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 631

_id 9f08
authors Hillis, K.
year 1999
title Digital Sensations: Space, Identity, and Embodiment in Virtual Reality
source University of Minnesota Press, Minneapolis, Minnesota
summary Virtual reality is in the news and in the movies, on TV and in the air. Why is the technology -- or the idea -- so prevalent precisely now? What does it mean -- what does it do -- to us? Digital Sensations looks closely at the ways representational forms generated by communication technologies -- especially digital/optical virtual technologies -- affect the "lived" world. Virtual reality, or VR, is a technological reproduction of the process of perceiving the real; yet that process is "filtered" through the social realities and embedded cultural assumptions about human bodies, perception, and space held by the technology's creators. Through critical histories of the technology -- of vision, light, space, and embodiment -- Ken Hillis traces the various and often contradictory intellectual and metaphysical impulses behind the Western transcendental wish to achieve an ever more perfect copy of the real. Because virtual technologies are new, these histories also address the often unintended and underconsidered consequences -- such as alienating new forms of surveillance and commodification -- flowing from their rapid dissemination. Current and proposed virtual technologies reflect a Western desire to escape the body Hillis says. Exploring topics from VR and other, earlier visual technologies, Hillis's penetrating perspective on the cultural power of place and space broadens our view of the interplay between social relations and technology.
series other
last changed 2003/04/23 15:14

_id 6e36
authors Castañé, Dora
year 1999
title Documentation and Patrimony. The Digital Era: A Channel for Memory Recovery
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 451-457
summary The end of the millennium with its new digital technology is contributing important tools to the area of documentation and historical patrimony those of us who support the preservation of memories think that a very important way of personalizing and strengthening our identity is to provide to those who inhabit the city with heightened awareness towards the values of our past. The revitalization requires that the patrimony in itself be valued. At the same time, it necessitates the preparation of a great amount of information utilizing cataloguing, research databases, and other materials be accessible to all citizens. This piece of work shares the different digital data base experiences that are being developed in the CEDODAL foundation art and latinamerican architecture (center for documentation), which is under the direction of the architect Ramon Gutierrez, a research services organization, and diverse higher education institutions (universities). Four bases are introduced, each with different thought and criterion structures in the definition of fields as well as in their dynamic visualizations. Each of them possesses great quantities of digital images, blue prints, and texts. In three of those bases, the data is the output from teams of researchers in different topics through special arrangements with Santa Fe's provincial water), Fonart, and city government. At the same time, the CEDODAL catalogues its documentaries with great quantities of photographic information, blue prints, research passages, and a library.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 11f2
authors Dalholm, E., Rydberg-Mitchell, B., Davies, R. and Warrén, P.
year 1999
title THE EXPERIENCE OF SPACE IN FULL-SCALE MODELS AND VIRTUAL REALITY
source Full-scale Modeling and the Simulation of Light [Proceedings of the 7th European Full-scale Modeling Association Conference / ISBN 3-85437-167-5] Florence (Italy) 18-20 February 1999, pp. 67-74
summary Do we experience the size and character of virtual spaces in the same way as real spaces? What impact has the meaning of a space, i.e. furniture and other clues to the use of a space, on our experience of it? This paper describes an experiment where the participants could navigate through a room, first on desktop-VR, then in full-scale VR (in a CAVE) and finally in a full-scale model. In a first phase the room was empty and only defined through walls, windows and doors. Later on furniture was added as well as colors and textures. The experiment was a pilot study and threw light on some questions which we intend to develop in further investigations. It showed that the participants used building components like doors and windows and furniture in the presentation on desktop VR for their estimation of the size of the room. In the CAVE and in the full-scale model the participants' bodies were the measure for their estimations. The experiment also hinted at that color and texture had an impact on the experience of size.
keywords VR, CAVE, Full-scale Modeling, Design Tool, 3D-Modeling, Participatory Design, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:27

