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 552

_id c3e0
authors Dorsey, J. and McMillan, L.
year 1998
title Computer Graphics and Architecture: State of the Art and Outlook for the Future
source Computer Graphics, Vol 32, No 1, Feb 1998. pp. 45-48
summary During the three decades since Ivan Sutherland introduced the Sketchpad system, there has been an outpouring of computer graphics systems for use in architecture. In response to this development, most of the major architectural firms around the world have embraced the idea that computer literacy is mandatory for success. We would argue, however, that most of these recent developments have failed to tap the potential of the computer as a design tool. Instead, computers have been relegated largely to the status of drafting instruments, so that the "D" in CAD stands for drafting rather than design. It is important that future architectural design systems consider design as a continuous process rather than an eventual outcome.The advent of computer graphics technology has had an impact on the architectural profession. Computer graphics has revolutionized the drafting process, enabling the rapid entry and modification of designs. In addition, modeling and rendering systems have proven to be invaluable aids in the visualization process, allowing designers to walk through their designs with photorealistic imagery. Computer graphics systems have also demonstrated utility for capturing engineering information, greatly simplifying the analysis and construction of proposed designs. However, it is important to consider that all of these tasks occur near the conclusion of a larger design process. In fact, most of the artistic and intellectual challenges of an architectural design have already been resolved by the time the designer sits down in front of a computer. In seeking insight into the design process, it is generally of little use to revisit the various computer archives and backups. Instead, it is best to explore the reams of sketches and crude balsa models that fill the trash cans of any architectural studio.In architecture, as in most other fields, the initial success of computerization has been in areas where it frees humans from tedious and mundane tasks. This includes the redrawing of floor plans after minor modifications, the generation of largely redundant, yet subtly different engineering drawings and the generation of perspective renderings.We believe that there is a largely untapped potential for computer graphics as a tool in the earlier phases of the design process. In this essay, we argue that computer graphics might play a larger role via applications that aid and amplify the creative process.
series journal paper
last changed 2003/04/23 15:50

_id 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
doi https://doi.org/10.52842/conf.ecaade.1999.453
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
email
last changed 2022/06/07 07:55

_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 48db
authors Proctor, George
year 2001
title CADD Curriculum - The Issue of Visual Acuity
doi https://doi.org/10.52842/conf.ecaade.2001.192
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 192-200
summary Design educators attempt to train the eyes and minds of students to see and comprehend the world around them with the intention of preparing those students to become good designers, critical thinkers and ultimately responsible architects. Over the last eight years we have been developing the digital media curriculum of our architecture program with these fundamental values. We have built digital media use and instruction on the foundation of our program which has historically been based in physical model making. Digital modeling has gradually replaced the capacity of physical models as an analytical and thinking tool, and as a communication and presentation device. The first year of our program provides a foundation and introduction to 2d and 3d design and composition, the second year explores larger buildings and history, the third year explores building systems and structure through design studies of public buildings, fourth year explores urbanism, theory and technology through topic studios and, during the fifth year students complete a capstone project. Digital media and CADD have and are being synchronized with the existing NAAB accredited regimen while also allowing for alternative career options for students. Given our location in the Los Angeles region, many students with a strong background in digital media have gone on to jobs in video game design and the movie industry. Clearly there is much a student of architecture must learn to attain a level of professional competency. A capacity to think visually is one of those skills and is arguably a skill that distinguishes members of the visual arts (including Architecture) from other disciplines. From a web search of information posted by the American Academy of Opthamology, Visual Acuity is defined as an ability to discriminate fine details when looking at something and is often measured with the Snellen Eye Chart (the 20/20 eye test). In the context of this paper visual acuity refers to a subject’s capacity to discriminate useful abstractions in a visual field for the purposes of Visual Thinking- problem solving through seeing (Arnheim, 1969, Laseau 1980, Hoffman 1998). The growing use of digital media and the expanding ability to assemble design ideas and images through point-and-click methods makes the cultivation and development of visual skills all the more important to today’s crop of young architects. The advent of digital media also brings into question the traditional, static 2d methods used to build visual skills in a design education instead of promoting active 3d methods for teaching, learning and developing visual skills. Interactive digital movies provide an excellent platform for promoting visual acuity, and correlating the innate mechanisms of visual perception with the abstractions and notational systems used in professional discourse. In the context of this paper, pedagogy for building visual acuity is being considered with regard to perception of the real world, for example the visual survey of an environment, a site or a street scene and how that visual survey works in conjunction with practice.
keywords Curriculum, Seeing, Abstracting, Notation
series eCAADe
email
last changed 2022/06/07 08:00

