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

PDF papers
References

Hits 1 to 20 of 385

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
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 the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ¡§too new¡¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
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 the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 09b4
authors Ismail, Ashraf and McCartney, Kevin
year 1993
title A Tool for Conceptual Design Evaluation Based on Compliance with Site-Development Briefs and Related Planning Regulations
source [eCAADe Conference Proceedings] Eindhoven (The Netherlands) 11-13 November 1993
doi https://doi.org/10.52842/conf.ecaade.1993.x.c6i
summary The need has been established for a computer based decision support tool to use during the conceptual stages of architectural design. The main functions are to check design compliance with the requirements of local planning authorities; characteristics evaluated will include building size, height, plot ratios, circulation and accessibility, and the preservation of natural features on site. This tool is being developed to operate under AutoCAD environment; the construction industry standard computer aided design software, following standard layering convention, integrated command lines, and pull-down menus. In addition to the common graphical output; i.c. plans, elevations and three dimensional models, it will generate textual analysis in report format to use as part of the Environmental Impact Analysis of proposed development. The tool's functions will be based upon the result of two types of field studies. First, interviews and questionnaires will be carried out with architects and planners of both private and public sectors. These will cover issues related to the performance of Computer Aided Architectural Design applications with regard to the evaluation of design schematics, and decision-making for the production of data for environmental statements. Second, field observation and participation will be carried out to observe decision-makers behaviour during assessment of building design proposals. A prototype is currently under development and will be tested against the expectations of the tool designer, Ashraf Ismail, and a team of professionals to be involved in the field studies. A critical analysis of the prototype design methodology and the study findings will be documented in the research thesis to be presented in June 1995.

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

_id 3d4a
authors Kasprisin, Ronald J.
year 1995
title Visual Thinking For Architects And Designers: Visualizing Context In Design
source Van Nostrand Reinhold
summary Here at last is a book that will help architects and designers avoid the pitfall of creating buildings that battle aesthetically with everything within a three-block radius. In Visual Thinking for Architects and Designers, Ron Kasprisin and James Pettinari unveil a solution to designing for the complex urban landscape: visual thinking. A concept twenty-five years in the making, this integrative approach will help harried professionals prevent environmental disasters. The authors present three-dimensional drawing (visual thinking) as a communication and decision-making tool to be used during the design and planning process. Because architects, landscape architects, and urban designers often work independently, on different scales, and at different interludes, no one can truly envision the completed project. Visual thinking is a way of getting input from every member of the team. Here, you'll learn how to use graphics, whether hand-drawn or computer-generated, as a language to express complex systems, interrelationships, and environments. Using over 300 high quality drawings that are connected at many different scales; from aerial perspectives of entire regions to individual rooms and buildings-this groundbreaking book lays out an urban design process and methodology in a sequential and easily understood manner. The book is illustrated by the authors; own work, which has been recognized in national design competitions, and by the AIA, APA, and NEA. The authors masterfully cover the use of drawing to analyze and create spaces, drawing technique, and communicating complex information to the public. Case studies convincingly illustrate the authors; approach.
series other
last changed 2003/04/23 15:14

_id d7f7
authors Jeng, Hoang-Ell
year 1995
title A Dialogical Model for Participatory Design; A Computational Approach to Group Planning
source Delft University of Technology
summary In participatory design, design concepts are generated collectively through discussion, dialogical interactions, in which the interchange of normative and supporting factual descriptions builds a collective design discourse. The goal of this research is to develop a method for participatory design to support this collective, face-to-face design problem-solving, in order to increase the acceptability of the design product. Since the mid-1960s, there has been an important movement towards increasing the participation of citizens in determining their built environment. At first, the movement was associated with social-political ideologies and rhetoric. By the end of the 1970s, participatory design had become an accepted component of professional practice. The objectives of the movement became more pragmatically and more modestly focused on exchanging practical information, resolving conflicts, and supplementing design. Today, participatory design is in a new phase. Traditional participatory design methods are seen as insufficient to fulfill an increasing demand for dialogue. The point of departure of the study is the assumption that new information technologies can satisfy this demand. The method includes: (1) a group-reasoning model, (2) a dialogical system and (3) a framework for participation-based design guidelines. The group-reasoning model formulates the process of knowledge acquisition, the learning and sharing of belief systems, the generation of design alternatives and design evaluations--by which reasoning takes place dialogically. The dialogical system provides a clear description of how the information should be processed, what aspects should be paid attention to, what results can be anticipated, and when and how to control the process. The framework for participation-based design guidelines guides and structures the design process. It facilitates a reconstruction of the implicit cognitive structure which underlines dialogue and is generated through the discussion of a group.
series thesis:PhD
last changed 2003/02/12 22:37

