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 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 c9ed
authors Saito, Elena Keiko
year 1999
title Formal Alternatives Through Ludic Process Applied to Tessellation
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 101-108
summary The digital graphic systems development is evident during the alternative generation process, especially when the component objects are linked to a geometric base by modulation. In this sense, the tiling modular characteristics are used as geometric support which modulation or internal divisions contain material forms (objects in 3D) immaterial forms (spaces in 3D). That is to say that each tiling module can be projected or not in 3D. The way to do this consists of applying it not only as two-dimensional support but also as operational structure by means of operations of pure translation, in 3D. It is applied to architectural themes which systemic parts or components sectors admit repetitions of units (dwelling buildings, schools, offices, hotels, etc.) in plan floor levels and in elevation as well. When programmatic and morphological requirements are solved groups are organized conforming systems in two or three dimensions. In the alternative generation stage it is tried to avoid conditioning and restrictions developing a ludic process of "piling up tiles" simple concepts stimulating creativity for the production of innovating architectonic forms. Creative ideas can arise from the game playing with 3D forms. This paper attempts to show a manner to generate unusual architectural forms that, otherwise, within a traditional design process might not be found. Some architectural examples developed with this ludic procedure are presented.
series SIGRADI
email
last changed 2016/03/10 09:59

_id becb
authors Anders, Peter
year 1999
title Electronic Extension: Some implications of cyberspace for the practice of architecture
doi https://doi.org/10.52842/conf.acadia.1999.276
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 276-289
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 2f1a
authors Dabney, M.K., Wright, J.C. and Sanders, D.H.
year 1999
title Virtual Reality and the Future of Publishing Archaeological Excavations: the multimedia publication of the prehistoric settlement on Tsoungiza at Ancient Nemea
source New York: The Metropolitan Museum of Art
summary The Nemea Valley Archaeological Project is a study of settlement and land use in a regional valley system in Greece extending from the Upper Paleolithic until the present. Active field research was conducted by four teams between 1981 and 1990. The first component was a regional archaeological survey. Second, and closely related to the first, was a social anthropological study of modern settlement and land use. Next was a team assigned to excavate the succession of prehistoric settlements of Ancient Nemea on Tsoungiza. Last, historical ecologists, a palynologist, and a geologist formed the environmental component of the research. As a result of advances in electronic publishing, plans for the final publication of the Nemea Valley Archaeological Project have evolved. Complete publication of the excavation of the prehistoric settlements of Ancient Nemea on Tsoungiza will appear in an interactive multimedia format on CD/DVD in Fall 2000. This project is planned to be the first electronic publication of the American School of Classical Studies at Athens. We have chosen to publish in electronic format because it will meet the needs and interests of a wider audience, including avocational archaeologists, advanced high school and college students, graduate students, and professional archaeologists. The multimedia format on CD/DVD will permit the inclusion of text, databases, color and black-and-white images, two and three-dimensional graphics, and videos. This publication is being developed in cooperation with Learning Sites, Inc., which specializes in interactive three-dimensional reconstructions of ancient worlds http://www.learningsites.com. The Nemea Valley Archaeological Project is particularly well prepared for the shift towards electronic publishing because the project's field records were designed for and entered in computer databases from the inception of the project. Attention to recording precise locational information for all excavated objects enables us to place reconstructions of objects in their reconstructed architectural settings. Three-dimensional images of architectural remains and associated features will appear both as excavated and as reconstructed. Viewers will be able to navigate these images through the use of virtual reality. Viewers will also be able to reference all original drawings, photographs, and descriptions of the reconstructed architecture and objects. In this way a large audience will be able to view architectural remains, artifacts, and information that are otherwise inaccessible.
series other
last changed 2003/04/23 15:14

_id f610
authors Duarte, D.L. and Snyder , N.T. (ed.)
year 1999
title Mastering Virtual Teams
source Jossy-Bass Publishers
summary The original edition of Mastering Virtual Teams offered a first-of-its-kind tool kit for leaders and members of virtual teams. Now, this revised and expanded second edition includes a CD-ROM packed with useful resources that allow virtual teams to access and use the book's many checklists, assessments, and other practical tools quickly and easily. The authors provide updated guidelines, strategies, and best practices for working cross-culturally and cross-functionally, across time and distance, to see a project through. The useful tools, exercises, and real-life examples show how anyone can master the unique dynamics of virtual team participation in an environment where the old rules no longer apply.
series other
last changed 2003/04/23 15:14

