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 577

_id b0e7
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Re-Convergence of Art and Science: A Vehicle for Creativity
doi https://doi.org/10.52842/conf.caadria.2000.491
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. 491-500
summary Ever-increasing complexity in product design and the need to deliver a cost-effective solution that benefits from a dynamic approach requires the employment and adoption of innovative design methods which ensure that products are of the highest quality and meet or exceed customers' expectations. According to Bronowski (1976) science and art were originally two faces of the same human creativity. However, as civilisation advances and works became specialised, the dichotomy of science and art gradually became apparent. Hence scientists and artists were born, and began to develop work that was polar opposite. The sense of beauty itself became separated from science and was confined within the field of art. This dichotomy existed through mankind's efforts in advancing civilisation to its present state. This paper briefly examines the relationship between art and science through the ages and discusses their relatively recent re-convergence. Based on this hypothesis, this paper studies the current state of the convergence between arts and sciences and examines the current relationship between the two by considering real world applications and products. The study of such products and their successes and impact they had in the marketplace due to their designs and aesthetics rather than their advanced technology that had partially failed them appears to support this argument. This text further argues that a re-convergence between art and science is currently occurring and highlights the need for accelerating this process. It is suggested that re-convergence is a result of new technologies which are adopted by practitioners that include effective visualisation and communication of ideas and concepts. Such elements are widely found today in multimedia and Virtual Environments (VEs) where such tools offer increased power and new abilities to both scientists and designers as both venture in each other's domains. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through real-time prototyping and visualisation, better decision-making, higher quality communication and collaboration, lessor error and reduced design cycles. Effective employment and adoption of innovative design methods that ensure products are delivered on time, and within budget, are of the highest quality and meet customer expectations are becoming of ever increasing importance. Such tools and concepts are outlined and their roles in the industries they currently serve are identified. Case studies from differing fields are also studied. It is also suggested that Virtual Reality interfaces should be used and given access to Computer Aided Design (CAD) model information and data so that users may interrogate virtual models for additional information and functionality. Adoption and appliance of such integrated technologies over the Internet and their relevance to electronic commerce is also discussed. Finally, emerging software and hardware technologies are outlined and case studies from the architecture, electronic games, and retail industries among others are discussed, the benefits are subsequently put forward to support the argument. The requirements for adopting such technologies in financial, skills required and process management terms are also considered and outlined.
series CAADRIA
email
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 9a1e
authors Clayton, Mark J. and Vasquez de Velasco, Guillermo
year 1999
title Stumbling, Backtracking, and Leapfrogging: Two Decades of Introductory Architectural Computing
doi https://doi.org/10.52842/conf.ecaade.1999.151
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 151-158
summary Our collective concept of computing and its relevance to architecture has undergone dramatic shifts in emphasis. A review of popular texts from the past reveals the biases and emphases that were current. In the seventies, architectural computing was generally seen as an elective for data processing specialists. In the early eighties, personal computers and commercial CAD systems were widely adopted. Architectural computing diverged from the "batch" world into the "interactive" world. As personal computing matured, introductory architectural computing courses turned away from a foundation in programming toward instruction in CAD software. By the late eighties, Graphic User Interfaces and windowing operating systems had appeared, leading to a profusion of architecturally relevant applications that needed to be addressed in introductory computing. The introduction of desktop 3D modeling in the early nineties led to increased emphasis upon rendering and animation. The past few years have added new emphases, particularly in the area of network communications, the World Wide Web and Virtual Design Studios. On the horizon are topics of electronic commerce and knowledge markets. This paper reviews these past and current trends and presents an outline for an introductory computing course that is relevant to the year 2000.
keywords Computer-Aided Architectural Design, Computer-Aided Design, Computing Education, Introductory Courses
series eCAADe
email
last changed 2022/06/07 07:56

