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 630

_id 0b90
authors Serrentino, Roberto
year 1999
title Modular Architectural Groupings from Escher Periodic Tessellations
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 205-219
summary One of the more interesting design techniques developed by Dutch graphic artist M.C. Escher consists in covering the plane with tiles containing patterns that repeats periodically. Modularity within shape grouping is extensively used, expressed by natural figures from the living world, and also from worlds of fantasy. This paper attempts to use Eschers's ideas as a source of inspiration to obtain modular shapes to conform groups with architectural issues. The task is to satisfy design requirements and to get repeatable unitary shapes, whose geometric description is modularly manipulated within area as well as perimeter. This should be done by two procedures: 1. from the components to the whole (from the tiles to the tiling): once the designer has defined a modular constructive unit (solving a particular situation), it is possible to repeat the unit to generate modular groups, knowing that they will fit perfectly among them, without gaps nor overlaps. 2. from the whole to the components (from the tiling to the tiles): defining a tessellation with the particular rules that drives close to the architectural solution, and getting the necessary units from the tiling. There are multiple architectural themes on which this should be performed. School class-rooms, habitation buildings, shopping center sites, hotel rooms, are examples of this statement. Analyzing procedures followed by the artist, particularly those using figures that tessellate the plane periodically, we'll be able to generate tiles with architectural shape by the same way, applying different symmetry rules. Once the rules to generate shapes of tiles are known, we work within area and perimeter to satisfy modularity requirements and to convert the tiling as a geometric precise support for the insertion of architectural objects that follow predetermined dimensional patterns. In order to illustrate these ideas an example of grouping repeatable habitation units is presented.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 9c3e
authors Maher, M.L., Skow, B. and Cicognani, A.
year 1999
title Designing the virtual campus
source Design Studies, 20, 319-342
summary Virtual Worlds are networked environments that look like the physical world, and create a sense of place for the person communicating, navigating, and doing things in the virtual world. Virtual worlds have traditionally been developed as games, in fact, most virtual worlds today are games. A virtual campus has been developed in the Architecture Faculty at the University of Sydney that is based on some of the concepts of virtual worlds. The virtual campus is a place on the internet where students can go to take courses, meet with academic staff, and communicate with other students. The development of the virtual campus has been influenced by research in design science and is based on the conceptual metaphor of architectural design. The design of the virtual campus is considered at three levels: the implementation level, the representation level, and the interface level. Identifying these levels provides a basis for the design of virtual worlds for professional and educational environments. The consideration of the representation level results in a consistent use of a conceptual metaphor so that a person in the virtual campus can make use of the facilities in an intuitive manner.
series journal paper
email
last changed 2003/04/23 15:50

_id bsct_islami
id bsct_islami
authors Islami, Agron
year 2007
title A Systematic Approach to Thermal Adaptation of Detached Single Family Buildings in Kosovo
source Vienna University of Technology; Building Science & Technology
summary The research focuses on thermal behaviour of non-insulated single detached family units in the region of Kosovo. The region has experienced a massive construction of illegal housing especially after the conflict of 1999. Such construction resulted in poor thermal behaviour of the houses due to the lack of insulation. The poor thermal behaviour resulted in degradation of thermal comfort for the inhabitants of the houses. This phenomenon occurs due to energy savings to heat the house or more accurately, a specific part of the house. The simulation is based on parametric studies in an hourly basis to compute the thermal behavior of three specific houses. The first simulation is performed on a non-insulated house whereas the other simulations are performed with improved thermal insulation in order to understand the importance of a thermal envelope and its impact in this type of houses. The generated results emphasize the energy savings if thermal envelope is improved in existing houses. Simulation program “TAS” was used to extract figures and numbers related to the cases.The research aims to inform the local population on possibilities for increasing the thermal performances of their houses by improvement of the thermal envelope. It raises the quality of living in their dwellings as well as the quality of the environment, subject to a considerable degradation caused by pollution, generated by the outworn power thermal power plants in Kosovo.
keywords Building performance, Non-insulated house, Thermal comfort, Heating, Parametric calculations
series thesis:MSc
email
more http://cec.tuwien.ac.at
last changed 2007/07/16 17:51

