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 11 of 11

_id ae9f
authors Damer, B.
year 1996
title Inhabited Virtual Worlds: A New Frontier for Interaction Design
source Interactions, Vol.3, No.5 ACM
summary In April of 1995 the Internet took a step into the third dimension with the introduction of the Virtual Reality Modeling Language (VRML) as a commercial standard. Another event that month caused fewer headlines but in retrospect was just as significant. A small company from San Francisco, Worlds Incorporated, launched WorldsChat, a three dimensional environment allowing any Internet user to don a digital costume, or avatar, and travel about and converse with other people inhabiting the space. WorldsChat was appropriately modeled on a space station complete with a central hub, hallways, sliding doors, windows, and escalators to outlying pods.
series journal paper
last changed 2003/04/23 15:50

_id cb18
authors Belibani, R., Gadola, A. and Marinelli, A.
year 1995
title Hypervisible Cities: Seville, Barcelona, Lisbon
doi https://doi.org/10.52842/conf.ecaade.1995.161
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. 161-168
summary The Hypertext 'HYPERVISIBLE CITIES: SEVILLE, BARCELONA, LISBON" was realised within the interuniversity scientific research "La Prodazione dei circuiti multimediali didattici per l'architettura e l'urbanisticai (The production of multimedia didactic circuits for architecture and urban planning), co-ordinator Prof Paola Coppola Pignatelli - Dipartimento di Progettozione Architettonica e Urbana - Facolta di Architettura, Universita "La Sapienza", Roma, Italia. The aim of the research is the representation through the hypermedia tool of the significant of the cities, perceived through their images. The hypertext it has been attempted to make hypervisible three major cities - Seville, Barcelona, Lisbon - through a horizontal/vertical reading, according to three directions of probing, for comparisons purposes among different methods of growth of the city form.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_21.htm
last changed 2022/06/07 07:54

_id 5aec
authors Heng, Chye-Kiang
year 1995
title Digital Reconstruction of Medieval Chinese Cities
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 529-540
summary The study and teaching of Chinese urban planning particularly of the earlier periods is heavily handicapped by the lack of pictorial or physical evidence. This is mainly due to the perishable nature of Chinese traditional construction which depended heavily on timber for both its structure and infill. Large architectural complexes were torched during wars and entire cities destroyed during dynastic upheavals. The Tang (618-906) capital of Chang'an is a classic example. Perhaps the foremost city in the world during the seventh and eighth centuries, it was reduced to wasteland by the beginning of the tenth century. The city now lies a little below the modem city of Xi'an, which occupies only a fraction of the Tang capital. The Northern Song (961-1127) capital, Kaifeng, also suffered similar fate when warfare and natural disasters eradicated the Song city. The ruins are buried five to twelve meters beneath present day Kaifeng. The earliest surviving imperial city is Ming (1368-1644) Beijing. By comparison, there are still substantial ruins from Athens and Rome in the Western world. The study of Chinese urban planning and the understanding of past urban structures are important as the influence of these urban structures are still discernible in historic Chinese cities today. While traditional Chinese architecture is perishable, traditional urban planning principles leaves their imprints much longer despite the frequent replacement of the physical urban fabric.
series CAAD Futures
last changed 1999/08/03 17:16

_id 4cb3
authors Kwartler, Michael
year 1995
title Beyond the Adversial: Conflict Resolution, Simulation and Community Design
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary Fundamentally, the design of communities in the United States is grounded in the Constitution’s evolving definition of property and the rights and obligations attendant to the ownership and use of real property. The rearticulation of Jefferson’s dictum in the Declaration of Independence; “that individuals have certain inalienable rights, among these are life, liberty, and the pursuit of happiness” to the Constitution’s “life, liberty and property” represents a pragmatic understanding of the relationship between property and the actualization of the individual in society. In terms of community design, this means extensive public involvement and participation in not only the formulation of rules and regulations but of individual projects as well.

Since the 1960’s as planning and community design decision making has become increasingly contentious, the American legal system’s adversial approach to conflict resolution has become the dominant model for public decision making. The legal system’s adversial approach to adjudication is essentially a zero-sum game of winners and losers, and as most land-use lawyers will agree, is not a good model for the design of cities. While the adversial approach does not resolve disputes it rarely creates a positive and constructive consensus for change. Because physical planning and community design issues are not only value based, community design through consensus building has emerged as a new paradigm for physical planning and design.

