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 267

_id dc01
authors Saleh Uddin, M.
year 1999
title Digital Architecture
source McGraw-Hill
summary Digital Architecture is the only guide that shows you how to create accomplished computer drawings by displaying and explaining the work of many of today's most justly celebrated design professionals. It gives you the foundation to understand how these international masters so deftly exploited computers, by providing a clear overview of the hardware, software, and input and output devices involved in digital media. It then showcases the conceptual studies, desktop formats, 3D renderings, digital hybrids, and animation of more than 50 top designers and firms. Each project comes with a succinct explanation of the design concept, drawing techniques, hardware and software used, and output media involved. Featuring an easy-to-use, loose-leaf format, Digital Architecture will be your ongoing reference on hybrid digital representation and an endless source of ideas and inspiration.
series other
last changed 2003/04/23 15:14

_id 732d
authors Uddin, M. Saleh
year 1999
title Digital Architecture
source McGraw-Hill, New York
summary Digital Architecture is the only guide that shows you how to create accomplished computer drawings by displaying and explaining the work of many of today's most justly celebrated design professionals. It gives you the foundation to understand how these international masters so deftly exploited computers, by providing a clear overview of the hardware, software, and input and output devices involved in digital media. It then showcases the conceptual studies, desktop formats, 3D renderings, digital hybrids, and animation of more than 50 top designers and firms. Each project comes with a succinct explanation of the design concept, drawing techniques, hardware and software used, and output media involved. Featuring an easy-to-use, loose-leaf format, Digital Architecture will be your ongoing reference on hybrid digital representation and an endless source of ideas and inspiration.
series other
last changed 2003/04/23 15:14

_id 53df
authors Uddin, M.S.
year 1999
title Hybrid Drawing Techniques by Contemporary Architects and Designers
source John Wiley, New York,
summary The complete hybrid drawing sourcebook Hybrid drawings offer limitless possibilities for the fusion and superimposition of ideas, media, and techniques-powerful creative tools for effective and innovative architectural graphic presentation. This unique guide offers a dynamic introduction to these drawings and how they are created, with a stunning color portfolio of presentation-quality examples that give full visual expression to the power and potential of hybrid drawing techniques. Featuring the work of dozens of internationally recognized architects and firms, including Takefumi Aida, Helmut Jahn of Murphy/Jahn Architects, Morphosis, Eric Owen Moss, NBBJ Sports & Entertainment, Smith-Miller & Hawkinson, and Bernard Tschumi Architects, the book's visual examples are accompanied by descriptive and analytical commentary that gives valuable practical insight into the background of each project, along with essential information on the design concept and the drawing process. Combining all of the best features of an idea resource and a how-to guide, Hybrid Drawing Techniques by Contemporary Architects and Designers is an important creative tool for students and professionals in architecture, design, illustration, and related areas
series other
last changed 2003/04/23 15:14

_id b7df
authors Uddin, M. Saleh
year 1999
title Beyond Mere Representation: The Changing Perspective of Computer Use in American Architecture
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 511-518
doi https://doi.org/10.52842/conf.ecaade.1999.511
summary By surveying a total of 55 cutting-edge architectural design offices (mostly in the United States), this paper looks at the use of computational media to get an overall understanding of its current use for architectural design presentation. The intent of this paper is to highlight the changing direction of computer presentation through graphic examples, specifically three-dimensional modelling that goes beyond conventional representation. The paper also illustrates various types of uses of computer media by designers into specific categories, and extracts a summary of hardware and software preferences.
keywords Digital Media, Design Offices, Non-conventional Representation, 3D Modelling
series eCAADe
last changed 2022/06/07 07:57

