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 386

_id e75d
authors Achten, H., Dijkstra, J., Oxman, R. and Bax, Th.
year 1995
title Knowledge-Based Systems Programming for Knowledge Intensive Teaching
doi https://doi.org/10.52842/conf.ecaade.1995.139
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. 139-148
summary Typological design implies extensive knowledge of building types in order to design a building belonging to a building type. It facilitates the design process, which can be considered us a sequence of decisions. The paper gives an outline of a new approach in a course teaching typological knowledge through the medium of Knowledge-Based Systems programming. It demonstrates how Knowledge-Based Systems offer an appropriate structure for analysing the knowledge required to implement typological design. The class consists of third-year undergraduate students with no extensive previous programming experience. The implementation language is AutoLISP which operates in the AutoCAD environment. The building type used in the course is the office building. in order to become acquainted with both building type and programming in AutoLISP, information and instructions have been gathered and prestructured, including a worked out analysis and AutoLISP code. Office plans are generated through use of the Knowledge-Based System. They are encoded in the form of frames. At the end of the course the students will have learned the basics of Knowledge-Based Systems, have been introduced to programming these systems, have analysed and reflected upon the design process, and gained insight into a specific building type.
series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_18.htm
last changed 2022/06/07 07:54

_id c777
authors Bach, Fr.-W., Rachkov, M., Seevers, J. and Hahn, M.
year 1995
title High tractive power wall-climbing robot
source Automation in Construction 4 (3) (1995) pp. 213-224
summary There are a lot of tasks in building construction and maintenance which demand either the carriage of heavy technological equipment along vertical and sloping surfaces and/or provision for force technological operations on such surfaces For example, surface cleaning or grinding by automatic equipment, the mounting of expansion bolts and anchors by drilling or by driving in. Additionally surface inspection by heavy measuring devices and the painting of big construction areas are difficult and expensive to perform manually. It is therefore expedient to apply climbing robots to automate these tractive power operations. The climbing robot was developed for such purposes. The design of the robot with increased load capacity and improved gripper system was carefully considered. The robot has a video camera for orientation and for the monitoring of processes. A sensor-based computer control system is used. This paper contains a brief overview of the technical parameters and experimental characteristics of the robot's transport module, control system with video camera unit, and the different schemes of the robot's application.
keywords Climbing robot; Two-staged gripper system Monitoring Sensor-based computer control system; Automatic Technological equipment
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/06/02 09:36

_id 30d7
authors Bartnicka, Malgorzata
year 1995
title Childishly Honest Associate of the Trickery
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 209-219
summary Perspective is a method of presentation of 3- dimensional space on the 2-dimensional surface. It can only approximately express the complexity of the authentic perception of reality. During the centuries canons of presentation varied in different epochs. It is quite possible that conventions of presentation considered today as exact expressions of reality may seem for the future generations as untrue as the ancient Egypt paintings seem for us. Our mind plays the major role in all kinds of presentation. During the whole life we learn to perceive the surrounding reality. We have formed also ability to ,see" the perspective. The linear perspective is not so easy in perception without factors of colour and light. These factors play a very important role in perception of the distance. The perception of perspective is not always unmistakable. Introduction of light and shadow is one of the measures to limit the ambiguity. Objects shown in perspective with appropriately chosen colouring and light-and-shade effects reveal impression of the distance inside the flat picture. Illusions of perspective are most astonishing when one can assume deep-rooted expectations and suppositions of the addressee. The computer monitor, like the picture, has only one plane on which our project can be presented. The major feature of architecture programs is both the possibility of creating various architecture spaces and the possibility to examine how (in our opinion) the created space would affect the addressee. By means of computer programs we are able to generate drawings and objects of two kinds: first - being the ideal projection of reality (at least in the same measure as the photograph), and the second - being the total negation of perspective rules. By means of CAD programs enabling 3-dimensional job we can check how all sorts of perspective tricks and artifices affect our imagination. The program cooperates with us trying to cheat the imperfect sense of sight. The trickeries can be of various type, starting from play of lights, through the elements changing the perception of perspective, and terminating with objects totally negating the rules of sound construction of solids. The knowledge contained in these programs is an encyclopaedic recapitulation of all sorts of achievements in the field of perspective and application of colour and light effects. All that remains to the users is to exploit this tremendous variety of capabilities.
series plCAD
last changed 2000/01/24 10:08

