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 544

_id 7ad1
authors Giordano, Rubén F. and Tosello, María Elena
year 1999
title Laberinto: Una Biblioteca para la Virtualidad. Reflexiones y Acontecimientos en el Cyberespacio (Labyrinth: A Library for Virtuality. Reflections and Events in Cyberspace)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 83-86
summary This project investigates in the limits of the word like only means of structuring of the thought, before the appearance of new paradigms: the multimedias and the ciber-space that have transformed so much the language written as the architectural one causing unpublished situations: 1.) The transformation of a concrete container to other virtual. 2.) The transformation of the design object, of one static material to another that is a process. 3.) The transformation in the traditional ways of thinking (reversible as the formal logic of the mathematics) to new imaginarys epistemologicals. // These non alone events have caused changes in the forms of to know and to communicate the reality but rather the same one suffers a dilation process. We present for their exploration, a road synthesized in some hypotheses that were elaborated with reason of the International Competition of ACADIA 1998: 1.) The new communication systems (cibercomunication) they generate a new territory that should be colonized. This territory this conformed by objects related by infinite bonds (hipertext). 2.) The topographical form is not lineal and sequential, this it is multidirectional and multiradial. The phenomenon of the blow-up and the dilation are the mechanisms with those that the new objects are generated. 3.) These related fields generate interstitial empty spaces where it appears the desire. The interstice like existential space.
series SIGRADI
email
last changed 2016/03/10 09:52

_id 146a
authors Johnson, Robert E.
year 2000
title The Impact of E-Commerce on the Design and Construction Industry
doi https://doi.org/10.52842/conf.acadia.2000.075
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 75-83
summary Historically, the design and construction industry has been slow to innovate. As a result, productivity in the construction industry has declined substantially compared to other industries. Inefficiencies in this industry are well documented. However, the potential for cost savings and increased efficiency through the use of the Internet and e-commerce may not only increase the efficiency of the design and construction industry, but it may also significantly change the structure and composition of the industry. This is suggested because effective implementations of e-commerce technologies are not limited to one aspect of one industry. E-commerce may be most effective when it is thought of and applied to multi-industry enterprises and in a global context. This paper continues the exploration of a concept that we have been working on for several years, namely that “…information technology is evolving from a tool that incrementally improves ‘backoffice’ productivity to an essential component of strategic positioning that may alter the basic economics, organizational structure and operational practices of facility management organizations and their interactions with service providers (architects, engineers and constructors).” (Johnson and Clayton 1998) This paper will utilize the case study methodology to explore these issues as they are affecting the AEC/FM industry.
series ACADIA
last changed 2022/06/07 07:52

_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 6814
authors Maver, T.W.
year 1998
title From Virtual Reality to Real Virtuality
source Design Computing Conference, Sydney
summary The history of CAAD spans a short but eventful 30 years. This paper initially takes stock of the outcomes over this period by focusing sequentially on the modelling of the functional behaviour of building and on the modelling of the formal characteristics of building and cities. It conlcudes with a view of the way forward.
series other
email
last changed 2003/04/16 12:28

_id 6
authors Neiman, Bennett and Bermudez, J.
year 1998
title Entre la Civilizacion Analoga y la Digital: El Workshop de Medios y Manipulacion Espacial (Between the Analogue and Digital Civilization: Workshop of Media and Space Manipulation)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 46-55
summary As the power shift from material culture to media culture accelerates, architecture finds itself in the midst of a clash between centuries old analog design methods (such as tracing paper, vellum, graphite, ink, chipboard, clay, balsa wood, plastic, metal, etc.) and the new digital systems of production (such as scanning, video capture, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc.). Moving forward requires a realization that a material interpretation of architecture proves limiting at a time when information and media environments are the major drivers of culture. It means to pro-actively incorporate the emerging digital world into our traditional analog work. It means to change. This paper presents the results of an intense design workshop that looks, probes, and builds at the very interface that is provoking the cultural and professional shifts. Media space is presented and used as an interpretive playground for design experimentation in which the poetics of representation (and not its technicalities) are the driving force to generate architectural ideas. The work discussed was originally developed as a starting exercise for a digital design course. The exercise was later conducted as a workshop at two schools of architecture by different faculty working in collaboration with it's inventor. The workshop is an effective sketch problem that gives students an immediate start into a non-traditional, hands-on, and integrated use of contemporary media in the design process. In doing so, it establishes a procedural foundation for a design studio dealing with digital media.
series SIGRADI
email
more http://www. arch.utah.edu/people/faculty/julio/studio.htm
last changed 2016/03/10 09:56

