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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_id c30e
authors Schweikhardt, Eric and Gross, Mark
year 1998
title Digital Clay: Deriving Digital Models from Freehand Sketches
doi https://doi.org/10.52842/conf.acadia.1998.202
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. 202-211
summary During the initial stages of design, it is not uncommon to find an architect scribbling furiously with a thick pencil. Later in the design process, however, one might not be surprised to encounter the same individual in front of a computer monitor, manipulating three dimensional models in a series of activities that seem completely divorced from their previous efforts. Armed with evidence that sketching is an effective design method for creative individuals, we also recognize that modeling and rendering applications are invaluable design development and presentation tools, and we naturally seek a connection between these methodologies. We therefore present Digital Clay, a working prototype of a sketch recognition program that interprets gestural and abstracted projection drawings and constructs appropriate three dimensional digital models.

series ACADIA
email
last changed 2022/06/07 07:56

_id e031
authors Stannard, Sandy
year 1998
title Computers in Design Exploring Light and Time
doi https://doi.org/10.52842/conf.acadia.1998.026
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. 26-35
summary Computers have helped bring architectural education to a digital crossroads. This new tool is effecting architectural education on numerous levels, from the simplest word processing of research papers to more complex interactive modeling. This casestudy paper will focus on the new and changing role of the computer in the design studio. In this case, the approach to integrating the computer into the studio revolves around its application simply as another tool for a designer’s use. Clearly, the use of computers in design studios is not a new development. However, as the computer’s use in design education is not yet widespread, a dialogue about methods of application is valuable for design educators. The intent behind computer use in this case was not to replace traditional design methods but to complement and enhance them. In this spirit, this case study focuses on the use of computers to investigate two aspects of design that are challenging to model: light and time. In the studios to be examined here, students were required to explore their designs with both traditional tools (sketches on trace, physical study models as well as final finish models, etc.) and with newer digital tools (lighting simulation programs, threedimensional modeling programs, and animation). Students worked in teams in most cases. The computer was used both as a design tool as well as a representational tool, with varying degrees of success, depending on the student’s expertise, comfort using the computer as a design tool and access to appropriate hardware and software. In the first studio case study, the “new” medium of the computer was a perfect complement for the focus of the studio, entitled “Space and Light.” In addition to utilizing large scale physical models traditionally used for lighting design, three-dimensional computer models using Lightscape enriched the design results. Both sets of tools were vital for the design processes of the studio assignments. In the second studio case study, a traditional fourth year studio was required to use the computer to explore the dimension of time in their designs, which in this case translated into animation modeling. Integrating the computer into the design studio promises to be a complex task. As these examples will illustrate, the advantages and the disadvantages require continual balancing. Philosophical disagreement, potential discomfort, or a general lack of knowledge of digital tools may inhibit design educators from testing the potential of these ever-changing tools. Despite the challenges, this case study reveals the educational value of continued experimental use of digital tools in the design studio.

series ACADIA
email
last changed 2022/06/07 07:56

_id 029f
authors Bermudez, Julio and King, Kevin
year 1998
title Media Interaction & Design Process: Establishing a Knowledge Base
doi https://doi.org/10.52842/conf.acadia.1998.006
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. 6-25
summary Integrating computers in architectural design means to negotiate between centuries-old analog design methods and the new digital systems of production. Analog systems of architectural production use tracing paper, vellum, graphite and ink, clipboard, clay, balsa wood, plastic, metal, etc. Analog systems have also been termed ‘handmade’, ‘manual’, ‘material’ or ‘physical’. Digital systems of architectural production use scanning, image manipulation, visualization, solid modeling, computer aided drafting, animation, rendering, etc. Digital systems have also been called ‘electronic’, ‘computer-aided’, ‘virtual’, etc. The difficulty lies in the underdeveloped state of the necessary methods, techniques, and theories to relate traditional and new media. Recent investigations on the use of multiple iterations between manual and electronic systems to advance architectural work show promising results. However, these experiments have not been sufficiently codified, cross-referenced and third party tested to conform a reliable knowledge base. This paper addresses this shortcoming by bringing together reported experiences from diverse researchers over the past decade. This summary is informed by more than three years of continuous investigation in the impacts of analog-digital conversations in the design process. The goal is to establish a state-of-the-art common foundation that permits instructors, researchers and practitioners to refer to, utilize, test, criticize and develop. An appendix is included providing support for the paper’s arguments.

