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 185

_id 170f
authors Mora Padrón, Víctor Manuel
year 1999
title Integration and Application of Technologies CAD in a Regional Reality - Methodological and Formative Experience in Industrial Design and Products Development
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 295-297
summary The experience to present is begun and developed during the academic year 1998, together to the course of IV pupils level of the Industrial Design career in the Universidad del Bío-Bío, labor that I have continued assuming during the present year, with a new youths generation. We have accomplished our academic work taking as original of study and base, the industrial and economic situation of the VIII Region, context in the one which we outline and we commit our needs formative as well as methodological to the teaching of the discipline of the Industrial Design. Consequently, we have defined a high-priority factor among pupils and teachers to reach the objectives and activities program of the course, the one which envisages first of all a commitment of attitude and integrative reflection among our academic activity and the territorial human context in the one which we inhabit. In Chile the activity of the industrial designer, his knowledge and by so much his capacity of producing innovation, it has been something practically unknown in the industrial productive area. However, the current national development challenges and the search by widening our markets, they have created and established a conscience of the fact that the Chilean industrial product must have a modern and effective competitiveness if wants be made participates in segments of the international marketing. It is in this new vision where the design provides in decisive form to consider and add a commercial and cultural value in our products. To the university corresponds the role of transmitting the knowledge generated in his classrooms toward the society, for thus to promote a development in the widest sense of the word. Under this prism the small and median regional industry in their various areas, have not integrated in the national arrangement in what concerns to the design and development of new and integral products. The design and the innovation as motor concept for a competitiveness and permanency in new markets, it has not entered yet in the entrepreneurial culture. If we want to save this situation, it is necessary that the regional entrepreneur knows the importance of the Design with new models development and examples of application, through concrete cases and with demands, that serve of base to demonstrate that the alliance among Designer and Industry, opens new perspectives of growth upon offering innovation and value added factors as new competitiveness tools. Today the communication and the managing of the information is a strategic weapon, to the moment of making changes in a social dynamics, so much at local level as global. It is with this look that our efforts and objective are centered in forming to our pupils with an integration speech and direct application toward the industrial community of our region, using the communication and the technological information as a tool validates and effective to solve the receipt in the visualization of our projects, designs and solutions of products. As complement to the development of the proposed topic will be exhibited a series of projects accomplished by the pupils for some regional industries, in which the three dimensional modeling and the use of programs vectoriales demonstrate the efficiency of communication and comprehension of the proposals, its complexity and constructive possibilities.
series SIGRADI
email
last changed 2016/03/10 09:55

_id ddss9828
id ddss9828
authors Holmberg, Stig C.
year 1998
title Anticipation in Evaluation and Assessment of Urban and Regional Plans
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 start a move toward better computer based supporting tools for the assessment of urban and regional plans, a new research and development endeavour is proposed. In so doing, anticipation andanticipatory computing, i.e. a technique applying modelling and simulation, is found to be an interesting and promising point of departure. Hence, a fuzzy cellular automata computer model (STF) for simulation and anticipation of geographical or physical space is constructed. The main idea is to map anurban plan onto the STF for its assessing. STF has a normalised and continuous, i.e. fuzzy, system variable while both the time and space dimensions take on discrete values. Further, while ordinary cellularautomata use local rules, global ones are employed in STF, i.e. there is a total interdependence among all the cells of the automata. Outcomes of STF can be interpreted more as possible future states than exact predictions. Preliminary results seem to be well in line with main characteristics of planned urban or regional geographical spaces. Further, for the managing of multi-criteria choice situations, a fuzzy procedure – the Ordered Weighted Average (OWA) procedure – with continuous control over the degree of ANDOR-ness and with independent control over the degree of tradeoff, is proposed.
keywords Geographical space, Anticipatory Computing, Cellular Automata, Spatio Temporal Fuzzy Model (STF)
series DDSS
last changed 2003/08/07 16:36