_id ed9e
authors Mendez, Ricardo and Pimentel, Diego
year 2000
title Internet: Características de la Información, de la Base de Datos al e-Commerce (Internet: Characteristics of the Information, from d-base to e-Commerce)
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. 38-40
summary In the earl’s nineties, when the www start to be popular, it had a configuration given by the academics. This sites worked as a data base where you could get specific information. In a very fast way the commercial sites get in to the www just to be there with a strong institutionally presence. In the middle nineties the possibility of incorporate sound and video to the Internet give the possibility to the appearance of entertainment sites as an option for television. During the last year we saw a new change in the digital landscape of the Internet, the commercial sites start to move trough a new concept: the e-commerce. The WWW is not just a way of communication, it is a distribution channel. In a society where the information is one of the most required commodity, the bit is not just information, is the digital tool for the new global economy. Because the laws of the market does not agree with the anarchic and chaotic spirit that give the first breath to the net of nets, this phenomenon make a great impact in the Internet. The subject of this work is the study of this phenomenon and to analyze the behavior of this “new kids on the Net” and the alternatives facing the advance of the market trough the right of free access to information.
series SIGRADI
email
last changed 2016/03/10 09:55

_id 2abf
id 2abf
authors Rafi, A
year 2001
title Design creativity in emerging technologies
source In Von, H., Stocker, G. and Schopf, C. (Eds.), Takeover: Who’s doing art of tomorrow (pp. 41-54), New York: SpringerWein.
summary Human creativity works best when there are constraints – pressures to react to, to shape, to suggest. People are generally not very good at making it all up from scratch (Laurel, 1991). Emerging technology particularly virtual reality (VR) Multimedia and Internet is yet to be fully discovered as it allows unprecedented creative talent, ability, skill set, creative thinking, representation, exploration, observation and reference. In an effort to deliver interactive content, designers tend to freely borrow from different fields such as advertising, medicine, game, fine art, commerce, entertainment, edutainment, film-making and architecture (Rafi, Kamarulzaman, Fauzan and Karboulonis, 2000). As a result, content becomes a base that developers transfer the technique of conventional medium design media to the computer. What developers (e.g. artist and technologist) often miss is that to develop the emerging technology content based on the nature of the medium. In this context, the user is the one that will be the best judge to value the effectiveness of the content.

The paper will introduce Global Information Infrastructure (GII) that is currently being developed in the Asian region and discuss its impact on the Information Age society. It will further highlight the ‘natural’ value and characteristics of the emerging technologies in particular Virtual Reality (VR), Multimedia and Internet as a guidance to design an effective, rich and innovative content development. This paper also argues that content designers of the future must not only be both artist and technologist, but artist and technologist that are aware of the re-convergence of art and science and context in which content is being developed. Some of our exploration at the Faculty of Creative Multimedia, Multimedia University will also be demonstrated. It is hoped that this will be the evidence to guide future ‘techno-creative designers’.

keywords design, creativity, content, emerging technologies
series book
type normal paper
email
last changed 2007/09/13 03:46

