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 294

_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 5236
authors Arciszewski, T., Michalski, R.S. and Dybala, T.
year 1995
title STAR methodology-based learning about construction accidents and their prevention
source Automation in Construction 4 (1) (1995) pp. 75-85
summary This paper presents the results of a feasibility study concerning the application of STAR-methodology-basedmachine learning to construction accidents and their prevention. A ten-stage knowledge acquisition process is presented and its individual stages described. Knowledge about construction accidents was acquired using a collection of 225 examples, based on actual accidents records. Inductive learning with a system based on the STAR-methodology was employed. This system was used in both the generalization and specialization modes of operation. The decision rules obtained are complex, but their interpretation is clear and they seem to be consistent with the present understanding of causal relationships between accident results and various factors affecting them. Also, the rules were verified using average overall and omission empirical error rates, which were calculated as average for three randomly determined sequences of examples. These error rates were calculated for all seven steps in the machine learning process, and were used to construct learning curves for both error rates. The relationships between error rates and the number of examples used for learning are analyzed, and coefficients of linear regression given and discussed. The 225 examples used were found to be grossly insufficient to produce reliable knowledge about accidents and therefore a large study is postulated which would involve the collection of a larger number of construction accident records. In general, our study demonstrated the feasibility of machine learning in acquiring knowledge about construction accidents.
keywords Construction accidents and their prevention; Knowledge acquisition; Machine learning; Multi-stepmachine learning process
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:31

