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 690

_id 9d10
authors Anders, Peter and Livingstone, Daniel
year 2001
title STARS: Shared Transatlantic Augmented Reality System
doi https://doi.org/10.52842/conf.acadia.2001.350
source Reinventing the Discourse - How Digital Tools Help Bridge and Transform Research, Education and Practice in Architecture [Proceedings of the Twenty First Annual Conference of the Association for Computer-Aided Design in Architecture / ISBN 1-880250-10-1] Buffalo (New York) 11-14 October 2001, pp. 350-355
summary Since October 2000 the authors have operated a laboratory, the Shared Transatlantic Augmented Reality System (STARS), for exploring telepresence in the domestic environment. The authors, an artist and an architect, are conducting a series of experiments to test their hypotheses concerning mixed reality and supportive environments. This paper describes these hypotheses, the purpose and construction of the lab, and preliminary results from the ongoing collaboration.
keywords Mixed Reality, Cybrid, Art, Cyberspace, CAiiA-STAR
series ACADIA
email
last changed 2022/06/07 07:54

_id caadria2013_043
id caadria2013_043
authors Freitas, Márcia Regina de and Regina Coeli Ruschel
year 2013
title What is Happening to Virtual and Augmented Reality Applied to Architecture?
doi https://doi.org/10.52842/conf.caadria.2013.407
source Open Systems: Proceedings of the 18th International Conference on Computer-Aided Architectural Design Research in Asia (CAADRIA 2013) / Singapore 15-18 May 2013, pp. 407-416
summary This paper presents the results of a comprehensive survey of activities on research and development of Virtual and Augmented Reality applied to architecture. 200 papers were reviewed, taken from annual conferences of the Association for Computer Aided Design In Architecture (ACADIA) and its sibling organizations in Europe (ECAADE and CAAD Futures), Asia (CAADRIA), the Middle East (ASCAAD) and South America (SIGRADI). The papers were grouped in research areas (design method, architectural theory and history, performance evaluation, human interaction, representation and process & management), emphasis (education, application, collaboration, visualization, practice and theory) and technology development stage (specification, development, application demonstration and evaluation). The period of study comprises 11 years, from 2000 to 2011. Findings for each category are described and key publications and authors are identified.  
wos WOS:000351496100040
keywords Virtual reality, Augmented reality, Study of activity 
series CAADRIA
email
last changed 2022/06/07 07:50

_id caadria2003_a2-4
id caadria2003_a2-4
authors Seichter, Hartmut
year 2003
title Sketchand+ a Collaborative Augmented Reality Sketching Application
doi https://doi.org/10.52842/conf.caadria.2003.209
source CAADRIA 2003 [Proceedings of the 8th International Conference on Computer Aided Architectural Design Research in Asia / ISBN 974-9584-13-9] Bangkok Thailand 18-20 October 2003, pp. 209-222
summary The sketch is the embodiment of the architectural discussion. It incorporates rapidness and fuzziness and as this it is an object of interpretation. The interesting thing there is the question, if the usage of VR/AR already in the early phases of a design can have an impact for the quality of a design-process. Examples like VRAM (Regenbrecht et al., 2000) or TAP (Seichter et al., 2000) showed that there is a huge potential for research. The sketch as one of the parts of an early design is tightly coupled with cognitive aspects and communication. Pictured by a sketch is just a snapshot of what have to be discussed in the ensuing design procedure. The intention behind this work is an exploration about a medium which is not yet adapted to the digital world (Myers et al., 2000) and it can be easily be described with the words of Harald Innis: Mankind constantly being caught in his own traps: language and systems, developed and most difficult to break down. (Innis, 1951)
series CAADRIA
email
last changed 2022/06/07 07:56

_id aa7f
authors Bollinger, Elizabeth and Hill, Pamela
year 1993
title Virtual Reality: Technology of the Future or Playground of the Cyberpunk?
doi https://doi.org/10.52842/conf.acadia.1993.121
source Education and Practice: The Critical Interface [ACADIA Conference Proceedings / ISBN 1-880250-02-0] Texas (Texas / USA) 1993, pp. 121-129
summary Jaron Lanier is a major spokesperson of our society's hottest new technology: VR or virtual reality. He expressed his faith in the VR movement in this quote which appears in The User's Guide to the New Edge published by Mondo 2000. In its most technical sense, VR has attracted the attention of politicians in Washington who wonder if yet another technology developed in the United States will find its application across the globe in Asia. In its most human element, an entire "cyberpunk movement" has appealed to young minds everywhere as a seemingly safe form of hallucination. As architecture students, educators, and practitioners around the world are becoming attracted to the possibilities of VR technology as an extension of 3D modeling, visualization, and animation, it is appropriate to consider an overview of virtual reality.