_id 13
authors Vasquez de Velasco, Guillermo and Akleman, Ergun
year 1998
title Arquitectos de Virtualidad - Nuevo Mercado, Nueva Curricula (Architects of Virtuality - New Market, New Curricula)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 116-123
summary The potential of 3D virtual environments in the field of architecture and the roll of the architect in the development of such environments are subjects that require our attention. In particular, the subject of virtual architecture, not as representation of future buildings but as an architectural product to be inhabited in a virtual context, surely requires our attention. The paper addresses the question of validating Virtual Architecture" as an architectural product and makes reference to the potential it offers for the professional intervention of the architect. In such a context, the paper elaborates on the expertise that the Architects of Virtuality needs to acquire. For conclusions, the paper develops a model of curriculum that articulates traditional elements from the curriculum of architecture and the curriculum of graphic design.
series SIGRADI
email
last changed 2016/03/10 10:02

_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 6672
authors Af Klercker, Jonas
year 1998
title A CAVE-Interface in CAAD-Education
doi https://doi.org/10.52842/conf.ecaade.1998.110
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 110-115
summary The so called "CAVE-interface" is a very interesting and thrilling development for architects! It supports a better illusion of space by exposing almost a 270° view of a computer model than the 60° which can be viewed on an ordinary computer screen. At the Lund University we have got the possibility to experiment with a CAVE-installation, using it in research and the education of CAAD. The technique and two experiments are discribed. The possibilities are discussed and some problems and questions are put forward.
series eCAADe
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/31af_klercker/index.htm
last changed 2022/06/07 07:54

_id 6433
authors Agranovich-Ponomarieva, E. and Litvinova, A.
year 1998
title The "Real Space - Cyberspace" Paradigm
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 141-145
summary In a chain of "real - perceived - imagined space" the computer reduces to a uniform model of only real and imagined space. It cannot undertake man's function or it cannot build the perception model. However, perception assumes physiological perception, psychological estimation and understanding, and emotional ho-experience. For a person the seizing of space during perception is constructing temporary spatial images and their development. The communicative relations of the person with environment are established during revealing internal and external structural communications and the interior represents the message, unwrapped in space and perceived in time. The real space is formed under influence of the sum of conceptual restrictions. The character of these restrictions depends on a super idea, a type of an initial situation, character of installations and on social-cultural stereotypes of the author. Without this stage transition to real architectural object is impossible. Result of activity of an architect at this stage becomes creation hypothetical cyberspace, with its own peculiarities and laws.
series plCAD
last changed 1999/04/08 17:16

_id de77
authors Ahmad Rafi, M.E.
year 1998
title Computer animation for architectural visualisation
source University of Strathclyde
summary This thesis critically reviews the state of architectural animation, and relates this specific field to the more general motion-based representations, particularly traditional film-making techniques. It identifies key elements from traditional filmmaking and shows how these elements can improve computer-based architectural animation. The process of identification of the key elements from traditional film-making starts with a critical survey of the use of motion-based representation in local architectural practices and an empirical analysis of several architectural-based documentary films and past and present computer animations. All of the key ideas are illustrated on video by comparing real shooting clips to digital sequences focusing on production and post-production works. Some of these were implemented in two live projects ( Ministry of Finance, Malaysia and Damansara Parade ) for architects to understand the real problems and potentials in each process. These sets of illustrations expand the architect ideas to make full use of the motion-based process to improve the skill of combining architectural information in a good animation. The overall production process becomes more efficient when the motion-based footage is edited using a non-linear editing platform as it enhances the professional appearance as well as vastly saving most of the production time. The thesis concludes with specific recommendations relative to the stage at which the animation is produced. This technology can be best utilised with the right skills (a gained from film-making) and an understanding of each stage that requires a different level of input and gives a certain impact to the viewers.
series thesis:PhD
email
last changed 2003/11/21 15:15

