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 caadria2015_188
id caadria2015_188
authors Krakhofer, Stefan and Martin Kaftan
year 2015
title Augmented Reality Design Decision Support Engine for the Early Building Design Stage
source Emerging Experience in Past, Present and Future of Digital Architecture, Proceedings of the 20th International Conference of the Association for Computer-Aided Architectural Design Research in Asia (CAADRIA 2015) / Daegu 20-22 May 2015, pp. 231-240
doi https://doi.org/10.52842/conf.caadria.2015.231
summary Augmented reality has come a long way and experienced a paradigm shift in 1999 when the ARToolKit was released as open source. The nature of interaction between the physical world and the virtual-world has changed forever. Fortunately for the AECO industry, the transition from traditional Computer Aided Design to virtual building design phrased as Building Information Modeling has created a tremendous potential to adopt Augmented Reality. The presented research is situated in the early design stage of project inception and focuses on supporting informed collective decision-making, characterized by a dynamic back and forth analytical process generating large amounts of data. Facilitation aspects, such as data-collection, storage and access to enable comparability and evaluation are crucial for collective decision-making. The current research has addressed these aspects by means of data accessibility, visualization and presentation. At the core of the project is a custom developed Augmented Reality framework that enables data interaction within the design model. In order to serve as a collaborative decision support engine, the framework also allows multiple models and their datasets to be displayed and exercised simultaneously. The paper demonstrates in the case study the successful application of the AR tool during collaborative design decision meetings.
keywords Augmented Reality; Design Decision Support; Data Visualization.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 170f
authors Mora Padrón, Víctor Manuel
year 1999
title Integration and Application of Technologies CAD in a Regional Reality - Methodological and Formative Experience in Industrial Design and Products Development
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 295-297
summary The experience to present is begun and developed during the academic year 1998, together to the course of IV pupils level of the Industrial Design career in the Universidad del Bío-Bío, labor that I have continued assuming during the present year, with a new youths generation. We have accomplished our academic work taking as original of study and base, the industrial and economic situation of the VIII Region, context in the one which we outline and we commit our needs formative as well as methodological to the teaching of the discipline of the Industrial Design. Consequently, we have defined a high-priority factor among pupils and teachers to reach the objectives and activities program of the course, the one which envisages first of all a commitment of attitude and integrative reflection among our academic activity and the territorial human context in the one which we inhabit. In Chile the activity of the industrial designer, his knowledge and by so much his capacity of producing innovation, it has been something practically unknown in the industrial productive area. However, the current national development challenges and the search by widening our markets, they have created and established a conscience of the fact that the Chilean industrial product must have a modern and effective competitiveness if wants be made participates in segments of the international marketing. It is in this new vision where the design provides in decisive form to consider and add a commercial and cultural value in our products. To the university corresponds the role of transmitting the knowledge generated in his classrooms toward the society, for thus to promote a development in the widest sense of the word. Under this prism the small and median regional industry in their various areas, have not integrated in the national arrangement in what concerns to the design and development of new and integral products. The design and the innovation as motor concept for a competitiveness and permanency in new markets, it has not entered yet in the entrepreneurial culture. If we want to save this situation, it is necessary that the regional entrepreneur knows the importance of the Design with new models development and examples of application, through concrete cases and with demands, that serve of base to demonstrate that the alliance among Designer and Industry, opens new perspectives of growth upon offering innovation and value added factors as new competitiveness tools. Today the communication and the managing of the information is a strategic weapon, to the moment of making changes in a social dynamics, so much at local level as global. It is with this look that our efforts and objective are centered in forming to our pupils with an integration speech and direct application toward the industrial community of our region, using the communication and the technological information as a tool validates and effective to solve the receipt in the visualization of our projects, designs and solutions of products. As complement to the development of the proposed topic will be exhibited a series of projects accomplished by the pupils for some regional industries, in which the three dimensional modeling and the use of programs vectoriales demonstrate the efficiency of communication and comprehension of the proposals, its complexity and constructive possibilities.
