CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id f78f
authors Fridqvist, Sverker
year 2000
title Property-Oriented Information Systems for Design Prototypes for the BAS•CAAD system
source Lund Institute of Technology, School of Architecture
summary Property-oriented systems are a new kind of information systems that are based on concepts of properties instead of concepts of things or classes of things. By focusing on properties, the property-oriented systems become more flexible and more suited to the dynamic early stages of design than the traditional class-oriented systems can be. The theoretical framework for property-oriented systems developed within the BAS*CAAD project and presented in this thesis has previously been presented in several papers, a selection of which are included here. Some of the basic considerations from the papers are further developed in a separate chapter. Additionally, the thesis covers several questions regarding prerequisites for and implications of property-oriented systems. These questions have not been addressed in earlier BAS*CAAD publications. The development of research proptotypes based on the theoretical framework is presented, with a discussion of the different versions and the considerations behind them. A study of the history of computer aided building design has revealed that many basic ideas of today were developed the first time at the beginning of electronic computing, in the early sixties. Since the early development seems to be unknown today, a brief account is presented in this thesis, with special focus on issues considered in the BAS*CAAD project. Finally, the experimental architectural design software DASK, developed mainly by the present author in the later 1980s, will get its first presentation in writing in this thesis.
keywords Information Technology; Design; Construction; Product Modelling
series thesis:PhD
email
more http://www.lub.lu.se/cgi-bin/show_diss.pl?db=global&fname=tec_391.html
last changed 2003/02/12 22:37

_id 31d6
authors Harfmann, Anton C. and Akins, Peter E.
year 2000
title The Composite Building Sketch
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. 273-280
doi https://doi.org/10.52842/conf.acadia.2000.273
summary This works in progress paper describes the development of an alternative method for teaching building technology using the composite sketch concept borrowed from police forensics. The composite sketch utilizes individual components and assemblies of construction in various combinations to explore the design implications of materials and connections on form and surface. To enhance the usefulness of the composite sketch, in-depth case studies of specific buildings are linked to the digital assemblies of the composite sketch so that students can see the basic concepts in actual buildings. The project currently models more than 500 combinations of components and includes approximately 200 catalogued images of buildings under construction.
series ACADIA
email
last changed 2022/06/07 07:49

_id 2004
authors Hendricx, A.
year 2000
title A Core Object Model for Architectural Design
source Katholieke Universiteit Leuven
summary A core object model apt to describe architectural objects and their functionality is one of the keystones to an integrated digital design environment for architecture. The object model presented in this thesis is based on a conceptual framework for computer aided architectural design (CAAD) and aims to assist the architect designer right from the early stages in the design process. For its development the object-oriented analysis method MERODE (Model-based Existence-dependency Relationship Object-oriented Development) is used. After a survey on the role of computers in the architectural design process and on particular Product Modelling initiatives, the model is elaborated in two phases: the enterprise-modelling phase and the higher functionality-modelling phase. Actual design cases and test implementations help to establish the conceptual model and illustrate its concepts. The appendices provide a detailed description of both the object model and one of the case studies. The architect’s point of view and the specific nature of the architectural design process are the basic considerations, thus leading to a unique model that hopes to make a valuable contribution to the research area of integrated design environments.
series thesis:PhD
email
last changed 2003/02/12 22:37

_id ba17
authors Muñoz, Patricia Laura and López Coronel, Juan Pablo
year 2000
title Eliminando Bordes: las Superficies de Redondeo en la Generación de Formas para el Diseño - (Eliminating Edges: The Rounded Surfaces in the Generation of Forms for Design)
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. 289-291
summary Fillets can be understood as connecting surfaces, created by a sphere - of constant or variable diameter - that moves tangent to the components. These complex forms have been mainly developed through CAD-CAM processes but, in order to understand them thoroughly and so use them in all their potential, some basic morphological concepts are necessary. They will be explained in distinctive spatial situations. In relation to the language of design products, these surfaces are fundamental in the subtle operation of curve forms. They have an effect on the understanding of geometric and perceptual continuity between different spatial surfaces. They let us identify the original components but they also conceal them in a new form that includes them. A tension arises, a game of seduction where forms are covered and revealed to the comprehension of man.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 672b
authors Vélez Jahn, Gonzalo
year 2000
title Arquitectura Virtual: Fronteras (Virtual Architecture: The Border)
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. 126-131
summary This paper seeks to provide an updated vision about activities occurring in the area of Virtual Architecture, while identifying an important trend in that area, and pointing a way towards future development of architectural objects based on its ultimate virtual existence. It also forecasts the future rise and boom of the architectural designers of the virtual. As such, this paper is structured according to three basic parts. (1) Basic concepts, environment and evolution. (2) Current state and limitation of virtual architecture. . (3) Foreseeable future- new professional opportunities. // As the focal point in this presentation, this third part presents recent advances identified in the research activity concerning the subject of PermanentVirtual Architecture: multi-user models, inhabited television, mixed realities among others. A number of considerations are also included regarding new design activities opportunities in this new area apparently opening to architectural designers within a foreseeable future.
series SIGRADI
email
last changed 2016/03/10 10:02

