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

PDF papers
References

Hits 1 to 20 of 544

_id 215e
authors Bai, Rui-Yuan and Liu, Yu-Tung
year 1998
title Towards a Computerized Procedure for Visual Impact Analysis and Assessment - The Hsinchu Example
doi https://doi.org/10.52842/conf.caadria.1998.067
source CAADRIA ‘98 [Proceedings of The Third Conference on Computer Aided Architectural Design Research in Asia / ISBN 4-907662-009] Osaka (Japan) 22-24 April 1998, pp. 67-76
summary This paper examines the procedure of visual impact analysis and assessment proposed by Rahman and reviews the use of CAD applications in urban projects in the real world. A preliminary computerized procedure for visual impact analysis and assessment is proposed. An experiments was conducted in our laboratory to verify the preliminary procedure. In order to further study the revised procedure in real urban projects, it was also applied into the renew project of The Eastern Gate Plaza located in the center of city Hsinchu, Taiwan from 1996 to 1998. According to several face-to-face discussions with Hsinchu habitants, government officials, and professional designers, a final computerized procedure for visual impact analysis and assessment is concluded.
keywords Environmental Simulation, Visual Impact Analysis and Assessment, Virtual Reality
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id a136
authors Blaise, J.Y., Dudek, I. and Drap, P.
year 1998
title Java collaborative interface for architectural simulations A case study on wooden ceilings of Krakow
source International Conference On Conservation - Krakow 2000, 23-24 November 1998, Krakow, Poland
summary Concern for the architectural and urban preservation problems has been considerably increasing in the past decades, and with it the necessity to investigate the consequences and opportunities opened for the conservation discipline by the development of computer-based systems. Architectural interventions on historical edifices or in preserved urban fabric face conservationists and architects with specific problems related to the handling and exchange of a variety of historical documents and representations. The recent development of information technologies offers opportunities to favour a better access to such data, as well as means to represent architectural hypothesis or design. Developing applications for the Internet also introduces a greater capacity to exchange experiences or ideas and to invest on low-cost collaborative working platforms. In the field of the architectural heritage, our research addresses two problems: historical data and documentation of the edifice, methods of representation (knowledge modelling and visualisation) of the edifice. This research is connected with the ARKIW POLONIUM co-operation program that links the MAP-GAMSAU CNRS laboratory (Marseilles, France) and the Institute HAiKZ of Kraków's Faculty of Architecture. The ARKIW programme deals with questions related to the use of information technologies in the recording, protection and studying of the architectural heritage. Case studies are chosen in order to experience and validate a technical platform dedicated to the formalisation and exchange of knowledge related to the architectural heritage (architectural data management, representation and simulation tools, survey methods, ...). A special focus is put on the evolution of the urban fabric and on the simulation of reconstructional hypothesis. Our contribution will introduce current ARKIW internet applications and experiences: The ARPENTEUR architectural survey experiment on Wieża Ratuszowa (a photogrammetrical survey based on an architectural model). A Gothic and Renaissance reconstruction of the Ratusz Krakowski using a commercial modelisation and animation software (MAYA). The SOL on line documentation interface for Kraków's Rynek G_ówny. Internet analytical approach in the presentation of morphological informations about Kraków's Kramy Bogate Rynku Krakowskiego. Object-Orientation approach in the modelling of the architectural corpus. The VALIDEUR and HUBLOT Virtual Reality modellers for the simulation and representation of reconstructional hypothesis and corpus analysis.
series other
last changed 2003/04/23 15:14