series SIGRADI
email
last changed 2016/03/10 09:55

_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 b7ff
authors Mullins, Michael and Van Zyl, Douw
year 2000
title Self-Selecting Digital Design Students
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
doi https://doi.org/10.52842/conf.ecaade.2000.085
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 ga0026
id ga0026
authors Ransen, Owen F.
year 2000
title Possible Futures in Computer Art Generation
source International Conference on Generative Art
summary Years of trying to create an "Image Idea Generator" program have convinced me that the perfect solution would be to have an artificial artistic person, a design slave. This paper describes how I came to that conclusion, realistic alternatives, and briefly, how it could possibly happen. 1. The history of Repligator and Gliftic 1.1 Repligator In 1996 I had the idea of creating an “image idea generator”. I wanted something which would create images out of nothing, but guided by the user. The biggest conceptual problem I had was “out of nothing”. What does that mean? So I put aside that problem and forced the user to give the program a starting image. This program eventually turned into Repligator, commercially described as an “easy to use graphical effects program”, but actually, to my mind, an Image Idea Generator. The first release came out in October 1997. In December 1998 I described Repligator V4 [1] and how I thought it could be developed away from simply being an effects program. In July 1999 Repligator V4 won the Shareware Industry Awards Foundation prize for "Best Graphics Program of 1999". Prize winners are never told why they won, but I am sure that it was because of two things: 1) Easy of use 2) Ease of experimentation "Ease of experimentation" means that Repligator does in fact come up with new graphics ideas. Once you have input your original image you can generate new versions of that image simply by pushing a single key. Repligator is currently at version 6, but, apart from adding many new effects and a few new features, is basically the same program as version 4. Following on from the ideas in [1] I started to develop Gliftic, which is closer to my original thoughts of an image idea generator which "starts from nothing". The Gliftic model of images was that they are composed of three components: 1. Layout or form, for example the outline of a mandala is a form. 2. Color scheme, for example colors selected from autumn leaves from an oak tree. 3. Interpretation, for example Van Gogh would paint a mandala with oak tree colors in a different way to Andy Warhol. There is a Van Gogh interpretation and an Andy Warhol interpretation. Further I wanted to be able to genetically breed images, for example crossing two layouts to produce a child layout. And the same with interpretations and color schemes. If I could achieve this then the program would be very powerful. 1.2 Getting to Gliftic Programming has an amazing way of crystalising ideas. If you want to put an idea into practice via a computer program you really have to understand the idea not only globally, but just as importantly, in detail. You have to make hard design decisions, there can be no vagueness, and so implementing what I had decribed above turned out to be a considerable challenge. I soon found out that the hardest thing to do would be the breeding of forms. What are the "genes" of a form? What are the genes of a circle, say, and how do they compare to the genes of the outline of the UK? I wanted the genotype representation (inside the computer program's data) to be directly linked to the phenotype representation (on the computer screen). This seemed to be the best way of making sure that bred-forms would bare some visual relationship to their parents. I also wanted symmetry to be preserved. For example if two symmetrical objects were bred then their children should be symmetrical. I decided to represent shapes as simply closed polygonal shapes, and the "genes" of these shapes were simply the list of points defining the polygon. Thus a circle would have to be represented by a regular polygon of, say, 100 sides. The outline of the UK could easily be represented as a list of points every 10 Kilometers along the coast line. Now for the important question: what do you get when you cross a circle with the outline of the UK? I tried various ways of combining the "genes" (i.e. coordinates) of the shapes, but none of them really ended up producing interesting shapes. And of the methods I used, many of them, applied over several "generations" simply resulted in amorphous blobs, with no distinct family characteristics. Or rather maybe I should say that no single method of breeding shapes gave decent results for all types of images. Figure 1 shows an example of breeding a mandala with 6 regular polygons: Figure 1 Mandala bred with array of regular polygons I did not try out all my ideas, and maybe in the future I will return to the problem, but it was clear to me that it is a non-trivial problem. And if the breeding of shapes is a non-trivial problem, then what about the breeding of interpretations? I abandoned the genetic (breeding) model of generating designs but retained the idea of the three components (form, color scheme, interpretation). 