_id fc79
authors Ostwald, J.
year 1995
title Supporting Collaborative Design with Representations for Mutual Understanding
source ACM CHI
summary This paper describes a research effort to investigate cross-cultural collaboration in software development. The work is based on a model of collaborative design that calls for stakeholders (including developers and end-users) to iteratively construct an understanding of design problems and potential solutions through the construction and refinement of design representations. The Evolving Artifact (EVA) software design environment has been implemented to support this process. EVA has been used in a development project in a regional telephone company. A case study of this project will be analyzed to yield guidelines and design principles for constructing representations for mutual understanding.
series other
last changed 2003/04/23 15:50

_id e72e
authors Asaro, N., Corrao, R., Faconti, D., Fiandaca, O., Grifoni, P. and Silvani, A.
year 1995
title Riesce: An Hypertextual Tool for Browsing Information Produced in the Building Sector by PFEd
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. 401-408
doi https://doi.org/10.52842/conf.ecaade.1995.401
summary The structure of a set of documents allow for navigation inside single texts. Yet it is often also an obstacle to comparability between different parts and concepts. Even document formatting is only a partial answer to the problem, since it fails to develop the matter of relationships between enunciation and results. It was need to retrieve information about the scientific findings made by Research Units (Operating Units) during the first three year period of the "Progetto Finalizzato Edilizia" (PFEd) for assessment and transfer purposes which led us to design and develop a system to facilitate the retrieval of the relevant information. We chose the building sector for this application because of its relative lack of previous experience of this type, the variety and complexity of documentation available and, last but not least, the general underestimation of research topics and results vis-à-vis the development of the sector. By making the suggestion and information inherent in its findings more available, in terms of method and ambit, as well as more explicit, the research has already achieved a significant result. In view of the prototype character of the experiment, the information will probably be adopted to produce an hypertext on the final results.

series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_48.htm
last changed 2022/06/07 07:54

_id dfaf
authors Ataman, Osman
year 2000
title Some Experimental Results in the Assessment of Architectural Media
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 163-171
doi https://doi.org/10.52842/conf.acadia.2000.163
summary The relationship between the media and architectural design can be an important factor and can influence the design outcome. However, the nature, direction and magnitude of this relationship are unknown. Consequently, there have been many speculative claims about this relationship and almost none of them are supported with empirical research studies. In order to investigate these claims and to provide a testable framework for their potential contributions to architectural education, this study aims to explore the effects of media on architectural design. During 1995-1997, a total of 90 students enrolling in First Year Design Studio and Introduction to Computing classes at Georgia Tech participated in the study. A set of quantitative measures was developed to assess the differences between the two media and the effects on the architectural design. The results suggested that media influenced certain aspects of students’ designs. It is concluded that there is a strong relationship between the media and architectural design. The type of media not only changes some quantifiable design parameters but also affects the quality of design.
series ACADIA
email
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 aab6
authors Bermudez, Julio
year 1995
title Designing Architectural Experiences: Using Computers to Construct Temporal 3D Narratives
source Computing in Design - Enabling, Capturing and Sharing Ideas [ACADIA Conference Proceedings / ISBN 1-880250-04-7] University of Washington (Seattle, Washington / USA) October 19-22, 1995, pp. 139-149
doi https://doi.org/10.52842/conf.acadia.1995.139
summary Computers are launching us into a representational revolution that fundamentally challenges the way we have hitherto conceived and practiced architecture. This paper will explore one of its fronts: the simulation of architectural experiences. Today's off-the-shelf softwares (e.g. 3D modeling, animations, multimedia) allow us for first time in history to depict and thus approach architectural design and criticism truly experientially. What is so appealing about this is the possibility of shifting our attention from the object to the experience of the object and in so doing reconceptualizing architectural design as the design of architectural experiences. Carrying forward such a phenomenological proposition requires us to know (1) how to work with non-traditional and 'quasi-immersive' (or subject-centered) representational systems, and (2) how to construct temporal assemblages of experiential events that unfold not unlike 'architectural stories'. As our discipline lacks enough knowledge on this area, importing models from other fields appears as an appropriate starting point. In this sense, the narrative arts (especially those involved with the temporal representation of audio-visual narratives) offer us the best insights. For example, principles of cinema and storytelling give us an excellent guidance for designing architectural experiences that have a structuring theme (parti), a plot (order), unfolding episodes (rhythm), and special events (details). Approaching architecture as a temporal 3D narrative does transform the design process and, consequently, its results. For instance, (1) phenomenological issues enter the decision making process in an equal footing to functional, technological, or compositional considerations; (2) orthographic representations become secondary sources of information, mostly used for later accurate dimensioning or geometrization; (3) multi-sensory qualities beyond sight are seriously considered (particularly sound, texture, and kinesthetic); etc.
series ACADIA
email
last changed 2022/06/07 07:52

