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 625

_id 165b
authors Brenner, C. and Haala, N.
year 1999
title Rapid Production of Virtual Reality City Models
source GIS - Geo-Informationssysteme 12(3), pp. 22–28
summary The growing demand for detailed city models has stimulated research on efficient 3D data acquisition. Over the past years, it has become evident that the automatic reconstruction of urban scenes is most promising if different types of data, possibly originating from different data sources are combined. In the approach presented in this paper the geometric reconstruction of urban areas is based on height data from airborne laser scanning and 2D GIS, which provides the ground plan geometry of buildings. Both data sources are used to estimate the type and parameter of basic primitives which in turn are combined to obtain complex building structures. The final output consists of 3D CAD models for the buildings. Using the reconstructed geometry, terrestrial images are mapped onto building facades to generate virtual city models.
keywords 3D City modeling
series other
last changed 2003/11/21 15:16

_id avocaad_2001_17
id avocaad_2001_17
authors Ying-Hsiu Huang, Yu-Tung Liu, Cheng-Yuan Lin, Yi-Ting Cheng, Yu-Chen Chiu
year 2001
title The comparison of animation, virtual reality, and scenario scripting in design process
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 Design media is a fundamental tool, which can incubate concrete ideas from ambiguous concepts. Evolved from freehand sketches, physical models to computerized drafting, modeling (Dave, 2000), animations (Woo, et al., 1999), and virtual reality (Chiu, 1999; Klercker, 1999; Emdanat, 1999), different media are used to communicate to designers or users with different conceptual levels¡@during the design process. Extensively employed in design process, physical models help designers in managing forms and spaces more precisely and more freely (Millon, 1994; Liu, 1996).Computerized drafting, models, animations, and VR have gradually replaced conventional media, freehand sketches and physical models. Diversely used in the design process, computerized media allow designers to handle more divergent levels of space than conventional media do. The rapid emergence of computers in design process has ushered in efforts to the visual impact of this media, particularly (Rahman, 1992). He also emphasized the use of computerized media: modeling and animations. Moreover, based on Rahman's study, Bai and Liu (1998) applied a new design media¡Xvirtual reality, to the design process. In doing so, they proposed an evaluation process to examine the visual impact of this new media in the design process. That same investigation pointed towards the facilitative role of the computerized media in enhancing topical comprehension, concept realization, and development of ideas.Computer technology fosters the growth of emerging media. A new computerized media, scenario scripting (Sasada, 2000; Jozen, 2000), markedly enhances computer animations and, in doing so, positively impacts design processes. For the three latest media, i.e., computerized animation, virtual reality, and scenario scripting, the following question arises: What role does visual impact play in different design phases of these media. Moreover, what is the origin of such an impact? Furthermore, what are the similarities and variances of computing techniques, principles of interaction, and practical applications among these computerized media?This study investigates the similarities and variances among computing techniques, interacting principles, and their applications in the above three media. Different computerized media in the design process are also adopted to explore related phenomenon by using these three media in two projects. First, a renewal planning project of the old district of Hsinchu City is inspected, in which animations and scenario scripting are used. Second, the renewal project is compared with a progressive design project for the Hsinchu Digital Museum, as designed by Peter Eisenman. Finally, similarity and variance among these computerized media are discussed.This study also examines the visual impact of these three computerized media in the design process. In computerized animation, although other designers can realize the spatial concept in design, users cannot fully comprehend the concept. On the other hand, other media such as virtual reality and scenario scripting enable users to more directly comprehend what the designer's presentation.Future studies should more closely examine how these three media impact the design process. This study not only provides further insight into the fundamental characteristics of the three computerized media discussed herein, but also enables designers to adopt different media in the design stages. Both designers and users can more fully understand design-related concepts.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 3936
authors Geroimenko, Vladimir
year 1999
title Online Photorealistic VR with Interactive Architectural Objects
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 414-417
doi https://doi.org/10.52842/conf.ecaade.1999.414
summary This paper describes how Virtual Reality (VR) technologies can be used for modelling photorealistic environments with interactive and changeable architectural content. This application of VR allows us to create photograph-based panoramic models of real places that include a variety of interactive architectural objects and details. The user is able not only to navigate through a virtual environment (look around, up and down, zoom, jump to another viewpoint or location) but also to change buildings or their architectural details by clicking, moving or rotating. The following types of interactive objects are completely integrated with a virtual environment: 2D image-based objects, 3D image-based objects, 3D VRML-based objects and onscreen world controls. The application can be used effectively for teaching, including distance Internet-based education, project presentations and rapid prototyping. A sample VR environment is presented and some of the key creative and technological issues are discussed.
keywords Virtual Reality Modelling, Architectural Design, Interactive Contents, Photorealistic Environments
series eCAADe
email
last changed 2022/06/07 07:51

