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 d8df
authors Naticchia, Berardo
year 1999
title Physical Knowledge in Patterns: Bayesian Network Models for Preliminary Design
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 611-619
doi https://doi.org/10.52842/conf.ecaade.1999.611
summary Computer applications in design have pursued two main development directions: analytical modelling and information technology. The former line has produced a large number of tools for reality simulation (i.e. finite element models), the latter is producing an equally large amount of advances in conceptual design support (i.e. artificial intelligence tools). Nevertheless we can trace rare interactions between computation models related to those different approaches. This lack of integration is the main reason of the difficulty of CAAD application to the preliminary stage of design, where logical and quantitative reasoning are closely related in a process that we often call 'qualitative evaluation'. This paper briefly surveys the current development of qualitative physical models applied in design and propose a general approach for modelling physical behaviour by means of Bayesian network we are employing to develop a tutoring and coaching system for natural ventilation preliminary design of halls, called VENTPad. This tool explores the possibility of modelling the causal mechanism that operate in real systems in order to allow a number of integrated logical and quantitative inference about the fluid-dynamic behaviour of an hall. This application could be an interesting connection tool between logical and analytical procedures in preliminary design aiding, able to help students or unskilled architects, both to guide them through the analysis process of numerical data (i.e. obtained with sophisticate Computational Fluid Dynamics software) or experimental data (i.e. obtained with laboratory test models) and to suggest improvements to the design.
keywords Qualitative Physical Modelling, Preliminary Design, Bayesian Networks
series eCAADe
email
last changed 2022/06/07 07:59

_id 2874
authors Pan, Yunhe
year 1999
title Dunhuang Art Cave Virtual Rebuilding and Navigation: Applying Multimedia, Intelligence and Design Technologies in Dunhuang Arts
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. 1-20
doi https://doi.org/10.52842/conf.caadria.1999.001
summary Dunhuang Art Cave is confronted with the serious influence of natural forces. Integrating Multimedia, Artificial intelligence and CAD, we can virtually preserve and reproduce the original cave architecture, painting sculptures and murals. This paper first introduce the main ideas of Dunhuang cave virtual rebuilding, cave virtual navigating, mural color restoring as well as Dunhuang-style pattern designing, and then analyzes in detail their technical issues and show results of prototype systems. In the end, we give a brief summary.
series CAADRIA
last changed 2022/06/07 08:00

_id ae61
authors Af Klercker, Jonas
year 1999
title CAAD - Integrated with the First Steps into Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 266-272
doi https://doi.org/10.52842/conf.ecaade.1999.266
summary How and when should CAAD be introduced in the curriculum of the School of Architecture? This paper begins with some arguments for starting CAAD education at the very beginning. At the School of Architecture in Lund teachers in the first year courses have tried to integrate CAAD with the introduction to architectural concepts and techniques. Traditionally the first year is divided by several subjects running courses separatly without any contact for coordination. From the academic year 96/97 the teachers of Aplied aestetics, Building Science, Architectural design and CAAD have decided to colaborate as much as possible to make the role of our different fields as clear as possible to the students. Therefore integrating CAAD was a natural step in the academic year 98/99. The computer techniques were taught one step in advance so that the students can practise their understanding of the programs in their tasks in the other subjects. The results were surprisingly good! The students have quickly learned to mix the manual and computer techniques to make expressive and interesting visual presentations of their ideas. Some students with antipaty to computers have overcome this handicap. Some interesting observations are discussed.
keywords Curriculum, First Year Studies, Integration, CAAD, Modelling
series eCAADe
email
last changed 2022/06/07 07:54