_id 7939
authors Wertheim, M.
year 1999
title The Pearly Gates of Cyberspace: A History of Space from Dante to the Internet
source Doubleday, Sydney
summary Ever since the online world began, its inhabitants have puzzled over a fundamental question: What sort of space, exactly, is cyberspace? Is it just a metaphor, a vivid shorthand for the abstract complexity of computer networks? Or is it in some sense actually a space that parallels the one our bodies live in? Wertheim's impressively argued answer in The Pearly Gates of Cyberspace: A History of Space from Dante to the Internet is that it is both, and more. Cyberspace, she claims, at once exposes and fulfills a long-time cultural yearning for the type of immaterial space, the realm of the soul, that was written out of the West's cosmological picture when science displaced medieval theology.
series other
last changed 2003/04/23 15:14

_id e978
authors [Zupancic] Strojan, Tadeja Z.
year 1999
title CyberUniversity
doi https://doi.org/10.52842/conf.ecaade.1999.196
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 196-200
summary The study of a cyberuniversity derives from an analogy between real urban space and its virtual "substitution". It represents an attempt to balance some views, which seems to be contrary, exclusive, but they are just parts of the same wholeness. Especially the notion of a cyber society is lately considered such an exaggeration, that it is possible to forget the meaning of a real life experience and interactions, which are already threatened. One should contribute to the awarness that is used in such a comparison, it is "just" an analogy, not a real similarity. At the same time it is possible to point out some limitations of a cyberspace and indicate a more realistic view of the meaning of cyber communities. Awarness of the development processes could help to find a balance between reality and virtuality, using cyberfacilities not to destroy us (our identity) but to improve the quality of our (real) life.
keywords University, Cyberuniversity, Space, Cyberspace
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id 8171
authors Ataman, Osman
year 1999
title Facilitating Conceptual Change: Computers, Cognitive Processes and Architecture
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 275-279
summary Computers have gained universal acceptance as tools that designers use. However, computers are often not used to advance the design process but just to make drawings. Many architectural schools still focus on a production orientation which puts the highest value on information management, precise representations and drafting enhancements. Mostly, computer education is limited with button pushing and training manuals. It is the contention of the author that students in Design Studio courses can benefit greatly from computer based educational pedagogy designed to provide them with experiences they currently do not possess. In particular, little time in the computer courses (outside lectures) is spent applying concepts and features of digital tools in design studio environment. In architecture, computers cannot be simply defined as a presentation and production tools. As a cognitive tool, computers provide designers with intelligible and effective representational tools of thought and communication, changes the syntactic structure of design. Consequently, the conceptual structure of computers impacts the conceptual structure of the design project, fosters the analytical processes and facilitates conceptual changes. This paper describes the use of computers in a first year architectural design studio. It attempts to address the importance of developing a design process that is redefined by the use of computing, integrating concept and perception. Furthermore, it describes the theoretical foundations and the underlying cognitive processes that contribute designers' conceptual development.
series SIGRADI
email
last changed 2016/03/10 09:47

_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 2570
authors Barrón, Alicia and Chiarelli, Julia
year 1999
title Problemática de las Modelizaciones (The Issue of Modeling)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 182-185
summary The modelization of an architectural fact, generated through a CAD program, doesn't have only the purpose of generating a virtual electronic, but a constructive scale model of geometric nature. It also implies, a conceptualization level and a posture in front of the pattern that makes thinking in other fields besides the formally constructive, such as: the descriptive and geometric patterns, the communicational and the symbolic pattern. We should understand the way the constructive thought is done the message of the model, either for the relationship with the environment and with the human scale, depends not only upon the author, but his elections will be intrinsically related with his cultural baggage, besides its geometric, graphical and technicians data. These databases condition the result of the model, for this reason we analyzed these relationships looking for a good handling of the cultural codes, to achieve a complete communication of the model. In these moments of the "global village", we should consider this problematic as a visceral topic of the architectural representation, to achieve an effective communication, among different cultures, of the models represented.
series SIGRADI
email
last changed 2016/03/10 09:47