_id 8ccf
authors Alvarez, Darío
year 2000
title Atravesando el portal digital: la novísima Arquitectura de los tiempos de la Internet. - (Crossing the Digital Gateway: The Latest Architecture of the Times of the Internet)
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. 30-33
summary Our architectonical environment is based on the material concept - entity whose control marks the relevance of the XX century: the atom. Across the threshold of the XXI century a new virtual entity - concept: the bit, spreads to became the basic unit of power - control - production, being its more dynamic evidence the phenomenon known as Internet, establishing complex relationships with groups constituted in the net like Virtual Communities, outlining metaphors that involve Urbanists and Architects inviting them as protagonist. Against this newest reality the Architect should change his vision of the typical CAAD work in relative isolation with his computer, until crossing the doors of the “digital reality”; we search to show the contemporary Architect as a manager coordinating multiple resources with different importance: into the alternative of building digital realities, inviting the architectonical students to integrated this Virtual Communities or conform his owns.
series SIGRADI
email
last changed 2016/03/10 09:47

_id f1bf
authors Amorim, S.L., Soares Madeira Domingues, L.C., Pereira Nunes, R. and De Almeida Peixoto, L.
year 2000
title Centro de Referência e Informação em Habitação - Infohab (Reference Center and Information on Housing - Infohab)
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. 55-57
summary The Center of Reference and Information in Habitation - INFOHAB - is a project led for the ANTAC, that intends to facilitate the access to the technique information relative to all the aspects and subjects that are contained in the construction environment concept, through the captation, selection, organization and spreading this information, offering it in the Internet through a database permanently brought up to date with the reference and, always when authorized, with the complete works. The objective of this article is to present the project and to reflect on the possibilities offered for the Internet as a tool to fulfill some of its objectives, established in the broadcasting of the information and the technology and that they search to corroborate with the creation of the basic conditions to reach upper standards of quality in the information, the products and the jobs offered in the area of the civil construction, architecture and urbanism, considering the characterizes of this thematic area.
series SIGRADI
email
last changed 2016/03/10 09:47

_id 7da7
authors Benedetti, Cristina and Salvioni, Giulio
year 1999
title The Use of Renewable Resource in Architecture: New Teaching Methodologies
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 751-756
doi https://doi.org/10.52842/conf.ecaade.1999.751
summary The program is organized into four parts. Each is very much connected, both logically and methodologically, so that the unit as a whole consists of a content and method of access that are not divided up. This method is not in a chronological order that simply goes in one direction, rather it allows the user to "refer back", in real time and in different directions. For the simple purpose of explanation, the sections of the program are listed as follows: (-) "Basic information" concerns the basics of bioclimatic and timber architecture. Without this knowledge, the other two sections would be difficult to understand; (-) "Actual buildings throughout the world"; give examples of architectural quality; they concretize the basics of bioclimatic and timber architecture; (-) "Students' Masters Theses", that follow on from the basic information and the learning experience "in the field", and guided by the lecturer, have a critical approach to actual buildings throughout the world. (-) A multimedia data-sheet organized to ensure a clear and straightforward presentation of information about the construction products. It relies on a tab-based navigation interface that gives users access to eight different stacked windows.
keywords Architecture, Multimedia, Timber, Bioclimatic, Classification
series eCAADe
email
last changed 2022/06/07 07:54