1.3 Gliftic today Gliftic Version 1.0 was released in May 2000. It allows the user to change a form, a color scheme and an interpretation. The user can experiment with combining different components together and can thus home in on an personally pleasing image. Just as in Repligator, pushing the F7 key make the program choose all the options. Unlike Repligator however the user can also easily experiment with the form (only) by pushing F4, the color scheme (only) by pushing F5 and the interpretation (only) by pushing F6. Figures 2, 3 and 4 show some example images created by Gliftic. Figure 2 Mandala interpreted with arabesques   Figure 3 Trellis interpreted with "graphic ivy"   Figure 4 Regular dots interpreted as "sparks" 1.4 Forms in Gliftic V1 Forms are simply collections of graphics primitives (points, lines, ellipses and polygons). The program generates these collections according to the user's instructions. Currently the forms are: Mandala, Regular Polygon, Random Dots, Random Sticks, Random Shapes, Grid Of Polygons, Trellis, Flying Leap, Sticks And Waves, Spoked Wheel, Biological Growth, Chequer Squares, Regular Dots, Single Line, Paisley, Random Circles, Chevrons. 1.5 Color Schemes in Gliftic V1 When combining a form with an interpretation (described later) the program needs to know what colors it can use. The range of colors is called a color scheme. Gliftic has three color scheme types: 1. Random colors: Colors for the various parts of the image are chosen purely at random. 2. Hue Saturation Value (HSV) colors: The user can choose the main hue (e.g. red or yellow), the saturation (purity) of the color scheme and the value (brightness/darkness) . The user also has to choose how much variation is allowed in the color scheme. A wide variation allows the various colors of the final image to depart a long way from the HSV settings. A smaller variation results in the final image using almost a single color. 3. Colors chosen from an image: The user can choose an image (for example a JPG file of a famous painting, or a digital photograph he took while on holiday in Greece) and Gliftic will select colors from that image. Only colors from the selected image will appear in the output image. 1.6 Interpretations in Gliftic V1 Interpretation in Gliftic is best decribed with a few examples. A pure geometric line could be interpreted as: 1) the branch of a tree 2) a long thin arabesque 3) a sequence of disks 4) a chain, 5) a row of diamonds. An pure geometric ellipse could be interpreted as 1) a lake, 2) a planet, 3) an eye. Gliftic V1 has the following interpretations: Standard, Circles, Flying Leap, Graphic Ivy, Diamond Bar, Sparkz, Ess Disk, Ribbons, George Haite, Arabesque, ZigZag. 1.7 Applications of Gliftic Currently Gliftic is mostly used for creating WEB graphics, often backgrounds as it has an option to enable "tiling" of the generated images. There is also a possibility that it will be used in the custom textile business sometime within the next year or two. The real application of Gliftic is that of generating new graphics ideas, and I suspect that, like Repligator, many users will only understand this later. 2. The future of Gliftic, 3 possibilties Completing Gliftic V1 gave me the experience to understand what problems and opportunities there will be in future development of the program. Here I divide my many ideas into three oversimplified possibilities, and the real result may be a mix of two or all three of them. 2.1 Continue the current development "linearly" Gliftic could grow simply by the addition of more forms and interpretations. In fact I am sure that initially it will grow like this. However this limits the possibilities to what is inside the program itself. These limits can be mitigated by allowing the user to add forms (as vector files). The user can already add color schemes (as images). The biggest problem with leaving the program in its current state is that there is no easy way to add interpretations. 2.2 Allow the artist to program Gliftic It would be interesting to add a language to Gliftic which allows the user to program his own form generators and interpreters. In this way Gliftic becomes a "platform" for the development of dynamic graphics styles by the artist. The advantage of not having to deal with the complexities of Windows programming could attract the more adventurous artists and designers. The choice of programming language of course needs to take into account the fact that the "programmer" is probably not be an expert computer scientist. I have seen how LISP (an not exactly easy artificial intelligence language) has become very popular among non programming users of AutoCAD. If, to complete a job which you do manually and repeatedly, you can write a LISP macro of only 5 lines, then you may be tempted to learn enough LISP to write those 5 lines. Imagine also the ability to publish (and/or sell) "style generators". An artist could develop a particular interpretation function, it creates images of a given character which others find appealing. The interpretation (which runs inside Gliftic as a routine) could be offered to interior designers (for example) to unify carpets, wallpaper, furniture coverings for single projects. As Adrian Ward [3] says on his WEB site: "Programming is no less an artform than painting is a technical process." Learning a computer language to create a single image is overkill and impractical. Learning a computer language to create your own artistic style which generates an infinite series of images in that style may well be attractive. 