_id 4d95
authors Alvarado, Rodrigo Garcia and Maver, Tom
year 1999
title Virtual Reality in Architectural Education: Defining Possibilities
source ACADIA Quarterly, vol. 18, no. 4, pp. 7-9
doi https://doi.org/10.52842/conf.acadia.1999.007
summary Introduction: virtual reality in architecture Virtual Reality (VR) is an emergent computer technology for full 3D-simulations, which has a natural application in the architectural work, due that activity involves the complete definition of buildings prior to its construction. Although the profession has a long tradition and expertise in the use of 2D-plans for the design of buildings, the increasing complexity of projects and social participation requires better media of representation. However, the technological promise of Virtual Reality involves many sophisticated software and hardware developments. It is based on techniques of 3D-modelling currently incorporated in the majority of drawing software used in architecture, and also there are several tools for rendering, animation and panoramic views, which provide visual realism. But other capabilities like interactivity and sense of immersion are still complex, expensive and under research. These require stereoscopic helmets, 3D pointers and trackers with complicated configurations and uncomfortable use. Most advanced installations of Virtual-Reality like CAVEs involve much hardware, building space and restrictions for users. Nevertheless, diverse developers are working in Virtual-Reality user-friendly techniques and there are many initial experiences of architectural walk-throughs showing advantages in the communication and development of designs. Then we may expect an increasing use of Virtual Reality in architecture.
series ACADIA
email
last changed 2022/06/07 07:54

_id 7921
authors Carp, John
year 1999
title Discovering Theory
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 347-348
summary This abstract describes a course in design theory and methods for students in architecture. It deals with the principles of Morphogenetic Design, in a didactical setting. The course is special in the way that theory and methods are not being taught formally, but discovered by the students themselves. The mechanism for acquiring this knowledge is by means of a series of exercises the students have to carry out. Each exercise is put before the students with a minimum of explanation. The purpose of the exercise is explained afterwards, making maximal use of group discussions on the results of the exercise. The discussion is being focused on comparing the similarities and differences in the variants the students have produced. The aim of the discussion is firstly to discover the structural properties of these variants (the theory) and secondly to discover the most appropriate way of establishing these structural properties (the methods). The variants have come on the table by means of the group effort. The habitual reluctance of architects, when required to produce variants, is thus being overcome. Morphogenetic themes like creation, evaluation and selection are being dealt with in a natural way.
series AVOCAAD
last changed 2005/09/09 10:48

_id ga9921
id ga9921
authors Coates, P.S. and Hazarika, L.
year 1999
title The use of genetic programming for applications in the field of spatial composition
source International Conference on Generative Art
summary Architectural design teaching using computers has been a preoccupation of CECA since 1991. All design tutors provide their students with a set of models and ways to form, and we have explored a set of approaches including cellular automata, genetic programming ,agent based modelling and shape grammars as additional tools with which to explore architectural ( and architectonic) ideas.This paper discusses the use of genetic programming (G.P.) for applications in the field of spatial composition. CECA has been developing the use of Genetic Programming for some time ( see references ) and has covered the evolution of L-Systems production rules( coates 1997, 1999b), and the evolution of generative grammars of form (Coates 1998 1999a). The G.P. was used to generate three-dimensional spatial forms from a set of geometrical structures .The approach uses genetic programming with a Genetic Library (G.Lib) .G.P. provides a way to genetically breed a computer program to solve a problem.G. Lib. enables genetic programming to define potentially useful subroutines dynamically during a run .* Exploring a shape grammar consisting of simple solid primitives and transformations. * Applying a simple fitness function to the solid breeding G.P.* Exploring a shape grammar of composite surface objects. * Developing grammarsfor existing buildings, and creating hybrids. * Exploring the shape grammar of abuilding within a G.P.We will report on new work using a range of different morphologies ( boolean operations, surface operations and grammars of style ) and describe the use of objective functions ( natural selection) and the "eyeball test" ( artificial selection) as ways of controlling and exploring the design spaces thus defined.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 9e26
authors Do, Ellen Yi-Luen,
year 1999
title The right tool at the right time : investigation of freehand drawing as an interface to knowledge based design tools
source College of Architecture, Georgia Institute of Technology
summary Designers use different symbols and configurations in their drawings to explore alternatives and to communicate with each other. For example, when thinking about spatial arrangements, they draw bubble diagrams; when thinking about natural lighting, they draw a sun symbol and light rays. Given the connection between drawings and thinking, one should be able infer design intentions from a drawing and ultimately use such inferences to program a computer to understand our drawings. This dissertation reports findings from empirical studies on drawings and explores the possibility of using the computer to automatically infer designer's concerns from the drawings a designer makes. This dissertation consists of three parts: 1) a literature review of design studies, cognitive studies of drawing and computational sketch systems, and a set of pilot projects; 2) empirical studies of diagramming design intentions and a design drawing experiment; and 3) the implementation of a prototype system called Right-Tool-Right-Time. The main goal is to find out what is in design drawings that a computer program should be able to recognize and support. Experiments were conducted to study the relation between drawing conventions and the design tasks with which they are associated. It was found from the experiments that designers use certain symbols and configurations when thinking about certain design concerns. When thinking about allocating objects or spaces with a required dimensions, designers wrote down numbers beside the drawing to reason xviii about size and to calculate dimensions. When thinking about visual analysis, designers drew sight lines from a view point on a floor plan. Based on the recognition that it is possible to associate symbols and spatial arrangements in a drawing with a designer's intention, or task context, the second goal is to find out whether a computer can be programed to recognize these drawing conventions. Given an inferred intention and context, a program should be able to activate appropriate design tools automatically. For example, concerns about visual analysis can activate a visual simulation program, and number calculations can activate a calculator. The Right- Tool-Right-Time prototype program demonstrates how a freehand sketching system that infers intentions would support the automatic activation of different design tools based on a designers' drawing acts.
series thesis:PhD
email
more http://www.arch.gatech.edu/~ellen/thesis.html
last changed 2004/10/04 07:49

