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 627

_id avocaad_2001_02
id avocaad_2001_02
authors Cheng-Yuan Lin, Yu-Tung Liu
year 2001
title A digital Procedure of Building Construction: A practical project
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary In earlier times in which computers have not yet been developed well, there has been some researches regarding representation using conventional media (Gombrich, 1960; Arnheim, 1970). For ancient architects, the design process was described abstractly by text (Hewitt, 1985; Cable, 1983); the process evolved from unselfconscious to conscious ways (Alexander, 1964). Till the appearance of 2D drawings, these drawings could only express abstract visual thinking and visually conceptualized vocabulary (Goldschmidt, 1999). Then with the massive use of physical models in the Renaissance, the form and space of architecture was given better precision (Millon, 1994). Researches continued their attempts to identify the nature of different design tools (Eastman and Fereshe, 1994). Simon (1981) figured out that human increasingly relies on other specialists, computational agents, and materials referred to augment their cognitive abilities. This discourse was verified by recent research on conception of design and the expression using digital technologies (McCullough, 1996; Perez-Gomez and Pelletier, 1997). While other design tools did not change as much as representation (Panofsky, 1991; Koch, 1997), the involvement of computers in conventional architecture design arouses a new design thinking of digital architecture (Liu, 1996; Krawczyk, 1997; Murray, 1997; Wertheim, 1999). The notion of the link between ideas and media is emphasized throughout various fields, such as architectural education (Radford, 2000), Internet, and restoration of historical architecture (Potier et al., 2000). Information technology is also an important tool for civil engineering projects (Choi and Ibbs, 1989). Compared with conventional design media, computers avoid some errors in the process (Zaera, 1997). However, most of the application of computers to construction is restricted to simulations in building process (Halpin, 1990). It is worth studying how to employ computer technology meaningfully to bring significant changes to concept stage during the process of building construction (Madazo, 2000; Dave, 2000) and communication (Haymaker, 2000).In architectural design, concept design was achieved through drawings and models (Mitchell, 1997), while the working drawings and even shop drawings were brewed and communicated through drawings only. However, the most effective method of shaping building elements is to build models by computer (Madrazo, 1999). With the trend of 3D visualization (Johnson and Clayton, 1998) and the difference of designing between the physical environment and virtual environment (Maher et al. 2000), we intend to study the possibilities of using digital models, in addition to drawings, as a critical media in the conceptual stage of building construction process in the near future (just as the critical role that physical models played in early design process in the Renaissance). This research is combined with two practical building projects, following the progress of construction by using digital models and animations to simulate the structural layouts of the projects. We also tried to solve the complicated and even conflicting problems in the detail and piping design process through an easily accessible and precise interface. An attempt was made to delineate the hierarchy of the elements in a single structural and constructional system, and the corresponding relations among the systems. Since building construction is often complicated and even conflicting, precision needed to complete the projects can not be based merely on 2D drawings with some imagination. The purpose of this paper is to describe all the related elements according to precision and correctness, to discuss every possibility of different thinking in design of electric-mechanical engineering, to receive feedback from the construction projects in the real world, and to compare the digital models with conventional drawings.Through the application of this research, the subtle relations between the conventional drawings and digital models can be used in the area of building construction. Moreover, a theoretical model and standard process is proposed by using conventional drawings, digital models and physical buildings. By introducing the intervention of digital media in design process of working drawings and shop drawings, there is an opportune chance to use the digital media as a prominent design tool. This study extends the use of digital model and animation from design process to construction process. However, the entire construction process involves various details and exceptions, which are not discussed in this paper. These limitations should be explored in future studies.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id b6d4
authors Rousse, Pierre
year 1999
title Envisioning an Urban space that Integrates Architecture into an Information Oriented Society
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 197-200
summary There is an assumption that architecture can provide an evocative vision of an artificial environment using digitalized and wireless communication technology. It is a ideal based on perception of virtual space, where distance is minimized through the continual process of breaking barriers in none visible planes. It is domain of mind, in which the object becomes real by individual choice. It is conceived in a plane known as virtual space or cyber space. Marcos Novak describes it as "space created as habitat for our imagination". I approach the topic trying to establish a connection between the boundaries of virtual space and real space through architecture. These are the objectives of my inquiry: 1) To explore an architectural form in a media of non-concrete space. Space created by a negative space (empty space, residual space, loading space). 2) To define a new technology that marks the beginning of a real virtual environment accessible to everybody. Proposing the idea of socialization through the architecture and revitalizing negative spaces comprehended as valuable public places. 3) Identification and representation of sources that make possible telecommunication technology in an enclosed space. Prototype of a new communicational platform re-interpreted by cyber space, digital images, high-speed data, mobile Internet and application based on Intranets, extranets and mobile multimedia.
series SIGRADI
email
last changed 2016/03/10 09:59