_id f799
authors Lau, Kok Hong and Maher, Mary Lou
year 1999
title Architectural Design and Virtual Worlds
doi https://doi.org/10.52842/conf.acadia.1999.004.2
source ACADIA Quarterly, vol. 18, no. 4, pp. 4-6
summary The combination of architectural design and virtual world design has lead to a rapidly expanding area of study and possibly the birth of a new profession. The potential as well as the uncertainty in the area of virtual architectural design are challenging to anyone who is concerned with our living environment, whether it is physical or virtual. Living in the virtual realm has raised the attention not only of architects, but also philosophers, social scientists and the wider academic and professional community. The discussion and debate on cyberspace will certainly remain an important branch of virtual architecture. In this paper we explore the potential and implications of architectural design in virtual worlds.
series ACADIA
email
last changed 2022/06/07 07:51

_id f8b5
authors Oswald, Daniel and Pittioni, Gernot
year 1999
title AVOCAAD Exercises Facility Management Training on the web A Facility Management Survey Relevance for the Architects Business
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 81-87
summary Facilities Management (FM) can't be seen as a subject with a specific area of knowledge with exactly defined borders relative to other subjects. Analysing the economic aspects of FM leads to the realisation that building management is experiencing a process of increasing specialisation and professionalism. It is possible to define FM from a variety of different points of origin. One possible approach views FM as an integral solution for the administration of buildings, their commercial activities, and technical maintenance from an economic perspective, during the whole life of a building. FM covers all strategies in order to efficiently provide, adequately operate and adapt buildings, their contents and systems to changing organisational demands. The current practice of limited analysis of specific administrative aspects, e.g. maintenance, is replaced by consideration of all factors that affect costs. Since all costs can be directly traced to space, the perfect procedure requires that FM is practised during the *hole living-cycle, starting with the definition of the program of construction until the day of conversion or demolition. Through successful FM, the real estate can contribute decisively to the improvement of productivity and the quality of life.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 1d4e
authors Engeli, Maia and Miskiewicz-Bugajski, Malgorzata
year 1999
title A Collectively Designed Information Landscape
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 47-59
summary Information Landscape is one of several courses in which we explore the potential of networked environments to support creative, collaborative design processes. 180 architecture students of the first semester are participating in this course. They work in pairs. The design of an "Information Landscape" is the goal, it is a virtual terrain that is formed by the participants over time and has landmarks that lead to specific information. The location and visual appearance of the more than 400 landmarks help to remember which information is connected to them. The design of the landscape happens in five steps and is related to the tasks in the architectural design class. The collectively designed product can reach qualities beyond the possible achievements of a single person. An environment that supports such design goals must provide for motivation, transparency and support. The common product has to include a tolerance towards fluctuations in the quality of the contributions.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 2145
authors Engeli, Maia and Mueller Andre
year 1999
title Digital Environments for Learning and Collaboration Architecture, Communication, Creativity, Media and Design Process
doi https://doi.org/10.52842/conf.acadia.1999.040
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 40-52
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 ee92
authors Papanikolaou Maria and Tuncer, Bige
year 1999
title The Fake.Space Experience - Exploring New Spaces
doi https://doi.org/10.52842/conf.ecaade.1999.395
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 395-402
summary Fake.space is an elective CAAD course in which teachers and students form an online community. It is a Web-based communication environment for the exchange of ideas on the concept of space. Fake.space is also a narrative structure consisting of threads of nodes created by students. These nodes present different aspects of space. Fake.space represents our current generation of teaching environments. In this paper we describe and analyse its latest incarnation and discuss our aims and thoughts for further development. We believe that fake.space reflects on a future where online environments entice the students in a playful way to work with computers and CAD and consider the role of networked environments in architectural space.
keywords Online Community, Learning Environment, Identity, Transparency, Visualisation
series eCAADe
email
more http://space.arch.ethz.ch/ws98/
last changed 2022/06/07 08:00