_id ecaade03_373_117_wittkopf
id ecaade03_373_117_wittkopf
authors Wittkopf, Stephen K. and Foo, E-Jin
year 2003
title Discussing Image-Based Modeling Technology for 3D Digital Archival of Physical Architecture Models
doi https://doi.org/10.52842/conf.ecaade.2003.373
source Digital Design [21th eCAADe Conference Proceedings / ISBN 0-9541183-1-6] Graz (Austria) 17-20 September 2003, pp. 373-380
summary Besides drawings, physical models are important forms of representation commonly used for architectural design. They can serve as a useful resource for teaching and research, provided there is a proper archiving system that allows easy retrieval. Architectural models in 3D digital format seem to be able to overcome the limitation of physical constraints – they can be easily accessed anytime and anywhere over the Internet. The most common way of 3D model documentation is through geometric-based 3D CAD software. Image-based modeling (IM) allows the 3D digital model to be created from photographic images. Debevec (1998) investigated the hybrid geometry- and image-based approach whilst Tsou (2002) and Hawkins (2001) focused on the application of IM for GIS and digitizing cultural artifacts respectively. This paper aims to compare physical models and their IM counterparts in terms of communication of vital architectural information. Experiments were conducted to evaluate the extent the IM model resembled the physical predecessor in terms of its geometry and visual appearance qualities/faithfulness. A survey was subsequently carried out to compare their performance in terms of the communication of vital architectural information about building designs to the observers. The tabulated results were then examined to help understand the opportunities and weakness of IM for 3D archival of physical architecture models
keywords Image-based modeling, architecture model, digital archiving, design resource
series eCAADe
email
more http://www.arch.nus.edu.sg/akiskw
last changed 2022/06/07 07:57

_id 7436
authors Barría Chateau, H., Muñoz Viveros, C. and Cerda Brintrup, G.
year 1999
title Virtual Tour Through Modern Architecture in Conception
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 475-477
summary This paper describes the development of a project that was selected and sponsoured by the Regional Competition FONDART 1998 (Funds for the Development of Arts of the Regional Secretary of Education) that follows the aim of cultural diffusion. Towards the middle of the 30s, the city of Concepción developed an architecture distinctly colonial, neoclassical and eclectic. An earthquake in 1939 abruptly interrupted this scene, destroying the enterity of its most important buildings. The reconstruction of the city followed the manifestoes of Modern Architecture, consolidating the urban importance of buildings such us the Law Courts, the Railway Station and the Regional Government, that emerged as the new architectural and cultural heritage of the city. The project consisted on the modeling of eleven buildings of the modern architectural heritage, and on the generation of 42 virtual tours through the buildings that were finally edited on a 16' video. This video allows the spectator to make a virtual tour through the original modern heritage of the city, nowadays demolished, altered, and sometimes, even forgotten. This project pretends to widen the ways of comprehension of our cultural identity by using computer modelling and animation as a tool for the conservation of the architectural heritage; and creating a record that can be used as a reference and as an instrument of cultural difussion.
series SIGRADI
email
last changed 2016/03/10 09:47

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

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

_id 2a12
authors Burry, Mark and More, Gregory
year 1998
title Representation, Realism and Computer Generated Architectural Animation
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 241-249
summary This paper documents a simple architectural form which, but for computer generated animation, has no ready alternative explanatory process for its complex generation. The subject is a column in the nave of the Sagrada Familia Church in Barcelona conceived by Gaudí at the beginning of this century without the contemporary opportunities for animated design exploration. The column is based on a set of counter-rotating mutually interfering profiles. As the column gains height, the profiles increase in interference with each other resulting in an increasingly fluted cross section, a tendency towards the Doric Order. For most, however, there is no easy access to a plausible explanation of the inherent rationale for the column. Animating the generation of the column reveals a unique and concealed sublimation of natural patterns of growth. Animation aids an understanding of the effect of the fourth dimension on design itself by releasing a meaning of time from an otherwise inanimate object. Here animation is used to decipher one aspect of the mystery of Gaudí's design while strengthening another: the source and conceptual power of Gaudí to anticipate this phenomenon. Rather than trivialising this design mystery, the explanatory role of the animation enriches comprehension of the formal concept of mutation through displacement or an evolutionary design paradigm. The paper discuss the implications of this ability to show transition, translation and dislocation without delving too deeply into how the animation was made, nor indeed the subject which, after all, requires animation to fully represent its less tangible qualities.
series plCAD
email
last changed 2003/05/17 10:01