_id 7229
authors Brenner, C. and Haala, N.
year 1999
title Towards Virtual Maps: On the Production of 3D City Models
source GeoInformatics 2(5), pp. 10–13
summary The growing demand for detailed city models has stimulated research on efficient 3D data acquisition. Over the past years, it has become evident that the automatic reconstruction of urban scenes is most promising if different types of data, possibly originating from different data sources are combined. In the approach presented in this paper the geometric reconstruction of urban areas is based on height data from airborne laser scanning and 2D GIS, which provides the ground plan geometry of buildings. Both data sources are used to estimate the type and parameter of basic primitives which in turn are combined to obtain complex building structures. The final output consists of 3D CAD models for the buildings. Using the reconstructed geometry, terrestrial images are mapped onto building facades to generate virtual city models.
keywords 3D City modeling
series journal paper
last changed 2003/11/21 15:16

_id d2b4
authors Maver, Tom and Petric, Jelena
year 1999
title Media in Mediation: Prospects for Computer Assisted Design Participation
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 138-147
doi https://doi.org/10.52842/conf.acadia.1999.138
summary One of the most consistent, powerful and philosophical ideas which has run like a silk thread through the short and erratic history of the development of computer aided architectural design is that of user participation in the design decision-making process. It is not an idea with which the architectural profession is particularly comfortable but it is, the authors claim, one which is central to the professional ethic and, therefore, to its ultimate survival.

Design decision-making is, if addressed properly, a hugely, complex multi-variety, multi-person process on which precious little serious research has been focused. In the late 1960's the Design Methods Group in the USA and the Design Research Society in the UK formulated paper-based models of the design process and anticipated, in some regards with un-nerving accuracy, the way in which the application of information technologies would impinge beneficially on the process of design decision-making and, therefore, on the quality of the built environment.

One concept expressed at that time was as follows: (•) the application of computers to the modeling and prediction of the cost and performance behavior of alternative design solutions allows subjective value judgements to be better informed and more explicitly audited, and that (•) such subjective value judgements should be made by those most affected by them, i.e. the future owners and users of buildings. //

This paper is devoted to the critical re-examination of this concept, on the seminal research and development which has kept the notion alive over 30 years, and, most importantly in the context of the theme of ACADIA 1999, how the current advances in multimedia, virtual reality and internet access are not yet making its ubiquitous adoption inevitable: in short, a plea for Media in Mediation.

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

_id 9f08
authors Hillis, K.
year 1999
title Digital Sensations: Space, Identity, and Embodiment in Virtual Reality
source University of Minnesota Press, Minneapolis, Minnesota
summary Virtual reality is in the news and in the movies, on TV and in the air. Why is the technology -- or the idea -- so prevalent precisely now? What does it mean -- what does it do -- to us? Digital Sensations looks closely at the ways representational forms generated by communication technologies -- especially digital/optical virtual technologies -- affect the "lived" world. Virtual reality, or VR, is a technological reproduction of the process of perceiving the real; yet that process is "filtered" through the social realities and embedded cultural assumptions about human bodies, perception, and space held by the technology's creators. Through critical histories of the technology -- of vision, light, space, and embodiment -- Ken Hillis traces the various and often contradictory intellectual and metaphysical impulses behind the Western transcendental wish to achieve an ever more perfect copy of the real. Because virtual technologies are new, these histories also address the often unintended and underconsidered consequences -- such as alienating new forms of surveillance and commodification -- flowing from their rapid dissemination. Current and proposed virtual technologies reflect a Western desire to escape the body Hillis says. Exploring topics from VR and other, earlier visual technologies, Hillis's penetrating perspective on the cultural power of place and space broadens our view of the interplay between social relations and technology.
series other
last changed 2003/04/23 15:14