_id aab6
authors Bermudez, Julio
year 1995
title Designing Architectural Experiences: Using Computers to Construct Temporal 3D Narratives
doi https://doi.org/10.52842/conf.acadia.1995.139
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
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 8f0b
authors Bhavnani, S., Flemming, U., Forsythe, D.E., Garrett, J.H., and Shaw, D.S.
year 1995
title Understanding and Assisting CAD Users in the Real World
doi https://doi.org/10.52842/conf.acadia.1995.209
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. 209-227
summary In spite of the rapid increase in functionality and resources provided by CAD systems, productivity growth expected from their use has been difficult to achieve. Although many surveys describe this "productivity puzzle", few studies have been conducted on actual CAD users to understand its causes. In an effort to understand this issue, the first author visited a federal architectural office and observed CAD users in their natural setting using ethnographic techniques developed by cultural anthropologists. This paper describes preliminary results obtained from the study. The study revealed that users had leveled-off in their learning and experimentation and were using the CAD system in sub-optimal ways. The authors argue that this sub-optimal usage occurs because users have limited ways to learn better or different ways of executing tasks. The authors propose that CAD systems should provide active assistance, that is, intervene spontaneously with advice, assistance, and relevant information while the user interacts with the system. They conclude with some issues revealed by the study that should be considered when developing such active assistance.

series ACADIA
email
last changed 2022/06/07 07:52

_id ae10
authors Branzell, Arne
year 1995
title Management of Sequential Space Experiences
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4]
summary In this paper a way of combining endoscopy with architectural notations will be presented. Endoscopy is regarded as a tool to visualize sequences from a model in order to demonstrate how the environment will look like from the pedestrian’s or driver’s view. But while using it, its limitations must be considered. The model is mostly too small to present distant landmarks, districts, nodes and edges of importance. And most important, experience of space is not only visual. It is a complex process where many aspects must be taken into consideration. These aspects can be presented with architectural notations on physical drawings of the situation. The resulting “storyboard” is most useful in analyzing the situation and making better solutions possible.
keywords Architectural Endoscopy, Real Environments
series EAEA
more http://info.tuwien.ac.at/eaea/
last changed 2005/09/09 10:43

_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 80df
authors Cook, Alan R.
year 1995
title Stereopsis in the Design and Presentation of Architectural Works
doi https://doi.org/10.52842/conf.acadia.1995.113
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. 113-137
summary This article presumes the primacy of spatial cognition in evaluating architectural designs and begins by describing key concepts involved in the perception of spatial form, focussing on parallax and stereoscopy. The ultimate emphasis is directed at presenting techniques which employ computers with modest hardware specifications and a basic three-dimensional modeling software application to produce sophisticated imaging tools. It is argued that these techniques are comparable to high end computer graphic products in their potentials for carrying information and in some ways are superior in their speed of generation and economies of dissemination. A camera analogy is considered in relation to controlling image variables. The ability to imply a temporal dimension is explored. An abbreviated summary of pertinent binocular techniques for viewing stereograms precedes a rationalization and initiation for using the cross-convergence technique. Ways to generate and view stereograms and other multiscopic views using 3-D computer models are described. Illustrations from sample projects show various levels of stereogram rendering including the theoretically 4-D wireframe stereogram. The translated perspective array autostereogram is presented as an economical and easily reproducible alternative to holography as well as being a substitute for stop action animation.

