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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References

Hits 1 to 20 of 339

_id ecfa
authors Sillion, F.X. and Peuch, C.
year 1994
title Radiosity & Global Illumination
source Morgan Kaufmann Publishers, Inc., San Francisco, California
summary Radiosity & Global Illumination is a more theoretical coverage of global illumination. It has less code, but covers more topics than A Programmer's Perspective. In addition to the fundamental radiosity technique, this book discusses issues with control and complexity, and Monte Carlo techniques. Along with Peter Shirley's book, this provides fairly good coverage of the theory and practice of ray tracing based global illumination algorithms.
series other
last changed 2003/04/23 15:14

_id 6b1d
authors Porada, Mikhael
year 1994
title Architectural Briefing Data Representation and Sketch Simulation Computer Environment
doi https://doi.org/10.52842/conf.ecaade.1994.055
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
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 9b9e
authors Schofield , Simon
year 1994
title Non-photorealistic rendering : A critical examination and proposed system
source Middlesex University
summary In the first part of the program the emergent field of Non-Photorealistic Rendering is explored from a cultural perspective. This is to establish a clear understanding of what Non-Photorealistic Rendering (NPR) ought to be in its mature form in order to provide goals and an overall infrastructure for future development. This thesis claims that unless we understand and clarify NPR's relationship with other media (photography, photorealistic computer graphics and traditional media) we will continue to manufacture "new solutions" to computer based imaging which are confused and naive in their goals. Such solutions will be rejected by the art and design community, generally condemned as novelties of little cultural worth ( i.e. they will not sell). This is achieved by critically reviewing published systems that are naively described as Non-photorealistic or "painterly" systems. Current practices and techniques are criticised in terms of their low ability to articulate meaning in images; solutions to this problem are given. A further argument claims that NPR, while being similar to traditional "natural media" techniques in certain aspects, is fundamentally different in other ways. This similarity has lead NPR to be sometimes proposed as "painting simulation" - something it can never be. Methods for avoiding this position are proposed. The similarities and differences to painting and drawing are presented and NPR's relationship to its other counterpart, Photorealistic Rendering (PR), is then delineated. It is shown that NPR is paradigmatically different to other forms of representation - i.e. it is not an "effect", but rather something basically different. The benefits of NPR in its mature form are discussed in the context of Architectural Representation and Design in general. This is done in conjunction with consultations with designers and architects. From this consultation a "wish-list" of capabilities is compiled by way of a requirements capture for a proposed system. A series of computer-based experiments resulting in the systems "Expressive Marks" and "Magic Painter" are carried out; these practical experiments add further understanding to the problems of NPR. The exploration concludes with a prototype system "Piranesi" which is submitted as a good overall solution to the problem of NPR. In support of this written thesis are : - * The Expressive Marks system * Magic Painter system * The Piranesi system (which includes the EPixel and Sketcher systems) * A large portfolio of images generated throughout the exploration
keywords Computer Graphics; Visual Representation; Non-photorealistic Rendering; Natural Media Simulations Rendering; Post-processing
series thesis:PhD
last changed 2003/02/12 22:37