The Environmental Simulation Center employs a broad range of complementary simulation and visualization techniques including 3-D vector based computer models, endoscopy, and verifiable digital photomontages to provide objective and verifiable information for projects and regulations under study.

In this context, a number of recent projects will be discussed which have explored the use of various simulation and visualization techniques in community design. Among them are projects involved with changes in the City’s Zoning Regulations, the community design of a major public open space in one of the region’s mid-size cities, and the design of a new village center for a suburban community, with the last project employing the Center’s userfriendly and interactive 3-D computer kit of parts. The kit - a kind of computer “pattern book” is comprised of site planning, urban and landscape design and architectural conventions - is part of the Center’s continuing effort to support a consensus based, rather than adversial based, public planning and design process.

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

_id 2caa
authors Marinelli, Anna Maria and Graziano, Laura
year 1995
title Urban Analysis and Hypermedia
doi https://doi.org/10.52842/conf.ecaade.1995.149
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. 149-154
summary The structure of major European cities was formed in recent years more by stratification of different patterns, as it seems, than by urban planning. Moreover traditional analytical tools - such as cartography, which defines and symbolizes static data and their spatial connections - are not able to decode any more the image of cities. Modern city means not only static form, as public space is not a simple function. city includes movement, temporary objects, changing perceptions, fluxes. Therefore hypertexts could he a chance of building up and propagate a real knowledge about modern city. an effective action to reach qualification and management of urban spaces through citizens direct involvement in the city construction. A hypertext on the Rome quarter "Esquilino" has been carried out as an open structure, to probe the new representation method trough the construction of the real "image" of the quarter, gathering different information as historical, geographic and socioeconomical data, urban projects, citizens proposals.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_19.htm
last changed 2022/06/07 07:59

_id maver_086
id maver_086
authors Maver, T.W.
year 1996
title A Tale of Three Cities
source VR News. Proceedings of Virtual Heritage Conference 1995 (Bath [UK], Nov 22)
summary The ABACUS Group has been active for some years in the use of computer graphics and multimedia to represent past, present and future buildings in both urban and rural settings. The three cities discussed during the presentation are Split, in former Yugoslavia - a graphical account of the development of Split from its origin in the Diocletian Palace of the Venetian Empire up to the present day; Edinburgh - a multimedia interface to a large-scale three dimensional computer model of Edinburgh Old Town; and Glasgow - Virtual City developments in the run up to the City of Architecture and Design celebrations in 1999. The presentation concludes with a report on the IMAGEA project - an international initiative to construct an Interactive Multimedia Archive of Great European Architecture.
series other
type normal paper
email
last changed 2006/09/11 07:29

_id 4c7e
authors Mitchell, W.
year 1995
title City of Bits: space, place, and the infobahn
source The MIT Press
summary Entertaining, concise, and relentlessly probing, City of Bits is a comprehensive introduction to a new type of city, a largely invisible but increasingly important system of virtual spaces interconnected by the emerging information superhighway. William Mitchell makes extensive use of concrete, practical examples and illustrations in a technically well-grounded yet accessible examination of architecture and urbanism in the context of the digital telecommunications revolution, the ongoing miniaturization of electronics, the commodification of bits, and the growing domination of software over materialized form. In seven chapters - Pulling Glass, Electronic Agoras, Cyborg Citizens, Recombinant Architecture, Soft Cities, Bit Biz, and Getting to the Good Bits - Mitchell argues that the crucial issue before us is not one of putting in place the digital plumbing of telecommunications links and associated electronic appliances, nor even of producing content for electronic delivery, but rather one of creating electronically mediated environments for the kinds of lives that we want to lead.
series other
last changed 2003/04/23 15:14

_id ohno02_paper_eaea2007
id ohno02_paper_eaea2007
authors Ohno, Ryuzo; Jaeho Ryu
year 2008
title Development of a Portable Virtual-Reality System for Disaster Education
source Proceedings of the 8th European Architectural Endoscopy Association Conference
summary Given that the probability of a catastrophic earthquake occurring is quite high in Japan compared to other countries; major cities like Tokyo operate many disaster-education facilities for informing citizens about earthquake preparedness. Since an earthquake occurs suddenly with almost no time to react, daily preparation plays a greater role in reducing damage than for other types of disasters. In fact, statistics from the Kobe earthquake in 1995 show the largest cause of injury to have been falling furniture, something that could have been prevented with proper precautionary measures.
keywords virtual reality, disaster, earthquake, education
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2008/04/29 20:46

