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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_id ga9925
id ga9925
authors Ambrosini, L., Longatti, M. and Miyajima, H.
year 1999
title Time sections, abstract machines
source International Conference on Generative Art
summary conditions a time-spatial discontinuity in the urban grid, ancient walls casually discovered in a substrate of the contemporary town needs a surplus of information to be understood and interfaced with their current condition. diagrams diverse chronological stages of the urban evolution are mapped on the area, in order to read the historical stratifications as a multiplicity of signs; this abstract approach leads to consider the roman space as guided by metrics, a system of measure superimposed on the landscape, vs. medioeval spatial continuity, where more fluid relations between the same urban elements create a completely different pattern.assemblage (time sections) a surface, automatically displaced from the medioeval diagram, moves along the z axis, the historical stratification direction, intersecting in various, unpredictable, manners a series of paths; these paths start as parallels, allowing an undifferentiated access to the area, and mutate along their developing direction, intertweening and blending each other; linear openings are cut on the surface, virtually connecting the two levels by light, following the roman grid in rhythm and measure. Projected on the lateral wall, the cadence of the vertical and horizontal elements becomes a temporal diagram of the design process.movement time takes part into the process through two kinds of movement: the first one, freezed when reaches the best results, in terms of complexity, is given by the surface intersecting the tubular paths; the second one is represented by multiple routes walking on which the project can be experienced (in absence of any objective, fixed, point of view, movement becomes the only way to understand relations). Thresholds between typical architectural categories (such as inside-outside, object-landscape etc.) are blurred in favour of a more supple condition, another kind of continuity (re)appears, as a new media, between the different historical layers of the city.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ga9926
id ga9926
authors Antonini, Riccardo
year 1999
title Let's Improvise Together
source International Conference on Generative Art
summary The creators of ‘Let's-Improvise-Together’ adhere to the idea that while there is a multitude of online games now available in cyberspace, it appears that relatively few are focused on providing a positive, friendly and productive experience for the user. Producing this kind of experience is one the goals of our Amusement Project.To this end, the creation of ‘Let's Improvise Together’ has been guided by dedication to the importance of three themes:* the importance of cooperation,* the importance of creativity, and* the importance of emotion.Description of the GameThe avatar arrives in a certain area where there are many sound-blocks/objects. Or he may add sound "property" to existing ones. He can add new objects at will. Each object may represents a different sound, they do not have to though. The avatar walks around and chooses which objects he likes. Makes copies of these and add sounds or change the sounds on existing ones, then with all of the sound-blocks combined make his personalized "instrument". Now any player can make sounds on the instrument by approaching or bumping into a sound-block. The way that the avatar makes sounds on the instrument can vary. At the end of the improvising session, the ‘composition’ will be saved on the instrument site, along with the personalized instrument. In this way, each user of the Amusement Center will leave behind him a unique instrumental creation, that others who visit the Center later will be able to play on and listen to. The fully creative experience of making a new instrument can be obtained connecting to Active Worlds world ‘Amuse’ and ‘Amuse2’.Animated colorful sounding objects can be assembled by the user in the Virtual Environment as a sort of sounding instrument. We refrain here deliberately from using the word musical instrument, because the level of control we have on the sound in terms of rythm and melody, among other parameters, is very limited. It resembles instead, very closely, to the primitive instruments used by humans in some civilizations or to the experience made by children making sound out of ordinary objects. The dimension of cooperation is of paramount importance in the process of building and using the virtual sounding instrument. The instrument can be built on ones own effort but preferably by a team of cooperating users. The cooperation has as an important corolary: the sharing of the experience. The shared experience finds its permanence in the collective memory of the sounding instruments built. The sounding instrument can be seen also as a virtual sculpture, indeed this sculpture is a multimedial one. The objects have properties that ranges from video animation to sound to virtual physical properties like solidity. The role of the user representation in the Virtual World, called avatar, is important because it conveys, among other things, the user’s emotions. It is worth pointing out that the Avatar has no emotions on its own but it simply expresses the emotions of the user behind it. In a way it could be considered a sort of actor performing the script that the user gives it in real-time while playing.The other important element of the integration is related to the memory of the experience left by the user into the Virtual World. The new layout is explored and experienced. The layout is a permanent editable memory. The generative aspects of Let's improvise together are the following.The multi-media virtual sculpture left behind any participating avatar is not the creation of a single author/artist. The outcome of the sinergic interaction of various authors is not deterministic, nor predictable. The authors can indeed use generative algorythm in order to create the texture to be used on the objects. Usually, in our experience, the visitors of the Amuse worlds use shareware programs in order to generate their texture. In most cases the shareware programs are simple fractals generators. In principle, it is possible to generate also the shape of the object in a generative way. Taking into account the usual audience of our world, we expected visitors to use very simple algorythm that could generate shapes as .rwx files. Indeed, noone has attempted to do so insofar. As far as the music is concerned, the availability of shareware programs that allow simple generation of sounds sequences has made possible, for some users, to generate sounds sequences to be put in our world. In conclusion, the Let's improvise section of the Amuse worlds could be open for experimentation on generative art as a very simple entry point platform. We will be very happy to help anybody that for educational purposes would try to use our platform in order to create and exhibit generative forms of art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id bbb9
authors Blaise, Jean-Yves and Dudek, Iwona
year 1999
title SOL: Spatial and Historical Web-Based Interface for On Line Architectural Documentation of Krakow's Rynek Gowny
doi https://doi.org/10.52842/conf.ecaade.1999.700
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 700-707
summary Our paper presents recent developments of a co-operation program that links the MAP-GAMSAU CNRS laboratory (Marseilles, France), specialised in computer science and the HAiKZ Institute of Krakow's Faculty of Architecture, specialised in architectural heritage and conservation. Before undertaking any action to a listed building or interventions in its neighbourhood, it is vital to gain a clear understanding of the building in question. Numerous heterogeneous data detained by diverse institutions has to be handled. This process can be greatly eased by enhanced classification of the information. The development we present is a multidisciplinary platform independent information tool dedicated to education and research. SOL uses an http protocol centred computer architecture connecting a relational database, a VRML 2.0 representation module and a web search interface. It allows searches and updating of the database through a standard text based interface, a VRML 2.0 graphical module and a thematic interface. SOL is experienced on the urban fabric of the Main Square (Rynek Gówny) in Kraków. The choice of a web-centred development, both in the search and updating interface and in the representation module provides platform independence and distant access to the database, and enables successive contributions of students or researchers.
keywords Web Interface, Database, Architectural Heritage Environment, Information Module, Historical Evolutions
series eCAADe
email
more http://alberti.gamsau.archi.fr
last changed 2022/06/07 07:52