_id 48a7
authors Brooks
year 1999
title What's Real About Virtual Reality
source IEEE Computer Graphics and Applications, Vol. 19, no. 6, Nov/Dec, 27
summary As is usual with infant technologies, the realization of the early dreams for VR and harnessing it to real work has taken longer than the wild hype predicted, but it is now happening. I assess the current state of the art, addressing the perennial questions of technology and applications. By 1994, one could honestly say that VR "almost works." Many workers at many centers could doe quite exciting demos. Nevertheless, the enabling technologies had limitations that seriously impeded building VR systems for any real work except entertainment and vehicle simulators. Some of the worst problems were end-to-end system latencies, low-resolution head-mounted displays, limited tracker range and accuracy, and costs. The technologies have made great strides. Today one can get satisfying VR experiences with commercial off-the-shelf equipment. Moreover, technical advances have been accompanied by dropping costs, so it is both technically and economically feasible to do significant application. VR really works. That is not to say that all the technological problems and limitations have been solved. VR technology today "barely works." Nevertheless, coming over the mountain pass from "almost works" to "barely works" is a major transition for the discipline. I have sought out applications that are now in daily productive use, in order to find out exactly what is real. Separating these from prototype systems and feasibility demos is not always easy. People doing daily production applications have been forthcoming about lessons learned and surprises encountered. As one would expect, the initial production applications are those offering high value over alternate approaches. These applications fall into a few classes. I estimate that there are about a hundred installations in daily productive use worldwide.
series journal paper
email
last changed 2003/04/23 15:14

_id e8dc
authors Chase, Scott C.
year 1999
title Issues for User Interaction Models: Grammar Based Design:
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 198-210
doi https://doi.org/10.52842/conf.acadia.1999.198
summary Grammar based production systems are considered potentially powerful design tools by their ability to generate sets of designs adhering to user specified constraints. However, development of such tools has been slow, partly because of the lack of good interaction between user and system. This paper describes modes of user interaction and control possible with grammar based design systems and presents issues to be examined in the development of models that represent the locus of interactions possible with such systems. The examination of existing grammar based systems provides empirical evidence to support the validity of such models.
series ACADIA
email
last changed 2022/06/07 07:55

_id 837b
authors Elger, Dietrich and Russell, Peter
year 2000
title Using the World Wide Web as a Communication and Presentation Forum for Students of Architecture
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. 61-64
doi https://doi.org/10.52842/conf.ecaade.2000.061
summary Since 1997, the Institute for Industrial Building Production (ifib) has been carrying out upper level design studios under the framework of the Netzentwurf or Net-Studio. The Netzentwurf is categorized as a virtual design studio in that the environment for presentation, criticism and communication is web based. This allows lessons learned from research into Computer Supported Cooperative Work (CSCW) to be adapted to the special conditions indigenous to the architectural design studio. Indeed, an aim of the Netzentwurf is the creation and evolution of a design studio planing platform. In the Winter semester 1999-2000, ifib again carried out two Netzentwurf studios. involving approximately 30 students from the Faculty of Architecture, University of Karlsruhe. The projects differed from previous net studios in that both studios encompassed an inter-university character in addition to the established framework of the Netzentwurf. The first project, the re-use of Fort Kleber in Wolfisheim by Strasbourg, was carried out as part of the Virtual Upperrhine University of Architecture (VuuA) involving over 140 students from various disciplines in six institutions from five universities in France, Switzerland and Germany. The second project, entitled "Future, Inc.", involved the design of an office building for a scenario 20 years hence. This project was carried out in parallel with the Technical University Cottbus using the same methodology and program for two separate building sites.
keywords Virtual Design Studios, Architectural Graphics, Presentation Techniques
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 600e
authors Gavin, Lesley
year 1999
title Architecture of the Virtual Place
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 418-423
doi https://doi.org/10.52842/conf.ecaade.1999.418
summary The Bartlett School of Graduate Studies, University College London (UCL), set up the first MSc in Virtual Environments in the UK in 1995. The course aims to synthesise and build on research work undertaken in the arts, architecture, computing and biological sciences in exploring the realms of the creation of digital and virtual immersive spaces. The MSc is concerned primarily with equipping students from design backgrounds with the skills, techniques and theories necessary in the production of virtual environments. The course examines both virtual worlds as prototypes for real urban or built form and, over the last few years, has also developed an increasing interest in the the practice of architecture in purely virtual contexts. The MSc course is embedded in the UK government sponsored Virtual Reality Centre for the Built Environment which is hosted by the Bartlett School of Architecture. This centre involves the UCL departments of architecture, computer science and geography and includes industrial partners from a number of areas concerned with the built environment including architectural practice, surveying and estate management as well as some software companies and the telecoms industry. The first cohort of students graduated in 1997 and predominantly found work in companies working in the new market area of digital media. This paper aims to outline the nature of the course as it stands, examines the new and ever increasing market for designers within digital media and proposes possible future directions for the course.
keywords Virtual Reality, Immersive Spaces, Digital Media, Education
series eCAADe
email
more http://www.bartlett.ucl.ac.uk/ve/
last changed 2022/06/07 07:51