series ACADIA
email
last changed 2022/06/07 07:56

_id ga0024
id ga0024
authors Ferrara, Paolo and Foglia, Gabriele
year 2000
title TEAnO or the computer assisted generation of manufactured aesthetic goods seen as a constrained flux of technological unconsciousness
source International Conference on Generative Art
summary TEAnO (Telematica, Elettronica, Analisi nell'Opificio) was born in Florence, in 1991, at the age of 8, being the direct consequence of years of attempts by a group of computer science professionals to use the digital computers technology to find a sustainable match among creation, generation (or re-creation) and recreation, the three basic keywords underlying the concept of “Littérature potentielle” deployed by Oulipo in France and Oplepo in Italy (see “La Littérature potentielle (Créations Re-créations Récréations) published in France by Gallimard in 1973). During the last decade, TEAnO has been involving in the generation of “artistic goods” in aesthetic domains such as literature, music, theatre and painting. In all those artefacts in the computer plays a twofold role: it is often a tool to generate the good (e.g. an editor to compose palindrome sonnets of to generate antonymic music) and, sometimes it is the medium that makes the fruition of the good possible (e.g. the generator of passages of definition literature). In that sense such artefacts can actually be considered as “manufactured” goods. A great part of such creation and re-creation work has been based upon a rather small number of generation constraints borrowed from Oulipo, deeply stressed by the use of the digital computer massive combinatory power: S+n, edge extraction, phonetic manipulation, re-writing of well known masterpieces, random generation of plots, etc. Regardless this apparently simple underlying generation mechanisms, the systematic use of computer based tools, as weel the analysis of the produced results, has been the way to highlight two findings which can significantly affect the practice of computer based generation of aesthetic goods: ? the deep structure of an aesthetic work persists even through the more “desctructive” manipulations, (such as the antonymic transformation of the melody and lyrics of a music work) and become evident as a sort of profound, earliest and distinctive constraint; ? the intensive flux of computer generated “raw” material seems to confirm and to bring to our attention the existence of what Walter Benjamin indicated as the different way in which the nature talk to a camera and to our eye, and Franco Vaccari called “technological unconsciousness”. Essential references R. Campagnoli, Y. Hersant, “Oulipo La letteratura potenziale (Creazioni Ri-creazioni Ricreazioni)”, 1985 R. Campagnoli “Oupiliana”, 1995 TEAnO, “Quaderno n. 2 Antologia di letteratura potenziale”, 1996 W. Benjiamin, “Das Kunstwerk im Zeitalter seiner technischen Reprodizierbarkeit”, 1936 F. Vaccari, “Fotografia e inconscio tecnologico”, 1994
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 5986
authors Gamma, E., Helm, R., Johnson, R. and Vlissides, J.
year 1995
title Design Patterns: Elements of Reusable Object-Oriented Software
source Reading, MA: Addison-Wesley
summary The book is an introduction to the idea of design patterns in software engineering, and a catalog of twenty-three common patterns. The nice thing is, most experienced OOP designers will find out they've known about patterns all along. It's just that they've never considered them as such, or tried to centralize the idea behind a given pattern so that it will be easily reusable.
series other
last changed 2003/04/23 15:14

_id 4169
authors Iodo, Irina A.
year 1995
title The Search for the Logical Algorithm of the Town-planning Process
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 275-282
summary The creation of such models of material and spatial environment that can guarantee the most efficient passing of the virtual processes is considered to be one of the main goals for the town planning. But sometimes this goal is not achieved because of the far-fetched space organization accepted in the model, that does not always coincide with the real processes of vital activity. This report does not focus particularly on the damage which is caused by the realization of such defective models. But it is very important to find out the way for complete elimination of the reasons mentioned above. We should also take into account that means of cognition available at the moment are among the basic determiners, which define that "shear" of reality and also that comprehension level of objective laws governing this stage of social development. That is why our conception of the town-planning processes is in constant development and improvement: it gradually approximates to the truth, but, certainly, does not entirely perceive it.
series plCAD
last changed 2000/01/24 10:08

_id a79b
authors Junge, Richard and Liebich, Thomas
year 1995
title New Generation CAD in an Integrated Design Environment: A Path towards Multi-Agent Collaboration
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 277-290
summary Product Modeling is considered to be an established concept not only for semantically based data exchange, but also for the specification of models, dealing with specific application requirements. The product model approach is regarded to be one step towards a new generation of Computer Aided Architectural Design, and to provide underlying means for enabling communication between different applications on a semantic level. After on overview about the background and the basis principles of product modeling, the authors discuss how product models can be used in commercial developments and in applied research projects.
keywords Product Modeling, STEP, Computer-Aided Design, Data Integration
series CAAD Futures
last changed 1999/08/03 17:16

_id 3c8c
authors Kadysz, Andrzej
year 1995
title CAAD Space – Incompatible Space
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 147-158
summary In this paper computer is considered as the "hypertool" - union of technical and methodological aspects of a tool. CAAD and its space is a microcosmos incompatible with our real world. CAAD performs the role of electronic modeller that redefines space and substance of our model by structure of the CAAD software and reduces the range of possible operations, transformations of a model. The environment that is internally wild opened - everything is an information easy to exchange, but externally is excluded from direct influences and manual access. I try to discover typical and unique features of this virtual environment of CAAD, substance of virtual model and computer as the tool of architectural creation. Medium that redefines" architects" imagination.
series plCAD
last changed 2000/01/24 10:08