_id ga9919
id ga9919
authors Strehlke, Kai
year 1999
title xWORLDS, the implementation of a three-dimensional collaborative sketch tool within the context of a third year design course
source International Conference on Generative Art
summary This work is the result of a postgraduate thesis done at the chair for Architecture and CAAD at the ETH in Zurich Switzerland. It proposes a prototype for a three-dimensional modelling tool in a networked environment. The work is composed of two distinct parts. (1) A modeling tool to create three-dimensional objects in an intuitive and interactive manner. (2) A database component to store and retrieve the objects. This modeller has been implemented for the first time in a design course, where students where using the modeller to sketch and interact within a large group to formulate aspects of their design. The Paper focuses on the modeller and on the experience from a one week workshop.1. Modelling Tool. The modeling tool operates in two different modes: (A). Composing cubic forms within a limited cubic space. (B). Deforming the composition of boxes by means of their interaction with a separate volume. For the composition of cubes, the user has to drag a cube with the mouse to continue placing cubes in space. Furthermore, he can move and delete the placed cubes. Simple and complex objects can be created this way, in an easy and intuitive manner. For the second mode, the forms are generated by intersecting a volume with an object created previously in the first mode. The volume can be scaled and moved. The part of the existing object located outside the volume remains unchanged, while the part that lies inside it is transformed in the same way as the volume. Complex forms can be created in this way with simple transformations. 2. Database Storage and Retrieval.The created objects can be stored in a database. Other users can access the objects stored in the database and continue working on them in the same modeling environment. There are two ways to interact with objects from the database. On one side it is possible to substitute the composition of cubes, and keep the distorted framestructure of the currently active object unchanged. On the other side it is possible to initiate a morphing process between the currently active framestructure and the framestructure of an object from the database. This process can be stopped at any time. It is always possible to switch back in the modeling modus and continue work on the object.3. Workshop at the the School of Design at the Hong Kong Polytechnic University.A Group of over 100 students were using the tool in a second year design course. The tool has been implemented as part of a workshop in the second half of the design studio. The workshop lasted for one week in which a collective dataset of over 1000 models has been created by the students. Afterwards, a possibility was given to the students to retrieve models from the database and to process them in different software packages or have them physically built by a 3D printer, and then continue working on the physical model.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id f154
authors Amor, Robert and Newnham, Leonard
year 1999
title CAD Interfaces to the ARROW Manufactured Product Server
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 1-11
summary The UK national project ARROW (Advanced Reusable Reliable Objects Warehouse) provides an Internet based framework through which it is possible to identify any of a range of manufactured products meeting specific design criteria. This open framework (based upon the IAI's IFCs) provides a mechanism for users to search for products from any participating manufacturer or supplier based both on specific attributes of a product or on any of the textual descriptions of the product. The service returns the closest matching products and allows the user to navigate to related information including manufacturer, suppliers, CAD details, VR displays, installation instructions, certificates, health and safety information, promotional information, costings, etc. ARROW also provides a toolkit to enable manufacturers and suppliers to more easily map and publish their information in the format utilised by the ARROW system. As part of the ARROW project we have examined the ability to interface from a design tool through to ARROW to automatically retrieve information required by the tool. This paper describes the API developed to allow CAD and simulation tools to communicate directly with ARROW and identify appropriate manufactured information. The demonstration system enables CAD systems to identify the closest matching manufactured product to a designed product and replacing the designed product with the details supplied by the manufacturer for the manufactured product as well as pulling through product attributes utilised by the design application. This paper provides a description of the ARROW framework and issues faced in providing information based upon standards as well as containing information not currently modelled in public standards. The paper looks at issues of enabling manufacturers and suppliers to move from their current world-view of product information to a more data-rich and user accessible information repository (even though this enables a uniform comparison across a range of manufacturer's products). Finally the paper comments on the likely way forward for ARROW like systems in providing quality information to end users.
keywords Computer-aided Design, Product Retrieval
series CAAD Futures
email
last changed 2006/11/07 07:22

