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 caadria2005_a_7b_c
id caadria2005_a_7b_c
authors Chang, Chuang-Ting
year 2005
title Some Phenomena of Touch in Study Models
doi https://doi.org/10.52842/conf.caadria.2005.277
source CAADRIA 2005 [Proceedings of the 10th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 89-7141-648-3] New Delhi (India) 28-30 April 2005, vol. 1, pp. 277-287
summary The senses of “Touch” bring people the feeling of reality, and human beings can always naturally sense the tactile impression. Hence we touch things and our sense tells us that our hands are touching something (Hinckley et al. 1999). Comparing to the tools used by designers between traditional and new digital media in the design process, the most difference is in the sense of touch. This paper focuses on the sense of touch to point out the haptic experience which have ignored by the past in design process. Four phenomena will be discussed in details and some useful suggestions given for future study.
series CAADRIA
email
last changed 2022/06/07 07:56

_id 1f90
authors Garcia, Renato
year 1999
title PUSH: Generating Structural Form with Haptic Feedback
doi https://doi.org/10.52842/conf.acadia.1999.252
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 252-259
summary This paper looks into the use of haptic feedback (also known as force feedback) in helping generate and evolve structural forms, a process that is important to students of architecture and engineering. Force feedback provides these students with opportunities to “feel and manipulate” virtual 3D structures in a very natural and intuitive way. It also makes it possible to have real time holistic evaluation of structures in a qualitative rather than quantitative manner, something of particular importance to introductory-level students. Furthermore, the incorporation of force feedback into a highly interactive multimodal structural behavior application furnishes students not only with a means to observe virtual structures but also a tool to help generate and develop efficient, innovative and alternative ones. This also is of vital importance to students of architecture as they are often challenged to explore non-conventional forms.

Implementing force feedback systems for these purposes need not necessarily require sophisticated and expensive VR hardware. This paper describes a structural behavior application called PUSH which utilizes a simple force feedback joystick connected a reasonably fast desktop computer.