_id c3c6
authors Bonetti, Máximo
year 1999
title Inventario Digital del Patrimonio Arquitectónico y Urbano Marplatense (Digital Inventory of the Architectural and Urban Patrimony of Mar del Plata)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 458-461
summary Assisting to the urgent necessity of documenting buildings, urban and rural spaces of our district and keeping in mind that, this patrimonial values represent a considerable proportion of the creative and constructive effort of the pioneers of this region and of our memory and identity, you urgent restitution the report of the examples that are still conserved. As well as the reconstruction, in the cases that it was necessary, of the missing patrimony that still stays in the collective memory. The construction of the digital inventory outlines, in a principle; to divide to the city in sectors of different urban-architectural importance the hills of. Santa Cecilia Stala Maris and Divino Rostro, those that still conserve numerous examples of architecture of the past, are an example of it. This documentation is carried out from the entity of culture of the municipality of the district of general Pueyrredón, in function of the activity developed in the area of patrimonial preservation. In what concerns to this work, previous antecedents don't exist in our means, being this the first time that is intruded in the land of the digital graph applied to the investigation and historical documentation.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 875c
authors Bonta, Pedro
year 1999
title CAO - Centro Asistido Por Ordenador
doi https://doi.org/10.52842/conf.acadia.1999.012
source ACADIA Quarterly, vol. 18, no. 1, pp. 12-12
summary The formal education of future professionals requires training in four basic skills: abstraction, systemical thought, experimentation and collaboration. The capacity of abstraction allows to understand and manage realty in different ways in order to create opportunities to reinterpret and reorganize the information. The systemical thought promotes the distinction and the interpretation, teaching how they should be interpreted and how they can be refuted. They should learn how to analyze the reality from different points of view, under different conditions, which allows imagining new alternatives and possibilities. Through the experimentation we look for different possibilities and results and verify analogies and relevant differences, comparing with previous ideas. Another relevant aspect is the capacity of collaborating, sharing troubles and solutions, building new knowledge.
series ACADIA
email
last changed 2022/06/07 07:54

_id aef9
id aef9
authors Brown, A., Knight, M. and Berridge, P. (Eds.)
year 1999
title Architectural Computing from Turing to 2000 [Conference Proceedings]
doi https://doi.org/10.52842/conf.ecaade.1999
source eCAADe Conference Proceedings / ISBN 0-9523687-5-7 / Liverpool (UK) 15-17 September 1999, 773 p.
summary The core theme of this book is the idea of looking forward to where research and development in Computer Aided Architectural Design might be heading. The contention is that we can do so most effectively by using the developments that have taken place over the past three or four decades in Computing and Architectural Computing as our reference point; the past informing the future. The genesis of this theme is the fact that a new millennium is about to arrive. If we are ruthlessly objective the year 2000 holds no more significance than any other year; perhaps we should, instead, be preparing for the year 2048 (2k). In fact, whatever the justification, it is now timely to review where we stand in terms of the development of Architectural Computing. This book aims to do that. It is salutary to look back at what writers and researchers have said in the past about where they thought that the developments in computing were taking us. One of the common themes picked up in the sections of this book is the developments that have been spawned by the global linkup that the worldwide web offers us. In the past decade the scale and application of this new medium of communication has grown at a remarkable rate. There are few technological developments that have become so ubiquitous, so quickly. As a consequence there are particular sections in this book on Communication and the Virtual Design Studio which reflect the prominence of this new area, but examples of its application are scattered throughout the book. In 'Computer-Aided Architectural Design' (1977), Bill Mitchell did suggest that computer network accessibility from expensive centralised locations to affordable common, decentralised computing facilities would become more commonplace. But most pundits have been taken by surprise by just how powerful the explosive cocktail of networks, email and hypertext has proven to be. Each of the ingredients is interesting in its own right but together they have presented us with genuinely new ways of working. Perhaps, with foresight we can see what the next new explosive cocktail might be.
series eCAADe
email
more http://www.ecaade.org
last changed 2022/06/07 07:49