_id 1f90
authors Garcia, Renato
year 1999
title PUSH: Generating Structural Form with Haptic Feedback
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 252-259
doi https://doi.org/10.52842/conf.acadia.1999.252
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 4fa1
authors Lee, E., Ida, Y., Woo, S. and Sasada, T.
year 1999
title Environmental Design Using Fractals in Computer Graphics
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 533-538
doi https://doi.org/10.52842/conf.ecaade.1999.533
summary Computer graphics have developed efficient techniques for visualisation of the real world. Many of the algorithms have a physical basis, such as computational models for the light and the shadow, models of real objects (buildings, mountains, roads and so on) and the simulation of natural phenomenon. Now computer graphics techniques provide the virtual world with a perception of three dimensions. The concept of the virtual world and its technology have been expanding and intensifying in recent years. Almost everything in the real world has been simulated in virtual world. When it comes to a terrain model, what we need is labour and time. But now it is possible to simulate terrain like the real world using fractals in computer graphics with a very small program and small data set. This study aims to show how to build a real world impression in the virtual world. In this paper the authors suggest a landscape design method and show the results of its application.
keywords Fractals, Polygon-Reduction, Computer Graphics, Virtual World, Collaboration
series eCAADe
last changed 2022/06/07 07:51

_id ddssup0211
id ddssup0211
authors Lolonis, P., Rokos, D. and Maragou, M.
year 2002
title Use of Cadastral Data for the Development of Spatial Decision Support Systemsfor Coping with the Consequences of Natural Disasters
source Timmermans, Harry (Ed.), Sixth Design and Decision Support Systems in Architecture and Urban Planning - Part two: Urban Planning Proceedings Avegoor, the Netherlands), 2002
summary This paper investigates the potential usefulness of cadastral data to form the core part of databases of Spatial Decision Support Systems [SDSS] that are capable to support decision-makers in dealing with emergency situations, such as earthquakes, floods and fires. Particular emphasis is given on how those data can be used to generate information that is necessary to planners and decision-makers when they cope with natural disasters at every stage of the development of the disaster: before the occurrence (planning and preventive measures), immediately after occurrence (short term measures), and well-after occurrence (medium and long term measures). This investigation is conducted using the Municipality of Magoula, Attica, Greece, as a case study area. This municipality is situated in the greater Athens area and was struck by the earthquake that occurred there in September 1999. Within the scope of the project, wehave used cadastral data about the study area and data recorded by the inspection teams in order to set-up a prototype SDSS database that could facilitate planning and decision-making in such a situation. Then, we have used that prototype to generate scenarios and information about typical tasks that are performed during emergency situations. The advantages that are realized from the integration of such data and information technologies are described and assessed, particularly, in comparison with the traditional approaches that are used in such situations.
series DDSS
last changed 2003/08/07 16:36