_id ddss9851
id ddss9851
authors Torre, Carmelo and Selicato, Francesco
year 1998
title Consequences of Interdisciplinary Approaches in the Construction ofKnowledge-Bases
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 The character of interdisciplinarity in planning approaches create a new, intriguing, emerging complexity (Funtowitcz and Ravetz, 1994) in problems and in knowledge-structuring of contexts of planning practices. The key-role played by information systems (IS) implicates a re-consideration ofcharacter of knowledge to be used in knowledge-bases. The necessity of considering knowledge domains coming from social, cultural, economical, technical, physical and naturalistic approaches means dealing with different scales of value, with non homogenous parameters. The necessity ofmanaging flexible knowledge rises on the fore as fundamental issue for future information system oriented to supporting decisions. Might information systems be useful in this interdisciplinary approach ? It is necessary to contain in a knowledge-base both quantitative and qualitativeinformation ? Three alternatives are available for a conceptual discussion :the possibility of identify new approaches, in order to develop information systems able in managing new knowledge; the necessity of adding new support systems oriented to manage soft knowledge, to traditionalgeographic information systems (GIS); the possibility of non using support systems coming from a technological vision of problem for nontechnical knowledge (Latouche 1996). The first two paragraphs are due to F. Selicato. The third and the fourth paragraph are due to C. Torre.
series DDSS
last changed 2003/08/07 16:36

_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 7a20
id 7a20
authors Carrara, G., Fioravanti, A.
year 2002
title SHARED SPACE’ AND ‘PUBLIC SPACE’ DIALECTICS IN COLLABORATIVE ARCHITECTURAL DESIGN.
source Proceedings of Collaborative Decision-Support Systems Focus Symposium, 30th July, 2002; under the auspices of InterSymp-2002, 14° International Conference on Systems Research, Informatics and Cybernetics, 2002, Baden-Baden, pg. 27-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2005/03/30 16:25

_id 6279
id 6279
authors Carrara, G.; Fioravanti, A.
year 2002
title Private Space' and ‘Shared Space’ Dialectics in Collaborative Architectural Design
source InterSymp 2002 - 14th International Conference on Systems Research, Informatics and Cybernetics (July 29 - August 3, 2002), pp 28-44.
summary The present paper describes on-going research on Collaborative Design. The proposed model, the resulting system and its implementation refer mainly to architectural and building design in the modes and forms in which it is carried on in advanced design firms. The model may actually be used effectively also in other environments. The research simultaneously pursues an integrated model of the: a) structure of the networked architectural design process (operators, activities, phases and resources); b) required knowledge (distributed and functional to the operators and the process phases). The article focuses on the first aspect of the model: the relationship that exists among the various ‘actors’ in the design process (according to the STEP-ISO definition, Wix, 1997) during the various stages of its development (McKinney and Fischer, 1998). In Collaborative Design support systems this aspect touches on a number of different problems: database structure, homogeneity of the knowledge bases, the creation of knowledge bases (Galle, 1995), the representation of the IT datum (Carrara et al., 1994; Pohl and Myers, 1994; Papamichael et al., 1996; Rosenmann and Gero, 1996; Eastman et al., 1997; Eastman, 1998; Kim, et al., 1997; Kavakli, 2001). Decision-making support and the relationship between ‘private’ design space (involving the decisions of the individual design team) and the ‘shared’ design space (involving the decisions of all the design teams, Zang and Norman, 1994) are the specific topic of the present article.

Decisions taken in the ‘private design space’ of the design team or ‘actor’ are closely related to the type of support that can be provided by a Collaborative Design system: automatic checks performed by activating procedures and methods, reporting of 'local' conflicts, methods and knowledge for the resolution of ‘local’ conflicts, creation of new IT objects/ building components, who the objects must refer to (the ‘owner’), 'situated' aspects (Gero and Reffat, 2001) of the IT objects/building components.