_id bb72
authors Bourdot, P., Krus, M., Gherbi, R.
year 1998
title Cooperation Between Reactive 3D Objects and a Multimodal X Window Kernel for CAD
source Bunt, H., Beun, R.J., Borghuis, T. (Eds.). Multimodal Human-Computer Communication : Systems, Techniques, and Experiments. Berlin : Springer
summary From the early steps of sketching to final engineering, a frequent and very important activity in designing objects is to perform graphical and spatial simulations to solve the constraints on the objects which are being designed. But when we analyse work situations involving the use of CAD systems, it is today an acknowledged fact that these tools are not helpful to perform these types of simulations. While knowledge modeling based on form feature concepts already offers some possibilities for attaching behaviour to objects, the simulation activity requires in addition a `real time' and `intelligent' management of the interactions between the 3D virtual objects and the CAD user. Our general purpose is to study how future CAD systems could be improved to achieve the simulation steps of object design. In this context we present some issues concerning the cooperation between a model of reactive 3D objects and a multimodal X Window kernel. We have developed a prototype of a system where objects with reactive behaviour can be built, and with which the user can interact with a combination of graphical actions and vocal commands. This prototype is used to evaluate the feasability and the usefulness of the integration of such techniques in futur applications that would be used by object designers in a real working context. We describe the current state of this system and the planned improvements.
series other
last changed 2003/11/21 15:16

_id c11a
authors Campbell, D.A.
year 1998
title VRML In Architectural Construction Documents: A Case Study
source VRML 98 Monterey - Proceedings of the 1998 VRML Conference, pp. 115-120
summary The Virtual Reality Modeling Language (VRML) and the World Wide Web (WWW) offer new opportunities to communicate an architect's design intent throughout the design process. We have investigated the use of VRML in the production and communication of construction documents, the final phase of architectural building design. A prototype, experimental Web site was set up and used to disseminate design data as VRML models and HTML text to the design client, contractor, and fabricators. In this paper, we discuss the way our construction documents were developed in VRML, the issues we faced implementing it, and critical feedback from the users of the Web space/site. Finally, we suggest ways to enhance the VRML specification which would enable its widespread use as a communication tool in the design and construction industries. CR Categories and Subject Descriptors: 1.3.5 [Computer Graphics]: Computational Geometry and Object Modeling - Curve, surface, solid, and object representations; 1.3.7 [Computer Graphics]: Three-Dimensional Graphics and Realism - Virtual Reality; J-6. [Computer Applications]: Computer-aided Engineering - Computer-aided design (CAD), Computer-aided manufacturing (CAM). Additional Keywords: architecture, construction, AEC, design, construction documentation, specifications, Internet, extranet, World Wide Web, VRML, virtual worlds, virtual environments
series other
email
last changed 2003/04/23 15:50

_id ddss9837
id ddss9837
authors Liu, Yu-Tung and Bai, Rui-Yuan
year 1998
title The roles of virtual reality, image processing, and multimedia in thedesign of public spaces: 1997 Hsinchu Project
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary This paper examines the procedure of visual impact analysis and assessment proposed by Rahman and reviews the use of CAD applications in urban projects in the real world. A preliminary computerized procedure for visual impact analysis and assessment is proposed. An experiments wasconducted in our laboratory to verify the preliminary procedure. In order to further study the revised procedure in real urban projects, it was also applied into the renew project of The Eastern Gate Plaza located in the center of city Hsinchu, Taiwan from 1996 to 1998. According to several face-to-face discussions with Hsinchu habitants, government officials, and professional designers, a final computerized procedure for visual impact analysis and assessment is concluded.
series DDSS
last changed 2003/08/07 16:36