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

_id ee24
authors Chien, S.-F., Magd, D., Snyder, J. and Tsa, W.-J.
year 1998
title SG-Clips: A System to Support the Automatic Generation of Designs From Grammars
doi https://doi.org/10.52842/conf.caadria.1998.445
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. 445-454
summary SG-CLIPS is a computer tool that supports the automatic generation of designs from a predefined set of grammar rules that encapsulate the composition principles of a certain style of design. It is an open system that accepts any grammar conforming to the conventions described in this paper. We demonstrate the system through an example and discuss the relation to shape grammars and limitations.
keywords Generative Systems, Shape Grammars, Rule-based Design Tools, CLIPS
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_id 4d6f
authors Chodorowski, Franciszek
year 1998
title From Inversive Perspective to Virtual Space
source Cyber-Real Design [Conference Proceedings / ISBN 83-905377-2-9] Bialystock (Poland), 23-25 April 1998, pp. 43-52
summary Looking back at history, considering the proportions taken up by the particular developments of the future vision of an architectural work, one observes that the main method used was based on a form of drawing in the perpendicular projection in the form of "planes", cross sections and elevations. However, the research considering the threedimensional approach of the design solution, took into consideration a model made of wood, plaster or paper. The supplementary works in the form of an axonometric or a perspective drawing were not usually the domain of architects. Such way of presenting space was used by artists: painters and sculptors. The rapid development taking place in the use of computers in preparing architectural design documentation makes one reflect on many issues. Modern software, apart from making it possible to develop projections, cross sections and elevations, allows the presentation of a three dimensional vision of an architectural solution on the basis of axonometry, perspective and a study of virtual space. Despite the obvious progress facilitating the graphic editing process of design work, the initial design phase is an unchanged process, similar to past times ' It is based on transferring the creative invention onto paper by means of handmade sketches, similarly to making an inventory measurement note.
series plCAD
last changed 1999/04/08 17:16

_id 38af
authors Demirkan, H.
year 1998
title Integration of reasoning systems in architectural modeling activities
source Automation in Construction 7 (2-3) (1998) pp. 229-236
summary In the first phase of a design process, the designer understands the problem and assimilates it to a conceptual framework that is already known to him. Due to the nature of design problems, the reasoning methods and techniques for modeling are not uniform and clear. An integrated reasoning system is proposed for modeling the architectural processes. Such a system may help designers to make decisions based on past experiences as well as domain theory. The performance of the integration approach is compared with the pure case-based and rule-based reasoning systems to study the efficiency and effectiveness in the same domains. The study tried to identify the reasoning systems used by designers pertaining to the interior design applications.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id ga0021
id ga0021
authors Eacott, John
year 2000
title Generative music composition in practice - a critical evaluation
source International Conference on Generative Art
summary This critical evaluation will discuss 4 computer based musical works which, for reasons I shall explain, I describe as non-linear or generative. The works have been constructed by me and publicly performed or exhibited during a two year period from October 1998 to October 2000. ‘In the beginning…’ interactive music installation, strangeAttraction, Morley Gallery, London. July 1999 ‘jnrtv’ live generative dance music May 1999 to Dec 2000 ‘jazz’ interactive music installation, another strangeAttraction Morley Gallery, London. July 2000-09-26 ‘the street’ architectural interactive music installation, University of Westminster Oct 2000 Introduction I have always loved the practice of composing, particularly when it means scoring a work to be played by a live ensemble. There is something about taking a fresh sheet of manuscript , ruling the bar lines, adding clefs, key and time signatures and beginning the gradual process of adding notes, one at a time to the score until it is complete that is gratifying and compensates for the enormous effort involved. The process of scoring however is actually one distinct act within the more general task of creating music. Recently, the notion of ‘composing’ has met challenges through an increased interest in non-linear compositional methods. It is actually the presence of Chaotic or uncontrolable elements which add real beauty to music and many if not all of the things we value. If we think of a sunset, waves lapping on the shore, plants, trees a human face and the sound of the human voice, these things are not perfect and more importantly perhaps, they are transient, constantly changing and evolving. Last year and again this year, I have organised an exhibition of interactive , non-linear music installations called 'strangeAttraction'. The title refers to what Edward Lorenz called a ‘strange attractor’ the phenomenon that despite vast degrees of Chaos and uncertainty within a system, there is a degree of predictability, the tendency for chaotic behaviour to ‘attract’ towards a probable set of outcomes. Composition that deals with 'attractors' or probable outcomes rather than specific details which are set in stone is an increasingly intriguing notion.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 ecaade2018_243
id ecaade2018_243
authors Gardner, Nicole
year 2018
title Architecture-Human-Machine (re)configurations - Examining computational design in practice
doi https://doi.org/10.52842/conf.ecaade.2018.2.139
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 2, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 139-148
summary This paper outlines a research project that explores the participation in, and perception of, advanced technologies in architectural professional practice through a sociotechnical lens and presents empirical research findings from an online survey distributed to employees in five large-scale architectural practices in Sydney, Australia. This argues that while the computational design paradigm might be well accepted, understood, and documented in academic research contexts, the extent and ways that computational design thinking and methods are put-into-practice has to date been less explored. In engineering and construction, technology adoption studies since the mid 1990s have measured information technology (IT) use (Howard et al. 1998; Samuelson and Björk 2013). In architecture, research has also focused on quantifying IT use (Cichocka 2017), as well as the examination of specific practices such as building information modelling (BIM) (Cardoso Llach 2017; Herr and Fischer 2017; Son et al. 2015). With the notable exceptions of Daniel Cardoso Llach (2015; 2017) and Yanni Loukissas (2012), few scholars have explored advanced technologies in architectural practice from a sociotechnical perspective. This paper argues that a sociotechnical lens can net valuable insights into advanced technology engagement to inform pedagogical approaches in architectural education as well as strategies for continuing professional development.
keywords Computational design; Sociotechnical system; Technology adoption
series eCAADe
email
last changed 2022/06/07 07:51