Decisions taken in the ‘shared design space’ involve aspects that are typical of networked design and that are partially present in the ‘private’ design space. Cross-checking, reporting of ‘global’ conflicts to all those concerned, even those who are unaware they are concerned, methods for their resolution, the modification of data structure and interface according to the actors interacting with it and the design phase, the definition of a 'dominus' for every IT object (i.e. the decision-maker, according to the design phase and the creation of the object). All this is made possible both by the model for representing the building (Carrara and Fioravanti, 2001), and by the type of IT representation of the individual building components, using the methods and techniques of Knowledge Engineering through a structured set of Knowledge Bases, Inference Engines and Databases. The aim is to develop suitable tools for supporting integrated Process/Product design activity by means of a effective and innovative representation of building entities (technical components, constraints, methods) in order to manage and resolve conflicts generated during the design activity.

keywords Collaborative Design, Architectural Design, Distributed Knowledge Bases, ‘Situated’ Object, Process/Product Model, Private/Shared ‘Design Space’, Conflict Reduction.
series other
type symposium
email
last changed 2012/12/04 07:53

_id c721
authors Dauner, J., Landauer, E. and Fraunhofer, I.
year 1998
title 3D Product Presentation Online: The Virtual Design Exhibition
source VRML 98 - Third Symposium on the Virtual Reality Modeling Language. S. N. Spencer. Monterey, CA, ACM: 57-62
summary VRML offers a high potential for product presentation: Instead of regarding flat, static pictures, configurable and animated 3D models embedded in entertaining environments provide a new way of product presentation. But seriously using VRML for this application domain means facing several challenges. We discuss these issues by using the Virtual Design Exhibition as a showcase. In this exhibition seven interior design companies show products with high aesthetic quality. We discuss how these aesthetics influence the VRML presentation and give some guidelines resulting from our experience. CR Categories and Subject Descriptors: H.5.1 [Information Interfaces and Presentation] Multimedia Information; Systems - Artificial realities H.5.2 [Information Interfaces and Presentation] User Interfaces - Screen design; I.3.6 [Computer Graphics] Methodology and Techniques - Interaction techniques
series other
last changed 2003/04/23 15:50

_id 8ad1
authors Elsas, P.A. and Vergeest, J.S.M.
year 1998
title New functionality for computer-aided conceptual design: the displacement feature
source Design Studies 19 (1), pp. 81-102
summary Conceptual design using conventional 3D CAD systems is a controversial issue among industrial designers. Although one can produce complex, accurate, finished 3D models using these CAD systems, it is still difficult to use them during early, creative product design. In this paper, a method is described that allows the design of protrusions and depressions in sculptured surfaces in a flexible and interactive manner. Through interviews with industrial designers, the basic requirements for support of such functionality during conceptual design have been formulated. An implemented method based upon these requirements has been extensively evaluated by industrial designers, and these evaluations show that industrial designers find this functionality extremely useful during conceptual shape design.
series journal paper
last changed 2003/04/23 15:50

_id ga9814
id ga9814
authors Gatarski, Richard
year 1998
title Evolutionary Banners, exploring a generative design approach
source International Conference on Generative Art
summary This working paper reports pre-mature findings from an ongoing research project that uses Genetic Algorithms (GAs) to automate the design of objects in the World Wide Web (WWW). Digital communications technology has on the business side been conceptualized as electronic commerce (E-commerce). Digitization implies a new cost structure for message design, test and implementation. One important problem regards the use and effectiveness of different means for E-commerce market communications. The purpose with the research presented here is to experiment with a particular use of GAs in E-commerce retailing. It is not to look for an optimal algorithm or fine-tune its parameters. This paper contributes with findings and a discussion of a new E-commerce possibility – evolutionary banner design The scientific aim is to explore the value of such an approach. As well as identify important issues. In a soon-to-be-realized implementation, the commercial aim will be to increase the sales volume for a specific product. In a sense the evolutionary banner works as an artificial art director. Still, a human director is needed to design the banner organism, its genetic code and related parameters. And of course to develop more creative uses of the approach presented below.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 4266
authors Hong, Namhee Kim and Hong, Sunggul
year 1998
title Entity-Based Models for Computer-Aided Design Systems
source Journal of Computing in Civil Engineering -- January 1998 -- Volume 12, Issue 1, pp. 30-41
summary Integrated computer-aided design systems manage, communicate, and process the information created by and used in a variety of planning and design activities. Formal models of both the design product and thedesign process are important conceptual steps in the development of an integrated system. This paper outlines an entity-based approach for representing both design information and activities in a consistent way.The entity-based approach is based on the concepts of semantic data models (i.e., entity-based concepts) and related abstraction mechanisms. In this paper the concept of an entity that was originally applied todesign information has been extended to include design activities. That is, entity-based product and process models in this paper organize design information and activities into corresponding entities. The formalmodeling concepts developed in this paper can be used as consistent formal tools for describing and organizing design information and activities in the development of new integrated computer-aided designsystems.
series journal paper
last changed 2003/05/15 21:45