series ACADIA
email
last changed 2022/06/07 07:52

_id 487c
authors Blazquez, Oscar and Hardin, Mary
year 1998
title Balancing Computer Use and Design Content in Studio Projects
doi https://doi.org/10.52842/conf.acadia.1998.036
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. 36-43
summary Particular design approaches must be taught in order to take advantage of the strengths of computers in design rather than attempting to make computers conform to methods developed as by-products of manual design techniques. For the last three years our team of faculty teaching the second year design studio has been trying different approaches to the use of computers in design, in order to find the advantages and opportunities especially suited to electronic media. There are several projects during the semester which use computers at different stages of the design process. One of these projects, called “A Spatial Sequence,” uses information from a previous project as well as the knowledge from the computer class in parallel to design studio. The project asked students to create spatial archetypes based on the work of well-known architects. They explore the following topics as represented in the work of one particular architect: relationships of major spaces/minor spaces, approach/entry, and transition/threshold. Following the analysis, they create digital models to explore the spaces formed by their archetypes. Before committing to a physical study model, they look at the transitions between spaces by creating a sequence using the digital model and producing a series of shots through the digital model to show the flow of spaces. The use of computer through the process accelerates the options available to explore a sequence of elements, while simultaneously giving them a window to look into the spaces they have created. This hybridized approach of precedent analysis, digital modeling, and physical modeling was uniquely suited to the studio problem.

series ACADIA
email
last changed 2022/06/07 07:52

_id c0e0
authors Campbell, Dace
year 1998
title Architectural Construction Documents on the Web: VRML as a Case Study
doi https://doi.org/10.52842/conf.acadia.1998.266
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. 266-275
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. We analyze the usefulness of VRML as a communication tool for the design and construction industries. Finally, we discuss technical, social, and legal issues the AEC industry faces as it shifts to embrace widespread use of a “paperless” Web-based communications infrastructure for design documentation.
series ACADIA
email
last changed 2022/06/07 07:54

_id e72f
authors Dorta, Tomás and LaLande, Philippe
year 1998
title The Impact of Virtual Reality on the Design Process
doi https://doi.org/10.52842/conf.acadia.1998.138
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. 138-163
summary Sketching, either hand or computer generated, along with other traditional visualization tools such as perspective drawing have difficulty in correctly representing three dimensional objects. Even physical models, in architecture, suffer in this regard because of inevitable scaling. The designer finds himself cut off from the reality of the object and is prone to misinterpretations of the object and its surrounding space and to resulting design errors. These are sometimes not perceived until too late, once the object has been constructed. Traditional tools use 2D media to represent 3D objects and only manage to introduce the third dimension in a limited manner (perspectives, not only tedious to construct, are static). This scenario affects the design process, particularly the cycle of proposal, verification and correction of design hypotheses as well as the cognitive aspects that condition the designer’s visualization of the designed object. In most cases, computer graphics mimic, through its interface, the traditional way of doing things. The architectural model is parametricized with little regard for visualization. No allowance is made for the change in the medium of graphic representation. Moreover, effort is not made to capitalize on the advantages of numerical calculation to propose new interfaces and new dimensions in object visualization. Virtual Reality (VR), seen not only as technology but as experience, brings the 3D object, abstractly viewed by traditional means, into clearer focus and provides us with these new dimensions. Errors due to abstracted representation are reduced since the interface is always three dimensional and the interactions intuitively made in real time thus allowing the designer to experience the presence of the designed object very quickly. At the École de design industriel of the Faculté d’aménagement, we have run tests using non-immersive VR–one passive (comprehension) and another active (design). This project, involving a group of 72 students during a period of six weeks (6h/week), aimed at analyzing the impact of VR as a visualization tool on the design process versus traditional tools. The results, described in this presentation, shed light on the effect of VR on the creative process as such, as well as on the quality of the results produced by that process.

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

_id c16f
id c16f
authors McCall, Ray
year 1998
title World Wide Presentation and Critique of Design Proposals with the Web-PHIDIAS System
doi https://doi.org/10.52842/conf.acadia.1998.254
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. 254-265
summary In this paper we describe Web-PHIDIAS, a network-centric design environment based on the PHIDIAS HyperCAD system. Web-PHIDIAS uses the backend of PHIDIAS as a hypermedia database engine to serve up VRML models, HTML pages and Java applets over the Web. In particular, it uses the Web (1) to present 3D models of design proposals using VRML; (2) to present rationale for these proposals; and (3) to get comments on the proposals and their rationale from viewers anywhere in the world. These comments are automatically stored in a server-side hypermedia database where they are linked to the models and rationale that they refer to. The proposal presenter can opt to have Web-PHIDIAS make these comments part of the public presentation so that other viewers throughout the world can comment on the comments. Perhaps most important is the fact that a Web site implemented with Web-PHIDIAS has no persistent HTML pages or forms. All presentations of data over the Web are created “on the fly” by the server-side part of Web-PHIDIAS using HTML and Java. User input is obtained using an authoring interface created in Java.
series ACADIA
email
last changed 2022/06/07 07:59