_id 0ddb
authors Linzer, H., Schmidinger, E., Voigt, A. and Walchhofer, H.P.
year 1995
title Computer Integrated Building-up Planning (CIBP)
source CAD Space [Proceedings of the III International Conference Computer in Architectural Design] Bialystock 27-29 April 1995, pp. 259-265
summary Building-up planning holds a prominent position within the planning- and realization process due to its closeness to the constructional-spatial translation. Based on spatial analysis, spatial characteristics and the elaboration of marginal conditions of spatial development within the framework of building-up planning, building volumina, building density, manner of building-up and storeyheights amongst others are to be defined and analyzed as to their spatial impact prior to their realization. The present project has presented possibilities for improvement of planning quality as well as of optimizing clearness and comprehension of the legally binding marginal conditions of building-up planning. Based on the wording of the Austrian Law governing Area Planning building-up planning constitutes an integral part of Urban and Regional planning. Building-up planning is the planning instrument considered right next to putting into reality the effects of which becoming immediately visible in the constructional transfer of frame conditions of spatial development. As a legal instrument it is - due to its overpacked nature - complicated in its practical application and disposes of only a small degree of flexibility concerning its consequences. Thus, a major goal of the research project aims at the development of a building-up plan of a prohibitory - (mandatory) plan acting as an instrument for designing public space.
series plCAD
email
last changed 2003/05/17 10:01

_id e655
authors Paoluzzi, A., Pascucci, V. and Vicentino, M.
year 1995
title Geometric programming: A programming approach to geometric design
source ACM Transactions on Graphics
summary This article presents a functional programming approach to geometric design with embedded polyhedral complexes. Its main goals are to show the expressive power of the language as well as its usefulness for geometric design. The language, named PLASM (the Programming LAnguage for Solid Modeling), introduces a very high level approach to "constructive" or "generative" modeling. Geometrical objects are generated by evaluating some suitable language expressions. Because generating expressions can be easily combined, the language also extends the standard variational geometry approach by supporting classes of geometric objects with varying topology and shape. The design language PLASM can be roughly considered as a geometry-oriented extension of a subset of the functional language FL. The language takes a dimension-independent approach to geometry representation and algorithms. In particular it implements an algebraic calculus over embedded polyhedra of any dimension. The generated objects are always geometrically consistent because the validity of geometry is guaranteed at a syntactical level. Such an approach allows one to use a representation scheme which is weaker than those usually adopted in solid modelers, thus encompassing a broader geometric domain, which contains solids, surfaces, and wire-frames, as well as higher-dimensional objects.
series journal paper
last changed 2003/04/23 15:50

_id 99a3
authors Schaaf, Joerg W. and Voss, Angi
year 1995
title Retrieval of Similar Layouts in FABEL using AspecT
source Sixth International Conference on Computer-Aided Architectural Design Futures [ISBN 9971-62-423-0] Singapore, 24-26 September 1995, pp. 617-626
summary In the FABEL project several approaches have been developed and published for retrieving similar cases in the domain of architectural design. In this paper we want to focus on a short description and foremost on integration of these approaches. We will introduce the most important approaches. As a first step towards integration, we suggest decomposing them into their main parts: representation of cases, similarity function and retrieval component. Using the first two parts each approach in a new search algorithm operating on a generic data structure, we built a shell called AspecT for an easy integration. We are positive that one can never have fully considered all aspects of a design. Therefore, we describe an open framework to define new aspects and to apply them depending on the context. Unfortunately, openness brings some difficulties along with it. One can not predict the importance of an aspect, until the situation assessment of the query is completed. In other words, it is impossible to define a static distribution of aspect weights that fits for all purposes. As a consequence, one can not predefine a static structure on the case base to speed tip retrieval processes. Dealing with this problem, we developed and published a special search algorithm that passes through a multidimensional case base, finding the best fitting cases within a short amount of time. This algorithm does not need any predefined structure on the case base except aspect specific relations between cases. Creativity of inventing new aspects of cases should not be hindered but one can ask whether or not a certain aspect are worth being regarded in searching for useful cases. The shell AspecT offers a tool to evaluate aspects. At first, formal criteria influence the initial weights of aspects but later on, the contribution of an aspect to find user accepted cases, determines the survival fitness of an aspect. The rule for living or dying is simple. Seldom used aspects disappear, whereas others become stronger. A short description regarding this work is given in last part.
keywords Case-Based Reasoning, Retrieval, Integration of Similarity Concepts, Architectural Design
series CAAD Futures
last changed 1999/08/03 17:16