In virtual reality a user encounters a computersimulated environment through the use of a physical interface. The user can interact with the environment to the point of becoming a part of the experience, and the experience becomes reality. Natural and

instinctive body movements are translated by the interface into computer commands. The quest for perfection in this human-computer relationship seems to be the essence of virtual reality technology.

To begin to capture the essence of virtual reality without first-hand experience, it is helpful to understand two important terms: presence and immersion. The sense of presence can be defined as the degree to which the user feels a part of the actual environment. The more reality the experience provides, the more presence it has. Immersion can be defined as the degree of other simulation a virtual reality interface provides for the viewer. A highly immersive system might provide more than just visual stimuli; for example, it may additionally provide simulated sound and motion, and simultaneously prevent distractions from being present.

series ACADIA
email
last changed 2022/06/07 07:52

_id avocaad_2001_22
id avocaad_2001_22
authors Jos van Leeuwen, Joran Jessurun
year 2001
title XML for Flexibility an Extensibility of Design Information Models
source AVOCAAD - ADDED VALUE OF COMPUTER AIDED ARCHITECTURAL DESIGN, Nys Koenraad, Provoost Tom, Verbeke Johan, Verleye Johan (Eds.), (2001) Hogeschool voor Wetenschap en Kunst - Departement Architectuur Sint-Lucas, Campus Brussel, ISBN 80-76101-05-1
summary The VR-DIS research programme aims at the development of a Virtual Reality – Design Information System. This is a design and decision support system for collaborative design that provides a VR interface for the interaction with both the geometric representation of a design and the non-geometric information concerning the design throughout the design process. The major part of the research programme focuses on early stages of design. The programme is carried out by a large number of researchers from a variety of disciplines in the domain of construction and architecture, including architectural design, building physics, structural design, construction management, etc.Management of design information is at the core of this design and decision support system. Much effort in the development of the system has been and still is dedicated to the underlying theory for information management and its implementation in an Application Programming Interface (API) that the various modules of the system use. The theory is based on a so-called Feature-based modelling approach and is described in the PhD thesis by [first author, 1999] and in [first author et al., 2000a]. This information modelling approach provides three major capabilities: (1) it allows for extensibility of conceptual schemas, which is used to enable a designer to define new typologies to model with; (2) it supports sharing of conceptual schemas, called type-libraries; and (3) it provides a high level of flexibility that offers the designer the opportunity to easily reuse design information and to model information constructs that are not foreseen in any existing typologies. The latter aspect involves the capability to expand information entities in a model with relationships and properties that are not typologically defined but applicable to a particular design situation only; this helps the designer to represent the actual design concepts more accurately.The functional design of the information modelling system is based on a three-layered framework. In the bottom layer, the actual design data is stored in so-called Feature Instances. The middle layer defines the typologies of these instances in so-called Feature Types. The top layer is called the meta-layer because it provides the class definitions for both the Types layer and the Instances layer; both Feature Types and Feature Instances are objects of the classes defined in the top layer. This top layer ensures that types can be defined on the fly and that instances can be created from these types, as well as expanded with non-typological properties and relationships while still conforming to the information structures laid out in the meta-layer.The VR-DIS system consists of a growing number of modules for different kinds of functionality in relation with the design task. These modules access the design information through the API that implements the meta-layer of the framework. This API has previously been implemented using an Object-Oriented Database (OODB), but this implementation had a number of disadvantages. The dependency of the OODB, a commercial software library, was considered the most problematic. Not only are licenses of the OODB library rather expensive, also the fact that this library is not common technology that can easily be shared among a wide range of applications, including existing applications, reduces its suitability for a system with the aforementioned specifications. In addition, the OODB approach required a relatively large effort to implement the desired functionality. It lacked adequate support to generate unique identifications for worldwide information sources that were understandable for human interpretation. This strongly limited the capabilities of the system to share conceptual schemas.The approach that is currently being implemented for the core of the VR-DIS system is based on eXtensible Markup Language (XML). Rather than implementing the meta-layer of the framework into classes of Feature Types and Feature Instances, this level of meta-definitions is provided in a document type definition (DTD). The DTD is complemented with a set of rules that are implemented into a parser API, based on the Document Object Model (DOM). The advantages of the XML approach for the modelling framework are immediate. Type-libraries distributed through Internet are now supported through the mechanisms of namespaces and XLink. The implementation of the API is no longer dependent of a particular database system. This provides much more flexibility in the implementation of the various modules of the VR-DIS system. Being based on the (supposed to become) standard of XML the implementation is much more versatile in its future usage, specifically in a distributed, Internet-based environment.These immediate advantages of the XML approach opened the door to a wide range of applications that are and will be developed on top of the VR-DIS core. Examples of these are the VR-based 3D sketching module [VR-DIS ref., 2000]; the VR-based information-modelling tool that allows the management and manipulation of information models for design in a VR environment [VR-DIS ref., 2000]; and a design-knowledge capturing module that is now under development [first author et al., 2000a and 2000b]. The latter module aims to assist the designer in the recognition and utilisation of existing and new typologies in a design situation. The replacement of the OODB implementation of the API by the XML implementation enables these modules to use distributed Feature databases through Internet, without many changes to their own code, and without the loss of the flexibility and extensibility of conceptual schemas that are implemented as part of the API. Research in the near future will result in Internet-based applications that support designers in the utilisation of distributed libraries of product-information, design-knowledge, case-bases, etc.The paper roughly follows the outline of the abstract, starting with an introduction to the VR-DIS project, its objectives, and the developed theory of the Feature-modelling framework that forms the core of it. It briefly discusses the necessity of schema evolution, flexibility and extensibility of conceptual schemas, and how these capabilities have been addressed in the framework. The major part of the paper describes how the previously mentioned aspects of the framework are implemented in the XML-based approach, providing details on the so-called meta-layer, its definition in the DTD, and the parser rules that complement it. The impact of the XML approach on the functionality of the VR-DIS modules and the system as a whole is demonstrated by a discussion of these modules and scenarios of their usage for design tasks. The paper is concluded with an overview of future work on the sharing of Internet-based design information and design knowledge.
series AVOCAAD
email
last changed 2005/09/09 10:48