_id 2068
authors Frazer, John
year 1995
title AN EVOLUTIONARY ARCHITECTURE
source London: Architectural Association
summary In "An Evolutionary Architecture", John Frazer presents an overview of his work for the past 30 years. Attempting to develop a theoretical basis for architecture using analogies with nature's processes of evolution and morphogenesis. Frazer's vision of the future of architecture is to construct organic buildings. Thermodynamically open systems which are more environmentally aware and sustainable physically, sociologically and economically. The range of topics which Frazer discusses is a good illustration of the breadth and depth of the evolutionary design problem. Environmental Modelling One of the first topics dealt with is the importance of environmental modelling within the design process. Frazer shows how environmental modelling is often misused or misinterpreted by architects with particular reference to solar modelling. From the discussion given it would seem that simplifications of the environmental models is the prime culprit resulting in misinterpretation and misuse. The simplifications are understandable given the amount of information needed for accurate modelling. By simplifying the model of the environmental conditions the architect is able to make informed judgments within reasonable amounts of time and effort. Unfortunately the simplications result in errors which compound and cause the resulting structures to fall short of their anticipated performance. Frazer obviously believes that the computer can be a great aid in the harnessing of environmental modelling data, providing that the same simplifying assumptions are not made and that better models and interfaces are possible. Physical Modelling Physical modelling has played an important role in Frazer's research. Leading to the construction of several novel machine readable interactive models, ranging from lego-like building blocks to beermat cellular automata and wall partitioning systems. Ultimately this line of research has led to the Universal Constructor and the Universal Interactor. The Universal Constructor The Universal Constructor features on the cover of the book. It consists of a base plug-board, called the "landscape", on top of which "smart" blocks, or cells, can be stacked vertically. The cells are individually identified and can communicate with neighbours above and below. Cells communicate with users through a bank of LEDs displaying the current state of the cell. The whole structure is machine readable and so can be interpreted by a computer. The computer can interpret the states of the cells as either colour or geometrical transformations allowing a wide range of possible interpretations. The user interacts with the computer display through direct manipulation of the cells. The computer can communicate and even direct the actions of the user through feedback with the cells to display various states. The direct manipulation of the cells encourages experimentation by the user and demonstrates basic concepts of the system. The Universal Interactor The Universal Interactor is a whole series of experimental projects investigating novel input and output devices. All of the devices speak a common binary language and so can communicate through a mediating central hub. The result is that input, from say a body-suit, can be used to drive the out of a sound system or vice versa. The Universal Interactor opens up many possibilities for expression when using a CAD system that may at first seem very strange.However, some of these feedback systems may prove superior in the hands of skilled technicians than more standard devices. Imagine how a musician might be able to devise structures by playing melodies which express the character. Of course the interpretation of input in this form poses a difficult problem which will take a great deal of research to achieve. The Universal Interactor has been used to provide environmental feedback to affect the development of evolving genetic codes. The feedback given by the Universal Interactor has been used to guide selection of individuals from a population. Adaptive Computing Frazer completes his introduction to the range of tools used in his research by giving a brief tour of adaptive computing techniques. Covering topics including cellular automata, genetic algorithms, classifier systems and artificial evolution. Cellular Automata As previously mentioned Frazer has done some work using cellular automata in both physical and simulated environments. Frazer discusses how surprisingly complex behaviour can result from the simple local rules executed by cellular automata. Cellular automata are also capable of computation, in fact able to perform any computation possible by a finite state machine. Note that this does not mean that cellular automata are capable of any general computation as this would require the construction of a Turing machine which is beyond the capabilities of a finite state machine. Genetic Algorithms Genetic algorithms were first presented by Holland and since have become a important tool for many researchers in various areas.Originally developed for problem-solving and optimization problems with clearly stated criteria and goals. Frazer fails to mention one of the most important differences between genetic algorithms and other adaptive problem-solving techniques, ie. neural networks. Genetic algorithms have the advantage that criteria can be clearly stated and controlled within the fitness function. The learning by example which neural networks rely upon does not afford this level of control over what is to be learned. Classifier Systems Holland went on to develop genetic algorithms into classifier systems. Classifier systems are more focussed upon the problem of learning appropriate responses to stimuli, than searching for solutions to problems. Classifier systems receive information from the environment and respond according to rules, or classifiers. Successful classifiers are rewarded, creating a reinforcement learning environment. Obviously, the mapping between classifier systems and the cybernetic view of organisms sensing, processing and responding to environmental stimuli is strong. It would seem that a central process similar to a classifier system would be appropriate at the core of an organic building. Learning appropriate responses to environmental conditions over time. Artificial Evolution Artificial evolution traces it's roots back to the Biomorph program which was described by Dawkins in his book "The Blind Watchmaker". Essentially, artificial evolution requires that a user supplements the standard fitness function in genetic algorithms to guide evolution. The user may provide selection pressures which are unquantifiable in a stated problem and thus provide a means for dealing ill-defined criteria. Frazer notes that solving problems with ill-defined criteria using artificial evolution seriously limits the scope of problems that can be tackled. The reliance upon user interaction in artificial evolution reduces the practical size of populations and the duration of evolutionary runs. Coding Schemes Frazer goes on to discuss the encoding of architectural designs and their subsequent evolution. Introducing two major systems, the Reptile system and the Universal State Space Modeller. Blueprint vs. Recipe Frazer points out the inadequacies of using standard "blueprint" design techniques in developing organic structures. Using a "recipe" to describe the process of constructing a building is presented as an alternative. Recipes for construction are discussed with reference to the analogous process description given by DNA to construct an organism. The Reptile System The Reptile System is an ingenious construction set capable of producing a wide range of structures using just two simple components. Frazer saw the advantages of this system for rule-based and evolutionary systems in the compactness of structure descriptions. Compactness was essential for the early computational work when computer memory and storage space was scarce. However, compact representations such as those described form very rugged fitness landscapes which are not well suited to evolutionary search techniques. Structures are created from an initial "seed" or minimal construction, for example a compact spherical structure. The seed is then manipulated using a series of processes or transformations, for example stretching, shearing or bending. The structure would grow according to the transformations applied to it. Obviously, the transformations could be a predetermined sequence of actions which would always yield the same final structure given the same initial seed. Alternatively, the series of transformations applied could be environmentally sensitive resulting in forms which were also sensitive to their location. The idea of taking a geometrical form as a seed and transforming it using a series of processes to create complex structures is similar in many ways to the early work of Latham creating large morphological charts. Latham went on to develop his ideas into the "Mutator" system which he used to create organic artworks. Generalising the Reptile System Frazer has proposed a generalised version of the Reptile System to tackle more realistic building problems. Generating the seed or minimal configuration from design requirements automatically. From this starting point (or set of starting points) solutions could be evolved using artificial evolution. Quantifiable and specific aspects of the design brief define the formal criteria which are used as a standard fitness function. Non-quantifiable criteria, including aesthetic judgments, are evaluated by the user. The proposed system would be able to learn successful strategies for satisfying both formal and user criteria. In doing so the system would become a personalised tool of the designer. A personal assistant which would be able to anticipate aesthetic judgements and other criteria by employing previously successful strategies. Ultimately, this is a similar concept to Negroponte's "Architecture Machine" which he proposed would be computer system so personalised so as to be almost unusable by other people. The Universal State Space Modeller The Universal State Space Modeller is the basis of Frazer's current work. It is a system which can be used to model any structure, hence the universal claim in it's title. The datastructure underlying the modeller is a state space of scaleless logical points, called motes. Motes are arranged in a close-packing sphere arrangement, which makes each one equidistant from it's twelve neighbours. Any point can be broken down into a self-similar tetrahedral structure of logical points. Giving the state space a fractal nature which allows modelling at many different levels at once. Each mote can be thought of as analogous to a cell in a biological organism. Every mote carries a copy of the architectural genetic code in the same way that each cell within a organism carries a copy of it's DNA. The genetic code of a mote is stored as a sequence of binary "morons" which are grouped together into spatial configurations which are interpreted as the state of the mote. The developmental process begins with a seed. The seed develops through cellular duplication according to the rules of the genetic code. In the beginning the seed develops mainly in response to the internal genetic code, but as the development progresses the environment plays a greater role. Cells communicate by passing messages to their immediate twelve neighbours. However, it can send messages directed at remote cells, without knowledge of it's spatial relationship. During the development cells take on specialised functions, including environmental sensors or producers of raw materials. The resulting system is process driven, without presupposing the existence of a construction set to use. The datastructure can be interpreted in many ways to derive various phenotypes. The resulting structure is a by-product of the cellular activity during development and in response to the environment. As such the resulting structures have much in common with living organisms which are also the emergent result or by-product of local cellular activity. Primordial Architectural Soups To conclude, Frazer presents some of the most recent work done, evolving fundamental structures using limited raw materials, an initial seed and massive feedback. Frazer proposes to go further and do away with the need for initial seed and start with a primordial soup of basic architectural concepts. The research is attempting to evolve the starting conditions and evolutionary processes without any preconditions. Is there enough time to evolve a complex system from the basic building blocks which Frazer proposes? The computational complexity of the task being embarked upon is not discussed. There is an implicit assumption that the "superb tactics" of natural selection are enough to cut through the complexity of the task. However, Kauffman has shown how self-organisation plays a major role in the early development of replicating systems which we may call alive. Natural selection requires a solid basis upon which it can act. Is the primordial soup which Frazer proposes of the correct constitution to support self-organisation? Kauffman suggests that one of the most important attributes of a primordial soup to be capable of self-organisation is the need for a complex network of catalysts and the controlling mechanisms to stop the reactions from going supracritical. Can such a network be provided of primitive architectural concepts? What does it mean to have a catalyst in this domain? Conclusion Frazer shows some interesting work both in the areas of evolutionary design and self-organising systems. It is obvious from his work that he sympathizes with the opinions put forward by Kauffman that the order found in living organisms comes from both external evolutionary pressure and internal self-organisation. His final remarks underly this by paraphrasing the words of Kauffman, that life is always to found on the edge of chaos. By the "edge of chaos" Kauffman is referring to the area within the ordered regime of a system close to the "phase transition" to chaotic behaviour. Unfortunately, Frazer does not demonstrate that the systems he has presented have the necessary qualities to derive useful order at the edge of chaos. He does not demonstrate, as Kauffman does repeatedly, that there exists a "phase transition" between ordered and chaotic regimes of his systems. He also does not make any studies of the relationship of useful forms generated by his work to phase transition regions of his systems should they exist. If we are to find an organic architecture, in more than name alone, it is surely to reside close to the phase transition of the construction system of which is it built. Only there, if we are to believe Kauffman, are we to find useful order together with environmentally sensitive and thermodynamically open systems which can approach the utility of living organisms.
series other
type normal paper
last changed 2004/05/22 14:12