_id 8b37
authors Massie, T.
year 1998
title A Tangible Goal for 3D Modeling
source IEEE Computer Graphics and Applications. pp. 62 - 65. Vol. 18, Issue: 3
summary Although the speed of computers increases exponentially, the amount and quality of useful work that we perform on them seems to increase linearly at best. Faster processors are not enough-to significantly increase the utility of computers requires new computer interfaces. The keyboard was adequate for text-based applications, but the advent of the desktop metaphor and windows computing environment demanded a new mechanical interface-the mouse. As we progress into applications that incorporate interactive life-like 3D computer graphics, the mouse falls short as a user interface device, and it becomes obvious that 3D computer graphics could achieve much more with a more intuitive user interface mechanism. Haptic interfaces, or forcefeedback devices, promise to increase the quality of humancomputer interaction by accommodating our sense of touch. Of all the senses, only touch is bidirectional-allowing us to perceive and change objects simultaneously in the same location. Because the sense of touch is so compelling, researchers have studied it for some time.1,2 (Refer to the annual proceedings of the Symposium on Haptic Interfaces for Virtual Environment and Teleoperator Systems, published by the American Society of Mechanical Engineers, New York.) Various commercial devices are now available that can accommodate1 even seven degrees of freedom. I used the three degrees-of-freedom Phantom haptic interface for most of the interactions described in this article. Users interact with the Phantom interface with their finger in a thimble or by holding a stylus
series journal paper
last changed 2003/04/23 15:50

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
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 Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levelsˇ@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design mediaˇXvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
doi https://doi.org/10.52842/conf.ecaade.1999.169
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_id ddss9801
id ddss9801
authors Achten, Henri and Leeuwen, Jos van
year 1998
title A Feature-Based Description Technique for Design Processes: A Case Study
source Timmermans, Harry (Ed.), Fourth Design and Decision Support Systems in Architecture and Urban Planning Maastricht, the Netherlands), ISBN 90-6814-081-7, July 26-29, 1998
summary In order to develop appropriate tools for decision support in design processes, it is necessary to found them on an understanding of design. Analytical techniques of design processes that have a direct relationship with tool development can enhance design support systems development. The paper focuses on a design support system in the VR-DIS research program. The aim of this research program is to develop insight in the architectural design process and to establish design tools for architectsworking in Virtual Reality. The basic approach for data modelling in VR in this research is based on an extension of the Feature Based Modelling paradigm taken from design in mechanical engineering. The computer model of the design in the system is a Feature-based model. This paper describes design processes in terms of changes in the Feature-based model of the design. For this purpose, a case of a house design is used. Drawings in the conceptual design phase up to the preliminary design phase arestudied. Each state of the drawings is described in terms of a Feature-model. Particular design actions such as creation of spaces, definition of architectural elements, and changes during the design process can be expressed in terms of changes in the Feature-model. Because of the use of Features, the changes can be formalised in the VR-DIS system. The description in terms of Features offers an analytical toolthat leads to a functional brief for design support tools. The paper ends with a discussion of implications and future work.
series DDSS
last changed 2003/11/21 15:15

_id 56
authors Barron, Alicia and Chiarelli, Julia
year 1998
title Proyecto Para la Red de un Estudio de Arquitectura (Project for the Network of a Studio of Architecture)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 418-425
summary A consequence of the globalization on information processes in the way in which new technologies influence on design and production processes. There is no doubt that there is an increasingly and a big change in the areas of architecture design concerning to the operational and working methodology on graphic and alphanumeric information. Now a day it is not a far away Utopia, but a soon to come reality that architects interact in a virtual manner with their individual or institutional clients in their own country, as well as in foreign countries. Keeping these considerations in mind, we elaborated this Paper in order to present one of the existing criteria for the organization of graphic information jointly with its spatial relationship. The work presented herewith shows the development of an informatic net for an ideal mega-studio which in its professional and entrepreneurial profile covers tasks such as design, construction, graphic design and representation of foreign concerns. In the net design and in the selection of equipment for computing design area are covered all the variables at every instance.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2de0
authors Dobson, Adrian
year 1998
title Exploring Conceptual Design using CAD Visualisation and Virtual Reality Modelling
doi https://doi.org/10.52842/conf.ecaade.1998.068
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 68-71
summary This paper evaluates the possibilities for the use of computer aided design and desktop virtual reality technologies as tools for architectural composition. An experimental teaching programme involving undergraduate architectural students at the University of Luton, in which aspects of compositional theory are explored through the direct creation of architectural form and space in digital formats is described. In the programme 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 design theory. CAD and desktop virtual reality are then used to define and manipulate architectural elements, and to make formal and spatial evaluations of the environments created. The paper describes the theoretical context of the work, assesses the suitability of the software used for performing compositional manipulations, and evaluates the qualities of immersion and intuitive feedback which virtual reality based modelling can offer in the design visualisation process. The teaching programme utilises standard software packages, including AutoCAD, and 3D Studio, as well as Superscape VRT, a PC based desktop VR package.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/13dobson/index.htm
last changed 2022/06/07 07:55