_id 9951
authors Johnson, R.E. and Clayton, M.J.
year 1998
title The impact of information technology in design and construction: the owner's perspective
source Automation in Construction 8 (1) (1998) pp. 3-14
summary This paper reports on findings of a November 1996 exploratory survey of architecture–engineering clients (Fortune 500 corporate facility managers). This research investigated how the practices of corporate facility managers are being influenced by rapid changes in information technology. The conceptual model that served as a guide for this research hypothesized that information technology acts as both an enabler (that is, information technology provides an effective mechanism for managers to implement desired changes), as well as a source of innovation (that is, new information technology innovations create new facility management opportunities). The underlying assumption of this research is that information technology is evolving from a tool that incrementally improves `back-office' 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). The paper concludes with a discussion of researchable issues.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id c38b
authors Kunz, J.C., Christiansen, T.R., Cohen, G.P., Jin, Y. and Levitt, R.E.
year 1998
title The Virtual Design Team
source Communications of The ACM, Vol. 41, No. 11, November, 1998
summary The long range goal of the Virtual Design Team" (VDT) research program is to develop computational tools to analyze decision making and communication behavior and thereby to support true organizational (re)engineering. This article introduces the underlying theory, the implementation of the theory as a computational model, and results from industrial test cases. Organization theory traditionally describes organizations only at an aggregate-level, describing and predicting the behavior of entire organizations in terms of general qualitative predictions. We define and implement a "micro" theory of the structure and behavior of components of organizations, explicitly representing activities, groups of people called "actors," and organizational structure and policies for project teams. A VDT model can be "run" by a discrete event simulation. Emergent aggregate model output behaviors include the predicted time to complete a project, the total effort to do the project, and a measure of process quality. More detailed model behaviors include the time-varying backlog of individual actors and the "exceptions" associated with activities. The results are detailed and specific, so they can guide specific managerial interventions in a project team and can support sensitivity studies of the relative impact of different organizational changes. We conclude that such a theory is tractable and predictive for complex but relatively routine, project-oriented design tasks. The application for which VDT offers unique new kinds of insights is where an organization is striving to shrink time to market dramatically for a product that is similar to ones it has previously developed. Reducing time to market dramatically almost always requires that previously sequential activities are executed more concurrently. In this situation, experienced managers can still correctly identify the required activities and estimate their durations and skill requirements; but they almost always underestimate the increased workload arising from exponentially higher coordination needs and the propagation of rework between the now highly concurrent activities. The VDT framework, which explicitly models information dependency and failure propagation between concurrent activities, has proven to be far more accurate, and to incorporate a wider range of parameters, than CPM/PERT process models for these fast-paced development projects."
series journal paper
last changed 2003/04/23 15:50

