological advances in building materials and construction methods, an integrated design system becomes a central design issue. To have an integrated design system, all applications should be integrated in a unified environment within which there should be a data structure to facilitate an effective data communication among the various design stages and data control facility to seamlessly connect all these applications. A primary purpose of this work is to suggest an object oriented architectural design environment for the essential part of the seamless environment for designing a building. Within the object-oriented design environment, a unified data model and detailed data control module have been implemented to seamlessly connect all these applications. The unified data model organizes the structure of the design data to keep the design consistent throughout the design and construction process. It also helps to do effective data communication among the various design stages to ensure quality and time saving in the final construction of the building. The data management module supports the consistent and easy mechanisms in controlling the data representation through the inter-connected modules. It is also responsible for creating, maintaining, and viewing a consistent database of the design description. In the suggested design environment, each architectural element partially describes the model and individual elements are aggregated hierarchically. Some parts of the projection are defined and other can be inherited from above. Also, creation of an improved or new design element can easily be accommodated in the environment. The integrated database in the suggested environment is the basis by which design data can be shared among the design tools of the design environment. The database organizes the design description within each representation, correlates equivalent descriptions across the representations, and attempts to maintain these correspondences as the design incrementally evolves.

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

_id cc90
authors Kolarevic, Branko
year 1998
title CAD@HKU
source ACADIA Quarterly, vol. 17, no. 4, pp. 16-17
doi https://doi.org/10.52842/conf.acadia.1998.016
summary Since 1993, we have experimented with Virtual Design Studios (VDS) as an on-going research project that investigates the combination of current computer-aided design (CAD), computer networks (Internet), and computer supported collaborative work (CSCW) techniques to bring together studentsat geographically distributed locations to work in a virtual atelier. In 1993 the theme of the first joint VDS project was in-fill housing for the traditional Chinese walled village of Kat Hing Wai in the New Territories north of Hong Kong, and our partners included MIT and Harvard in Boston (USA), UBC in Vancouver (Canada), and Washington University in St. Louis (USA). In 1994 we were joined by Cornell (USA) and Escola Tecnica Superior d’Arquitectura de Barcelona (Spain) to re-design Li Long housing in Shanghai, and 1995 added the Warsaw Institute of Technology (Poland) for the ACSA/Dupont competition to design a Center for Cultural and Religious Studies in Japan. The 1996 topic was an international competition to design a monument located in Hong Kong to commemorate the return of Hong Kong to Chinese sovereignty in 1997. Communication was via e-mail, the WorldWide Web with limited attempts at VRML, and network video. Several teaching and research experiments conducted through these projects have demonstrated the viability and potential of using electronic, telecommunications, and videoconferencing technologies in collaborative design processes. Results of these VDS have been presented at conferences worldwide, explained in journal papers and published in Virtual Design Studio, edited by J. Wojtowicz, published by HKU Press.
series ACADIA
email
last changed 2022/06/07 07:51

_id a743
authors Laing, L. and Kraria, H.
year 1994
title CAD as an Interface for Integrated Collaborative Design
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. 235
doi https://doi.org/10.52842/conf.ecaade.1994.x.w5h
summary In the traditional approach to building design, the designer (usually the architect) produces a design (often quite detailed)in blueprint before handing this to the next member of the design team (engineer) to superimpose the structure, services etc. Often this proves so impractical that the initial proposal has to be referred back to the architect for revision, and the process repeated - and this cycle may be repeated many times. Such routines arise in building design because designers find collaboration among themselves difficult to control, the task of design integration ultimately falling upon the construction manager or the contractor. This is the most common cause of problems arising during the execution of the project on site, causing a delays in the construction process, and building failures which might only be detected after occupancy. As a test-bed for addressing this problem, a system of coordinated files is proposed for use by design-students (with a working knowledge of AutoCAD) during a design project. The aim is to related data (CAD information) across all students working on the same project but developing different aspects. Participating students will be drawn from a range of design specialisms. Each member accessing the same information while developing different aspects (e.g. structure, services, and cost modelling). This goes beyond the conventional use of 'XREF' (cross-referenced drawings) and involves each member accessing and working with the same dataset - e.g. using different layers, co-ordination is easier and the data better integrated - there is thereby a reduction of the amount of repetition as the need to redraw information is eliminated. References or an initial data-set is set up by the tutor and available for reference at any stage of design project. The technological aspects to support collaborative work (and in particular the interaction process in design) is the main thrust of the undergraduate degree in Building Design Engineering at the University of Strathclyde.