series ACADIA
email
last changed 2022/06/07 07:50

_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 ga9922
id ga9922
authors Annunziato, M. and Pierucci, P.
year 1999
title The Art of Emergence
source International Conference on Generative Art
summary Since several years, the term emergence is mentioned in the paradigm of chaos and complexity. Following this approach, complex system constituted by multitude of individual develop global behavioral properties on the base of local chaotic interactions (self-organization). These theories, developed in scientific and philosophical milieus are rapidly spreading as a "way of thinking" in the several fields of cognitive activities. According to this "way of thinking" it is possible revise some fundamental themes as the economic systems, the cultural systems, the scientific paths, the communication nets under a new approach where nothing is pre-determined, but the global evolution is determined by specific mechanisms of interaction and fundamental events (bifurcation). With a jump in scale of the life, also other basic concepts related to the individuals as intelligence, consciousness, psyche can be revised as self-organizing phenomena. Such a conceptual fertility has been the base for the revision of the artistic activities as flexible instruments for the investigation of imaginary worlds, metaphor of related real worlds. In this sense we claim to the artist a role of "researcher". Through the free exploration of new concepts, he can evoke qualities, configurations and hypothesis which have an esthetical and expressive value and in the most significant cases, they can induce nucleation of cultural and scientific bifurcation. Our vision of the art-science relation is of cooperative type instead of the conflict of the past decades. In this paper we describe some of the most significant realized artworks in order to make explicit the concepts and basic themes. One of the fundamental topics is the way to generate and think to the artwork. Our characterization is to see the artwork not as a static finished product, but as an instance or a dynamic sequence of instances of a creative process which continuously evolves. In this sense, the attention is focused on the "generative idea" which constitutes the envelop of the artworks generable by the process. In this approach the role of technology (computers, synthesizers) is fundamental to create the dimension of the generative environment. Another characterizing aspect of our artworks is derived by the previous approach and specifically related to the interactive installations. The classical relation between artist, artwork and observers is viewed as an unidirectional flux of messages from the artist to the observer through the artwork. In our approach artist, artwork and observer are autonomous entities provided with own personality which jointly intervene to determine the creative paths. The artist which generate the environment in not longer the "owner" of the artwork; simply he dialectically bring the generative environment (provided by a certain degree of autonomy) towards cultural and creative "void" spaces (not still discovered). The observers start from these platforms to generate other creative paths, sometimes absolutely unexpected , developing their new dialectical relations with the artwork itself. The results derived by these positions characterize the expressive elements of the artworks (images, sequences and sounds) as the outcomes of emergent behavior or dynamics both in the sense of esthetical shapes emergent from fertile generative environments, either in terms of emergent relations between artist, artwork and observer, either in terms of concepts which emerge by the metaphor of artificial worlds to produce imaginary hypothesis for the real worlds.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 2c4a
authors Aroztegui, Carmen
year 1999
title The Architect's Use of the Internet - Study of the Architectural Presentation Possibilities
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 363-368
summary The Internet media is opening new horizons in communication and representation in architecture. However, its use today is superficial, limited, and without creativity. This study will explore theories, methods and examples of how the virtual space of the Internet can be used in its full potential. That means to present ways of observing, understanding, interacting, and communicating the space without precedents in architecture. The existent presentations made by architects in the Internet are in general poor and static. Through the comparative analysis of two presentations of the same architectural space in the Internet and the use of state of the art technology in the Internet, this study will show innovations that will make the exploration of the architectural space more attractive, dynamic and interactive. The main issues will be on one hand, the improvement in the communication of the design through the use of the Internet, and on the other hand, the rise of the standards in the quality of the architectural presentations. This work will project possible implications of the Internet in architecture.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 6ae4
authors Borde, A., Miyamoto, J., Barki, J., and Conde, M.
year 1999
title New Trends In Graphic Representation
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 501-506
summary In terms of graphic representation, architectural & urban study drawings present some fuzziness related to the multiplicity of scales, to the representation of the urban dynamic and to the means of communicating the contents of these studies for different publics, clearly divided among lay and specialists. Since the 16th century there have been certain stimulating propositions to this theme that have had an enormous, often unacknowleged, impact on the perception and construction of the built environment. Recent experiences in Rio, due to the series of urban projects that are being accomplished, is showing that some architecture offices are adopting new graphic trends in drawings conceived for preliminary studies, diagnoses and inventories. Due to the new possibilities offered by graphic computing they are developing, with diferent softwares, a sort of "patchwork” or "collage” and "sampling” technique for morphological analysis and representantion of places and buildings. This use of graphic computing, as an alternative to the usual realistic depictions that attempts to deal with prosaic simulations of an everyday experience, results in a different type of graphic expression that transcend literalism and appealls to the imagination of the general viewer. It is important to highlight that the analysis of these graphic solutions that attempts to turn visible design problems, could result in the development of new graphic tools that will help the creative design process.
keywords Graphic Representation, Architecture, Urbanism
series SIGRADI
email
last changed 2016/03/10 09:47

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

_id 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 5bce
authors Ceccato, Cristiano
year 1999
title Evolutionary Design Tools for Mass-Customisation
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 152-156
summary This paper describes an instance of the author’s ongoing research in the field of Generative Design. The work is based on the premise that computer-aided design (CAD) should evolve beyond its current limitation of one-way interaction, and become a dynamic, intelligent, multi-user environment that encourages creativity and actively supports the evolution of individual, mass-customised designs which exhibit common features. The understanding of fundamental shape-forming processes in nature inspires us to move beyond the existing CAD paradigms and re-examine the way we can benefit from the computers in design. We can use this knowledge to create a new generation of computer-based design tools which use evolutionary search algorithms to generate create a common family of individual designs optimised according to particular criteria, while supporting our design intuition. The author explores this idea by illustrating a research project between the Hong Kong Polytechnic University and Deakin University (Australia). The project implements a multi-user oriented design tool for evolutionary design, which was tailored to produce a simple object such as door handle. The paper first gives a short historical and philosophical to the work, then describes the technical and algorithmic requirements, and implementation of the system. It concludes by describing an experiment in which the system was used on a "live" test group of people to generate individual, mass-customised designs.
series SIGRADI
email
last changed 2016/03/10 09:48