_id bd1e
authors Evans, Barrie
year 1999
title A Communicating Profession
doi https://doi.org/10.52842/conf.ecaade.1999.313
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 313-320
summary This paper discusses aspects of the near future, a future that in parts is already with us, a future that we need to attend to now. The focus is computer aided design, but not graphics-based CAD. Rather today's CAD innovation is focused on the use of smart communications to provide designers with an information-rich support environment and the design team with an infrastructure for co-operative working. Based on this picture of a different, emerging CAD, the paper finishes with a brief comment on educational implications. One is that the emerging commercial project information management software could prove useful as infrastructure for co-operative educational projects. Another is that there could be significant gaps in information content for educational users as education becomes more IT-based. Should providing this content be a role for joint ECAADE research and development projects?
keywords Information, Smart Telecomms, CSCW, Learning, CAD
series eCAADe
email
last changed 2022/06/07 07:55

_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 ga9928
id ga9928
authors Goulthorpe
year 1999
title Hyposurface: from Autoplastic to Alloplastic Space
source International Conference on Generative Art
summary By way of immediate qualification to an essay which attempts to orient current technical developments in relation to a series of dECOi projects, I would suggest that the greatest liberation offered by new technology in architecture is not its formal potential as much as the patterns of creativity and practice it engenders. For increasingly in the projects presented here dECOi operates as an extended network of technical expertise: Mark Burry and his research team at Deakin University in Australia as architects and parametric/ programmatic designers; Peter Wood in New Zealand as programmer; Alex Scott in London as mathematician; Chris Glasow in London as systems engineer; and the engineers (structural/services) of David Glover’s team at Ove Arup in London. This reflects how we’re working in a new technical environment - a new form of practice, in a sense - a loose and light network which deploys highly specialist technical skill to suit a particular project. By way of a second disclaimer, I would suggest that the rapid technological development we're witnessing, which we struggle to comprehend given the sheer pace of change that overwhelms us, is somehow of a different order than previous technological revolutions. For the shift from an industrial society to a society of mass communication, which is the essential transformation taking place in the present, seems to be a subliminal and almost inexpressive technological transition - is formless, in a sense - which begs the question of how it may be expressed in form. If one holds that architecture is somehow the crystallization of cultural change in concrete form, one suspects that in the present there is no simple physical equivalent for the burst of communication technologies that colour contemporary life. But I think that one might effectively raise a series of questions apropos technology by briefly looking at 3 or 4 of our current projects, and which suggest a range of possibilities fostered by new technology. By way of a third doubt, we might qualify in advance the apparent optimism of architects for CAD technology by thinking back to Thomas More and his island ‘Utopia’, which marks in some way the advent of Modern rationalism. This was, if not quite a technological utopia, certainly a metaphysical one, More’s vision typically deductive, prognostic, causal. But which by the time of Francis Bacon’s New Atlantis is a technological utopia availing itself of all the possibilities put at humanity’s disposal by the known machines of the time. There’s a sort of implicit sanction within these two accounts which lies in their nature as reality optimized by rational DESIGN as if the very ethos of design were sponsored by Modern rationalist thought and its utopian leanings. The faintly euphoric ‘technological’ discourse of architecture at present - a sort of Neue Bauhaus - then seems curiously misplaced historically given the 20th century’s general anti-, dis-, or counter-utopian discourse. But even this seems to have finally run its course, dissolving into the electronic heterotopia of the present with its diverse opportunities of irony and distortion (as it’s been said) as a liberating potential.1 This would seem to mark the dissolution of design ethos into non-causal process(ing), which begs the question of ‘design’ itself: who 'designs' anymore? Or rather, has 'design' not become uncoupled from its rational, deterministic, tradition? The utopianism that attatches to technological discourse in the present seems blind to the counter-finality of technology's own accomplishments - that transparency has, as it were, by its own more and more perfect fulfillment, failed by its own success. For what we seem to have inherited is not the warped utopia depicted in countless visions of a singular and tyrranical technology (such as that in Orwell's 1984), but a rich and diverse heterotopia which has opened the possibility of countless channels of local dialect competing directly with the channels of power. Undoubtedly such multiplicitous and global connectivity has sent creative thought in multiple directions…
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id ca7b
authors Howes, Jaki
year 1999
title IT or not IT? An Examination of IT Use in an Experimental Multi-disciplinary Teamwork Situation
doi https://doi.org/10.52842/conf.ecaade.1999.370
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 370-373
summary Leeds Metropolitan University is well placed to carry out research into multi-disciplinary team-working, as all the design and construction disciplines are housed in one faculty. Staff have set up an experimental project, TIME IT (Team-working in Multi-disciplinary Environments using IT) which examines ways of working in the design/construction process and how IT is used when there is no commercial pressure. Four groups of four students, one graduate diploma architect, and one final year student from each of Civil Engineering, Construction Management and Quantity Surveying have been working on feasibility studies for projects that are based on completed schemes or have been devised by collaborators in the Construction Industry. Students have been asked to produce a PowerPoint presentation, in up to five working days, of a design scheme, with costs, structural analysis and construction programme. The students are not assessed on the quality of the product, but on their own ability to monitor the process and use of IT. Despite this, aggressive competition evolved between the teams to produce the 'best' design. Five projects were run in the 1998/99 session. A dedicated IT suite has been provided; each group of students had exclusive use of a machine. They were not told how to approach the projects nor when to use the available technology, but were asked to keep the use of paper to a minimum and to keep all their work on the server, so that it could be monitored externally. Not so. They plotted the AO drawings of an existing building that had been provided on the server. They like paper - they can scribble on it, fold it, tear it and throw it at one another.
keywords IT, Multi-disciplinary, Teamwork
series eCAADe
email
last changed 2022/06/07 07:50