_id f58e
authors Bugay, Edson Luiz and Ulbricht, Vania Ribas
year 1999
title Hipermidia para Ensino de Render no AutoCad 14 (Hypermedia for the Tachinf of Render 14 AutoCad)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 280-284
summary Hypermedia applications in education have grown very much and are nowadays available in a great variety of titles covering a major extension of topics. However most of these applications have not gathered too much pedagogic embodiment and when they do have it, it is rather nearly to the intuitive level than based on one or more pedagogic theories. This paper's objective is to provide a practical view of hypermedia directed to teaching which has formed the development basis of a prototype for teaching render in Autocad 14. The several stages' view of developing an hypermedia were considered in the process of the prototype's creation such as the theme's definition, the staffs composition, the metaphor's choice, and the pedagogic model are discussed in details, as well as the several stages that should be followed since the proposals beginning until the product's final distribution. The chosen metaphor is the one of an art study having in mind the meaning of the word "render" being "the artistic representation of a model" once defined the metaphor, the screen's graphical part were developed accordingly.
keywords Hypermedia, Rendering, Learning, Teaching
series SIGRADI
email
last changed 2016/03/10 09:47

_id 8802
authors Burry, Mark, Dawson, Tony and Woodbury, Robert
year 1999
title Learning about Architecture with the Computer, and Learning about the Computer in Architecture
doi https://doi.org/10.52842/conf.ecaade.1999.374
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 374-382
summary Most students commencing their university studies in architecture must confront and master two new modes of thought. The first, widely known as reflection-in-action, is a continuous cycle of self-criticism and creation that produces both learning and improved work. The second, which we call here design making, is a process which considers building construction as an integral part of architectural designing. Beginning students in Australia tend to do neither very well; their largely analytic secondary education leaves the majority ill-prepared for these new forms of learning and working. Computers have both complicated and offered opportunities to improve this situation. An increasing number of entering students have significant computing skill, yet university architecture programs do little in developing such skill into sound and extensible knowledge. Computing offers new ways to engage both reflection-in-action and design making. The collaboration between two Schools in Australia described in detail here pools computer-based learning resources to provide a wider scope for the education in each institution, which we capture in the phrase: Learn to use computers in architecture (not use computers to learn architecture). The two shared learning resources are Form Making Games (Adelaide University), aimed at reflection-in-action and The Construction Primer (Deakin University and Victoria University of Wellington), aimed at design making. Through contributing to and customising the resources themselves, students learn how designing and computing relate. This paper outlines the collaborative project in detail and locates the initiative at a time when the computer seems to have become less self-consciously assimilated within the wider architectural program.
keywords Reflection-In-Action, Design Making, Customising Computers
series eCAADe
email
last changed 2022/06/07 07:54