_id 203b
authors Jabi, Wassim M.
year 1998
title The Role of Artifacts in Collaborative Design
doi https://doi.org/10.52842/conf.caadria.1998.271
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. 271-280
summary With the proliferation of digital technology, a new category of design artifacts, usually described with the term virtual, has emerged. Virtual artifacts have gained further prominence due to the advances made in collaboration software and networking technologies. These technologies have made it easier to communicate design intentions through the transfer and sharing of virtual rather than physical artifacts. This becomes particularly true in the case of long-distance or international collaborative efforts. This paper compares the two major categories of artifacts – the physical and the computer-based – and places them in relationship to an observed collaborative design process. In order to get at their specific roles in collaboration, two case studies were conducted in which designers in academic and professional settings were observed using a methodology which focused on participation in the everydayness of the designer as well as casual discussions, collection of artifacts, note-taking, and detailed descriptions of insightful events. The collected artifacts were then categorized according to the setting in which they were created and the setting in which they were intended to be used. These two attributes could have one of two values, private or public, which yield a matrix of four possible categories. It was observed that artifacts belonging in the same quadrant shared common qualities such as parsimony, completeness, and ambiguity. This paper finds that distinguishing between physical and virtual artifacts according to their material and imagined attributes is neither accurate nor useful. This research illustrates how virtual artifacts can obtain the qualities of their physical counterparts and vice versa. It also demonstrates how a new meta-artifact can emerge from the inclusion and unification of its material and imagined components. In conclusion, the paper calls for a seamless continuity in the representation and management of physical and virtual artifacts as a prerequisite to the success of: (1) computer-supported collaborative design processes, (2) academic instruction dealing with making and artifact building, and (3) executive policies in architectural practice addressing the management of architectural documents.
keywords Collaborative Design Process
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

_id 5cab
authors Jain, A., Kensek, K. and Noble, D.
year 1998
title An interactive Web-based teaching tool for simplified 3D analysis of solar rhythms
source Automation in Construction 8 (2) (1998) pp. 181-194
summary This case study presents the World Wide Web as an appropriate medium for architectural teaching. The prototypical tool VRSolar uses simple programming and existing Web resources to help in the teaching of topics related to the movement of the sun and its effects on the built environment. Using JavaScript, this tool is capable of generating real time Web content in html and VRML based on user input. Accessible on the Web from within a standard Web browser, this tool calculates the solar positions of any location on earth and indicates the solar access to a given site in the form of a three-dimensional Web page, which the user can view, navigate through, and animate.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id cfad
authors Kurmann, David
year 1998
title Sculptor - How to Design Space?
doi https://doi.org/10.52842/conf.caadria.1998.317
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. 317-326
summary Architects face a significant lack of computer tools that truly support them in the early, conceptual stages of design. In this paper, we take a look at the reasons for that and propose some solutions. We introduce new human-machine interaction methods that do differ from construction based approaches. We define new spatial interface paradigms as well as new objects and their behavior. Finally we present their implementation in ‘Sculptor’ - a modeling prototype to enable designing in space with space.
keywords Spatial Modeling, Human Computer Interface, Cooperative Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:52

_id e947
authors Mahalingam, G.
year 1998
title Representing architectural design using virtual computers
source Automation in Construction 8 (1) (1998) pp. 25-36
summary The concept of the virtual computer is one of the most significant ideas to emerge in the field of computing. Computational models of architectural design, including state models and process models, have been based in the past on the von Neumann model of computer systems. Von Neumann systems are characterized by stored programs and data, and sequential processing on a single processor. The concept of the virtual computer enables us to break away from the von Neumann model in the representation of architectural design. Virtual computers can now be used to represent architectural design using concepts of parallel or networked systems. One of the limitations of modeling architectural design processes on the computer has been the representation of the processes as serial processes. Virtual computers can eliminate that bottleneck. This paper introduces the concept of representing architectural design using virtual computers. The application of the concept in an auditorium design system developed by the author is briefly examined.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

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