_id c14a
authors Huang, Hsu-Jen
year 1999
title Computer Daylight Simulation Systems: An Experimental Evaluation
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 115-120
summary This paper investigates Daylight Simulation Systems in computer visualization programs. Computer visualization has provided qualitative appearance in architectural presentation. There are two aspects, one objective and another subjective, that should be considered in lighting simulation. The objective aspect is concerned with accurate prediction of daylight levels. The subjective aspect is associated with the evaluation of lighting quality. The objective aspect of lighting has often been neglected by visualization designers during the process of simulation. The relevant concepts of lighting to ensure accurate simulation techniques have been defined in order to highlight and resolve the dilemma of accurate lighting visualization. The interactive relationship between material simulation and lighting simulation has also been investigated. In addition, there is a discussion to determine how realistic and artistic the current approaches on lighting simulation are for architectural design presentation. This paper has attempted to provide guidance for the future development of visualization programs and information on innovative ways to accommodate computer visualization for architectural usage and needs.
series SIGRADI
email
last changed 2016/03/10 09:53

_id 0b68
authors Ibáñez, José Enrique and Santos, Laura
year 1999
title Utilización de un programa didáctico para la formación de desarrolladores, arquitectos, ingenieros y diseñadores (Use of a Didactic Program for the Training of Developers, Architects, Engineers and Designers)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 352-356
summary For those questions of the specialisation, the Informaitc engineers develop applications of digital graphic destined to designers, users that, in general, ignore with the chore of developing applications. Also, most of the designers have to fight with applications that do not contemplate their necessities neither translates their expressive intentions with clarity. This reciprocal discussion may find an adequate solution in interdisciplinary work. The fecundity, and until the possibility, of the internal dialogue of these teams will depend, between other looks, of the quantity of common concepts that they possess. In this sense, we focused our educational task opposite the future engineers. We understand that, at the same time, the actual education of the designer, in whatever of their multiple looks, should contemplate the basic training (not instrumental but if conceptual) in questions related with the code of the applications that they use. This intellectual effort would enable the digital designer to investigate the topics of personalising their user applications (AutoCAD, CorelDraw, etc.). In this ground, we should greet the admission of the languages of visual code (Delphi, Visual [basic], etc.) that they permit a friendlier development of applications. Its goal is qualify them in order to develop applications of digital graphic, providing them concepts of space understanding and visual training for the production of IT applications of digital graphic.
series SIGRADI
email
last changed 2016/03/10 09:53