_id e78b
authors Akin, O. and Akin, C.
year 1998
title On the process of creativity in puzzles, inventions, and designs
source Automation in Construction 7 (2-3) (1998) pp. 123-138
summary The most common means of identifying creativity has been through its products. In architecture, music, writing, art, even puzzle solving and scientific discovery, the prerequisite for considering creativity has been the presence of a creative product. Alternatively, anecdotal descriptions have been used to identify processes that are considered creative. Many scientific discoveries have been linked to a sudden realization or unexplainable revelation punctuated with the AHA! response. Outside of the creative product itself and the AHA! response, the kinds of concrete evidence that point to the process of creativity are precious few. Our purpose here is to further examine these phenomena and develop hypotheses about the nature of the creative process. Our ultimate aim is to develop a general theory of creativity. We intend to base this theory on a set of conditions that are necessary for the creative process to take place in a number of domains: puzzles, scientific discoveries, and design, with special emphasis on architectural design.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ddss9802
id ddss9802
authors Akin, O., Aygen, Z., Cumming, M., Donia, M., Sen, R. and Zhang, Y.
year 1998
title Computational Specification of Building Requirements in theEarly Stages of Design
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 We have been exploring computational techniques to help building designers to specify design requirements during the early stages of design. In the past, little has been accomplished in this area either in terms of innovative computational technologies or the improvement of design performance.The prospect of improving design productivity and creating a seamless process between requirements specification and formal design are our primary motivations. This research has been conducted as partof a larger project entitled SEED (Software Environment to Support Early Phases in Building Design). SEED features an open-ended modular architecture, where each module provides support for a design activity that takes place in early design stages. Each module is supported by a database to store and retrieve information, as well as a user interface to support the interaction with designers. The module described in this paper, SEED-Pro (the architectural programming module of SEED), is a workingprototype for building design requirements specification. It can be used by other modules in SEED or by design systems in other domains, such as mechanical engineering, civil engineering, industrial designand electrical engineering. Our approach to SEED-Pro is divided into two phases: core, and support functionalities. The core functionalities operate in an interactive mode relying on a case-based approach to retrieve and adapt complex specification records to the problem at hand. The supportfunctionalities include the case-base, the data-base, and the standards processing environment for building specification tasks. Our findings indicate that SEED-Pro: (1) is a tool that structures the unstructured domain of design requirements; (2) enables the integration of design requirements with the rest of the design process, (3) leads to the creation of complex case-bases and (4) enables the observation of their performance in the context of real world design problems.
series DDSS
last changed 2003/11/21 15:15

_id d35f
authors Akin, O.
year 1997
title Researching Descriptive Models of Design
source Automation in Construction 7 (2-3) (1998) pp. 97-100
summary This special double issue is a result of the international symposium and workshop on „Descriptive Models of Design“ wich was held during July 1-5, 1996, at Istanbul Technical University, Istanbul, Turkey. The primary goal of the symposium was to promote greater understanding and to develop recommendations for funding policy and practices in the area of descriptive models of design.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ddssar0203
id ddssar0203
authors Alkass, Sabah and Jrade, Ahmad
year 2002
title A Web-Based Virtual Reality Model for Preliminary Estimates of Hi-Rise Building Projects
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings Avegoor, the Netherlands), 2002
summary Cost estimating of a construction project at its early stage is considered to be very important task since it will be used as a base to commit or otherwise not to commit funds to that project. Preparation of a reliableand realistic preliminary estimate to aid the decision makers to commit funds for a specific project is a complicated assignment. Traditional methods and operations produced unsatisfactory aid due to lack ofaccuracy especially in the pre-design stage of a project. This participates in the increase of percentage of bankruptcy in the construction industry, which has dramatically climbed up and ranked as 15 percent of thewhole bankruptcies claimed in Canada (Statistic Canada 1998). This paper presents a methodology for developing and a Web-based model to automate preliminary cost estimates for hi-rise buildings. This is achieved by integrating a database with design drawings in a Virtual Reality (VR) environment. The model will automatically generate preliminary estimates after modifying a 3D CAD drawing. It provides the user the option to visualize and simulate the drawing and its cost data through VR environment. Having done that, it will allow owners, architects and cost engineers to view a constructed building project, change its geometric objects and shapes, and accordingly generate a new conceptual cost estimate.
series DDSS
last changed 2003/11/21 15:15