_id 07da
authors Wohlers, T.
year 1995
title 3D Digitizers for Engineering
source Computer Graphics World, (March 1995), p. 112-115
summary 3D digitizing systems permit you to create a digital model from a physical part. The process is appealing because it can be difficult to create models of complex objects using computer tools without the aid of a 3D input device. Recreating an existing part from scratch, even with a computer, is like copying a printed page by retyping it. Although 3D digitizers are not as straightforward as a photocopy machine, the intent is the same. You can render and print a digitized model to communicate shape information, extract dimensions from it to show size information, and use the 3D database to manufacture a replica using rapid prototyping (RP) and CNC machines. You can also include the 3D model in multimedia or animation software as a learning or assembly aid. The challenge of the digitization process in manufacturing is to capture adequate detail and resolution. Adding a digitized model to a Hollywood film is often much easier than reverse engineering a part for prototyping or manufacturing. The only criteria for a movie or TV commercial is whether or not it looks good. No one from the audience measures the object to see if it meets a given tolerance. In manufacturing, RP and CNC machines require clean, complete, and accurate information. If areas on the model are incomplete or missing, it may be difficult or impossible to build the part. If edges, grooves, and features of the part are not fine and crisp, the results may be less than satisfactory. Most 3D digitizing systems are best at digitizing organic shapes such as free-form sculpted surfaces. When you see an advertisement or a catalog from companies offering digitized models, often you see objects such as human anatomy, animals, bones, skeletons, and so on. You may also see cars, trucks, motorcycles and airplanes, although they can be more difficult to digitize. Highly engineered parts, such as enclosures for electronic devices are usually the most difficult for 3D digitizers. That's why these systems aren't used widely for the reverse engineering of precision mechanical parts.
series journal paper
last changed 2003/04/23 15:50