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

_id 4604
authors Laveau, S. and Faugeras, O.
year 1994
title 3D Scene Representation as a Collection of Images and Fundamental Matrices
source INRIA Report
summary The problem we solve in this paper is the following. Suppose we are given N views of a static scene obtained from different viewpoints, perhaps with different cameras. These viewpoints we call reference viewpoints since they are all we know of the scene. We would like to decide if it is possible to predict ano- ther view of the scene taken by a camera from a viewpoint which is arbitrary and a priori di erent from all the reference viewpoints. One method for doing this would be to use these viewpoints to construct a three-dimensional repre- sentation of the scene and reproject this representation on the retinal plane of the virtual camera. In order to achieve this goal, we would have to establish some sort of calibration of our system of cameras, fuse the three-dimensional representations obtained from, say, pairs of cameras thereby obtaining a set of 3-D points, the scene. We would then have to approximate this set of points by surfaces, a segmentation problem which is still mostly unsolved, and then intersect the optical rays from the virtual camera with these sur- faces. This is the most straightforward way of going from a set of images to a new image using the current computer vision paradigm of rst building a three-dimensional representation of the environment from which the rest is derived. We do not claim that there does not exist any simpler way of using the three-dimensional representation than the one we just sketched, but this is just simply not our point. Our point is that it is possible to avoid entirely the explicit three-dimensional reconstruction process: the scene is represented by its images and by some ba- sically linear relations that govern the way points can be put in correspondence between views when they are the images of the same scene-point. These images and their algebraic relations are all we need for predicting a new image. This approach is similar in spirit to the one that has been used in trinocular stereo. Hypotheses of correspondences between two of the images are used to predict features in the third. These predictions can then be checked to validate or inva- lidate the initial correspondence. This approach has proved to be quite e cient and accurate. Related to these ideas are those develo- ped in the photogrammetric community under the name of transfer methods which nd for one or more image points in a given image set, the corresponding points in some new image set.
series report
last changed 2003/04/23 15:50

_id 2e74
authors Liebich, Thomas
year 1994
title Behind the Lines - Managing Semantically Rich Data in Architecture
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. 253
doi https://doi.org/10.52842/conf.ecaade.1994.x.u5d
summary Current CAD systems have inherent bottlenecks, which diminish possible achievements for architectural practices. Among these shortcomings there are two the paper will deal with. Firstly, traditional CAD relies on a pure geometric model. All non-geometric information about objects of architectural interest has to be attached to these geometric entities. This restricts the ability to describe semantically dependent relationships. Secondly, the integration of different design tools for building and construction is still at its very beginning. The data exchange remains restricted, since it is based on a fairly low semantic level of a document-based exchange of information, such as geometric representation in DXF or IGES, rather than on a high semantic level of a model-based exchange.
series eCAADe
last changed 2022/06/07 07:50

_id ddss9470
id ddss9470
authors O'Brien, William J. and Fischer, Martin A.
year 1994
title Boundaries, Interdependence, and Coordination in ConstructionNetwork Organizations
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary Of the profileration of new business paradigms in recent years, one of the primary foci has been building closer relationships between firms in the value adding chain. Lean production, which encompasses J1T, supply-chain management, and TQM/continuous improvement, has provided an important paradigm for reorganization of business practices and is in the process of revolutioni-zing western mass production industries, particularly the automotive industry. While lean production is attractive, it is not appropriate for all industries or production requirements. Lean production works best within a relatively stable production volume and stable range of products. "Mass customization" has proven difficult for accomplished lean producers such as Toyota, and requires a different set of organizational disciplines than those used in lean production. For example, in the lean production paradigm, relationships with suppliers are long-standing and steady, while in a mass customization paradigm, relationships with and between long-term suppliers will vary over time, and new suppliers will enter and leave the organization in a transient fashion. The organization form appropriate to mass customization is the network organization (also known as the virtual corporation in the popular business press), of which construction project organization is an instance, At the project level, we examine construction organization in the context of network organization theory. In particular, we examine boundaries between firms to highlight problems of coordination in a multi-firm environment, and the interdependencies that arise due to coordination needs. We provide a conceptual framework to describe these aspects of construction network organization, and discuss ways that different construction firms are dealing with coordination and boundary problems by rethinking contractual relationships and building closer ties with other firms in the network.
series DDSS
last changed 2003/08/07 16:36

