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 12 of 12

_id 6bf6
authors Lee, E., Paterson, I. and Maver, T.
year 2000
title Visualisation of Historic Village of New Lanark
source SIGraDi’2000 - Construindo (n)o espacio digital (constructing the digital Space) [4th SIGRADI Conference Proceedings / ISBN 85-88027-02-X] Rio de Janeiro (Brazil) 25-28 september 2000, pp. 177-178
summary The existing historic city attracts the attention of architects and educators for its architectural value and history. In addition, many researches on visualisation of historic sites such as world heritage sites are in progress in order to represent the importance of preservation and restoration. New Lanark is the best-preserved example of a cotton-spinning village from the early period of Britain’s industrialisation, and is of international significance in terms of economic, architectural and social history. The village has also been nominated for inclusion in UNESCO’s list of World Heritage Sites. This paper aims to describe development procedure of virtual historic village of New Lanark for educating people about its significant social history and a unique type of building. A multimedia environment is useful for this purpose considering dynamic links among different kinds of resources such as text, images, 3D models and animations. Through this environment people can access from where they are to virtual heritage and navigate 3D space by animation with virtual guidance.
keywords 3D City modeling
series SIGRADI
email
last changed 2016/03/10 09:54

_id 4fa1
authors Lee, E., Ida, Y., Woo, S. and Sasada, T.
year 1999
title Environmental Design Using Fractals in Computer Graphics
doi https://doi.org/10.52842/conf.ecaade.1999.533
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 533-538
summary Computer graphics have developed efficient techniques for visualisation of the real world. Many of the algorithms have a physical basis, such as computational models for the light and the shadow, models of real objects (buildings, mountains, roads and so on) and the simulation of natural phenomenon. Now computer graphics techniques provide the virtual world with a perception of three dimensions. The concept of the virtual world and its technology have been expanding and intensifying in recent years. Almost everything in the real world has been simulated in virtual world. When it comes to a terrain model, what we need is labour and time. But now it is possible to simulate terrain like the real world using fractals in computer graphics with a very small program and small data set. This study aims to show how to build a real world impression in the virtual world. In this paper the authors suggest a landscape design method and show the results of its application.
keywords Fractals, Polygon-Reduction, Computer Graphics, Virtual World, Collaboration
series eCAADe
last changed 2022/06/07 07:51

_id ddssar0008
id ddssar0008
authors Coyne, R., Lee, J. and Ofluoglu, S.
year 2000
title E-commerce and on-line product information
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary The spread of the Internet has spurred the recent growth in e-commerce. E-commerce impinges on design in many ways, not least in encouraging the development of new tools for the presentation of product information: that is, information about the products that are used in design projects. (In the case of building design this might include information about standard doors, windows and fittings.) In this paper we present our development of three experimental tools for presenting and organising product information. The tools represent stages in the evolution of a prototype we call PLA(id) (Product Library Assistant – Intranet for Designers) involving the use of multimedia authoring, Java, and mobile computing. We discuss our experimental prototypes under several headings derived from what are commonly considered the key features of e-commerce: the marketplace, collaboration (the electronic marketplace as a community), geography (and geographical boundaries), navigation, regulation, integration and media (how in some cases e-commerce provides both the medium of transaction and the medium of delivery). So this account of our experimentation with product information tools provides a way of reviewing issues raised by e-commerce and their importance for design decision support systems.
series DDSS
last changed 2003/08/07 16:36

_id e2ea
authors Lee, Hwa-Ryong
year 1999
title The Changing Face of Architectural Computing Research
doi https://doi.org/10.52842/conf.ecaade.1999.011
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 11-17
summary This paper examines the existing commercial and on-going research computer applications for architectural design. It investigates their uses, predictions and limitations; and reviews the teleology, technologies and theories exploited for computerising design. Finally, I will discuss two trends in the developments of CAAD, and present the new directions in CAAD research. This study will be based on understanding the computer's roles in designing, and further on establishing a new theoretical paradigm for mediating a computer system.
keywords Historical Context, Theoretical Paradigms
series eCAADe
email
last changed 2022/06/07 07:51