_id 4ae8
authors Kokosalakis, Jen, Hohmann, L.M. and Pamplin, I.
year 1999
title Benefits of Data Integration in Building Modelling: 3D Object Oriented Professional Collaboration
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 103-130
summary This paper will review current progress across the building construction industry in meeting demands for use of data integration with the 3D building model as the coordinating device in building design and development. Decades of national initiatives from NEDO (1990) to Egan (1998) have striven to encourage collaboration in first the building design team and later targetting in programmas the means to accomplish this. In its 14th year 'The User Group' has intensified efforts to persuade the industry of the benefits of associating all data involved from the first briefing and conception of design needs and ideas, through the development of the design, testing for structures, costs, heating, lighting, urban and rural environmental impact, facilities management, adaptation and even the eventual controlled demolition of the building. Examples in this paper will be reported from 'The User Group' conference, "Profit from Data Integration: An industry update", (NEC, Birmingham, Nov. 1998), to indicate how various organisations are now profiting from data integration in 3D object orientated modelling.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 221d
authors Lee, Sanghyun
year 1999
title Internet-based collaborative design evaluation : an architect's perspective
source Harvard University
summary This research aims at developing a design evaluation system that employs a Product Model as the logical basis for integrating building design and construction processes. The system is implemented with Java language, which allows the system to work over the Internet. Accordingly, the system helps architects to collaborate with remote participants. Thus, this design evaluation system is a building performance evaluator like DOE-2, RADIANCE, HVAC, and the Automated Building Code Checker. This research, however, is mainly concerned with an architect's view during the schematic design and design development stage, while the existing design evaluation systems cover other special consultants' views such as those of HVAC designers, structural engineers, and contractors. From an architect's view, this evaluation system checks the compliance of design objects represented by means of physical objects such as walls and windows and conceptual objects such as rooms as well, to the design criteria focused on accommodating human behavior, rather than other building performances such as sustaining building structures and maintaining indoor livability. As such, the system helps designers analyze and evaluate design solutions according to their original intent. The innovative points of this research lie in the following: (1) Unlike other inquiries, it addresses a systematic evaluation of building design from an architect's view focusing on the experiential quality of the built environment. This research demonstrates that such an evaluation becomes available by introducing human activity-based evaluation. (2) It can take a multi-agenda for several groups of different interests by providing an Aspect Model based on human activity-centered systematic translation of their design considerations and 3D model-based graphical representations into system readable ones. (3) As a result, it addresses the possibility of expanding the capability of the design evaluator from a mere code checker to a general design evaluator while simultaneously, enhancing the availability from stand alone to Internet based networking.
keywords Architectural Rendering; Data Processing; Evaluation; Buildings; Performance; World Wide Web; Internet
series thesis:PhD
last changed 2003/02/12 22:37

_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 b7ff
authors Mullins, Michael and Van Zyl, Douw
year 2000
title Self-Selecting Digital Design Students
doi https://doi.org/10.52842/conf.ecaade.2000.085
source Promise and Reality: State of the Art versus State of Practice in Computing for the Design and Planning Process [18th eCAADe Conference Proceedings / ISBN 0-9523687-6-5] Weimar (Germany) 22-24 June 2000, pp. 85-88
summary Recent years have seen the increasing use of digital media in undergraduate architectural education at UND, and which has been fuelled by students themselves taking up the tools available to practising architects. This process of self-selection may hold valuable lessons for the development of architectural curricula. An experimental design studio offered as an elective to UND undergraduates in 1999 has indicated that the design work produced therein, most often differed remarkably from the previous work of the same students using only traditional media. In so far as digital environments rapidly provide new and strange objects and images for students to encounter, those students are driven to interpret, transform or customise that environment in innovative ways, thereby making it their own. It is clear that the full integration of digital environments into architectural education will profoundly effect the outcomes of student work. We have observed that some self-selecting students struggle in expressing ideas through repre-sentative form in traditional studios. The question arises whether these students are "onto something" which they intuitively understand as better suited to their abilities, or whether in fact they are see digital tools as a means to avoid those areas in design in which they experience difficulties. Through observation of a group of "self-selectors" the authors attempt to lead useful generalisations; to develop a theory and method for facilitators to deal with specific students; and to work toward the development of suitable curricula for these cases.
keywords Architectural Education, Digital Media, Learning Styles
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:59

_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
doi https://doi.org/10.52842/conf.acadia.1999.114
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 114-124
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 8a3d
authors Peng, Chengzhi
year 1999
title Flexible generic frameworks and multidisciplinary synthesis of built form
source Design Studies 20 (6) (1999) pp. 537-551
summary This paper presents an explanatory study of teamwork in architectural design where team members of different disciplines collaborate to achieve a coherent architectural whole. The study shows that some kind of flexible generic frameworks can be employed to sustain group dynamism through a project's lifetime. Along with our case studies, properties of teamwork-sustaining frameworks are analysed. An overview of the recent development of computer-based collaborative drawing and design support tools is given. To support more effectively the complexity and spontaneity observed in our current study of multidisciplinary collaborative architectural design, an outline of a pilot collaborative modelling environment is presented.
series journal paper
last changed 2003/05/15 21:45

