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 f11d
authors Brown, K. and Petersen, D.
year 1999
title Ready-to-Run Java 3D
source Wiley Computer Publishing
summary Written for the intermediate Java programmer and Web site designer, Ready-to-Run Java 3D provides sample Java applets and code using Sun's new Java 3D API. This book provides a worthy jump-start for Java 3D that goes well beyond the documentation provided by Sun. Coverage includes downloading the Java 2 plug-in (needed by Java 3D) and basic Java 3D classes for storing shapes, matrices, and scenes. A listing of all Java 3D classes shows off its considerable richness. Generally, this book tries to cover basic 3D concepts and how they are implemented in Java 3D. (It assumes a certain knowledge of math, particularly with matrices, which are a staple of 3D graphics). Well-commented source code is printed throughout (though there is little additional commentary). An applet for orbiting planets provides an entertaining demonstration of transforming objects onscreen. You'll learn to add processing for fog effects and texture mapping and get material on 3D sound effects and several public domain tools for working with 3D artwork (including converting VRML [Virtual Reality Markup Language] files for use with Java 3D). In all, this book largely succeeds at being accessible for HTML designers while being useful to Java programmers. With Java 3D, Sun is betting that 3D graphics shouldn't require a degree in computer science. This book reflects that philosophy, though advanced Java developers will probably want more detail on this exciting new graphics package. --Richard Dragan Topics covered: Individual applets for morphing, translation, rotation, and scaling; support for light and transparency; adding motion and interaction to 3D objects (with Java 3D classes for behaviors and interpolators); and Java 3D classes used for event handling.
series other
last changed 2003/04/23 15:14

_id 1570
authors Sowizral, H.A. and Deering, M.F.
year 1999
title The Java 3D API and Virtual Reality
source IEEE Computer Graphics and Applications, May/June
summary Java 3D proves a natural choice for any Java programmer wanting to write an interactive 3D graphics program. A programmer constructs a scene graph containing graphic objects, lights, sounds, environmental effects objects, and behavior objects that handle interactions or modify other objects in the scene graph. The programmer then hands that scene graph to Java 3D for execution. Java 3D starts rendering objects and executing behaviors in the scene graph. Virtual reality applications go through an identical writing process. However, before a user can use such an application, Java 3D must additionally know about the user's physical characteristics (height, eye separation, and so forth) and physical environment (number of displays, their location, trackers, and so on). Not surprisingly, such information varies from installation to installation and from user to user. So Java 3D lets application developers separate their application's operation from the vagaries of the user's final display environment. The Java 3D application programmer's interface (API) provides a very flexible platform for building a broad range of graphics applications. Developers have already used Java 3D to build applications in a variety of domains including mechanical CAD, molecular visualization, scientific visualization, animation previews, geographic information systems, business graphics, 3D logos, and educational offerings. Virtual reality applications have included immersive workbench applications, headtracked shutter-glass-based desktop applications, and portals (a cave-like room with multiple back-projected walls).
series journal paper
last changed 2003/04/23 15:50

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
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 The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 3849
authors Luttermann, H. and Grauer, M.
year 1999
title VRML History: Storing And Browsing Temporal 3DWorlds
source Proceedings of the fourth symposium on the virtual reality modeling language, ACM Press, pp. 153-160
summary Spatio-temporal data are presented and explored by VR-based visualization systems which offer 3D-navigation and time-navigation for better immersion and analysis. If the visualization results are disseminated on the WWW, they are mostly transformed into videos or, recently, into animated VRML-files which neither support 3D-navigation nor time navigation nor a time-referenced data representation. In this paper, the script language VRML History is proposed which supports the description of spatio-temporal worlds on the internet by conceptually extending VRML with a new time dimension. This is realized by a set of new nodes representing temporal geometries and time references, and a set of Java-classes extending standard VRML-browsers to perform time navigation.
series other
last changed 2003/04/23 15:14

