CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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Hits 1 to 20 of 382

_id 8a8a
authors Akin, Ö., Sen, R., Donia,M. and Zhang, Y.
year 1995
title SEED-Pro: Computer-Assisted Architectural Programming in SEED
source Journal of Architectural Engineering -- December 1995 -- Volume 1, Issue 4, pp. 153-161
summary Computer-assisted architectural programming is in its infancy. What there is in terms of architectural programming theory often differs from practice. In the first half of this paper we define relevant terms, provide abrief review of the state of the art, and draw attention to the primacy of architectural programming in design. SEED-Pro is introduced as an intelligent assistant providing structure to the normally open-endedactivities of design. This includes the creation of an architectural program from scratch. In the second, more technical, part of the paper we emphasize three specific topics. The design problem specificationfunctionality is described. The generation and evaluation of the emerging architectural program is discussed. An approach to the decomposition of the architectural program into alternative hierarchies is provided.The paper concludes with a discussion of what is and remains to be accomplished.
series journal paper
email
last changed 2003/05/15 21:27

_id ascaad2006_paper2
id ascaad2006_paper2
authors Sharji, Elyna and Ahmed Rafi
year 2006
title The Significant Role of an Electronic Gallery to the Education Experience and Learning Environment
source Computing in Architecture / Re-Thinking the Discourse: The Second International Conference of the Arab Society for Computer Aided Architectural Design (ASCAAD 2006), 25-27 April 2006, Sharjah, United Arab Emirates
summary Multimedia has brought new paradigms to education where users are able to use the technology to create compelling content that truly represents a new archetype in media experience. According to Burger (1995), the synergy of digital media is becoming a way of life where new paradigms for interactive audio-visual experiences of all communicative arts to date are mandatory. It potentially mixes technology and disciplines of architecture and art. Students can learn on their own pace and they can be tested in a non-linear way while interactivity allows the curious to easily explore related topics and concepts. Fundamental assumptions, theories and practices of conventional design paradigm are constantly being challenged by digital technology and this is the current scenario in architecture and art and design schools globally. Thus schools are enhancing the methods and improvising the technology of imparting knowledge to be in consistent with recent findings and knowledge. To be able to cater the use of digital media and information technology on architectural and art design education, four criteria are required, which are; the SPACE and place to accommodate the educational activities, the TOOLS that assist imparting of knowledge, the CONTENT of syllabus and information and the acceptance and culture of the receiving end users and HUMAN PERCEPTION. There is a need for the research of realization and activating the architectural space that has been equipped with multimedia tools and upgraded with recent technology to facilitate and support the community of learners and users. Spaces are now more interactive, multi functional, flexible and intelligent to suit the trend of computing in normal everyday life of the education sector, business and management, art and leisure, corporate and technological area. While the new concept of computing in education is still in the earlier phase, the conventional analogue paradigm still dominates the architectural design discourse which acts as a barrier to the development of digital designs and architectural education. A suitable approach is in need to bridge the gap between what theory has been explored and the practice of knowledge. A digital support environment with intelligent design and planning tools is envisioned to bridge the gap and to cater for the current scenario.
series ASCAAD
type normal paper
email
last changed 2021/07/16 10:34