_id 0dc3
authors Chambers, Tom and Wood, John B.
year 1999
title Decoding to 2000 CAD as Mediator
doi https://doi.org/10.52842/conf.ecaade.1999.210
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 210-216
summary This paper will present examples of current practice in the Design Studio course of the BDE, University of Strathclyde. The paper will demonstrate an integrated approach to teaching design, which includes CAD among other visual communication techniques as a means to exploring design concepts and the presentation of complex information as part of the design process. It will indicate how the theoretical dimension is used to direct the student in their areas of independent study. Projects illustrated will include design precedents that have involved students in the review and assessment of landmarks in the history of design. There will be evidence of how students integrate DTP in the presentation of site analysis, research of appropriate design precedents and presentation of their design solutions. CADET underlines the importance of considering design solutions within the context of both our European cultural context and of assessing the environmental impact of design options, for which CAD is eminently suited. As much as a critical method is essential to the development of the design process, a historical perspective and an appreciation of the sophistication of communicative media will inform the analysis of structural form and meaning in a modem urban context. Conscious of the dynamic of social and historical influences in design practice, the student is enabled "to take a critical stand against the dogmatism of the school "(Gadamer, 1988) that inevitably insinuates itself in learning institutions and professional practice.
keywords Design Studio, Communication, Integrated Teaching
series eCAADe
email
last changed 2022/06/07 07:56

_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 5c7d
authors Couwenbergh, J.P., Croegaert, A., Gallez, B., Petit, P. and Tilman, M.
year 1999
title The Architect, CAD and Teaching The Pedagogical Point of View at Tournai's ISA Saint-Luc
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 221-228
summary Object-oriented approach to software development is discussed as a conceptual framework and working computational model for creative architectural design. Two modes of obejct orientation in design are elaborated. The more conservative mode is static, based on class- type/object-instance hierarchies. The other mode is dynamic, based on a modern view of computation as multi-threaded evolution of interacting objects.
series AVOCAAD
last changed 2005/09/09 10:48

_id d79a
authors Ekholm, Anders and Fridqvist, Sverker
year 1999
title The BAS*CAAD Information System for Design principles, Implementation, and a Design Scenario
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 149-164
summary The objectives of the BAS-CAAD-project are to investigate into theories and methods for computer aided architectural design, with emphasis on requirements of early stages of the design process. Information systems can be characterised as static or dynamic concerning the definition of classes in the model schema, and concerning classification of model objects. The paper presents the BAS-CAAD system, a prototype software that implements the conceptually most important features of a dynamic information system for design. The BAS-CAAD information system is built on a generic ontological framework. The system allows a free combination of attributes, supporting the incremental way that knowledge is built up during design. It provides a generic library structure that allows definition of objects classes in different levels of generalisation that may originate from international standards or the individual designer. For example, in the construction context, it allows modelling of buildings and their parts, as well as user organisations and user activities. The function of the system is illustrated in two scenarios.
keywords CAD, Design, Dynamic Schema Evolution, Information Systems, Object Oriented Modelling, Product Modelling, Design Scenario
series CAAD Futures
email
last changed 2006/11/07 07:23