_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 93a8
authors Anders, P.
year 1999
title Envisioning Cyberspace: Designing 3D Electronic Spaces
source McGraw-Hill, NY
summary Free of the constraints of physical form and limited only by imagination, new environments spring to life daily in a fantastic realm called cyberspace. The creators of this new virtual world may be programmers, designers, architects, even children. In this invigorating exploration of the juncture between cyberspace and the physical world, architect Peter Anders brings together leading-edge cyberspace art and architecture ... inspiring new techniques and technologies ... unexpected unions of reality and virtuality ... and visions of challenges and opportunities as yet unexplored. More than an invitation to tour fantastic realms and examine powerful tools, this book is a hard-eyed look at cyberspace's impact on physical, cultural, and social reality, and the human-centered principles of its design. This is a book that will set designers and architects thinkingNand a work of importance to anyone fascinated with the fast-closing space between the real and the virtual.
series other
email
last changed 2003/04/23 15:14

_id 7674
authors Bourdakis, Vassilis and Charitos, Dimitrios
year 1999
title Virtual Environment Design - Defining a New Direction for Architectural Education
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 403-409
doi https://doi.org/10.52842/conf.ecaade.1999.403
summary This paper considers the design and development of virtual environments (VEs) and the way that it relates to traditional architectural education and practice. The need for practitioners who will contribute to the design of 3D content for multimedia and virtual reality applications is identified. The design of space in a VE is seen as being partly an architectural problem. Therefore, architectural design should play an important role in educating VE designers. Other disciplines, intrinsically related to the issue of VE design, are also identified. Finally, this paper aims at pointing out the need for a new direction within architectural education, which will lead towards a generation of VE architects.
keywords Virtual Environments, Architectural Design, Architectural Education
series eCAADe
email
last changed 2022/06/07 07:54

_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 c19d
authors Camara, Antonio S. and Raper, Jonathan (Ed.)
year 1999
title Spatial multimedia and virtual reality
source London: Taylor & Francis
summary The intersection of two disciplines and technologies which have become mature academic research topics in the 1990s was destined to be a dynamic area for collaboration and publication. However, until now no significant book-length treatment of the meeting of GIS and Virtual Reality has been available. This volume puts that situation to rights by bringing these together to cement some common understanding and principles in a potentially highly promising area for technological collaboration and cross-fertilisation. The result is a volume which ranges in subject matter from studies of a Virtual GIS Room to Spatial Agents, and from an Environmental Multimedia System to Computer-Assisted 3D Geographic Education. All the contributors are well-known international scientists, principally from the computational side of GIS. It will be a valuable resource for any GIS researcher or professional looking to understand the leading edge of this fertile field. ------------------------------------------------------------------------
series other
last changed 2003/04/23 15:14

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

_id 2690
authors Chiu, Mao-Lin
year 1999
title Design Navigation and Construction Simulation by Virtual Reality
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. 31-41
doi https://doi.org/10.52842/conf.caadria.1999.031
summary This paper depicts the approach of constructing a virtual reality environment for simulating architectural design and construction operations. The virtual environment is established to demonstrate the spatial performance of design and constructability of construction operations. Particularly, the functions such as navigation of construction sites, simulation of construction operations, and evaluation of construction details will be critical to construction operations. The system shell is implemented by JAVA on the web and integrated with VRML for supporting the above functions. The study focuses on the needs for the system integration and interface design. Four modes of human computer interfaces are proposed, including the user, agent, monitor, and immersion modes. Finally, this paper provides demonstration of construction simulation in an office building project to highlight the above discussion. The operations of crane towers and curtain wall installation are also studied in the construction process. In conclusion, this paper demonstrates the potential uses and limitation of virtual reality in simulation of the built environment.
series CAADRIA
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 79fb
authors Fencott, Clive
year 1999
title Towards a Design Methodology for Virtual Environments
source Virtual Reality Applications Centre, University of Teeside
summary Virtual Reality (VR) is currently the subject of much academic research and virtual environments, particularly in the form of 3D computer games, are the subject of much commercial activity. However, the development process for VEs is not well documented or fully researched. In this paper the available literature relating to VE design is briefly reviewed prior to the presentation of a possible design methodology for VEs. The paper then goes on to discuss the weak points in the methodology and problems with inter-relating the various stages. Finally, future areas of research are identified.
series other
last changed 2003/04/23 15:50

_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 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 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

