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 488

_id 0ec9
authors Agranovich-Ponomareva. E., Litvinova, A. And Mickich, A.
year 1996
title Architectural Computing in School and Real Designing
doi https://doi.org/10.52842/conf.ecaade.1996.025
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 25-28
summary The existing system of architectural education ( including computer ) as has shown practice has appeared not absolutly perfect. It not capable to dynamic changes, active introduction of a new engineering and computer technologies, to realization about of the inquiries of a modern time. It suggest of a way of search of new models of computer training. The computer education is represented by us as certain a universal system, which permits to solve the problem of arcitectural education at a higher level. The opportunities of computers and computer technologies at such approach are used as means of increase of efficiency teaching and training. The orientation goes on final result: a opportunity to generate of the creative decisions by learnees, based on attraction of received knowledge and use for their realization of arsenal of practical skills and skills. The system represents not only certain set of experiences elements, necessary and final result sufficient for achievement, but also quite certain interrelation between them. It means, that the knowledge from a initial rate " The Introduction in computer training" must be secured and transformed for utilization in special rates and through them- in practice. The functional nucleus of the software package of such universal system is under construction as opened, apparatus an independent system. A central part of a system is a database, the structure of which is uniform for all other modules and side of enclosures. The conceptual model of a system is under construction on principles structure idea, visualization, multimedia. The listed principles are realized in model so that to encourage the user to independent creative work.

series eCAADe
last changed 2022/06/07 07:54

_id 38d1
id 38d1
authors Cornick, Tim
year 1996
title COMPUTER-INTEGRATED BUILDING DESIGN
source Routledge [ISBN: 0419195904]
summary An accessible guide to the principles and practical applications of computer integrated systems in the field of construction management, this book provides an understanding of the potential of computer systems as information integration increases in the construction industry. Case studies offer examples of successful practice in this field.
series book
type normal paper
last changed 2005/03/06 07:32

_id ebd6
authors Dobson, Adrian
year 1996
title Teaching Architectural Composition Through the Medium of Virtual Reality Modelling
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 91-102
summary This paper describes an experimental teaching programme to enable architectural students in the early years of their undergraduate study to explore their understanding of the principles of architectural composition, by the creation and experience of architectural form and space in simple virtual reality environments. Principles of architectural composition, based upon the ordering and organisation of typological architectural elements according to established rules of composition, are introduced to the students, through the study of recognised works of architectural design theory. Virtual reality modelling is then used as a tool by the students for the testing and exploration of these theoretical concepts. Compositional exercises involving the creation and manipulation of a family of architectural elements to create form and space within a three dimensional virtual reality environment are carried out using Superscape VRT, a PC based virtual reality modelling system. The project seeks to bring intuitive and immersive computer based design techniques directly into the context of design theory teaching and studio practice, at an early stage in the architectural education process.
series other
last changed 1999/04/08 17:16

_id 6598
authors Goldman, Glenn
year 1996
title Reconstructions, Remakes and Sequels: Architecture and Motion Pictures
doi https://doi.org/10.52842/conf.acadia.1996.011
source Design Computation: Collaboration, Reasoning, Pedagogy [ACADIA Conference Proceedings / ISBN 1-880250-05-5] Tucson (Arizona / USA) October 31 - November 2, 1996, pp. 11-21
summary Motion pictures can illustrate worlds that have never been. They may show fantastic depictions of the future or an interpretation of the past. In either case, they have the power to reach millions of people across cultures, generations, and educational backgrounds with visions of our environment that do not exist in our everyday world.

The study of imaginary worlds in this design studio case study is limited to motion pictures that postulate unique, or new environments rather than those films that faithfully attempt to document or reconstruct reality. In this sense, the movies used for study have a lineage traceable to Georges Melies "who came to film from illusionism and the "heater," rather than to the reality of the Lumiere brothers who came from photography which ultimately would lead to "cinema-verite."

Discussions, assignments and presentations in the studio are organized to provide students with an opportunity to gain a different awareness of architecture and use varying stimuli as source material for design. The study of architectural history, art, formal principles of design, visual perception, and media are required in order to complete the reconstructions and creations of proposed environments.