_id sigradi2008_081
id sigradi2008_081
authors Kirschner, Ursula
year 2008
title Study of digital morphing tools during the design process - Application of freeware software and of tools in commercial products as well as their integration in AutoCAD
source SIGraDi 2008 - [Proceedings of the 12th Iberoamerican Congress of Digital Graphics] La Habana - Cuba 1-5 December 2008
summary This research work examines methods of experimental designing with CAAD in a CAD laboratory with architecture students as the testing persons. Thereby the main focus is on the early phase of finding forms, in which different techniques with digital media are tried out in the didactic architectural design lessons. In these work have been traced the influences of the media employed on the design processes and combined the approaches of current CAAD research with aspects from classic design theory. For mathematical rules of proportion, atmospheric influence factors and analogy concepts in architecture, I have developed design methods which have been applied and verified in several series of seminars. (Kirschner, U.: 2000, Thesis, a CAAD supported architectural design teaching, Hamburg, school of arts). Previous experimental exercises showed that morphological sequences of modeling are effective sources for playful designing processes. In the current work these approaches are enhanced and supplemented by different morphological architectural concepts for creating shapes. For this purpose 2D based software like Morphit, Winmorph and other freeware were used. Whereas in the further development of this design technique we used 3D freeware morphing programs like zhu3D or Blender. The resulting morphological shapes were imported in CAD and refined. Ideally the morphing tool is integrated in the modeling environment of the standard software AutoCAD. A digital city model is the starting basis of the design process to guarantee the reference to the reality. The applied design didactic is predicated on the theories of Bernhard Hoesli. The act of designing viewed as „waiting for a good idea“ is, according to him, unteachable; students should, in contrast, learn to judge the „the force of an idea“. On the subject of morphology a form-generating method in the pre-design phase has been tested. Starting from urban-planning lines on an area map, two simple geometric initial images were produced which were merged by means of morphing software. Selected images from this film sequence were extruded with CAAD to produce solid models as sectional drawings. The high motivation of the students and the quality of the design results produced with these simple morphing techniques were the reason for the integration of the artistic and scientific software into the creative shape modeling process with the computer. The students learned in addition to the „bottom up “and „ top down” new design methods. In the presentation the properties and benefits of the morphing tools are presented in tables and are analyzed with regard to the architectural shape generating in an urban context. A catalogue of criteria with the following topics was developed: user friendliness, the ability of integrating the tools or as the case may be the import of data into a CAD environment, the artistic aspects in terms of the flexibility of shape generating as well as the evaluation of the aesthetic consideration of shapes.
keywords Architectural design, freeware morphing software, AutoCAD
series SIGRADI
email
last changed 2016/03/10 09:53