_id d7eb
authors Bharwani, Seraj
year 1996
title The MIT Design Studio of the Future: Virtual Design Review Video Program
source Proceedings of ACM CSCW'96 Conference on Computer-Supported Cooperative Work 1996 p.10
summary The MIT Design Studio of the Future is an interdisciplinary effort to focus on geographically distributed electronic design and work group collaboration issues. The physical elements of this virtual studio comprise networked computer and videoconferencing connections among electronic design studios at MIT in Civil and Environmental Engineering, Architecture and Planning, Mechanical Engineering, the Lab for Computer Science, and the Rapid Prototyping Lab, with WAN and other electronic connections to industry partners and sponsors to take advantage of non-local expertise and to introduce real design and construction and manufacturing problems into the equation. This prototype collaborative design network is known as StudioNet. The project is looking at aspects of the design process to determine how advanced technologies impact the process. The first experiment within the electronic studio setting was the "virtual design review", wherein jurors for the final design review were located in geographically distributed sites. The video captures the results of that project, as does a paper recently published in the journal Architectural Research Quarterly (Cambridge, UK; Vol. 1, No. 2; Dec. 1995).
series other
last changed 2002/07/07 16:01

_id 276c
authors Breen, Jack
year 1995
title Dynamic Perspective: The Media Research Programme
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary This paper focuses on the Research Programme of the Media Sector at the Faculty of Architecture, Delft University of Technology. The media research objectives for the coming years have been brought together with an overall project: “Dynamic Perspective”. The “dynamic” quality may be interpreted both as movement (visual displacement and registration) and as change (the effects of different options).

The four projects which together make up this research programme deal with perception (understanding) and conception (designing and imaging) of urban space: “the architecture of the city”. Specific aspects are the effects of primary and secondary spatial boundaries and the systematic structuring of simulation of visual information. The programme will further concentrate on the development and implementation of relevant techniques (besides “traditional” ones such as the drawing and the architectural model, on multimedia techniques such as endoscopy, computer visualization and development of virtual reality systems), both in education and in design practice.

By means of analysis, the creation of visual models of choice and the setting up of experiments, the programme aims at the furthering of theoretical knowledge and at acquiring better insights into the effects of design decisions at an urban level, both for designers and for other participants in the design process. Further development of existing laboratory facilities towards a comprehensive Design Simulation Laboratory is an important aspect of the programme.

Within the media research process the Aspern location master plan has been considered as a case study, the findings of which will be presented separately in the workshop sessions.

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

_id 00ce
authors Cicognani, Anna
year 1995
title The New Challenge of Learning
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. 37-42
doi https://doi.org/10.52842/conf.ecaade.1995.037
summary The World Wide Web offers us a new way of hunting for information. If we compare Internet to an ocean, "surfing" is perhaps the right word to use for describing this hunting process. The 'power" of the Web lies in its friendly interface and in its potential to provide users with high impact documents, pictures, animation and sound. The hypertext nature of the Web allows us to create an on-going set of links which refer to and connect sites all over the world. Researchers and students can use this tool not only for gathering information, but also for publishing their works and "peering" with the works of others. The challenge, then, is to generate new interest around getting information. Students seem to have more motivations in learning whilst experimenting. And the Web is a good place to start.
series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_5.htm
last changed 2022/06/07 07:56

