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 620

_id 69f5
authors Chan, C., Maves, J. and Cruz-Neira, C.
year 1999
title An Electronic Library for Teaching Architectural History
doi https://doi.org/10.52842/conf.caadria.1999.335
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. 335-344
summary This research project developed an electronic library of significant buildings chosen to represent seven selected periods of Western architectural history: Egyptian (Mortuary temple of Queen Hatshepsut), Greek (Parthenon), Roman (Pantheon), Romanesque (Speyer Cathedral), Gothic (Notre Dame Cathedral), Renaissance (Tempietto), and Modern (Des Moines Art Center). All buildings were reconstructed in their original or intended forms based on plans, drawings, photographs, and historical texts. Two products were generated by this project: (1) materials to be displayed on the World Wide Web, including rendered still images for perception, movies for a visual guide, and Virtual Reality Modeling Language (VRML) models for user navigation; and (2) virtual reality (VR) models to be displayed in the C2 (an improved version of the Cave Automatic Virtual Environment or CAVE facility). The benefits of these VR models displayed on the Web and in the C2 are their easy accessibility at any time from various geographic locations and the immersive experience that enhances viewersÌ understanding of the effects of spatial proportions on form and of colors on materials.
series CAADRIA
more http://archvr.design.iastate.edu/miller
last changed 2022/06/07 07:56

_id 3cde
authors Alik, B.
year 1999
title A topology construction from line drawings using a uniform plane subdivision technique
source Computer-Aided Design, Vol. 31 (5) (1999) pp. 335-348
summary The paper describes an algorithm for constructing the topology from a set of line segments or polylines. The problem appears for example at land-maps that have been drawnby general-purpose drawing packages or captured from blue-prints by digitalisation. The solution comprises two steps; in the first step inconsistencies in the input data aredetected and removed, and in the second step the topology is constructed. The algorithm for topology construction consists of two phases: determination of a concave hull,and generation of polygons. It is shown that the running-time of the presented algorithm is better than O(n2), where n is the number of input points. Because of a largenumber of geometric elements being expected, the geometric search needed at the first step of the algorithm is speeded up by an acceleration techniquea uniform planesubdivision.
keywords Computational Geometry, Topology Construction, Uniform Space Subdivision
series journal paper
email
last changed 2003/05/15 21:33

_id f317
authors Arvin, Scott A. and House, Donald H.
year 1999
title Modeling Architectural Design Objectives in Physically Based Space Planning
doi https://doi.org/10.52842/conf.acadia.1999.212
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 212-225
summary Physically based space planning is a means for automating the conceptual design process by applying the physics of motion to space plan elements. This methodology provides for a responsive design process, which allows a designer to easily make decisions whose consequences immediately propagate throughout the design. It combines the speed of automated design methods with the flexibility of manual design methods, while adding a highly interactive quality and a sense of collaboration with the design itself. In our approach, the designer creates a space plan by specifying and modifying graphic design objectives rather than by directly manipulating primitive geometry. The plan adapts to the changing state of objectives by applying the physics of motion to its elements. For design objectives to have an effect on a physically based space plan, they need to be able to apply appropriate forces to space plan elements. Space planning can be separated into two problems, determining topological properties and determining geometric properties. Design objectives can then be categorized as topological or geometric objectives. Topological objectives influence the location of individual spaces, affecting how one space relates to another. Geometric objectives influence the size and shape of space boundaries, affecting the dimensions of individual walls. This paper focuses on how to model a variety of design objectives for use in a physically based space planning system. We describe how topological objectives, such as adjacency and orientation, can be modeled to apply forces to space locations, and how geometric objectives, such as area, proportion, and alignment, can be modeled to apply forces to boundary edges.
series ACADIA
email
last changed 2022/06/07 07:54

_id 7229
authors Brenner, C. and Haala, N.
year 1999
title Towards Virtual Maps: On the Production of 3D City Models
source GeoInformatics 2(5), pp. 10–13
summary The growing demand for detailed city models has stimulated research on efficient 3D data acquisition. Over the past years, it has become evident that the automatic reconstruction of urban scenes is most promising if different types of data, possibly originating from different data sources are combined. In the approach presented in this paper the geometric reconstruction of urban areas is based on height data from airborne laser scanning and 2D GIS, which provides the ground plan geometry of buildings. Both data sources are used to estimate the type and parameter of basic primitives which in turn are combined to obtain complex building structures. The final output consists of 3D CAD models for the buildings. Using the reconstructed geometry, terrestrial images are mapped onto building facades to generate virtual city models.
keywords 3D City modeling
series journal paper
last changed 2003/11/21 15:16

