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 541

_id a037
authors Aygen, Z. and Flemming, U.
year 1998
title Classification of Precedents - A Hybrid Approach to Indexing and Retrieving Design Cases in SEED (a Software Environment for the Early Phases of Building Design)
doi https://doi.org/10.52842/conf.caadria.1998.435
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. 435-444
summary An efficient indexing of past solutions is crucial to case-based design (CBD) systems performing complex retrieval on large case-bases. This paper suggests a hybrid approach to the indexing and retrieval of design precedents. The suggested approach accounts for the issues of classification manifested in architectural discussions on type and CBD literature. The indexing scheme integrates description-logic based representation for classification and an object-based representation for precedents. The hybrid scheme constitutes a basis for the implementation of a generic case indexing and retrieval mechanism for SEED.
keywords Case-Based Design, Classification, Typology
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

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

_id c304
authors Barber, T.and Hanna, R.
year 1998
title Appraisal of Design Studio Methodologies
doi https://doi.org/10.52842/conf.caadria.1998.021
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. 21-30
summary This paper investigates the relationship between different design approaches and their effectiveness in the formulation of design concepts. This inquiry will focus on the computer as the sole design and developmental tool. The research employs a short design programme, a small building with a given urban site, as its investigative vehicle. Nineteen second year students of the Mackintosh School of Architecture were monitored and their design progress evaluated. They were split into two groups: one used CAD and AEC as the only drawing and modelling tool, tutorial and review, and another used conventional tools of drawing and model making (mixed media). Structured interviews and personal observations were used as a means for data collection. Questionnaires were administered to students and their response was analysed using the statistical programme SPSS (Statistical Package for the Social Sciences). The Mann-Whitney test was used to test the Null Hypothesis that different design approaches will not produce different design outcomes. Correlation, Regression and the X2 test of independence were also employed to screen data and identify patterns of relationships.

series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id 7
authors Bermudez, Julio
year 1998
title Interaccion de Medios y Proceso De DiseÒo: Teoria y Base de Conocimientos Para una Produccion Arquitectonica Hibrida (Interaction of Design Media and Process: Theory and Knowledge Base for in the Production of Architectural Hybrids)
source II Seminario Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings / ISBN 978-97190-0-X] Mar del Plata (Argentina) 9-11 september 1998, pp. 56-65
summary Integrating computers in architectural design means to negotiate between centuries-old analog design methods and the new digital systems of production. 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 yet either developed a theoretical base that connects their procedures to a larger conceptual framework nor been sufficiently cross-referenced and third party tested to conform a reliable knowledge base. This paper addresses the first shortcoming in the light of the forces transforming our contemporary civilization and architecture.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 0471
authors Bruton, B.
year 1998
title Grammars and Pedagogy - Towards new Media Art and Design Education Strategies
doi https://doi.org/10.52842/conf.caadria.1998.385
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. 385-394
summary The impact of computational grammatical design on pedagogy has received little attention in art education due to the dominant modes of traditional approaches to art and design education. This paper explores the pedagogical implications of grammatical strategies using computers for judgements of design within an art educational setting. Grammatical strategies are studied for their effect on the judgements of novice artists in a new media educational context. It is argued that concepts of grammar and views of contingency are used in a variety of senses in the conception and form making of artists; that finding methods for discussing and utilising complex visual information is aided by grammatical formalisation; that these strategies are evidently effective at both early and mature stages of the realisation of a project. The research explores the relation between computer and art on three levels in which grammar is used: as a sense of grammar, as a computational paradigm and as a description of a kind of computer program. Grammatical formalism is apparent in two dimensional linear and non-linear animations using Photoshop, Premiere and Director, and in solid modelling programs such as Extreme 3D, Form Z, Strata Studio Pro, 3D Studio Max and SoftImage. Web site construction also impacts on the judgements of 2D and 3D design. Computational grammatical programs generate forms that reflect alternative understandings of art and design. Art practise is defined in terms of developing consistent and appropriate design language for the contingency at hand. Form making using grammatical tools, both recursive and array types, is discussed in terms of their applicability and educative value. Reference is made to formal qualities for critique and strategic capability of alternative pedagogy for generation of forms. Examples provided show how simple rule sets develop into complex derivational sequences that challenge traditional strategies for computer imaging. The paper demonstrates the value of a sense of grammars for novice art and design practitioners by using first hand examples of experimental work at the South Australian School of Art, University of South Australia. For novice artists and designers, grammars in conjunction with reflective practice is offered as a useful mind set that supports an interest in actively defining a new kind of art. Illustrations provided show the utility of a contingent sense of grammar for pedagogy and highlights the significant role of grammar in pedagogy.
keywords Grammar, Pedagogy, Computer, Art, Design
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:54