_id 988d
authors Russell, Peter and Forgber, Uwe
year 2000
title The E-Talier: Inter-university Networked Design Studios
doi https://doi.org/10.52842/conf.ecaade.2000.045
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. 45-50
summary The widespread infiltration of internet based variations of traditional areas of society (e-commerce, e-business, e-mail etc.) will not spare the halls of academia in its propagation. The term courseware is well nigh 20 years old and considerable research and development has been done in bringing network based distributed courses to university consortiums including those in architecture and civil engineering. Indeed, the European Commission has recently approved funding for a 3-year web-based virtual university of architecture and construction technology: the WINDS project led by the University of Ancona. Such attempts to create e-courses are largely an extension of typical courseware where the syllabus is quantified and divided into lessons for use by the students alone or in conjunction with their tutors and professors. This is quite adequate in conveying the base knowledge of the profession. However, the tenants of being an architect or engineer involve the deft use of that unwieldy named and deliciously imprecise tool called "design". Teaching design sooner or later involves the design studio: a pedagogically construed environment of simulation intended to train, not teach the skills of designing. This is fundamentally different from normal courseware. A network based design studio (Etalier) must be able to reflect the nature of learning design. Design studios typically involve specifically chosen design problems, researched supporting information to assist design decisions, focussed discussions, individual consultation and criticism, group criticism, public forums for presentation discussion and criticism as well as a myriad of informal undocumented communication among the students themselves. So too must an Etalier function. Essentially, it must allow collaboration through communication. Traditional barriers to collaboration include language, culture (both national and professional) and distance. Through the internet's capricious growth and the widespread use of English as a second language, the largest hurdle to attaining fruitful collaboration is probably cultural. In the case of an Etalier in a university setting, the cultural difficulties arise from administrative rules, the pedagogical culture of specific universities and issues such as scheduling and accreditation. Previous experiments with virtual design studios have demonstrated the criticality of such issues. The proposed system allows participating members to specify the degree and breadth with which they wish to partake. As opposed to specifying the conditions of membership, we propose to specify the conditions of partnership. Through the basic principal of reciprocity, issues such as accreditation and work load sharing can be mitigated. Further, the establishment of a studio market will allow students, tutors and professors from participating institutions to partake in studio projects of their choosing in accordance with their own constraints, be they related to schedule, expertise, legal or other matters. The paper describes these mechanisms and some possible scenarios for collaboration in the Etalier market.
keywords e-Studio, Virtual Design Studio, Courseware, CSCW
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:56

_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 146a
authors Johnson, Robert E.
year 2000
title The Impact of E-Commerce on the Design and Construction Industry
doi https://doi.org/10.52842/conf.acadia.2000.075
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
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 e978
authors [Zupancic] Strojan, Tadeja Z.
year 1999
title CyberUniversity
doi https://doi.org/10.52842/conf.ecaade.1999.196
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 196-200
summary The study of a cyberuniversity derives from an analogy between real urban space and its virtual "substitution". It represents an attempt to balance some views, which seems to be contrary, exclusive, but they are just parts of the same wholeness. Especially the notion of a cyber society is lately considered such an exaggeration, that it is possible to forget the meaning of a real life experience and interactions, which are already threatened. One should contribute to the awarness that is used in such a comparison, it is "just" an analogy, not a real similarity. At the same time it is possible to point out some limitations of a cyberspace and indicate a more realistic view of the meaning of cyber communities. Awarness of the development processes could help to find a balance between reality and virtuality, using cyberfacilities not to destroy us (our identity) but to improve the quality of our (real) life.
keywords University, Cyberuniversity, Space, Cyberspace
series eCAADe
type normal paper
email
last changed 2022/06/07 07:54

_id 4cd1
authors Abdelmawla, S., Elnimeiri, M. and Krawczyk, R.
year 2000
title Structural Gizmos
doi https://doi.org/10.52842/conf.acadia.2000.115
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. 115-121
summary Architects are visual learners. The Internet has enabled interactive learning tools that can be used to assist in visual thinking of structural concepts, especially at the introductory levels. Here, we propose a visual approach for understanding structures through a series of interactive learning modules, or ’gizmos’. These gizmos, are the tools that the student may use to examine one structural concept at a time. Being interactive, they offer many more possibilities beyond what one static problem can show. The approach aims to enhance students’ visual intuition, and hence understanding of structural concepts and the parameters affecting design. This paper will present selected structural gizmos, how they work, and how they can enhance structural education for architects.
series ACADIA
email
last changed 2022/06/07 07:54