_id d0f1
authors Dorst, K. and Dijkhuis, J.
year 1995
title Comparing paradigms for describing design activity
source Design Studies, Vol. 16 No. 2, 261-274
summary In this study the two main paradigms for looking at the design activity are compared in terms of their ability to describe the industrial design process. Special interest is paid to how close these descriptions are to capturing the design activity as experienced by the designers themselves.
series journal paper
last changed 2003/04/23 15:50

_id 2005_787
id 2005_787
authors Veikos, Cathrine
year 2005
title The Post-Medium Condition
source Digital Design: The Quest for New Paradigms [23nd eCAADe Conference Proceedings / ISBN 0-9541183-3-2] Lisbon (Portugal) 21-24 September 2005, pp. 787-794
doi https://doi.org/10.52842/conf.ecaade.2005.787
summary Theorists in art, architecture and visual media have described the digital world as a world of mediumlessness and proclaimed that the medium of a work, once the ontological determinant for the classification of the arts, is rendered meaningless by recent technological and cultural developments (Krauss, 2000; Negroponte, 1995; Manovich, 2001). Although indebted to specific media-based techniques and their attendant ideologies, software removes the material reality of techniques to an immaterial condition where the effects of material operations are reproduced abstractly. This paper asserts that a productive approach for digital design can be found in the acknowledgement that the importance of the digital format is not that it de-materializes media, but that it allows for the maximum intermingling of media. A re-conceptualization of media follows from this, defined now as, a set of conventions derived from the material conditions of a given technical support, conventions out of which to develop a form of expressiveness that can be both projective and mnemonic (Krauss, 2000). The paper will focus on the identification of these conventions towards the development of new forms of expressiveness in architecture. Further demonstration of the intermingling of materially-based conventions is carried out in the paper through a comparative analysis of contemporary works of art and architecture, taking installation art as a particular example. A new design approach based on the maximum intermingling of media takes account of integrative strategies towards the digital and the material and sees them as inextricably linked. In the digital “medium” different sets of conventions derived from different material conditions transfer their informational assets producing fully formed, material-digital ingenuity.
keywords Expanded Architecture, Art Practice, Material, Information, ParametricTechniques, Evolutionary Logics
series eCAADe
email
last changed 2022/06/07 07:58