_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 becb
authors Anders, Peter
year 1999
title Electronic Extension: Some implications of cyberspace for the practice of architecture
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 276-289
doi https://doi.org/10.52842/conf.acadia.1999.276
summary This white-paper builds upon previous research to present hybrids of electronic and physical spaces as extensions of current design practice. It poses an hypothetical project - a hybrid of physical and cyberspaces - to be developed through an extrapolation of current architectural practice by fully exploiting new information technologies. The hybrid's attributes not only affect the scope of development but the very activities of the design team and client during - and after - deployment. The entire life cycle of the project is affected by its dual material and media presence. The paper concludes by discussing the effect the hybrid - here called a "cybrid" - on the occupant, and its local and global communities. It reviews the economics, administration, marketing, operation, flexibility, and extension of the project to assess its effects on these scales. The conclusions are provisional owing to the youth of the technologies. However, in laying out these issues, the author hopes to begin a discussion on effects computation will have on our built environment.
series ACADIA
email
last changed 2022/06/07 07:54

_id bd21
authors Barría Chateau, H., García Alvarado, R., Lagos Vergara, R. and Parra Márquez, J.C.
year 1999
title Evaluation of Spatial Perception in Virtual Environments
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 145-148
summary The 3D environments created by computers can be used as a powerful simulation tool for architecture, especially with inmersive devices, but it is necessary to know properly their spatial characteristics to use it effectively. It is also important to consider their possibilities in communication networks and their implications in contemporary architecture. For this reason, the goal of this research is to evaluate the perception of virtual architectonic spaces in relation to the perception of real architectonic spaces. This research is based on the comparison of experiences of university students in a real space (Entrance Hall of Faculty of Economy) and in the same space modeled by a computer. The evaluation considers tests with stereoscopic helmets and interactive navigation, making questionnaires to characterize the sensation of dimensions, relationships and time for an specific activity. The measuring of real and virtual spaces are made through references (furniture, textures, etc.) or by proportional relations between height, width and depth, in different patterns. The experience also reveals mental schemes to perceive the dimension of architectonic space and the orientation in a real and virtual environment. Besides, the research allows to relate the different levels of complexity and information with the understanding of real architectonic space and modeled space.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 2145
authors Engeli, Maia and Mueller Andre
year 1999
title Digital Environments for Learning and Collaboration Architecture, Communication, Creativity, Media and Design Process
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 40-52
doi https://doi.org/10.52842/conf.acadia.1999.040
summary Digital networks are gaining importance as environments for learning and creative collaboration. Technical achievements, software enhancements, and a growing number of applicable principles make it possible to compile complex environments that satisfy many aspects necessary for creative collaboration. This paper focuses on three issues: the architecture of collaborative environments, communication in these environments and the processes inherent to creative collaboration. The information architecture of digital environments looks different from physical architecture, mainly because the material that it is made out of is information and not stone, wood or metal and the goal is to pro-vide appropriate paths and views to information. Nonetheless, many analogies can be drawn between information architecture and physical architecture, including the need for useability, aesthetics, and consistency. To communicate is important for creative collaboration. Digital networks request and enable new strategies for communicating. Regarding the collaborative creative process we have been able to detect principles and features that enhance this process, but there are still many unanswered questions. For example, the environment can enable and improve the frequency of surprise and coincidence, two factors that often play decisive roles in the creative processes but cannot be planned for in advance. Freedom and transparency within the environment are other important factors that foster creative collaboration. The following findings are based on numerous courses, which we have taught using networked environments and some associated, research projects that helped to verify their applicability for architectural practice.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:55

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

_id 993c
authors Fruchter, Renate
year 1999
title A/E/C Teamwork: A Collaborative Design and Learning Space
source Journal of Computing in Civil Engineering -- October 1999 -- Volume 13, Issue 4, pp. 261-269
summary This paper describes an ongoing effort focused on combined research and curriculum development for multidisciplinary, geographically distributed architecture/engineering/construction (A/E/C) teamwork. Itpresents a model for a distributed A/E/C learning environment and an Internet-based Web-mediated collaboration tool kit. The distributed learning environment includes six universities from Europe, Japan, andthe United States. The tool kit is aimed to assist team members and owners (1) capture and share knowledge and information related to a specific project; (2) navigate through the archived knowledge andinformation; and (3) evaluate and explain the product's performance. The A/E/C course offered at Stanford University acts as a testbed for cutting-edge information technologies and a forum to teach newgenerations of professionals how to team up with practitioners from other disciplines and take advantage of information technology to produce a better, faster, more economical product. The paper presents newassessment metrics to monitor students' cross-disciplinary learning experience and track programmatic changes. The paper concludes with challenges and quandaries regarding the impact of informationtechnologies on team performance and behavior.
series journal paper
last changed 2003/05/15 21:45