All student work throughout the entire semester is created with electronic media and the computer is used as an integral component of the studio enabling analysis and study, design, model creation, and animation. The available capabilities of computer graphics in the studio enables students to explore analytic and synthetic issues of design in motion pictures in a manner not readily available when restricted to traditional media. Through the use of digital media we have an opportunity to better understand the imaginary worlds for what they communicate and the ideas they contain, and therefore create an opportunity to modify our own concept of architecture.

series ACADIA
email
last changed 2022/06/07 07:51

_id 7e07
authors Jones, C.
year 1996
title Visualization and Optimization
source Kluwer Academic, Norwell, MA
summary The illustrated book discusses how techniques from computer graphics can be usefully applied to optimization practice and research; it also discusses how optimization has been applied to visualization itself.
series other
last changed 2003/04/23 15:14

_id 8f53
authors Ng, Edward
year 1996
title Say what You Do and Do what You Say
doi https://doi.org/10.52842/conf.ecaade.1996.293
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 293-300
summary In the forthcoming globalisation and virtual almost everything, we are indeed reliving a moment of history when, at the turn of the century, machines replace craftsman in mass-producing goods quicker, cheaper, 'better' and faster for the mass market regardless of the appropriateness in using the machine. So much so that the recent proliferation of computer graphics has reached a stage where many are questioning their validity and usefulness in the advancement of architectural discourse. This paper argues that the pedagogy of the use of the new tools should be effective communication in vision and in representation. In short, saying what you do and doing what you say, no more and no less, or to be 'true' and 'honest'. The paper tries to provide a hypothetical framework whereby the rationale of drawing could be more systematically understood and criticised, and it reports ways the framework is introduced in the teaching of design studio. The focus of the experimental studio (Active Studio 1.6 beta) is to enable the substantiation of ideas and feelings through a critical manipulation of medium and techniques. The results are narratives whereby the expression of intention as well as the drawings are both on trial.

series eCAADe
last changed 2022/06/07 07:58

_id 7961
authors Pamula, J.
year 1996
title Computer-aided imaging
source Machnine Graphics & vision, Vol. 5, No.3
summary The paper attempts to assess, in general terms, the impact of computers, as a novel medium and tool for producing visual images, on the areas of communication and artistic expression. It starts from the observation that today, mostly due to the profound advances in electronic and computer media, the image becomes more and more important as a medium of communication in comparison with traditional textual means. This leads to enormous demands for efficient generation of meaningful and effective images, calling in turn for new breakthrougths in the theory and practice of devising new visual languages and visualization of information, suitable for computer implementation.
series other
last changed 2003/04/23 15:14

_id a4a4
authors Pellegrino, Anna and Caneparo, Luca
year 1996
title Lighting Simulation for Architectural Design: a Case Study
doi https://doi.org/10.52842/conf.ecaade.1996.335
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 335-346
summary The paper considers some of the lighting simulation instruments at present available to architects for lighting design. We study the usability and accuracy of various systems, scale models, numerical simulations, rendering programs. An already built environment is the reference comparison for the accuracy of the simulation systems. The accuracy of the systems is evaluated for respectively quantitative simulation and qualitative visualisation. Quantitatively, the programs compute photometric values in physical units in a discrete number of points of the environment. Qualitatively, the programs generate images of visible radiation comparable to photographs of the real environment. They combine calculations with computer graphics, that is, they translate numerical values into images.

series eCAADe
email
last changed 2022/06/07 07:59

_id ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 63e6
authors Af Klercker, Jonas
year 1996
title Visualisation for Clients - One Example of Educating CAAD for Practice
doi https://doi.org/10.52842/conf.ecaade.1996.017
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 17-24
summary During the spring term 1996, 13 students of the 3rd and 4th year at the School of Architecture at Lund University had the opportunity to make a one semester CAAD project. 11 students chose the individual exercise to use computer media for developing a small architectural design in interaction with a client. The focus was set more on visualization and the process of communicating ideas, feelings and practical solutions between architect and client and visa versa rather than concentrated on the final product.