_id ga9809
id ga9809
authors Kälviäinen, Mirja
year 1998
title The ideological basis of generative expression in design
source International Conference on Generative Art
summary This paper will discuss issues concerning the design ideology supporting the use and development of generative design. This design ideology is based on the unique qualities of craft production and on the forms or ideas from nature or the natural characteristics of materials. The main ideology presented here is the ideology of the 1980´s art craft production in Finland. It is connected with the general Finnish design ideology and with the design ideology of other western countries. The ideology for these professions is based on the common background of design principles stated in 19th century England. The early principles developed through the Arts and Crafts tradition which had a great impact on design thinking in Europe and in the United States. The strong continuity of this design ideology from 19th century England to the present computerized age can be detected. The application of these design principles through different eras shows the difference in the interpretations and in the permission of natural decorative forms. The ideology of the 1980ïs art craft in Finland supports the ideas and fulfilment of generative design in many ways. The reasons often given as the basis for making generative design with computers are in very many respects the same as the ideology for art craft. In Finland there is a strong connection between art craft and design ideology. The characteristics of craft have often been seen as the basis for industrial design skills. The main themes in the ideology of the 1980´s art craft in Finland can be compared to the ideas of generative design. The main issues in which the generative approach reflects a distinctive ideological thinking are: Way of Life: The work is the communication of the maker´s inner ideas. The concrete relationship with the environment, personality, uniqueness, communication, visionary qualities, development and growth of the maker are important. The experiments serve as a media for learning. Taste and Aesthetic Education: The real love affair is created by the non living object with the help of memories and thought. At their best objects create the basis in their stability and communication for durable human relationships. People have warm relationships especially with handmade products in which they can detect unique qualities and the feeling that the product has been made solely for them. Counter-culture: The aim of the work is to produce alternatives for technoburocracy and mechanical production and to bring subjective and unique experiences into the customerïs monotonious life. This ideology rejects the usual standardized mass production of our times. Mythical character: There is a metamorphosis in the birth of the product. In many ways the design process is about birth and growth. The creative process is a development story of the maker. The complexity of communication is the expression of the moments that have been lived. If you can sense the process of making in the product it makes it more real and nearer to life. Each piece of wood has its own beauty. Before you can work with it you must find the deep soul of its quality. The distinctive traits of the material, technique and the object are an essential part of the metamorphosis which brings the product into life. The form is not only for formïs sake but for other purposes, too. You cannot find loose forms in nature. Products have their beginnings in the material and are a part of the nature. This art craft ideology that supports the ideas of generative design can be applied either to the hand made crafts production or to the production exploiting new technology. The unique characteristics of craft and the expression of the material based development are a way to broaden the expression and forms of industrial products. However, for a crafts person it is not meaningful to fill the world with objects. In generative, computer based production this is possible. But maybe the production of unique pieces is still slower and makes the industrial production in that sense more ecological. People will be more attached to personal and unique objects, and thus the life cycle of the objects produced will be longer.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 2539
authors Neuckermans, H., De Ridder, T. and Geebelen, B.
year 1998
title Speech-Driven Computer-Aided Design - Innovation in Human-Computer Interaction
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. 309-316
doi https://doi.org/10.52842/conf.caadria.1998.309
summary The use of computers in architectural design has shifted from what initially was a very numerical approach into a graphical way and thus into a designerly way of working. Through the extensive use of WIMPs CAAD packages today are more or less user-friendly. In the meantime the ever increasing functionality of those packages inflate the number of commands, actions, options and choices which have to be activated with the mouse in order to generate a structured drawing. As a result packages become rather cumbersome to handle. In this research we have explored a new medium, namely speech, to tell the machine what to do. With software for speech recognition and making use of a head-mounted microphone we have built a far more user-friendly way of handling a CAD package. Grids, snap, ortho, layers, settings and other commands that can be used in combination with mouse actions are activated and deactivated by voice command. We are convinced that this is a step further towards a more easy and natural way of using computers while designing and certainly a way for speeding up the modeling of real architecture. The experiment has been conducted for AutoCAD with the software for speech recognition by Lernout & Hauspie. This new way of working is not limited to architecture and the principle can be used right now for any other package, provided it has a programming interface.
keywords Electronic Design Media, Human-Computer Interaction, Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:58

_id c5bc
authors Popova, Mina
year 1998
title Model of Design Parts and its Use to the Design Team
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. 233-242
doi https://doi.org/10.52842/conf.caadria.1998.233
summary This paper discusses the impact of the choice of representation on the final result in design and construction projects. Representation is an integrated part of the design process used by architects as a communication tool to help them present a concept to their clients and other consultants. The representation choice, in addition, reflects the professional’s perception of the design process and the architectural artefact. Architects’ offices work with a wide range of problems - aesthetic and spatial issues, detailing, choice of materials, and systems design. The multiplicity of representations enriches the understanding of these issues. Today, the model-oriented approach in design is common among both architects and leading software producers for the construction industry. While STEP (Standard for the Exchange of Product Data) aims at developing very comprehensive product models, we examine the possibility of building up a small-scale model responding to the information needs of a design team. In our research work, we view a model of design parts as a suitable carrier of information allowing the designers to store data reflecting their accumulated and refined professional knowledge and experience. Besides, the team of architects can later easily retrieve information needed for future design reuse from the model. To reuse design solutions and learn from previous work is an essential part of the professional culture. The construction industry as a whole has been slow in implementing information technology to improve the work methods. Neither have architects’ offices used the full potential of this technology to structure information and rationalize the design process. The objective of this study is to examine whether information technology makes it possible to organize all the design information in an office archive. The proposed model of design parts relates to national standards and universal models for product data representation and exchange, such as STEP. Today, the construction sector is becoming increasingly aware of the potential of the model-oriented approach both to rationalize the design and construction process and offer designers new options to store, broaden and reuse professional knowledge. We have used the information modelling language EXPRESS to describe our concept.
keywords Design and Construction Process, Model-oriented Approach, Representation, Information Technology, STEP
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 08:00