_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 levels¡@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 media¡Xvirtual 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 a96f
id a96f
authors Clayton, M., Johnson, R., Song, Y and Al-Qawasmi, J.
year 1998
title Delivering Facility Documentation using Intranet Technology
doi https://doi.org/10.52842/conf.acadia.1998.240
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. 240-253
summary Intranet technologies present new opportunities for delivering facility documentation for use in facility management. After the design stage, building documentation is reused to support construction and then facility operation. However, a common perception is that construction documents and as-built drawings are less than optimal for reuse to support operations. We have conducted a study of facility management processes and the information content of facility documentation in the context of information technologies that are emerging into the marketplace. The study provides guidance for facility managers who are implementing and fielding new information technology systems. A better understanding of information needs during operations may also help designers to better structure their own documents for reuse. An analysis of documents that are used throughout the life cycle of facilities has led us to a characterization of operations documents that are distinct from design drawings, record drawings or as-built drawings. From an analysis of facility management processes, we have identified different roles for facility documentation in those processes. Facility documentation may be used as a resource, as input, or as output. Furthermore, from interviews of facility management personnel, we identified facility information that was rated high in importance and low in satisfaction that might be targeted when implementing a facility information system. We prepared software demonstrations that show how the information may be extracted from drawings, entered into databases and then retrieved via Web and CAD interfaces. We suggest that operations documents consist of a variety of information types and require several kinds of information tools, including databases, CAD drawings and hypertext. Intranet technologies, databases and CAD software can be integrated to achieve facility management systems that address shortcomings in current facility management operations. In particular, intranet technologies provide improved accessibility to information for facility management customers and occasional users of the systems. Our study has produced recommendations based upon utility and ease-of-implementation for delivery of information from the design team to the owner, and among personnel during operation of the facility.

series ACADIA
email
last changed 2022/06/07 07:56

_id 40d7
authors Dalyrmple, Michael and Gerzso, Michael
year 1998
title Executable Drawings: The Computation of Digital Architecture
doi https://doi.org/10.52842/conf.acadia.1998.172
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. 172-187
summary Architectural designs are principally represented by drawings. Usually, each drawing corresponds to one design or aspects of one design. On the other hand, one executable drawing corresponds to a set of designs. These drawings are the same as conventional drawings except that they have computer code or programs embedded in them. A specific design is the result of the computer executing the code in a drawing for a particular set of parameter values. If the parameters are changed, a new design or design variation is produced. With executable drawings, a CAD system is also a program editor. A designer not only designs by drawing but also programming. It fuses two activities: the first, drawing, is basic in architectural practice; and the second, progamming, or specifying the relation of outputs from inputs, is basic in computer system development. A consequence of executable drawings is that architectural form is represented by graphical entities (lines or shapes) as well as computer code or programs. This type of architecture we call digital architecture. Two simple examples are presented: first, the design of a building in terms of an executable drawing of the architects, Sangallo the Younger and Michelangelo, and second, a description of an object oriented implementation of a preliminary prototype of an executable drawing system written in 1997 which computes a simple office layout.
series ACADIA
email
last changed 2022/06/07 07:55

_id 0c54
authors Datta, Sambit and Woodbury, Robert F.
year 1998
title Reducing Semantic Distance in Generative Systems: A Massing Example
doi https://doi.org/10.52842/conf.acadia.1998.164
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. 164-171
summary Generative design formalisms utilise discrete, constructive steps to encode strategies for formal change. In physical design media, the pervasive metaphor for doing design is the direct and continuous manipulation of the developing form. The goal of our investigation is to develop mixed initiative approaches to design exploration. In this paper, we address how constrained manipulation in generative systems can support both discrete and continuous modes of interaction. Massing is a common strategy for processing conceptual notions about three dimensional form. We use massing models of tenth century temple cellas as an example to illustrate an environment for constrained manipulation.