_id df4b
authors Angulo Mendivil, Antonieta Humbelina
year 1995
title On the Conceptual Feasibility of a CAAD-CAAI Integrated Decision Support System: A Computer Aided Environment for Technical Decision Making in Architecture
source Delft University of Technology
summary This document addresses two questions: What are the ultimate means of design support we can offer to the architect, and how can we devise them? We are not the first ones to address these questions, neither the first ones to point our finger in the direction of Decision Support Systems for such purposes. Nevertheless, we may be among those scholars that understanding 'Decision Support" in terms of "Learning Support", are willing to explore the implications that such an understanding assumes for the concept of Decision Support Systems. Our exploration in such regards has shown us that knowledge application and knowledge acquisition cycles describe a continuum, and that such cycles, encapsulated in our "Practice Based Learning" and "Continuing Professional Development" dynamics are present in both our instructional and professional environments. From such a perspective, our scope regarding feasible Decision Support Systems is not restricted to the use of CAAD instrumental resources, but expanded into a context of CAAD-CAAI integration. Throughout this document we conceive a system that blends CAAD and CAAI resources looking forward to the creation of a Support Environment that seeks to motivate a reflective attitude during design, in such a way, upgrade our capability for acquiring as well as applying knowledge in design. In instrumental terms, this document explains how mainstream CAAD developments in the field of "Intelligent Front End Technology" and CAAI developments in the field of "Knowledge-based Curricular Networks" can complement each other in the establishment of a Decision Support System of trans-environmental relevancy. As an application framework for the concept and instrumental base described above, this document presents an image of the kind of decision-making model that it will intend to support, the kind of task support model it will look forward to implement, and the kind of general instrumental layout it will require. On the basis of such an instrumental layout, the system that is hereby outlined can be regarded as a "CAAD-CAAI Integrated", "Intelligent", and "User-Oriented" Interface System.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 0128
authors Engeli, M., Kurmann, D. and Schmitt, G.
year 1995
title A New Design Studio: Intelligent Objects and Personal Agents
doi https://doi.org/10.52842/conf.acadia.1995.155
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. 155-170
summary As design processes and products are constantly increasing in complexity, new tools are being developed for the designer to cope with the growing demands. In this paper we describe our research towards a design environment, within which different aspects of design can be combined, elaborated and controlled. New hardware equipment will be combined with recent developments in graphics and artificial intelligence programming to develop appropriate computer based tools and find possible new design techniques. The core of the new design studio comprises intelligent objects in a virtual reality environment that exhibit different behaviours drawn from Artificial Intelligence (AI) and Artificial Life (AL) principles, a part already realised in a tool called 'Sculptor'. The tasks of the architect will focus on preferencing and initiating good tendencies in the development of the design. A first set of software agents, assistants that support the architect in viewing, experiencing and judging the design has also been conceptualised for this virtual design environment. The goal is to create an optimised environment for the designer, where the complexity of the design task can be reduced thanks to the support made available from the machine.
keywords Architectural Design, Design Process, Virtual Reality, Artificial Intelligence, Personal Agents
series ACADIA
email
last changed 2022/06/07 07:55

_id fa87
authors Kurmann, David
year 1995
title Sculptor - A Tool for Intuitive Architectural Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 323-330
summary To manage the complexity in three-dimensional modelling and design in architecture, new approaches and methods are needed in computer based design tools. This paper identifies key factors in designing with computers and presents a computer program called 'Sculptor' for intuitive and direct virtual modelling in architecture. The program focuses on new methods for design in the early stages such as conceptual and abstract designs for massing studies.
keywords Architectural Design., User Interface, Virtual Reality, Distributed Modelling, Intelligent Agents
series CAAD Futures
last changed 1999/08/03 17:16