_id 5c07
authors Lee, H.-L., Liu, Y.-T., Chen, S.-C., Tang, S.-K. and Huang, C.-P., Huang, C.-H., Chang, Y.-L., Chang, K.-W. and Chen, K.-Y.
year 2002
title A Comparative study of protocol analysis for - Spatiality of a Text-based Cyberspace
doi https://doi.org/10.52842/conf.ecaade.2002.262
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 262-266
summary Graduate Institute of Architecture, National Chiao Tung University, Hsinchu, 30050, TAIWAN The adaptation of the word cyberspace (Gibson, 1984) following the emergence of the World Wide Web Internet not only succinctly revolutionized the correlation of time and space but also poised to challenge how we view the existing spatial concept. This research tries to use protocol analysis to examine text-based cyberspace, such as bulletin board, chart rooms and so forth, and the objective of this research is to realize the spatiality of cyberspace through the cognitive point of view, and to compare the differences of the definitions and perception ways of spatiality between people with general domain and in design fields. Finally, we validate the existence of cyberspace, where the process not only allows further categorization of spatial elements concluded from the earlier study, but discover that varied backgrounds can affect how a user defines and perceives cyberspace (Strate, 1999).
series eCAADe
email
last changed 2022/06/07 07:51

_id f9f7
authors Mullins, Michael
year 1999
title Forming, Planning, Imaging and Connecting
doi https://doi.org/10.52842/conf.ecaade.1999.178
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 178-185
summary This paper sets out to define aspects of the architectural design process, using historical precedent and architectural theory, and tests the relationship of those aspects to the application of computers in architectural design, particularly in an educational context. The design process sub-sets are defined as: Forming, Planning, Imaging and Connecting. Historical precedents are uncovered in Classical, Modern, Postmodern and Contemporary architecture. The defined categories of the design process are related to current usages of computers in architectural education towards elucidating the strengths and weaknesses of digital media in those areas. Indications of their concurrent usage in digital design will be demonstrated in analysis of design studio programs presented at recent ACADIA conferences. An example of a current design studio programme set at the School of Architecture University of Natal, South Africa in which the above described categories give an underlying structure to the introduction of 3D digital modelling to undergraduates through design process. The definition of this set of design activities may offer a useful method for other educators in assessing existing and future design programs where digital tools are used.
keywords Design-Process, Digital-Media, Design-Programmes
series eCAADe
email
last changed 2022/06/07 07:59