_id f73b
authors Brady, Darlene A.
year 2000
title Percept vs. Precept: Digital Media & the Creative Process
doi https://doi.org/10.52842/conf.ecaade.2000.261
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. 261-264
summary The design of architecture, as well as all of the arts, is a creative act concerned with the expression of ideas through culturally significant and relevant form. In order for the creative act to transcend the authority or dictates of precedents or trends, it must be informed and guided by a process and not a product; one which reveals, but does not dictate, expressive, functional form. The initial impact of digital media on architectural design has been the ability to render the look of a final project or to create shapes that reflect the facility of the tool. Digital media also enables the composition and structure of space and form to be discovered simultaneously and relationally with the phenomena of color and kinetics, to generate and visualize an idea as form, and to represent form as experience. This requires interweaving computing with a creative process in which percept, rather than precept, is the driving force of the investigation. This paper explores the role of ideation, tectonic color and kinetics as an intentional design strategy and formgiver for architecture. The role of the computer is to enable the designer to generate meaningful architecture beyond precepts of image and style. Design as a making in the mind uses our rational and imaginative faculties. Complete freedom is not a necessity for inventiveness. Research on creativity indicates that "constraining options and focusing thought in a specific, rigorous and discerning direction" play an important role. The key is a balance of structured and discursive inquiry that encourages a speculative, free association of ideas. Tim Berners-Lee, one of the creators of the World Wide Web, likened creativity to a weblike process that is nonlinear but also not random; which when placed in an environment rich with information will float ideas so the mind "can jiggle them into an insight." Geoffrey Vickers in his essay, "Rationality and Intuition" described this symbiotic relationship as "...two functions which in practice are never wholly separated but which are, nonetheless, logically distinct as two reciprocating phases in a recurrent process of mental activity." The rational is formative and intuition is generative; both are essential to creativity.
keywords Percept, Creativity, Ideation, Tectonic Color, Kinetics
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id ddssar0009
id ddssar0009
authors Findlay, Robert A. and Haugen, S. Lee
year 2000
title From individual inquiry and attention to cohorts to a "collaborative critique": the use of student groups to support individual designers
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary This study explores learning settings and strategies related to design collaboration and critical thinking. To this end, theories of education and of cognitive learning were assembled to describe learning design collaboration. Student perceptions of their learning experiences were then gathered in structured interviews and focus groups, and were analyzed qualitatively for concepts, tendencies, and trends. The study also concerns the effects of collaboration on individual learning. An emphasis of the investigation has been on the context in which a person's mind learns. The activity of learning has been enriched by being in a context in which students can participate in the social construction of knowledge, in this way enhancing the processes of developing knowledge, decision-making, and design. We discovered that a "collaborative critique" evolves during the course of activity of groups of students as they shift from the protective behavior of individual competition, through bargaining away ideas in compromise or subduing differences in consensus building, to critical ideation and the constructive behavior of the "collaborative critique".
series DDSS
last changed 2003/08/07 16:36

_id 04ef
authors Gu, J., Huang, X., Shen, D., Wang, G. and Lee, J.
year 2000
title Development And Implementation of Architectural Design Schema Management System Based on IIS
doi https://doi.org/10.52842/conf.caadria.2000.331
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 331-339
summary The Intranet/Internet based Web computing has been one of the most exciting applications to everybody in any fields. Unfortunately most of the commercial CAD systems or engineering management information systems today lack adequate supports to Intranet and Internet. In this paper we will introduce our recent research and developing work on the Architectural Design Schema Management System (ADSMS) that is essentially a WEB application and is a multimedia engineering information management system. It is first designed to meet the needs of architects to support their design work via Intranet/Internet, and at the same time to lay a solid foundation for further development of the CAAD system that is based on internet.
series CAADRIA
email
last changed 2022/06/07 07:51