_id ga9906
id ga9906
authors Caglioti, Giuseppe
year 1999
title Ambiguity in Art and Science
source International Conference on Generative Art
summary Ambiguity can be defined as the coexistence and/or coalescence of two incompatible aspects in the same reality. Ambiguity manifests itself * in pathologic processes occurring in matter, e.g. at the critical state of the solid ¬ ® liquid phase transformation. * during the process of measurement of quantum structures: a process formally very similar to the process of perception. * Systematically, in our mind, during the process of perception - especially during visual perception of paintings or acoustic perception of music.Therefore ambiguity is an intrinsic feature of the process of perception and an intriguing step in the way toward the formation of thought. Ambiguity is continuosly experienced in our mind: every act of perception culminates into the critical state of a dynamic instability of the interiorized image, where the incoherent heap of sensory stimuli merges into coherent visual or auditive thinking. In turn, since perception is essential for life, we should look at ambiguity not so much as to a fastidious travel companion, but rather as to a fixed course toward perception itself, scientific thought and aesthetic emotion: ambiguity is a permanent cultural value.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 ga0020
id ga0020
authors Codignola, G.Matteo
year 2000
title [Title missing]
source International Conference on Generative Art
summary This paper is a summary of my last degree in architecture (discussed in December 1999) with Prof. Celestino Soddu and Prof. Enrica Colabella. In this work I had the possibility to reach complexity by a generative approach with the construction of a paradigm that organizes the different codes of project identity. My general objective was to design shape complexity in variable categories : 3d space surfaces, 2d drawings and 2d textures. I was to discover the identity of one of my favourite architects of the 20th century : Antoni Gaudì, by constructing codes relative to shape complexity. I defined my particular objective in the possibility to abduct from Gaudì's imaginary reference the generatives codes that operate in the logical processing I use to create a possible species project. The next step was to verify the exact working of the new generative codes by means of 3d scenaries, that are recognizable as "Antoni Gaudì specie's architecture". Whit project processing on the generative codes and not on a possible resulting shape design, I was able to organize by my general paradigm the attributes of the project's species : different shapes, different attributes (color, scale, proportion), to get to possible and different scenarys, all recognizable by the relative class codes. I chose three examples in Barcellona built during the period 1902 to 1914 : The Parco Guell, Casa Batllò and Casa Milà are the three reference sceneryes that I used to create the generative codes. In the second step I defined different codes that operate in sequence (it is defined in the paradigm) : The generatives codes are only subjective; they are one possible solution of my interpretation of Antoni Gaudì's identity. This codes operate in four differents ways : Geometrical codes for 2d shapes Geometrical codes for interface relations Spatial codes for 3d extrusion of 2d shapes Geometrical codes for 2d and 3d texturing of generated surfaces. By a stratified application of this codes I arrived at one idea for all the generative processes but many different, possible scenaryes, all recognizable in Gaudì's species. So, my final result has made possible sceneryes belonging to related species defined previously. At the end of my research I designed a project by combination : using Antoni Gaudì's generative codes on a new 3d scenary with a shape catalyst : the Frank Lloyd Wright Guggenheim Museum of New York. In this process I created a "hybrid scenary" : a new species of architectural look; a Guggenheim museum planned by Wright with a god pinch of Gaudì.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id db00
authors Espina, Jane J.B.
year 2002
title Base de datos de la arquitectura moderna de la ciudad de Maracaibo 1920-1990 [Database of the Modern Architecture of the City of Maracaibo 1920-1990]
source SIGraDi 2002 - [Proceedings of the 6th Iberoamerican Congress of Digital Graphics] Caracas (Venezuela) 27-29 november 2002, pp. 133-139
summary Bases de datos, Sistemas y Redes 134The purpose of this report is to present the achievements obtained in the use of the technologies of information andcommunication in the architecture, by means of the construction of a database to register the information on the modernarchitecture of the city of Maracaibo from 1920 until 1990, in reference to the constructions located in 5 of Julio, Sectorand to the most outstanding planners for its work, by means of the representation of the same ones in digital format.The objective of this investigation it was to elaborate a database for the registration of the information on the modernarchitecture in the period 1920-1990 of Maracaibo, by means of the design of an automated tool to organize the it datesrelated with the buildings, parcels and planners of the city. The investigation was carried out considering three methodologicalmoments: a) Gathering and classification of the information of the buildings and planners of the modern architectureto elaborate the databases, b) Design of the databases for the organization of the information and c) Design ofthe consultations, information, reports and the beginning menu. For the prosecution of the data files were generated inprograms attended by such computer as: AutoCAD R14 and 2000, Microsoft Word, Microsoft PowerPoint and MicrosoftAccess 2000, CorelDRAW V9.0 and Corel PHOTOPAINT V9.0.The investigation is related with the work developed in the class of Graphic Calculation II, belonging to the Departmentof Communication of the School of Architecture of the Faculty of Architecture and Design of The University of the Zulia(FADLUZ), carried out from the year 1999, using part of the obtained information of the works of the students generatedby means of the CAD systems for the representation in three dimensions of constructions with historical relevance in themodern architecture of Maracaibo, which are classified in the work of The Other City, generating different types ofisometric views, perspectives, representations photorealistics, plants and facades, among others.In what concerns to the thematic of this investigation, previous antecedents are ignored in our environment, and beingthe first time that incorporates the digital graph applied to the work carried out by the architects of “The Other City, thegenesis of the oil city of Maracaibo” carried out in the year 1994; of there the value of this research the field of thearchitecture and computer science. To point out that databases exist in the architecture field fits and of the design, alsoweb sites with information has more than enough architects and architecture works (Montagu, 1999).In The University of the Zulia, specifically in the Faculty of Architecture and Design, they have been carried out twoworks related with the thematic one of database, specifically in the years 1995 and 1996, in the first one a system wasdesigned to visualize, to classify and to analyze from the architectural point of view some historical buildings of Maracaiboand in the second an automated system of documental information was generated on the goods properties built insidethe urban area of Maracaibo. In the world environment it stands out the first database developed in Argentina, it is the database of the Modern andContemporary Architecture “Datarq 2000” elaborated by the Prof. Arturo Montagú of the University of Buenos Aires. The general objective of this work it was the use of new technologies for the prosecution in Architecture and Design (MONTAGU, Ob.cit). In the database, he intends to incorporate a complementary methodology and alternative of use of the informationthat habitually is used in the teaching of the architecture. When concluding this investigation, it was achieved: 1) analysis of projects of modern architecture, of which some form part of the historical patrimony of Maracaibo; 2) organized registrations of type text: historical, formal, space and technical data, and graph: you plant, facades, perspectives, pictures, among other, of the Moments of the Architecture of the Modernity in the city, general data and more excellent characteristics of the constructions, and general data of the Planners with their more important works, besides information on the parcels where the constructions are located, 3)construction in digital format and development of representations photorealistics of architecture projects already built. It is excellent to highlight the importance in the use of the Technologies of Information and Communication in this investigation, since it will allow to incorporate to the means digital part of the information of the modern architecturalconstructions that characterized the city of Maracaibo at the end of the XX century, and that in the last decades they have suffered changes, some of them have disappeared, destroying leaves of the modern historical patrimony of the city; therefore, the necessity arises of to register and to systematize in digital format the graphic information of those constructions. Also, to demonstrate the importance of the use of the computer and of the computer science in the representation and compression of the buildings of the modern architecture, to inclination texts, images, mapping, models in 3D and information organized in databases, and the relevance of the work from the pedagogic point of view,since it will be able to be used in the dictation of computer science classes and history in the teaching of the University studies of third level, allowing the learning with the use in new ways of transmission of the knowledge starting from the visual information on the part of the students in the elaboration of models in three dimensions or electronic scalemodels, also of the modern architecture and in a future to serve as support material for virtual recoveries of some buildings that at the present time they don’t exist or they are almost destroyed. In synthesis, the investigation will allow to know and to register the architecture of Maracaibo in this last decade, which arises under the parameters of the modernity and that through its organization and visualization in digital format, it will allow to the students, professors and interested in knowing it in a quicker and more efficient way, constituting a contribution to theteaching in the history area and calculation. Also, it can be of a lot of utility for the development of future investigation projects related with the thematic one and restoration of buildings of the modernity in Maracaibo.
keywords database, digital format, modern architecture, model, mapping
series SIGRADI
email
last changed 2016/03/10 09:51