_id 9bc4
authors Bhavnani, S.K. and John, B.E.
year 2000
title The Strategic Use of Complex Computer Systems
source Human-Computer Interaction 15 (2000), 107-137
summary Several studies show that despite experience, many users with basic command knowledge do not progress to an efficient use of complex computer applications. These studies suggest that knowledge of tasks and knowledge of tools are insufficient to lead users to become efficient. To address this problem, we argue that users also need to learn strategies in the intermediate layers of knowledge lying between tasks and tools. These strategies are (a) efficient because they exploit specific powers of computers, (b) difficult to acquire because they are suggested by neither tasks nor tools, and (c) general in nature having wide applicability. The above characteristics are first demonstrated in the context of aggregation strategies that exploit the iterative power of computers.Acognitive analysis of a real-world task reveals that even though such aggregation strategies can have large effects on task time, errors, and on the quality of the final product, they are not often used by even experienced users. We identify other strategies beyond aggregation that can be efficient and useful across computer applications and show how they were used to develop a new approach to training with promising results.We conclude by suggesting that a systematic analysis of strategies in the intermediate layers of knowledge can lead not only to more effective ways to design training but also to more principled approaches to design systems. These advances should lead users to make more efficient use of complex computer systems.
series other
email
last changed 2003/11/21 15:16

_id cef3
authors Bridges, Alan H.
year 1992
title Computing and Problem Based Learning at Delft University of Technology Faculty of Architecture
source CAAD Instruction: The New Teaching of an Architect? [eCAADe Conference Proceedings] Barcelona (Spain) 12-14 November 1992, pp. 289-294
doi https://doi.org/10.52842/conf.ecaade.1992.289
summary Delft University of Technology, founded in 1842, is the oldest and largest technical university in the Netherlands. It provides education for more than 13,000 students in fifteen main subject areas. The Faculty of Architecture, Housing, Urban Design and Planning is one of the largest faculties of the DUT with some 2000 students and over 500 staff members. The course of study takes four academic years: a first year (Propaedeuse) and a further three years (Doctoraal) leading to the "ingenieur" qualification. The basic course material is delivered in the first two years and is taken by all students. The third and fourth years consist of a smaller number of compulsory subjects in each of the department's specialist areas together with a wide range of option choices. The five main subject areas the students may choose from for their specialisation are Architecture, Building and Project Management, Building Technology, Urban Design and Planning, and Housing.

The curriculum of the Faculty has been radically revised over the last two years and is now based on the concept of "Problem-Based Learning". The subject matter taught is divided thematically into specific issues that are taught in six week blocks. The vehicles for these blocks are specially selected and adapted case studies prepared by teams of staff members. These provide a focus for integrating specialist subjects around a studio based design theme. In the case of second year this studio is largely computer-based: many drawings are produced by computer and several specially written computer applications are used in association with the specialist inputs.

This paper describes the "block structure" used in second year, giving examples of the special computer programs used, but also raises a number of broader educational issues. Introduction of the block system arose as a method of curriculum integration in response to difficulties emerging from the independent functioning of strong discipline areas in the traditional work groups. The need for a greater level of selfdirected learning was recognised as opposed to the "passive information model" of student learning in which the students are seen as empty vessels to be filled with knowledge - which they are then usually unable to apply in design related contexts in the studio. Furthermore, the value of electives had been questioned: whilst enabling some diversity of choice, they may also be seen as diverting attention and resources from the real problems of teaching architecture.

series eCAADe
email
last changed 2022/06/07 07:54

_id 623c
authors De Oliveira Zandomeneghi, A.L.A., Kejelin Stradiotto, C.R., Moritz Lima, E.K., Silvano Batista, M., Pinto Lincho, P.R., Costa, R., Da Cunha Silveira, S. and Ribas Ulbrich, S.
year 2000
title Construindo o Conhecimento da Hipermídia (Constructing the Hypermedia Knowledge)
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. 286-288
summary The present article reports the experience of a Mastership/Doctorate class in the Production Engineering Postgraduation Program of Santa Catarina Federal University, with the finality of building a prototype of an educational software. The proposal was to facilitate hypermedia teaching, using hypermedia it self and starting from constructivism basements for the making of the project, named Building Hypermedia. The developed program enveloped pedagogically and operationally three phases: a navigation inside a given hypermedia, a feedback and a conscientization of the traveled way, and the possibility of making a singular hypermedia. The study is here presented on its essence, with the report of the work stages, the discrimination of the basic contents and the insertion of the main frames of the software. The objective is to show what results were reached and demonstrate the use and utility of hypermedia, as a computational mechanism with wide and diversified resources, mainly in teaching area.
series SIGRADI
email
last changed 2016/03/10 09:50