_id 39cb
authors Kelleners, Richard H.M.C.
year 1999
title Constraints in object-oriented graphics
source Eindhoven University of Technology
summary In the area of interactive computer graphics, two important approaches to deal with the complexity of designing and implementing graphics systems are object-oriented programming and constraint-based programming. From literature, it appears that combination of these two has clear advantages but has also proven to be difficult. One of the main problems is that constraint programming infringes the information hiding principle of object-oriented programming. The goal of the research project is to combine these two approaches to benefit from the strengths of both. Two research groups at the Eindhoven University of Technology investigate the use of constraints on graphics objects. At the Architecture department, constraints are applied in a virtual reality design environment. At the Computer Science department, constraints aid in modeling 3D animations. For these two groups, a constraint system for 3D graphical objects was developed. A conceptual model, called CODE (Constraints on Objects via Data flows and Events), is presented that enables integration of constraints and objects by separating the object world from the constraint world. In the design of this model, the main aspect being considered is that the information hiding principle among objects may not be violated. Constraint solvers, however, should have direct access to an object’s internal data structure. Communication between the two worlds is done via a protocol orthogonal to the message passing mechanism of objects, namely, via events and data flows. This protocol ensures that the information hiding principle at the object-oriented programming level is not violated while constraints can directly access “hidden” data. Furthermore, CODE is built up of distinct elements, or entity types, like constraint, solver, event, data flow. This structure enables that several special purpose constraint solvers can be defined and made to cooperate to solve complex constraint problems. A prototype implementation was built to study the feasibility of CODE. Therefore, the implementation should correspond directly to the conceptual model. To this end, every entity (object, constraint, solver) of the conceptual model is represented by a separate process in the language MANIFOLD. The (concurrent) processes communicate by events and data flows. The implementation serves to validate the conceptual model and to demonstrate that it is a viable way of combining constraints and objects. After the feasibility study, the prototype was discarded. The gained experience was used to build an implementation of the conceptual model for the two research groups. This implementation encompassed a constraint system with multiple solvers and constraint types. The constraint system was built as an object-oriented library that can be linked to the applications in the respective research groups. Special constructs were designed to ensure information hiding among application objects while constraints and solvers have direct access to the object data. CODE manages the complexity of object-oriented constraint solving by defining a communication protocol to allow the two paradigms to cooperate. The prototype implementation demonstrates that CODE can be implemented into a working system. Finally, the implementation of an actual application shows that the model is suitable for the development of object-oriented software.
keywords Computer Graphics; Object Oriented Programming; Constraint Programming
series thesis:PhD
last changed 2003/02/12 22:37

_id ga9910
id ga9910
authors Mottram, Chiron and Penn, Alan
year 1999
title Slugfest
source International Conference on Generative Art
summary This paper describes the creation of interactive and responsive digital art. By adding a message handling interpreter to SGI's Performer software we have created a medium within which interactions between virtual objects and interactions with the user are made possible. By making objects within the medium responsive to each other it is possible to create emergent effects. By making the medium responsive to the user the viewer is more intimately involved in the artwork. However, at the same time this requires the artist to work with the intrinsic properties of emergence in the system to and to develop the audience relationship by means of involvement in a manner more akin to performance than the plastic arts.The use of virtual reality allows the creation of a profusion of different forms and behaviours not possible in conventional plastic media. The aesthetic of these forms can be governed in two ways, either by in built rules or by direct intervention by the artist/audience persona. The built in rules can be changed dynamically as can the objects' actions as mediated by the viewer's intervention. Underlying this is the aesthetic produced by the machinery of the computer, which can both impede and improve this process, this is the illusion of 3D provided by the Performer libraries in conjuction with the SGI box, and the many constraints implied by this. As such we are also limited by the input devices, though the mouse has now almost become synonymous with the pen, as a means by which our interaction with computer is governed. The paper describes a series of pieces which explore the boundaries of generated and evolving artworks in which kinetics and morphogenesis are integral to investigations of social interaction between virtual performers.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_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 d4a5
authors Pratini, Edison
year 1999
title Modeling with Gestures: The 3D Sketchmaker
source ACADIA Quarterly, vol. 18, no. 1, pp. 10-11
doi https://doi.org/10.52842/conf.acadia.1999.010.2
summary The 3D SketchMaker Project has developed two prototypes for a gestural 3D sketching 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 naturalthan 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 hardware and software are hardly appropriate to do the spontaneous and quick drawings that are used to assist in conceptualizing their objects.
series ACADIA
email
last changed 2022/06/07 08:00

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