_id de62
authors Eriksson, Joakim
year 1998
title Planning of Environments for People with Physical Disabilities Using Computer Aided Design
source Lund Institute of Technology, School of Architecture
summary In the area of environment adaptations for people with physical disabilities, it is of vital importance that the design is optimized considering the human-environment interactions. All involved persons in such a planning process must be given sufficient support in understanding the information, so that everyone can participate actively. There is an apparent risk that discussions will be kept between experts, due to difficulties in understanding the complex and technical adaptation issues. This thesis investigates the use of computer-based tools for planning/designing environments for physically disabled people. A software prototype, and a method to use such a tool in the planning process, was developed and evaluated, based on the findings from six case studies of real planning situations. The case studies indicated that although such a tool would support the design, as well as the dialog between the participants, a certain level of technical and economical efficiency must be obtained. To facilitate the professional planner's work, an important issue is to maintain a large library of 3D objects. With the latest prototype implementation, it was found that such a planning tool can be produced, even when using consumer-oriented computers. One previous critical factor, interactive manipulation of 3D objects, can now be achieved if utilizing modern graphic cards with 3D acceleration. A usability test was performed to evaluate the prototype's basic operations, involving two groups of future users: five occupational therapist students, and four persons with major physical impairments. It was found that although the usability was satisfactory for the basic tasks, several items needed to be improved or added in future versions. It is important with an integrated support for manikins, in order to evaluate, e.g., wheelchair accessibility, reach ability, positioning of handrails, etc. This thesis reviews and compiles published anthropometrical and biomechanical data into a uniform segment-by-segment structure, in order to aid the design and modifications of manikins. The compilation was implemented as a spreadsheet document. An MRI investigation of the neck-shoulder region was performed on 20 healthy Scandinavian, female volunteers, measuring various musculoskeletal properties. These measurements can be used for further refinements of manikin specifications and biomechanical models.
keywords Rehabilitation; Disability; Adaptation; Participatory Planning; Design Tool; 3D Graphics; Computer Aided Design; Virtual Reality; Manikin; Anthropometry; Biomechanics; Magnetic Resonance Imaging; Cervical Spine Kinematics
series thesis:PhD
email
more http://www.lub.lu.se/cgi-bin/show_diss.pl?db=global&fname=tec_250.html
last changed 2003/02/26 09:21

_id cd01
authors Kolarevic, B. (et. al.)
year 1998
title An Experiment in Design Collaboration
doi https://doi.org/10.52842/conf.acadia.1998.090
source Digital Design Studios: Do Computers Make a Difference? [ACADIA Conference Proceedings / ISBN 1-880250-07-1] Québec City (Canada) October 22-25, 1998, pp. 90-99
summary Computer supported communication and collaboration among partners in the building design and construction process are no longer mere possibilities, but, given the will and know-how of the participants, a reality. Team members could work on a building design at any place, simultaneously together (synchronously) or separately (asynchronously), while the latest state of the design would always be available in a shared database. But to be successful, this emerging type of cooperation often requires new design and communication methods. This paper documents an experimental approach to design collaboration, tested in an intensive, one-week long Virtual Design Studio exercise involving three academic institutions. It briefly describes the structure and goals of the studio exercise, the methodologies applied, the resulting process of collaboration, and the lessons learned.

