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 484

_id 413e
authors Dalholm-Hornyansky, Elisabeth and Rydberg-Mitchell, Birgitta
year 1996
title SPATIAL NAVIGATION IN VIRTUAL REALITY
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary For the past decade, we have carried out a number of participation projects using full-scale modeling as an aid for communication and design. We are currently participating in an interdisciplinary research project which aims to combine and compare various visualization methods and techniques, among others, full-scale modeling and virtual reality, in design processes with users. In this paper, we will discuss virtual reality as a design tool in light of previous experience with full-scale modeling and literature on cognitive psychology. We describe a minor explorative study, which was carried out to elucidate the answers to several crucial questions: Is realism in movement a condition for the perception of space or can it be achieved while moving through walls, floors and so forth? Does velocity of movement and reduced visual field have an impact on the perception of space? Are landmarks vital clues for spatial navigation and how do we reproduce them in virtual environments? Can “daylight“, color, material and texture facilitate navigation and are details, furnishings and people important objects of reference? How could contextual information clues, like views and surroundings, be added to facilitate orientation? Do we need our other senses to supplement the visual experience in virtual reality and what is the role of mental maps in spatial navigation?
keywords Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:49

_id 911c
authors Darken, Rudolph P.
year 1996
title Wayfinding in Large-Scale Virtual Worlds
source George Washington University
summary As important as navigation is to human performance in virtual worlds, it is an often overlooked problem in the design process. This dissertation reports an experiment intended to show that real-world wayfinding and environmental design principles are effective in designing virtual worlds which support skilled wayfinding behavior. The design principles are adapted from both the cognitive psychology literature and urban and architectural design methodologies. There are two categories of design principles; those that guide the organizational structure of the environment, and those that guide the use and presentation of maps. The study measures subject performance on a complex searching task in a number of virtual worlds with differing environmental cues. The environments are extremely large and consist of open sea, land, and ships which are used as targets for search tasks. The worlds are augmented with either a radial grid, a map, both, or neither. For each trial, the subject's viewpoint position and orientation was sampled approximately once per second. A verbal protocol with accompanying video was used to elicit information about the search strategies employed. A map drawing exercise followed each trial in order to gain insight to the subject's spatial knowledge (i.e. cognitive map) of the environment. The results show that subjects in the treatment without any additional cues were often disoriented and had extreme difficulty completing the task. The grid was shown to provide superior directional information but both treatments using the map were superior overall due to the geocentric perspective provided. Behaviors associated with each treatment indicate that the cues had a strong effect on both search performance and search strategy. The results suggest that users of large-scale virtual worlds require structure in order to effectively navigate. Augmentations such as direction indicators, maps, and path restriction can all greatly improve both wayfinding performance and overall user satisfaction.
series thesis:PhD
email
more http://www.seas.gwu.edu/~sibert/darken/publications/Dissertation_95/thesis.html
last changed 2003/02/12 22:37

_id 2a99
authors Keul, A. and Martens, B.
year 1996
title SIMULATION - HOW DOES IT SHAPE THE MESSAGE?
source The Future of Endoscopy [Proceedings of the 2nd European Architectural Endoscopy Association Conference / ISBN 3-85437-114-4], pp. 47-54
summary Architectural simulation techniques - CAD, video montage, endoscopy, full-scale or smaller models, stereoscopy, holography etc. - are common visualizations in planning. A subjective theory of planners says "experts are able to distinguish between 'pure design' in their heads and visualized design details and contexts like color, texture, material, brightness, eye level or perspective." If this is right, simulation details should be compensated mentally by trained people, but act as distractors to the lay mind.

Environmental psychologists specializing in architectural psychology offer "user needs' assessments" and "post occupancy evaluations" to facilitate communication between users and experts. To compare the efficiency of building descriptions, building walkthroughs, regular plans, simulation, and direct, long-time exposition, evaluation has to be evaluated.