This paper describes the process of the project and the reflections of the participants. It will discuss problems from the teachers point of view.

series eCAADe
email
more http://www.caad.lth.se/ECAADE/
last changed 2022/06/07 07:54

_id c204
authors Aleksander Asanowicz
year 1996
title Teaching and Learning - Full Brainwash
doi https://doi.org/10.52842/conf.ecaade.1996.051
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 51-54
summary We often speak of changes in design process due to an application of computers. But in my opinion we more often rather speak of lack of changes. Lets hope that some day we will be able to witness full integrity and compatibility of design process and tools applied in it. Quite possible such an integrity may occur in the cyberspace. Nevertheless before that could happen some changes within the teaching methods at faculties of architecture, where despite great numbers of computer equipment used, the students are still being taught as in the XIX century. In terms of achieved results it proves ineffective because application of chalk and blackboard only will always loose to new media, which allow visual perception of dinosaurs in Jurassic Park. Our civilisation is the iconographic one. And that is why teaching methods are about to change. An application of computer as simply a slide projector seems to be way too expensive. New media demands new process and new process demands new media. Lets hope that could be achieved in cyberspace as being a combination of: classic ways of teaching, hypertext, multimedia, virtual reality and a new teaching methodology (as used in Berlitz English School - full brainwash). At our faculty several years ago we experimentally undertook and applied an Integrated Design Teaching Method. A student during design process of an object simultaneously learnt all aspects and functions of the object being designing i.e.: its structure, piping and wiring, material cost and even historic evolution of its form and function. Unfortunately that concept was too extravagant as for the seventies in our reality. At present due to wide implementation of new media and tools in design process we come to consider reimplementation of IDTM again.
series eCAADe
email
last changed 2022/06/07 07:54

_id 7135
authors Arumi-Noe, F.
year 1996
title Algorithm for the geometric construction of an optimum shading device
source Automation in Construction 5 (3) (1996) pp. 211-217
summary Given that there is a need to shade a window from the summer sun and also a need to expose it to the winter sun, this article describes an algorithm to design automatically a geometric construct that satisfies both requirements. The construct obtained represents the minimum solution to the simultaneous requirements. The window may be described by an arbitrary convex polygon and it may be oriented in any direction, and it may be placed at any chosen latitude. The algorithm consists of two sequential steps: first to find a winter solar funnel surface; and the second to clip the surface subject to the summer shading conditions. The article introduces the design problem, illustrates the results through two examples, outlines the logic of the algorithm and includes the derivation of the mathematical relations required to implement the algorithm. This work is part of the MUSES project, which is a long term research effort to integrate Energy Consciousness with Computer Graphics in Architectural Design.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 8d52
authors Asanowicz, Aleksander and Jakimowicz, Adam (Eds.)
year 1996
title Approaches to Computer Aided Architectural Composition
source ISBN 83-905377-1-0, 1996, 234 p.
summary We have a pleasure to present a book of texts related to computer use in the field of architectural composition, showing its various aspects. As the field of composition is very wide - the papers represent also a wide spectrum of interests and approaches to Computer Aided Architectural Composition: from formal experiments, based either on mathematics or intuition, through educational and design methods, examples from architectural practice, computer based analytical systems to a new (and revolutionary) evolutionary model of design. We are sure that this publication occurs useful and interesting to all involved in Computer Aided Architectural Design, especially that it consists of papers of outstanding scientists in the field of CAD and design as well as articles of young researchers.
series other
last changed 1999/04/08 17:16

_id 6c97
authors Asanowicz, Aleksander
year 1996
title Using the Computer in Analysis of Architectural Form
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 25-34
summary One of the most important aspects of the designing process is: the design activity is usually conducted with incomplete information. Another important aspect of designing activity is: designing activity is usually based on past experience. As a matter of fact looking at designers in the early conceptual phases, one thing that appears clear is, instead starting from scratch, they spend a part of their time thinking about existing designing experience, reviewing the literature, and so on. That is why explicit representation of designing knowledge is needed if computers are to be used as the aid of design education and practice. Composition knowledge data base will be helpful during an architectural form analysis process as well. It makes possible to provide answers and explanations as well as allowing to view tutorials illustrating the particular problem. On its basic level such a program will present analysis of architectural objects and abstract forms based on subjective criteria. On its upper level allowing further exploration of various architectural composition attributes, as well as their influence on emotional- aesthetic judgements being formed during the process of analysis the architectural form.
series other
last changed 1999/04/08 17:16