_id e679
authors Seichter, H., Donath, D. and Petzold, F.
year 2002
title TAP – The Architectural Playground - C++ framework for scalable distributed collaborative architectural virtual environments
doi https://doi.org/10.52842/conf.ecaade.2002.422
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 422-426
summary Architecture is built information (Schmitt, 1999). Architects have the task of restructuring and translating information into buildable designs. The beginning of the design process where the briefing is transformed into an idea is a crucial phase in the design process. It is where the architect makes decisions which influence the rest of the design development process (Vries et al., 1998). It is at this stage where most information is unstructured but has to be integrated into a broad context. This is where TAP is positioned – to support the architect in finding solutions through the creation of spatially structured information sets without impairing thereby the creative development. We want to enrich the inspiration of an architect with a new kind of information design. A further aspect is workflow in a distributed process where the architect’s work becomes one aspect of a decentralised working patterns. The software supports collaborative work with models, sketches and text messages within an uniform surface. The representations of the various media are connected and combined with each other and the user is free to combine them according to his or her needs.
series eCAADe
email
last changed 2022/06/07 07:59

_id 7012
authors Sheng-Fen, Chien
year 2002
title Design Gaming, Designing Games - Learning Design through Game Playing and Game Making
doi https://doi.org/10.52842/conf.ecaade.2002.028
source Connecting the Real and the Virtual - design e-ducation [20th eCAADe Conference Proceedings / ISBN 0-9541183-0-8] Warsaw (Poland) 18-20 September 2002, pp. 28-33
summary This is an ongoing effort to make design learning fun and constructive. The process of designing, in many respects, is very similar to playing games: exploring possibilities under certain constraints. Since 1999, the “designing as game playing” concept has been used in architectural design studios and related courses in my institution. In the early years, preexisting games or games created by instructors were used. These games were played in a junior-year course that emphasized design decision-making and design collaborations. In recent two years, design game making has been used as a vehicle for senior-year student to strengthen their analytical skills. So far, students have developed games of Mario Botta, Le Corbusier (Villa Savoy), Aldolf Loos, Mies van der Rohe, and Richard Meier. Two more games are underdevelopment: the games of Isosaki and Tadao Ando. Some of these games have been used in freshman-year courses to introduce certain principles of form composition. Playing design games enables students to gain design knowledge as well as to be able to view design constraints constructively as special characteristics on the game board that may turn to their advantages rather than as useless stumbling blocks. Designing games requires students to analyze existing designs in great details as well as to be able to organize certain relationships of these details into operable rules that could produce new designs. The experience of teaching “games and design” to-date has been a very fruitful one. Future work will focus on design gaming for freshman students and game designing for senior students, as well as the interaction between the freshmen (game players) and the seniors (game designers).
series eCAADe
email
last changed 2022/06/07 07:56

_id ga9904
id ga9904
authors Chupa, Anna
year 1999
title Generative Texture Maps for Animation (artwork and paper)
source International Conference on Generative Art
summary An aperiodic planar tiling is employed as the initial structure for texture application. A generative process for texture metamorphosis is used to create variation producing two-dimensional art work intended for printed output. Two-dimensional animations demonstrate the process for producing new textures. Expanding from this preliminary test, rules for opacity and relative depth, scale and velocity of movement will be related the length of time a form is visible on screen and geometric form. These are demonstrated in a two-dimensional animation that uses pictorial depth cues such as atmospheric perspective, occlusion, vertical placement, and diminishing size. Modification of rules take into consideration two underlying philosophical assumptions: 1) the world is created by a benevolent "god" and 2) aesthetic criteria govern issues related to selection of visual forms that persist.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 9480
authors Kan, J.W.T., Chow, B.K.M. and Tsou, J.-Y.
year 1999
title Visual Impact Evaluation of Electricity Substation Architecture
doi https://doi.org/10.52842/conf.caadria.1999.081
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. 81-87
summary This paper presents a case study of the application of computer techniques for design communication and visual impact analysis. We were sponsored by China Light & Power Company Ltd. To simulate the design of a proposed electricity substation and its it is setting in a residential neighborhood. During a five-week intensive study, we took nearly one thousand photographs of the existing site. We also created a three-dimensional CAD model of the proposed substation, and produced perspectives from points of view analogous to the photographs. We applied Apple Quicktime VR technology to document the site environment with 360-degree panoramas. We then montaged the computer-generated panoramas with those taken from the real environment. A navigable virtual environment, architectural animation and set of still images were presented to the public in September 1998. The reactions from the regional council members and local residents nearby were recorded to provide evidence to measure the effectiveness of digital architectural design communication.
series CAADRIA
email
last changed 2022/06/07 07:52