_id d44c
authors Cheng, N.
year 1998
title Digital Identity in the Virtual Design Studio
source Constructing Identity: the Associated Collegiate Schools of Architecture (ACSA) 56th Annual Meeting Proceedings, Cleveland, Ohio
summary Internet tools most effectively connect diverse groups when individuals involved experience vital human connections. Online strangers are pulled into a community in which they can see a friendly face in the crowded stream of information. Strong self expression engages an audience and can result in personal interactions which reward getting beyond the technology. A group of individual profiles can coalesce to give colorful definition to team biases, strengths and weaknesses. This paper examines how the expression of identity has been a critical factor in the success of Internet design collaborations. First, it provides context on how these projects can improve architectural education by increasing relevance. Second, it identifies opportunities for individual and team expression gathered from a series of annual international design exercises known as the Virtual Design Studio. Third, it explains strategies for fostering student expression and interaction. Finally, it cites areas for future investigation.
series other
last changed 2003/04/23 15:50

_id ab2e
authors Cheng, Nancy Yen-Wen
year 1998
title Wayfinding In Cyberspace - Negotiating Connections between Sites
doi https://doi.org/10.52842/conf.caadria.1998.083
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. 83-92
summary As the number of 3D virtual worlds grow, the distributed nature of the Internet will juxtapose many different kinds of spatial environments. Moving between these environments can be disorienting due to the lack of structural continuity. How can we create an easily navigable experience in a realm so different from the stable, natural world that we inhabit? This paper provides background about navigating virtual worlds, discusses the boundary gaps and describes efforts in how to bridge these gaps. Using examples from an academic exercise, archetypes of negotiated connections between sites are proposed.
keywords Electronic Design Media, Virtual Reality, Precedence and Prototypes
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_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 873d
authors Chiu, Mao-Lin and Lan, Ju-Hung
year 1998
title Discovery of Historical Tainan: A Digital Approach
doi https://doi.org/10.52842/conf.caadria.1998.113
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. 113-122
summary This paper depicts the use of computers in the urban studies, and provides a digital way of understanding historical buildings. "Discovery of Historical Tainan" is a joint project among historians and CAD researchers to use a digital approach to preserve historical evidences of the central city of Tainan. The importance of historical scenes is revealed by the efforts of integration with digital information and models. Furthermore, the level of abstraction and accuracy in the large-scale urban models are examined. The result demonstrates that the ability of foreseeing the future changes can be enhanced by the digital approach.
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:56

_id aa52
authors Chiu, Mao-Lin
year 1998
title The Design Guidance of CSCW - Learning from Collaborative Design Studios
doi https://doi.org/10.52842/conf.caadria.1998.261
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. 261-270
summary Computer supported collaborative work (CSCW) becomes important for the architectural practice and design education in recent years. Design guidance on design operations facilitates design studios to achieve their educational and research purposes. This study depicts the experience of computer-supported collaborative design learned from three collaborative design studios. Design guidance can advise participants to understand the purpose of communication in CSCW, anticipate design collaboration, and formulate design operations by the process model. Based on the observations of CDS, the discussion focuses on how to develop guidance on design operations according to the following factors: (1) structured framework, (2) the kind of technology, (3) the level of communication, and (4) the process model of CSCW.
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:56

_id 64c9
authors Dannettel, Mark E. and Bertin, Vito
year 1998
title Integrating Electronic Media into the Architecture Studio -A Teaching Development Grant at the Chinese University of Hong Kong.
doi https://doi.org/10.52842/conf.caadria.1998.031
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. 31-38
summary Increasingly, architecture students and instructors are exposed to a widening array of softwares, hardwares, and strategies for the production and representation of architectural work. In an effort to promote the effective use of these tools within design education, instructors need to develop strategies for implementing them into the design studios. A teaching development grant which has been received by the Department of Architecture at CUHK is entitled Integrated Media Design Studio. This investigation involves multiple instructors, and levels of design studios. It provides an environment of a wide range of available equipment for producing, evaluating, documenting, and communicating architectural work in the studio. In addition to increasing the effective use of technology resources, and also raising the quality of studio instruction, this teaching development grant aims to create opportunities to further integrate other courses within the studio environment.
keywords Multimedia, Architecture, Studio, Education
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_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 4233
authors Day, Alan K. and Radford, Antony D.
year 1998
title An Overview of City Simulation
doi https://doi.org/10.52842/conf.caadria.1998.183
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. 183-192
summary The present state of development of city simulation is outlined, including the relationship between the physical city and the virtual city and the traditions and history which lies behind the development of computer simulations of cities.
keywords 3D City Modeling, Environmental Simulation, Geographic Information Systems, Cities, Urban Models
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_id ddss9829
id ddss9829
authors De Hoog, J., Hendriks, N.A. and Rutten, P.G.S.
year 1998
title Evaluating Office Buildings with MOLCA(Model for Office Life Cycle Assessment)
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 MOLCA (Model for Office Life Cycle Assessment) is a project that aims to develop a tool that enables designers and builders to evaluate the environmental impact of their designs (of office buildings) from a environmental point of view. The model used is based on guidelinesgiven by ISO 14000, using the so-called Life Cycle Assessment (LCA) method. The MOLCA project started in 1997 and will be finished in 2001 resulting in the aforementioned tool. MOLCA is a module within broader research conducted at the Eindhoven University of Technology aiming to reduce design risks to a minimum in the early design stages.Since the MOLCA project started two major case-studies have been carried out. One into the difference in environmental load caused by using concrete and steel roof systems respectively and the role of recycling. The second study focused on biases in LCA data and how to handle them. For the simulations a computer-model named SimaPro was used, using the world-wide accepted method developed by CML (Centre for the Environment, Leiden, the Netherlands). With this model different life-cycle scenarios were studied and evaluated. Based on those two case studies and a third one into an office area, a first model has been developed.Bottle-neck in this field of study is estimating average recycling and re-use percentages of the total flow of material waste in the building sector and collecting reliable process data. Another problem within LCA studies is estimating the reliability of the input data and modelling uncertainties. All these topics will be subject of further analysis.
keywords Life-Cycle Assessment, Office Buildings, Uncertainties in LCA
series DDSS
last changed 2003/08/07 16:36