_id ce1b
authors Kvan, Th., Lee, A. and Ho, L.
year 2000
title Anthony Ng Architects Limited: Building Towards a Paperless Future
source Case Study and Teaching Notes number 99/65, 10 pages, distributed by HKU Centre for Asian Business Cases, Harvard Business School Publishing (HBSP) and The European Case Clearing House (ECCH), June 2000
summary In early 1997; Mr. Anthony Ng; managing director of Anthony Ng Architects Ltd.; was keenly looking forward to a high-tech; paperless new office; which would free his designers from paperwork and greatly improve internal and external communication – a vision that he had had for a couple of years. In 1996; he brought on board a friend and expert in Internet technology to help him realise his vision. In July 1997; his company was to move into its new office in Wan Chai. Their plan was to have in place an Intranet and a web-based document management system when they moved into the new office. But he had to be mindful of resulting changes in communication patterns; culture and expectations. Resistance from within his company was also threatening to ruin the grand plan. Several senior executives were fiercely opposed to the proposal and refused to read a document off a computer screen. But Ng knew it was an important initiative to move his practice forward. Once the decision was made there would be no chance to reconsider; given the workload demands of the new HK$12 billion project. And this decision would mark a watershed in the company’s evolution. This case study examines the challenges and implications of employing IT to support an architectural office.
keywords IT In Practice; Professional Practice; Archives
series other
email
last changed 2002/11/15 18:29

_id 635f
authors Lee, Alpha W.K. and Iki, Kazuhisa
year 2000
title Use of DHTML for Interactive Assessment of Common Value for Townscape Conceptualization and Realization. Colour Assessment, Case Study of large-Scale Resort Facility in Aso Region, Kumamoto Prefecture, Japan
doi https://doi.org/10.52842/conf.caadria.2000.089
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 89-96
summary With the public's high consciousness of townscape, a new form of Color Planning incorporating Citizen Participation is necessary. This paper proposes the use of Dynamic Hypertext Mark-up Language (DHTML) in a Web-oriented Interactive Townscape Assessment System. This system consists of two parts, the first part includes tools for Analytic Hierarchical Process (AHP), Magnitude Estimation, Semantic Differential (SD) and Color Semantic Differential (Color SD) method, and the second part includes tools for Interactive Color Planning System (ICPS). Interactive Assessment is possible by the inclusion of JavaScript and Cascading Style Sheet (CSS). Efficiency is improved by client-side operations, data-collection using Common Gateway Interface (CGI) and presentation using Tabular Data Control (TDC). A case study of large-scale resort facility in Aso Region, Kumamoto Prefecture, Japan is undertaken. The result shows efficiency of the system.
series CAADRIA
email
last changed 2022/06/07 07:52

_id fcb5
authors Lee, Yuan-Jang
year 2000
title The Relationship between Problem-Finding and Computing Media in Design Creativity
doi https://doi.org/10.52842/conf.caadria.2000.277
source CAADRIA 2000 [Proceedings of the Fifth Conference on Computer Aided Architectural Design Research in Asia / ISBN 981-04-2491-4] Singapore 18-19 May 2000, pp. 277-285
summary Designing is defined as a process of problem-finding and problem-solving. According to studies, the problem-finding during the early period of designing is the key point for influencing creativity, and the study also indicates that the computer originally used for presenting during the late period of designing can also be used during the early stage, but now we lack studies about creativity and computers. This study uses protocol analysis as an experimental methodology. We hope to clarify the relationship between computers and problem-solving, and to compare the differences between traditional materials and computers when used to discover problems.
series CAADRIA
email
last changed 2022/06/07 07:52