_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 00ae
id 00ae
authors Ataman, Osman
year 1995
title Building A Computer Aid for Teaching Architectural Design Concepts
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. 187-208
doi https://doi.org/10.52842/conf.acadia.1995.187
summary Building an aid for teaching architectural design concepts is the process of elaborating topics, defining problems and suggesting to the students strategies for solving those problems. I believe students in Environment and Behavior (E&B) courses at Georgia Tech can benefit greatly from a computer based educational tool designed to provide them with experiences they currently do not possess. In particular, little time in the course (outside lectures) is devoted to applying concepts taught in the course to the studio projects. The tool I am proposing provides students with an opportunity to critique architectural environments (both simple examples and previous projects) using a single concept, "affordances". This paper describes my current progress toward realizing the goal of designing a tool that will help the students to understand particular concepts and to integrate them into their designs. It is my claim that an integrative and interactive approach - creating a learning environment and making both the students and the environment mutually supportive- is fundamentally more powerful than traditional educational methods.

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

_id d79e
authors Boerner, Katy
year 1995
title Interactive, Adaptive, Computer-aided Design
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 627-634
summary A general framework of a system that supports building engineering is presented. It accounts for a set of desirable features. Among them are (1) graphical man-machine interaction, (2) high interactivity to facilitate the acquisition of the huge amount of knowledge necessary to support design, (3) incremental knowledge acquisition as the basis for incrementally increasing system support, and (4) adaptability to the tasks which are tackled, the distinctive features of the domain, and user preferences. This paper provides the underlying assumptions and basic approaches of the modules constituting this framework and sketches the current implementation.
keywords Graphical Interfaces, Incremental Knowledge Acquisition, Knowledge Organization, Case-Based Reasoning, Design Prototypes, Analogical Reasoning
series CAAD Futures
email
last changed 2003/11/21 15:16

_id 4931
authors Breen, Jack
year 1996
title Learning from the (In)Visible City
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 65-78
doi https://doi.org/10.52842/conf.ecaade.1996.065
summary This paper focuses on results and findings of an educational project, in which the participating students had to develop a design strategy for an urban plan by using and combining endoscopic and computational design visualisation techniques. This educational experiment attempted to create a link between the Media research programme titled 'Dynamic Perspective' and an educational exercise in design composition. It was conceived as a pilot study, aimed at the investigation of emerging applications and possible combinations of different imaging techniques which might be of benefit in architectural and urban design education and potentially for the (future) design practice. The aim of this study was also to explore the relationship between spatial perception and design simulation. The point of departure for the student exercise was an urban masterplan which the Dynamic Perspective research team prepared for the workshop 'the (in)visible city' as part of the 1995 European Architectural Endoscopy Association Conference in Vienna, Austria. The students taking part in the exercise were asked to develop, discuss and evaluate proposals for a given part of this masterplan by creating images through different model configurations using optical and computer aided visualisation techniques besides more traditional design media.The results of this project indicate that an active and combined use of visualisation media at a design level, may facilitate communication and lead to a greater understanding of design choices, thus creating insights and contributing to design decision-making both for the designers and for the other participants in the design process.
series eCAADe
email
more http://www.bk.tudelft.nl/Media/
last changed 2022/06/07 07:54

