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

PDF papers
References

Hits 1 to 20 of 628

_id 3db8
authors Clarke, Keith
year 1999
title Getting Started with GIS
source 2nd ed., Prentice Hall Series in Geographic Information Science, ed. Kieth Clarke. Upper Saddle River, NJ: Prentice Hall, 1999, 2-3
summary This best-selling non-technical, reader-friendly introduction to GIS makes the complexity of this rapidly growing high-tech field accessible to beginners. It uses a "learn-by-seeing" approach that features clear, simple explanations, an abundance of illustrations and photos, and generic practice labs for use with any GIS software. What Is a GIS? GIS's Roots in Cartography. Maps as Numbers. Getting the Map into the Computer. What Is Where? Why Is It There? Making Maps with GIS. How to Pick a GIS. GIS in Action. The Future of GIS. For anyone interested in a hands-on introduction to Geographic Information Systems.
series other
last changed 2003/04/23 15:14

_id 4d95
authors Alvarado, Rodrigo Garcia and Maver, Tom
year 1999
title Virtual Reality in Architectural Education: Defining Possibilities
source ACADIA Quarterly, vol. 18, no. 4, pp. 7-9
doi https://doi.org/10.52842/conf.acadia.1999.007
summary Introduction: virtual reality in architecture Virtual Reality (VR) is an emergent computer technology for full 3D-simulations, which has a natural application in the architectural work, due that activity involves the complete definition of buildings prior to its construction. Although the profession has a long tradition and expertise in the use of 2D-plans for the design of buildings, the increasing complexity of projects and social participation requires better media of representation. However, the technological promise of Virtual Reality involves many sophisticated software and hardware developments. It is based on techniques of 3D-modelling currently incorporated in the majority of drawing software used in architecture, and also there are several tools for rendering, animation and panoramic views, which provide visual realism. But other capabilities like interactivity and sense of immersion are still complex, expensive and under research. These require stereoscopic helmets, 3D pointers and trackers with complicated configurations and uncomfortable use. Most advanced installations of Virtual-Reality like CAVEs involve much hardware, building space and restrictions for users. Nevertheless, diverse developers are working in Virtual-Reality user-friendly techniques and there are many initial experiences of architectural walk-throughs showing advantages in the communication and development of designs. Then we may expect an increasing use of Virtual Reality in architecture.
series ACADIA
email
last changed 2022/06/07 07:54

_id c19d
authors Camara, Antonio S. and Raper, Jonathan (Ed.)
year 1999
title Spatial multimedia and virtual reality
source London: Taylor & Francis
summary The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation. The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field. ------------------------------------------------------------------------
series other
last changed 2003/04/23 15:14

_id c229
authors Cavazos, María Estela Sánchez
year 2002
title Experiencia en Digitalización de Procesos de Diseño Arquitectónico Caso Taller de Modelación Espacial, Universidad Autónoma de Aguascalientes [Experience in Digitalization Processes of Architectural Design: Study Case of Space Modeling, Independent University of Aguascalientes ]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 252-256
summary This project has been based in an experience that took time in the years 1999 and 2000 where a group of 13 students of the Architectonic Design Masters in the U.A.A. were submitted to a project that consisted in register their Architectonic Design Processing during a year with the main purpose of having the most complete material possible to be used as material for different research projects. At the end of the architectonic project the students scanned all the graphics and ordered them in the format that was established by the group using ACDSee32 as the program, which resulted very simple to manage and permitted to order the graphics and write comments to them as it was thought. The result obtained was 12 ordered texts by seven segments pefectly identifi ed and with easy manage for any investigation that you want to realice with them, in fact today exist two fi nished investigations that were realized with this information added to one formal investigation and some informal in process.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 1ea1
authors Cheng, Nancy Yen-wen
year 1999
title Digital Design at UO
source ACADIA Quarterly, vol. 18, no. 4, p. 18
doi https://doi.org/10.52842/conf.acadia.1999.x.l0k
summary University of Oregon Architecture Department has developed a spectrum of digital design from introductory methods courses to advanced design studios. With a computing curriculum that stresses a variety of tools, architectural issues such as form-making, communication, collaboration,theory-driven design, and presentation are explored. During the first year, all entering students are required to learn 3D modeling, rendering, image-processing and web-authoring in our Introduction to Architectural ComputerGraphics course. Through the use of cross-platform software, the two hundred beginning students are able to choose to work in either MacOS or Windows. Students begin learning the software by ‘playing’ with geometric elements and further develop their control by describing assigned architectural monuments. In describing the monuments, they begin with 2D diagrams and work up to complete 3D compositions, refining their modelswith symbol libraries. By visualizing back and forth between the drafting and modeling modes, the students quickly connect orthogonal plans and sections with their spatial counterparts. Such connections are an essential foundation for further learning.
series ACADIA
email
last changed 2022/06/07 07:49