_id 6072
authors Orzechowski, M.A., Timmermans, H.J.P. and De Vries, B.
year 2000
title Measuring user satisfaction for design variations through virtual reality
source Timmermans, H.J.P. & Vries, B. de (eds.) Design & Decision Support Systems in Architecture - Proceedings of the 5th International Conference, August 22-25 2000, Nijkerk, pp. 278-288
summary Virtual Reality (VR), and Artificial Intelligence (AI) technology have become increasingly more common in all disciplines of modern life. These new technologies range from simple software assistants to sophisticated modeling of human behavior. In this research project, we are creating an AI agent environment that helps architects to identify user preferences through a Virtual Reality Interface. At the current stage of development, the research project has resulted in a VR application - MuseV2 that allows users to instantly modify an architectural design. The distinctive feature of this application is that a space is considered as a base for all user modifications and as a connection between all design elements. In this paper we provide some technical information about MuseV2. Presentation of a design through VR allows AI agents to observe user-induced modifications and to gather preference information. In addition to allowing for an individualized design, this information generalized across a sample of users should provide the basis for developing basic designs for particular market segments and predict the market potential of those designs. The system that we envision should not become an automated design tool, but an adviser and viewer for users, who have limited knowledge or no knowledge at all about CAD systems, and architectural design. This tool should help investors to assess preferences for new community housing in order to meet the needs of future inhabitants.
series other
email
last changed 2003/04/23 15:50

_id aeec
authors Regenbrecht, H., Kruijff, E., Donath, D., Seichter, H. and Beetz, J.
year 2000
title VRAM - A Virtual Reality Aided Modeller
doi https://doi.org/10.52842/conf.ecaade.2000.235
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. 235-237
summary This article describes VRAM, short for Virtual Reality Aided Modeler. VRAM is a conceptual design tool supported by Virtual Reality technology and an ongoing testbed for theory and methodology in the field of three dimensional user interfaces (3DUIs). The outcomes from the project should consist of an intuitive and comprehensive immersive surface modeler, next to a set of taxonomies and guidelines for the development of 3DUIs. Based on a modular structure, VRAMs program architecture allows the easy extension of functionality. The application consists of the seamless integration of four main functionality modules, namely system control, viewing & browsing, editing and modeling. Based on the premise of portability, the software environment runs on both SGI Irix and MS Windows NT platforms. To be relatively independent in developing 3DUI techniques, the VRAM environment supports a multiplicity of input and output devices. Due to the focus on immersive modeling, tracking devices, head mounted displays and stereoprojection devices are the main I/O channels. In this article, we will primary focus on the functionality of the virtual modeller.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 08:00