_id 2151
authors Nakamura, H., Homma, R. and Morozumi, M.
year 1999
title On the development of Excavation Support System
doi https://doi.org/10.52842/conf.ecaade.1999.341
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 341-348
summary This paper is about the development of a system that supports excavation surveys by use of a PC. The system consists of two sub-systems: One is the Onsite Support System (OSS). Other is the Excavation Data Shearing System (EDSS). OSS combines a database with a general purpose CAD system. When OSS is used, it is description by excavation site and information can be managed. EDSS combines a WEB server, a database, and a VRML server. When EDSS is used, information of relic can be shared on the Internet and discussed by researchers away from the site. It provides the users with a virtual reality experience of the excavation site. The experimental system has been used as a tool by practical excavation survey of Islam city ruins from the Middle Ages in the Arab Republic of Egypt. In this paper, the framework of the system is introduced. The authors verified the effectiveness of the system by participating in an excavation survey.
keywords Excavation Support, Onsite Work, Data Sharing, WEB, VRML
series eCAADe
email
last changed 2022/06/07 07:59

_id 13f7
authors QaQish, Ra'Ed K.
year 1999
title Evaluation as a Key Tool to Bridge CAAD and Architecture Education
doi https://doi.org/10.52842/conf.ecaade.1999.279
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 279-285
summary This paper reports on the findings of a study carried out at Glasgow University which proposes a framework for the evaluation of architecture curriculum once integrated with CAAD. This study investigated the evaluation of CAAD teaching methods (CTM) and the effectiveness of CAAD integration (CI) and explored CAAD employment suitability in the design studio, and what influences does it have on the design process tuition using the Kirkpatrick model as a vehicle. The related CAAD evaluation variables investigated were: CAAD Tutor, Course Materials & Contents, Class Environment, Use of Media, Delivery Methodologies, Administrative Briefs, and Overall Effectiveness of CAAD event. Several other variables investigated were the levels of students' performance, attitudes, knowledge, new-stand, creativity and skills. The paper covered briefly some of the findings of the case studies acquired over two years at MSA; both observations and questionnaire surveys were used as methods of data collection. Evaluation deficiency postulates the weaknesses of CAAD in architecture schools. Evaluation of CAAD tuition should be a fundamental approach to address CAAD integration efficiency and problems, to achieve effectiveness and productivity amongst architecture schools.
keywords Evaluation, Integration, Effectiveness
series eCAADe
email
last changed 2022/06/07 08:00

_id 975b
authors Sato, I., Sato, Y. and Ikeuchi, K.
year 1999
title Acquiring a Radiance Distribution to Superimpose Virtual Objects onto a Real Scene
source IEEE Transactions on Visualization and Computer Graphics, vol. 5, no. 1, pp. 1-12, March 1999
summary This paper describes a new method for superimposing virtual objects with correct shadings onto an image of a real scene. Unlike the previously proposed methods, our method can measure a radiance distribution of a real scene automatically and use it for superimposing virtual objects appropriately onto a real scene. First, a geometric model of the scene is constructed from a pair of omnidirectional images by using an omnidirectional stereo algorithm. Then, radiance of the scene is computed from a sequence of omnidirectional images taken with different shutter speeds and mapped onto the constructed geometric model. The radiance distribution mapped onto the geometric model is used for rendering virtual objects superimposed onto the scene image. As a result, even for a complex radiance distribution, our method can superimpose virtual objects with convincing shadings and shadows cast onto the real scene. We successfully tested the proposed method by using real images to show its effectiveness.
series journal paper
last changed 2003/04/23 15:50

