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 516

_id 2354
authors Clayden, A. and Szalapaj, P.
year 1997
title Architecture in Landscape: Integrated CAD Environments for Contextually Situated Design
doi https://doi.org/10.52842/conf.ecaade.1997.x.q6p
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary This paper explores the future role of a more holistic and integrated approach to the design of architecture in landscape. Many of the design exploration and presentation techniques presently used by particular design professions do not lend themselves to an inherently collaborative design strategy.

Within contemporary digital environments, there are increasing opportunities to explore and evaluate design proposals which integrate both architectural and landscape aspects. The production of integrated design solutions exploring buildings and their surrounding context is now possible through the design development of shared 3-D and 4-D virtual environments, in which buildings no longer float in space.

The scope of landscape design has expanded through the application of techniques such as GIS allowing interpretations that include social, economic and environmental dimensions. In architecture, for example, object-oriented CAD environments now make it feasible to integrate conventional modelling techniques with analytical evaluations such as energy calculations and lighting simulations. These were all ambitions of architects and landscape designers in the 70s when computer power restricted the successful implementation of these ideas. Instead, the commercial trend at that time moved towards isolated specialist design tools in particular areas. Prior to recent innovations in computing, the closely related disciplines of architecture and landscape have been separated through the unnecessary development, in our view, of their own symbolic representations, and the subsequent computer applications. This has led to an unnatural separation between what were once closely related disciplines.

Significant increases in the performance of computers are now making it possible to move on from symbolic representations towards more contextual and meaningful representations. For example, the application of realistic materials textures to CAD-generated building models can then be linked to energy calculations using the chosen materials. It is now possible for a tree to look like a tree, to have leaves and even to be botanicaly identifiable. The building and landscape can be rendered from a common database of digital samples taken from the real world. The complete model may be viewed in a more meaningful way either through stills or animation, or better still, through a total simulation of the lifecycle of the design proposal. The model may also be used to explore environmental/energy considerations and changes in the balance between the building and its context most immediately through the growth simulation of vegetation but also as part of a larger planning model.

The Internet has a key role to play in facilitating this emerging collaborative design process. Design professionals are now able via the net to work on a shared model and to explore and test designs through the development of VRML, JAVA, whiteboarding and video conferencing. The end product may potentially be something that can be more easily viewed by the client/user. The ideas presented in this paper form the basis for the development of a dual course in landscape and architecture. This will create new teaching opportunities for exploring the design of buildings and sites through the shared development of a common computer model.

keywords Integrated Design Process, Landscape and Architecture, Shared Environmentsenvironments
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/szalapaj/szalapaj.htm
last changed 2022/06/07 07:50

_id f5ee
authors Erhorn, H., De Boer, J. and Dirksmueller, M.
year 1997
title ADELINE, an Integrated Approach to Lighting Simulation
source Proceedings of Right Light 4, 4th European Conference on Energy-Efficient Lighting, pp.99-103
summary The use of daylighting and artificial lighting simulation programs to calculate complex systems and models in the design practice often is impeded by the fact that the operation of these programs, especially the model input, is extremely complicated and time-consuming. Programs that are easier to use generally do not show the calculation capabilities required in practice. A second obstacle arises as the lighting calculations often do not allow any statements regarding the interactions with the energetic and thermal building performance. Both problems are mainly due to a lacking integration of the design tools of other building design practitioners as well as due to insufficient user interfaces. The program package ADELINE (Advanced Daylight and Electric Lighting Integrated New Environment) being available since May 1996 as completely revised version 2.0 presents a promising approach to solve these problems. This contribution describes the approaches and methods used within the international project IEA Task 21 for a further development of the ADELINE system. Aim of this work is a further improvement of user interfaces based on the inclusion of new dialogs and on a portation of the program system from MS-DOS to the Windows NT platform. Additional focus is laid on the use of recent developments in the field of information technology and experiences gained in other projects on integrated building design systems, like for example EU-COMBINE, in a pragmatical way. An integrated building design system with open standardized interfaces is to be achieved inter alia by using ISOSTEP formats, database technologies and a consequent, object-oriented design.
series other
last changed 2003/04/23 15:50