_id 6378
authors Burry, M., Prentice, R. and Wood, P.
year 1995
title Walking Before Running: A Prelude to Multimedia Construction Information
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. 257-266
doi https://doi.org/10.52842/conf.ecaade.1995.257
summary An inherent problem with creating a multimedia application is generating the mass of information needed in order for it to be comprehensively useful. This is especially true when the subject is building construction for which any informative resource must cover the whole range of the material within its scope from the outset rather than merely be a sampler. Construction studies involve a large and diverse range of ´generic´ or ´model solutions´ which, in an ideal learning situation, are placed in context with historical and contemporary examples to aid a sense of critical evaluation. An obstacle, then, against creating resources dealing with detailed design is the risk that if it is not completed in its entirely there is no useful outcome. This paper also describes the problems and solutions involved in treating this material as data in a generic format so that its future usefulness is not compromised by current needs. It also outlines the programmes written to streamline an otherwise unwieldy process and deal with the inevitable non-conforming output from the participants.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_31.htm
last changed 2022/06/07 07:54

_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 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 e420
authors Colajanni, B., Pellitteri, G. and Giacchino, V.
year 1995
title An Hypertext in Building Rehabilitation: A Case Study in Palermo
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. 29-36
doi https://doi.org/10.52842/conf.ecaade.1995.029
summary Hypertext is an ideal tool to teach building design inasmuch as it allows both teacher driven and student self driven learning. It allows to link every type of informations (texts, sounds, images, films) with associative mechanisms much like those utilized by our brain. Hypertextes buikt up for teaching purposen can be usefully employed in professional occurrencies. An example is shown dealing with the rehabilitation of the Fiumetorto Palace in the historical centre of Palermo. It manages in a simple but efficient way the many complex interconnections between analysis of the state of decay, history, town planning rules and technology focusing all the information on the rehabilitation task.
series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_4.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 5e49
authors Deering, Michael F.
year 1996
title HoloSketch: A Virtual Reality Sketching/Animation Tool Special Issue on Virtual Reality Software and Technology
source Transactions on Computer-Human Interaction 1995 v.2 n.3 pp. 220-238
summary This article describes HoloSketch, a virtual reality-based 3D geometry creation and manipulation tool. HoloSketch is aimed at providing nonprogrammers with an easy-to-use 3D "What-You-See-Is-What-You-Get" environment. Using head-tracked stereo shutter glasses and a desktop CRT display configuration, virtual objects can be created with a 3D wand manipulator directly in front of the user, at very high accuracy and much more rapidly than with traditional 3D drawing systems. HoloSketch also supports simple animation and audio control for virtual objects. This article describes the functions of the HoloSketch system, as well as our experience so far with more-general issues of head-tracked stereo 3D user interface design.
keywords Computer Graphics; Picture/Image Generation; Display Algorithms; Computer Graphics; Three-Dimensional Graphics and Realism; Human Factors; 3D Animation; 3D Graphics; Graphics Drawing Systems; Graphics Painting Systems; Man-Machine Interface; Virtual Reality
series other
last changed 2002/07/07 16:01

_id 262e
authors Does, Jan van der
year 1995
title A Student’s Project: Choices in Media for Communication and Presentation
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary The Delft Faculty of Architecture is currently working with a new educational method called “Problem Based Learning”. After teaching basic principles in free-hand drawing and theory of form in the new block system, the sector Media takes also part in the third and fourth year, mostly in the design disciplines. Communication and presentation techniques, so important for the future, that architects and townplanners were organized for further discussions in close cooperation between the three sections of the Media sector. It resulted in the creation of a media module.

Finally a short video production about the Faculty of Architecture resp. the sector Media at Delft University of Technology will be presented.

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

_id 0128
authors Engeli, M., Kurmann, D. and Schmitt, G.
year 1995
title A New Design Studio: Intelligent Objects and Personal Agents
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
doi https://doi.org/10.52842/conf.acadia.1995.155
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 db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id cdf3
authors Glanville, Ranulph and Mc Kinnon-Wood, Robin
year 1995
title Learning and Multimedia
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. 93-94
doi https://doi.org/10.52842/conf.ecaade.1995.093
summary It is taken as given that the reason for interaction with MultiMedia environments is to learn. Human beings have been claimed to be machines for learning. It therefore follows that understandings about learning (especially in the context of computers) is central to the successful design of MultiMedia environments.
series eCAADe
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_12.htm
last changed 2022/06/07 07:51

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