2.3 Add an artificial conciousness to Gliftic This is a wild science fiction idea which comes into my head regularly. Gliftic manages to surprise the users with the images it makes, but, currently, is limited by what gets programmed into it or by pure chance. How about adding a real artifical conciousness to the program? Creating an intelligent artificial designer? According to Igor Aleksander [1] conciousness is required for programs (computers) to really become usefully intelligent. Aleksander thinks that "the line has been drawn under the philosophical discussion of conciousness, and the way is open to sound scientific investigation". Without going into the details, and with great over-simplification, there are roughly two sorts of artificial intelligence: 1) Programmed intelligence, where, to all intents and purposes, the programmer is the "intelligence". The program may perform well (but often, in practice, doesn't) and any learning which is done is simply statistical and pre-programmed. There is no way that this type of program could become concious. 2) Neural network intelligence, where the programs are based roughly on a simple model of the brain, and the network learns how to do specific tasks. It is this sort of program which, according to Aleksander, could, in the future, become concious, and thus usefully intelligent. What could the advantages of an artificial artist be? 1) There would be no need for programming. Presumbably the human artist would dialog with the artificial artist, directing its development. 2) The artificial artist could be used as an apprentice, doing the "drudge" work of art, which needs intelligence, but is, anyway, monotonous for the human artist. 3) The human artist imagines "concepts", the artificial artist makes them concrete. 4) An concious artificial artist may come up with ideas of its own. Is this science fiction? Arthur C. Clarke's 1st Law: "If a famous scientist says that something can be done, then he is in all probability correct. If a famous scientist says that something cannot be done, then he is in all probability wrong". Arthur C Clarke's 2nd Law: "Only by trying to go beyond the current limits can you find out what the real limits are." One of Bertrand Russell's 10 commandments: "Do not fear to be eccentric in opinion, for every opinion now accepted was once eccentric" 3. References 1. "From Ramon Llull to Image Idea Generation". Ransen, Owen. Proceedings of the 1998 Milan First International Conference on Generative Art. 2. "How To Build A Mind" Aleksander, Igor. Wiedenfeld and Nicolson, 1999 3. "How I Drew One of My Pictures: or, The Authorship of Generative Art" by Adrian Ward and Geof Cox. Proceedings of the 1999 Milan 2nd International Conference on Generative Art.
series other
email
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id 2092
authors Voigt, Andreas and Linzer, Helena
year 1999
title The Digital City
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 438-442
summary Information-transfer and -management, quality of planning, efficiency in decision-finding and public relations make for the continuous challenges in space-related planning. The integration of the "computer" - an essential tool of modern times - throughout the process of urban and regional planning, particularly regarding city development is a present-day challenge. A "Computer Aided City Development" calls for modular structuring taking the specialized requirements of a up-to-date city development into account as well as integrating suited simulation techniques and media effectively in the planning process in line with the respective state of the art. The present research project was aimed at structuring modular fields of application for "Computer Aided City Development" on the basis of the general framework conditions of regional and urban planning and city development. Paying regard to the "ecological-dynamical" city development the pilot project "The Digital City" puts planning modules of "Computer Aided City Development" to use in a selected transection of the urban area of Vienna (area around UNO-City, Wagramer Straße). By means of a digital, three-dimensional work-as-executed model the urban-spatial development possibilities in variants can be subjected to a spatial discussion throughout workshops making interactive use of a high-speed graphic computer. Furthemore, this pilot project was also dedicated to trying new forms of cooperation between science and administration
keywords Computer Graphics in Design and Planning, Urban Design, Urban Planning
series SIGRADI
email
last changed 2016/03/10 10:02

_id e336
authors Achten, H., Roelen, W., Boekholt, J.-Th., Turksma, A. and Jessurun, J.