_id 165b
authors Brenner, C. and Haala, N.
year 1999
title Rapid Production of Virtual Reality City Models
source GIS - Geo-Informationssysteme 12(3), pp. 22–28
summary The growing demand for detailed city models has stimulated research on efficient 3D data acquisition. Over the past years, it has become evident that the automatic reconstruction of urban scenes is most promising if different types of data, possibly originating from different data sources are combined. In the approach presented in this paper the geometric reconstruction of urban areas is based on height data from airborne laser scanning and 2D GIS, which provides the ground plan geometry of buildings. Both data sources are used to estimate the type and parameter of basic primitives which in turn are combined to obtain complex building structures. The final output consists of 3D CAD models for the buildings. Using the reconstructed geometry, terrestrial images are mapped onto building facades to generate virtual city models.
keywords 3D City modeling
series other
last changed 2003/11/21 15:16

_id 1206
authors Cabezas, M., Mariano, C., Mitolo, S. and Oliva, S.
year 1999
title Transformaciones en el Proceso Enseñanza-Aprendizaje de la Geometría Descriptiva con la Apliacación de los Medios Digitales (Transformations in the Teaching/Learning Process of Descriptive Geometry with the Aplplication of Digital Media)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 347-348
summary The insert of the digital technologies in the atmosphere Áulico has left generalizing in a significant way. An example constitutes it the high percentage of students that they manifested general knowledge in the software handling in the introductory course of visual communication, as well as the voluntary presentation of practical works developed with digital means. The necessity of an answer to the requirements that arise of the students sinks to the certainty of a pedagogic compatibility among the matter to try and the teaching attended by the personal computer that would increase the Iconidad and the understanding of a topic of certain complexity like it is the geometry of the space. An educational program designed for the teaching of the Sistema Monge whose general characteristics were presented in the II Ibero-American Seminar of Digital Graph and that it will be applied as experience pilot in the course 2000, it will allow us to respond to the following queries: what place it will be given to the educational program in the formation process in connection with the other pedagogic means.
series SIGRADI
email
last changed 2016/03/10 09:47

_id da88
authors Chang, Teng-Wen
year 1999
title Geometric typed feature structures : toward design space exploration
source University of Adelaide, School of Architecture
summary Demonstrates the significance and usefulness of representation in geometry by generating various floor design layouts for a typical Australian house, a single fronted cottage and the building enclosures
keywords Domestic Australia Designs and Plans; Mathematics; Combinatorial Designs and Configurations
series thesis:PhD
email
last changed 2003/02/12 22:37

_id 5a10
authors Cheng, Nancy Yen-Wen
year 1999
title Playing with Digital Media: Enlivening Computer Graphics Teaching
doi https://doi.org/10.52842/conf.acadia.1999.096
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 96-109
summary Are there better ways of getting a student to learn? Getting students to play at learning can encourage comprehension by engaging their attention. Rather than having students' fascination with video games and entertainment limited to competing against learning, we can direct this interest towards learning computer graphics. We hypothesize that topics having a recreational component increase the learning curve for digital media instruction. To test this, we have offered design media projects with a playful element as a counterpart to more step-by-step descriptive exercises. Four kinds of problems, increasing in difficulty, are discussed in the context of computer aided architectural design education: 1) geometry play, 2) kit of parts, 3) dreams from childhood and 4) transformations. The problems engage the students in different ways: through playing with form, by capturing their imagination and by encouraging interaction. Each type of problem exercises specific design skills while providing practice with geometric modeling and rendering. The problems are sequenced from most constrained to most free, providing achievable milestones with focused objectives. Compared to descriptive assignments and more serious architectural problems, these design-oriented exercises invite experimentation by lowering risk, and neutralize stylistic questions by taking design out of the traditional architectural context. Used in conjunction with the modeling of case studies, they engage a wide range of students by addressing different kinds of issues. From examining the results of the student work, we conclude that play as a theme encourages greater degree of participation and comprehension.
series ACADIA
email
last changed 2022/06/07 07:55