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 6a37
authors Fowler, Thomas and Muller, Brook
year 2002
title Physical and Digital Media Strategies For Exploring ‘Imagined’ Realities of Space, Skin and Light
doi https://doi.org/10.52842/conf.acadia.2002.013
source Thresholds - Design, Research, Education and Practice, in the Space Between the Physical and the Virtual [Proceedings of the 2002 Annual Conference of the Association for Computer Aided Design In Architecture / ISBN 1-880250-11-X] Pomona (California) 24-27 October 2002, pp. 13-23
summary This paper will discuss an unconventional methodology for using physical and digital media strategies ina tightly structured framework for the integration of Environmental Control Systems (ECS) principles intoa third year design studio. An interchangeable use of digital media and physical material enabledarchitectural explorations of rich tactile and luminous engagement.The principles that provide the foundation for integrative strategies between a design studio and buildingtechnology course spring from the Bauhaus tradition where a systematic approach to craftsmanship andvisual perception is emphasized. Focusing particularly on color, light, texture and materials, Josef Albersexplored the assemblage of found objects, transforming these materials into unexpected dynamiccompositions. Moholy-Nagy developed a technique called the photogram or camera-less photograph torecord the temporal movements of light. Wassily Kandinsky developed a method of analytical drawingthat breaks a still life composition into diagrammatic forces to express tension and geometry. Theseschematic diagrams provide a method for students to examine and analyze the implications of elementplacements in space (Bermudez, Neiman 1997). Gyorgy Kepes's Language of Vision provides a primerfor learning basic design principles. Kepes argued that the perception of a visual image needs aprocess of organization. According to Kepes, the experience of an image is "a creative act ofintegration". All of these principles provide the framework for the studio investigation.The quarter started with a series of intense short workshops that used an interchangeable use of digitaland physical media to focus on ECS topics such as day lighting, electric lighting, and skin vocabulary tolead students to consider these components as part of their form-making inspiration.In integrating ECS components with the design studio, an nine-step methodology was established toprovide students with a compelling and tangible framework for design:Examples of student work will be presented for the two times this course was offered (2001/02) to showhow exercises were linked to allow for a clear design progression.
series ACADIA
email
last changed 2022/06/07 07:51

_id 2dc0
authors Arkin, H. and Paciuk, M.
year 1997
title Evaluating intelligent buildings according to level of service systems integration
source Automation in Construction 6 (5-6) (1997) pp. 471-479
summary The intelligent building is supposed to provide the environment and means for an optimal utilization of the building, according to its designation. This extended function of a building can be achieved only by means of an extensive use of building service systems, such as HVAC; electric power; communication; safety and security; transportation; sanitation, etc. Building intelligence is not related to the sophistication of service systems in a building, but rather to the integration among the various service systems, and between the systems and the building structure. Systems' integration can be accomplished through teamwork planning of the building, starting at the initial design stages of the building. This paper examines some existing buildings claimed to be "intelligent", according to their level of systems' integration.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 76ba
authors Bermudez, Julio
year 1997
title Cyber(Inter)Sections: Looking into the Real Impact of The Virtual in the Architectural Profession
source Proceedings of the Symposium on Architectural Design Education: Intersecting Perspectives, Identities and Approaches. Minneapolis, MN: College of Architecture & Landscape Architecture, pp. 57-63
summary As both the skepticism and 'hype' surrounding cyberspace vanish under the weight of ever increasing power, demand, and use of information, the architectural discipline must prepare for significant changes. For cyberspace is remorselessly cutting through the dearest structures, rituals, roles, and modes of production in our profession. Yet, this section is not just a detached cut through the existing tissues of the discipline. Rather it is an inter-section, as cyberspace becomes also transformed in the act of piercing. This phenomenon is causing major transformations in at least three areas: 1. Cyberspace is substantially altering the way we produce and communicate architectural information. The arising new working environment suggests highly hybrid and networked conditions that will push the productive and educational landscape of the discipline towards increasing levels of fluidity, exchanges, diversity and change. 2. It has been argued that cyberspace-based human and human-data interactions present us with the opportunity to foster a more free marketplace of ideologies, cultures, preferences, values, and choices. Whether or not the in-progress cyberincisions have the potential to go deep enough to cure the many illnesses afflicting the body of our discipline need to be considered seriously. 3. Cyberspace is a new place or environment wherein new kinds of human activities demand unprecedented types of architectural services. Rather than being a passing fashion, these new architectural requirements are destined to grow exponentially. We need to consider the new modes of practice being created by cyberspace and the education required to prepare for them. This paper looks at these three intersecting territories showing that it is academia and not practice that is leading the profession in the incorporation of virtuality into architecture. Rafael Moneo's words come to mind. [2]
series other
email
last changed 2003/11/21 15:16