_id ga9916
id ga9916
authors Elzenga, R. Neal and Pontecorvo, Michael S.
year 1999
title Arties: Meta-Design as Evolving Colonies of Artistic Agents
source International Conference on Generative Art
summary Meta-design, the act of designing a system or species of design instead of a design instance, is an important concept in modern design practice and in the generative design paradigm. For meta-design to be a useful tool, the designer must have more formal support for both design species definition/expression and the abstract attributes which the designer is attempting to embody within a design. Arties is an exploration of one possible avenue for supporting meta-design. Arties is an artistic system emphasizing the co-evolution of colonies of Artificial Life design or artistic agents (called arties) and the environment they inhabit. Generative design systems have concentrated on biological genetics metaphors where a population of design instances are evolved directly from a set of ‘parent’ designs in a succession of generations. In Arties, the a-life agent which is evolved, produces the design instance as a byproduct of interacting with its environment. Arties utilize an attraction potential curve as their primary dynamic. They sense the relative attraction of entities in their environment, using multiple sensory channels. Arties then associate an attractiveness score to each entity. This attractiveness score is combined with a 'taste' function built into the artie that is sensitized to that observation channel, entity, and distance by a transfer function. Arties use this attraction to guide decisions and behaviors. A community of arties, with independent evolving attraction criteria can pass collective judgement on each point in an art space. As the Artie moves within this space it modifies the environment in reaction to what it senses. Arties support for Meta-design is in (A) the process of evolving arties, breeding their attraction potential curve parameters using a genetic algorithm and (B) their use of sensory channels to support abstract attributes geometries. Adjustment of these parameters tunes the attraction of the artie along various sensing channels. The multi-agent co-evolution of Arties is one approach to creating a system for supporting meta-design. Arties is part of an on-going exploration of how to support meta-design in computer augmented design systems. Our future work with Arties-like systems will be concerned with applications in areas such as modeling adaptive directives in Architecture, Object Structure Design, spatio-temporal behaviors design (for games and simulations), virtual ambient spaces, and representation and computation of abstract design attributes.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id d931
authors Gabryszewski, Artur B.
year 1999
title Idea of an Intelligent Building - Development Prospects
doi https://doi.org/10.52842/conf.ecaade.1999.739
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 739-743
summary An ever-increasing number of offices as also residential buildings are being realised by designers and investors in accordance with the concept of an intelligent building. Houses of the new generation are being constructed. This is possible thanks to dynamic progress in the development of computer and microprocessor engineering techniques. Putting into reality the idea of the 'intelligent building' will become one of the most interesting assignments of Polish building industry in the rapidly approaching XXI century. The term 'intelligent building' first appeared in the eighties. The idea behind this conception is aspiring to create a friendly, work supporting, effective environment. The revolution in telecommunications and information technology along with change in the standards of office work, have caused computer networks and modem systems of automation and protection, to invade buildings. From the technical point of view, an intelligent building is an object in which all the subsystems co-operate with each other, forming a friendly environment for man. For users of an intelligent building, the most important issue is realisation of the following aims: object management which includes both control of human resources and automation systems in the building and also efficient management of the building space in such a way that the costs of its utilisation are minimised. The possibility of optional installation of modern systems and equipment should be facilitated by the architecture itself. Therefore, the specifics of all the building elements should be taken into account right at the designing stage. The following features characterise an intelligent building: integration of telecommunication systems in the building, central management and supervision system and utilisation of structural cabling as the carrier of signals controlling most of the systems in the building. Presently, there is no building in Poland that could be characterised by the three features mentioned.
keywords High-tech Architecture, Ecology, CAAD
series eCAADe
email
last changed 2022/06/07 07:50

_id b9d3
authors Galán, B., Argumedo, C. and Paganini, A.
year 1999
title Possibilities of the Computer for the Simulation of the Designer's Constructive Strategies
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 74-78
summary The dynamic analysis (prospective), of products and systems, it is a methodological resource of the design that allows synthetically, and with great economy of investigation resources and time, to put in evidence the tendencies in the evolution of the object. Finally, the design strategies are defined as postures in front of these tendencies of evolution of the significant variables in the cycle of the product. Having as theoretical context the theory of systems,we explored the dynamic analysis of products and systems, taking their evolution along a temporary series that embraces a complete cycle, from the birth of the object until their maturation in the period of saturation of the market. Starting from the analysis of the evolution of the diverse subsystems, and the conflicts among the world of the necessities, (as pressure exercised from the context), and the technical agreement, it shows the evolutionary dynamics,the underlying conflicts to the logic of the system for each product. They are revealed to the design like a cultural operation that should keep in mind the processes of transformation of the mental representations of the object whose evolution should respect certain rules for its as, clearly such as the well-known maya threshold, (most advanced, yet accepted).
series SIGRADI
email
last changed 2016/03/10 09:52