_id 4a1a
authors Laird, J.E.
year 2001
title Using Computer Game to Develop Advanced AI
source Computer, 34 (7), July pp. 70-75
summary Although computer and video games have existed for fewer than 40 years, they are already serious business. Entertainment software, the entertainment industry's fastest growing segment, currently generates sales surpassing the film industry's gross revenues. Computer games have significantly affected personal computer sales, providing the initial application for CD-ROMs, driving advancements in graphics technology, and motivating the purchase of ever faster machines. Next-generation computer game consoles are extending this trend, with Sony and Toshiba spending $2 billion to develop the Playstation 2 and Microsoft planning to spend more than $500 million just to market its Xbox console [1]. These investments have paid off. In the past five years, the quality and complexity of computer games have advanced significantly. Computer graphics have shown the most noticeable improvement, with the number of polygons rendered in a scene increasing almost exponentially each year, significantly enhancing the games' realism. For example, the original Playstation, released in 1995, renders 300,000 polygons per second, while Sega's Dreamcast, released in 1999, renders 3 million polygons per second. The Playstation 2 sets the current standard, rendering 66 million polygons per second, while projections indicate the Xbox will render more than lOO million polygons per second. Thus, the images on today's $300 game consoles rival or surpass those available on the previous decade's $50,000 computers. The impact of these improvements is evident in the complexity and realism of the environments underlying today's games, from detailed indoor rooms and corridors to vast outdoor landscapes. These games populate the environments with both human and computer controlled characters, making them a rich laboratory for artificial intelligence research into developing intelligent and social autonomous agents. Indeed, computer games offer a fitting subject for serious academic study, undergraduate education, and graduate student and faculty research. Creating and efficiently rendering these environments touches on every topic in a computer science curriculum. The "Teaching Game Design " sidebar describes the benefits and challenges of developing computer game design courses, an increasingly popular field of study
series journal paper
last changed 2003/04/23 15:50

_id eb51
authors Coyne, Richard
year 1996
title CAAD, Curriculum and Controversy
doi https://doi.org/10.52842/conf.ecaade.1996.121
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 121-130
summary This paper brings some of the debate within educational theory to bear on CAAD teaching, outlining the contributions of conservatism, critical theory, radical hermeneutics and pragmatism. The paper concludes by recommending that CAAD teaching move away from conservative concepts of teaching, design and technology to integrate it into the studio. In a highly illuminating book on education theory, Shaun Gallagher (1991) outlines four current views on education that correspond to four major positions in contemporary social theory and philosophy. I will extend these categories to a consideration of attitudes to information technology, and the teaching of computing in architecture. These four positions are conservatism, critical theory, radical hermeneutics, and pragmatism. I will show how certain issues cluster around them, how each position provides the focus of various discursive practices, or intellectual conversations in contemporary thinking, and how information technology is caught up in those conversations. These four positions are not "cognitive styles," but vigorously argued domains of debate involving writers such as Gadamer, Habermas and Derrida about the theory of interpretation. The field of interpretation is known as hermeneutics, which is concerned less with epistemology and knowledge than with understanding. Interpretation theory applies to reading texts, interpreting the law, and appreciating art, but also to the application of any practical task, such as making art, drawing, defining and solving problems, and design (Coyne and Snodgrass, 1995). Hermeneutics provides a coherent focus for considering many contemporary issues and many domains of practice. I outline what these positions in education mean in terms of CAAD (computer-aided architectural design) in the curriculum.

series eCAADe
email
more http://www.caad.ac.uk/~richard
last changed 2022/06/07 07:56

_id 00e7
authors Bushby, S.T.
year 1997
title BACnetTM: a standard communication infrastructure for intelligent buildings
source Automation in Construction 6 (5-6) (1997) pp. 529-540
summary Intelligent buildings require integration of a variety of computer-based building automation and control system products that are usually made by different manufacturers. The exchange of information among these devices is critical to the successful operation of the building systems. Proprietary approaches to providing this communication have created great challenges for system integrators and hampered the development of intelligent building technology. Even though digital automation and control technology has been widely available for more than a decade and islands of automation are common, intelligent buildings with integrated building services are still more of a promise than a reality. BACnetTM is a standard communication protocol for building automation and control networks developed by the American Society of Heating, Refrigerating and Air-conditioning Engineers (ASHRAE, Standard 135-1995: BACnetTM--A Data Communication Protocol for Building Automation and Control Networks. American Society of Heating, Refrigerating, and Air-conditioning Engineers. Atlanta, Georgia, USA, 1995). BACnetTM provides the communication infrastructure needed to integrate products made by different vendors and to integrate building services that are now independent. This paper describes the main features of the BACnetTM protocol and early experience implementing it.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id maver_076
id maver_076
authors Chen, Y., Fram, I. and Maver, T.W.
year 1995
title On the Architecture of a Computer-Mediated Collaborative Product Design Environment
source Intelligent Manufacturing Conference (Ed: S Yang et al) Wuhan, PRC
summary This paper describes the development of a COmputer-Mediated Collaborative Product development Environment (COMCOPE) within the context of the construction industry, a collaborative project between Anglia Polytechnic University, the University of Strathclyde and some industrial partners. The most prominent feature about COMCOPE lies in the particular emphasis on supporting human-human interaction across time and space through computer mediation within a distributed and networked environment. Based on a review of related research areas, traditional computer integrated construction concepts have been extended within the framework of computer supported cooperative work, which results in the COMCOPE conceptual architecture. As the core of COMCOPE architecture an interaction model has been developed to help articulate collaborative activities. Implementation issues have been addressed, and a prototype system, based on an augmented client-server model, has been outlined.
series other
type normal paper
email
last changed 2015/02/20 11:15