_id 9757
authors Matalasov, M. and Zavrajine, K.
year 1999
title Some problems of the light and colour factor in Videosimulation
source Simulation of Architectural Space - Color and Light, Methods and Effects [Proceedings of the 4rd European Architectural Endoscopy Association Conference / ISBN 3-86005-267-5] Dresden (Germany), 29 September - 1 October 1999, pp. 58-61
summary Daylighting lets to reveal 3D plastic imagination of building and architectural form. Being of the main time for perception of architecture, daylight helps to solve two principal questions: volumetric-spatial and coloristic solution. Experience of the work shows, that modelling in the natural light on the earliest step helps to understand chosen design comparatively and to take essential correction operatively.
series EAEA
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id ga9914
id ga9914
authors Meogrossi, Piero
year 1999
title The Idea of Rome: The Shape of Utopy
source International Conference on Generative Art
summary After having spent many years in researching about the topographical connections in the city and over the monumental sites and the main architectures of Rome (Palatino, Coliseum, Appia Antica are the areas where he’s working as director of restoring for the Rome Soprintendenza Archeologica) the architect Piero Meogrossi confirms his personal thesis dealing with a strategic oriented direction showing a geomanthic dynamism able to drive the urban growth. A key measure axis used to plan the topography submits the urban shape and the design itself at different ages revealing a virtual matrix whose hidden identity remains astronomically and simbolically characterized by the specific season position of the sun accorded to the dies natalis of Rome, the famous april XXIth connected with the romulean age and the tradictional Squared Rome. Such recognition over the archeological city connects the legendary and historical tales to the main monuments of Rome whose architectonical centers become instrumental knots to control, to accord and to submit to a DNA topographical codex, a symbolical axis-decuimanus by which the romans drive rules of the earth and of the sky (natural perspectives and sundial measures). The utopian reconstruction of the "sun-city plan" has confirmed the quality of the project by Sixtus Vth, the XVIIth century pope who wanted to create, as a new Romulus, a town design able to make comparison with the dynamic shape of the roman antiquities, a "net-city" whose infrastructures (obelisques and streets, etc.) let understood the value of that ancient topographical axis linking each others the center of the optagonal labyrinth to the center of Palatino,to the center of arch of Costantine to the center of Coliseum, to the center of optagonal hall in the golden kingdome by Nero........and further on. Rome, as example of historical town due to the western culture globality, needs to discover and organise those phisical memories,hidden identies whose ancient shape which can yet offer opportunies for the future plans and projects but only if the reality will be pushed by an Utopian vision as the Roman Column 200mt.high,accorded to the shapes upwritten, a Meogrossi’s project winner of the Utopia award in a national competition for the Rome of third millennium.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id c991
authors Moorhouse, Jon and Brown,Gary
year 1999
title Autonomous Spatial Redistribution for Cities
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 678-684
doi https://doi.org/10.52842/conf.ecaade.1999.678
summary The paper investigates an automated methodology for the appropriate redistribution of usable space in distressed areas of inner cities. This is achieved by categorising activity space and making these spaces morphologically mobile in relation to the topography within a representative artificial space. The educational module has been influenced by theories from the natural environment, which possess patterns that have inherent evolutionary programmes in which the constituents are recyclable, Information is strategically related to the environment to produce forms of growth and behaviour. Artificial landscape patterns fail to evolve, the inhabited landscape needs a means of starting from simplicity and building into the most complex of systems that are capable of re-permutation over time. The paper then describes the latest methodological development in terms of a shift from the use of the computer as a tool for data manipulation to embracing the computer as a design partner. The use of GDL in particular is investigated as a facilitator for such generation within a global, vectorial environment.
keywords Animated, Urban, Programme, Education, Visual Database
series eCAADe
email
last changed 2022/06/07 07:58