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

_id 2d75
authors Entous, Marc
year 1998
title Developments in 3D Scanning and Digitizing: New Strategies for an Evolving Design Process
doi https://doi.org/10.52842/conf.acadia.1998.212
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. 212-220
summary The computer is now a widely accepted tool in architecture as a production and business tool. Acceptance of digital technology as a design aid has been much slower, but continuing developments in ease of use, capabilities, and lower costs are encouraging the use of three-dimensional design modeling. As the demand for 3D design computing grows, peripheral digital technologies are also developing and being integrated. This paper describes on-going research into how current and near-future developments in three-dimensional scanning and digitizing technology that have the potential to substantially change processes of architectural design. Scanners, or digitizers, assist in transforming physical objects and models into digital representations. The capabilities of 3D scanners in architectural design have only begun to be explored. Existing and emerging 3D scanning technologies are briefly described followed by a discussion of sample existing, new, and potential uses of these capabilities as a design tool. An experiment is conducted to contrast the differences between stylus-based and laser-based digitizers in an architectural design environment.

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

_id a114
authors Faucher, Didier and Nivet, Marie-Laure
year 1998
title Playing with Design Intent: Integration of Physical and Urban Constraints in CAD
doi https://doi.org/10.52842/conf.acadia.1998.118
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. 118-137
summary Our work deals with the exploration of a universe of forms that satisfy some design intents. That is, we substitute a “generate and test” approach for a declarative approach in which an object is created from its properties. In this paper we present an original method that takes into account design intents relative to sunlight, visibility and urban regulation. First of all we study how current CAD tools have considered these properties until now. Our conclusion is that the classical design / simulation / analysis process does not suit design practices, especially in the early stages. We think that an improved CAD system should offer the architect the option of manipulating abstract information such as design intents. We define an intent as a conceptual expression of constraints having an influence on the project. For instance, a visual intent will be stated with no reference to vision geometry: “ from this place, I want to see the front of the new building”. We show how to represent each of these constraints with a 3D volume associated to some characteristics. If some solutions exist, we are sure that they are included in these volumes. For physical phenomena we compute the volume geometry using the principles of inverse simulation. In the case of urban regulation we apply deduction rules. Design intents are solved by means of geometrical entities that represent openings or obstructions in the project. Computing constraint volumes is a way of guiding the architect in his exploration of solutions. Constraint volumes are new spaces that can restore the link between form and phenomenon in a CAD tool. Our approach offers the designer the possibility of manipulating design intents.

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

_id ee96
authors Johnson, Scott
year 1998
title Making Models Architectural: Protean Representations to Fit Architects’ Minds
doi https://doi.org/10.52842/conf.acadia.1998.354
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. 354-365
summary A rich vocabulary has evolved for describing architecture. It serves not only as a means of communication, but also as an embodiment of concepts relating to form, space, structure, function, mood, and symbolism. We architects not only speak in terms of walls, rooms, roofs, arches, etc., we see in terms of them and think in terms of them, as well. Such concepts are integral to our ability to design. Typical CAD representations, however, are based on geometric/mathematical elements like points, lines, planes, and symbols. Even more experimental approaches like parametric shapes or procedural assemblies correspond poorly to architectural elements, and seldom lend themselves well to making conceptual changes that would allow exploration of design alternatives. Small wonder some architecture schools experience a division between computer and studio courses, or even between computer and studio faculty. Different ways of talking and thinking are involved. The concepts involved are often mutually exclusive. This paper discusses an attempt to address this conceptual mismatch, using what are termed “protean” (meaning “very changeable”) elements. These are high-level elements corresponding to architectural concepts like “wall,” or “dome.” They each have parameters appropriate for the particular type of element they represent, and produce the polyhedra necessary for graphics based on these parameters. A system is being implemented to allow models to be constructed using these elements. The protean elements form a loosely structured model, in which some elements hierarchically contain others, and some elements are essentially freestanding, being created and manipulated independently of other elements. Characteristics of protean element are discussed, including the underlying object-oriented structure, the relationship between elements and graphics, and functions associated with the objects. A scheme is explained whereby all parts of a design can be represented even when the design includes extremely unusual forms not conforming to predictable classes of elements. The necessary support framework is also discussed; general flow of the system and mechanisms for viewing the model and editing subcomponents are explained. The current status of the project, and intentions for future work are discussed. The project has been partially implemented, and the necessary framework to support the system is mostly complete.