_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 1206
authors Cabezas, M., Mariano, C., Mitolo, S. and Oliva, S.
year 1999
title Transformaciones en el Proceso Enseñanza-Aprendizaje de la Geometría Descriptiva con la Apliacación de los Medios Digitales (Transformations in the Teaching/Learning Process of Descriptive Geometry with the Aplplication of Digital Media)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 347-348
summary The insert of the digital technologies in the atmosphere Áulico has left generalizing in a significant way. An example constitutes it the high percentage of students that they manifested general knowledge in the software handling in the introductory course of visual communication, as well as the voluntary presentation of practical works developed with digital means. The necessity of an answer to the requirements that arise of the students sinks to the certainty of a pedagogic compatibility among the matter to try and the teaching attended by the personal computer that would increase the Iconidad and the understanding of a topic of certain complexity like it is the geometry of the space. An educational program designed for the teaching of the Sistema Monge whose general characteristics were presented in the II Ibero-American Seminar of Digital Graph and that it will be applied as experience pilot in the course 2000, it will allow us to respond to the following queries: what place it will be given to the educational program in the formation process in connection with the other pedagogic means.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 92ce
authors Cabezas, M., Mariano, C., Mitolo, S. and Oliva, S.
year 1999
title Una Experiencia Docente sobre la Incorporación del Uso de la Informática en la Enseñanza-Aprendizaje de la Forma (An Educational Experience on the Incorporation of the use of Computing in the Teaching/Learning of Form)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 349-351
summary In this work an experience pilot is presented based on the study of the transformations of the teaching-learning process referred to the visual communication, specifically in the didactic units referred to the bi- and three-dimensional form, proposing to the student as an informatical user like a new alternative to the conventional form.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 84e8
authors Cohen, J.M., Markosian, L., Zeleznik, R.C., Hughes, J.F. and Barzel, R.
year 1999
title An Interface for Sketching 3D Curves
source ACM Symposium on Interactive 3D Graphics, pp. 17-22 (April 1999). ACM SIGGRAPH. Edited by Jessica Hodgins and James D. Foley
summary The ability to specify nonplanar 3D curves is of fundamental importance in 3D modeling and animation systems. Effective techniques for specifying such curves using 2D input devices are desirable, but existing methods typically require the user to edit the curve from several viewpoints. We present a novel method for specifying 3D curves with 2D input from a single viewpoint. The user rst draws the curve as it appears from the current viewpoint, and then draws its shadow on the oor plane. The system correlates the curve with its shadow to compute the curve's 3D shape. This method is more natural than existing methods in that it leverages skills that many artists and designers have developed from work with pencil and paper.
series other
last changed 2003/04/23 15:14

_id 9cab
authors Coomans, M.K.D.
year 1999
title A Virtual Reality User Interface for a Design Information System, CCAI: the Journal for the Integrated Study of Artificial Intelligence
source Cognitive Science and Applied Epistemology, Rijks Universiteit Gent
summary The computer is a tool, a complex artefact that is used to extend our reach. A computer system can provide several kinds of services, but against these services stands a supplementary task that the user must deal with: the communication with the computer system. We argued that Virtual Reality (VR) can fundamentally improve the user interface by rendering on the common experiential skills of all users. We present the theoretical basis for this, referring to Donald Norman's theory. We show that VR provides at least theoretically, the means to take a big step in the direction of an ideal user interface. As an example of a innovative application of VR in user interface design, we presented the VR-DIS system; an interdisciplinary design system for the building and construction industry. We discuss the issues underlying the design of its VR interface.
series other
last changed 2003/04/23 15:50

_id 5c7d
authors Couwenbergh, J.P., Croegaert, A., Gallez, B., Petit, P. and Tilman, M.
year 1999
title The Architect, CAD and Teaching The Pedagogical Point of View at Tournai's ISA Saint-Luc
source AVOCAAD Second International Conference [AVOCAAD Conference Proceedings / ISBN 90-76101-02-07] Brussels (Belgium) 8-10 April 1999, pp. 221-228
summary Object-oriented approach to software development is discussed as a conceptual framework and working computational model for creative architectural design. Two modes of obejct orientation in design are elaborated. The more conservative mode is static, based on class- type/object-instance hierarchies. The other mode is dynamic, based on a modern view of computation as multi-threaded evolution of interacting objects.
series AVOCAAD
last changed 2005/09/09 10:48

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

_id 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 7be4
authors Ennis, G., Lindsay, M. and Grant, M.
year 1999
title VRML possibilities: The evolution of the Glasgow model
source Proceedings of International Conference on Virtual Systems and Multimedia - VSMM '99, Abertay University: Dundee
summary Contributed by Jose Ripper Kós (josekos@ufrj.br)
keywords 3D City modeling
series other
last changed 2001/06/04 20:27

_id c35f
authors Fernández, Mónica Inés and Piegari, Ricardo
year 1999
title Representación y gestión de la Información en los Procesos de Diseño-Producción (Representation and management of Information in the Processes of Design and Production)
source III Congreso Iberoamericano de Grafico Digital [SIGRADI Conference Proceedings] Montevideo (Uruguay) September 29th - October 1st 1999, pp. 342-346
summary The GIDCAD has a double objective: 1.) To be an answer to the needs of the professionals of the production of the built environment, who are confronted with the evolution of technologies. In particular, to those who are engaged with the computer tools associated with communication; 2.) To be an answer to the problems derived from urban transformation. In particular to those related with social demands and environmental quality.
series SIGRADI
email
last changed 2016/03/10 09:51