_id 9a1e
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo
year 1999
title Stumbling, Backtracking, and Leapfrogging: Two Decades of Introductory Architectural Computing
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 151-158
doi https://doi.org/10.52842/conf.ecaade.1999.151
summary Our collective concept of computing and its relevance to architecture has undergone dramatic shifts in emphasis. A review of popular texts from the past reveals the biases and emphases that were current. In the seventies, architectural computing was generally seen as an elective for data processing specialists. In the early eighties, personal computers and commercial CAD systems were widely adopted. Architectural computing diverged from the "batch" world into the "interactive" world. As personal computing matured, introductory architectural computing courses turned away from a foundation in programming toward instruction in CAD software. By the late eighties, Graphic User Interfaces and windowing operating systems had appeared, leading to a profusion of architecturally relevant applications that needed to be addressed in introductory computing. The introduction of desktop 3D modeling in the early nineties led to increased emphasis upon rendering and animation. The past few years have added new emphases, particularly in the area of network communications, the World Wide Web and Virtual Design Studios. On the horizon are topics of electronic commerce and knowledge markets. This paper reviews these past and current trends and presents an outline for an introductory computing course that is relevant to the year 2000.
keywords Computer-Aided Architectural Design, Computer-Aided Design, Computing Education, Introductory Courses
series eCAADe
email
last changed 2022/06/07 07:56

_id 37d1
authors Corona Martíne, Alfonso and Vigo, Libertad
year 1999
title Before the Digital Design Studio
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 247-252
summary This paper contains some observations which derive from our work as Studio Professors . In the last years, studios are in a transition phase with the progressive introduction of computers in later stages of the design process. The initiative generally belongs to students rather than to studio masters, since the former are aware that a knowledge of CAD systems will make them able to get work in architects offices. It is the first few Studios that will guide the student in forming a conception of what is architecture . Therefore, we have observer more attentively the way in which he establishes his first competence as a designer. We believe it is useful to clarify design training before we can integrate computers into it. The ways we all learn to design and which we transmit in the Studio were obviously created a long time ago, when Architecture became a subject taught in Schools, no longer a craft to be acquired under a master. The conception of architecture that the student forms in his mind is largely dependent on a long tradition of Beaux-Arts training which survives (under different forms) in Modern Architecture. The methods he or she acquires will become the basis of his creative design process also in professional life. Computer programmes are designed to adapt into the stages of this design process simply as time saving tools. We are interested in finding out how they can become an active part in the creative process and how to control this integration in teaching. Therefore, our work deals mainly with the tradition of the Studio and the conditioning it produces. The next step will be to explore the possiblities and restrictions that will inevitably issue from the introduction of new media.
series SIGRADI
email
last changed 2016/03/10 09:49

_id 7546
authors Coyne, R.
year 1999
title Technoromanticism - digital narrative, holism, and the romance of the real
source MIT Press
summary It's no secret that contemporary culture romanticizes digital technologies. In books, articles, and movies about virtual community, virtual reality, artificial intelligence, artificial life, and other wonders of the digital age, breathless anticipation of vast and thrilling changes has become a running theme. But as Richard Coyne makes clear in Technoromanticism: Digital Narrative, Holism, and the Romance of the Real, a dense but rewarding piece of academic criticism, we also get romantic about the new technologies in a more rigorous sense of the word. Whether heralding an electronic return to village communalism or celebrating cyberspace as a realm of pure mind, today's utopian thinking about the digital, Coyne argues, essentially replays the 18th- and 19th-century cultural movement called Romanticism, with its powerful yearnings for transcendence and wholeness. And this apparently is not a good thing. Romanticism, like the more sober Enlightenment rationalism against which it rebelled, has outlived its usefulness as a way of understanding the world, Coyne argues. And so he spends the duration of the book bombarding both the romantic and the rationalist tendencies in cyberculture with every weapon in the arsenal of 20th-century critical theory: poststructuralism, Freudianism, postmodern pragmatism, Heideggerian phenomenology, surrealism--Coyne uses each in turn to whack away at conventional wisdoms about digital tech. Whether the conventional wisdoms remain standing at the end is an open question, but Coyne's tour of the contemporary intellectual landscape is a tour de force, and never before has digital technology's place in that landscape been mapped so thoroughly. --
series other
email
last changed 2003/04/23 15:14