_id 888a
authors Sariyildiz, S. and Ozsariyildiz, S.
year 1998
title The Future of Architectural Design Practice within ICT Development
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 228-233
doi https://doi.org/10.52842/conf.ecaade.1998.228
summary Design in general is analyzed and the use of ICT tools in architectural design practice in the design process explained. The place of the designer in the history and the future of the designer within the ongoing development of the ICT overviewed. The influence of the new technologies on the design and its process therefore the impact on ICT use in the practice clarified. The future perspectives of an architect as a profession and the place of the architect in the whole design process speculated. Architect as designer, as a product and process architect mentioned. Finally the influence of these changes on the architectural education reflected.
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/30sariyildiz/index.htm
last changed 2022/06/07 07:57

_id 2623
authors Sheth, A. and Klas, W.
year 1998
title Multimedia Data Management
source New York: McGraw-Hill
summary Here is the authoritative handbook on multimedia metadata and data management. In one volume, it gathers a wealth of information from the field's leading international experts in this emerging specialty. Multimedia data-text, image, voice, and video-poses unique challenges to product developers and database professionals in midsized to giant organizations. They need to know how multimedia can be effectively stored, accessed, and integrated into applications. The key is "metadata," which acts as an umbrella for multimedia data and allows it to be modeled and managed. In this invaluable guide, well-known contributors from the U.S., Japan, and Europe examine the metadata concept, present relevant standards, and discuss its global use in video databases, speech documents, satellite and medical imaging, and other applications.
series other
last changed 2003/04/23 15:14

_id 7eb7
authors Van Elsas, P. and Vergeest, J.
year 1998
title New functionality for computer-aided conceptual design: the displacement feature
source Design Studies 19 (1) (1998) pp. 81-102
summary Conceptual design using conventional 3D CAD systems is a controversial issue among industrial designers. Although one can produce complex, accurate, finished 3D models using these CAD systems, it is still difficult to use them during early, creative product design. In this paper, a method is described that allows the design of protrusions and depressions in sculptured surfaces in a flexible and interactive manner. Through interviews with industrial designers, the basic requirements for support of such functionality during conceptual design have been formulated. An implemented method based upon these requirements has been extensively evaluated by industrial designers, and these evaluations show that industrial designers find this functionality extremely useful during conceptual shape design.
series journal paper
last changed 2003/05/15 21:45

_id 8a05
authors Van Leeuwen, J., Dubbelman, T. and Achten, H.
year 1998
title ICT as a Means of Education
source Computerised Craftsmanship [eCAADe Conference Proceedings] Paris (France) 24-26 September 1998, pp. 131-137
doi https://doi.org/10.52842/conf.ecaade.1998.131.2
summary ICT and architecture are often viewed as separate subjects, that can also be taught separately. If the goal of teaching is to produce learned designers, then it is necessary to combine both issues into a single course. The paper presents the innovation of a traditional CAD course that suffered from decreasing results. We present the problems identified in the existing course and the measures taken to reorganise the contents and didactical approach of the course. The paper focuses on the innovation of the course by the introduction of information and communication technologies (ICT) both in the contents of the course and as a means of education. Abandoning printed images as the result of students? work, the new course required students to create a web page to present their efforts on architectural design, modelling, and visualisation. This had a beneficial effect on the students? attitude and enthusiasm for the course. It also allowed better planning of the course in terms of
series eCAADe
email
more http://www.paris-valdemarne.archi.fr/archive/ecaade98/html/42van_leeuwen/index.htm
last changed 2022/06/07 07:58

_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

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