year 1999
title Virtual Reality in the Design Studio: The Eindhoven Perspective
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 169-177
doi https://doi.org/10.52842/conf.ecaade.1999.169
summary Since 1991 Virtual Reality has been used in student projects in the Building Information Technology group. It started as an experimental tool to assess the impact of VR technology in design, using the environment of the associated Calibre Institute. The technology was further developed in Calibre to become an important presentation tool for assessing design variants and final design solutions. However, it was only sporadically used in student projects. A major shift occurred in 1997 with a number of student projects in which various computer technologies including VR were used in the whole of the design process. In 1998, the new Design Systems group started a design studio with the explicit aim to integrate VR in the whole design process. The teaching effort was combined with the research program that investigates VR as a design support environment. This has lead to increasing number of innovative student projects. The paper describes the context and history of VR in Eindhoven and presents the current set-UP of the studio. It discusses the impact of the technology on the design process and outlines pedagogical issues in the studio work.
keywords Virtual Reality, Design Studio, Student Projects
series eCAADe
email
last changed 2022/06/07 07:54

_id e719
authors Achten, Henri and Turksma, Arthur
year 1999
title Virtual Reality in Early Design: the Design Studio Experiences
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 327-335
summary The Design Systems group of the Eindhoven University of Technology started a new kind of design studio teaching. With the use of high-end equipment, students use Virtual Reality from the very start of the design process. Virtual Reality technology up to now was primarily used for giving presentations. We use the same technology in the design process itself by means of reducing the time span in which one gets results in Virtual Reality. The method is based on a very brief cycle of modelling in AutoCAD, assigning materials in 3DStudio Viz, and then making a walkthrough in Virtual Reality in a standard landscape. Due to this cycle, which takes about 15 seconds, the student gets immediate feedback on design decisions which facilitates evaluation of the design in three dimensions much faster than usual. Usually the learning curve of this kind of software is quite steep, but with the use of templates the number of required steps to achieve results is reduced significantly. In this way, the potential of Virtual Reality is not only explored in research projects, but also in education. This paper discusses the general set-up of the design studio and shows how, via short workshops, students acquire knowledge of the cycle in a short time. The paper focuses on the added value of using Virtual Reality technology in this manner: improved spatial reasoning, translation from two-dimensional to three-dimensional representations, and VR feedback on design decisions. It discusses the needs for new design representations in this design environment, and shows how fast feedback in Virtual Reality can improve the spatial design at an early stage of the design process.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id 6d88
authors Achten, Henri H. and Van Leeuwen, Jos P.
year 1999
title Feature-Based High Level Design Tools - A Classification
source Proceedings of the Eighth International Conference on Computer Aided Architectural Design Futures [ISBN 0-7923-8536-5] Atlanta, 7-8 June 1999, pp. 275-290
summary The VR-DIS project aims to provide design support in the early design stage using a Virtual Reality environment. The initial brief of the design system is based on an analysis of a design case. The paper describes the process of analysis and extraction of design knowledge and design concepts in terms of Features. It is demonstrated how the analysis has lead to a classification of design concepts. This classification forms one of the main specifications for the VR-based design aid system that is being developed in the VR-DIS programme. The paper concludes by discussing the particular approach used in the case analysis and discusses future work in the VR-DIS research programme.