_id ecaade2014_146
id ecaade2014_146
authors Davide Ventura and Matteo Baldassari
year 2014
title Grow: Generative Responsive Object for Web-based design - Methodology for generative design and interactive prototyping
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 2, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 587-594
doi https://doi.org/10.52842/conf.ecaade.2014.2.587
wos WOS:000361385100061
summary This paper is part of the research on Generative Design and is inspired by the ideas spread by the following paradigms: the Internet of Things (Auto-ID Center, 1999) and the Pervasive/Ubiquitous Computing (Weiser, 1993). Particularly, the research describes a number of case studies and, in detail, the experimental prototype of an interactive-design object: “Grow-1”. The general assumptions of the study are as follows: a) Developing the experimental prototype of a smart-design object (Figure 1) in terms of interaction with man, with regard to the specific conditions of the indoor environment as well as in relation to the internet/web platforms. b) Setting up a project research based on the principles of Generative Design.c) Formulating and adopting a methodology where computational design techniques and interactive prototyping ones converge, in line with the principles spread by the new paradigms like the Internet of Things.
keywords Responsive environments and smart spaces; ubiquitous pervasive computing; internet of things; generative design; parametric modelling
series eCAADe
email
last changed 2022/06/07 07:55

_id 7082
authors Dawood, N.
year 1999
title A proposed system for integrating design and production in the precast building industry
source The Int. Journal of Construction IT 7(1), pp. 72-83
summary The UK construction industry is going through a major re-appraisal, with the objective of reducing construction costs by at least 30% by the end of the millennium. Precast and off-site construction are set to play a major role in improving construction productivity, reducing costs and improving working conditions. In a survey of current practices in the prefabrication industry, it was concluded that the industry is far behind other manufacturing-based industries in terms of the utilisation of IT in production planning and scheduling and other technical and managerial operations. It is suggested that a systematic, integrated, computer-aided, approach to presenting and processing information is needed. The objective of this paper is to introduce and discuss the specifications of an integrated intelligent computer-based information system for the precast concrete industry. The system should facilitate: the integration of design and manufacturing operations; automatic generation of production schedules directly from design data and factory attributes; and generation of erection schedules from site information, factory attributes and design data. It is hypothesised that the introduction of such a system would reduce the total cost of precasting by 10% and encourage clients to choose precast components more often.
series journal paper
last changed 2003/05/15 21:45

_id f51a
authors Del Pup, Claudio
year 1999
title Carbon Pencil, Brush and Mouse, Three Tools in the Learning Process of New University Art Designers
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 420-425
summary This article develops the introduction of computer technologies in the fine arts environment the use of these new tools, sharing the process of creation and interacting at the same level with older technics, breaks the myth of technology and tries to reach the right place according to current or modern advances. As an introduction, it explains the insertion in the current courses of study of the "computer languages area", its implementation, present situation and future stages. An important point we have developed is the teaching methodology, to solve the transition of those who, challenging their investigations in different areas, like fire arts, graphic arts, film or video, need the support of computers. The first steps consist in designing sample courses, which allow the measurement of results, the definition of concepts like extension, capacities, teaching hours and the most important, a methodology to share the enthusiasm of creation with the difficulties of learning a new technique it is necessary to discover limits, to avoid easy results as a creative tool one of the most important problems we have faced is the necessity of coordinating the process of creation with the individual time of a plastic artist, finding the right way that allows the integration of all the group, minimizing desertion and losing of motivation. Two years later, the first results in the field of digital image investigations and assistance in form design. Volume as a challenge and solutions supported in techniques of modeling in 3D (experiences of modeling a virtual volume from a revolution profile, its particular facts and the parallelism with potter's lathe the handling of image as the most important element, as an work of art itself, but also as a support in the transmission of knowledge (design of a CD as a tool for the department of embryology of medical school with the participation of people from the medical school, engineering school and school of fine arts). Time as a variable, movement, animation and its techniques, multimedia (design of short videos for the 150th anniversary of the Republic University). Conclusions, good hits, adjustments, new areas to include, problems to solve, the way of facing a constantly evolving technology.
series SIGRADI
email
last changed 2016/03/10 09:50