_id 74ac
authors De Vries, Bauke
year 2000
title Sketching in 3D
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. 277-280
doi https://doi.org/10.52842/conf.ecaade.2000.277
summary Sketching in 3D is a design activity that requires a new approach to user interaction and geometric modeling in an architectural context. DDDoolz is an example of such a system used for mass study and spatial design. This paper describes the basic principles and the students’ experiences in a CAAD course.
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:55

_id 16fb
authors Dokonal, W., Martens, B. and Ploesch, R.
year 2001
title On the Borderline - Building a 3-D City Model with Students
source Architectural Information Management [19th eCAADe Conference Proceedings / ISBN 0-9523687-8-1] Helsinki (Finland) 29-31 August 2001, pp. 410-416
doi https://doi.org/10.52842/conf.ecaade.2001.410
summary This paper describes ongoing experiences with the „digcity“ project at Graz University of Technology (Austria). It presents a different approach in creating a 3-D City Model compared to other urban modeling projects. The substantial input made by students defines the basic characteristic of this project. In this contribution the redefinition of the project management is described. An outline of the project itself has been presented already in previous papers and presentations (Dokonal et.al., 2000 and 2001). These papers are updated here and the latest developments in this project are presented.
keywords Urban Modeling, 3-D Modeling, Architectural Education, Collaboration
series eCAADe
email
last changed 2022/06/07 07:55

_id 5477
authors Donath, D., Kruijff, E., Regenbrecht, H., Hirschberg, U., Johnson, B., Kolarevic, B. and Wojtowicz, J.
year 1999
title Virtual Design Studio 1998 - A Place2Wait
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 453-458
doi https://doi.org/10.52842/conf.ecaade.1999.453
summary This article reports on the recent, geographically and temporally distributed, intercollegiate Virtual Design Studio based on the 1998 implementation Phase(x) environment. Students participating in this workshop had to create a place to wait in the form of a folly. This design task was cut in five logical parts, called phases. Every phase had to be finished within a specific timeframe (one day), after which the results would be stored in a common data repository, an online MSQL database environment which holds besides the presentations, consisting of text, 3D models and rendered images, basic project information like the descriptions of the phases and design process visualization tools. This approach to collaborative work is better known as memetic engineering and has successfully been used in several educational programs and past Virtual Design Studios. During the workshop, students made use of a variety of tools, including modeling tools (specifically Sculptor), video-conferencing software and rendering programs. The project distinguishes itself from previous Virtual Design Studios in leaving the design task more open, thereby focusing on the design process itself. From this perspective, this paper represents both a continuation of existing reports about previous Virtual Design Studios and a specific extension by the offered focus. Specific attention will be given at how the different collaborating parties dealt with the data flow and modification, the crux within a successful effort to cooperate on a common design task.
keywords Collaborative design, Design Process, New Media Usage, Global Networks
series eCAADe
email
last changed 2022/06/07 07:55