series ACADIA
email
last changed 2022/06/07 07:52

_id 612c
authors Madrazo, Leandro
year 1998
title Computers and Architectural Design: Going Beyond the Tool
doi https://doi.org/10.52842/conf.acadia.1998.044
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. 44-57
summary More often than not, discussions taking place in specialised conferences dealing with computers and design tend to focus mostly on the tool itself. What the computer can do that other tools cannot, how computers might improve design and whether a new aesthetic would result from the computer; these are among the most recurrent issues addressed in those forums. But, by placing the instrument at the center of the debate, we might be distorting the nature of design. In the course KEYWORDS, carried out in the years 1992 and 1993 at the ETH Zurich, the goal was to transcend the discourses that concentrate on the computer, integrating it in a wider theoretical framework including principles of modern art and architecture. This paper presents a summary of the content and results of this course.

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

_id e184
authors Popov, V., Popova, L. and De Paoli, G.
year 1998
title Towards an Object-Oriented Language for the Declarative Design of Scenes
doi https://doi.org/10.52842/conf.acadia.1998.316
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. 316-353
summary We propose a prototype “kernel” of an object-oriented language, SOML (Scene Objects Modeling Language), intended to assist in the declarative design of scenes in image synthesis. This language is an attempt to provide the designer with a tool to facilitate the rapid prototyping of 3D scenes. It can also serve as a tool for knowledge acquisition and representation , and for communication and exchange of data with other tools in a design environment. Advantages offered by the implementation of SOML are: (a) from user’s viewpoint: the possibility of declarative description of the initial concept associated with the target scene in terms of properties and constraint vocabulary, the possibility of quantitative and qualitative reasoning on these properties, the modification of the intermediate solutions to different levels of detail, the utilisation of previous solutions; and (b) from the implementation viewpoint: the structuring of the properties and methods in the form of domain knowledge, the optimal solution generation according to heuristic causal-probabilistic criteria, the transformation of the semantic concept description of the scene in generic entry code for a geometrical CSG modeler or for rendering and visualization software, the integration of functionality for parameter generation and modification, the compilation of a scene from components of other final scenes and operations of geometrical transformations acting on groups of scenes. We present the architecture of the object-based implantation of the language and its interpreter, in the unified notation formalism UML. The utilization of the SOML language is illustrated by some examples.
series ACADIA
email
last changed 2022/06/07 08:00

_id 220b
authors Potier, S., Malret, J.-L-. and Zoller, J.
year 1998
title Computer Graphics: Assistance for Archaeological Hypotheses
doi https://doi.org/10.52842/conf.acadia.1998.366
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. 366-383
summary This paper is a contribution to the domain of computer tools for architectural and archeological restitution of ancient buildings. We describe an application of these tools to the modeling of the 14th century AD. Thermae of Constantin in Arles, south of France. It was a diploma project in School of Architecture of MarseilleLuminy, and took place in a context defined in the European ARELATE project. The general objective of this project is to emphasize the archeological and architectural heritage of the city of Arles; it aims, in particular, to equip the museum of ancient Arles with a computer tool enabling the storage and consultation of archaeological archives, the communication of information and exchange by specialized networks, and the creation of a virtual museum allowing a redescription of the monuments and a “virtual” visit of ancient Arles. Our approach involves a multidisciplinary approach, calling on architecture, archeology and computer science. The archeologist’s work is to collect information and interpret it; this is the starting point of the architect’s work who, using these elements, suggests an architectural reconstruction. This synthesis contains the functioning analysis of the structure and building. The potential provided by the computer as a tool (in this case, the POV-Ray software) with access to several three-dimensional visualizations, according to hypotheses formulated by the architect and archaeologists, necessitates the use of evolutive models which, thanks to the parametrization of dimensions of a building and its elements, can be adapted to all the changes desired by the architect. The specific contribution of POV-Ray in architectural reconstruction of thermae finds its expression in four forms of this modeling program, which correspond to the objectives set by the architect in agreement with archeologists: (a) The parametrization of dimensions, which contributes significantly in simplifying the reintervention process of the architectural data base; (b) Hierarchy and links between variables, allowing “grouped” modifications of modelized elements in order to preserve the consistency of the architectural building’s morphology; (c) The levels of modeling (with or without facing, for example), which admit of the exploration of all structural and architectural trails (relationship form/ function); and, (d) The “model-type,” facilitating the setting up of hypotheses by simple scaling and transformation of these models (e.g., roofing models) on an already modelled structure. The methodological validation of this modeling software’s particular use in architectural formulation of hypotheses shows that the software is the principal graphical medium of discussion between architect and archaeologist, thus confirming the hypotheses formulated at the beginning of this project.