_id 41e5
authors Abendroth, M., Decock, J. and Mestaoui, N.
year 2000
title O_1:// the hypertextu(r)al matrix
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. 75-76
summary Founded in 1995 LAB[au], laboratory for architecture and urbanism, links theoretic research LAB[a+u] to concrete works of conception and realisations LA.BAU. LAB[au] elaborates a “hyperdesign” investigating the implications of new technologies of communication and computation in spatiotemporal and social processes and their forms of representation as architecture and urbanism. The transposition of the hypertext model to architectural and urban concepts question the mutation of the spatial and semantic construct of space. The definition of architecture as a code is based on “glocal” systems according to the processes of computation and communication.
series SIGRADI
email
last changed 2016/03/10 09:47

_id f08d
authors Abrahamson, S., Wallace, D., Senin, N. and Sferro, P.
year 2000
title Integrated design in a service marketplace
source Computer-Aided Design, Vol. 32 (2) (2000) pp. 97-107
summary This paper presents a service marketplace vision for enterprise-wide integrated design modeling. In this environment, expert participants and product developmentorganizations are empowered to publish their geometric design, CAE, manufacturing, or marketing capabilities as live services that are operable over the Internet. Theseservices are made available through a service marketplace. Product developers, small or large, can subscribe to and flexibly inter-relate these services to embody adistributed product development organization, while simultaneously creating system models that allow the prediction and analysis of integrated product performance. It ishypothesized that product development services will become commodities, much like many component-level products are today. It will be possible to rapidly interchangeequivalent design service providers so that the development of the product and the definition of the product development organization become part of the same process.Computer-aided design tools will evolve to facilitate the publishing of live design services. A research prototype system called DOME is used to illustrate the concept and apilot study with Ford Motor Company is used in a preliminary assessment of the vision.
keywords Integrated Modeling, System Modeling, Design Service Marketplace
series journal paper
email
last changed 2003/05/15 21:33

_id eb8a
authors Achten, H., De Vries, B. and Jessurun, J.
year 2000
title DDDOOLZ. A Virtual Reality Sketch Tool for Early Design
doi https://doi.org/10.52842/conf.caadria.2000.451
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. 451-460
summary This paper presents DDDoolz, a desktop-VR three-dimensional voxel sketchtool. DDDoolz is developed in the Design Systems Group to explore the use of Virtual Reality technology in the early design stage. The aim is to offer a sketch-like environment in VR with an unobtrusive interface. The paper presents DDDoolz, how it is used in education and with partners in architectural practice, and some future developments.
series CAADRIA
email
last changed 2022/06/07 07:54

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

_id ddssar0001
id ddssar0001
authors Achten, Henri and Leeuwen, Jos van
year 2000
title Towards generic representations of designs formalised as features
source Timmermans, Harry (Ed.), Fifth Design and Decision Support Systems in Architecture and Urban Planning - Part one: Architecture Proceedings (Nijkerk, the Netherlands)
summary Feature-Based Modelling (FBM) is an information modelling technique that allows the formalisation of design concepts and using these formal definitions in design modelling. The dynamic nature of design and design information calls for a specialised approach to FBM that takes into account flexibility and extensibility of Feature Models of designs. Research work in Eindhoven has led to a FBM framework and implementation that can be used to support design.. Feature models of a design process has demonstrated the feasibility of using this information modelling technique. To develop the work on FBM in design, three tracks are initiated: Feature model descriptions of design processes, automated generic representation recognition in graphic representations, and Feature models of generic representations. The paper shows the status of the work in the first two tracks, and present the results of the research work.
series DDSS
last changed 2003/11/21 15:15

_id 9d26
authors Adriane Borda Da Silva, A., Félix, N.R., Magallón Lacarta, J.A., Serón Arbeloa, F.J.
year 2000
title Da Representação à Modelagem (From Representation Towards Modeling)
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. 280-282
summary This work intends to structure a conceptual and technical referential to guide the development of the “Post-Graduate Drawing Course - from traditional tracing to computer graphics” (DTGC-IFM,UFPel, RS, Brasil), related to the process of using the computer technology for problem-solving in graphics representation. The referential intends to evaluate the level of development, and also orientate the investments with qualification of the staff, hardware and software. This study refers only to the process of solving problems using computer graphics techniques for Geometric and Visual Modeling.
series SIGRADI
email
last changed 2016/03/10 09:47