_id ga0024
id ga0024
authors Ferrara, Paolo and Foglia, Gabriele
year 2000
title TEAnO or the computer assisted generation of manufactured aesthetic goods seen as a constrained flux of technological unconsciousness
source International Conference on Generative Art
summary TEAnO (Telematica, Elettronica, Analisi nell'Opificio) was born in Florence, in 1991, at the age of 8, being the direct consequence of years of attempts by a group of computer science professionals to use the digital computers technology to find a sustainable match among creation, generation (or re-creation) and recreation, the three basic keywords underlying the concept of “Littérature potentielle” deployed by Oulipo in France and Oplepo in Italy (see “La Littérature potentielle (Créations Re-créations Récréations) published in France by Gallimard in 1973). During the last decade, TEAnO has been involving in the generation of “artistic goods” in aesthetic domains such as literature, music, theatre and painting. In all those artefacts in the computer plays a twofold role: it is often a tool to generate the good (e.g. an editor to compose palindrome sonnets of to generate antonymic music) and, sometimes it is the medium that makes the fruition of the good possible (e.g. the generator of passages of definition literature). In that sense such artefacts can actually be considered as “manufactured” goods. A great part of such creation and re-creation work has been based upon a rather small number of generation constraints borrowed from Oulipo, deeply stressed by the use of the digital computer massive combinatory power: S+n, edge extraction, phonetic manipulation, re-writing of well known masterpieces, random generation of plots, etc. Regardless this apparently simple underlying generation mechanisms, the systematic use of computer based tools, as weel the analysis of the produced results, has been the way to highlight two findings which can significantly affect the practice of computer based generation of aesthetic goods: ? the deep structure of an aesthetic work persists even through the more “desctructive” manipulations, (such as the antonymic transformation of the melody and lyrics of a music work) and become evident as a sort of profound, earliest and distinctive constraint; ? the intensive flux of computer generated “raw” material seems to confirm and to bring to our attention the existence of what Walter Benjamin indicated as the different way in which the nature talk to a camera and to our eye, and Franco Vaccari called “technological unconsciousness”. Essential references R. Campagnoli, Y. Hersant, “Oulipo La letteratura potenziale (Creazioni Ri-creazioni Ricreazioni)”, 1985 R. Campagnoli “Oupiliana”, 1995 TEAnO, “Quaderno n. 2 Antologia di letteratura potenziale”, 1996 W. Benjiamin, “Das Kunstwerk im Zeitalter seiner technischen Reprodizierbarkeit”, 1936 F. Vaccari, “Fotografia e inconscio tecnologico”, 1994
series other
more http://www.generativeart.com/
last changed 2003/08/07 17:25

_id fa1b
authors Haapasalo, H.
year 2000
title Creative computer aided architectural design An internal approach to the design process
source University of Oulu (Finland)
summary This survey can be seen as quite multidisciplinary research. The basis for this study has been inapplicability of different CAD user interfaces in architectural design. The objective of this research is to improve architectural design from the creative problem-solving viewpoint, where the main goal is to intensify architectural design by using information technology. The research is linked to theory of methods, where an internal approach to design process means studying the actions and thinking of architects in the design process. The research approach has been inspired by hermeneutics. The human thinking process is divided into subconscious and conscious thinking. The subconscious plays a crucial role in creative work. The opposite of creative work is systematic work, which attempts to find solutions by means of logical inference. Both creative and systematic problem solving have had periods of predominance in the history of Finnish architecture. The perceptions in the present study indicate that neither method alone can produce optimal results. Logic is one of the tools of creativity, since the analysis and implementation of creative solutions require logical thinking. The creative process cannot be controlled directly, but by creating favourable work conditions for creativity, it can be enhanced. Present user interfaces can make draughting and the creation of alternatives quicker and more effective in the final stages of designing. Only two thirds of the architects use computers in working design, even the CAD system is being acquired in greater number of offices. User interfaces are at present inflexible in sketching. Draughting and sketching are the basic methods of creative work for architects. When working with the mouse, keyboard and screen the natural communication channel is impaired, since there is only a weak connection between the hand and the line being drawn on the screen. There is no direct correspondence between hand movements and the lines that appear on the screen, and the important items cannot be emphasized by, for example, pressing the pencil more heavily than normally. In traditional sketching the pen is a natural extension of the hand, as sketching can sometimes be controlled entirely by the unconscious. Conscious efforts in using the computer shift the attention away from the actual design process. However, some architects have reached a sufficiently high level of skill in the use of computer applications in order to be able to use them effectively in designing without any harmful effect on the creative process. There are several possibilities in developing CAD systems aimed at architectural design, but the practical creative design process has developed during a long period of time, in which case changing it in a short period of time would be very difficult. Although CAD has had, and will have, some evolutionary influences on the design process of architects as an entity, the future CAD user interface should adopt its features from the architect's practical and creative design process, and not vice versa.
keywords Creativity, Systematicism, Sketching
series thesis:PhD
email
more http://herkules.oulu.fi/isbn9514257545/
last changed 2003/02/12 22:37