_id 44f6
authors Colajanni, Benedetto and Pellitteri, Giuseppe (Eds.)
year 1995
title Multimedia and Architectural Disciplines [Conference Proceedings]
source 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, 436 p.
doi https://doi.org/10.52842/conf.ecaade.1995
summary The rapid development of the potentialities of multimedia imposes a reflection about its use in teaching architecture. Multimedia is multifaceted and each facet deserves a particular attention inasmuch as it can change the traditional approach to learning. A direct experience of an architectural work can be simulated with a impact far stronger than an experience trough photographs, drawings and books can do. But, as every positive fact can have in certain cases also some negative consequences. the intensity of the participation to an experience structured by someone else can leave less space to a personal approach to the object of the presentation. The same problem is posed if we consider the structure of an hypertext. The essence of the hypertext lies in the net of relationships between very different kinds of documents that it is able to manage in order to express the complexity of its theme. But who has to create the net, the teacher choosing the relationship that he thinks important or the learner to build a personal image of the hypertext matter. It is an old question about the two faces of teaching: transmitting knowledge or giving the learner the instruments to build by oneself his store of knowledge. Easy and trivial answer that both approaches can be useful. The accomplishment of a multimedial sequence of average complexity requires at present a lot of time. Hence, to be convenient, it is to be used many times, then by many students. The effectiveness of the tool partly depends on the rapidity with which it can be constructed. Speeding it up would allow to use this kind of tools with the same easiness than mare traditional means of representation. Besides those general considerations a check is to do on the peculiarities, if any, of the use of multimedia in the different disciplines of the formative curriculum of an architect. This is theme of our thirteenth conference. The programme has been articulated into sessions, dealing separately with history teaching, design teaching and research. Of course the sessions dealing with design are more numerous than the other, since design is the axis of teaching architecture. The presented paper cover a large arc of arguments, dealing with many facets of the proposed themes with plenty of examples and documentation on practical experiences. constituting a corpus of great usefulness for any operator in the field of architectural teaching.

series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Home.htm
last changed 2022/06/07 07:49

_id 8cdd
authors Coyne, Richard
year 1995
title Multimedia Metaphors in the Design Studio
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. 129-138
doi https://doi.org/10.52842/conf.ecaade.1995.129
summary In this paper I examine some of he ways that multimedia impacts upon the design studio. I show how multimedia affects design products and processes in so far as it is caught up in the metaphors we use in structuring design tasks. But this influence is far from deterministic. Metaphors entail various oppositions, the resolution of which sets the problems for the designer in the particular design situation. The article describes two cases of using multimedia in a design studio teaching situation. The first explores how multimedia brings to light the opposition between the design and the presentation of the design. I explore how students cope with the tensions that arise when using multimedia. The second case study looks at the conventional privileging of the visual over the other senses in architectural design. I describe a design studio in which we deliberately privileged the audile sense over the visual. This was established through the way we set the brief, hut also through the use of multimedia technology. Students used sound recorded from the site in conjunction with MIDI keyboard and sound processing technology to analyse and synthesise sound pertinent to the design of a pavilion at the Circular Quay area on the busy Sydney foreshore. We examine what difference this emphasis upon the audile made to the design process and to the design product, and how multimedia affects design.

series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_17.htm
last changed 2022/06/07 07:56

_id 95bf
authors Culverhouse, P.F.
year 1995
title Constraining designers and their CAD tools
source Design Studies 16 (1) (1995) pp. 81-101
summary Electronics product designs can fail for technological reasons and also for human reasons. Both computer-aided design (CAD) tools and formal methods have attempted to limit the risk of product failure by logical assessment of the design and its technology. However, to improve design effectiveness and efficiency the contribution of people to a design's risk of failure must also be assessed and controlled. A method is presented of controlling and limiting human design through the application of a four-path model of design previously developed by the author. The model categorizes designs as repeat design, variant design, innovative design or strategic design. Each has its own set of pre-existent constraints that limit the capacity for unwanted innovation to the product at the outset of each development programme. This provides a mechanism by which designer creativity may be controlled. The manner in which designers are constrained may also be applied to the control of CAD tools commonly employed in the design process.
series journal paper
last changed 2003/05/15 21:45