Computer visualizations and virtual realities grow more important, but studies on the effects of simulation techniques upon experts and users are rare. As a contribution to the field of architectural simulation, an expert - user comparison of CAD versus endoscopy/model simulations of a Vienna city project was realized in 1995. The Department for Spatial Simulation at the Vienna University of Technology provided diaslides of the planned city development at Aspern showing a) CAD and b) endoscopy photos of small-scale polystyrol models. In an experimental design, they were presented uncommented as images of "PROJECT A" versus "PROJECT B" to student groups of architects and non-architects at Vienna and Salzburg (n= 95) and assessed by semantic differentials. Two contradictory hypotheses were tested: 1. The "selective framing hypothesis" (SFH) as the subjective theory of planners, postulating different judgement effects (measured by item means of the semantic differential) through selective attention of the planners versus material- and context-bound perception of the untrained users. 2. The "general framing hypothesis" (GFH) postulates typical framing and distraction effects of all simulation techniques affecting experts as well as non-experts.

The experiment showed that -counter-intuitive to expert opinions- framing and distraction were prominent both for experts and lay people (= GFH). A position effect (assessment interaction of CAD and endoscopy) was present with experts and non-experts, too. With empirical evidence for "the medium is the message", a more cautious attitude has to be adopted towards simulation products as powerful framing (i.e. perception- and opinion-shaping) devices.

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

_id 06e1
authors Keul, Alexander
year 1996
title LOST IN SPACE? ARCHITECTURAL PSYCHOLOGY - PAST, PRESENT, FUTURE
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary A methodological review by Kaminski (1995) summed up five perspectives in environmental psychology - patterns of spatial distribution, everyday “jigsaw puzzles”, functional everyday action systems, sociocultural change and evolution of competence. Architectural psychology (named so at the Strathclyde conference 1969; Canter, 1973) as psychology of built environments is one leg of environmental psychology, the second one being psychology of environmental protection. Architectural psychology has come of age and passed its 25th birthday. Thus, a triangulation of its position, especially in Central Europe, seems interesting and necessary. A recent survey mainly on university projects in German-speaking countries (Kruse & Trimpin, 1995) found a marked decrease of studies in psychology of built environments. 1994, 25% of all projects were reported in this category, which in 1975 had made up 40% (Kruse, 1975). Guenther, in an unpublished survey of BDP (association of professional German psychologists) members, encountered only a handful active in architectural psychology - mostly part-time, not full-time. 1996, Austria has two full-time university specialists. The discrepancy between the general interest displayed by planners and a still low institutionalization is noticeable.

How is the research situation? Using several standard research data banks, the author collected articles and book(chapter)s on architectural psychology in German- and English-language countries from 1990 to 1996. Studies on main architecture-psychology interface problems such as user needs, housing quality evaluations, participatory planning and spatial simulation / virtual reality did not outline an “old, settled” discipline, but rather the sketchy, random surface of a field “always starting anew”. E.g., discussions at the 1995 EAEA-Conference showed that several architectural simulation studies since 1973 caused no major impact on planner's opinions (Keul&Martens, 1996). “Re-inventions of the wheel” are caused by a lack of meetings (except this one!) and of interdisciplinary infrastructure in German-language countries (contrary to Sweden or the United States). Social pressures building up on architecture nowadays by inter-European competition, budget cuts and citizen activities for informed consent in most urban projects are a new challenge for planners to cooperate efficiently with social scientists. At Salzburg, the author currently manages the Corporate Design-process for the Chamber of Architecture, Division for Upper Austria and Salzburg. A “working group for architectural psychology” (Keul-Martens-Maderthaner) has been active since 1994.

keywords Model Simulation, Real Environments
series EAEA
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2005/09/09 10:43

_id 44cc
authors Martens, Bob (ed.)
year 1996
title Full-scale Modeling in the Age of Virtual Reality
source Proceedings of the 6th European Full-scale Modeling Association Conference / ISBN 3-85437-132-2 / Vienna (Austria) 4-6 September 1996, 140 p.
summary In times characterized by the growing "architectural criticism"; to the same extent as by the helplessness of the anonymous user the communication process between contractors, planner and users gains in importance. If communication is successful will not only depend on the quality of the project but also on the means of conveyance, e.g. visualizing or model representation. Can planning evaluation be effectively supported by virtual reality (VR)?