_id 0e56
authors Gero, John S. and Shi, Xiao-Guang
year 1999
title Design Development Based on an Analogy with Developmental Biology
doi https://doi.org/10.52842/conf.caadria.1999.253
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. 253-264
summary This paper introduces the commonality between diversity in the biological world and diversity in artifact design. It proposes a computational model of design development based on the analogy with the phenomena and principles of developmental biology. The model is feature based and is capable of varying design in logic, geometry, attribute and phase. Examples demonstrate this biological analogy and its benefits for design development.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 8313
authors Harrop, Patrick H.
year 1999
title Amor Infiniti/Horror Vacuii: Resolving Architecture Beyond the Planck Length ()
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 19-24
summary If one were to presume that every major shift in the perception and representational modes of architecture has its mirror in what is made, then we should be able to divine and critique the implications of making architecture through information technologies. We are only now beginning to enter speculations of what can possibly be made as a direct result of these systems. Already, the representation of digital space is undergoing a fundamental transition: From the highly precise facsimile of traditional Euclidean geometry, that we currently use in most CAD and modelling software to the visual interpretation of dense data arrays, as is emerging in GIS (Global Information Systems). This shift from a Vectorial world to a bitmap world is perhaps the most challenging to our historical and perhaps necessary assumption that Euclidean geometry , such as proportion and projection, is at the heart of making architecture. Does this shift imply an ultimately fatal divorce from the Vitruvian tradition of architecture through geometry or is it re-directing the interaction between computers and architecture into perhaps a more appropriate and creative realm of opportunity? This paper hopes to address these questions in the forum of a theoretical and historical discussion focused on the representation of architecture and making. Some current experimental digital work by the author will accompany this presentation and paper.
series SIGRADI
type normal paper
email
last changed 2016/03/10 09:53

_id acadia10_183
id acadia10_183
authors Ireland, Tim
year 2010
title Stigmergic Planning
doi https://doi.org/10.52842/conf.acadia.2010.183
source ACADIA 10: LIFE in:formation, On Responsive Information and Variations in Architecture [Proceedings of the 30th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-1-4507-3471-4] New York 21-24 October, 2010), pp. 183-189
summary This paper presents an application of swarm intelligence towards the problem of spatial configuration. The methodology classifies activities as discrete entities, which self-organise topologically through associational parameters: an investigation of emergent route formation and spatial connectivity based on simple agent and pheromone interaction, coupled with the problem of ‘loose’ rectangular geometric assembly. A concept model sniffingSpace (Ireland, 2009) developed in Netlogo (Willensky, 1999), which established the self-organising topological capacity of the system, is extended in Processing (Fry & Rea, 2009) to incorporate rectangular geometry towards the problem of planning architectural space.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:50