_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 ddss2004_ra-213
id ddss2004_ra-213
authors Penn, A., C. Mottram, A. Fatah gen. Schieck, M. Wittkämper, M. Störring, O. Romell, A. Strothmann, and F. Aish
year 2004
title AUGMENTED REALITY MEETING TABLE: A NOVEL MULTI-USER INTERFACE FOR ARCHITECTURAL DESIGN
source Van Leeuwen, J.P. and H.J.P. Timmermans (eds.) Recent Advances in Design & Decision Support Systems in Architecture and Urban Planning, Dordrecht: Kluwer Academic Publishers, ISBN: 1-4020-2408-8, p. 213-231
summary Immersive virtual environments have received widespread attention as providing possible replacements for the media and systems that designers traditionally use, as well as, more generally, in providing support for collaborative work. Relatively little attention has been given to date however to the problem of how to merge immersive virtual environments into real world work settings, and so to add to the media at the disposal of the designer and the design team, rather than to replace it. In this paper we report on a research project in which optical see-through augmented reality displays have been developed together with prototype decision support software for architectural and urban design. We suggest that a critical characteristic of multi user augmented reality is its ability to generate visualisations from a first person perspective in which the scale of rendition of the design model follows many of the conventions that designers are used to. Different scales of model appear to allow designers to focus on different aspects of the design under consideration. Augmenting the scene with simulations of pedestrian movement appears to assist both in scale recognition, and in moving from a first person to a third person understanding of the design. This research project is funded by the European Commission IST program (IST-2000-28559).
keywords Design Collaboration, Tangible Interface, Gesture, Agent Simulation, Augmented Reality
series DDSS
type normal paper
last changed 2004/07/03 23:11

_id 01c0
authors Af Klercker, Jonas
year 2000
title Modelling for Virtual Reality in Architecture
doi https://doi.org/10.52842/conf.ecaade.2000.209
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. 209-213
summary CAAD systems are using object modelling methods for building databases to make information available. Object data must then be made useful for many different purposes in the design process. Even if the capacity of the computer will allow an almost unlimited amount of information to be transformed, the eye does not make the transformations in the same “simple” mathematical way. Trained architects have to involve in an inventive process of finding ways to “harmonize” this new medium with the human eye and the architect’s professional experience. This paper will be an interimistic report from a surveying course. During the spring semester 2000 the CAAD division of TU-Lund is giving a course “Modelling for VR in Architecture”. The students are practising architects with experience from using object modelling CAAD. The aims are to survey different ways to use available hard- and software to create VR-models of pieces of architecture and evaluate them in desktop and CAVE environments. The architect is to do as much preparation work as possible with his CAAD program and only the final adjustments with the special VR tool.
keywords CAAD, VR, Modelling, Spatial Experience
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id 456a
authors Alvarado, R.G., Parra, J.C., Vergara, R.L. and Chateau, H.B.
year 2000
title Architectural References to Virtual Environments Design
doi https://doi.org/10.52842/conf.ecaade.2000.151
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. 151-155
summary Based on a comparison between the perception of digital and real construction, the development of virtual systems and the review of additional sources, this paper states some differences between the design of virtual environments and architectural spaces. Virtual-reality technologies provide advanced capabilities to simulate real situations, and also to create digital worlds not referred to physical places, such as imaginary landscapes or environments devoted to electronic activities, like entertainment, learning or commerce. Some on-line services already use 3D-stages, resembling building halls and domestic objects, and several authors have mentioned virtual modeling as a job opportunity to architects. But it will argue in this paper that the design of those environments should consider their own digital characteristics. Besides, the use of virtual installations on networks impells a convergence with global media, like Internet or TV. Virtual environments can be a 3Devolution of communicational technologies, which have an increasing participation in culture, reaching a closer relationship to contemporary architecture.
keywords Virtual Environments, Spatial Perception, Design Methodology
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id a136
authors Blaise, J.Y., Dudek, I. and Drap, P.
year 1998
title Java collaborative interface for architectural simulations A case study on wooden ceilings of Krakow
source International Conference On Conservation - Krakow 2000, 23-24 November 1998, Krakow, Poland
summary Concern for the architectural and urban preservation problems has been considerably increasing in the past decades, and with it the necessity to investigate the consequences and opportunities opened for the conservation discipline by the development of computer-based systems. Architectural interventions on historical edifices or in preserved urban fabric face conservationists and architects with specific problems related to the handling and exchange of a variety of historical documents and representations. The recent development of information technologies offers opportunities to favour a better access to such data, as well as means to represent architectural hypothesis or design. Developing applications for the Internet also introduces a greater capacity to exchange experiences or ideas and to invest on low-cost collaborative working platforms. In the field of the architectural heritage, our research addresses two problems: historical data and documentation of the edifice, methods of representation (knowledge modelling and visualisation) of the edifice. This research is connected with the ARKIW POLONIUM co-operation program that links the MAP-GAMSAU CNRS laboratory (Marseilles, France) and the Institute HAiKZ of Kraków's Faculty of Architecture. The ARKIW programme deals with questions related to the use of information technologies in the recording, protection and studying of the architectural heritage. Case studies are chosen in order to experience and validate a technical platform dedicated to the formalisation and exchange of knowledge related to the architectural heritage (architectural data management, representation and simulation tools, survey methods, ...). A special focus is put on the evolution of the urban fabric and on the simulation of reconstructional hypothesis. Our contribution will introduce current ARKIW internet applications and experiences: The ARPENTEUR architectural survey experiment on Wieża Ratuszowa (a photogrammetrical survey based on an architectural model). A Gothic and Renaissance reconstruction of the Ratusz Krakowski using a commercial modelisation and animation software (MAYA). The SOL on line documentation interface for Kraków's Rynek G_ówny. Internet analytical approach in the presentation of morphological informations about Kraków's Kramy Bogate Rynku Krakowskiego. Object-Orientation approach in the modelling of the architectural corpus. The VALIDEUR and HUBLOT Virtual Reality modellers for the simulation and representation of reconstructional hypothesis and corpus analysis.
series other
last changed 2003/04/23 15:14