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

_id 10f9
authors Kvan, Th., West, R. and Vera, A.
year 1998
title Tools and Channels of Communication
source International Journal of Virtual Reality, 3:3, 1998, pp. 21-33
summary This paper proposes a methodology to evaluate the effects of computer-mediated communication on collaboratively solving design problems. When setting up a virtual design community; choices must be made between a variety of tools; choices dictated by budget; bandwidth; ability and availability. How do you choose between the tools; which is useful and how will each affect the outcome of the design exchanges you plan? A commonly used method is to analyze the work done and to identify tools which support this type of work. In general; research on the effects of computer-mediation on collaborative work has concentrated mainly on social-psychological factors such as deindividuation and attitude polarization; and used qualitative methods. In contrast; we propose to examine the process of collaboration itself; focusing on separating those component processes which primarily involve individual work from those that involve genuine interaction. Extending the cognitive metaphor of the brain as a computer; we view collaboration in terms of a network process; and examine issues of control; coordination; and delegation to separate sub-processors. Through this methodology we attempt to separate the individual problem-solving component from the larger process of collaboration.
keywords Expertise; Collaboration; Novice
series journal paper
email
last changed 2002/11/15 18:29

_id 2edf
authors Levy, Pierre
year 1998
title Becoming Virtual, Reality in the Digital Age
source Plenum Trade, New York
summary Pierre Levy takes a fresh look at the whole idea of what is virtual. He's responding to the widespread belief, and sometimes even panic, that a digital society with emphasis on virtual interactions is necessarily depersonalizing. He takes particular exception to the notion that "virtual" and "real" are opposites. Instead, Levy argues that virtuality is one of four modes of existence, the rest of which he describes as reality, possibility, and actuality. Each is defined in terms of its relationship with its environment. In following Levy's world view, you may find that he interprets some or all of those terms in ways you're not used to, but the result is an interesting new approach to what it means to be part of an increasingly digital world. He examines the virtualization of several elements our society: the corporal body, text, the economy, language, technology, contracts, intelligence, subjects, and objects. What he finds is not a destruction of the personal so much as a transformation. Virtualization adds to, but does not replace, the real, the possible, and the actual. By understanding what virtualization means and involves, Levy believes that society will gain a greater variety of options for interaction in all areas. Becoming Virtual is a serious philosophical work, dense with ideas.
series other
last changed 2003/04/23 15:14

_id 24
authors PayssČ, M., Piperno, P., Grompone, J. and Somma, P.
year 1998
title ReconstrucciŰn Virtual de la Colonia del Sacramento de 1762 (Virtual Reconstruction of "Colonia del Sacramento" of 1762)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 192-197
summary Colonia del Sacramento (capital of Colonia department, in Uruguay) has been registered in the list of the Convention Heritage concerning the protection of worldwide cultural and natural heritage. The registration on this list (December 6th 1995) confirms the exceptional and universal value of a cultural or natural places which deserves protection for the whole humanity. The ancient Colonia del Sacramento founded in 1680 by Portugal, was a commercial and military site leading role of the historical controversy between Spain and Portugal. Main place of wars and treaties during a century, it keeps an urban design, unique in the area and valuable architectonical testimonies of different periods of this rich past, with a simple, popular profile. This work has been effected within the Clemente Estable Found 1996, which is promoted by National Council of Scientific and Technical Research (CONICYT). Through virtual reality techniques, a three-dimensional model of Colonia del Sacramento city was built as it was in its period of prosperity (around 1762). For the achievement of this digital maquette, a great deal of written and graphic information was compiled and processed. This information was organized in an inventory way (with numerous readings and searches). The inventory and the digital maquette were joined in a multimedia application (CD-ROM) which allows potential users to move through virtual city and friendly and interactively consult images, graphics and texts.
series SIGRADI
email
last changed 2016/03/10 09:57