_id ga0009
id ga0009
authors Lewis, Matthew
year 2000
title Aesthetic Evolutionary Design with Data Flow Networks
source International Conference on Generative Art
summary For a little over a decade, software has been created which allows for the design of visual content by aesthetic evolutionary design (AED) [3]. The great majority of these AED systems involve custom software intended for breeding entities within one fairly narrow problem domain, e.g., certain classes of buildings, cars, images, etc. [5]. Only a very few generic AED systems have been attempted, and extending them to a new design problem domain can require a significant amount of custom software development [6][8]. High end computer graphics software packages have in recent years become sufficiently robust to allow for flexible specification and construction of high level procedural models. These packages also provide extensibility, allowing for the creation of new software tools. One component of these systems which enables rapid development of new generative models and tools is the visual data flow network [1][2][7]. One of the first CG packages to employ this paradigm was Houdini. A system constructed within Houdini which allows for very fast generic specification of evolvable parametric prototypes is described [4]. The real-time nature of the software, when combined with the interlocking data networks, allows not only for vertical ancestor/child populations within the design space to be explored, but also allows for fast "horizontal" exploration of the potential population surface. Several example problem domains will be presented and discussed. References: [1] Alias | Wavefront. Maya. 2000, http://www.aliaswavefront.com [2] Avid. SOFTIMAGE. 2000, http://www.softimage.com [3] Bentley, Peter J. Evolutionary Design by Computers. Morgan Kaufmann, 1999. [4] Lewis, Matthew. "Metavolve Home Page". 2000, http://www.cgrg.ohio-state.edu/~mlewis/AED/Metavolve/ [5] Lewis, Matthew. "Visual Aesthetic Evolutionary Design Links". 2000, http://www.cgrg.ohio-state.edu/~mlewis/aed.html [6] Rowley, Timothy. "A Toolkit for Visual Genetic Programming". Technical Report GCG-74, The Geometry Center, University of Minnesota, 1994. [7] Side Effects Software. Houdini. 2000, http://www.sidefx.com [8] Todd, Stephen and William Latham. "The Mutation and Growth of Art by Computers" in Evolutionary Design by Computers, Peter Bentley ed., pp. 221-250, Chapter 9, Morgan Kaufmann, 1999.    
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 6810
authors Makkonen, Petri
year 1999
title On multi body systems simulation in product design
source KTH Stockholm
summary The aim of this thesis is to provide a basis for efficient modelling and software use in simulation driven product development. The capabilities of modern commercial computer software for design are analysed experimentally and qualitatively. An integrated simulation model for design of mechanical systems, based on four different "simulation views" is proposed: An integrated CAE (Computer Aided Engineering) model using Solid Geometry (CAD), Finite Element Modelling (FEM), Multi Body Systems Modelling (MBS) and Dynamic System Simulation utilising Block System Modelling tools is presented. A theoretical design process model for simulation driven design based on the theory of product chromosome is introduced. This thesis comprises a summary and six papers. Paper A presents the general framework and a distributed model for simulation based on CAD, FEM, MBS and Block Systems modelling. Paper B outlines a framework to integrate all these models into MBS simulation for performance prediction and optimisation of mechanical systems, using a modular approach. This methodology has been applied to design of industrial robots of parallel robot type. During the development process, from concept design to detail design, models have been refined from kinematic to dynamic and to elastodynamic models, finally including joint backlash. A method for analysing the kinematic Jacobian by using MBS simulation is presented. Motor torque requirements are studied by varying major robot geometry parameters, in dimensionless form for generality. The robot TCP (Tool Center Point) path in time space, predicted from elastodynamic model simulations, has been transformed to the frequency space by Fourier analysis. By comparison of this result with linear (modal) eigen frequency analysis from the elastodynamic MBS model, internal model validation is obtained. Paper C presents a study of joint backlash. An impact model for joint clearance, utilised in paper B, has been developed and compared to a simplified spring-damper model. The impact model was found to predict contact loss over a wider range of rotational speed than the spring-damper model. Increased joint bearing stiffness was found to widen the speed region of chaotic behaviour, due to loss of contact, while increased damping will reduce the chaotic range. The impact model was found to have stable under- and overcritical speed ranges, around the loss of contact region. The undercritical limit depends on the gravitational load on the clearance joint. Papers D and E give examples of the distributed simulation model approach proposed in paper A. Paper D presents simulation and optimisation of linear servo drives for a 3-axis gantry robot, using block systems modelling. The specified kinematic behaviour is simulated with multi body modelling, while drive systems and control system are modelled using a block system model for each drive. The block system model has been used for optimisation of the transmission and motor selection. Paper E presents an approach for re-using CAD geometry for multi body modelling of a rock drilling rig boom. Paper F presents synthesis methods for mechanical systems. Joint and part number synthesis is performed using the Grübler and Euler equations. The synthesis is continued by applying the theory of generative grammar, from which the grammatical rules of planar mechanisms have been formulated. An example of topological synthesis of mechanisms utilising this grammar is presented. Finally, dimensional synthesis of the mechanism is carried out by utilising non-linear programming with addition of a penalty function to avoid singularities.
keywords Simulation; Optimisation; Control Systems; Computer Aided Engineering; Multi Body Systems; Finite Element Method; Backslash; Clearance; Industrial Robots; Parallel Robots
series thesis:PhD
last changed 2003/02/12 22:37

_id 6476
authors Maver, T., Petric, J., Ennis, G. and Lindsay, M.
year 2000
title Visiting The Virtual City
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 135-139
summary In 1999, the city of Glasgow in Scotland, celebrated the honour of being the UK City of Architecture and Design. The same year saw the successful launch, on the Internet, of a fully interactive virtual experience of the city. This paper describes the evolution and functionality of vrglasgow over the last 10 years and anticipates its future development over the next 5 years. Currently the system comprises the VRML topography, the road network and the 3-D geometry of around 10,000 buildings within the city centre. The visitor to the virtual city to navigate and search under a range of headings for items of interest and experience some of Glasgow’s best architecture. Data from a number of information sources are interlinked and made accessible through VRML as well as through the conventional internet modes such as lists, tables and search engines. Consequently, the visitor can explore the city intuitively.
keywords 3D City modeling
series SIGRADI
email
last changed 2016/03/10 09:55