_id 0024
authors Breen, J. and Dijk, T. van
year 1997
title Modelling for eye level composition; design media experiments in an educational setting.
source Architectural and Urban Simulation Techniques in Research and Education [Proceedings of the 3rd European Architectural Endoscopy Association Conference / ISBN 90-407-1669-2]
summary In order to simulate the visual effects of designs at eye level, it is necessary to construct models from which (sequences of) images can be taken. This holds true for both Optical Endoscopy and Computer Aided Visualisation techniques. In what ways can an eye level approach stimulate spatial awareness and create insights into the workings of a design concept? Can Endoscopic methods be used effectively as a creative environment for design decision-making and teamwork and even to stimulate the generation of new design ideas? How should modelmaking be considered if it is to be of use in an ‘impatient’ design process, and how can students be made aware of the opportunities of both direct eye level observations from design models and of the more sophisticated endoscopic imaging techniques? This paper explores the theme of eye level modelling by focusing on a number of formal exercises and educational experiments carried out by the Delft Media group in recent years. An attempt is made to describe and evaluate these experiences, in order to draw conclusions and to signal possible new opportunities for eye level composition for the benefit of both design education and practice...
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id 848a
authors Caneparo, Luca
year 1997
title Shared Virtual Reality for Architectural Design
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 431-442
summary The paper presents the implementation of a system of Shared Virtual Reality (SVR) in Internet applied to a large- scale project. The applications of SVR to architectural and urban design are presented in the context of a real project, the new railway junction of Porta Susa and the surrounding urban area in the city centre of Turin, Italy. SVR differs from Virtual Reality in that the experience of virtual spaces is no longer individual, but rather shared across the net with other users simultaneously connected. SVR offers an effective approach to Computer Supported Collaborative Work, because it integrates both the communicative tools to improve collaboration and the distributed environment to elaborate information across the networks.
series CAAD Futures
email
last changed 2003/05/16 20:58

_id c1ad
authors Cheng, Nancy Yen-wen
year 1997
title Teaching CAD with Language Learning Methods
doi https://doi.org/10.52842/conf.acadia.1997.173
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 173-188
summary By looking at computer aided design as design communication we can use pedagogical methods from the well-developed discipline of language learning. Language learning breaks down a complex field into attainable steps, showing how learning strategies and attitudes can enhance mastery. Balancing the linguistic emphases of organizational analysis, communicative intent and contextual application can address different learning styles. Guiding students in learning approaches from language study will equip them to deal with constantly changing technology.

From overall curriculum planning to specific exercises, language study provides a model for building a learner-centered education. Educating students about the learning process, such as the variety of metacognitive, cognitive and social/affective strategies can improve learning. At an introductory level, providing a conceptual framework and enhancing resource-finding, brainstorming and coping abilities can lead to threshold competence. Using kit-of-parts problems helps students to focus on technique and content in successive steps, with mimetic and generative work appealing to different learning styles.