_id 5377
authors Frazer, J.H., Tang, M.X. and Jian, S.
year 1999
title Towards a Generative System for Intelligent Design Support
doi https://doi.org/10.52842/conf.caadria.1999.285
source CAADRIA '99 [Proceedings of The Fourth Conference on Computer Aided Architectural Design Research in Asia / ISBN 7-5439-1233-3] Shanghai (China) 5-7 May 1999, pp. 285-294
summary In the development of intelligent computer aided design systems, three important issues need to considered. These issues are: how to support the generation of product concepts using evolutionary computation techniques; how to use intelligent databases and constraint management systems for detailed exploration of product embodiment; and how to integrate rapid prototyping facilities for product evaluation. In this paper, we present a brief review of knowledge based design and evolutionary design and discuss ways of integrating both in the development of a generative design system. Based on this review, we present the model and its applications of a generative design system utilizing a number of AI and evolutionary computation techniques. This generative design model is intended to provide a generic computational framework for the development of intelligent design support systems.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 7ad1
authors Giordano, Rubén F. and Tosello, María Elena
year 1999
title Laberinto: Una Biblioteca para la Virtualidad. Reflexiones y Acontecimientos en el Cyberespacio (Labyrinth: A Library for Virtuality. Reflections and Events in Cyberspace)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 83-86
summary This project investigates in the limits of the word like only means of structuring of the thought, before the appearance of new paradigms: the multimedias and the ciber-space that have transformed so much the language written as the architectural one causing unpublished situations: 1.) The transformation of a concrete container to other virtual. 2.) The transformation of the design object, of one static material to another that is a process. 3.) The transformation in the traditional ways of thinking (reversible as the formal logic of the mathematics) to new imaginarys epistemologicals. // These non alone events have caused changes in the forms of to know and to communicate the reality but rather the same one suffers a dilation process. We present for their exploration, a road synthesized in some hypotheses that were elaborated with reason of the International Competition of ACADIA 1998: 1.) The new communication systems (cibercomunication) they generate a new territory that should be colonized. This territory this conformed by objects related by infinite bonds (hipertext). 2.) The topographical form is not lineal and sequential, this it is multidirectional and multiradial. The phenomenon of the blow-up and the dilation are the mechanisms with those that the new objects are generated. 3.) These related fields generate interstitial empty spaces where it appears the desire. The interstice like existential space.
series SIGRADI
email
last changed 2016/03/10 09:52