_id af53
authors Boyer, E. and Mitgang, L.
year 1996
title Building community: a new future for architecture education and practice
source Carnegie Foundation for the Advancement of Teaching
summary Internships, before and after graduation, are the most essential link connecting students to the world of practice. Yet, by all accounts, internship is perhaps the most troubled phase of the continuing education of architects. During this century, as architectural knowledge grew more complex, the apprenticeship system withered away and schools assumed much of the responsibility for preparing architects for practice. However, schools cannot do the whole job. It is widely acknowledged that certain kinds of technical and practical knowledge are best learned in the workplace itself, under the guidance of experienced professionals. All state accrediting boards require a minimum period of internship-usually about three years-before a person is eligible to take the licensing exam. The National Council of Architectural Registration Boards (NCARB) allows students to earn up to two years of work credit prior to acquisition of an accredited degree. The Intern Development Program (IDP), launched by NCARB and the American Institute of Architects in 1979, provides the framework for internship in some forty states. The program was designed to assure that interns receive adequate mentoring, that experiences are well-documented, and that employers and interns allocate enough time to a range of educational and vocational experiences to prepare students for eventual licensure. As the IDP Guidelines state, "The shift from school to office is not a transition from theory to pragmatism. It is a period when theory merges with pragmatism.... It's a time when you: apply your formal education to the daily realities of architectural practice; acquire comprehensive experience in basic practice areas; explore specialized areas of practice; develop professional judgment; continue your formal education in architecture; and refine your career goals." Whatever its accomplishments, however, we found broad consensus that the Intern Development Program has not, by itself, solved the problems of internship. Though we found mutually satisfying internship programs at several of the firms we visited or heard about around the country, at many others interns told us they were not receiving the continuing education and experience they needed. The truth is that architecture has serious, unsolved problems compared with other fields when it comes to supplying on-the-job learning experiences to induct students into the profession on a massive scale. Medicine has teaching hospitals. Beginning teachers work in actual classrooms, supported by school taxes. Law offices are, for the most part, in a better financial position to support young lawyers and pay them living wages. The architecture profession, by contrast, must support a required system of internship prior to licensure in an industry that has neither the financial resources of law or medicine, the stability and public support of teaching, nor a network of locations like hospitals or schools where education and practice can be seamlessly connected. And many employers acknowledged those problems. "The profession has all but undermined the traditional relationship between the profession and the academy," said Neil Frankel, FAIA, executive vice president of Perkins & Will, a multinational firm with offices in New York, Chicago, Washington, and London. "Historically, until the advent of the computer, the profession said, 'Okay, go to school, then we in the profession will teach you what the real world is like.' With the coming of the computer, the profession needed a skill that students had, and has left behind the other responsibilities." One intern told us she had been stuck for months doing relatively menial tasks such as toilet elevations. Another intern at a medium-sized firm told us he had been working sixty to seventy hours per week for a year and a half. "Then my wife had a baby and I 'slacked off' to fifty hours. The partner called me in and I got called on the carpet for not working hard enough." "The whole process of internship is being outmoded by economics," one frustrated intern told us. "There's not the time or the money. There's no conception of people being groomed for careers. The younger staff are chosen for their value as productive workers." "We just don't have the best structure here to use an intern's abilities to their best," said a Mississippi architect. "The people who come out of school are really problems. I lost patience with one intern who was demanding that I switch him to another section so that he could learn what he needed for his IDP. I told him, 'It's not my job to teach you. You are here to produce.'" What steps might help students gain more satisfying work opportunities, both during and after graduation?
series other
last changed 2003/04/23 15:14