The principal item of a full-scale lab preferably features a court-like facility where the 1:1 simulations are performed. Such lab facilities can be found at various architecture education centers throughout Europe. In the early eighties the European Full-scale Modeling Association (abrev. EFA, full-scale standing for 1:1 or simulation in full-scale) was founded acting as the patron of a conference every two years. In line with the conference title "Full-scale Modeling in the Age of Virtual Reality" the participants were particularly concerned with the relationship of physical 1:1 simulations and VR. The assumption that those creating architecture provide of a higher degree of affinity to physical than to virtual models and prototypes was subject of vivid discussions.

Furthermore, the participants devoted some time to issues such as the integration of model-like ideas and built reality thus uncovering any such synergy-effects. Thus some major considerations had to be given to the question of how the architectís model-like ideas and built reality would correspond, also dealing with user-suitability as such: what the building artist might be thrilled with might not turn out to be the residentsí and usersí everyday delight. Aspects of this nature were considered at the îArchitectural Psychology Meeting” together with specialists on environment and aesthetics. As individual space perception as well as its evaluation differ amongst various architects, and these being from various countries furnishing cultural differences, lively discussions were bound to arise.

keywords VR, Virtual Reality, Simulation in Full-scale, Model Simulation, Real Environments
series other
email
more http://info.tuwien.ac.at/efa/EFA-Proceedings.html
last changed 2003/08/25 10:12

_id sigradi2012_59
id sigradi2012_59
authors Pinheiro, Mauro; Spitz, Rejane
year 2012
title Mecanismos atencionais como parâmetros para o design de sistemas de informação ambiente [Attentional mechanisms as parameters for the design of ambient information systems]
source SIGraDi 2012 [Proceedings of the 16th Iberoamerican Congress of Digital Graphics] Brasil - Fortaleza 13-16 November 2012, pp. 175-178
summary We present an evaluation model to analyze ambient information systems, based on attentional mechanisms. Taking Weiser and Brown (1996) concepts of Ubiquitous Computing and Calm Technology as a starting point, we delimit ambient information systems as those that can be monitored without requiring the focus of our attention. Using the theoretical framework from Cognitive Psychology, we propose an evaluation model to analyze ambient information systems, considering the attentional mechanisms involved in their use. As a conclusion, we outline a set of parameters to be considered during the design of ambient information systems.
keywords sistemas de informação; atenção; ambiente; computação ubíqua; tecnologia calma
series SIGRADI
email
last changed 2016/03/10 09:57

_id ddssar9625
id ddssar9625
authors Sanui, Junichiro
year 1996
title Visualization of users' requirements: Introduction of the Evaluation Grid Method
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary During the last decade, a new type of approaches have emerged in Japanese environmental psychology. These approaches have characteristics that they are aiming to clarify users' requirements for the environment as the design questions to be solved, compared with the traditional approaches aiming to clarify the environment-human relationship to provide actual design solutions. As an example of these new approaches, the Evaluation Grid Method (EGM), a semi-structured interview method developed by the author based on Kelly's Personal Construct Theory is introduced. In the EGM, by asking the reasons of why an environment is more preferable to others recurrently, together with leading questions (laddering), each participant's requirements to the environment are elicited structurally as well as phenomenologically. Also by cumulating each participant's requirements, the extensive structure of the requirements to the environment embraced by people is produced. In this paper, a detailed procedure and the outcome of the EGM are presented on the elicitation of workers' requirements for the office environment. Also recent applied examples where the EGM research was applied as an design aid in architectural as well as industrial field will be introduced.
series DDSS
last changed 2003/08/07 16:36