_id f610
authors Duarte, D.L. and Snyder , N.T. (ed.)
year 1999
title Mastering Virtual Teams
source Jossy-Bass Publishers
summary The original edition of Mastering Virtual Teams offered a first-of-its-kind tool kit for leaders and members of virtual teams. Now, this revised and expanded second edition includes a CD-ROM packed with useful resources that allow virtual teams to access and use the book's many checklists, assessments, and other practical tools quickly and easily. The authors provide updated guidelines, strategies, and best practices for working cross-culturally and cross-functionally, across time and distance, to see a project through. The useful tools, exercises, and real-life examples show how anyone can master the unique dynamics of virtual team participation in an environment where the old rules no longer apply.
series other
last changed 2003/04/23 15:14

_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 750e
authors Ferziger, Joel H. and Peric, Milovan
year 1999
title Computational Methods for Fluid Dynamics
source Berlin, Germany: Springer-Verlag
summary The book offers an overview of the techniques used to solve problems in fluid mechanics on computers and describes in detail those most often used in practice. Included are advanced techniques in computational fluid dynamics, like direct and large-eddy simulation of turbulence, multigrid methods, parallel computing, moving grids, structured, block-structured and unstructured boundary-fitted grids, free surface flows. The book shows common roots and basic principles for many apparently different methods. The book also contains a great deal of practical advice for code developers and users, it is designed to be equally useful to beginners and experts. All computer codes can be accessed from the publisher's server ftp.springer.de on the internet. This second edition is updated throughout and new material has been added, especially on turbulent flows.
series other
last changed 2003/04/23 15:14

_id ecaade2014_041
id ecaade2014_041
authors Gabriel Wurzer, Bob Martens and Thomas Grasl
year 2014
title ProceeDings - A web-based word processor automating the production of conference proceedings
source Thompson, Emine Mine (ed.), Fusion - Proceedings of the 32nd eCAADe Conference - Volume 1, Department of Architecture and Built Environment, Faculty of Engineering and Environment, Newcastle upon Tyne, England, UK, 10-12 September 2014, pp. 11-20
doi https://doi.org/10.52842/conf.ecaade.2014.1.011
wos WOS:000361384700001
summary In this paper an online editing system for eCAADe papers is presented, which is also the technology behind this proceedings volume. On the occasion of the eCAADe 1999 conference in Liverpool, a novel layout for the proceedings was developed. In the course of forthcoming annual conferences, this became the distinctive “look and feel” of the eCAADe proceedings. Due to the complexity, professional typesetting was required for and the authors were disconnected from the publication and layout stage. This paper elaborates on the development and implementation of a web-based tool, which takes care of the typesetting and delegates this activity again to the authors. Neither software installation is required, nor specific training must be completed in advance. On top of this the degree of homogeneity can be raised significantly, thus supporting the editors in charge to concentrate on the task of harmonising the resulting publication output.
keywords Word processing; proceedings preparation; cloud computing
series eCAADe
email
last changed 2022/06/07 07:50

_id 5e85
authors Heylighen, Ann and Neuckermans, Herman
year 1999
title Learning from Experience: Promises, Problems and Side-effects of CBD in Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 567-575
doi https://doi.org/10.52842/conf.ecaade.1999.567
summary Learning from design experience is the essence of Case-Based Design (CBD). Because architects are said to learn design by experience, CBD seems to hold great promises for architectural design, which have inspired various CBD tools. Learning from the experience of developing and using these tools is the objective of this paper. On the one hand, the original expectations seem far from being accomplished today. Reasons for this limited success can be found at three different levels. Level one is the cognitive model underlying CBD, which raises some specific difficulties within the field of architecture. At the level of implementation, few tools manage to draw the full consequences of this view, thus leading to an oversimplification of CBD and/or architectural design. Level three has to do with introducing CBD tools in design education and assessing the effects of this introduction. On the other hand, CBD seems to have caused some interesting side effects, such as an increased interest in creativity and copyright, and the recent re-discovery of the key-role cases play inside and outside the field of CAAD. Thus, although its promises may not be fulfilled, CBD definitely can contribute to design education, be it sometimes without the support of computer technology.
keywords Case-Based Design, Design Education
series eCAADe
email
last changed 2022/06/07 07:50