_id 9400
authors Terzidis, Kostas
year 1999
title Experiments on Visual Systems
doi https://doi.org/10.52842/conf.acadia.1999.002
source ACADIA Quarterly, vol. 18, no. 2, pp. 2-5
summary A series of experiments that investigate and demonstrate the visual logic of three-dimensional representation in animated form through the use of computers is presented. Perspective systems are designed to construct pictures that, when viewed, produce in the culturally trained viewer the experience of depicted objects that match perceivable objects. Panofsky wrote about how our capacities to see are constrained by the perspective system that we use, that is, by our way of depicting what we see. The kind of pictorial spaces are expressed through geometrical models. Each model is expressed as a geometrical transformation applied to Euclidean/Cartesian shapes of the physical environment. These transformations show how shapes are projected in pictorial space.
series ACADIA
email
last changed 2022/06/07 07:58

_id d54b
authors Thomas, N.J.T.
year 1999
title Are theories of imagery theories of imagination? An active perception approach to conscious mental content
source Cognitive Science 23(2): 207-245
summary Can theories of mental imagery, conscious mental contents, developed within cognitive science throw light on the obscure (but culturally very significant) concept of imagination? Three extant views of mental imagery are considered: quasi-pictorial, description, and perceptual activity theories. The first two face serious theoretical and empirical difficulties. The third is (for historically contingent reasons) little known, theoretically underdeveloped, and empirically untried, but has real explanatory potential. It rejects the "traditional" symbolic computational view of mental contents, but is compatible with recent and approaches in robotics. This theory is developed and elucidated. Three related key aspects of imagination (non-discursiveness, creativity, and ) raise difficulties for the other theories. Perceptual activity theory presents imagery as non-discursive and relates it closely to . It is thus well placed to be the basis for a general theory of imagination and its role in creative thought.
series journal paper
last changed 2003/04/23 15:50

_id c056
authors Tsou, Jin-Yeu and Chow, Benny
year 1999
title Team Orientated Knowledge Construction for Architectural Education
doi https://doi.org/10.52842/conf.ecaade.1999.292
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 292-300
summary Information Technology is always more accessible when we trying to imagine what the IT could be actually used. This situation is even more noticeable in the architecture field, and there are various technologies that have failed on delivering urgent needed education quality. Meanwhile, the tradition architecture education is evolving rapidly under the concepts of problem-based approach, knowledge reconstruction, and self-guided learning. "Education without institutional boundary" happens everyday in the classroom, and multi-direction learning modes have replaced the traditional single-direction teaching approach. The role of IT in the curriculum of architectural design education has become a subject of debate, scrutiny and experimentation in architectural schools. This paper will first outline the theory of applying team-oriented knowledge construction approach into studio teaching, the setup of our integrated digital design media environment is introduced; organization issue regarding the team formation and studio coordination is discussed; case studies are illustrated for demonstrating the methodology applied; and the student feedback is summarized to analysis the effectiveness of the approach.
keywords Multimedia, CD-ROM, Problem-Based Learning, Team-Orientated Learning, Constructivist Learning
series eCAADe
email
last changed 2022/06/07 07:57

_id 7e51
authors Ucelli, G., Conti, G. and Af Klercker, J.
year 1999
title Visualisation: The Customer's Perception
doi https://doi.org/10.52842/conf.ecaade.1999.539
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 539-544
summary Probably the most frustrating circumstance which might occur to an architect is to find out that his client is going to live for years in a house that is not like he expected it to be. Everybody has experienced to look at a picture of a place and after some time to go there and find out that the place is not according to his idea. This is due to the effectiveness of the media in representing the real space. During our experience we have tried to find out the way this effectiveness interferes in the relation between client and architect and how computer images can be effective in communicating the idea of architectural space. The problem of communication between designer and client rises when you notice that traditional graphic techniques (plans, sections, facades) are not enough understandable to make laypeople feel the real architectural space. And the unique answer to this problem has always been faced simply by leaving the architect understand the wishes of his client. During these last years though, computer techniques and multimedia tools have changed the way architects communicate their ideas.
keywords Perception, Computer Images, Rendering
series eCAADe
email
last changed 2022/06/07 07:58