_id 3
authors Andia, Alfredo
year 1998
title Computadoras y Arquitectura en la Era Digital (Computers and Architecture in the Digital Era)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 22-31
summary It seems that when architects think, and talk about computers, they only reflect on very narrow images of the phenomenon. Architects think that the impact of computers in their profession is only related to how PCs, CAD/CAM, networks, software, peripherals, can improve the way they work today. Architects, by enlarge, are unable to reflect beyond the screen of their computers and the wall of their offices when it comes to recognize the real consequences resulting from the new technological advances. In this paper we argue that we should think differently. We must recognize that computers are having much more profound impact on the profession. Computers - the technology of the fantastic, par excellence - are changing the city! They are fundamentally transforming the way we use space, and buildings! Computers are beginning to create new kinds of urban cultures and infrastructures. Building types such as offices, banks, retail spaces, and museums are being transformed into virtual workplaces, telecommuting centers, networks of automated teller machines, home banking, smart stores and multimedia experiences. Computers are transforming the concept of working, the concept of banking, the concept of shopping, etc. In the end, something fundamental about the architecture of these activities.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 0f09
authors Ando, H., Kubota, A. and Kiriyama, T.
year 1998
title Study on the collaborative design process over the internet: A case study on VRML 2.0 specification design
source Design Studies 19, pp. 289-308
summary In this paper, we analyze the process of VRML 2.0 (Virtual Reality Modeling Language, Version 2.0) specification design for the deeper understanding of Internet-based collaboration. The VRML design process has the characteristics of being open to the public, geographically distributed, long-term, large-scale, and diverse. First, we examine the overall features of the design process by analyzing the VRML mailing list archive statistically. Secondly, we extract prototyping vocabulary (operational patterns) from the document change log. Thirdly, we analyze the process of proposing and agreeing with the PROTO node in detail. The results of analysis provide us with a guidance for facilitating innovation in the Internet-based collaboration.
series journal paper
last changed 2003/11/21 15:15

_id ga9815
id ga9815
authors Annunziato, M.
year 1998
title The Nagual Experiment
source International Conference on Generative Art
summary This paper refers to an experiment about the use of artificial life structures in order to simulate/evocate natural or artificial patterns. These patterns are the effect of the self-organisation of a population of individuals during their process of development and growth. Although the local dynamics and interactions have a chaotic (partially random) behaviour, the global dynamics of the population produces interesting and well structured patterns. The graphic images generated with these procedures show a wide variety of structures in terms of life (growth) simulations and graphic geometries.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 16
authors Araya, N., Alvarado, R.G. and Gallador, N.A.
year 1998
title Sintaxis Grafica de la Multimedia (Graphical Syntax of Multimedia)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 140-145
summary The multimedia offers an integration that must be made by the subject with the stimuli given, in their majority visual. For that reason it is interesting to know how effective may be the use of images and to propose some basic norms for designing multimedia software based on a graphic syntax
series SIGRADI
email
last changed 2016/03/10 09:47

_id ddss9803
id ddss9803
authors Arentze, T., Borgers, A. and Timmermans, H.
year 1998
title Extending spatial DSS with spatial choice models of multipurpose shopping trip behaviour
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 Spatial choice or interaction models have been widely used in spatial DSS or customised GIS for analysing the impacts of retail location plans. The models typically used, however, do not account for spatial agglomeration effects on spatial choice behaviour. This study develops a model system for analysing the impacts of retail plans based on a choice model of multipurpose behaviour developed in earlier work. The model system is implemented in the spatial DSS called Location Planner. An empirical study demonstrates the empirical estimation and use of the model for analysing the impacts of an expansion of floor space in the major shopping centre of a middle-sized city in The Netherlands. The results indicate that agglomeration effects as predicted by the model can have substantial impacts on the performance of retail systems. Therefore, it is argued that when incorporated in a spatial DSS, the more complex models have the potential to improve the use of these systems for impact analysis.
series DDSS
last changed 2003/11/21 15:16

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