_id 5cba
authors Anders, Peter
year 1999
title Beyond Y2k: A Look at Acadia's Present and Future
doi https://doi.org/10.52842/conf.acadia.1999.x.o3r
source ACADIA Quarterly, vol. 18, no. 1, p. 10
summary The sky may not be falling, but it sure is getting closer. Where will you when the last three zeros of our millennial odometer click into place? Computer scientists tell us that Y2K will bring the world’s computer infrastructure to its knees. Maybe, maybe not. But it is interesting that Y2K is an issue at all. Speculating on the future is simultaneously a magnifying glass for examining our technologies and a looking glass for what we become through them. "The future" is nothing new. Orwell's vision of totalitarian mass media did come true, if only as Madison Avenue rather than Big Brother. Futureboosters of the '50s were convinced that each garage would house a private airplane by the year 2000. But world citizens of the 60's and 70's feared a nuclear catastrophe that would replace the earth with a smoking crater. Others - perhaps more optimistically -predicted that computers were going to drive all our activities by the year 2000. And, in fact, theymay not be far off... The year 2000 is symbolic marker, a point of reflection and assessment. And - as this date is approaching rapidly - this may be a good time to come to grips with who we are and where we want to be.
series ACADIA
email
last changed 2022/06/07 07:49

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

_id 7da7
authors Benedetti, Cristina and Salvioni, Giulio
year 1999
title The Use of Renewable Resource in Architecture: New Teaching Methodologies
doi https://doi.org/10.52842/conf.ecaade.1999.751
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 751-756
summary The program is organized into four parts. Each is very much connected, both logically and methodologically, so that the unit as a whole consists of a content and method of access that are not divided up. This method is not in a chronological order that simply goes in one direction, rather it allows the user to "refer back", in real time and in different directions. For the simple purpose of explanation, the sections of the program are listed as follows: (-) "Basic information" concerns the basics of bioclimatic and timber architecture. Without this knowledge, the other two sections would be difficult to understand; (-) "Actual buildings throughout the world"; give examples of architectural quality; they concretize the basics of bioclimatic and timber architecture; (-) "Students' Masters Theses", that follow on from the basic information and the learning experience "in the field", and guided by the lecturer, have a critical approach to actual buildings throughout the world. (-) A multimedia data-sheet organized to ensure a clear and straightforward presentation of information about the construction products. It relies on a tab-based navigation interface that gives users access to eight different stacked windows.
keywords Architecture, Multimedia, Timber, Bioclimatic, Classification
series eCAADe
email
last changed 2022/06/07 07:54

_id e531
authors Berk, Michael
year 1999
title CYBERjack
doi https://doi.org/10.52842/conf.acadia.1999.x.i8o
source ACADIA Quarterly, vol. 18, no. 4, p. 10
summary Using a limited "kit of parts" [two 8 ft. 2x4's and one sheet of 1/2" birch plywood] students in teams of two are to design and construct an "interface" which joins the physical world to the virtual world of the web. The location for this piece of furniture [the CYBERjack] will be a local library in Okolona, Mississippi, where existing web computers are to be housed. The students modeled the design using formZ, then plotted full-size templates to be used in cutting the actual parts out of wood in the shop. The device was supposed to join the Body to the Machine. The project lasted 2 weeks and was part of a 4th year studio which participated in the ACADIA Library Competition last year.
series ACADIA
email
last changed 2022/06/07 07:49