_id acdf
authors Dijkstra, J., Timmermans, H. and Roelen, W.
year 1998
title Eye Tracking as a User Behavior Registration Tool in Virtual Environments
doi https://doi.org/10.52842/conf.caadria.1998.057
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. 57-66
summary Registration of user behavior in a virtual environment is a particular aspect of an ongoing research project which aims to develop a conjoint analysis - virtual reality system. In this paper, the registration of user behavior by eye tracking techniques will be described. It will be advocated that eye-tracking techniques offer interesting possibilities for recording user behavior.
keywords User Behavior, Conjoint Analysis, Virtual Reality, Decision Making
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:55

_id 1d83
authors Dodge, M., Doyle, S. and Smith, A.
year 1998
title Visual Communication in Urban Planning and Urban Design
source Working Paper 2; Centre for Advanced Spatial Analysis Working Papers; London; June 1998
summary This Case Study documents the current status of visual communication in urban design and planning. Visual communication is examined through discussion of standalone and network media, specifically concentrating on visualisation on the World Wide Web (WWW). First, we examine the use of Solid and Geometric Modelling for visualising urban planning and urban design. This report documents and compares examples of the use of Virtual Reality Modelling Language (VRML) and proprietary WWW based Virtual Reality modelling software. Examples include the modelling of Bath and Glasgow using both VRML 1.0 and 2.0. The use of Virtual Worlds and their role in visualising urban form within multi-user environments is reviewed. The use of Virtual Worlds is developed into a study of the possibilities and limitations of Virtual Internet Design Arena's (ViDA's), an initiative undertaken at the Centre for Advanced Spatial Analysis, University College London. The use of Virtual Worlds and their development towards ViDA's is seen as one of the most important developments in visual communication for urban planning and urban design since the development plan. Secondly, the role of photorealistic media in the process of communicating plans is examined. The process of creating photorealistic media is documented, and examples of the Virtual Streetscape and Wired Whitehall Virtual Urban Interface System are provided. The conclusion is that, although the use of photo-realistic media on the WWW provides a way to visually communicate planning information, its use is limited. The merging of photorealistic media and solid geometric modelling in the creation of Augmented Reality is reviewed. Augmented Reality is seen to provide an important step forward in the ability quickly and easily to visualise urban planning and urban design information. Third, the role of visual communication of planning data through GIS is examined in terms of desktop, three dimensional, and Internet based GIS. The evolution to Internet GIS is seen as a critical component in the development of virtual cities that will allow urban planners and urban designers to visualise and model the complexity of the built environment in networked virtual reality. Finally, a viewpoint is put forward of the Virtual City, linking Internet GIS with photorealistic multi-user Virtual Worlds. At present there are constraints on how far virtual cities can be developed, but a view is provided on how these networked virtual worlds are developing to aid visual communication in urban planning and urban design.
series other
last changed 2003/04/23 15:50

_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 6fdf
authors Emdanat, Samir S. and Vakalo, Emmanuel-G.
year 1998
title An Ontology for Conceptual Design in Architecture
doi https://doi.org/10.52842/conf.caadria.1998.425
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. 425-434
summary This paper presents ongoing efforts to formulate an ontology for conceptual design on the basis of shape algebras. The ontology includes definitions for spatial elements such as points, lines, planes, and volumes, as well as, non-spatial elements such as material properties. The ontology is intended to facilitate sharing knowledge of shapes and their properties among independent design agents. This paper describes the formulation of the ontology and discusses some of its underlying classes, axioms, and relations.
keywords Ontologies, Knowledge Representation
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:56

_id abed
authors Frazer, John Hamilton and Tang, Ming Xi
year 1998
title Development of an Integrated Design System
doi https://doi.org/10.52842/conf.caadria.1998.473
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. 473-482
summary The School of Design in the Hong Kong Polytechnic University is developing advanced computer-based design systems by integrating Artificial Intelligence and evolutionary computing techniques with CAD/CAAD systems. Applications embrace architectural and environmental design as well as interior, industrial, fashion, graphic, and photographic design. The integration of the design systems developed in these domains provides a good basis for building a virtual design studio in collaboration with leading design research centres and institutions around the world. This virtual design studio is intended as a powerful computational environment for the integration of Asian cultural values with modern interdisciplinary design technologies.
keywords AI, Generative Techniques, Evolutionary Techniques, Virtual Studio
series CAADRIA
email
more http://www.caadria.org
last changed 2022/06/07 07:50

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