_id avocaad_2001_20
id avocaad_2001_20
authors Shen-Kai Tang
year 2001
title Toward a procedure of computer simulation in the restoration of historical architecture
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 the field of architectural design, “visualization¨ generally refers to some media, communicating and representing the idea of designers, such as ordinary drafts, maps, perspectives, photos and physical models, etc. (Rahman, 1992; Susan, 2000). The main reason why we adopt visualization is that it enables us to understand clearly and to control complicated procedures (Gombrich, 1990). Secondly, the way we get design knowledge is more from the published visualized images and less from personal experiences (Evans, 1989). Thus the importance of the representation of visualization is manifested.Due to the developments of computer technology in recent years, various computer aided design system are invented and used in a great amount, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and collaboration, etc. (Lawson, 1995; Liu, 1996). The conventional media are greatly replaced by computer media, and the visualization is further brought into the computerized stage. The procedure of visual impact analysis and assessment (VIAA), addressed by Rahman (1992), is renewed and amended for the intervention of computer (Liu, 2000). Based on the procedures above, a great amount of applied researches are proceeded. Therefore it is evident that the computer visualization is helpful to the discussion and evaluation during the design process (Hall, 1988, 1990, 1992, 1995, 1996, 1997, 1998; Liu, 1997; Sasada, 1986, 1988, 1990, 1993, 1997, 1998). In addition to the process of architectural design, the computer visualization is also applied to the subject of construction, which is repeatedly amended and corrected by the images of computer simulation (Liu, 2000). Potier (2000) probes into the contextual research and restoration of historical architecture by the technology of computer simulation before the practical restoration is constructed. In this way he established a communicative mode among archeologists, architects via computer media.In the research of restoration and preservation of historical architecture in Taiwan, many scholars have been devoted into the studies of historical contextual criticism (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000). Clues that accompany the historical contextual criticism (such as oral information, writings, photographs, pictures, etc.) help to explore the construction and the procedure of restoration (Hung, 1995), and serve as an aid to the studies of the usage and durability of the materials in the restoration of historical architecture (Dasser, 1990; Wang, 1998). Many clues are lost, because historical architecture is often age-old (Hung, 1995). Under the circumstance, restoration of historical architecture can only be proceeded by restricted pictures, written data and oral information (Shi, 1989). Therefore, computer simulation is employed by scholars to simulate the condition of historical architecture with restricted information after restoration (Potier, 2000). Yet this is only the early stage of computer-aid restoration. The focus of the paper aims at exploring that whether visual simulation of computer can help to investigate the practice of restoration and the estimation and evaluation after restoration.By exploring the restoration of historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example), this study aims to establish a complete work on computer visualization, including the concept of restoration, the practice of restoration, and the estimation and evaluation of restoration.This research is to simulate the process of restoration by computer simulation based on visualized media (restricted pictures, restricted written data and restricted oral information) and the specialized experience of historical architects (Potier, 2000). During the process of practicing, communicates with craftsmen repeatedly with some simulated alternatives, and makes the result as the foundation of evaluating and adjusting the simulating process and outcome. In this way we address a suitable and complete process of computer visualization for historical architecture.The significance of this paper is that we are able to control every detail more exactly, and then prevent possible problems during the process of restoration of historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id a841
authors Brady, Darlene A.
year 1998
title Premise & Process: The Pedagogical Implications of Computing in Design
doi https://doi.org/10.52842/conf.ecaade.1998.031.2
source Computers in Design Studio Teaching [EAAE/eCAADe International Workshop Proceedings / ISBN 09523687-7-3] Leuven (Belgium) 13-14 November 1998, pp. 31-39
summary Form is capable of communicating a profound idea only when it is linked to a more essential metaphorical intention. The design studio is a forum for addressing this relationship of idea and the means of expression. Computing offers the potential to enhance the design enquiry, but issues of how and when to integrate computer applications in the studio have significant pedagogical implications. It not only has an impact on the size, complexity and number of design projects, but also on whether architectural ideas or computer technology is the content of the studio. It is important to distinguish between the computer image and the process used to achieve the final result. Many computer-based studios focus on the final product which encourages technology to drive design. This paper addresses how design issues can determine the use of technology so that design ideas and computing can reinforce each other, rather than be competing issues. It examines how the unique strengths of computer modeling and animation is used to explore the relationship between visual expression and intention via the issues of metaphor, tectonic color, context and kinetics in several of my graduate and upper-level undergraduate computer-based design studios in the School of Architecture at the University of Illinois at Urbana-Champaign (UI-UC). The studio topics are diverse in nature and include Normative Studio: Prototype as Formgiver; Urban Issues: Context, Color & Kinetics; and Virtual Metaphors: Literature as Formgiver.