_id ab9c
authors Kvan, Thomas and Kvan, Erik
year 1999
title Is Design Really Social
source International Journal of Virtual Reality, 4:1
summary There are many who will readily agree with Mitchell's assertion that "the most interesting new directions (for computer-aided design) are suggested by the growing convergence of computation and telecommunication. This allows us to treat designing not just as a technical process... but also as a social process." [Mitchell 1995]. The assumption is that design was a social process until users of computer-aided design systems were distracted into treating it as a merely technical process. Most readers will assume that this convergence must and will lead to increased communication between design participants, that better social interaction leads to be better design. The unspoken assumption appears to be that putting the participants into an environment with maximal communication channels will result in design collaboration. The tools provided, therefore, must permit the best communication and the best social interaction. We see a danger here, a pattern being repeated which may lead us into less than useful activities. As with several (popular) architectural design or modelling systems already available, however, computer system implementations all too often are poor imitations manual systems. For example, few in the field will argue with the statement that the storage of data in layers in a computer-aided drafting system is an dispensable approach. Layers derive from manual overlay drafting technology [Stitt 1984] which was regarded as an advanced (manual) production concept at the time many software engineers were specifying CAD software designs. Early implementations of CAD systems (such as RUCAPS, GDS, Computervision) avoided such data organisation, the software engineers recognising that object-based structures are more flexible, permitting greater control of data editing and display. Layer-based systems, however, are easier to implement in software, more familiar to the user and hence easier to explain, initially easier to use but more limiting for an experienced and thoughtful user, leading in the end to a lesser quality in resultant drawings and significant problems in output control (see Richens [1990], pp. 31-40 for a detailed analysis of such features and constraints). Here then we see the design for architectural software faithfully but inappropriately following manual methods. So too is there a danger of assuming that the best social interaction is that done face-to-face, therefore all collaborative design communications environments must mimic face-to-face.
series journal paper
email
last changed 2003/05/15 10:29

_id f02b
authors Mitchell, W.
year 1999
title E-topia: urban life, Jim –but not as we know it
source MIT press
summary The global digital network is not just a delivery system for email, Web pages, and digital television. It is a whole new urban infrastructure--one that will change the forms of our cities as dramatically as railroads, highways, electric power supply, and telephone networks did in the past. In this lucid, invigorating book, William J. Mitchell examines this new infrastructure and its implications for our future daily lives. Picking up where his best-selling City of Bits left off, Mitchell argues that we must extend the definitions of architecture and urban design to encompass virtual places as well as physical ones, and interconnection by means of telecommunication links as well as by pedestrian circulation and mechanized transportation systems. He proposes strategies for the creation of cities that not only will be sustainable but will make economic, social, and cultural sense in an electronically interconnected and global world. The new settlement patterns of the twenty-first century will be characterized by live/work dwellings, 24-hour pedestrian-scale neighborhoods rich in social relationships, and vigorous local community life, complemented by far-flung configurations of electronic meeting places and decentralized production, marketing, and distribution systems. Neither digiphile nor digiphobe, Mitchell advocates the creation of e-topias--cities that work smarter, not harder.
series other
last changed 2003/04/23 15:14