_id 95b3
authors Wernecke, J.
year 1994
title The Inventor Mentor: programming Object-oriented 3D graphics with Open Inventor
source Release 2 Addison Wesley
summary The Inventor Mentor introduces graphics programmers and application developers to Open Inventor, an object-oriented 3D toolkit. Open Inventor is a library of objects and methods used for interactive 3D graphics. Although it is written in C++, Open Inventor also includes C bindings. For the sake of brevity, the examples included in this book are in C++. All C++ examples, as well as equivalent examples written in C, are available on-line. If you are new to the C++ language, see Appendix A, "An Introduction to Object-Oriented Programming for C Programmers," to help you understand the references to classes, subclasses, and other object-oriented concepts used throughout this book. If you are using the C application programming interface, also see Appendix B, "An Introduction to the C API." This book describes how to write applications using the Open Inventor toolkit. The Inventor Toolmaker, a companion book for the advanced programmer, describes how to create new Inventor classes and how to customize existing classes. The Inventor Mentor contains the following chapters: * Chapter 1, "Overview," provides a general description of Open Inventor concepts and classes and how Inventor relates to OpenGL and the X Window System. * Chapter 2, "An Inventor Sampler," presents a short program that creates a simple object. This program is then modified to show the use of important Inventor objects: engines, manipulators, and components. * Chapter 3, "Nodes and Groups," introduces the concept of a scene graph and shows how to create nodes and combine them into different kinds of groups. * Chapter 4, "Cameras and Lights," describes the camera nodes used to view a scene and the light nodes that provide illumination. * Chapter 5, "Shapes, Properties, and Binding," describes how to create both simple and complex shapes and how to use property nodes, including material, draw style, and lighting model nodes. Binding materials and surface normals to shape nodes is also explained. * Chapter 6, "Text," shows the use of 2D and 3D text nodes. * Chapter 7, "Textures," describes how to apply textures to the surfaces of objects in a scene. * Chapter 8, "Curves and Surfaces," explains how to use NURBS curves and surfaces. * Chapter 9, "Applying Actions," describes how operations are applied to an Inventor scene graph. Actions include OpenGL rendering, picking, calculating a bounding box, calculating a transformation matrix, writing to a file, and searching the scene graph for certain types of nodes. * Chapter 10, "Handling Events and Selection," explains how Inventor receives events from the window system. It also describes how the selection node manages a selection list and performs highlighting. * Chapter 11, "File Format," describes Inventor's interchange file format, used for reading files into Inventor, writing files out from Inventor, and data exchanges such as copy and paste. * Chapter 12, "Sensors," describes how Inventor sensors watch for certain types of events and invoke user-supplied callback functions when these events occur. * Chapter 13, "Engines," describes how you can use Inventor engines to animate parts of a scene graph, or to create interdependencies among the nodes in the graph. * Chapter 14, "Node Kits," introduces node kits, a convenient mechanism for creating groups of related Inventor nodes. Each node kit contains a catalog of nodes from which you select the desired nodes. * Chapter 15, "Draggers and Manipulators," describes how to use draggers and manipulators, which are special objects in the scene graph that respond to user events. Manipulators are nodes with field values that can be edited directly by the user. * Chapter 16, "Inventor Component Library," shows how to use Inventor's Xt components, which are program modules with a built-in user interface for changing the scene graph interactively. It also Chapter 17, "Using Inventor with OpenGL," discusses how to use Inventor with the OpenGL Library.
series other
last changed 2003/04/23 15:14

_id 0ecc
authors Anh, Tran Hoai
year 1994
title APPLICATION OF FULL-SCALE MODELLING IN VIETNAM: AN OUTLINE FOR DISCUSSION
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 59-70
summary This paper discusses the possibility of applying full-scale modelling in Vietnam, a non-western so called developing country. It deals with two main questions: 1) Is the application of full-scale modelling to be restricted to the West only? 2) what are the possibilities, constraints and fields of application - with attention to the methodological validity and technical solution for full-scale modelling in Vietnam? It is argued that since full-scale modelling is based on people-environment interaction, it should, in principle, apply to studies about people–environment relation anywhere on earth. On the methodological validity, it is discussed that application of full-scale modelling in Vietnam faces similar methodological problems as encountered in European applications (such as people's behaviour in experiment, ability to understand the abstraction of models, etc.) although at another level as this paper will make clear. However, it would be needed to design a modelling kit that is of low costs and adapted to the availability of local materials and suitable for the climatic condition of Vietnam. Two fields of application are projected as most applicable in Vietnam: modelling in architectural education and research investigation. Application for user's participation in the design process will depend on the development of building policy in the country.
keywords Model Simulation, Real Environments
series other
type normal paper
last changed 2004/05/04 11:00

_id 592b
authors Apollonio, F., Carini, A., Farina, R., Nuti, F. and Tolomelli, F.
year 1994
title THE ITALIAN FULL-SCALE MODEL LABORATORY: CONSIDERATIONS ABOUT SOME TOOLS FOR ARCHITECTURAL EXPERIMENTATION
source Beyond Tools for Architecture [Proceedings of the 5th European Full-scale Modeling Association Conference / ISBN 90-6754-375-6] Wageningen (The Netherlands) 6-9 September 1994, pp. 71-82
summary The Italian simulation laboratory carries out most of its activity within the experimental programmes promoted by the Ministry of Works. Within this context, we conducted studies based on the topics of EUROPAN competitions for young architects, built models based on EUROREX programme's projects and analyzed experimental projects directly financed by the Ministry (mainly restoration projects).
keywords Model Simulation, Real Environments
series other
type normal paper
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:01