_id avocaad_2001_19
id avocaad_2001_19
authors Shen-Kai Tang, Yu-Tung Liu, Yu-Sheng Chung, Chi-Seng Chung
year 2001
title The visual harmony between new and old materials in the restoration of historical architecture: A study of computer simulation
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 In the research of historical architecture restoration, scholars respectively focus on the field of architectural context and architectural archeology (Shi, 1988, 1990, 1991, 1992, 1995; Fu, 1995, 1997; Chiu, 2000) or on architecture construction and the procedure of restoration (Shi, 1988, 1989; Chiu, 1990). How to choose materials and cope with their durability becomes an important issue in the restoration of historical architecture (Dasser, 1990; Wang, 1998).In the related research of the usage and durability of materials, some scholars deem that, instead of continuing the traditional ways that last for hundreds of years (that is to replace new materials with old ones), it might be better to keep the original materials (Dasser, 1990). However, unavoidably, some of the originals are much worn. Thus we have to first establish the standard of eliminating components, and secondly to replace identical or similar materials with the old components (Lee, 1990). After accomplishing the restoration, we often unexpectedly find out that the renewed historical building is too new that the sense of history is eliminated (Dasser, 1990; Fu, 1997). Actually this is the important factor that determines the accomplishment of restoration. In the past, some scholars find out that the contrast and conflict between new and old materials are contributed to the different time of manufacture and different coating, such as antiseptic, pattern, etc., which result in the discrepancy of the sense of visual perception (Lee, 1990; Fu, 1997; Dasser, 1990).In recent years, a number of researches and practice of computer technology have been done in the field of architectural design. We are able to proceed design communication more exactly by the application of some systematic softwares, such as image processing, computer graphic, computer modeling/rendering, animation, multimedia, virtual reality and so on (Lawson, 1995; Liu, 1996). The application of computer technology to the research of the preservation of historical architecture is comparatively late. Continually some researchers explore the procedure of restoration by computer simulation technology (Potier, 2000), or establish digital database of the investigation of historical architecture (Sasada, 2000; Wang, 1998). How to choose materials by the technology of computer simulation influences the sense of visual perception. Liu (2000) has a more complete result on visual impact analysis and assessment (VIAA) about the research of urban design projection. The main subjects of this research paper focuses on whether the technology of computer simulation can extenuate the conflict between new and old materials that imposed on visual perception.The objective of this paper is to propose a standard method of visual harmony effects for materials in historical architecture (taking the Gigi Train Station destroyed by the earthquake in last September as the operating example).There are five steps in this research: 1.Categorize the materials of historical architecture and establish the information in digital database. 2.Get new materials of historical architecture and establish the information in digital database. 3.According to the mixing amount of new and old materials, determinate their proportion of the building; mixing new and old materials in a certain way. 4.Assign the mixed materials to the computer model and proceed the simulation of lighting. 5.Make experts and the citizens to evaluate the accomplished computer model in order to propose the expected standard method.According to the experiment mentioned above, we first address a procedure of material simulation of the historical architecture restoration and then offer some suggestions of how to mix new and old materials.By this procedure of simulation, we offer a better view to control the restoration of historical architecture. And, the discrepancy and discordance by new and old materials can be released. Moreover, we thus avoid to reconstructing ˇ§too newˇ¨ historical architecture.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id caadria2006_573
id caadria2006_573
authors WEN-YEN TANG, SHENG-KAI TANG
year 2006
title THE DEVELOPMENT OF A TACTILE MODELING INTERFACE
doi https://doi.org/10.52842/conf.caadria.2006.x.o8n
source CAADRIA 2006 [Proceedings of the 11th International Conference on Computer Aided Architectural Design Research in Asia] Kumamoto (Japan) March 30th - April 2nd 2006, 573-575
summary Recently, more and more researchers dedicated in the development of human computer interaction for CAD systems, such as gestural input of three dimensional coordinates (Lee, Hu, and Selker, 2005), flexible manipulation of NURBS objects (Cohen, Markosian, Zeleznik, Hughes, and Barzel, 1999; Emmerik, 1990), and the creation of force feedback (Wu, 2003). These research results indicated that the more intuitive control the device can provide in modeling process, the more creative solutions can be generated (Lee, Hu, and Selker, 2005; Schweikardt and Gross, 2000; Wu, 2003).
series CAADRIA
email
last changed 2022/06/07 07:49

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