_id 3017
authors Carson, J. and Clark, A.
year 1999
title Multicast Shared Virtual Worlds Using VRML 97
source Proceedings of VRML 99 Fourth Symposium on the Virtual Reality Modeling language, The Association for Computing Machinery, Inc. New York, pp. 133-140
summary This paper describes a system for authoring and executing shared virtual worlds within existing VRML97 viewers such as Cosmo Player. As VRML97 does not contain any direct support for the construction of virtual worlds containing multiple users extensions are presented to provide support for shared behaviours, avatars and objects that can be manipulated and carried by participants in the world; these extensions are pre-processed into standard VRML97 and Java. A system infrastructure is described which allows worlds to be authored and executed within the context of the World Wide Web and the MBone. CR Categories and Subject Descriptors: C.2.2 [Computer Communication Networks]: Network Protocols - Applications; C.2.4 [Computer Communication Networks]: Distributed Sys- tems - Distributed Applications; H.5.1 [Information Interfaces and Presentation] Multimedia Information Systems - Artificial, Aug- mented and Virtual Realities; 1.3.2 [Computer Graphics]: Graphics Systems - Distributed/network graphics: 1.3.6 [Computer Graph- ics]: Methodology and Techniques - Interaction Techniques; 1.3.7 [Computer Graphics]: Three Dimensional Graphics and Realism - Virtual Reality.
series other
last changed 2003/04/23 15:50

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

_id 9a1e
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo
year 1999
title Stumbling, Backtracking, and Leapfrogging: Two Decades of Introductory Architectural Computing
doi https://doi.org/10.52842/conf.ecaade.1999.151
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 151-158
summary Our collective concept of computing and its relevance to architecture has undergone dramatic shifts in emphasis. A review of popular texts from the past reveals the biases and emphases that were current. In the seventies, architectural computing was generally seen as an elective for data processing specialists. In the early eighties, personal computers and commercial CAD systems were widely adopted. Architectural computing diverged from the "batch" world into the "interactive" world. As personal computing matured, introductory architectural computing courses turned away from a foundation in programming toward instruction in CAD software. By the late eighties, Graphic User Interfaces and windowing operating systems had appeared, leading to a profusion of architecturally relevant applications that needed to be addressed in introductory computing. The introduction of desktop 3D modeling in the early nineties led to increased emphasis upon rendering and animation. The past few years have added new emphases, particularly in the area of network communications, the World Wide Web and Virtual Design Studios. On the horizon are topics of electronic commerce and knowledge markets. This paper reviews these past and current trends and presents an outline for an introductory computing course that is relevant to the year 2000.
keywords Computer-Aided Architectural Design, Computer-Aided Design, Computing Education, Introductory Courses
series eCAADe
email
last changed 2022/06/07 07:56

_id 5a48
authors Combes, L. and Bellomio, A.
year 1999
title Creativity and Modularity in Architecture
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 169-179
summary The Modern Movement in Architecture put forward industrialization, mass production and standardization among its most important banners. At the end of the century those principles are partially applied. However, the overwhelming growing of exchanges and the purchase of artifacts coming from all over the world to be assembled in order to create new artifacts, determines that in the short span, a world wide standardization becomes unavoidable. Designers should be aware about this imminent issue. Working with standard objects means modular thinking. If modules are conceived as sort of constraining entities framing the mind, creative thinking is facing a gloomy prospect. Creativity and freedom seem to be jeopardized by ready made objects. In fact, from the beginning of design as a form- giving activity it exists a dialectic between creativity and feasibility. It is not surprising since designing is essentially the transformation of ideas into real world objects. Nonetheless, the increasing standardization and the indispensable use of computers are exasperating that dialectics. In this paper is argued that if the characteristics of modular procedures are used in the early stage of the design process to prompt the form for further adjustment, creative thinking is released from excessive awareness about dimensional constraints. The first part of the paper is devoted to the description of the contextural trends that make modular thinking relevant. In the second part some propositions about the use of computer systems to generate "modular freedom" are exposed together with examples illustrating the proposed process.
series AVOCAAD
email
last changed 2005/09/09 10:48

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