_id 1c5c
authors Balmaceda, M.A., Deiana, S.M., Quiroga, G. and Toro, M.
year 1999
title Modelo Virtual Abierto de la Ciudad de San Juan (Open Virtual Model of the City of San Juan)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 470-474
summary The purpose of the present work is to virtually rebuild the city of san juan that was completely destroyed by an earthquake in 1944. From an audiovisual, multimedial approach, it tries to be a contribution to the recovering of the collective memory. Through virtual reality techniques, a three dimensional model of the city central area has been built, as it was before the earthquake. It has been achieved a multidisciplinary, open model that sums up a great deal of information and allows: 1.) From a pedagogic approach: an opened window to new ways of knowledgement transmission, through visual virtual information. The virtual rebuilt has been reconsidered as a pedagogic and communicational tool; 2.) From a historic and morphologic approach: to obtain multiple readings and to revolution the way to manage categories in different analysis scales; 3.) In the future, the model would allow the possibility of an unlimited improvement by working in different scales. Furthermore it would allow to add information, an so to increase the research area or to go deeper into details not only in the phenomenological dimension of the objects but also in their logic significant dimension.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 69f5
authors Chan, C., Maves, J. and Cruz-Neira, C.
year 1999
title An Electronic Library for Teaching Architectural History
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
doi https://doi.org/10.52842/conf.caadria.1999.335
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 b78f
authors Clayton, M.J., Warden, Robert B., Parker, Th.W.
year 1999
title Virtual Construction of Architecture Using 3D CAD and Simulation
source Media and Design Process [ACADIA ‘99 / ISBN 1-880250-08-X] Salt Lake City 29-31 October 1999, pp. 316-324
doi https://doi.org/10.52842/conf.acadia.1999.316
summary 3D modeling and computer simulations provide new ways for architecture students to study the relationship between the design and construction of buildings. Digital media help to integrate and expand the content of courses in drafting, construction and design. This paper describes computer-based exercises that intensify the students’ experience of construction in several courses from sophomore to senior level. The courses integrate content from drafting and design communication, construction, CAD, and design. Several techniques are used to strengthen students’ awareness and ability in construction. These include: · Virtual design - build projects in which students construct 3D CAD models that include all elements that are used in construction. · Virtual office in which several students must collaborate under the supervision of a student acting as project architect to create a 3D CAD model and design development documents. · Virtual sub-contracting in which each student builds a trade specific 3D CAD model of a building and all of the trade specific models must be combined into a single model. · Construction simulations (4D CAD) in which students build 3D CAD models showing all components and then animate them to illustrate the assembly process. · Cost estimating using spreadsheets. These techniques are applied and reapplied at several points in the curriculum in both technical laboratory courses and design studios. This paper compares virtual construction methods to physical design – build projects and provides our pedagogical arguments for the use of digital media for understanding construction.
series ACADIA
email
last changed 2022/06/07 07:56

_id 11f2
authors Dalholm, E., Rydberg-Mitchell, B., Davies, R. and Warrén, P.
year 1999
title THE EXPERIENCE OF SPACE IN FULL-SCALE MODELS AND VIRTUAL REALITY
source Full-scale Modeling and the Simulation of Light [Proceedings of the 7th European Full-scale Modeling Association Conference / ISBN 3-85437-167-5] Florence (Italy) 18-20 February 1999, pp. 67-74
summary Do we experience the size and character of virtual spaces in the same way as real spaces? What impact has the meaning of a space, i.e. furniture and other clues to the use of a space, on our experience of it? This paper describes an experiment where the participants could navigate through a room, first on desktop-VR, then in full-scale VR (in a CAVE) and finally in a full-scale model. In a first phase the room was empty and only defined through walls, windows and doors. Later on furniture was added as well as colors and textures. The experiment was a pilot study and threw light on some questions which we intend to develop in further investigations. It showed that the participants used building components like doors and windows and furniture in the presentation on desktop VR for their estimation of the size of the room. In the CAVE and in the full-scale model the participants' bodies were the measure for their estimations. The experiment also hinted at that color and texture had an impact on the experience of size.
keywords VR, CAVE, Full-scale Modeling, Design Tool, 3D-Modeling, Participatory Design, Model Simulation, Real Environments
series other
type normal paper
email
more http://info.tuwien.ac.at/efa
last changed 2004/05/04 11:27