_id 41b4
authors Oxman, R. and Shabo, A.
year 1999
title The Web as a Visual Design Medium
source Information Visualization Conference (IV’99) IEEE, Computer Society Press
summary One of the main problems of the web is its dominant textual characteristics. Since the natural way designers express their design ideas is in graphical form, accessing graphical information is a key issue in developing the web as a visual design medium. Since most of the design documents which are created today are products of CAD programs, our current research emphasis is upon indexing and retrieval of CAD documents on the WEB. In this paper we present an approach for the utility and accessibility of CAD-based design information. An approach for the use of CAD documents as a form of distributed case-based design resource on the web is proposed. Possibilities for employing case-based CAD as a theoretical foundation for building large design resource bases on the Web are presented. A case-based technology as a basis for indexing and storage of design cases in a form which enhances the accessibility of design information is proposed.
series other
last changed 2003/04/23 15:14

_id 9ce0
authors Ozcan, Oguzhan
year 1999
title Education of Interactive Panorama-design in Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 223-229
doi https://doi.org/10.52842/conf.ecaade.1999.223
summary This paper mainly discusses the importance of interactive panorama in design, and its education in the MDes program, which will run at Yildiz Technical University in the year 2000. The first part of the paper summarizes the potentials of current interactive panorama technique, which was "A popular form of the public entertainment" in 19th-century. Then, it compares the real-world experiences with observations in an interactive panorama. This comparison is carried out together with technical aspects i.e. limitations, audio-visual effects, composite techniques, live video input, and conceptual aspects i.e. camera actions, natural phenomenon. The technical discussion in the paper is concentrated on the examples from newly developed tools such as Nodemedia, Electrifier, Wasabi Software, and Skypaint as well as Apple QuickTime VR Authoring Tool. The second part underlines the role of interactive panorama technique in design. In this part, the paper also summarizes how to use the technique at the beginning and, during creation of the design and in its presentation, taking the installation advantages of sound, vision, text and transition effects. The third part concentrates on the interactive panorama design as an individual project, offered in the MDes program. Then it explains how the preliminary courses were planned for this individual project and summarizes the content of the course formulated through the linear and non-linear structures of the media. Finally, considering with the future development of interactive panorama technique, the last part of the paper discusses the possible results of this education method.
keywords Interactive Media, Panoramic Image, Design Education
series eCAADe
email
last changed 2022/06/07 08:00

_id dbd8
authors Peter Kardos
year 1999
title The light and colour significance in urban environment perception
source Simulation of Architectural Space - Color and Light, Methods and Effects [Proceedings of the 4rd European Architectural Endoscopy Association Conference / ISBN 3-86005-267-5] Dresden (Germany), 29 September - 1 October 1999, pp. 50-56
summary My contribution deals with light and colour effects in wider dimensions of architecture. It analyses their significance in urban environment perception from the application aspect of progressive tools of its forming and creative completion, i.e. the perceptual homomorphous iconic simulations in laboratory conditions. The work focuses on questions of light and colour perception, showing several principles and phenomena valid in visual perception systems. The structure of the perceived picture is interpreted in its four components: colour, motion, form and spaciousness. Each of the components is shown with relevant biological reactions and their reflections in subjective perception processes. The selected image examples document some manifestations of urbanistic structures and spaces experience transformation in natural and artificial lighting conditions. The emphasis of my contribution lies on some demonstrations from the laboratory experiment in investigating the illumination and colour influence on the architectural design quality, and on examples of alternative methods of visual interpretation on endoscopic modelling simulation outputs. The conclusion of my work formulates some knowledge and statement of objective colour and light modelling simulation assets in architectural design quality.
series EAEA
email
more http://info.tuwien.ac.at/eaea
last changed 2005/09/09 10:43