_id 6b1d
authors Porada, Mikhael
year 1994
title Architectural Briefing Data Representation and Sketch Simulation Computer Environment
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. 55-59
doi https://doi.org/10.52842/conf.ecaade.1994.055
summary Reflection about the architectural programme starts with the analysis of its writing, its "style" which bears not only the "griffe" of the programmer but as well the structure, methodology, codes of reading, etc. particular to a programming approach. The programme structure corresponds in most cases to the different levels in the text's format and the composition modes of representing data and their relations. The choice made can either facilitate or impede the reading as interpretation of the programme. The programmer’s aim should be to open the text to reading towards a "synthetic schematic" summary, a sort of cognitive threshold which allows the reader to understand both the client's objectives and the designer's intentions enhanced by his experience. Articulating a designer's experience means focusing on his knowhow and memory. The designer's recollected knowledge and heuristic approaches to the solution of a basic design problem - types, his readings and spatial evaluations permanently feed the knowhow. It is important for the architect to have access to past examples, to the collective memory of his workplace, and a repertoire of readings, notes, sketches, influences and citations. It is therfore equally important that a computer environment also have a multimodal "architect's memory" or "project memory" module in which different forms of representation are classified, and made accessible as memory components. It is also necessary to have the possibility to access at any moment in an interactive manner to the recomposition, addition and adaptation of these mnemonic components. The information coming from the programme, classified as descriptive, prescriptive and quantitative types of data, must be able to be interrogated in different modes of representation : text, matrices, nets, diagrams, and so on, so that the pertinent information can be extraded at any given design process stage. Analysis of competition programmes show that often the description of an activity, for example, the Great Stadium competition in Paris, is described by several pages of text, a circulation diagram with arrows and legend, a topological proximity diagram with legend and as table activity - areas . These different representations, which are supposed to be complementary and give the most pertinent view of the client needs, show in fact after analysis, many description problems, incoherance, and which result in a reading difficulty.

series eCAADe
last changed 2022/06/07 08:00

_id e1a1
authors Rodriguez, G.
year 1996
title REAL SCALE MODEL VS. COMPUTER GENERATED MODEL
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Advances in electronic design and communication are already reshaping the way architecture is done. The development of more sophisticated and user-friendly Computer Aided Design (CAD) software and of cheaper and more powerful hardware is making computers more and more accessible to architects, planners and designers. These professionals are not only using them as a drafting tool but also as a instrument for visualization. Designers are "building" digital models of their designs and producing photo-like renderings of spaces that do not exist in the dimensional world.

The problem resides in how realistic these Computer Generated Models (CGM) are. Moss & Banks (1958) considered realism “the capacity to reproduce as exactly as possible the object of study without actually using it”. He considers that realism depends on: 1)The number of elements that are reproduced; 2) The quality of those elements; 3) The similarity of replication and 4) Replication of the situation. CGM respond well to these considerations, they can be very realistic. But, are they capable of reproducing the same impressions on people as a real space?

Research has debated about the problems of the mode of representation and its influence on the judgement which is made. Wools (1970), Lau (1970) and Canter, Benyon & West (1973) have demonstrated that the perception of a space is influenced by the mode of presentation. CGM are two-dimensional representations of three-dimensional space. Canter (1973) considers the three-dimensionality of the stimuli as crucial for its perception. So, can a CGM afford as much as a three-dimensional model?

The “Laboratorio de Experimentacion Espacial” (LEE) has been concerned with the problem of reality of the models used by architects. We have studied the degree in which models can be used as reliable and representative of real situations analyzing the Ecological Validity of several of them, specially the Real-Scale Model (Abadi & Cavallin, 1994). This kind of model has been found to be ecologically valid to represent real space. This research has two objectives: 1) to study the Ecological Validity of a Computer Generated Model; and 2) compare it with the Ecological Validity of a Real Scale Model in representing a real space.

keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:42

_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

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