_id 23a1
authors Pereira, A.T.C. and Lima, E.K.M.
year 1999
title Analysis of a Collaborative Computer Based Design Experience
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 491-495
summary The design experience referred to in this paper deals with the creative process for developing the pre-design of a new building for the Architecture and Urbanism Department of the Federal University of Santa Catarina / Brazil. The methodological proposition was to develop the design in a collaborative way and to try to use computers from the very beginning of the process. A tri-dimensional computer model was constructed on the sketch phase. Plans, sections and views were generated from this unique 3D model in order to assist development of ideas, coordination and visualization. As soon as the design alterations were defined, the 3D model was updated in order to generate automatic new drawing documents. Due to the number of design team components (8 people) and the high level of design complexity, constant hardcopies were necessary to ease designer’s participation in the idea propositions during meetings.
series SIGRADI
email
last changed 2016/03/10 09:57

_id cd6c
authors Rodríguez Barros, Diana
year 1999
title Digital Simulation and Inferential Systems
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 87-92
summary From the perspective of logic and epistemological formalizations, the processes for data elaboration relate reasoning schemes to inferential operations which enable the building, understanding and setting of criteria for knowledge validation in a complex sequence. Cognitive operations do not belong exclusively to the field of discourse thinking,' they also apply to the field of perception. Specially in the area of images, there exist inferences which are expressed and operated through other media. A particular aspect is the one of digital simulation and the links established with inferential systems. Although they are not the same thing, since simulation is a cognitive methodology, both are based on similar logic principles. It is obviously necessary to build budget or referential frameworks to support practices deriving from the graphic/digital culture. Thus, they could act as judgement instruments in order to analyze and recognize changes in project, space, morphological and expressive paradigms, and to overcome the instrumental and reductionist bias usually found in the development of these practices. The present work is oriented in this direction, studying relations established among digital simulation, inferential systems, cognitive elaboration and scientific knowledge validation. We aim at exploring and researching into the affinity, links and differences between simulation and analogic-abductive inferential systems so as to characterize: 1.) The concept of digital simulation, not only due to its strong reproductive power but to its inherent referential, cognitive and poetic functions. 2.) The nature of replacing actions projected by simulation with respect to reality in order to produce a representative act the innovative and creative power of simulation, directed both to the past and the future. 3.) The dimensions of prevision and interpretation where simulation develops its theoretical and empirical attitudes and the idea that simulation derives from the combination of hypothesis and experimentation.
keywords Digital Simulation, Projection, Analogi-digital
series SIGRADI
email
last changed 2016/03/10 09:59

_id 3d23
authors Sellgren, Ulf
year 1999
title Simulation-driven Design
source KTH Stockholm
summary Efficiency and innovative problem solving are contradictory requirements for product development (PD), and both requirements must be satisfied in companies that strive to remain or to become competitive. Efficiency is strongly related to ”doing things right”, whereas innovative problem solving and creativity is focused on ”doing the right things”. Engineering design, which is a sub-process within PD, can be viewed as problem solving or a decision-making process. New technologies in computer science and new software tools open the way to new approaches for the solution of mechanical problems. Product data management (PDM) technology and tools can enable concurrent engineering (CE) by managing the formal product data, the relations between the individual data objects, and their relation to the PD process. Many engineering activities deal with the relation between behavior and shape. Modern CAD systems are highly productive tools for concept embodiment and detailing. The finite element (FE) method is a general tool used to study the physical behavior of objects with arbitrary shapes. Since a modern CAD technology enables design modification and change, it can support the innovative dimension of engineering as well as the verification of physical properties and behavior. Concepts and detailed solutions have traditionally been evaluated and verified with physical testing. Numerical modeling and simulation is in many cases a far more time efficient method than testing to verify the properties of an artifact. Numerical modeling can also support the innovative dimension of problem solving by enabling parameter studies and observations of real and synthetic behavior. Simulation-driven design is defined as a design process where decisions related to the behavior and performance of the artifact are significantly supported by computer-based product modeling and simulation. A framework for product modeling, that is based on a modern CAD system with fully integrated FE modeling and simulation functionality provides the engineer with tools capable of supporting a number of engineering steps in all life-cycle phases of a product. Such a conceptual framework, that is based on a moderately coupled approach to integrate commercial PDM, CAD, and FE software, is presented. An object model and a supporting modular modeling methodology are also presented. Two industrial cases are used to illustrate the possibilities and some of the opportunities given by simulation-driven design with the presented methodology and framework.
keywords CAE; FE Method; Metamodel; Object Model; PDM; Physical Behavior, System
series thesis:PhD
email
last changed 2003/02/12 22:37

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