_id 076e
authors Ennis, G. and Lindsay, M.
year 1999
title VRML Possibilities: The evolution of the Glasgow Model
source Proceedings of International Conference on Virtual Systems and MultiMedia. University of Abertay. Dundee
summary During the 1980's, ABACUS, a research unit at the University of Strathclyde developed an interest in the ability to model and manipulate large geometrical databases of urban topography. Initially, this interest lay solely in the ability to source, capture and store the relevant data. However, once constructed, these models proved genuinely useful to a wide range of users and there was soon a demand for more functionality relating to the manipulation not just of the graphics, but also the range of urban attributes. Although a number of improvements were implemented there were drawbacks to the wide adoption of the software produced. The problems were almost all due to deficiencies in the then current hardware and software system available to the professions, and although this strand of research continued to be pursued, most of the development had to be focused on research applications and deployment. However, the recent advent of the Virtual Reality Modelling Language (VRML) standards have rekindled interest in this field since this language enables many of the issues that have proved problematic in the past to be addressed and solved. The potential now exists to provide wide access to large scale urban models. This paper focuses on the application of VRML as applied to the 'Glasgow Model'.
series other
email
last changed 2003/04/23 15:50

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

_id 5689
authors Garcia Alvarado, Rodrigo, Hempel Holzapfel, Ricardo and Parra, Juan Carlos
year 1999
title Virtual Design for Innovative Timber Structures
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 319-326
summary The major timber structures have great efficiency and beauty, but not many use in buildings due difficulties to represent and resolve theirs geometrical complexity, regulated by several constructive rules. The spatial richness and attractive of these structures can be a contribution in architecture, and encourage the use of wood. For aid the design and impels innovative solutions we are developing a computer system to program the geometrical regulations and allow a tridimensional visualization of different models with virtual-reality devices. First we are studing the architectural morphology and design process of structures more typically used; beams, trusses, frames and arcs. Establishing theirs proportions, distribution, shapes alternatives and the computational algorithm. In other hand we are evaluating the 3D-visualization in the innovation of designs. Some students of architecture developed in a virtual- system small projects based on other projects designed with traditional media. The models were compare by a panel of professors, considering overall quality and creativity. The results of that experience shows advantages in geometrical innovation, specially in organic shapes user-centered instead of orthogonal compositions. But also some constructive fails, which is necessary to support with related procedures.
series AVOCAAD
last changed 2005/09/09 10:48

_id 3940
authors Hall, Rick
year 1999
title Realtime 3D visual Analysis of Very Large Models at Low Cost
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 437-441
doi https://doi.org/10.52842/conf.ecaade.1999.437
summary Computer based visualisation of 3D models in architecture has been possible for 20 years or more, and the software technology has steadily improved during this time so that now incredibly realistic images can be generated from any viewpoint in a model, and impressive fly through sequences can bring a model to life in ways previously not possible. Virtual reality is with us and multi-media enables us to present a finished design in increasingly seductive ways. However, these forms of output from a 3D model offer much more limited benefits during the design process and particularly on large complex models because they are so computing intensive and it often require many hours to produce just one image. Anything other than a small and relatively simple model cannot be viewed dynamically in real-time on a desktop PC of the type commonly used by architects in a design office. Until now the solution to this problem has meant investing in expensive design review hardware and software with its inherent need for trained, skilled labour. As a result, design review products are often viewed as a luxury or costly necessity.
keywords Visual Analysis, Low Cost, 3D Modelling
series eCAADe
last changed 2022/06/07 07:50

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