_id d637
authors Flemming, Ulrich and Sheng-Fen , Chien
year 1995
title Schematic Layout Design in SEED Environment
source Journal of Architectural Engineering -- December 1995 -- Volume 1, Issue 4, pp. 162-169
summary This paper describes SEED-Layout, a module of SEED that supports the generation of schematic layouts of the functional units specified in an architectural program. SEED-Layout provides capabilities that allowdesigners to generate and evaluate rapidly different layout alternatives and versions; to explore the trade-offs involved; and to engage generally in an iterative, highly explorative design process. The resulting"design space" is complex, and the paper describes current efforts to provide designers with intelligent "navigation" aids that encourage them to explore interesting portions of this space without "getting lost."The paper concludes with a brief description of the current implementation and directions for future work.
series journal paper
email
last changed 2003/05/15 21:45

_id 695f
authors Galle, P.
year 1995
title Towards integrated, intelligent, and compliant computer modeling of buildings
source Automation in Construction 4 (3) (1995) pp. 189-211
summary This paper is a survey of current research into computer modeling of buildings. Just as much, however, it is a contribution to a debate on the future of this field of research (and as such expresses the author's opinions, rather than mere facts). It is suggested that more research should be conducted in a top-down "'problem-driven" (rather than in a bottom-up. "technology-driven") manner. As the goal of future research, ten desirable system properties are proposed and grouped together under three headings: integration. intelligence", and compliance. A critical survey of the current state-of-the-art of computer modeling of buildings is given, to assess how far we are from systems with such properties. On that background problems are discussed which are major obstacles to the proposed kind of systems (hence good starting points lot problem-driven research and some ways of approaching these problems are briefly evaluated.
keywords Computer Modeling of Buildings; Product Modeling: Computer Aided Building Design; Critical Survey; Goal-Setting Debate; Concurrency Control: Integrity Constraint Management; Representation; Complexity of Representations
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 14:47

_id 94cd
id 94cd
authors Heintz, J.L.
year 1995
title DESIGN KNOWLEDGE SYSTEMS: ARTIFICIAL INTELLIGENCE FOR THE INTELLIGENT ARCHITECT; ARCHITECTURAL DOMAIN DOCUMENTATION AND ANALYSIS
source Oxman, R.M., Bax, M.F.Th., Achten, H.H. (eds.) Design research in the Netherlands, 71-87
series book
type normal paper
email
more http://www.designresearch.nl/PDF/DRN1995_Heintz.pdf
last changed 2005/10/12 15:15