_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 f2f1
authors Breen, Jack and Nottrot, Robert
year 2000
title Project a2W. A Dialogue on New Media Perspectives
doi https://doi.org/10.52842/conf.ecaade.2000.291
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. 291-296
summary This paper documents an initiative taking the form of a "dialogue". The format which has been developed is somewhat similar to that of the "conversation" which Mondrian conceived in 1919, taking place between two fictitious characters - A and B - discussing the new direction in art, which he called "Nieuwe Beelding" and which contributed to the "De Stijl" movement (the dialogue was followed later that year by a "trialogue" between X, Y and Z on a virtual walk taking them from the countryside to the city) 1 . This time the issue is not so much the evolvement of a new artistic or architectural style, but the role of "new media" in architecture... The present dialogue takes place between two fictitious media proponents ("Alpha" and "Omega"). They take turns questioning several issues and exchanging proposals... What are the values - and the promises - of computer supported instruments in creative design and research - concerning the art and science shaping the built environment? How do the present applications measure up, how do they compare to the expectations and ambitions expressed a number of years ago? The form of a dialogue means that issues and ideas, which are not often aired within the confines of academic discourse, can be played back and forth and a measure of exaggeration was intended from the beginning... This contribution does not in any way pretend to be all-inclusive. Rather, the paper is meant to put forward ideas and experiences - from the perspective of the Delft Media group, in practice, in teaching and in research - which may stimulate (or even irritate?) but will hopefully activate. The aim is to open up discussions, to allow other (hidden) agendas for the future to become more visible and to look for platforms for sharing concepts and fascinations, however improbable they might be...
keywords A Dialogue on New Media
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

_id 9d16
authors Chan, Chiu-Shui
year 2000
title A Virtual Reality Tool to Implement City Building Codes on Capitol View Preservation
doi https://doi.org/10.52842/conf.acadia.2000.203
source Eternity, Infinity and Virtuality in Architecture [Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8] Washington D.C. 19-22 October 2000, pp. 203-209
summary In urban planning, the urban environment is a very complicated system with many layers of building codes cross-referenced and interacting together to guide urban growth. Especially, if a new urban design is located in a historical area, additional restrictions will be imposed upon regular zoning regulations to maintain the area’s historical characteristics. Often, urban regulations read as text are difficult to understand. A tool that generates adequate urban information and a quick visualization of the design will ease decision-making and enhance urban design processes. The goal of this research project is to develop a virtual reality (VR) tool with high resolution, speedy computation, and a userfriendly environment. This project initiates an interactive visualization tool to enforce city-planning regulations on viewing access to the state capitol building in Des Moines, Iowa. The capitol building houses the Iowa Legislature and is a symbol of state power. Maintaining the view from surrounding areas will preserve the building’s monumental and symbolic meaning. To accomplish this, the City Community Development Department and the Capitol Planning Committee developed a Capitol View Corridor Project, which sets up seven visual corridors to prevent the view toward the capitol from being blocked by any future designs. Because city regulations are not easy for the public and designers to interpret and comprehend, this project intends to develop a VR tool to create a transparent environment for visualizing the city ordinances.
series ACADIA
last changed 2022/06/07 07:56