_id 41d4
authors Medjdoub, Benachir
year 1999
title Interactive 2D Constraint-Based Geometric Construction System
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 197-212
summary This paper presents a 2D Constraint-Based Geometric Construction System where positioning and manipulating geometry is very precise. An unusually simple interface makes this system particularly interactive and easy to use. In our approach, the geometry types supported are: points, lines, circles, ellipses, circular arcs and b-spline curves. All the fundamental topologic constraints, i.e. tangent, parallel, perpendicular, coincident and concentric, are provided. Metric constraints, i.e. dividing the shapes into equal parts or fixing the geometric parameters, are also provided. These constraints are automatically applied by the application in response to the implied intentions of the end- user. Dynamic modifications of partially dimensioned models are supported, whereby the design is modified while enforcing the constraints. A graph-constructive approach is used to solve the model. As we are dealing with partial modifications, this resolution technique is quite sufficient, and makes our system stable and flexible. Our approach focuses highly on interactivity. Positioning a shape constrained to another is made directly through the graphic interface. Constraint relaxation is also done by direct manipulations. Modifications are made by dragging the geometry, or by typing into a numerical panel displaying the free shape parameters. Again, existing constraints are maintained as those numbers are applied. Well -constrained and under-constrained problems are discussed. This approach was developed in Java, JDK 3.0.1 of SGI's Java software.
keywords Sketching, Geometric Constraints, Interactivity, Geometric construction, Dynamic Modifications
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 6b7d
authors Mishima, Yoshitaka and Szalapaj, Peter
year 1999
title ADMIRE: an Architectural Design Multimedia Interaction Resource for Education
doi https://doi.org/10.52842/conf.ecaade.1999.201
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 201-209
summary This paper describes the development of a multimedia system called ADMIRE (an Architectural Design Multimedia Interaction Resource for Education), which enables undergraduate students to understand how to analyse existing buildings dynamically, as well as to develop their own initial architectural design theories. The system contains architectural information in the form of fully rendered models, conceptual illustrations created with a range of CAD software, and multimedia presentations showing various design theoretic analyses. Buildings are described with CAD generated images, and architects with profiles and theories. In addition to rendered designs, there are also conceptual models of each building in the system. Conceptual models are simplified forms of original designs in order to support an analytical understanding of buildings according to various analyses, such as structure, light, circulation, unit to whole, geometry, etc. Each conceptual model constitutes a different analysis of each building. The ADMIRE system links each piece of information to another, so that students can explore architecture and learn about it in a dynamic way. This system demonstrates a new way of learning about architectural analysis through dynamic multimedia computer interaction.
keywords Dynamic Multimedia System, Analytical Models, Interactive Pedagogical Resource
series eCAADe
email
last changed 2022/06/07 07:58

_id b2ff
authors Orev, Ruthie
year 1999
title Computerized Simulation of Urbanism Phenomena
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 143-155
summary Despite the complex forces that operate in urban development, a relatively small number of geometries and morphologies may be identified in urban maps. Do covert universal laws exist which are integral to the concept of the city and responsible for the geometry? May one formulate such laws and program a computer to produce maps on the basis thereof, thus exposing architectural reality to a scientific process of objective experimentation? In an effort to answer these questions, I wrote programs based on definitions, parameters and rules reflecting architectural phenomena. The creation process using the programs is based on a formalistic approach, drawing on a random mechanism, considerations of probability and numerous calculations. This "computerized planning" does not mimic or simulate human work processes. The programs enable a considerable measure of visual variety to be achieved, replicating familiar urban morphologies. One may isolate variables, starting conditions and growth processes, and examine the influence thereof on fabric, organization and order. The existence of a program such as this raises questions of principle concerning randommes and creation, the future role of architects, the creative capacities of computers, the connection between science and architecture, truth in virtual situations, etc.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id e199
authors Simondetti, Alvise
year 1999
title Remote Computer Generated Physical Prototyping Based Design
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 229-236
summary This research explores some of the opportunities offered by the field of computer aided design. It differs from much of the research in the field in the sense that it extends beyond the boundaries of the computer screen by building and testing a computational and communication design environment made of computers, computer peripherals and digital communication devices. From our observation of the designer's interaction with the computer generated physical prototyping systems we were able to confirm the unique haptic feedback and understanding of complex three- dimensional geometry. We also found limitations of the environment in relation to evolutionary design. It was clear from those experiments with algorithmically generated design alternatives that potentially terrific opportunities lies in their combination with computer generated physical prototypes and manufacturing systems.
series AVOCAAD
last changed 2005/09/09 10:48

_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

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