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
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 The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 30c8
authors Koutamanis, A., Barendse, P.B74 and Kempenaar, J.W.
year 1999
title Web-based CAAD Instruction: The Delft Experience
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 159-168
doi https://doi.org/10.52842/conf.ecaade.1999.159
summary In the early 1990s, the introduction of an extensive CAAD component in the compulsory curriculum of the Faculty of Architecture, Delft University of Technology, stimulated experimentation with computer-based instruction systems. The emergence of the World Wide Web presented new possibilities. Nevertheless, the reasons for investing in Web-based CAAD instruction were mostly pragmatic, i.e. a reaction to necessity, rather than an intention to explore, experiment and revolutionize. One of the problems addressed in our Web-based CAAD instruction is CAAD literacy. Help files and manuals that accompany software have proven to be unsuitable for introductory courses in design computing. This led to the development of a series of dynamic Web-based tutorials, in the form of interactive slide shows. The implementation of the tutorials is based on a cooperative framework that allows teachers and students to contribute at different levels of technical and methodical complexity. The use of the Web in CAAD education also stimulated a more active attitude among students. Despite the limited support and incentives offered by the Faculty, the Web-based CAAD courses became an invitation to intelligent and meaningful use of Web technologies by students for design presentation and communication. This is not only a useful addition to the opportunities offered by CAAD systems but also a prerequisite to new design communities.
keywords WWW Technologies, Teaching
series eCAADe
email
last changed 2022/06/07 07:51

_id f9c4
authors Kvan, Thomas and Candy, Linda
year 1999
title Designing Collaborative Environments for Strategic Knowledge in Design
source 2nd International Workshop on Strategic Knowledge and Concept Formation, Iwate Prefectural University, 20-22 October 1999, pp. 85-94
summary This paper considers aspects of strategic knowledge in design and some implications for designing in collaborative environments. Two key questions underline the concerns. First; how can strategic knowledge for collaborative design be taught and second; what kind of computer-based collaborative designing might best support the learning of strategic knowledge? We argue that the support of learning of strategic knowledge in collaborative design by computer-mediated means must be based upon empirical evidence about the nature of learning and design practice in the real world. Examples of research by the authors that seeks to provide that evidence are described and an approach to computer system design and evaluation proposed.
keywords Collaborative Design; Strategic Knowledge; Empirical Studies; Computer Support
series other
email
last changed 2002/11/15 18:29

_id 0a45
authors Lee, K.
year 1999
title Principles of CAD/CAM/CAE Systems
source New York: Addison-Wesley 1999
summary An Introduction to CAD/CAM/CAE is a timely text with coverage of many modern topics, including: rapid prototyping, virtual engineering, NT-based solid modeling systems, and Web-related issues. This book provides balanced coverage of CAD/CAM (with slightly more emphasis on CAD topics) and bonus coverage of computer-aided engineering (CAE). This book's emphasis on the integration of three related disciplines-CAD, CAM, and CAE-makes it a great theoretical introduction to all subjects from geometric representation to the most sophisticated CAE subjects. Many illustrations and references ground the theory in practical examples. The book also features a unique illustration of the whole product development process through a practical case study that gives readers a clear idea how CAD, CAM, and CAE systems are integrated to accelerate the product development process. This book is carefully targeted toward today's students; topics are introduced in a concise, efficient manner, with mathematical terminology that is kept to a minimum. A background in programming, calculus, and matrix and vector algebra is helpful when using this text.
series other
last changed 2003/04/23 15:14

For more results click below:

this is page 0show page 1show page 2show page 3show page 4show page 5... show page 31HOMELOGIN (you are user _anon_566997 from group guest) CUMINCAD Papers Powered by SciX Open Publishing Services 1.002