_id a899
authors Stuart, Rory
year 1996
title The design of virtual environments
source McGraw-Hill, New York
summary Virtual reality (VR) is a highly interdisciplinary field involving computer science; perceptual psychology; human factors engineering; signal processing; and electrical, mechanical, and optical engineering. This unique book brings together vital information from all of these fields, providing both the theoretical and practical knowledge required to design VR systems capable of solving real-world problems. A serious treatment fo VR written specifically for engineers, researchers, and designers in industry and the military, this advanced-level handbook is up to date in every respect. Author and VR expert Rory Stuart describes each stage of the VR design process in detail, explaining a rigorous methodology for the planning, design, and testing of VR systems.
series other
last changed 2003/04/23 15:14

_id acd7
authors Yueh, Shing
year 1996
title Architecture Design as Two Searches - Knowledge of Spatial Organization and Knowledge of Shape in Design Process
doi https://doi.org/10.52842/conf.caadria.1996.217
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. 217-221
summary In the theory of design research, design thinking has gradually become an important direction for the research. In early research of design thinking, due to the insufficiency of academic research in human thinking, we have been unable to make further research in the field of design thinking. However, with the remarkable development of a variety of subjects: such as management science, cognitive psychology as well as artificial intelligence and others, researchers engaged in design thinking have more clear methodologies and solid background to conduct research studies of design thinking process.
series CAADRIA
last changed 2022/06/07 07:57

_id 62c0
authors Barrallo, Javier and Iglesias, Alberto
year 1996
title Cybersculpture
source Approaches to Computer Aided Architectural Composition [ISBN 83-905377-1-0] 1996, pp. 35-43
summary From the first artistic expressions of mankind, the Mathematics has influence the shapes and proportions presents in the different artistic disciplines. The coming of Abstract art and modern Mathematics at the beginning of the century supposed a complete renovation of the way of understand the relationship between Mathematics and Art, reinforced by the huge expansion of computers nowadays. Chaos Theory or Fractal Geometry constitute examples of this tendencies, that normally are expressed in the two dimensional plane. The idea of this work consists on the utilisation of a series of elements from the contemporaneous Mathematics to express them in an artistic way in the three dimensional space. The result is a family of objects that we have called CYBERSCULPTURES, due to their sculptural character and the fact that they have Internet as their virtual museum.
series other
last changed 1999/04/08 17:16

_id 4daf
authors Berdinsky, Dimitry V.
year 1996
title CAAD Creations in Moscow
source CAD Creativeness [Conference Proceedings / ISBN 83-905377-0-2] Bialystock (Poland), 25-27 April 1996 pp. 27-30
summary In the history of architecture we saw changing ideas, styles and methods of designing. From the charcoal in an ancient man's hand, architectural tools transformed into contemporary pens, papers and copying machines. They made the creative architectural work more productive and informative. Today, in the last quarter of our century, evolution of the architectural design is influenced by brandnew intellectual tools and instruments. Invasion of those tools make new problems appear. All the people can be divided into two groups- the first group can be defined as mechanically or mathematically oriented one while the second group can be defined as art oriented one.
series plCAD
last changed 1999/04/09 15:30

_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 22fd
authors Chou, Wen Huey
year 1996
title An Empirical Study of 2d Static Computer Art: An Investigation of How Contemporary Computer Art is Affected by Media
doi https://doi.org/10.52842/conf.caadria.1996.081
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. 81-89
summary We are in the act of forming the Technology & Electronics society: a society which cultural, psychological, social and economical facets take shape according to the development of technology and electronics, specially in the fields of computer and information. The influence of these mighty functions, produced by the bit, is prevalent in all the science and social courses; in fact, it has already invaded the artistic world. It did not take long after the birth of the computer for it to become the new tool for artistic production; it revolutionized the traditional production habits, production procedures, methods of expression and the work place in artistic creativity, thus bringing the tides of change in the artistic context and attitude towards the study of the Arts.
series CAADRIA
last changed 2022/06/07 07:56