_id 065b
authors Beitia, S.S., Zulueta, A. and Barrallo, J.
year 1995
title The Virtual Cathedral - An Essay about CAAD, History and Structure
doi https://doi.org/10.52842/conf.ecaade.1995.355
source Multimedia and Architectural Disciplines [Proceedings of the 13th European Conference on Education in Computer Aided Architectural Design in Europe / ISBN 0-9523687-1-4] Palermo (Italy) 16-18 November 1995, pp. 355-360
summary The Old Cathedral of Santa Maria in Vitoria is the most representative building of the Gothic style in the Basque Country. Built during the XIV century, it has been closed to the cult in 1994 because of the high risk of collapse that presents its structure. This closure was originated by the structural analysis that was entrusted to the University of the Basque Country in 1992. The topographic works developed in the Cathedral to elaborate the planimetry of the temple revealed that many structural elements of great importance like arches, buttresses and flying buttresses were removed, modified or added along the history of Santa Maria. The first structural analysis made in the church suggested that the huge deformations showed in the resistant elements, specially the piers, were originated by interventions made in the past. A deep historical investigation allowed us to know how the Cathedral was built and the changes executed until our days. With this information, we started the elaboration of a virtual model of the Cathedral of Santa Maria. This model was introduced into a Finite Elements Method system to study the deformations suffered in the church during its construction in the XIV century, and the intervention made later in the XV, XVI and XX centuries. The efficiency of the virtual model simulating the geometry of the Cathedral along history allowed us to detect the cause of the structural damage, that was finally found in many unfortunate interventions along time.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_43.htm
last changed 2022/06/07 07:54

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

_id diss_brewster
id diss_brewster
authors Brewster, S.A.
year 1994
title Providing a Structured Method for Integrating Non-Speech Audio into Human-Computer Interfaces
source Heslington, York: University of York
summary This thesis provides a framework for integrating non-speech sound into human-computer interfaces. Previously there was no structured way of doing this, it was done in an ad hoc manner by individual designers. This led to ineffective uses of sound. In order to add sounds to improve usability two questions must be answered: What sounds should be used and where is it best to use them? With these answers a structured method for adding sound can be created. An investigation of earcons as a means of presenting information in sound was undertaken. A series of detailed experiments showed that earcons were effective, especially if musical timbres were used. Parallel earcons were also investigated (where two earcons are played simultaneously) and an experiment showed that they could increase sound presentation rates. From these results guidelines were drawn up for designers to use when creating usable earcons. These formed the first half of the structured method for integrating sound into interfaces. An informal analysis technique was designed to investigate interactions to identify situations where hidden information existed and where non-speech sound could be used to overcome the associated problems. Interactions were considered in terms of events, status and modes to find hidden information. This information was then categorised in terms of the feedback needed to present it. Several examples of the use of the technique were presented. This technique formed the second half of the structured method. The structured method was evaluated by testing sonically-enhanced scrollbars, buttons and windows. Experimental results showed that sound could improve usability by increasing performance, reducing time to recover from errors and reducing workload. There was also no increased annoyance due to the sound. Thus the structured method for integrating sound into interfaces was shown to be effective when applied to existing interface widgets.
series thesis:PhD
email
more http://www.dcs.gla.ac.uk/~stephen/publications.shtml
last changed 2003/11/28 07:34

_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 ddss9414
id ddss9414
authors Bright, Elise N.
year 1994
title THe "Allots" Model: A PC-Based Approach to Demand Distribution for Siting and Planning
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper reports on the development and application of ALLOT: a user-friendly, flexible computer model which has been designed to help governmental jurisdictions and private landowners throughout the world to achieve more economically efficient and environmentally sound land use and development patterns in a short period of time. ALLOT has the potential to drastically change the way that land use planning is conducted, since it has the capability to allow theincorporation of a wide variety of previously ignored environmental characteristics and up-to-date land use patterns. ALLOT, which is written in the SAS programming language, contains twomajor parts. The first part employs a GIS database to conduct land suitability analyses for the area. It then produces maps showing the most suitable areas for various land use types. The second part appears to be unique in the field of computerized land use planning models. It combines the results of the suitability analysis with forecasted demand for various land use types to produce "optimum" future land use patterns. The model is capable of quickly analyzing a wide variety of forecasts, allowing easy comparison of different growth scenarios; and it can also be modified to reflect community goals and objectives, such as protection of wildlife habitat orattraction of industry. The flexibility, combined with the fact that it runs on any IBM-compatible PC (286 or higher), make it a powerful land use planning tool. The model has been successfully applied in two "real world" situations. First, three alternative future land use patterns were developed for a rural lakeside area. The area had rural characteristics and was lacking infrastructure, but a large influx of people was expected as the lake was filled. The success of this effort led to decision to test it´s use as a method for facility siting (using landfill siting as an example).
series DDSS
last changed 2003/08/07 16:36

_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 4727
authors Cabellos, C., Casaus, A., Fargas, J., Mas, M., Papazian,P. and Roses, J.
year 1994
title Heterogeneous, Distributed, Collaborative: The Li-Long Virtual Design Studio
doi https://doi.org/10.52842/conf.ecaade.1994.175
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. 175-182
summary This paper describes the Li-Long Virtual Design Studio, which involved six universities in three countries, collaborating in a distributed asynchronous manner on a two-week design exercise. We give an account of the technical, methodological and design aspects of the exercise, concentrating on the perspective of the Barcelona node, and evaluating some of the technical tools used in the studio.