_id 6e38
authors Hanna, A.S. and Lotfallah, W.B.
year 1999
title A fuzzy logic approach to the selection of cranes
source Automation in Construction 8 (5) (1999) pp. 597-608
summary This paper presents a fuzzy logic approach to select the best crane type in a construction project from the main crane types, namely, mobile, tower and derrick cranes. Each factor of the project is classified as being dynamic or static according to whether the factor does or does not depend on the particular project. Linguistic information about the suitability of each crane type with respect to each factor of the project is translated into either fuzzy sets (for static factors) or fuzzy if–then rules (for dynamic factors). The fuzzy rules are then aggregated into a fuzzy relation between the space of factor property and the space of crane efficiency. In a particular project the experts describe the property as well as the relative importance of each factor. The rules are then fired using the max–min extension principle, and the resulting efficiencies are aggregated with their importance weights. The process identifies the best crane as the one with the highest expected overall efficiency.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id fd25
authors Homma, R., Iki, K., Morozumi, M. and Morisaki, T.
year 1999
title Geographic Information Database for Landscape Evaluation
doi https://doi.org/10.52842/conf.caadria.1999.143
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. 143-152
summary In a landscape evaluation of a large-scale facilities construction such as garbage disposal facilities, it is necessary to grasp landscape characteristics of the area that is able to observe object facilities. This landscape characteristic consists of both a geographical characteristic (landscape resources, public space, districts designated by various urban planing laws, etc.) and a visual characteristic (visibility / invisibility range, distance from the object). The facilities design with consideration for landscape requires a geographic information database for the landscape characteristic, which enable planners to share the geographic information in the area. Authors proposed Network-based Dynamic Evaluation Process for urban landscapes in CAADRIA98, and illustrated the need of the common place that shares geographic information in the process. The system has function to provide the information of the area with layered maps simply. However the system developed with HTML Layer Function, that has limited to update data and boolean operate of layers. For using the system for practical purposes, it should conduct a GIS lookup and report back, via HTML. On the other hand, at present, there are various analogue thematic maps, digital maps are not prepared enough for landscape evaluation. It causes that landscape design process is not efficient. Also, a potential (importance) of viewpoints for evaluating facilities design have been defined by qualitative analysis so far, therefore a quantitative comparison of viewpoints was not available. As a solution of those problems, authors are tackling the development of Geographic Information Database (GIDB) by using GIS. In this paper authors give an outline of GIDB composed of overlaying various digital thematic maps included visual characteristic of the facilities. As a case study, in construction of the garbage disposal facilities in Kumamoto city, the important viewpoints was extracted by GIDB.
series CAADRIA
email
last changed 2022/06/07 07:50

_id b8b4
authors Igarashi, T., Matsuoka, S. and Tanaka, H.
year 1999
title Teddy: A Sketching Interface for 3D Freeform Design
source SIGGRAPH 99 Conference Proceedings, 109-126. ACM
summary Teddy is a sketching interface for quickly and easily design freeform models such as stuffed animals and other rotund objects. The user draws several 2D freeform strokes interactively on the screen and the system automatically constructs plausible 3D polygonal surfaces. Our system supports several modeling operations, including the operation to construct a 3D polygonal surface from a 2D silhouette drawn by the user: it inflates the region surrounded by the silhouette making wide area fat, and narrow area thin. Teddy, our prototype system, is implemented as a Java program, and the mesh construction is done in real-time on a standard PC. I will give a live demonstration of modeling operations and describe its algorithms in detail.
series other
last changed 2003/04/23 15:14

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