_id 4931
authors Breen, Jack
year 1996
title Learning from the (In)Visible City
doi https://doi.org/10.52842/conf.ecaade.1996.065
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 65-78
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 acfa
authors Brown, A., Knight, M. and Nahab, May
year 1996
title Computer Generated Architectural Images in Practice: what kind and when?
doi https://doi.org/10.52842/conf.ecaade.1996.079
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 79-86
summary The production of near-photorealistic images of buildings is becoming increasingly common. The software to produce reasonably sophisticated images being available at affordable prices and the increasing power of generally affordable computers have contributed to this trend. It is also probably the case that the run-of-the-mill architectural practice sees the competition producing this kind of image with a superficially beguiling quality and follow suit. What we ask in this paper is whether we should be more thoughtful about the kind of image used? Should the kind of image chosen to suit the stage of the design that it applies to and the nature of the human agents viewing the image? Of course, in posing the question we imply our answer, that it should. What we do in this paper is to illustrate why we feel it should and what the consequences are for the education of architects who are about to join the world of practice.
series eCAADe
email
last changed 2022/06/07 07:54

_id b4c4
authors Carrara, G., Fioravanti, A. and Novembri, G.
year 2000
title A framework for an Architectural Collaborative Design
doi https://doi.org/10.52842/conf.ecaade.2000.057
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 57-60
summary The building industry involves a larger number of disciplines, operators and professionals than other industrial processes. Its peculiarity is that the products (building objects) have a number of parts (building elements) that does not differ much from the number of classes into which building objects can be conceptually subdivided. Another important characteristic is that the building industry produces unique products (de Vries and van Zutphen, 1992). This is not an isolated situation but indeed one that is spreading also in other industrial fields. For example, production niches have proved successful in the automotive and computer industries (Carrara, Fioravanti, & Novembri, 1989). Building design is a complex multi-disciplinary process, which demands a high degree of co-ordination and co-operation among separate teams, each having its own specific knowledge and its own set of specific design tools. Establishing an environment for design tool integration is a prerequisite for network-based distributed work. It was attempted to solve the problem of efficient, user-friendly, and fast information exchange among operators by treating it simply as an exchange of data. But the failure of IGES, CGM, PHIGS confirms that data have different meanings and importance in different contexts. The STandard for Exchange of Product data, ISO 10303 Part 106 BCCM, relating to AEC field (Wix, 1997), seems to be too complex to be applied to professional studios. Moreover its structure is too deep and the conceptual classifications based on it do not allow multi-inheritance (Ekholm, 1996). From now on we shall adopt the BCCM semantic that defines the actor as "a functional participant in building construction"; and we shall define designer as "every member of the class formed by designers" (architects, engineers, town-planners, construction managers, etc.).
keywords Architectural Design Process, Collaborative Design, Knowledge Engineering, Dynamic Object Oriented Programming
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id e9e4
authors Chevrier, C.
year 1996
title Handling interactions between real and virtual worlds
source Proceedings of the International Conference Computer Graphics International’96, pp. 115-125
summary When compositing computer generated images and photographs or video images, interactions between real and virtual worlds must be taken into account in order to have a good visual result. These interactions are of three kinds: occluding object determination, specular inter-reflection and shadow computation. We first determine which real objects need to be geometrically and/or photometrically modelled for the three sets of interactions. Indeed, not all real surfaces need to be kept for the simulation and rendering steps. The unuseful real surfaces would just increase the rendering time. A rough photometric model can be sufficient for the surface properties, but colour computation has to be made in a particular colour model. Then for each kind of interactions, we take the real surfaces into account in a view-independent illumination step or in the rendering step.
series other
last changed 2003/04/23 15:14

_id c2ab
authors Chiu, Mao Lin
year 1996
title Prototypes, Variation and Composition: A Formal Design Approach in Urban Housing Design with Computer Assistance
doi https://doi.org/10.52842/conf.caadria.1996.287
source CAADRIA ‘96 [Proceedings of The First Conference on Computer Aided Architectural Design Research in Asia / ISBN 9627-75-703-9] Hong Kong (Hong Kong) 25-27 April 1996, pp. 287-298
summary This paper outlines a formal design approach for teaching 3D modeling in computer-aided architecture design studios, and various design principles are used in the process, particularly the generalization, variation and composition. The teaching agenda includes: (1) a formal design approach of housing design, (2) design collaboration, and (3) computer-aided architectural design. // The research agenda includes: (1) incorporation of the formal design approach with the urban infill theory, and (2) development of a computation design method. // The studio project is demonstrated to highlight the implementation of the approach.

keywords Computer-aided Design, Prototypes, Housing Design, Formal Design Method
series CAADRIA
email
last changed 2022/06/07 07:56

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