_id 1bb0
authors Russell, S. and Norvig, P.
year 1995
title Artificial Intelligence: A Modern Approach
source Prentice Hall, Englewood Cliffs, NJ
summary Humankind has given itself the scientific name homo sapiens--man the wise--because our mental capacities are so important to our everyday lives and our sense of self. The field of artificial intelligence, or AI, attempts to understand intelligent entities. Thus, one reason to study it is to learn more about ourselves. But unlike philosophy and psychology, which are also concerned with AI strives to build intelligent entities as well as understand them. Another reason to study AI is that these constructed intelligent entities are interesting and useful in their own right. AI has produced many significant and impressive products even at this early stage in its development. Although no one can predict the future in detail, it is clear that computers with human-level intelligence (or better) would have a huge impact on our everyday lives and on the future course of civilization. AI addresses one of the ultimate puzzles. How is it possible for a slow, tiny brain{brain}, whether biological or electronic, to perceive, understand, predict, and manipulate a world far larger and more complicated than itself? How do we go about making something with those properties? These are hard questions, but unlike the search for faster-than-light travel or an antigravity device, the researcher in AI has solid evidence that the quest is possible. All the researcher has to do is look in the mirror to see an example of an intelligent system. AI is one of the newest disciplines. It was formally initiated in 1956, when the name was coined, although at that point work had been under way for about five years. Along with modern genetics, it is regularly cited as the ``field I would most like to be in'' by scientists in other disciplines. A student in physics might reasonably feel that all the good ideas have already been taken by Galileo, Newton, Einstein, and the rest, and that it takes many years of study before one can contribute new ideas. AI, on the other hand, still has openings for a full-time Einstein. The study of intelligence is also one of the oldest disciplines. For over 2000 years, philosophers have tried to understand how seeing, learning, remembering, and reasoning could, or should, be done. The advent of usable computers in the early 1950s turned the learned but armchair speculation concerning these mental faculties into a real experimental and theoretical discipline. Many felt that the new ``Electronic Super-Brains'' had unlimited potential for intelligence. ``Faster Than Einstein'' was a typical headline. But as well as providing a vehicle for creating artificially intelligent entities, the computer provides a tool for testing theories of intelligence, and many theories failed to withstand the test--a case of ``out of the armchair, into the fire.'' AI has turned out to be more difficult than many at first imagined, and modern ideas are much richer, more subtle, and more interesting as a result. AI currently encompasses a huge variety of subfields, from general-purpose areas such as perception and logical reasoning, to specific tasks such as playing chess, proving mathematical theorems, writing poetry{poetry}, and diagnosing diseases. Often, scientists in other fields move gradually into artificial intelligence, where they find the tools and vocabulary to systematize and automate the intellectual tasks on which they have been working all their lives. Similarly, workers in AI can choose to apply their methods to any area of human intellectual endeavor. In this sense, it is truly a universal field.
series other
last changed 2003/04/23 15:14

_id ecaade2024_361
id ecaade2024_361
authors Sochùrková, Petra; Devyatkina, Svetlana; Kordová, Sára; Vaško, Imrich; Tsikoliya, Shota
year 2024
title Bioreceptive Parameters for Additive Manufacturing of Clay based Composites
doi https://doi.org/10.52842/conf.ecaade.2024.1.045
source Kontovourkis, O, Phocas, MC and Wurzer, G (eds.), Data-Driven Intelligence - Proceedings of the 42nd Conference on Education and Research in Computer Aided Architectural Design in Europe (eCAADe 2024), Nicosia, 11-13 September 2024, Volume 1, pp. 45–54
summary Due to climate change and the problematic amount of waste and CO2 emissions in the construction industry, non-human organisms and sustainable solutions are key motivators of the study. This paper focuses on developing a bioreceptive (Guillitte, 1995) composite suitable for additive manufacturing, composed to support growth of various organisms. It investigates key properties which have shown to be beneficial for promoting biological growth, such as water absorption, water permeability, humidity, and surface texture. The study evaluates the effect of two groups of clay-based waste additives, wooden sawdust (Arslan, et al., 2021) and sediment material sourced from local tunnel excavation in Prague. Simultaneously the need for intelligent reintegration and waste use is prevalent. Additive fabrication offers the ability to test a variety of composites and (re-)integrate them into the manufacturing processes. Current approach explores how to design artificial environments/skins for greenery and small life with the potential to improve both diversity and survivability while maintaining a better climate in its immediate surroundings. Bioreceptive design has the potential to improve the quality of the urban environment and bring new aesthetic influences into it (Cruz and Beckett 2016, p. 51-64).
keywords Digital Design, Material Research, Bioreceptive Design, Robotic Fabrication, Additive Manufacturing, Experimental Pastes, Bio compatibility, Waste Materials, Clay Composites
series eCAADe
email
last changed 2024/11/17 22:05