_id 08ea
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo P. (Eds.)
year 2000
title ACADIA 2000: Eternity, Infinity and Virtuality in Architecture
doi https://doi.org/10.52842/conf.acadia.2000
source Proceedings of the 22nd Annual Conference of the Association for Computer-Aided Design in Architecture / 1-880250-09-8 / Washington D.C. 19-22 October 2000, 284 p.
summary Eternity, time without end, infinity, space without limits and virtuality, perception without constraints; provide the conceptual framework in which ACADIA 2000 is conceived. It is in human nature to fill what is empty and to empty what is full. Today, thanks to the power of computer processing we can also make small what is too big, make big what is too small, make fast what is too slow, make slow what is too fast, make real what does not exist, and make our reality omni-present at global scale. These are capabilities for which we have no precedents. What we make of them is our privilege and responsibility. Information about a building flows past our keyboards and on to other people. Although we, as architects, add to the information, it originated before us and will go beyond our touch in time, space and understanding. A building description acquires a life of its own that may surpass our own lives as it is stored, transferred, transformed, and reused by unknown intellects, both human and artificial, and in unknown processes. Our actions right now have unforeseen effects. Digital media blurs the boundaries of space, time and our perception of reality. ACADIA 2000 explores the theme of time, space and perception in relation to the information and knowledge that describes architecture. Our invitation to those who are finding ways to apply computer processing power in architecture received overwhelming response, generating paper submissions from five continents. A selected group of reviewers recommended the publication of 24 original full papers out of 42 submitted and 13 short papers out of 30 submitted. Forty-two projects were submitted to the Digital Media Exhibit and 12 were accepted for publication. The papers cover subjects in design knowledge, design process, design representation, design communication, and design education. Fundamental and applied research has been carefully articulated, resulting in developments that may have an important impact on the way we practice and teach architecture in the future.
series ACADIA
email
more www.acadia.org
last changed 2022/06/07 07:49

_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 d11a
authors Den Hartog, J. P. and Koutamanis, A.
year 2000
title Teaching design simulation
doi https://doi.org/10.52842/conf.ecaade.2000.197
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. 197-200
summary The democratization of information and communication technologies (ICT) has promoted integration of computing in the design studio and of design activities in the CAAD courses. In addition it has also shifted the focus of CAAD courses from technical skills and general theoretical issues to current, specific design issues, such as the relationship between geometric modeling and construction, design communication and design analysis. CAAD courses (especially advanced ones) increasingly attempt to introduce these issues and corresponding advanced ICT in a design context that outlines the possibilities of these technologies and the underlying computational design methodology and bring research closer to teaching. One such issue is design analysis, especially in the early design stages when many fundamental decisions are taken on the basis of incomplete and insecure information. Simulation provides the computational means for projecting building behaviour and performance. The paper describes the application of a specific simulation technique, computational fluid dynamics (CFD), for the analysis of airflow in and around buildings in the context of an advanced CAAD course. In this course students are required to design a multifunctional exposition building. Even though students are unfamiliar with the particular CFD system, as well as with part of the simulation subject matter, they are able to produce descriptions of their designs with effectiveness and efficiency.
keywords Design Analysis, Simulation, CFD, Airflow
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 9f5b
authors Dokonal, W., Martens, B. and Ploesch, R.
year 2000
title Graz: The Creation of a 3-D City Model for Architectural Education
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. 171-175
summary This paper describes experiences with the creation of a 3-D City Model at Graz University of Technology. It presents an innovative approach in establishing a city model with the support of the students in the study fields of Architecture and Surveying. The main goal of this work is directed at the implementation within the framework of architectural education. This contribution presents the concept in detail resp.; also discusses matters concerning the level of detail for different uses of such a 3-D model.
keywords 3D City Modeling, City of Graz, Urban Modeling, Architectural Education, Collaboration
series other
email
more http://www.digcity.tu-graz.ac.at/
last changed 2001/06/04 14:16

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