keywords Features, Feature-Based modelling, Architectural Design, Design Process, Design Support
series CAAD Futures
email
last changed 2006/11/07 07:22

_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 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 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 8802
authors Burry, Mark, Dawson, Tony and Woodbury, Robert
year 1999
title Learning about Architecture with the Computer, and Learning about the Computer in Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 374-382
doi https://doi.org/10.52842/conf.ecaade.1999.374
summary Most students commencing their university studies in architecture must confront and master two new modes of thought. The first, widely known as reflection-in-action, is a continuous cycle of self-criticism and creation that produces both learning and improved work. The second, which we call here design making, is a process which considers building construction as an integral part of architectural designing. Beginning students in Australia tend to do neither very well; their largely analytic secondary education leaves the majority ill-prepared for these new forms of learning and working. Computers have both complicated and offered opportunities to improve this situation. An increasing number of entering students have significant computing skill, yet university architecture programs do little in developing such skill into sound and extensible knowledge. Computing offers new ways to engage both reflection-in-action and design making. The collaboration between two Schools in Australia described in detail here pools computer-based learning resources to provide a wider scope for the education in each institution, which we capture in the phrase: Learn to use computers in architecture (not use computers to learn architecture). The two shared learning resources are Form Making Games (Adelaide University), aimed at reflection-in-action and The Construction Primer (Deakin University and Victoria University of Wellington), aimed at design making. Through contributing to and customising the resources themselves, students learn how designing and computing relate. This paper outlines the collaborative project in detail and locates the initiative at a time when the computer seems to have become less self-consciously assimilated within the wider architectural program.
keywords Reflection-In-Action, Design Making, Customising Computers
series eCAADe
email
last changed 2022/06/07 07:54

_id 1ea1
authors Cheng, Nancy Yen-wen
year 1999
title Digital Design at UO
source ACADIA Quarterly, vol. 18, no. 4, p. 18
doi https://doi.org/10.52842/conf.acadia.1999.x.l0k
summary University of Oregon Architecture Department has developed a spectrum of digital design from introductory methods courses to advanced design studios. With a computing curriculum that stresses a variety of tools, architectural issues such as form-making, communication, collaboration,theory-driven design, and presentation are explored. During the first year, all entering students are required to learn 3D modeling, rendering, image-processing and web-authoring in our Introduction to Architectural ComputerGraphics course. Through the use of cross-platform software, the two hundred beginning students are able to choose to work in either MacOS or Windows. Students begin learning the software by ‘playing’ with geometric elements and further develop their control by describing assigned architectural monuments. In describing the monuments, they begin with 2D diagrams and work up to complete 3D compositions, refining their modelswith symbol libraries. By visualizing back and forth between the drafting and modeling modes, the students quickly connect orthogonal plans and sections with their spatial counterparts. Such connections are an essential foundation for further learning.
series ACADIA
email
last changed 2022/06/07 07:49

_id f51a
authors Del Pup, Claudio
year 1999
title Carbon Pencil, Brush and Mouse, Three Tools in the Learning Process of New University Art Designers
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 420-425
summary This article develops the introduction of computer technologies in the fine arts environment the use of these new tools, sharing the process of creation and interacting at the same level with older technics, breaks the myth of technology and tries to reach the right place according to current or modern advances. As an introduction, it explains the insertion in the current courses of study of the "computer languages area", its implementation, present situation and future stages. An important point we have developed is the teaching methodology, to solve the transition of those who, challenging their investigations in different areas, like fire arts, graphic arts, film or video, need the support of computers. The first steps consist in designing sample courses, which allow the measurement of results, the definition of concepts like extension, capacities, teaching hours and the most important, a methodology to share the enthusiasm of creation with the difficulties of learning a new technique it is necessary to discover limits, to avoid easy results as a creative tool one of the most important problems we have faced is the necessity of coordinating the process of creation with the individual time of a plastic artist, finding the right way that allows the integration of all the group, minimizing desertion and losing of motivation. Two years later, the first results in the field of digital image investigations and assistance in form design. Volume as a challenge and solutions supported in techniques of modeling in 3D (experiences of modeling a virtual volume from a revolution profile, its particular facts and the parallelism with potter's lathe the handling of image as the most important element, as an work of art itself, but also as a support in the transmission of knowledge (design of a CD as a tool for the department of embryology of medical school with the participation of people from the medical school, engineering school and school of fine arts). Time as a variable, movement, animation and its techniques, multimedia (design of short videos for the 150th anniversary of the Republic University). Conclusions, good hits, adjustments, new areas to include, problems to solve, the way of facing a constantly evolving technology.
series SIGRADI
email
last changed 2016/03/10 09:50

_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 ga9916
id ga9916
authors Elzenga, R. Neal and Pontecorvo, Michael S.