Practicing learning strategies on realistic projects hones the ability to connect concepts to actual situations, drawing on resource-usage, task management, and problem management skills. Including collaborative aspects in these projects provides the motivation of a real audience and while linking academic study to practical concerns. Examples from architectural education illustrate how the approach can be implemented.

series ACADIA
email
last changed 2022/06/07 07:55

_id 8b09
authors Cicognani, Anna and Maher, Mary Lou
year 1997
title Design Speech Acts. "How To Do Things with Words" in Virtual Communities
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 707-717
summary Cyberspace is language based, and so are Virtual Communities (VCs). We propose that VCs are ideal places to experience and enhance a language for design. Design in a VC can actually be performed using speech acts that in-real-life wouldn't perform any design. We call these acts 'design speech acts'. We present, as a starting point, a list of verbs which can be used in a VC for design and the implications of using these verbs to design cyberspace. We present a methodology for structuring and defining design speech acts, so that a language for design in a VC can be subsequently developed. We are developing a specific environment for a virtual community in which designers can articulate their needs and produce text-based design objects.
series CAAD Futures
email
last changed 1999/04/06 09:19

_id fa1d
authors Colley, Tim
year 1997
title Visualizing Information: Internet Guidelines for Distributing Architectural Research
source Virginia Polytechnic Institute and State University
summary A web site was designed and constructed for the Research + Demonstration Facility (RDF) as a masters thesis project to help educators teach future architects more interactively by using the dynamic medium of the Internet. Students and faculty will learn about evolving architectural research and technology as well as potential consequences of design decisions. Educators will be able to conduct online research, or tele-experiments, in the classroom thus allowing students to learn, in near real-time, the outcome or progress of research on and off campus. This project presents some of the possibilities of how the Internet can enhance re-search information delivery to students and faculty of architecture.
keywords Architectural Research; Internet Guidelines; Web Site Documentation
series thesis:MSc
email
more http://scholar.lib.vt.edu/theses/available/etd-92397-115337/
last changed 2004/06/02 19:12

_id 2a09
authors Donath, Judith Stefania
year 1997
title Inhabiting the virtual city : the design of social environments for electronic communities
source Massachusetts Institute of Technology, Program in Media Arts & Sciences
summary The goal of this work is to develop an approach to the design of on-line social environments. My thesis is that, in order to foster the development of vibrant and viable online communities, the environment - i.e. the technical infrastructure and user interface - must provide the means to communicate social cues and information: the participants must be able to perceive the social patterns of activity and affiliation and the community must be able to evolve a fluid and subtle cultural vocabulary. The theoretical foundation for the research is drawn from traditional studies of society and culture and from observations of contemporary on-line systems. Starting with an analysis of the fundamental differences between real and virtual societies - most notably, the presence and absence of the body - the first section examines the ways social cues are communicated in the real world, discusses the limits imposed on on-line communities due to their mediated and bodiless nature, and explores directions that virtual societies can take that are impossible for physical ones. These ideas form the basis for the main part of the thesis, a design platform for creating sociable virtual environments. The focus of the discussion is on the analysis of a set of implemented design experiments that explore three areas of the platform: the visual representations of social phenomena, the role of information spaces as contexts for communication, and the presentation of self in the virtual world.
series thesis:PhD
email
more http://smg.media.mit.edu/people/Judith/Thesis/
last changed 2003/02/12 22:37

_id ce97
authors Faconti, D., Giacchin V. and Pellitteri, G.
year 1997
title On-line Handbook to Support Brickwork Design
doi https://doi.org/10.52842/conf.ecaade.1997.x.v9i
source Challenges of the Future [15th eCAADe Conference Proceedings / ISBN 0-9523687-3-0] Vienna (Austria) 17-20 September 1997
summary Computer assistants to building design are more and more oriented to construct repertories of cases to be recalled as possible suggestions to a real design situation. For this purpose it is necessary that the cases be described by the parameters most apt to describe the design situations. In this way it will be possible to extract out of the repertory the existing case most akin to the design problem the designer is dealing with. This kind of help is the most fit to the usual behaviour of a designer which, in order to find the best solution to a design problem, resort to his culture, his knowledge of real cases, which he tries to adapt to the peculiar need of his present case. This paper presents an attempt to construct such a tool also if restricted to only one building component: the exterior brickwork. It is structured as an Hypertext, which allows a net of relationships much richer than the one of a conventional handbook.
series eCAADe
email
more http://info.tuwien.ac.at/ecaade/proc/faconti/faconti.htm
last changed 2022/06/07 07:50