_id cd81
authors Petrovic, Ivan K.
year 1995
title A FRAMEWORK FOR COOPERATIVE ACTIVITIES OF COMPUTER DESIGN AGENTS
doi https://doi.org/10.52842/conf.acadia.1995.171
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. 171-186
summary The paper presents a progress report on a project investigating the possible application of a framework for cooperative-activities of computer design agents in the conceptual phase of architectural design. A process leading to definition of the expected performances of design agents is desribed, and some possible applications illustrated. The framework includes not only the objective, but also, the "subjective" agents. It is expected that the framework would offer an insight into the intricacies of CAAD in an educational environment, and provide the exploration paths and an efficient production of alternative solutions in an office.
series ACADIA
type normal paper
email
last changed 2022/06/07 08:00

_id 34e1
authors Vernenne, D., Rogge, S., Van Laere, W.,and Vandamme, F.
year 1995
title Annot Agents: Knowledge-Based Tools for Supporting Participatory Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 699-706
summary In this paper, we consider participatory design as aiming for full cooperation of all actors involved in collaborative design processes. This type of co-design needs efficient tools to support the complex interactions on many levels. The paper describes our AnnotAgents which is a method and a library of tools which we are currently developing to support these complex cooperation processes.
series CAAD Futures
last changed 1999/08/03 17:16

_id ddssar0206
id ddssar0206
authors Bax, M.F.Th. and Trum, H.M.G.J.
year 2002
title Faculties of Architecture
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary In order to be inscribed in the European Architect’s register the study program leading to the diploma ‘Architect’ has to meet the criteria of the EC Architect’s Directive (1985). The criteria are enumerated in 11 principles of Article 3 of the Directive. The Advisory Committee, established by the European Council got the task to examine such diplomas in the case some doubts are raised by other Member States. To carry out this task a matrix was designed, as an independent interpreting framework that mediates between the principles of Article 3 and the actual study program of a faculty. Such a tool was needed because of inconsistencies in the list of principles, differences between linguistic versions ofthe Directive, and quantification problems with time, devoted to the principles in the study programs. The core of the matrix, its headings, is a categorisation of the principles on a higher level of abstractionin the form of a taxonomy of domains and corresponding concepts. Filling in the matrix means that each study element of the study programs is analysed according to their content in terms of domains; thesummation of study time devoted to the various domains results in a so-called ‘profile of a faculty’. Judgement of that profile takes place by committee of peers. The domains of the taxonomy are intrinsically the same as the concepts and categories, needed for the description of an architectural design object: the faculties of architecture. This correspondence relates the taxonomy to the field of design theory and philosophy. The taxonomy is an application of Domain theory. This theory,developed by the authors since 1977, takes as a view that the architectural object only can be described fully as an integration of all types of domains. The theory supports the idea of a participatory andinterdisciplinary approach to design, which proved to be awarding both from a scientific and a social point of view. All types of domains have in common that they are measured in three dimensions: form, function and process, connecting the material aspects of the object with its social and proceduralaspects. In the taxonomy the function dimension is emphasised. It will be argued in the paper that the taxonomy is a categorisation following the pragmatistic philosophy of Charles Sanders Peirce. It will bedemonstrated as well that the taxonomy is easy to handle by giving examples of its application in various countries in the last 5 years. The taxonomy proved to be an adequate tool for judgement ofstudy programs and their subsequent improvement, as constituted by the faculties of a Faculty of Architecture. The matrix is described as the result of theoretical reflection and practical application of a matrix, already in use since 1995. The major improvement of the matrix is its direct connection with Peirce’s universal categories and the self-explanatory character of its structure. The connection with Peirce’s categories gave the matrix a more universal character, which enables application in other fieldswhere the term ‘architecture’ is used as a metaphor for artefacts.
series DDSS
last changed 2003/11/21 15:16