_id ga9928
id ga9928
authors Goulthorpe
year 1999
title Hyposurface: from Autoplastic to Alloplastic Space
source International Conference on Generative Art
summary By way of immediate qualification to an essay which attempts to orient current technical developments in relation to a series of dECOi projects, I would suggest that the greatest liberation offered by new technology in architecture is not its formal potential as much as the patterns of creativity and practice it engenders. For increasingly in the projects presented here dECOi operates as an extended network of technical expertise: Mark Burry and his research team at Deakin University in Australia as architects and parametric/ programmatic designers; Peter Wood in New Zealand as programmer; Alex Scott in London as mathematician; Chris Glasow in London as systems engineer; and the engineers (structural/services) of David Glover’s team at Ove Arup in London. This reflects how we’re working in a new technical environment - a new form of practice, in a sense - a loose and light network which deploys highly specialist technical skill to suit a particular project. By way of a second disclaimer, I would suggest that the rapid technological development we're witnessing, which we struggle to comprehend given the sheer pace of change that overwhelms us, is somehow of a different order than previous technological revolutions. For the shift from an industrial society to a society of mass communication, which is the essential transformation taking place in the present, seems to be a subliminal and almost inexpressive technological transition - is formless, in a sense - which begs the question of how it may be expressed in form. If one holds that architecture is somehow the crystallization of cultural change in concrete form, one suspects that in the present there is no simple physical equivalent for the burst of communication technologies that colour contemporary life. But I think that one might effectively raise a series of questions apropos technology by briefly looking at 3 or 4 of our current projects, and which suggest a range of possibilities fostered by new technology. By way of a third doubt, we might qualify in advance the apparent optimism of architects for CAD technology by thinking back to Thomas More and his island ‘Utopia’, which marks in some way the advent of Modern rationalism. This was, if not quite a technological utopia, certainly a metaphysical one, More’s vision typically deductive, prognostic, causal. But which by the time of Francis Bacon’s New Atlantis is a technological utopia availing itself of all the possibilities put at humanity’s disposal by the known machines of the time. There’s a sort of implicit sanction within these two accounts which lies in their nature as reality optimized by rational DESIGN as if the very ethos of design were sponsored by Modern rationalist thought and its utopian leanings. The faintly euphoric ‘technological’ discourse of architecture at present - a sort of Neue Bauhaus - then seems curiously misplaced historically given the 20th century’s general anti-, dis-, or counter-utopian discourse. But even this seems to have finally run its course, dissolving into the electronic heterotopia of the present with its diverse opportunities of irony and distortion (as it’s been said) as a liberating potential.1 This would seem to mark the dissolution of design ethos into non-causal process(ing), which begs the question of ‘design’ itself: who 'designs' anymore? Or rather, has 'design' not become uncoupled from its rational, deterministic, tradition? The utopianism that attatches to technological discourse in the present seems blind to the counter-finality of technology's own accomplishments - that transparency has, as it were, by its own more and more perfect fulfillment, failed by its own success. For what we seem to have inherited is not the warped utopia depicted in countless visions of a singular and tyrranical technology (such as that in Orwell's 1984), but a rich and diverse heterotopia which has opened the possibility of countless channels of local dialect competing directly with the channels of power. Undoubtedly such multiplicitous and global connectivity has sent creative thought in multiple directions…
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

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