_id d931
authors Gabryszewski, Artur B.
year 1999
title Idea of an Intelligent Building - Development Prospects
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 739-743
doi https://doi.org/10.52842/conf.ecaade.1999.739
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 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
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
doi https://doi.org/10.52842/conf.acadia.2010.183
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 65b4
authors Kos, Jose Ripper
year 1999
title Architecture and Hyperdocument: Data Shaping Space
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 462-465
summary The computer interface can't convey the hole experience of walking through a city or a building. Nevertheless, the complexity of all the aspects involved in those threedimensional spaces can be better understood through the non-linearity of the hyperdocument. Each dweller of a city and a building has many layers of relationship with both. The sequence and the extent each observer explores the space is unique. It’s not totally apprehended in a first visit. As the observer knows better that space, his experience changes. A similar situation takes place in a multimedia application. Hence, it's possible to build an analogy between the architectonic or urban structure and a hyperdocument navigation structure. We can also state that the computer is critical to create paths of architectural information through space and time. The 3D model of a city is a powerful basis to structure the hyperdocument navigation. The city can be viewed in separate parts or layers of information. One investigates the city through different aspects of its configuration and explores it in different scales and levels of detail. The images generated from this 3D model can be combined with video, photo, sound and text, organizing the information which gives form to the city. The navigation through this information, addresses the citty by its economy, housing, religion, politics, leisure, projects, symbolic buildings, and other aspects. This paper will discuss these issues through the experiments of the research done at the School of Architecture and Urbanism of the Universidade Federal do Rio de Janeiro. The research group at the "Laboratory of Urban Analysis and Digital Representation" in PROURB (Graduate Program of Urbanism) analyses the city and its buildings using CD-ROMs and websites.
keywords 3D City Modeling, Hyperdocument, Multimedia, Architecture, Urbanism
series SIGRADI
email
last changed 2016/03/10 09:54

_id ecaade2012_045
id ecaade2012_045
authors Langenhan, Christoph ; Seifert, Arne ; Teichert, Astrid ; Petzold, Frank
year 2012
title ar:searchbox - Knowledge management for architecture students
source Achten, Henri; Pavlicek, Jiri; Hulin, Jaroslav; Matejovska, Dana (eds.), Digital Physicality - Proceedings of the 30th eCAADe Conference - Volume 1 / ISBN 978-9-4912070-2-0, Czech Technical University in Prague, Faculty of Architecture (Czech Republic) 12-14 September 2012, pp. 639-645.
doi https://doi.org/10.52842/conf.ecaade.2012.1.639
wos WOS:000330322400067
summary As media-orientation and access to media becomes increasingly widespread in society, so too is the availability of architectural designs on the internet. In most cases these are published in the form of raster images of plans, elevations and perspective drawings together with written descriptions on architecture databases and platforms such as archINFORM or nextroom, as well as on the homepages of the respective architecture offi ces. Knowledge is generally regarded as useful information. However, the literature does not elaborate clear differentiations between what is knowledge, and what is information and data. In our view it is the preparation of information in data structures that makes it useful as knowledge. Knowledge management systems are therefore intelligent information systems in which knowledge is presented and made useful through representation and modelling methods (Abeckerand Decker, 1999).
keywords Knowledge management; ontology; information retrieval
series eCAADe
email
last changed 2022/06/07 07:52

_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 0c63
authors Montagu, Arturo, Rodriguez Barros, Diana and Chernobilsky, Lilia B.
year 1999
title Design, Qualitative Analysis and Digital Media: An Experimental Pedagogic Approach to the Cultural Evaluation and Integration of Media
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 127-135
doi https://doi.org/10.52842/conf.ecaade.1999.127
summary Globalization is a multidimensional process which impregnates all the facts and events of our present culture and, as a by-product of this situation, there is a set of complex relationships where "intuitive behavior plus knowledge and information technology" are central issues of the new pedagogic procedures of our times. In this paper we assume by "knowledge" the data obtained from a set of relationships orientated towards the "heuristic approach" from the point of view of "qualitative analysis" concepts (Muhr 91). Our main "provisional hypothesis" is to use this methodology to control the analysis-synthesis process as a continuous procedure during the design stages. One particular aspect of this view is going through the "informatic culture phenomena" which is the base of the present "turning point" of design procedures in most of the architectural and design schools around the world. This paper discusses how "media" is affecting the "design process" regarding three aspects: the conceptual, the instrumental and the representational one. These aspects are affecting also the cultural models and creating new paradigms in the way how new design methodologies combine "heuristics procedures" with the growing set of computer graphics parameters.
keywords Architecture, Design, Qualitative Analysis, Digital Media
series eCAADe
email
last changed 2022/06/07 07:58