_id 83fe
authors Choi, Jin Won
year 1995
title Digital Athens: An Application of ArchiTOUR, A Multimedia Authoring System
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 517-527
summary This paper presents an educational software package for teaching and learning architectural history and theory. The package called Digital Athens is intended to teach architecture in Ancient Athens. It has been developed with the ArchiTOUR multimedia authoring system for architectural education, especially architectural history and theory. It proposes an efficient way to handle and present the diverse multimedia data that architectural education requires. The first section of this paper describes the ArchiTOUR multimedia authoring system. ArchiTOURís main features include 1) three different working modes; 2) ArchiTOUR objects; 3) linking ArchiTOUR objects; and 4) ArchiTOUR hotspots. The next part presents Digital Athens as an application of ArchiTOUR. This segment demonstrates the main ideas involved in the package and the authoring system by illustrating the contents of Digital Athens. Finally, the last part discusses future extensions of ArchiTOUR as well as the Digital Athens package itself.
keywords Multimedia, Hypermedia, Authoring, 3D Visualization
series CAAD Futures
last changed 1999/08/03 17:16

_id 30ec
authors Coates, Paul and Hall, Miles Robin
year 1995
title The Use of CAAD to Generate Urban Form
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 599-616
summary The paper describes a computer modelling process suitable for the generation of townscape elements using a statistical simulation based on aesthetic theory in mathematics. This approach is also used to analyse existing urban settings and thereby allow comparison with the generated output of the model indicating close agreement between the model and attractive historical townscape. This agreement depends closely upon the size of the unit chosen for measurement of the existing townscape thereby determining how the output from the model should be scaled for construction. An independent low-level designing ability appears inherent in the model and there is a discussion as to how this might be further developed.
keywords Emergent Form, Generative Model, Power Laws, Townscape, Vernacular Style
series CAAD Futures
email
last changed 2003/05/16 20:58

_id 679e
authors Coyne, R.
year 1995
title Designing Information Technology in the Postmodern Age
source The MIT Press, Cambridge, Ma and London UK
summary Designing Information Technology in the Postmodern Age puts the theoretical discussion of computer systems and information technology on a new footing. Shifting the discourse from its usual rationalistic framework, Richard Coyne shows how the conception, development, and application of computer systems is challenged and enhanced by postmodern philosophical thought. He places particular emphasis on the theory of metaphor, showing how it has more to offer than notions of method and models appropriated from science. Coyne examines the entire range of contemporary philosophical thinking -- including logical positivism, analytic philosophy, pragmatism, phenomenology, critical theory, hermeneutics, and deconstruction -- comparing them and showing how they differ in their consequences for design and development issues in electronic communications, computer representation, virtual reality, artificial intelligence, and multimedia. He also probes the claims made of information technology, including its presumptions of control, its so-called radicality, even its ability to make virtual worlds, and shows that many of these claims are poorly founded. Among the writings Coyne visits are works by Heidegger, Adorno, Benjamin, Gadamer, Derrida, Habermas, Rorty, and Foucault. He relates their views to information technology designers and critics such as Herbert Simon, Alan Kay, Terry Winograd, Hubert Dreyfus, and Joseph Weizenbaum. In particular, Coyne draws extensively from the writing of Martin Heidegger, who has presented one of the most radical critiques of technology to date.
series other
email
last changed 2003/04/23 15:14

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