_id 702e
authors Skauge, J.
year 1995
title Urban design analysis by computer
source Cities 12(6), pp. 425-430
summary Contributed by Susan Pietsch (spietsch@arch.adelaide.edu.au)
keywords 3D City Modeling, Development Control, Design Control
series other
last changed 2001/06/04 20:41

_id 4fd3
authors Thomas, Wolfgang
year 1995
title Implementation of Endoscopic Model Simulation in Teaching - Downtown-Essen
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4
summary Essen with its present population of 630.000 is amongst the six largest cities of the Federal Republic of Germany. Its international significance as former industrial capital of Central Europe stems from its strategically unique location in the center of the largest economic conurbation within Continental Europe. Comparable to the transition during the industrialization period the Ruhr-metropolis, once having been a production site, has become a service-industry site. At present Essen is to be regarded as one of the major trade emporiums in the center of Europe: fair city, headquarters of major international industry- and trade corporations, principal energy center, shopping- and university city. In line with these favorable prerequisites the main traffic corridors, - on the rail, road, water and in the air - of Conti-nental Europe also meet in and around Essen. And the location of the Essen Central Train Station at the geographic center of the Ruhr-agglomeration proves also ideal

Its potential regarding urban functionality, however, shows a drastic incongruity as far as aesthetic-atmospheric reality is concerned. Instead of representing a meeting point and the focus for the integration of city quarters in terms of visitors communication it has become cut off from is surroundings in the south and north by large traffic routes. Down-town Essen has become unattractive for the public and thus is avoided rather than visited.

An improvement of the Essen down-town area will only be effective if this incongruity is done away with. Therefore, the five-storey system train station is to be connected to the down-town and southern part of Essen on the three major levels level with the vicinity in such a manner that the requirements of its service-function as to representing a point of attraction, animating center and efficient connector are met. Our conception is aimed at turning the Central Train Station into an interesting welcoming- and farewell-place enticing dwelling and appealing business activities: the gateway of Essen and into the world.

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

_id acadia16_424
id acadia16_424
authors Twose, Simon; du Chatenier, Rosa
year 2016
title Experimental Material Research - Digital Chocolate
doi https://doi.org/10.52842/conf.acadia.2016.424
source ACADIA // 2016: POSTHUMAN FRONTIERS: Data, Designers, and Cognitive Machines [Proceedings of the 36th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-692-77095-5] Ann Arbor 27-29 October, 2016, pp. 424-431
summary This research investigates the aesthetics of a shared agency between humans, computation and physical material. ‘Chocolate’ is manipulated in physical and virtual space simultaneously to extract aesthetic conditions that are a sum of human and non-human relations. This is an attempt to further the knowledge of designing, giving physical and digital materials force in determining their own aesthetics. The research springs from work in speculative aesthetics, particularly N. Katherine Hayles’s OOI (object-oriented inquiry) and Graham Harman’s OOO (object-oriented ontology) and explores how these ideas impact contemporary computational architectural design. To study this, a simple material has been chosen, chocolate, and used as a vehicle to investigate the dynamics of physical and digital materials and their shared/differing ‘resistances to human manipulation’ (Pickering 1995). Digital chocolate is ‘melted’ through virtual heat, and the results printed and cast in real chocolate, to be further manipulated in real space. The resistances and feedback of physical and digital chocolate to human ‘prodding’ (Hayles 2014) are analyzed in terms of a material’s qualities and tendencies in digital space versus those in physical space. Observations from this process are used to speculate on an aesthetics where humans, computation and physical material are mutually agential. This research is a pilot for a larger study taking on more complex conditions, such as building and cities, with a view to broadening how aesthetics is understood in architectural design. The contribution of this research to the field of architectural computation is thus in areas of aesthetic speculation and human/non-human architectural authorship.
keywords object-oriented inquiry, speculative aesthetics, mutual agency, big data
series ACADIA
type paper
email
last changed 2022/06/07 07:58

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