_id 0f58
authors Schrage, M.
year 1995
title No more teams: Mastering the dynamics of creative collaboration
source New York: Currency and DoubleDay
summary For organizations that care about innovation, individual creativity isn't enough anymore -- people need to be in creative, collaborative relationships. For "virtual" organizations, collaborative relationships are a must or the organization won't survive. The world's greatest collaborations -- Picasso/ Braque, Watson/ Crick, Wozniak/Jobs -- relied on "shared spaces" where they could play with their ideas. Shared spaces, however you set them up, provide the neutral ground on which any and all ideas can be aired and considered. Developing a shared space for collaboration is about effectively using tools -- from felt tips on napkins, to whiteboards, to specialized computer software -- that can provide the shared space to keep all the good ideas, to cope with every objection, to handle conflicts as they come up, to make sure everyone gets their say and has it considered.
series other
last changed 2003/04/23 15:14

_id 4d18
authors Turkle, S.
year 1995
title Life on the Screen: identity in the age of the Internet
source New York: Simon & Shuster
summary Sherry Turkle is rapidly becoming the sociologist of the Internet, and that's beginning to seem like a good thing. While her first outing, The Second Self: Computers and the Human Spirit, made groundless assertions and seemed to be carried along more by her affection for certain theories than by a careful look at our current situation, Life on the Screen is a balanced and nuanced look at some of the ways that cyberculture helps us comment upon real life (what the cybercrowd sometimes calls RL). Instead of giving in to any one theory on construction of identity, Turkle looks at the way various netizens have used the Internet, and especially MUDs (Multi-User Dimensions), to learn more about the possibilities available in apprehending the world. One of the most interesting sections deals with gender, a topic prone to rash and partisan pronouncements. Taking as her motto William James's maxim "Philosophy is the art of imagining alternatives," Turkle shows how playing with gender in cyberspace can shape a person's real-life understanding of gender. Especially telling are the examples of the man who finds it easier to be assertive when playing a woman, because he believes male assertiveness is now frowned upon while female assertiveness is considered hip, and the woman who has the opposite response, believing that it is easier to be aggressive when she plays a male, because as a woman she would be considered "bitchy." Without taking sides, Turkle points out how both have expanded their emotional range. Other topics, such as artificial life, receive an equally calm and sage response, and the first-person accounts from many Internet users provide compelling reading and good source material for readers to draw their own conclusions.
series other
last changed 2003/04/23 15:14

_id 41e5
authors Abendroth, M., Decock, J. and Mestaoui, N.
year 2000
title O_1:// the hypertextu(r)al matrix
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 75-76
summary Founded in 1995 LAB[au], laboratory for architecture and urbanism, links theoretic research LAB[a+u] to concrete works of conception and realisations LA.BAU. LAB[au] elaborates a “hyperdesign” investigating the implications of new technologies of communication and computation in spatiotemporal and social processes and their forms of representation as architecture and urbanism. The transposition of the hypertext model to architectural and urban concepts question the mutation of the spatial and semantic construct of space. The definition of architecture as a code is based on “glocal” systems according to the processes of computation and communication.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 6cb2
authors Af Klercker, Jonas
year 1995
title Architects Early Sketching on Computer Using Multimedia
doi https://doi.org/10.52842/conf.ecaade.1995.247
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. 247-256
summary This paper presents a development work which aims at practical applications of ideas built on experiences in practise and education and the theoretical development in the BAS.CAAD project. The important difference between BAS.CAAD and CAD programs of today is the possibility to handle user organisation, building design and site in the same program. This means that design today has to be done in at least 3 separate programs with different ways of defining objects. It is then a computer technical problem to mix and study the relations between objects of separate origin. In a recent project our method to overcome this difficulty in CAAD computing was using a Multimedia program making visual simulations to analyse consequences of form etc. As the process went on and forms where more concrete it was possible to make simulations worth showing and discussing to involve colleagues, clients and users.

series eCAADe
email
more http://dpce.ing.unipa.it/Webshare/Wwwroot/ecaade95/Pag_51.htm
last changed 2022/06/07 07:54

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