_id c557
authors Fuchs, W. and Martinico, A.
year 1997
title The V.C.net--A digital study in architecture
source Automation in Construction 6 (4) (1997) pp. 335-339
summary The V.C.net project is an Internet-based educational and communication tool for the architectural community. Its goal is to encourage students from architecture programs across the country and around the world to examine problems and collaborate in the exploration of ideas through the World Wide Web. The central concept of the project involves the creation of a simulated, vital urban environment constructed from various forms of digital data. This `virtual city' will be comprised of projects executed by students of architecture and urban design in US and abroad. Projects will be proposed for specific sites and will reflect real-world questions as they are mirrored in the virtual world. The city exists as a heuristic tool and is not intended as a copy of any existing human habitat. The ultimate goal of the project is to create a dynamic platform to study the interrelationship of various forces effecting urban development: architecture, planning, civil engineering, economics, social sciences, etc. The project originates at the School of Architecture of the University of Detroit Mercy and is intended to be truly interdisciplinary.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 600e
authors Gavin, Lesley
year 1999
title Architecture of the Virtual Place
doi https://doi.org/10.52842/conf.ecaade.1999.418
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 418-423
summary The Bartlett School of Graduate Studies, University College London (UCL), set up the first MSc in Virtual Environments in the UK in 1995. The course aims to synthesise and build on research work undertaken in the arts, architecture, computing and biological sciences in exploring the realms of the creation of digital and virtual immersive spaces. The MSc is concerned primarily with equipping students from design backgrounds with the skills, techniques and theories necessary in the production of virtual environments. The course examines both virtual worlds as prototypes for real urban or built form and, over the last few years, has also developed an increasing interest in the the practice of architecture in purely virtual contexts. The MSc course is embedded in the UK government sponsored Virtual Reality Centre for the Built Environment which is hosted by the Bartlett School of Architecture. This centre involves the UCL departments of architecture, computer science and geography and includes industrial partners from a number of areas concerned with the built environment including architectural practice, surveying and estate management as well as some software companies and the telecoms industry. The first cohort of students graduated in 1997 and predominantly found work in companies working in the new market area of digital media. This paper aims to outline the nature of the course as it stands, examines the new and ever increasing market for designers within digital media and proposes possible future directions for the course.
keywords Virtual Reality, Immersive Spaces, Digital Media, Education
series eCAADe
email
more http://www.bartlett.ucl.ac.uk/ve/
last changed 2022/06/07 07:51

_id 02e4
authors Groh, Paul H.
year 1997
title Computer Visualization as a Tool for the Conceptual Understanding of Architecture
doi https://doi.org/10.52842/conf.acadia.1997.243
source Design and Representation [ACADIA ‘97 Conference Proceedings / ISBN 1-880250-06-3] Cincinatti, Ohio (USA) 3-5 October 1997, pp. 243-248
summary A good piece of architecture contains many levels of interrelated complexity. Understanding these levels and their interrelationship is critical to the understanding of a building to both architects and non-architects alike. A building's form, function, structure, materials, and details all relate to and impact one another. By selectively dissecting and taking apart buildings through their representations, one can carefully examine and understand the interrelationship of these building components.

With the recent introduction of computer graphics, much attention has been given to the representation of architecture. Floor plans and elevations have remained relatively unchanged, while digital animation and photorealistic renderings have become exciting new means of representation. A problem with the majority of this work and especially photorealistic rendering is that it represents the building as a image and concentrates on how a building looks as opposed to how it works. Often times this "look" is artificial, expressing the incapacity of programs (or their users) to represent the complexities of materials, lighting, and perspective. By using digital representation in a descriptive, less realistic way, one can explore the rich complexities and interrelationships of architecture. Instead of representing architecture as a finished product, it is possible to represent the ideas and concepts of the project.