_id ddss2004_d-49
id ddss2004_d-49
authors Polidori, M. and R. Krafta
year 2004
title Environment – Urban Interface within Urban Growth
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Developments in Design & Decision Support Systems in Architecture and Urban Planning, Eindhoven: Eindhoven University of Technology, ISBN 90-6814-155-4, p. 49-62
summary This work presents the synthesis of a model of urban growth dedicated to accomplish simulations of urban spatial dynamics, based on integrated urban and environmental factors and promoting simultaneity among external and internal growth. The city and surrounding environment are captured and modeled in computational ambient, by application of the centrality / potential model (Krafta, 1994 and 1999), with support of graph theory, cellular automata, GIS and geocomputation. The model assumes the city as a field of opportunities for obtaining income, mediated by the space, which is composed of urban and environmental attributes, that work as attractors or as resistances for the urban growth. The space configuration and the distribution of those attributes generate tensions that differentiate qualitatively and quantitatively the space, through the centrality measure (built with the support of graphs techniques), coming to provoke growth in places with larger potential of development (built with the help of techniques of CA – cellular automata). Growths above environmental thresholds are considered problems, generated and overcome in the same process of production of the urban space. Iterations of that process offer a dynamic behaviour to the model, allowing to observe the growth process along the time. The model presents several possibilities: a) urban - natural environment integration; b) internal and external growth integration; c) variety in the scale; d) GIS integration and geocomputation; e) user interface; f) calibration; g) theoretical possibilities; and h) practical possibilities.
keywords Environment, Urban Growth, Urban Morphology, Simulation
series DDSS
last changed 2004/07/03 22:13

_id 6285
authors Pratini, Edison
year 1999
title Esboçando com Gestos: O Projeto 3D SketchMaker (Sketching with Gestures: The 3D SketchMaker Project)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 141-144
summary The 3D SketchMaker Project has developed two prototypes for a gestural 3D sketching interface in a computer system to be used in the earliest phases of the design process. The goal of this ongoing research is to provide architects, and other designers involved in object conception, with a 3D gestural instrument that takes advantage of new virtual reality resources and is more natural than using the mouse, less difficult than learning complex software and less abstract than manipulating 2D entities on orthogonal projections. The focus of this project is on the input interface, taking into consideration two factors: First, for many architects and designers, one of the main reasons for not using 3D modeling from the very beginning of the design process is that both current computer hardware and software are hardly appropriate to do the spontaneous and quick drawings that are used to assist in conceptualizing their objects. Second, three-dimensional modeling packages use two-and-three dimensional elements, in a 3D environment, but usually employ 2D input devices that are not appropriate to work in 3D environments, such as mice or pen-and-tablets. The 3D SketchMaker was conceived to take advantage of a natural tendency most people have in using gesture as an aid to language when trying to describe the shape, form or volume of objects. The system is intended to assist or replace the first 2D drawing steps in the design process, generating rough 3D sketches that can be refined later. It is, in essence, a 3D modeling system (a prototype, at this time) directed to do sketching with hand movements and gestures in a virtual reality environment.
series SIGRADI
email
last changed 2016/03/10 09:58

_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 3389
authors Van Wijk, J. and De Vries, B.
year 1999
title Towards an Understanding 3D VR Architectural Design System
source Nijholt, A. and Donk, O. and Dijk, B. van eds., 1999, Interactions in Virtual Worlds: Proceedings Twente Workshop on Language Technology 15, p. 219-224
summary Current systems for Computer Aided Architectural Design are of limited use for the early phase of a design. We give a speci cation of a new sys- tem, in which we strive for a more natural and intuitive interaction. A key element is geometric analysis. From the input of the user, implicit geo- metric and structural relations are derived, which are used during subsequent interaction.
series other
email
last changed 2003/04/23 15:50

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