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

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

_id cc4f
authors Donath, Dirk
year 1996
title University CAAD-Education for Architectural Students - A Report on the Realisation of a User-oriented Computer Education at the Bauhaus University Weimar
doi https://doi.org/10.52842/conf.ecaade.1996.143
source Education for Practice [14th eCAADe Conference Proceedings / ISBN 0-9523687-2-2] Lund (Sweden) 12-14 September 1996, pp. 143-154
summary Practically no other field of human creativity is evolving as fast and innovatively as the development and integration of the computer into every possible area imaginable. The computer has today become a natural tool in the fields of architecture and space-planning. The changing form of professional practice due to the increasing application of computerassisted work techniques results in the need, currently being addressed in the education of future architects and town planners, to bring these new mediums into the realm between architecture - art - and building - science.
series eCAADe
email
more http://www.uni-weimar.de/architektur/InfAR/
last changed 2022/06/07 07:55

_id ddssar9607
id ddssar9607
authors Doxtater, Dennis and Mittleman, Daniel
year 1996
title Facilitating and structuring environmental knowledge: prototypical pre-design for a new campus setting
source Timmermans, Harry (Ed.), Third Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Spa, Belgium), August 18-21, 1996
summary This applied research combines state-of-the-art computer-supported facilitation process with a conceptually new way of structuring behavioral knowledge of the physical environment. The object is to develop a prototypical evaluation/pre-design/design process which can be used in practice. The paper reports on the first phase of an actual building project for a university campus where representatives from all client user groups have participated in GSS facilitated sessions. Large amounts of user information have been organized into a graphically enhanced data base including decisions on key programmatic issues. Proposed GSS sessions for the second phase envision a continuous flow of pre-design information through design and design evaluation processes.
series DDSS
last changed 2003/08/07 16:36

_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 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 a022
authors Hirschberg, U. and Streilein, A.
year 1996
title CAAD meets digital photogrammetry: modelling _weak forms_ for computer measurement
source Automation in Construction 5 (3) (1996) pp. 171-183
summary The integration of state-of-the-art photogrammetric methods with the capabilities of CAAD has great potential for a variety of architectural applications. This paper describes the current status of an ongoing research project which aims to develop an easy to use tool for the photogrammetric generation of accurate, reliable and well structured 3D CAAD models of architectural objects. The project adresses the whole range of issues that arise from the digital image acquisition to the data processing, the data integration between photogrammetry and CAAD and the architectural structuring of the geometric data. While also giving a brief overview of the project, the paper concentrates on one central aspect of the system: a method to model what we will define as 'weak forms' as the basis for qualitatively controlled computer measurement.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 6237
authors Kiechle, Horst
year 1996
title CONSTRUCTING THE AMORPHOUS
source Full-Scale Modeling in the Age of Virtual Reality [6th EFA-Conference Proceedings]
summary Constructing the Amorphous entails the ongoing research into a concept which aims to develop a new understanding for Art, Design and Architecture within society. Rigid, reductivist and confrontational methods based on static geometry, prejudice and competition are to be replaced by dynamic, interdisciplinary and integrative models. In his current art practice the author simulates existing architectural spaces whose interior are re-designed into sculpted environments, based on creative irregularity rather than idealised geometry. All the computer simulated “soft” environments can be realised on an architectural scale as temporary installations with the curved surfaces approximated through planar polygons cut from sheet materials. Within this framework the Darren Knight Gallery Project represents the most recently example.

The paper discusses furthermore various 3D modeling options, such as standard CAD representations, high quality rendered video walk-throughs, VRML models and physically produced, full-scale models, made of corrugated cardboard. The cost and equipment requirements necessary for full-scale modeling in cardboard are outlined.

keywords VRML, CAD, 3D Modeling, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa/
last changed 2004/05/04 14:40

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