_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 bacd
authors Abadí Abbo, Isaac
year 1999
title APPLICATION OF SPATIAL DESIGN ABILITY IN A POSTGRADUATE COURSE
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. 75-82
summary Spatial Design Ability (SDA) has been defined by the author (1983) as the capacity to anticipate the effects (psychological impressions) that architectural spaces or its components produce in observers or users. This concept, which requires the evaluation of spaces by the people that uses it, was proposed as a guideline to a Masters Degree Course in Architectural Design at the Universidad Autonoma de Aguascalientes in Mexico. The theory and the exercises required for the experience needed a model that could simulate spaces in terms of all the variables involved. Full-scale modeling as has been tested in previous research, offered the most effective mean to experiment with space. A simple, primitive model was designed and built: an articulated ceiling that allows variation in height and shape, and a series of wooden panels for the walls and structure. Several exercises were carried out, mainly to experience cause -effect relationships between space and the psychological impressions they produce. Students researched into spatial taxonomy, intentional sequences of space and spatial character. Results showed that students achieved the expected anticipation of space and that full-scale modeling, even with a simple model, proved to be an effective tool for this purpose. The low cost of the model and the short time it took to be built, opens an important possibility for Institutions involved in architectural studies, both as a research and as a learning tool.
keywords Spatial Design Ability, Architectural Space, User Evaluation, Learning, 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 cf2011_p109
id cf2011_p109
authors Abdelmohsen, Sherif; Lee Jinkook, Eastman Chuck
year 2011
title Automated Cost Analysis of Concept Design BIM Models
source Computer Aided Architectural Design Futures 2011 [Proceedings of the 14th International Conference on Computer Aided Architectural Design Futures / ISBN 9782874561429] Liege (Belgium) 4-8 July 2011, pp. 403-418.
summary AUTOMATED COST ANALYSIS OF CONCEPT DESIGN BIM MODELS Interoperability: BIM models and cost models This paper introduces the automated cost analysis developed for the General Services Administration (GSA) and the analysis results of a case study involving a concept design courthouse BIM model. The purpose of this study is to investigate interoperability issues related to integrating design and analysis tools; specifically BIM models and cost models. Previous efforts to generate cost estimates from BIM models have focused on developing two necessary but disjoint processes: 1) extracting accurate quantity take off data from BIM models, and 2) manipulating cost analysis results to provide informative feedback. Some recent efforts involve developing detailed definitions, enhanced IFC-based formats and in-house standards for assemblies that encompass building models (e.g. US Corps of Engineers). Some commercial applications enhance the level of detail associated to BIM objects with assembly descriptions to produce lightweight BIM models that can be used by different applications for various purposes (e.g. Autodesk for design review, Navisworks for scheduling, Innovaya for visual estimating, etc.). This study suggests the integration of design and analysis tools by means of managing all building data in one shared repository accessible to multiple domains in the AEC industry (Eastman, 1999; Eastman et al., 2008; authors, 2010). Our approach aims at providing an integrated platform that incorporates a quantity take off extraction method from IFC models, a cost analysis model, and a comprehensive cost reporting scheme, using the Solibri Model Checker (SMC) development environment. Approach As part of the effort to improve the performance of federal buildings, GSA evaluates concept design alternatives based on their compliance with specific requirements, including cost analysis. Two basic challenges emerge in the process of automating cost analysis for BIM models: 1) At this early concept design stage, only minimal information is available to produce a reliable analysis, such as space names and areas, and building gross area, 2) design alternatives share a lot of programmatic requirements such as location, functional spaces and other data. It is thus crucial to integrate other factors that contribute to substantial cost differences such as perimeter, and exterior wall and roof areas. These are extracted from BIM models using IFC data and input through XML into the Parametric Cost Engineering System (PACES, 2010) software to generate cost analysis reports. PACES uses this limited dataset at a conceptual stage and RSMeans (2010) data to infer cost assemblies at different levels of detail. Functionalities Cost model import module The cost model import module has three main functionalities: generating the input dataset necessary for the cost model, performing a semantic mapping between building type specific names and name aggregation structures in PACES known as functional space areas (FSAs), and managing cost data external to the BIM model, such as location and construction duration. The module computes building data such as footprint, gross area, perimeter, external wall and roof area and building space areas. This data is generated through SMC in the form of an XML file and imported into PACES. Reporting module The reporting module uses the cost report generated by PACES to develop a comprehensive report in the form of an excel spreadsheet. This report consists of a systems-elemental estimate that shows the main systems of the building in terms of UniFormat categories, escalation, markups, overhead and conditions, a UniFormat Level III report, and a cost breakdown that provides a summary of material, equipment, labor and total costs. Building parameters are integrated in the report to provide insight on the variations among design alternatives.
keywords building information modeling, interoperability, cost analysis, IFC
series CAAD Futures
email
last changed 2012/02/11 19:21

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
doi https://doi.org/10.52842/conf.ecaade.1999.169
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
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