_id ae61
authors Af Klercker, Jonas
year 1999
title CAAD - Integrated with the First Steps into Architecture
doi https://doi.org/10.52842/conf.ecaade.1999.266
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 266-272
summary How and when should CAAD be introduced in the curriculum of the School of Architecture? This paper begins with some arguments for starting CAAD education at the very beginning. At the School of Architecture in Lund teachers in the first year courses have tried to integrate CAAD with the introduction to architectural concepts and techniques. Traditionally the first year is divided by several subjects running courses separatly without any contact for coordination. From the academic year 96/97 the teachers of Aplied aestetics, Building Science, Architectural design and CAAD have decided to colaborate as much as possible to make the role of our different fields as clear as possible to the students. Therefore integrating CAAD was a natural step in the academic year 98/99. The computer techniques were taught one step in advance so that the students can practise their understanding of the programs in their tasks in the other subjects. The results were surprisingly good! The students have quickly learned to mix the manual and computer techniques to make expressive and interesting visual presentations of their ideas. Some students with antipaty to computers have overcome this handicap. Some interesting observations are discussed.
keywords Curriculum, First Year Studies, Integration, CAAD, Modelling
series eCAADe
email
last changed 2022/06/07 07:54

_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 37c2
authors Ahmad Rafi, M.E.
year 1999
title Visualisation of Design Using Animation for Virtual Prototyping
doi https://doi.org/10.52842/conf.ecaade.1999.519
source Architectural Computing from Turing to 2000 [eCAADe Conference Proceedings / ISBN 0-9523687-5-7] Liverpool (UK) 15-17 September 1999, pp. 519-525
summary Although recent technology in time-based representation has vastly improved, animation in virtual prototype design field remains the same. Some designers invest a huge amount of money in the latest visualisation and multimedia technology and yet may create even worse animation. They often cramp sequences resulting in many viewers failing to interpret the design positively as they miss a lot of vital information that explains the design. This paper basically reports the importance of film-making understanding for producing good virtual prototype animation. It will be based on a part of a research project on the use of time-based media in architectural practices. It also includes an empirical analysis of several architectural-based documentary films (including an interview with the film director) and past and present computer animation. This paper then concludes with recommendations of good techniques for making animated visualisation relative to the stage at which the animation is produced for better design decision.
keywords Virtual Prototype, Animation, Time-Based, Film-Making
series eCAADe
email
last changed 2022/06/07 07:54

_id 9b44
authors Ahmad Rafi, M.E. and Karboulonis, P.
year 2000
title The Importance of Virtual Environments in the Design of Electronic Games and Their Relevance to Architecture
doi https://doi.org/10.52842/conf.ecaade.2000.181
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. 181-185
summary Ever increasing complexity in architectural design and the need to deliver a cost effective solution requires the employment and adoption of innovative design methods. Although technological changes have entered the field of architecture at a slower pace, the recent adoption of 3D modelling, Virtual Environment and multimedia represent significant changes in architectural design, visualisation and presentation. These now include tools for conceptualisation, design synthesis, design presentation, desktop publishing, animation, Internet and hypermedia authoring. Uddin argues that the major activities involved in the creative and dynamic process of architectural design deal with conceptualisation, visualisation and expression of alternative ideas through two-dimensional and three-dimensional model. This paper highlights the need for the employment of emerging computer based real-time interactive technologies that are expected to enhance the design process through better decision-making, higher quality communication and collaboration, error reduction, spatial awareness, interactive design and real-time visualisation.
keywords CAD, Game Design, Virtual Reality, Virtual Environments, Virtual Prototyping, Internet Technologies, Architecture
series eCAADe
email
more http://www.uni-weimar.de/ecaade/
last changed 2022/06/07 07:54

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