series eCAADe
email
more http://www.eaae.be/
last changed 2022/06/07 07:54

_id cb96
authors Buckley, E., Zarli, A., Reynolds, C. and Richaud, O.
year 1998
title Business objects in construct IT
source R. Amor (ed.) Product and Process Modelling in the Building Industry, Building Research Establishment, Watford, England, pp. 117-130
summary Objective: EU Esprit Project 25.741 Wonda aims to meet the needs for Enterprise Information Systems and E-Commerce in the construction and banking industries. Wonda aims to deliver a solution suitable for contracting firms. The solution should enable take-up by SMEs, incremental value-added growth (perhaps Incremental Radicalism), mobile computing for location independent access by project managers and quick set-up of virtual enterprises reflecting both the short customer-supplier relationships in the industry and the need of construction firms to constantly re-configure and re-invent themselves. Method: Wonda will develop an open and secure framework for business objects and electronic payment. Business objects can be defined as software components, which encapsulate business rules and procedures and which can run anywhere on the network. They provide secure and sophisticated access to diverse electronic content and software applications. Indeed, just as a building can be described as a unique arrangement of standard products, a building project can be described as a unique arrangement of standard product data. Business Objects give a high level view of product data. They can be assembled into frameworks to support high-level views on industrial projects. The open framework will enable a distributed architecture through CORBA thus facilitating the interoperation of heterogeneous software components as found in legacy systems. The modular security of the framework and its support for electronic payment ensure authenication, confidentiality and non-repudiation as required for the business processes of construction virtual enterprises. Indeed the modular and incremental implemenation of security will be achieved partly through a Business Object architecture. Results will comprise o a pilot in 2 product cycles, o an open & secure framework architecture, o Commotion middleware for enabling business objects on top of Corba, o WeBuild (construction), WeBank (banking) and SILK (security) business objects o OpenDMX component to enable object orientated access to legacy databases.
series other
last changed 2003/04/23 15:14

_id ga9921
id ga9921
authors Coates, P.S. and Hazarika, L.
year 1999
title The use of genetic programming for applications in the field of spatial composition
source International Conference on Generative Art
summary Architectural design teaching using computers has been a preoccupation of CECA since 1991. All design tutors provide their students with a set of models and ways to form, and we have explored a set of approaches including cellular automata, genetic programming ,agent based modelling and shape grammars as additional tools with which to explore architectural ( and architectonic) ideas.This paper discusses the use of genetic programming (G.P.) for applications in the field of spatial composition. CECA has been developing the use of Genetic Programming for some time ( see references ) and has covered the evolution of L-Systems production rules( coates 1997, 1999b), and the evolution of generative grammars of form (Coates 1998 1999a). The G.P. was used to generate three-dimensional spatial forms from a set of geometrical structures .The approach uses genetic programming with a Genetic Library (G.Lib) .G.P. provides a way to genetically breed a computer program to solve a problem.G. Lib. enables genetic programming to define potentially useful subroutines dynamically during a run .* Exploring a shape grammar consisting of simple solid primitives and transformations. * Applying a simple fitness function to the solid breeding G.P.* Exploring a shape grammar of composite surface objects. * Developing grammarsfor existing buildings, and creating hybrids. * Exploring the shape grammar of abuilding within a G.P.We will report on new work using a range of different morphologies ( boolean operations, surface operations and grammars of style ) and describe the use of objective functions ( natural selection) and the "eyeball test" ( artificial selection) as ways of controlling and exploring the design spaces thus defined.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 27HOMELOGIN (you are user _anon_469663 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002