_id 8991
authors Danahy, John and Hoinkes, Rodney
year 1995
title Polytrim: Collaborative Setting for Environmental Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 647-658
summary This paper begins with a review of the structuring values and questions the Centre for Landscape Research (CLR) is interested in answering with its testbed software system Polytrim (and its derivatives; CLRview, CLRpaint, CLRmosaic available via anonymous ftp over the internet). The mid section of the paper serves as a guide to Polytrim's structure and implementation issues. Some of the most enduring and significant principles learned from Polytrim's use over the last six years of use in research, teaching and professional practice are introduced. The paper will end with an overview of characteristics that we believe our next generation of software should achieve. The CLR's digital library on the World-Wide Web provides an extensive Set of illustrations and detailed descriptions of the ideas and figures presented in this paper. Endnotes provide specific internet addresses for those that wish to read, see or use the system.
keywords Dialogue, Interaction, Collaboration, Integration, Setting
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 4aae
authors Day, Alan K. and Radford, Antony D.
year 1995
title Imaging Change: The Computer City Model as a Laboratory for Urban Design Research
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 495-506
summary The use of an extensive and detailed computer model of the city of Bath, UK, as a laboratory for urban design research is discussed. Bath is a small predominantly Georgian historic city that has been designated a World Heritage Site. Examples are drawn from four kinds of work: the representation of Bathís historic growth (including unbuilt plans), the prediction of the urban design impact of individual development proposals, the study and development of explicit and implicit urban design Çrulesë for the form of existing and new development, and the impact on city form and appearance of policy proposals for urban sustainability.
keywords 3D City Modeling, Urban Modelling, Planning, Public Consultation
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 683a
authors Do, Ellen Yi-Luen and Gross, Mark D.
year 1995
title Shape Based Reminding as an Aid to Creative Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 79-89
summary This paper describes "Drawing Analogies", a shape based reminding program that uses freehand sketches to index and retrieve visual references for creative designing. Architects often employ reference images from books, magazines, and other visual collections to find forms they can adopt and adapt into their designs. We give examples of how designers use drawing and analogies and describe our approach to finding similar drawings. We argue that a graphical reminding scheme based on sketching can help designers find interesting references from various domains.
series CAAD Futures
email
last changed 2004/10/04 07:49

_id 2036
authors Dzeng, R.J.
year 1995
title Caseplan: A Case-based Planer and Scheduler for Construction Using Product Modeling
source University of Michigan
summary Construction planning and scheduling are important to contractors for estimating the cost and duration of a project they are to bid on and construct. Many projects specify incentive and disincentive clauses for completing projects early and late. The timely completion and success of a project rely on good planning and scheduling. Contractors who repeatedly build the same kind of facilities acquire experience in scheduling the needed construction work. When parts of a facility's design are copied from one project to the next, the previously developed schedules could possibly be reused to schedule future work. This dissertation presents a construction planner and scheduler, named CasePlan, that automates the planning and scheduling process through the use of experience encoded in cases. CasePlan enables a contractor to specify a facility design using a product model, describe the relationships between product components and parts of a schedule (e.g., activity subnetworks, construction crews), and store this information as a case. As a decision support tool, CasePlan enables the contractor to search for cases whose facility designs are similar to that of a new project. The similarity assessment is based on the relative importance values that the contractor assigns to the components and their attributes in the product model. As an automation tool, CasePlan creates the schedule of a new project by reusing parts of the schedules whose associated designs are most similar to that project's design. The result is a schedule in which construction alternatives are chosen from those used in previous cases based on the new project scheduling constraints. The contractor / system-user can interact with CasePlan during its operation or modify the resulting schedule to add detail needed for executing the schedule in the field. Two types of construction projects have been studied for the development of CasePlan. One is the Kit-of-Parts post offices, in which designs are made by reusing design modules defined as Parts. The other is the boiler erection for fossil-fueled power plants, in which the design process is standardized and component configurations are similar across designs. These projects were chosen because their schedules are similar within each project type, which suggested that practitioners had a high incentive and were likely to reuse schedules. CasePlan's similarity assessment for boiler erection projects was validated using a survey. CasePlan's schedules and usability was subjectively evaluated also by the interviewed professionals.
series thesis:PhD
email
last changed 2003/02/12 22:37

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 19HOMELOGIN (you are user _anon_770084 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002