series eCAADe
email
last changed 2022/06/07 07:54

_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 ddss9416
id ddss9416
authors Campbell, Noel and O'Reilly, Thomas
year 1994
title GIS: Science or Tool - The Built Environment Perspective
source Second Design and Decision Support Systems in Architecture & Urban Planning (Vaals, the Netherlands), August 15-19, 1994
summary This paper attempts to locate GIS in the context of the built environment professions, rather than in the context of computer science, recognizing the integrated but limiting approach of viewingGIS from a strictly computer / spatial science perspective. The paper reviews the conflicts and tensions appearing in the GIS debate seeing them as reflecting the differences between the perceptions and interests of software developers and those of the professions. The "spatial science versus professional tool" dilemma is therefore critically assessed. Science is identified as the dominant paradigm within which GIS development has taken place. This encompasses the emphasis on GIS as spatial science; the interest in particular forms of spatial analysis; a narrow approach to the idea of information; the debate about the appropriate emphasis on the location for GIS in undergraduate education. The interests and activities of the professions cannot be encompassed within the pre-existing science paradigm. The paper identifies the interest the professions have had in broad geographical issues (as distinct from narrow spatial issues). It recognizes the different conventions and procedures used in recording and using geographical information, not all of them objective or scientific. It views the computer, not as a "scientific engine", but as a modern medium for representing and analyzing information. This includes storage and analysis, both internally (algorithmic manipulation) and outside (qualitative manipulation, beyond formal -"computer"- logic). This approach suggests a framework for research of a nature more sympathetic to the needs of the built environment professions in particular and an agenda which would include an examination of: (i) the conventions and procedures used in the professions to collect, store and process information and how these translate to computer technology; (ii) the types of software used and the way procedures may be accommodated by combining and integrating packages; (iii) the dynamism of GIS development (terms such as "dedicated", "mainframe", "PC-based", "distributed", "pseudo-", etc. are identified as indicativeof the need for professions-based approaches to GIS development); (iv) a critique of "information" (modelling of information flows within the professions, may yield valuable insights into the (modelling of information flows within the professions , may yield valuable insights into the similarity of requirements for a variety of "workplace scenarios").
series DDSS
email
last changed 2003/08/07 16:36

_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 7ed5
authors Corne, D., Smithers, T. and Ross, P.
year 1994
title Solving design problems by computational exploration
source J. S. Gero and E. Tyugu (eds), Formal Design Methods for CAD, NorthHolland, Amsterdam, pp. 249-270
summary Most real-world problems, especially design problems, are ill-structured, but formal approaches to problem-solving in AI have only really made progress into techniques for solving well-structured problems. Nevertheless, such research contains clues which illuminate the way towards formal approaches to solving ill-structured problems. This paper presents the foundations of an approach towards developing a better computational understanding of ill-structured problems and how to solve them computationally, with the eventual aim of giving AI problems a much greater and more useful role in the design process. The main issues which come up in this endeavour are the notions of different kinds of ill-structuredness, and the meaning of a 'solution' to an ill-structured (and hence possibly insoluble) problem. Some basic algorithmic recipes are proposed for dealing with the main kinds of ill-structuredness, and the initial design of a general computational technique which deals with general ill-structuredness is discussed.
series other
last changed 2003/04/23 15:14

_id sigradi2005_463
id sigradi2005_463
authors Costa Cabral, Cláudia Piantá
year 2005
title Computer City, 1994
source SIGraDi 2005 - [Proceedings of the 9th Iberoamerican Congress of Digital Graphics] Lima - Peru 21-24 november 2005, vol. 1, pp. 463-467
summary This paper is about an emblematic design of the sixties, Dennis Crompton’s Computer City, published in 1964 by Archigram Magazine. Besides other enterprises of its time, Archigram promoted a critical view over institutionalised post-war modernism for not being able to recognize the emergence of new social realities, identified with the new technologies of automation and information, the restructuring of capitalist fordism and the shift from a predominantly industrial culture to an electronic culture. This paper sustains that more than a direct translation of unquestionable technical necessities; it was a conscious attempt of producing a sort of representation of technology. Crompton’s design clearly demonstrates the actual change in the character of technology, when it is no longer primarily identified with artefacts and objects, as the machine, and seems to be progressively identified with abstract and ubiquitous systems and processes of control, as automation and information systems. [Full paper in Portuguese]
series SIGRADI
email
last changed 2016/03/10 09:49

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