series ACADIA
email
last changed 2022/06/07 08:00

_id 634d
authors Seebohm, Thomas and Van Wyk, Skip (Eds.)
year 1998
title Digital Design Studios: Do Computers Make a Difference? [Conference Proceedings]
doi https://doi.org/10.52842/conf.acadia.1998
source ACADIA Conference Proceedings / ISBN 1-880250-07-1 / Québec City (Canada) October 22-25, 1998, 383 p.
summary With an inevitability that is the beyond the control of architecture faculty everywhere, computers are being increasingly used in design studios. As student ownership of computers proliferates and architectural firms begin to use computers for design as well as drafting, the momentum will accelerate. The question is whether the use of computers in design studios makes a difference and what sort. Moreover, if it does make a difference, should it just be allowed to happen or should the momentum be guided by studio teachers skilled in computing. Does the use of computers in studios demand a special pedagogy that goes beyond teaching the use of the software and hardware? Are there design approaches that need to be taught in order to take advantage of the strengths of computers in design rather than attempt to make computers follow the paths trodden by manual design techniques? The question is critical because, as yet, we know very little about how computers can truly enable design, how computers can help us conceive design hypotheses, structure alternatives and simulations, and evaluate alternatives. As yet we have no body of recorded evidence to demonstrate how computer-based design studios produce work that is different from or better than traditional design, except, perhaps, in slickness of the images. Is it only in modeling and rendering final images that computers are useful or are there advantages in the use of computers through all stages design. If so what are they? In recent years many non-ACADIANS have become involved in using computers in design studios. Do we use design computing differently? Do we judge our successes differently? Do we have different expectations than these colleagues. And, even more interesting , what do they perceive as our experience and direction?
series ACADIA
email
more http://www.acadia.org
last changed 2022/06/07 07:49

_id 451d
authors Strong, James and Woodbury, Robert F.
year 1998
title Psyberdesign: Designing the Cognitive Spaces of Virtual Environments
doi https://doi.org/10.52842/conf.acadia.1998.276
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. 276-288
summary Increasingly, we find ourselves spending more time on a daily basis engaged in a variety of virtual environments, ranging from those discovered when using the stand-alone computer, to more complex distributed networks such as the World Wide Web. Virtual environments are not restricted to the popular and hyped notion of immersive Virtual Reality systems, though, in immersion, such systems provide a dimension of experience sorely lacking in most human-computer interfaces. The design of a diverse range of virtual environments, from textual through to three dimensional, would seem to require insight from those who habitually create immersive experiences, whether real or virtual. The former include architects, the latter the authors of computer games. Virtual environments such as the Internet, and the World Wide Web in particular, are becoming increasingly confusing to navigate. Exploratory behaviour in these environments requires extensive cognitive effort, and often results in disorientation and a sense of anxiety. This paper attempts to address issues of cognitive mapping in virtual environment design, and the exciting role that architects should occupy in the creation of better virtual environments. A virtual environment tool, called WOMBAT, has been developed to discover more about the relationship between real environment and virtual environment navigation and cognitive mapping, and consequently the degree to which concepts and theories from real environment design and cognitive mapping research can be translated to the virtual environment domain. Both a natural environment and an information environment are being investigated using WOMBAT, with the primary interest being the cognitive mapping and wayfinding activities that are exhibited during exploration.

series ACADIA
email
last changed 2022/06/07 07:56

_id 6a78
authors Chastain, Thomas and Elliott, Ame
year 1998
title Cultivating Design Competence: Online Support for the Beginning Design Studio
doi https://doi.org/10.52842/conf.acadia.1998.290
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. 290-299
summary A primary lesson of a beginning design studio is the development of a fundamental design competence. This entails acquiring skills of integration, projection, exploration, as well as critical thinking–forming the basis of thinking “like a designer.” Plaguing the beginning architectural design student as she develops this competence are three typical problems: a lagging visual intelligence, a linking of originality with creativity, and the belief that design is an act of an individual author instead of a collaborative activity. We believe that computation support for design learning has particular attributes for helping students overcome these problems. These attributes include its inherent qualities for visualization, for explicitness, and for sharing. This paper describes five interactive multi-media exercises exploiting these attributes which were developed to support a beginning design studio. The paper also reports how they have been integrated into the course curriculum.
series ACADIA
email
last changed 2022/06/07 07:55

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