year 1999
title Arties: Meta-Design as Evolving Colonies of Artistic Agents
source International Conference on Generative Art
summary Meta-design, the act of designing a system or species of design instead of a design instance, is an important concept in modern design practice and in the generative design paradigm. For meta-design to be a useful tool, the designer must have more formal support for both design species definition/expression and the abstract attributes which the designer is attempting to embody within a design. Arties is an exploration of one possible avenue for supporting meta-design. Arties is an artistic system emphasizing the co-evolution of colonies of Artificial Life design or artistic agents (called arties) and the environment they inhabit. Generative design systems have concentrated on biological genetics metaphors where a population of design instances are evolved directly from a set of ‘parent’ designs in a succession of generations. In Arties, the a-life agent which is evolved, produces the design instance as a byproduct of interacting with its environment. Arties utilize an attraction potential curve as their primary dynamic. They sense the relative attraction of entities in their environment, using multiple sensory channels. Arties then associate an attractiveness score to each entity. This attractiveness score is combined with a 'taste' function built into the artie that is sensitized to that observation channel, entity, and distance by a transfer function. Arties use this attraction to guide decisions and behaviors. A community of arties, with independent evolving attraction criteria can pass collective judgement on each point in an art space. As the Artie moves within this space it modifies the environment in reaction to what it senses. Arties support for Meta-design is in (A) the process of evolving arties, breeding their attraction potential curve parameters using a genetic algorithm and (B) their use of sensory channels to support abstract attributes geometries. Adjustment of these parameters tunes the attraction of the artie along various sensing channels. The multi-agent co-evolution of Arties is one approach to creating a system for supporting meta-design. Arties is part of an on-going exploration of how to support meta-design in computer augmented design systems. Our future work with Arties-like systems will be concerned with applications in areas such as modeling adaptive directives in Architecture, Object Structure Design, spatio-temporal behaviors design (for games and simulations), virtual ambient spaces, and representation and computation of abstract design attributes.
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id a38c
authors Emdanat, S., Vakalo, E.G. and Birmingham, W.
year 1999
title Solving Form-Making Problems Using Shape Algebras and Constraint Satisfaction
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 620-625
doi https://doi.org/10.52842/conf.ecaade.1999.620
summary Shape grammars are well known approaches in design space exploration. This paper reviews the current work on shape grammars in design and suggests that considerable gains can be attained by integrating parametric shape grammar based design approaches with distributed constraint-based problem solving. Parametric grammars are represent design topologies while distributed constrain satisfaction can be used to maintain consistency and produce the space of feasible design solutions. Designers' decision making can be coordinated such that constraints cannot be violated and designs that exhibit the highest utility (value) are selected.
keywords Shape Grammar, Shape Algebra, Constraint Satisfaction
series eCAADe
email
last changed 2022/06/07 07:55

_id 2fc7
authors Forber, U. and Russell, P.
year 1999
title Interdisciplinary Collaboration in the Virtual Design Studio Design Studio
source Proceedings of the 17th Annual EAAE Annual Conference, Plymouth UK
summary Drastic changes in technology and economics currently impact common working structures. Moreover, a fundamental move of western societies from industrial and service oriented societies to information oriented societies can be observed. Like others, the AEC industry is also exposed to the challenge of these fundamental changes, not only regarding an ever growing stock of information on building components and materials, but also because of new methods of collaboration to be applied by all participants. As a result, integrating domain specific knowledge into the design process and conversely, conveying design intentions to domain experts, is meaningful in a constantly growing scale. Utilising advanced technology, a twofold approach in research and education, undertaken at the Institut für Industrielle Bauproduktion (ifib), University of Karlsruhe, is the basis of efforts to create and develop integrating methods of collaboration into the design and planning process. In addition, the integration of AEC practitioners (investors, users, designers, engineers) in the education process provides both drastic changes in the fields of design and construction education of students and a promising approach for life long learning. The focus of this paper is to present the current state of work and to report on experiences gathered during several Virtual Design Studios (VDS) in which multi-disciplinary participants from various Universities and backgrounds were involved. Platforms for the activities are World Wide Web based applications as well as animations, VR, CAD and video conferencing.
series other
email
last changed 2003/04/23 15:50

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