_id 5377
authors Frazer, J.H., Tang, M.X. and Jian, S.
year 1999
title Towards a Generative System for Intelligent Design Support
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. 285-294
doi https://doi.org/10.52842/conf.caadria.1999.285
summary In the development of intelligent computer aided design systems, three important issues need to considered. These issues are: how to support the generation of product concepts using evolutionary computation techniques; how to use intelligent databases and constraint management systems for detailed exploration of product embodiment; and how to integrate rapid prototyping facilities for product evaluation. In this paper, we present a brief review of knowledge based design and evolutionary design and discuss ways of integrating both in the development of a generative design system. Based on this review, we present the model and its applications of a generative design system utilizing a number of AI and evolutionary computation techniques. This generative design model is intended to provide a generic computational framework for the development of intelligent design support systems.
series CAADRIA
email
last changed 2022/06/07 07:50

_id 0eae
authors Gero, J.S. and Kazakov, V.
year 1999
title Using analogy to extend the behaviour state space in creative design
source J.S. Gero and M.L. Maher (Eds.), Computational Models of Creative Design IV, Key Centre of Design Computing and Cognition, University of Sydney, Sydney, Australia, pp. 113-143
summary We propose an exploration model of design based on the extension of the space of design behaviours using analogy. The analogy is drawn on the basis of structure similarity or structure and behaviour similarity between source and target designs. New behaviours are introduced from the source design. This paper describes such a process and discusses its significance for creative design.
keywords Creative Design, Behaviour Analogy
series other
email
last changed 2003/04/06 09:15

_id c91a
authors Gero, J.S. and Kazakov, V.
year 1999
title Adapting evolutionary computing for exploration in creative designing
source J.S. Gero and M.L. Maher (Eds.), Computational Models of Creative Design IV, Key Centre of Design Computing and Cognition, University of Sydney, Sydney, Australia, pp. 175-186
summary This paper introduces a modification to genetic algorithms which provides computational support to creative designing by adaptively exploring design structure spaces. This modification is based on the re-interpretation of the GA's crossover as a random sampling of interpolations and its replacement with the random sampling of direct phenotype-phenotype interpolation and phenotype-phenotype extrapolation. Examples of the process are presented
keywords Creative Design, Evolutionary Computation
series other
email
last changed 2003/04/06 09:11

_id 62c2
authors Kavakli, M., Suwa, M., Gero, J.S. and Purcell, T.
year 1999
title Sketching interpretation in novice and expert designers
source Gero, J.S. and Tversky, B. (Eds.), Visual and Spatial Reasoning in Design , Key Centre of Design Computing and Cognition, University of Sydney, Sydney, Australia, pp. 209-220
summary This paper focuses on the differences in visual reasoning between a novice and an expert architectural designer during the conceptual design process. The cognitive actions of each designer while sketching were categorized into four main groups (each consisting of a number of sub-groups): physical, perceptual, functional, and conceptual. Based on this analysis, we found that the expert differs markedly from the novice in productivity in terms of the number of sketches and the number of alternative ideas. We focused on the differences between them in terms of the frequencies of cognitive actions, with the hypothesis that the difference in productivity could be attributed to the differences in some or all types of cognitive actions. Differences between the expert and the novice were found for revising features (in the subcategory of drawing actions in the physical action category), for paying attention to the relations of depicted elements (perceptual category) and for the rates of new and revisited functions (functional category). These results are discussed in terms of the types of visual reasoning processes that could be involved in expert design and the possible implications of these results if they can be demonstrated to be characteristic of expert designers generally.
keywords Visual Reasoning, Cognitive Actions, Sketching Interpretation
series other
email
last changed 2003/04/06 09:18

_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 f2cf
authors Madrazo, Leandro
year 2001
title NETWORKING : a web environment for a collaborative education
source Stellingwerff, Martijn and Verbeke, Johan (Eds.), ACCOLADE - Architecture, Collaboration, Design. Delft University Press (DUP Science) / ISBN 90-407-2216-1 / The Netherlands, pp. 169-182 [Book ordering info: m.c.stellingwerff@bk.tudelft.nl]
summary NETWORKING is a teaching environment developed in close connection with the course "Sistemas de RepresentaciÛn", which has been carried out for the first time at the E.T.S. d'Arquitectura La Salle, Barcelona, in the academic year 1999/00. It is a web-based environment that promotes the exchange of ideas among students and their capacity to work collaboratively. There is a customized NETWORKING environment for each one of the six themes that made up the course: text, shape, object, image, space and light. In this paper we will discuss two of the six environments: OBJECT and SPACE.
series other
last changed 2001/09/14 21:30

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