_id ff51
authors Neiman, Bennett R. and Do, Ellen Yi-Luen
year 1999
title Digital Media and the Language of Vision
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 70-80
doi https://doi.org/10.52842/conf.acadia.1999.070
summary Digital media are transforming the practice and teaching of design. Information technologies offer not only better production and rendering tools but also the ability to model, manipulate, and to understand designing in new ways. This paper outlines a thirteen-step methodology used in a seminar that teaches design students how to see, think, and form space using both digital and physical media.

The paper describes a systematic approach that follows the tradition of the Bauhaus principles of craftsmanship and visual perception. Precedents are drawn from the use of light, color and texture in the visual arts such as the glass collage assemblages of Albers and Moholy-Nagy’s camera-less photogram. References are also drawn from Kandinsky’s diagrammatic analysis of still life drawings and Kepes’s idea of the language of vision.

The focus of the paper is how digital media and physical material can be used interchangeably as instruments in a design environment. The investigation centers on developing teaching methods for seeing, thinking and making of spatial design. A sequence of experimental exercises stimulates students’ intuition and powers of analytical observation. This systematic approach helps students explore how space can be perceived and informed by using types of media that are significantly different in their nature. The methodology explores the concerns and techniques of making and exploring space through the use of light, shadow, motion, color and transparency.

series ACADIA
email
last changed 2022/06/07 07:58

_id 9eb6
authors Peng C. and Blundell Jones, P.
year 1999
title Hypermedia Authoring and Contextual Modeling in Architecture and Urban Design: Collaborative Reconstructing Historical Sheffield
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 114-124
doi https://doi.org/10.52842/conf.acadia.1999.114
summary Studies of historical architecture and urban contexts in preparation for contemporary design interventions are inherently rich in information, demanding versatile and efficient methods of documentation and retrieval. We report on a developing program to establish a hypermedia authoring approach to collaborative contextual modeling in architecture and urban design. The paper begins with a description of a large-scale urban history study project in which 95 students jointly built a physical model of the city center of Sheffield as it stood in 1900, at a scale of 1:500. Continuing work on the Sheffield urban study project, it appears to us desirable to adopt a digital approach to archiving the material and in making it both indexible and accessible via multiple routes. In our review of digital models of cities, some interesting yet unexplored issues were identified. Given the issues and tasks elicited, we investigated hypermedia authoring in HTML and VRML as a designer-centered modeling methodology. Conceptual clarity of the methodology was considered, intending that an individual or members of design groups with reasonable computing skills could learn to operate it quickly. The methodology shows that it is practicable to build a digital contextual databank by a group of architecture/urban designers rather than by specialized modeling teams. Contextual modeling with or without computers can be a research activity on its own. However, we intend to investigate further how hypermedia-based contextual models can be interrelated to design development and communication. We discuss three aspects that can be explored in a design education setting.
series ACADIA
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
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
doi https://doi.org/10.52842/conf.ecaade.2002.422
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 c056
authors Tsou, Jin-Yeu and Chow, Benny
year 1999
title Team Orientated Knowledge Construction for Architectural Education
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 292-300
doi https://doi.org/10.52842/conf.ecaade.1999.292
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 53df
authors Uddin, M.S.
year 1999
title Hybrid Drawing Techniques by Contemporary Architects and Designers
source John Wiley, New York,
summary The complete hybrid drawing sourcebook Hybrid drawings offer limitless possibilities for the fusion and superimposition of ideas, media, and techniques-powerful creative tools for effective and innovative architectural graphic presentation. This unique guide offers a dynamic introduction to these drawings and how they are created, with a stunning color portfolio of presentation-quality examples that give full visual expression to the power and potential of hybrid drawing techniques. Featuring the work of dozens of internationally recognized architects and firms, including Takefumi Aida, Helmut Jahn of Murphy/Jahn Architects, Morphosis, Eric Owen Moss, NBBJ Sports & Entertainment, Smith-Miller & Hawkinson, and Bernard Tschumi Architects, the book's visual examples are accompanied by descriptive and analytical commentary that gives valuable practical insight into the background of each project, along with essential information on the design concept and the drawing process. Combining all of the best features of an idea resource and a how-to guide, Hybrid Drawing Techniques by Contemporary Architects and Designers is an important creative tool for students and professionals in architecture, design, illustration, and related areas
series other
last changed 2003/04/23 15:14

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