_id 45c6
authors Jegó-Araya, N., Contreras-Higuera, W. and Alarcón, G.
year 2000
title Comunicacion Visual Educativa y Multimedia. Apuntes Docentes para una Biblioteca Virtual - (Instructional Visual Communication in Multimedia. Educational notes for a Virtual Library)
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. 319-321
summary Visual Communication researches of Chile and Mexico are studying a basic model to optimize the development multimedial supports used in the teaching - learning process. The investigation contrasts supports developed conventionally with supports containing variables of redundancy, hierarchy of contents, navigation and visual noise. The analysis applied in Graphic Design students of the Universities of Bío-Bío of Chile and Autónoma Metropolitana of Mexico, included the design of four “electronic books”, two prescribed by the governing model, and other two were modified by the mentioned variables. The Following aspects were evaluated: navigation facility, message’s visibility and legibility, level of comprehension and application of contents and level of user’s acceptance. The results show that the adequate control of variables are in some instances so much or more important than assigned them to the semantic treatment, mainly because involve to the content in a learning sensorial.
series SIGRADI
last changed 2016/03/10 09:53

_id 146a
authors Johnson, Robert E.
year 2000
title The Impact of E-Commerce on the Design and Construction Industry
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. 75-83
doi https://doi.org/10.52842/conf.acadia.2000.075
summary Historically, the design and construction industry has been slow to innovate. As a result, productivity in the construction industry has declined substantially compared to other industries. Inefficiencies in this industry are well documented. However, the potential for cost savings and increased efficiency through the use of the Internet and e-commerce may not only increase the efficiency of the design and construction industry, but it may also significantly change the structure and composition of the industry. This is suggested because effective implementations of e-commerce technologies are not limited to one aspect of one industry. E-commerce may be most effective when it is thought of and applied to multi-industry enterprises and in a global context. This paper continues the exploration of a concept that we have been working on for several years, namely that “…information technology is evolving from a tool that incrementally improves ‘backoffice’ productivity to an essential component of strategic positioning that may alter the basic economics, organizational structure and operational practices of facility management organizations and their interactions with service providers (architects, engineers and constructors).” (Johnson and Clayton 1998) This paper will utilize the case study methodology to explore these issues as they are affecting the AEC/FM industry.
series ACADIA
last changed 2022/06/07 07:52

_id 3760
authors Koutamanis, Alexander
year 2000
title Recognition and Indexing of Architectural Features in Floor Plans on the Internet
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. 357-366
doi https://doi.org/10.52842/conf.caadria.2000.357
summary The Internet promises a worldwide information system, capable of uniting different sources and types of original, up-to-date and directly usable information. Among the main components of this system are retrieval mechanisms characterized by high precision and recall, as well as by supportive relevance feedback. The textual versions of these retrieval mechanisms have been available for some time and have achieved a certain degree of efficiency and sophistication. Image retrieval lags behind, despite the recent advances in content-based retrieval. In architecture this is largely due to the lack of integration of domain knowledge and known formalisms. Indexing and retrieval of architectural floor plans can rely on existing generative systems such as shape grammars and rectangular arrangements. By reversing generative systems in purpose we derive compact descriptions that describe completely a floor plan and make explicit all relevant features rather than a small number of features. The main limitation of reversed generative systems is that they apply to specific classes of designs. Unification in indexing and retrieval can only take place at the level of basic primitives, i.e. spaces and building elements. In both vector and pixel images of architectural floor plans this can be achieved by a universal recognition system that identifies salient local features to produce a basic spatial representation.
series CAADRIA
email
last changed 2022/06/07 07:51

_id 8a18
authors Loose, Duane
year 2000
title 3D Studio Max 3.0 Workshop
source Hayden Books
summary 3D Studio MAX 3.0 Workshop focuses on developing the skills of beginning and intermediate 31) Studio MAX users by teaching them how to take advantage of 3the first object-oriented animation system designed for Microsoft Windows NT . Written from the point of view of a professional industrial designer, art director, animator, and design educator, this book uses a single holistic project, composed of interrelated tutorials to guide you through a professional project development process. By beginning with the end in mind, this workshop will show you how to structure your use of MAX to create professional-quality imagery using the basic tools provided in MAX. 3D Studio MAX 3.0 Workshop boosts the beginning to intermediate user to a higher level of MAX proficiency in the shortest time possible. The workshop focuses on basic principles, elements, and tools used in MAX to create models, materials, lighting, special effects, and animation; and you will learn how professionals develop CGI shots in MAX by using layers and compositing.
series other
last changed 2003/02/26 18:58

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