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

_id 041e
authors Hall, Theodore W.
year 1997
title Hand-Eye Coordination in Virtual Reality, Using a Desktop Display, Stereo Glasses and a 3-D Mouse
doi https://doi.org/10.52842/conf.caadria.1997.073
source CAADRIA ‘97 [Proceedings of the Second Conference on Computer Aided Architectural Design Research in Asia / ISBN 957-575-057-8] Taiwan 17-19 April 1997, pp. 73-82
summary Many virtual-reality displays augment the user’s view of the real world but do not completely mask it out or replace it. Intuitive control and realistic interaction with these displays depend on accurate hand-eye coordination: the projected image of a 3-D cursor in virtual space should align visually with the real position of the 3-D input device that controls it. This paper discusses some of the considerations and presents algorithms for coordinating the physical and virtual worlds.
series CAADRIA
email
last changed 2022/06/07 07:50

_id aa79
authors Kardos, K.
year 1997
title Laboratorial verification of ideas for urban space compositional design completion
source Architectural and Urban Simulation Techniques in Research and Education [Proceedings of the 3rd European Architectural Endoscopy Association Conference / ISBN 90-407-1669-2]
summary The subject-matter of the contribution is presentation of the non-conventional didactical methods application in architectural education and research at the Faculty of Architecture of the Slovak Technical University in Bratislava. It is an application of a laboratorial method of architectural endoscopy based on a model urban space simulation principle and on the acquirement of an electrooptical visual display image information from a recording periscope unit interaction in the real time and the real model space, with the option of spontaneous semantic evaluation of the output on a video-monitor and of a synchronic timing process recording on a magnetoscope. Application of a consequential powerful PC-configuration with creative software enables further digital sequential processing both on the graphical output and for multimedial presentation.
keywords Architectural Endoscopy, Endoscopy, Simulation, Visualisation, Visualization, Real Environments
series EAEA
email
more http://www.bk.tudelft.nl/media/eaea/eaea97.html
last changed 2005/09/09 10:43

_id d910
authors Kieferle, Joachim B. and Herzberger, Erwin
year 2002
title The “Digital year for Architects” Experiences with an integrated teaching concept
doi https://doi.org/10.52842/conf.ecaade.2002.088
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 88-95
summary The “digital year for architects” is an integrated course for graduate architecture students, that has been held since 1997 at Stuttgart University. Its concept is to link together traditional design teaching and working with computers. Three seminars and one design project are the framework of the course, in which the students are taught in design of e.g. image and space composition, typography, video, using virtual reality, theoretical basics for the final design project like information management or working environments, approximately a dozen software packages and finally a visionary design project. It has shown that the advantage of an integrated course compared to separate courses is the more intensive dealing with the project as well as achieving better skills when learning the new media. Not only because the project topics are different from usual architecture and more abstract, the main effect is to widen the students way of thinking and designing.
series eCAADe
email
last changed 2022/06/07 07:52

_id 8569
authors Kurmann, D., Elte, N. and Engeli, M.
year 1997
title Real-Time Modeling with Architectural Space
source CAAD Futures 1997 [Conference Proceedings / ISBN 0-7923-4726-9] München (Germany), 4-6 August 1997, pp. 809-819
summary Space as an architectural theme has been explored in many ways over many centuries; designing the architectural space is a major issue in both architectural education and in the design process. Based on these observations, it follows that computer tools should be available that help architects manipulate and explore space and spatial configurations directly and interactively. Therefore, we have created and extended the computer tool Sculptor. This tool enables the architect to design interactively with the computer, directly in real-time and in three dimensions. We developed the concept of 'space as an element' and integrated it into Sculptor. These combinations of solid and void elements - positive and negative volumes - enable the architect to use the computer already in an early design stage for conceptual design and spatial studies. Similar to solids modeling but much simpler, more intuitive and in real-time this allows the creation of complex spatial compositions in 3D space. Additionally, several concepts, operations and functions are defined inherently. Windows and doors for example are negative volumes that connect other voids inside positive ones. Based on buildings composed with these spaces we developed agents to calculate sound atmosphere and estimate cost, and creatures to test building for fire escape reasons etc. The paper will look at the way to design with space from both an architect's point of view and a computer scientist's. Techniques, possibilities and consequences of this direct void modeling will be explained. It will elaborate on the principle of human machine interaction brought up by our research and used in Sculptor. It will present the possibility to create VRML models directly for the web and show some of the designs done by students using the tool in our CAAD courses.
series CAAD Futures
email
last changed 1999/04/06 09:19

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